#ue4-general

1 messages Β· Page 202 of 1

plush yew
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@last loom Yes that was the GIF I posted before

last loom
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yeah "not working as intended"

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not ... "fixed"

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and "didn't know it"

plush yew
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I wonder if rotating will affect other actors since it doesn't seem to update

last loom
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this community has an attiude problem

cloud cobalt
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This community is a community of professionals

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Professionals don't go to people with 10x the experience saying they're full of shit

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Like it or leave it

last loom
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yeah because as we all know, in 21st Century Amerikkka, only absolute obedience to your superiors is tolerated

cloud cobalt
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Sorry, I'm not American

last loom
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lol

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you are now

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welcome to the new world order buddy

cloud cobalt
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I also don't have superiors

last loom
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we're on the same server

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and you bow down just as loud as ever

plush yew
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Answer is yes, rotating the capsule still affects other actors

last loom
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facts

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science

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it's the way of the future

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I refuse to argue fucking russian spam bots

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peace fools

warm mountain
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Hey guys quick question I understand blueprints do make things slower compared to pure C++

cloud cobalt
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@warm mountain Not that much really

warm mountain
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gotcha

cloud cobalt
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Very slightly slower

warm mountain
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I was wondering if it was worth the trouble of laying everything out in blueprints

pallid compass
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as long as ur not doing mad calculations

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bp is fine

warm mountain
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and then switching over to C++

plush yew
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So uh... capsules are not locked it seems...

warm mountain
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oh yea I'm not doing anything particularly complicated

cloud cobalt
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Stick to what you're most comfortable with, unless you're doing multiplayer, complex data processing, etc - stuff like that is better done in C++

warm mountain
#

its just standard attack animations = damage + cc
spawn monsters
switch characters

vale osprey
#

@plush yew is it a character component? or a pawn with a capsule primititve?

warm mountain
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ah nah its singleplayer

plush yew
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Character

vale osprey
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that's interesting

warm mountain
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i'm making something similiar to killing floor but the enemies are australians

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and australian themed monsters

plush yew
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Been seeing posts on different Facebook groups I'm in about people receiving emails saying their account had been locked. Just wanted to spread the word πŸ‘ŒπŸΏ

pallid compass
#

use this kurodo's

plush yew
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^

pallid compass
#

check ur mail

plush yew
#

I'm personally clean. All my leaks are old

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Stuff and things πŸ˜ƒ

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I'm waiting for UE to install...

silver crown
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Seems I got my triangle gen wrong πŸ˜…

plush yew
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UE4 just installed, do you guys have some gpod tutorials to get me started..?

forest steppe
keen birch
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Lol, looks lovely Phyro

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;3

plush yew
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Danke Heap!

honest vale
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just ask

grim ore
honest vale
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wait

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new battle royale game?

restive eagle
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which game keys they will be giving out?

tall pendant
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Darwin Project

cursive dirge
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darwin is a lot smaller scale game

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there's no 100 player thing

honest vale
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it's a toon game too

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_>

silver crown
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For all the people asking for a minecraft-like option in my plugin

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Took longer than expected though

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And isn't really well done 😐

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1.3ms of static cost every second

frank escarp
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@silver crown why did you nuke your profile pic?

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now you are like me

silver crown
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To confuse you

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I didn't liked it anymore, and haven't find a new one yet

safe rose
tranquil rose
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Lucy Becker - Today at 5:28 AM
Hey @everyone , Sam and Ben will be live in the voice lounge today at 8pm BST chatting all things Unreal VR! (see your timezone here: http://bit.ly/2pdQps0) πŸ™‚(edited)
Event Time Announcer - Unreal VR AMA with Ben & Sam
Event Time Announcer shows time for Unreal VR AMA with Ben & Sam in locations all over the world. In London it happens on Thursday, March 15, 2018 at 8:00:00 pm.

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I will leave the facebook link when I get it, you don't have to have a fb account, I sure as hell don't.

sturdy kernel
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anyone noticed very poor slate performance (Present time) during the last week? I'm wondering if latest windows update could be related. I'm using Oculus Rift which could also be a factor

merry gazelle
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Question: Is it possible to setup a master asset folder so that I can pull individual BP, mesh, texture, etc into my project?

I remember a discussion/request for this functionality a while back in the forums. This would be incredibly useful IMO rather than having to migrate assets between projects.

plush yew
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That's too advanced for epic games

merry gazelle
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Epic games prove @plush yew wrong please

plush yew
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🀣

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They can't even make it so you can use UE4 from source to download marketplace library plugins

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You need the Epic Games launcher w/ a UE4 from DL copy to get marketplace assets.

safe rose
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Or just use Allars tool

cloud cobalt
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Though if you're building from source, you probably still want to have a binary version to test stuff

merry gazelle
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Just imagine master folders organised as characters, vehicles, maps, audio. 😍

cloud cobalt
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Why would you want to share characters or maps between projects, though ? That seems unusual

grim ore
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nothing stopping you from having a master project with all of that then migrating them over to your project

merry gazelle
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I'm using UE4 for CG film scenes and I have tons of assets, I'm finding my system is prone to crashing with enough assets in my project.

I do usually just migrate from a master projectt, but it's a bit more convoluted selecting large numbers of specific assets imo and keeping track of everything.

plush yew
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Recycling assets at its peek efficiency

bitter iris
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Has anyone noticed google chrome has messed up? or is it just me

merry gazelle
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Firefox ftw

bitter iris
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firefox is horrible

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id choose edge over that

plush yew
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Dont see anything messed up

bitter iris
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Notice anything?

plush yew
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Nu

bitter iris
plush yew
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Not for me

fierce tulip
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guy posts random youtube video of him playing a game in streaming. tell him not to.
he posts his yt channel in lounge, i remove it.
he then posts a 1h yt video he made with 3 minutes of ue4-ing at 50:00 and used an ue4 screenshot in the hopes we wouldnt notice.
#howtogetaban

bitter iris
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they are for me an i dunno why

plush yew
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@fierce tulip :slowclap:

merry gazelle
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try disabling your addons

plush yew
bitter iris
merry gazelle
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if that doesnt work uninstall chrome and install Firefox, easy fix

plush yew
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One sec

bitter iris
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its just me then

plush yew
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Indeed.

bitter iris
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im missing the links on the right side

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ffs

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everything just seems to go wrong for me

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my 1tb ssd died now programs are messing up

merry gazelle
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right click the page > inspect and search for this class "gb_nb gb_Lg gb_R gb_Kg gb_Og gb_T"

bitter iris
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Thats a temp solution, once I refresh page itll go

plush yew
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Reinstalling might be your best bet

bitter iris
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i have, only just got my pc back online after getting my new ssd from crucial

plush yew
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oh

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huh

bitter iris
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well looks like ima have to like firefox

plush yew
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Please use something else

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unrelated question that might be stupid, does UE4 have any production restrictments like Unity (Unity Personal edition doesn't let you generate more than 100k before asking you for a paid lisence, etc)

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Pretty sure all UE4 has is the Royalty Percentage you have to pay them

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I think I found an answer but not too sure if it's true... One sec.

#
 
 Generally, you are obligated to pay to Epic 5% of all gross revenue after the first $3,000 per game or application per calendar quarter, regardless of what company collects the revenue. For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10).```
Is this a true answer?
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Should be yes

glossy flame
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That's straight from the FAQ, so I hope it would be

plush yew
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How much do I have to pay for Unreal Engine 4?
UE4 is free to use, with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products.

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Oh, I found it in a forum. Couldn't find anything about it in FAQ.

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Guess I'm blind πŸ˜„

glossy flame
plush yew
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wait what the heck is Unreal Studio

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"Unreal Studio is a comprehensive, real-time visualization solution that will save you hours, if not days, in bringing Unreal Engine projects to life."

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uhhh, I just started with UE4, I just installed the C++ tool set for Visual Studio, so, no idea.

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I'm gonna just... hides in corner

glossy flame
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It's a brand new tool, so there's not a ton of established information about it

crisp fable
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is there any consensus on what landscape density should be for a first person game?

glossy flame
crisp fable
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like 1 vertex per m or what?

plush yew
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Interesting

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Should be 1 Unit = 1 Inch, right?

crisp fable
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in UE4 its 1 unit = 1 cm

plush yew
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aghhh, I have been installing addons and development kits all day today...

hushed monolith
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whoohoo! 4.19 baby!!!

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🎊

plush yew
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πŸ˜›

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🀸

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phumkie, that avatar is just mint

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Just realised that isn't a breakdancer

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That is nicolas cage

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I know but still πŸ˜›

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πŸ˜„

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Quick question, do you guys know where I can find some models for maybe placeholders? I can do hard-surface modelling, but organic is the death of me, looking for trees, vegetation, etc.

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Free or paid?

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There's quite a few models for greenery on the ue4 marketplace

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Free would be nice

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There's not many free prop packs that are worth using imo

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Hmm, okay, thanks for the help. Will go back trying to troubleshoot UE.

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See you tommorow, I suppose?

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Cya

pallid compass
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any quick tips for say doing a health bar in a material and mapping 0-1 to hiding the colour section of a texture? ie just moving a black panel of its fine

restive eagle
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@plush yew there should be a thread in the forums, with a huge list of free assets. try looking in community content*

plush yew
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Thanks! Will certainly check it out after I find out how to stop this error...

restive eagle
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if you just want some models, there are other websites. finding them through google shouldnt be hard. if you want animations or characters then try looking up mixamo

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everyone starts with mixamo πŸ˜„

plush yew
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Yeah, I know about mixamo, my biggest problem is just organic 3D modelling, so most characters and plants.

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And another problem is this frickin' error I can't get rid of

restive eagle
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have you posted the error above?

plush yew
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It's really starting to get in my head, I have installed it 3 times

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Does it matter if it's in a different drive?

fierce tulip
tall pendant
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tbfh. A lot of Users would not be willing to pay the (proper) prices Artists/Coders etc had to charge for the level of Quality people want. What level of Quality do people expect for a few bucks?

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Ask any contractor for prices for actual quality work.

pallid compass
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LUOS MY BRO

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HOW DO I USE VALUE STEP D:<

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just trying to mask a health bar in the vertical

fierce tulip
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value step? as in 5,10,15?

plush yew
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@restive eagle Just posted the error above, no idea what's the problem...

pallid compass
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value step gradient

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i just need to shift a value of 0 up and down a texture

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u know like a mask for health bar decreasing

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@fierce tulip tldr i just need to shift a value of 0 up and down the red colour, like a health bar

fierce tulip
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steppingpanner node, "add" to a texture uv and move a value in the "add"

pallid compass
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alright shall try, time to learn new node

tiny pier
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How do I define a struct? I saw someone do it once I think. You create some new asset which is the struct. You name it, you define it's attributes. Now you have a new data type that you can use when defining variables inside of a blueprint. I can't remember what structs are called in ue4 though, so I don't know how to find the thing.

cinder iron
tiny pier
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Found this document. I'm doing this with blueprints only, no access to C++. Is it something to do with a data asset maybe?

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Ah, okay, didn't expect to find it there. Thanks.

pallid compass
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U mean basic structs

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u want that viceo he linked

plush yew
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Ahh, this is getting really stressful, does anyone know a fix to this error?

It's really starting to get in my head, I have installed it 3 times
Does it matter if it's in a different drive?```
crisp fable
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no it doesnt matter that its a different drive

pallid compass
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can u paste error please

crisp fable
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the SDK version absolutely matters

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it cant just be any windows SDK

manic pawn
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you should check the win 8.1 sdk in the vs 2017 installer, not install some standalone version

pallid compass
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Can u run ur vs 2017 installer

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and click modify

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and show me a screen shot of ur ticked SDK's

plush yew
manic pawn
plush yew
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Oh, thought Windows SDK v8.1 and Windows 8.1 SDK were two different things

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Worked, thanks so much @manic pawn

pallid compass
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yes that

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gj

silver crown
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Cheap overheat effect, using normal + Z position

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What's the best way to add a trail to all the meteors?

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Trail mesh with clever material?

fierce tulip
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if its going straight, yea

silver crown
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And if it's not?

coarse wigeon
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@wicked tiger - What is going on with the UE4 site?

silver crown
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lol indeed

coarse wigeon
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^

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Not just you

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I am getting it too

silver crown
glossy flame
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If it's any type of 500 code, it's probably not your fault πŸ˜‰

silver crown
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@elfin jacinth

coarse wigeon
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Looks like it is Just Unreal Engine no other Epic site is effected

silver crown
coarse wigeon
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Fortnite is up

silver crown
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Nope

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lolol

coarse wigeon
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oh rip

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Well fortnite is up for me

silver crown
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coarse wigeon
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Oh

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Derp

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No it is up

silver crown
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Actually it is

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But for some reason I'm redirected to epicgames login

coarse wigeon
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They could be overhauling the UE4 and Epic games site

silver crown
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Forums are up

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Only vbulletin part though

glossy flame
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Might have to do with the Fortnite mobile rollout

coarse wigeon
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Could be

glossy flame
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This has happened with big FN events in the past, like the Twitch Prime thing

silver crown
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Launcher is still up though

safe rose
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PUBG Corp

coarse wigeon
silver crown
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clean your cookies

coarse wigeon
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ok

silver crown
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It tries to log you

coarse wigeon
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ok got it

cinder iron
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found something bout it

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now I need to know if this is somehow applicable to not a ground surface

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XD

fierce tulip
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hmm playing all 75 vfx continuously and only 1-2 fps loss hehe

pallid compass
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oh nice!

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how did u do that ;o

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down trace decal?

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and vfx?

grim ore
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holy hell... out of no where a Battle Breakers blog post lol

coarse wigeon
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Link @grim ore ?

grim ore
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yep that one lol

cinder iron
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@pallid compass no, just a particle I found on the vehicle game template XD

plush yew
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Hey guys, how would you link two pawns together? Like restrict their movement so that they can’t move more than some distance away from each other?

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And kind of pivot around one another

fierce tulip
slate orbit
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Does anyone know where the save game files are stored for packaged games?

tawdry narwhal
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here, the "zombies" arms fall off

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I've set up similar constraints in PHAT

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however, all that did to my model is stretch the mesh

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I'm sure I need to update the model for it to support limbs that may break off

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question is, what modifications do I need to make?

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the UE4 mannequin seems to support this by default

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aw snap... figured it out

elfin jacinth
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@silver crown Still having issues?

worthy spindle
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Hi. I want to create a simple game for kids to teach color, shapes etc

Concept: Animated character present the user with multiple choice sentence like: Press the red circle. If the user presses the correct shape gets 1+ point and the character gives him motivation. If the user presses the wrong shape the character tells him to try again. The level contains 20 questions

How is the blueprint setup to control the character animation and the pressing of the correct answer??

plush yew
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is there a way I can toggle between 2 different control schemes

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with blueprints

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like I have a bunch of movement setup for first person mode right?

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but after pressing a button

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it toggles to a different movement setup in third person?

next badger
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Hope Epic finally announce Niagara release on GDC... i'm tired of hacking it to work

next badger
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oh...it does work in 4.19, no hack needed

plush yew
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?

chrome quarry
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Does anyone know if there have been any projects that implement an outside program into the game? For example using an itunes/spotify music playlist? Any information or examples would be appreciated.

plush yew
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oh piss off ue4

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"Fatal error"

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Crashes my damn editor

granite sky
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reminds me - I haven't committed in a while

cyan gazelle
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man i made a donut in blender and closed the cmd prompt in the background and it closed my whole program and i lost my donut

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didnt even get to add sprinkles

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its fine the frosting was partly inside the donut anyway

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i dont like the viewport im used to using wasd to move around

floral heart
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I think you can change it to use WASD, but it's like looking for bigfoot.

cyan gazelle
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theres definitely a lot of stuff

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i feel like making a sword or something would be pretty simple for a beginner im gonna try to do that

obtuse sable
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every asset i try to save

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fails to save

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Any idea why?

next badger
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@chrome quarry you can't add windows gui app into game (ui uses Slate framework to markdown the elements), you could render a web content however

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@obtuse sable are they read only? is it version control enabled?

grim sinew
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@obtuse sable Make sure you don't have 2 editors open

obtuse sable
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oh i do lol

obtuse sable
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Anyone know of a tutorial that shows how to do metal on only some parts of a texture?

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idk what to search for really

keen birch
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You use a texture as input for metallic in the material

obtuse sable
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Yeah i have a texture mask for it

keen birch
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With the areas you want as metal being white and the rest black

obtuse sable
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Yeah i got that

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i can get metal fine

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but i need roughness and metallic in it

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to make it look more metallic then just chrome

keen birch
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Well then also make a separate roughness texture

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And plug that into roughness

obtuse sable
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I also have that but that is doing roughness on another part of the texture

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this is how i have it atm

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its working as it is seperated as i want

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but the shiny parts thats suppose to be metal are too shiny

keen birch
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You can lerp the roughness with the metallic as alpha, using roughness as A and metallic * some roughness param as B

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Can't show atm as I'm on my phone

obtuse sable
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Ah okay cool

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do u have time to walk me through it? if i show u screen shots

grim sinew
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Or you can just make a proper roughness map instead of flat values

obtuse sable
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oh

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ive never done that before

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is there really no tutorial for this im trying to do?

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Not the roughness map thing

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cant find anything on it

next badger
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@worthy spindle you have to be specific about your questions...this is too vague

grim sinew
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Just google it.

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Step 1: Copy your roughness map. Step 2: Paste it into the green channel of your packed map. Step 3: Save and celebrate, you're done.

keen birch
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Basically, basic PBR stuff

obtuse sable
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i mean the other thing i was doing

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but ill check this out

keen birch
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Don't know what other thing you mean

obtuse sable
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oh ye nvm xD

grim sinew
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If you really need more guidance than that, look up basic texturing tutorials.

keen birch
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The Photoshop channel link is one thing

next badger
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yeah, but don't forget to import texture properly, compression should be set to masks

grim sinew
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Like, super basic. Introductory things.

keen birch
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But basically, texture stuff in general

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Alexey, the only thing mask compression does is ruin image quality

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I heavily suggest not using mask on anything which needs decent quality

grim sinew
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I've never noticed mask compression causing issues

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Outside of the normal DXT compression stuff you always get

next badger
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for combined mask there are only 2 options, masks and userinterface2d, which is ~ no compression

grim sinew
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Or you can just do the default compression and tick off SRGB, but that's all "mask" compression is doing anyway

next badger
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every other method will mix channels

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masks compress each channel individually

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every other method - not

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you could watch Luos's videos, i think he explained it 10 times already

obtuse sable
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this is not correct

keen birch
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Was pretty damn sure mask compression did actually do other stuff

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But could be that my mind is playing tricks on me

obtuse sable
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What did i do wrong?

keen birch
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Sec

obtuse sable
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I packed the roughness map in to the alpha

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assuming my nodes are not correct

keen birch
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Did you actually make a proper roughness map?

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Look, I'll show you how this should work

obtuse sable
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okay thx

keen birch
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But I don't think you actually understand what all of this is doing

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Which is kind of crucial

obtuse sable
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i thought i was still using the masks

keen birch
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So research what PBR is and how it works, look into some good material tutorials and stuff like that

obtuse sable
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to mask what part i wanted rough etc

keen birch
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Well, you are and you're not

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You're doing many things at once

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And few of them correctly

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x3

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You're combining different stuff where you probably shouldn't

obtuse sable
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I did manage to do that tho just that idk how to get my not rough parts to be metallic and not only shiny

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i will learn the PBR thing for sure

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just thought i could do this real quick with masks

keen birch
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Oh, you can

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But you're mixing stuff up in your nodes

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You're making it way harder than it needs to be

obtuse sable
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yeah im sure

keen birch
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The metal mask is an exact inverse of the roughness mask, right?

obtuse sable
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yeah

keen birch
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Well, since it is

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That's one thing

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You can save memory by just doing the inversion in the material instead of precomputing it

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One less texture sample πŸ˜ƒ

obtuse sable
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What would that accomplish?

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Saving memory

keen birch
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Better performance, basically

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(Put simply)

obtuse sable
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Ah okay

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im making cinematics so

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thats not that much of an issue

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for me

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By default textures are like kinda shiny from the start without any roughness map etc

keen birch
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Here we go

obtuse sable
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is there a way to not have that to be defaul?

keen birch
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That's all you need

obtuse sable
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oh dam

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ill try it πŸ˜„

keen birch
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Yeah, just put a parameter in as roughness value and put it lower

obtuse sable
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What about the 2nd roughness ?

keen birch
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Well

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What you see there

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If something is white on the Metal mask, it sets it to metallic and it gives it MetalPartsRoughness

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And if it's black on the mask, it sets it to non-metallic and gives it OtherPartsRoughness

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So you can manually set the roughness for both metal and non-metal areas

obtuse sable
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ohhhh

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awesome

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Nice this will be so helpful for me in the future

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The metal parts are very dark

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compared to before

keen birch
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You gave it a high roughness?

obtuse sable
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yeah

keen birch
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Well, you're basically telling it to be less reflective

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So then it's going to be darker

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And metals are darker by default without reflection

obtuse sable
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when its more reflective its even darker tho xD

keen birch
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Ah like that

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Yeah, metalness does that

obtuse sable
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this is at 1 metallic

keen birch
#

Metals behave pretty differently from non-metals

obtuse sable
#

Any way i can make it brighter with the nodes?

keen birch
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Uh, you could

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Not gonna go into that now, though, kinda have to go

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Go look into material tutorials and that sort of thing

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You'll figure stuff out

obtuse sable
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Yeah sure

#

Thx alot btw! πŸ˜„

keen birch
#

That's an awfully broad question with insanely specific answers, so I don't think we can easily tell you

tall pendant
#

depends 100% on your project.

worthy spindle
#

Hi. Can you help me with simple mobile game Blueprint
I want to create a simple game for kids to teach color, shapes etc

Concept: Animated character present the user with multiple choice sentence like: Press the red circle.

If the user presses the correct shape gets 1+ point and the character gives him motivation.
If the user presses the wrong shape the character tells him to try again. The level contains 20 questions

How is the blueprint setup to control the character animation and the pressing of the correct answer??

Something similar to this game https://youtu.be/TlKhvCeYBik

#

I need a blueprint that control all the above game like educational app
On clicking the right answer the user is rewarded points plus animations are triggered

plush yew
#

@worthy spindle That involves multiple systems which can't really be answered succintly

#

@young urchin Got it from http://unrealslackers.org/

#

@worthy spindle Easiest way would be to have some sort of game manager that spawns the buttons and also keeps track of the correct answer. If answer is correct, send some message to character to play an animation or something

next badger
#

@young urchin u're being annoying... it's UNREALSLACKERS.ORG not that hard to keep it in mind for a few seconds...

plush yew
#

Wasn't he already in this group? I saw him asking weird questions in different channels

#

Maybe he's banned πŸ˜›

next badger
#

@young urchin if he was on discord already he could login back...anyway it's a generic issue not related to this server

#

@young urchin no...

#

that's not normal...

plush yew
#

Nah just asking stuff like "what's this channel for?" when he could easily read #more-resources or the topic at the top of the channel

worthy spindle
#

@plush yew Can you point me to such game manager or tutorials or templates

plush yew
#

Not that I know of. It's more a general game programming thing than an Unreal-specific thing

#

Probably easier to just learn how to create simple games in UE4 and then you can apply that knowledge to creating your game

fierce tulip
#

he is permabanned for not following the rules

plush yew
#

I banned him

fierce tulip
#
  1. posting random youtube video of him playing random game. warned him.
  2. he then posts his channel in lounge.
  3. the then fakes an ue4 editor video where in the 1 hour he only had ue4 open for lessthan a minute, and only showing off his non-ue4 channel and liking videos
#

no

#

if you cant listen, you need to face consequences

next badger
#

Phahahah. How i missed that person???

weary basalt
#

Unless Luos says he will be unbanned then no he wont be.

fierce tulip
#

wow that sounds like I am some overlord

#

hehe

#

he didnt the first time I warned him

weary basalt
#

So he will follow the rules only after his ban? Yeah nar thats not how it works mate.

fierce tulip
#

why would he now, if he cant take the rules and warnings seriously we have no obligation to spend time on it.

last loom
#

:cough: "Doomed Spies"

dusty cypress
#

Hey all, is it allowed to make a fanmade game based in the Bioshock game timeline, within the city of Rapture? No assets from Bioshock would be used, nor will we get funded. Is that possible or does it raise a red flag? I'm assuming it does raise a flag.

fierce tulip
#

it probably would yea

next badger
wary wave
#

he's banned, he's not coming back

fierce tulip
#

as I said, no. I might think about it in a week or two

next badger
#

Let him cool for a few weeks.

whole quarry
#

oeh drama, lemme read back

next badger
#

@young urchin Ask Luos after Epic's GDC talk on Niagara, he will be in a good mood...probably...

#

it will be on 21th

tall pendant
#

Not following our Server rules shouldn't be awarded with another chance. just my 2 cents

next badger
#

March

shell jetty
#

November

whole quarry
#

meh i missed a lot

#

tag me next time please, i love drama and falling banhammers

next badger
whole quarry
#

:3

#

At the beginning of the week I've restarted with a project from scratch in 4.18, only to see now that 4.19 got released...

#

Oh well, at least I didnt push it to source control yet

fierce tulip
#

4.19 seems to be a bit buggy according to all the answerhubsies

keen birch
#

Suppose that's why it was pushed back so much

next badger
#

someone at Epic mentioned text format Assets...maybe some day...

whole quarry
#

I haven't read the changelog yet, don't know if any groundbreaking new features are contained in 4.19

#

like volumetric fog came in 4.17

fierce tulip
#

some interesting things, at least workflow improvements for materials

whole quarry
#

in that case i'll just stick in 4.18 for stability

fierce tulip
#

but some people have issues with materials showing properly

next badger
#

i think it's a generic rule, don't migrate on 0 minors

tall pendant
#

noticed some weird stuff on materials as well

next badger
#

duh.. it's crashed...

whole quarry
#

πŸ˜„

next badger
#

4.19.0

tall pendant
#

i had UE4 freeze and lock up my PC 5(!) times, when trying to migrate animation files into another project... idk if its UE4 or the assets πŸ˜›

frank escarp
#

@next badger not only ive been using 4.19 preview

#

but actually ive built my prototype from the ground up in 4.19 preview, and my current build is 4.19.0

#

everything working fine somehow

#

probably got lucky

next badger
#

@frank escarp same here...but it's crashed on exit for some reason. First several times it was ok.

#

oh...maybe it's Niagara

cinder iron
#

Well come

fierce tulip
frosty bloom
#

It's not your parents you are talking with dude, when a moderator says no it's no

fierce tulip
#

aaand gone

frank escarp
#

rip

#

i saw it live

#

NOOOOOOOOOOO-> BANNED

frosty bloom
#

lol, #Second

fierce tulip
#

death threats incoming in 1.2.3.

next badger
#

@whole quarry NOOOOOOOOOOOO

tall pendant
#

Dont mess with Thor

next badger
#

cmon people...Remco asked to call him

frosty bloom
#

Luos mighty hammer

whole quarry
#

AHHH

#

i missed it T_T

fierce tulip
#

brb

next badger
#

@whole quarry it happened in seconds

whole quarry
#

i look away for 1 minute

keen birch
#

Aw

#

He got banned?

#

Missed it too

#

3:

#

Was busy talking about RAID setups

#

And all his messages are deleted, too

#

Shame

fierce tulip
#

yea, while I can keep em its also annoying to keep em around

#

so deleting those during ban

#

i dont like banning people but cmoooon its easy to have some etiquette and common sense

keen birch
#

I sometimes do enjoy banning people

#

It's a bit of a "How do you like me now, huh" sort of thing

next badger
#

Bulgaria...some people there similar to Russians, and we sometimes are being jerks -_-

keen birch
#

Depends if they actually got on my nerves, though. If I'm actually done with people it's just intensely frustrating

whole quarry
#

Says doesn't like ban, meanwhile holds the ban record

#

πŸ˜›

grim sinew
#

Yeah how dare he do his job πŸ˜›

whole quarry
#

Where's Nick btw? I haven't seen him in a while

#

Yea, damn those moderators for moderating! πŸ˜„

plush yew
#

anyone know how to use this

keen birch
#

Actually, on the front of Nick

#

Or some selected mods

#

Because I honestly feel that it's ridiculous that he's the only person with authority to e.g. add a bot for useful functionality, while he's never around and never actually does that sort of thing despite saying he will

pallid compass
#

The worst thing is people who come in here thinking they know everything

next badger
#

@plush yew i have no clue, even stats net is missing from modern builds

pallid compass
#

Or dont understand something ans go ur wrong im right see

#

Like jesus calm down

next badger
#

Or dont understand something ans go ur wrong im right see is that...English?

pallid compass
#

Yws

#

And*

#

Im on phonw

#

Typing is awful

#

U gotta fill in the mistakes sorry!

whole quarry
#

Don't make your problems other peoples problems πŸ˜›

next badger
#

@plush yew i think ... it's under Session Frontend -> Profiler ....there you could connect to server

plush yew
#

yeah

#

but not on the cloud i think

next badger
#

@plush yew i wonder if you could add a DS as device in the device manager

#

description says you could do that

#

< never tried

fierce tulip
next badger
#

i've seen him...was it on YT?

fierce tulip
#

prolly

#

or twitter

#

or whatevs :p

elfin jacinth
#

Good morning awesome human folks

next badger
fierce tulip
#

mornin @elfin jacinth

#

hehe yea @next badger

next badger
#

Calcifer

#

was his name

elfin jacinth
#

There was a fire who had a flame and Calcifer was his name O.

fierce tulip
tall pendant
#

is his derpy brother around too? πŸ˜„

fierce tulip
#

not in the project, but if you change the face scale to 1.5 on Z it will be derpy

elfin jacinth
#

So I've already kind of written a story in my head for that fire.

elfin jacinth
#

He is a very old fire that has been stuck in the same damn fire pit for ages, all he can do is read campfire stories, but over the decades he's gotten more and more like Clint Eastwood in Grand Torino.

#

So what was once a jovial story of triumph, has now become a long winded memory and bitter tellings of a crappy future for the kids who hear his story

#

Also, he smokes a lot (I'm not sorry)

next badger
#

pot?

fierce tulip
#

hehe, everyone talks about the campfires XD

#

a gran torino flame i'd be glad to talk with

gentle crypt
#

Whats unreal studio? is it like marmoset toolbag version of UE4 where you showcase artwork and models?

tall pendant
#

ArchViz / Enterprise stuff

gentle crypt
#

whats different about it from the engine?

fierce tulip
#

is there a way to force an all shader rebuild inside engine?

tall pendant
#

try deleting the deriveddatacache

fierce tulip
#

yea that I know

#

was hoping to have a console command or so

tall pendant
#

aye

fierce tulip
#

replaced a mat function with another, same inputs outputs, when opening the material it shows properly but not on the meshes/cascade because they dont recompile

#

quite annoying

tall pendant
#

theres a command for recompile changed shaders

plush yew
#

Ctrl + Shift + . ?

tall pendant
#

if you are in shader mode

fierce tulip
#

but not a global one for all shaders in project?

#

(already cleared cache and it worked ofcourse, but id like to know for future ref.)

next badger
#
recompileshaders 

Options are: 
'Changed', 'Global', 'Material [name]', 'All' 'Platform [name]'
Note: Platform implies Changed, and requires the proper target platform modules to be compiled.
shell jetty
#

what htat undeal datasmith cover?

grim sinew
#

There you go

next badger
#

i wonder how they will solve the UV issues for nurbs surfaces from apps like Rhino...

#

i.e. Lightmap UVs require some existing UV to be made

grim sinew
#

Unreal can't render nurbs anyway, it'll need to be converted to polygons. After that, guess they'll just do an automatic uv unwrap.

next badger
#

@grim sinew well, yeah...but last time i've tried to generate lightmap UV for mesh that had no texture UV - UE failed

grim sinew
#

Guess it's a beta for a reason.

next badger
#

it's a standard ue4 feature...i think since 4.14 or so...

grim sinew
#

Datasmith has different needs than base UE

#

I'm not talking about base UE

pallid compass
#

when ever change anything in c++ no matter what save project
2scared ima break my engine

pallid compass
#

Tech question, if u wanted dynamic weather on a map, say Dry and Wet states(wet where it rains) how would u go about adjusting the materials of everything on a map to say shift the roughness and stuff?

plush yew
#

Material Parameter Collections and adjust roughness and darken the diffuse a bit

pallid compass
#

I was thinking that, but arent they expensive af to shove in to everything?

plush yew
#

Maybe blend a normal over it too

wary wave
#

@pallid compass - we do it in post process

#

said post process setup is however not necessarily very simple

pallid compass
#

yeah that might be out my reach, i suck at PP right now

#

i mean u could have a material paramater to offset final roughness value for example

#

"IsRaining"

#

or something, but then how expensive does it get to shove it in everything

fierce tulip
#

@pallid compass nah material param collection justs hold a scalar value, so its not much different than adding a regular scalar

pallid compass
#

ahh i thought they where expensive to use?

fierce tulip
#

nah

pallid compass
#

ahh gotcha okay thank u!

next badger
#

agree...and sometimes it just can't be published without one

#

make 3 materials? dry, wet, with lerp?

#

wet also should have more contrast/saturation

#

more roughness material has -> more desaturated it become when dries

buoyant pine
#

Hey! Could anyone check my question at the cpp channel? Thank you!

sudden agate
#

Is there a way to MinClamp the Game's Delta Time?
I thought the "Min Desired Framerate" Setting does this (if 30 -> Clamp Delta to 1/30 = 0.03333), but it does not

#

I cannot find any usage in the Source either

unreal halo
#

i was looking through the rules, is there not an specific help channel?

fierce tulip
#

every channel is a catagory where you can ask for help

unreal halo
#

iwe been getting some insane editor flickering after going to 4.19, and wanted to see if someone else are getting the same, but it didn't fit a specific category

fierce tulip
#

and asking here is fine too

unreal halo
#

ah okay πŸ˜ƒ So that would be my question. has people had problems with elemts INSIDE the editor, so the current game you are editing, and unreal things flickering? like the arrows to move or rotate objects. Im on newest unreal version, newest nvidia driver etc

quartz patrol
#

Hello, is anyone have troubles with 4.19, iam using this system to reverse animation to Close the door, it works perfectly in 4.18 but in 4.19 its not playing animation at all

plush yew
#

is there a way I can toggle between 2 different control schemes
with blueprints
like I have a bunch of movement setup for first person mode right?
but after pressing a button
it toggles to a different movement setup in third person?

#

and also toggle cameras

#

My god, dedicated server's connection settings are annoying to setup 😭

spice urchin
#

does anyone know if the Unreal Tournament stuff is available as a full dev-kit type thing?

polar hawk
pallid compass
#

do any of u guys actually use auto exposure?

worn granite
#

@polar hawk ...

pallid compass
#

its so god dam annoying

grim sinew
#

Yes, just a super tiny amount of it

#

Very controlled amounts

pallid compass
#

if u dont mind me asking what are ur settings

grim sinew
#

Situational depending on the scene.

pallid compass
#

Just looking for something default to work with while i block and check

fierce tulip
#

ffs, finished writing a post on forums. "error, random warning message"

grim sinew
#

Oh god who would make a material that complex

#

What are they doing, manually writing out POM code or something?

pallid compass
#

zero can u recommend some basic auto exposure settings for outdoors

polar hawk
#

0-500

grim sinew
#

There are no numbers I can give you that will have any meaning. Outdoors means nothing to me. I don't know if it's broad daylight, the middle of the desert, on mars, or midnight.

pallid compass
#

well i normally just go basic, 1-1

grim sinew
#

Guess at it until it works.

polar hawk
#

-250 - 1250

pallid compass
#

just a basic raw scene i guess, basic lighting

#

default directional light, fog, skylight

#

i suck with lighting

grim ore
#

Upgrade phone to Note 8, ARCore not supported. Upgrade phone to S9, ARCore not supported... wtf google

pallid compass
#

best way for a custom component to get the location of the char its on?

#

nvm done im potato

safe rose
#

Thank you all very much for participating in the 4.19 Beta Testing Program, I can't wait for it to come to full release in .1 or .2

worn granite
#

inb4 .5

fierce tulip
#

XD

wintry oak
#

inb4 UE5 on april 1

worn granite
#

too predictable

#

inb4 they drop support for C++ on apr1

#

I can see it now

plush yew
worn granite
#

Blueprints have proven themselves to be sufficiently robust and extensible on their own - we truly believe this is the future of development and are no longer going to address issues with C++ projects. 4.20 drops all non-engine module support.

plush yew
#

I added a camera into the capsule component of my character and it no longer works

grim sinew
#

And in 4.21, C++ is deprecated from the engine. Unreal is now coded in Blueprint entirely.

plush yew
#

so how can I get the camera to rotate?

worn granite
#

Blueprint becomes self hosted 😱

plush yew
#

someone please help

grim sinew
#

Nothing is left of C++ except an interface to make blueprint nodes. The entire engine, start to finish, is made in blueprint now.

grim ore
#

man even tho 4.19 was in the cooker for a while I wish it had longer times. Quite a few crashy missy buggy parts 😦

worn granite
#

Yes

plush yew
#

oh

#

I'm dumb β„’

worn granite
#

@grim sinew No, no, no.

#

You can't write C++, only whatever the syntax is that BP exports to text when you copy nodes.

#

That's how you create nodes, you just create a json file that includes some meta for the node and that excerpt

restive eagle
worn granite
#

wow the BP docs are cancer

#

was going to roast you for not searching

#

sec

restive eagle
#

if i use is valid as boolean, then if its invalid will get an error.

#

but clear and iinvalidate should be ok, was using that and was still getting an error

worn granite
#

I'm searching source 1s

restive eagle
#

my problem is that i cant view my error log anymore, so at first i thought that handle was giving me the error

worn granite
#

There should be an IsValid

restive eagle
#

from experience i know if you use that while smth is invalid you will always get error

worn granite
#

Eh

restive eagle
worn granite
#

Make sure its the right node

leaden onyx
#

guys do you have any idea if behavior tree can show debug info for nodes such as "Wait", it would be cool to see remaining time displayed for easier debugging

#

?

restive eagle
#

i thought that handle is causing this

worn granite
#

But looking at this, IsValid shouldn't actually cause an error

leaden onyx
#

I know you can hover over it and it'll show "remaining time", but I could've sworn it was visible in description before

restive eagle
#

oh true with handle is valid works, but its enough in my case to clear it even if its not valid

#

anyways need to figure out how to fix my error log, because now im just guessing whos causing errors πŸ˜„

worn granite
#

Think you might be right @leaden onyx, I seem to remember that kind of thing. I know that AnimGraph state machines will show how long they're in that state, maybe that's what we're thinking of.

leaden onyx
#

Yeah, I was working with4.19 preview when it was functional, but couldn't find any commit or pull request or even change in code regarding this, as if it disappeared or was just a plain dream; Though there is a function specific for that purpose: DescribeRuntimeValues

worn granite
#

Oh?

#

I've never bothered to track that down

#

I hardly use the BP debugger

leaden onyx
#

ah sorry I was talking about Behavior Trees

#

should've been more specific

worn granite
#

I imagine its similar code

leaden onyx
#

well it's using graphs yeah, but logic is quite different

#

since you working with hierarchy

worn granite
#

Maybe

#

Yeah, looks like you're right

#

I thought maybe they'd use the same interface for gather debug data

#

But it looks pretty segregated to BT

leaden onyx
#

Did you try doing some AI stuff? Was learning about AI implementations for senses, behavior trees, messaging systems in UE, quite impressive, yet still limiting, a lot of things are missing sadly

worn granite
#

I used to be digging into AI a bit

#

Trying to polish up my knowledge of Perception rn

#

Its been like a year though

leaden onyx
#

are you using AI perception system?

worn granite
#

Just digging into it on my own

leaden onyx
#

ah I see, it seems unfinished in some cases

#

wish epic could describe their usages on Fortnite examples, how they go about doing things, not sure if AI is complex there tho

worn granite
#

Yeah like

#

PawnSensing hearing lets you have LOS hearing distance and non-LOS hearing

#

Perception only does a single check

leaden onyx
#

but it has delayed delivery tho

worn granite
#

true, true.

#

I'm actually implementing a sense that relies on other senses

#

Not entirely sure if its how I would really do this if it were a serious project, just seeing what I can do

leaden onyx
#

interesting, what application could it have, I have only amplification of one sense by other senses in mind

worn granite
#

Still toying around with it, but I'm doing stuff with general knowledge. If you can see things, you'll know if they update, otherwise you don't.

Kind of weird to implement it with perception though, now that I think of it.

hot pond
#

hey does anyone here offer any kind of community support for devs by chance?

grim sinew
#

Whoever happens to be bored enough to answer, generally.

hot pond
#

More than I could ask for

#

As of right now I only have a small question and I am sure its something dumb

worn granite
#

like what do you mean community support?

#

Like answering questions? Cause Hi, welcome to Unreal Slackers

hot pond
#

lol

#

yeah for instance if I am having an issue trying to figure something specific out and I post if someone could lend a helping hand

grim sinew
#

If it's small, simple questions at a beginner level, you're probably better off googling it. You'll get an answer faster.

hot pond
#

also Thank you for the welcome

grim sinew
#

And sometimes with pictures showing exactly what to do

hot pond
#

I have already tried googling my issue ofc I will try that first before bothering anyone

worn granite
#

Also if you're wanting a specific dev... I uh. I offer consulting/tutoring.... y'know.

grim sinew
#

There's also answers.unrealengine.com for an official place to ask things and get answers, but... short of a handful of extremely generous people, it's not too active.

hot pond
#

however I created a trigger box to transport character to another level/map when I port to the map the model doesnt load and it goes from 3rd person to 1st person open camera and I am sure its just something dumb i am forgetting.

worn granite
#

Sounds like your pawn isn't set up in the game mode

#

So your first level has the pawn in the world, but the second level doesn't

hot pond
#

correct

worn granite
#

It tries to spawn the pawn you specify in the game mode, but that's likely default pawn

#

resulting in the model not loading

#

If you like, you can verify this with the World outliner

#

Search for your player BP class name

#

Like BP_PlayerCharacter

#

If you've got your character type in the world then we gotta talk about carrying over settings and stuff between levels

#

Or making sure possession works

hot pond
#

so do I need to make reference in the level bp

worn granite
#

nah do you have a gamemode?

#

If not, you can go in ProjectSettings I think, and set the default player pawn to your character

hot pond
#

Sorry was checking

#

I do not have default gamemode sete

#

I have already set it up but for some reason it wasnt set

#

yup that did the trick

#

Thanks that was an easy fix

pure jacinth
#

docs seem to be down again

languid flax
#

Anybody else getting an editor crash when opening the console or using the output log in 4.19?

#

In a completely clean project.

manic pawn
glossy flame
#

Looks like they might've tried to keep rebasing their branch to keep it up-to-date, and they don't know how to squash? πŸ˜„

#

Usually GitHub can take care of the rebase on pull requests but Epic doesn't use GitHub merging directly, so I dunno

manic pawn
#

probably just export a patch

#

not even bother with anything with conflicts, noone will notice between the 500 other dead prs :D

glossy flame
#

Maybe they saw a big yellow "conflict" thing on the PR page and just decided to try to fix it, I don't know, haha

#

Not that it has any effect anyways, but that might have shown up

floral heart
#

Not much of a git user. But I thought rebase wouldn't create such a horrible monstrosity.

manic pawn
#

it would be nice if they took like one or 2 months to not make any new features and instead either close or integrate all open prs

glossy flame
#

@floral heart if you know how to squash commits, it doesn't :p

manic pawn
#

it looks like they used merge instead of rebase

floral heart
#

I've used rebase, I think. I didn't know there was an option to NOT squash commits. I thought it always turned A>B>C into A>C.

glossy flame
#

Yeah, I guess I shouldn't have used that term specifically

manic pawn
#

nah, the point of rebase is to turn A>B, A>C into A>B>C

glossy flame
#

I more just meant "update the branch so there aren't any conflicts", which I usually do via a rebase, but they probably made use of a merge

floral heart
#

I've deleted and remade my first git repo several times because I would dirty up the commit history with merge.

glossy flame
#

Yeah, some of Git's features are a little bit tough to master but they can really help in the long-term

floral heart
#

"Thy commits must be porcelain." The Gitmentiurge Commandement

manic pawn
#

the best part is when you install a git client and realize how shitty the command line interface is

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and never have to use it again

floral heart
#

I don't mind the CLI. But you need a whole wall plastered with tutorials for each command.

glossy flame
#

I mostly just use it because you can't use a client via SSH :p

floral heart
#

Or I suppose you could do what Epic does and create a commit sewer.

manic pawn
#

git suddenly made so much more sense for me when I started using smartgit

oak linden
#

In my character blueprint, I've added a sphere collision that will detect whenever the character is near a wall

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The sphere is set to generate overlap events, and the walls are as well

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However, the overlap events do not fire

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No matter what I do, they just don't fire

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They only fire when I tick overlap with pawn

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Which detects the character inside the sphere collision

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What could be the issue?

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This should be very simple to set up

restive eagle
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does your wall has overlap events enabled?

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also check walls collision

oak linden
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For the wall

restive eagle
oak linden
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Aha

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I found the problem

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I did the level using box brushes

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It works on regular static meshes

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But that raises the question

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Can I set up box brushes to generate overlap events?

restive eagle
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dont know, but you can always make them into static meshes

oak linden
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Aha

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Got it

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thanks

warm bluff
manic pawn
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depends if there are enough people buying the cheats to justify that effort :D

warm bluff
#

Haha! But you would do it xD! Well i would too lol

spare herald
#

So true.

manic pawn
#

also have to make sure the cheat doesn't actually work so you don't lose the real players

tawdry narwhal
#

not strictly ue4, but has someone figured out a solid preset for OBS for capturing gameplay? even with the game around 100 FPS the recording is choppy

bleak copper
#

Yeah o.o It should just work if you capture your whole desktop.

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I've done hundreds of videos and it's pretty smooth.

fierce tulip
#

same

grim ore
tawdry narwhal
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oh wow

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thanks so much @grim ore

tawdry narwhal
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my eyes are killing me

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who writes with white on black?...

stable orbit
#

Is there a reason why not all the properties are displayed when playing my game in the editor?

chilly gale
#

I see reroute nodes in materials with 3 4 connections out of them and multiply node feed more than one node. BUT when I try to connect more than one connection the orginal breaks, anybody know what gives with this please

plush yew
#

That seems correct

floral heart
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Where's that blueprintsfromhell tumblr when you need it?

fluid stag
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lol

chilly gale
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So I can't connect the Multiply to more than one connection?

fluid stag
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Yeah, it's an input so you can only have one input going into it

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If you want to add more it has to be done with something like multiply or add

lament pewter
#

@snow crown can I forward you a message (moderation related)? Cant send you a PM since Im not on the friendslist.

snow crown
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im not going to be on for much longer, if you can, hit up one of the other moderators when they get on

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sorry

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my laptop is dying

lament pewter
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No Problem =)

chilly gale
#

I'm sorry I jus not getting that, this is a matrial I have that does what I'm after doing, channels the multiply out put to more than one place but I get a disconnect evry time I try to do the same

proper epoch
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so.. I have to replug all my materials when moving uassets around then? Dx

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erm, having a friend help with this project, we're both fairly new to UE4 still.

dim arch
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I think theres a plugin on the marketplace which lets you modify a property of all assets at the same time, otherwise you need to either fix your file structure or relink them yup

proper epoch
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lol I mean.. he sent me the whole project content folder with all the stuff working on his end Dx so I'm confused

chilly gale
plush yew
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You can't combine multiple outputs into one input like that

chilly gale
south ridge
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@chilly gale did what exactly

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Oh

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I see what you wanna do

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@chilly gale that's easy to do - you have to connect them first, then move them pretty SECOND

chilly gale
south ridge
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So first place next node to the right of the previous node (the editor detects relative node location), afterwards just move that node to the lef

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I don't see anything unusual about the pictures you posted, can you tell me what's exactly the question here

chilly gale
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See my Video up a bit?

south ridge
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Yes

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I already told you twice

chilly gale
south ridge
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First you connect nodes

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Then you move nodes

chilly gale
#

Ok thank you will try that

south ridge
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But you should not, most of the time

chilly gale
#

Thanks again, So the connection ALWAYS has to go to the right?

south ridge
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When you connect two things, you always go to the right, yes

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There is no way to connect with things on the left (it will "invert" your connection)

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But you can move things to the left after you connected it

chilly gale
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Thats a trick this ole falla did not know

south ridge
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That's intentionally done so you wouldn't do it

floral heart
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Reroute nodes being stupidly small, they assume what direction you want to go (the type of connection) by the direction you initially drag.

chilly gale
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Thanks guys, I'm trying my luck at adding textures to that material, building from scratch to try learn how it's done

south ridge
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Good thing to do!

chilly gale
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Maybe,. l I may have jumped in the deep end without a snorkle tho lol

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sink or swim

latent moth
#

do decals have an important impact on performance? i have a game logic that would need leaving any decal of a specific type created to stay for all the lenght of a match

next badger
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@latent moth yes, decals are heavy

latent moth
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ah ok

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thanks

next badger
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@latent moth decals are pure shader thing, you may enable shader complexity mode to view them

bitter iris
#

Is anyone here using 4.19? If so can you notice a difference from 4.18

next badger
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@bitter iris you may use search feature of discord, there are many mentions of 4.19 on different channels

tall pendant
#

about decals: They're not really that expensive per se. But they get more expensive the higher the shader instruction count is and the larger they are in screen space size. @next badger @_SCAR#3876

next badger
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@tall pendant yeah...but dont' forget that shooters generally have hundreds of them all over the place

trim trail
#

does favourite list in 4.19 dissapear every time you load project?

next badger
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@trim trail it's a new feature? it may πŸ˜›

trim trail
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yeah, it's new, you select folders in content browser, rmb and 'add to favourities'

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it had 6 previews though πŸ˜›

next badger
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@trim trail nope...they persist

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@trim trail it's just favourites are hidden by default

trim trail
#

there's option to show by default?

next badger
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@trim trail yep, you need to enable them manually and then it will be saved

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view options, at the bottom right

trim trail
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got it, thanks

next badger
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at least it worked for me

sudden agate
#

Material Layering is not in 4.19.0?

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Under Experimental, I don't have the feature to enable Material Layering and I cannot Add Material Layers in the Asset Browser

grim sinew
#

Those are just the examples you turned on, there's a second material layers thing you need to tick on

sudden agate
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no, it isn't

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as i said, it is not there anymore

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it was in P6, but not in 4.19.0

grim sinew
#

Okay, if you insist. Good luck, guess the checkbox that worked for me this morning doesn't exist for you.

sudden agate
grim sinew
#

You must be really, really confident to say flat out that this checkbox I'm looking at, right here, does not exist

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πŸ˜‰

sudden agate
grim sinew
#

Want to know a secret?

sudden agate
#

eh?

grim sinew
sudden agate
#

well, tip. Thank you πŸ˜„

grim sinew
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πŸ˜„

next badger
#

are you guys competing in calligraphy?

grim sinew
#

There we go

next badger
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i sometimes redraw same arrow 5 time to make it look nice

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just for the tip

sudden agate
grim sinew
#

I deliberately used the mouse to draw mine even though discord is already displaying on my cintiq πŸ˜›

fierce tulip
#

not sure whats going on here but

#

feels like this should be in offtopic :p

next badger
#

oh jss...it's a unreal-chat

grim sinew
#

We had a 3 person calligraphy contest, now you're the judge @fierce tulip

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Who won?

next badger
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Mod is always the winner

grim sinew
#

True

sudden agate
#

Luos is the winner of our hearts

grim sinew
#

Topic's already over though, he got here after the fact. Nothing left to do but judge the results

fierce tulip
#

@next badger is cuter due to pink color

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you both write better than me

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you are both winners in my book

grim sinew
#

❀

cyan gazelle
#

can blender be used to make monster NPCs or is that not the right platform

tall pendant
#

Yes. It can be used.

severe tree
#

Hi

turbid knoll
#

hi i'm wondering

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is it possible to produce an unreal engine game that forces a low resolution that then upscales?

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to the target?

grim sinew
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Yes.

turbid knoll
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how? πŸ˜›

grim sinew
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Screen percentage in the post process volume

turbid knoll
#

where is post process volume? (sorry, I'm literally a total beginner to the engine, I'm considering which engine to do my project in, and if it's able to force low res then upscale that would be a huge plus for UE)

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also if it's a post process, i'm not sure it's something i want

grim sinew
#

Post process is just a volume Epic throws EVERYTHING that can be controlled for a certain radius in. It's not just post process

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and you place it by finding it in volumes and dragging it in.

turbid knoll
#

i did try some 'pixelator' post process thing

grim sinew
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That's not what I said to do

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At all

turbid knoll
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i know but point is

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aren't these things really just a 'downscaler'?

grim sinew
#

No.

turbid knoll
#

so this 'post process' literally makes the game run at a lower resolution?