#ue4-general
1 messages ยท Page 203 of 1
perhaps if it weren't called a post process it wouldn't be as confusing
Just trying to point you in the right direction, not doing a step by step thing here
Yes, that's an example map with a ton of those
andross
read the wiki on PP
PP is named correctly
its processing after post render i guess u can say
so its effects after everything else
right yes
call it an overlayer if u will
exactly
Zero go get some sleep man lmao
il take over if ur shattered
"is it possible to produce an unreal engine game that forces a low resolution that then upscales?"
So you want to upscale right?
@pallid compass I've gotten 4 nights of sleep, total, the last two weeks. I have one day left. I can't stop now, too close to finishing.
dam son
This NEEDS to be done before GDC
If u want to upscale andross
oh fuck really
GO BOY GO
Screen space percentage in the bottom of a PP volume setting
Try that first
yes, i want the engine internally to be low resolution if that makes sense?
and the game just upscales to the target monitor
Upscaling is more expensive than going to target res
may i ask why u are trying to do this
it doesnt have to be some fancy upscaling algo, i just mean the game can run at the target res
im looking to make a retro 'low res' game that's light on resource usage, considering which engine would be best
Oh i see what ur doing
You are doing it the wrong way around
So try this
Build the game for say 1080 or w/e u want
what i dont want to do is have the game run at full res and then "fake" it being retro with a filter on top
then do a slice on PP Screen space percentage to like 50%
let me show u
Normal
PP
Still the same resolution
also this way
right, but doesnt that mean the game is still running at 1080p, just with a filter on top?
u can make a formula
yeah thats 1080p
so u would want to make a formula
to make it consistant
no matter what res it went on
yeah but the point is
wouldn't it still be just as heavy in terms of resource usage?
obviously if ur 1080p 50% decrease is enough, but if they got a 4k screen u would go 75% maybe
no where near
if anythinhg
ur saving
golden rule of the thumb i guess is
always build high then go low
easier to go high to low, than low to high i guess
This prob applies here?
basically id want to be able to run the game fine on low end systems
I would mod rendering pipeline to do this. Force buffer to a resolution of necessary size, then upscale as last step
ahhh
well, not going to work
resolution is just part of the performance
Im going off assuming low knowledge of the engine
yeah, I understand that
I assume this way would be simple and not interfere with anything else
i have almost no knowledge of UE4, im still considering which engine to use
UI scaling
etc
for now then i would just use PP downscale, so u dont run in to any extra issues
to target low end systems you need something different imho
but basically id like the engines internal calculations/rendering etc.. to be 'as if' it were at a low res, to save on resource usage, if that makes sense?
@vale osprey i see, any recommendations?
Quake and etc
goldsource?
then make final adjustment with PP i guess
what do they call it these days lol
for people with high res monitors
yeah that would be the plan @pallid compass
you could make it run well by doing minila forward rendering
then resolution won't matter much
there is prob better ways like ^ that
but if ur new to engine, i would go for the cleanest path
minimum texture, all static light and etc
still, i think for this particular project perhaps UE4 isnt the best option
@pallid compass Just to clarify, it's running at the same external resolution but a lower internal resolution and upscaling. You'll see a linear performance increase the lower it goes.
I AM! It's baking ;-;
If you run at 50% screen percentage, it's running at half resolution and upscaling.
struggling to see "vision" of where i need to go
alright
talking about baking i keep staring at a 18 core i9 lmao
ill try this screen percentage thing
for these reasons
Networked builds between that and my desktop
@grim sinew does it work for >100% too?
is there a console command to show the framerate?
Yes, over 100% supersamples and downscales
Or if you want to be fancy on top of that, stat unitgraph
that too
hmm
how do i force the standalone game (when i click launch) to be properly full screen?
alt enter
Same thing, won't be any performance difference really. If you want to properly profile you have to have the editor closed entirely and run it as a standalone thing
well it's just windowed full screen will still force windows tripple buffered vsync or whatever right?
im trying to compare frame rate with different r.screenpercentage
but atm its just stuck at 60 presumably because of vsync
No that's a limiter in the project settings
big tip
make game basics first
then start looking at pefomance
if u spend all ur time trying to profile while u work
but i need to determine if UE4 is suitable first
u will get no where
honestly u wont get any proper results
until u pack and ship the game
and try it on a rig
take the editor frame details with a pinch of salt
i dont need any precise testing, just want to verify quickly if r.screenpercentage improves performance
Yes.
it does but heres the thing
u need to load the scene with things
and actually see what is the limit for your hardware target
otherwise ur working blind
what limit are you referring to?
well u need to pick a hardware target first
target is low end systems
figure out how much vram u want to hit
cpu peformance
draw calls
blah blah
tri count
etc
define low end systems
do u have one to test on?
m8 u can pretty much do anything with ue4
i wouldnt stress too much
if epic can get fortnite to run on mobile at 30fps and it looks good
i think u will be alright
most performance hit comes from dynamic lighting and stuff anyway
just another note, im not a PP / visual / profiler guy
i mainly do framework stuff, hardsurface & mad tips and tricks for peformance
i didnt even know fortnite existed on mobile
so take what i say with a pinch of salt
yeah epic go nuts
worst part is it looks good and runs good
lmao
Does anyone know a good method of selecting all physics assets in a level so that I can interact with them through level BP?.
still, mobile development is a whole other ballpark right?
so even if something can be optimized for mobile, doesnt mean it can be optimized for cheap computers
for example a static mesh set as a physics actor
just off the top of my head
If you can optimize for mobile, you can optimize for cheap PCs
in theory yeah, but UE4 might just assume nobody running UE4 games will be using a cheap computer
have u tried get all of class static mesh
and not provide any straightforward apis
@turbid knoll What kind of game are you making?
api's for a cheap pc and super
stay the same
tommy my boii
u can prob answer this better than me
@plush yew think n64 graphics ๐
It's ya boi Tommy
or maybe quake
also andross here is a huge thing i can say that gets said to alot of people new ish in here
"your trying to run before you walk"
@pallid compass thing is i dont want to waste hundreds of hours on UE4 if the most important aspect for me cant be achieved
I was looking at casting to physicsactor but I'm not sure that will work if the mesh isnt a BP. I will give it a try
I would start by taking a look at UE4 games and checking their minimum requirements
try thousands fam
fuck
what was that game
made in ue4
that ran in intergrated intel chips
lmao
There u go
now thats fucking insane work
they got 60 fps on a intel HD Graphics 4600 GPU at 720p
also u can prob easy build what u want in ue4
but here is the thing
also, if theres another engine that exists already well optimized/suited for low end systems - that might be preferable to spending however many hours being a wizard like these disc jam guys
With N64 graphics, you might not even need lighting and can fake it through textures
This is all technique and skills
@plush yew the important thing for me is, i want the game to run at a low resolution
(that can be upscaled for target monitors)
its way more towards the your personal implementation than the engines limits
how can i enable dynamic resolution in not supported GPUs?
random guess for u iraisynn
Logic system that reads the current fps against target and adjusts PP res scale
i guess
@turbid knoll Pretty sure you can already do that
@pallid compass looks like these guys used the mobile renderer
What these other guys have already said: resolution scale
its in project settings
is it that "smooth fps" thing?
Are you talking about the 60fps cap?
yeah
It's t.MaxFps 120 into console
can i set it to unlimited
wait
seems like it was smooth frame rate
i disabled that and it looks to be unlimited now
the main reason i DO want to run UE4 is because im a C++ developer
but it seems everything is done through this blueprint stuff haha
You don't need to do a single thing with BP if you don't want to. You can even do UI in C++
would advise you spend a month at least in a few dif engines
prob longer, t get a feeling for it
im sure you dont need to do anything with BP
was just joking
but it all the example projects seem to use BP
ShooterGame doesn't
A lot of it does though because yeah, people new to the engine probably want to start out in BP and work their way to C++ when they're ready
Oh no wonder my lightmap build is taking so long, the drive died yesterday and I forgot to turn swarm back on
Whoops
lmao omg
Just my luck, right? It was the drive with like 3 years of work on it no less. Thank god for RAID1 and backups
pray for raid and cloud backup
But yeah, you'll be fine Andross. You don't need to worry about it
I realized that this setting clamps your Delta Time Time.
This is useful if you want to ensure a minium FPS. Phyiscs don't break anymore on slow FPS
wth, any idea why i can only get a copy of an array? what the causes can be
its inside a func
trying to set a image in a custom UMG array (slots)
maybe the array was declared const? ๐
this is my punishment for doing it in bp's
Hello, what's some good beginner projects I could do to get comfortable with UE before I inevitably brainstorm for a week straight to come up with a shitty game idea? (Really not a good idea guy...)
Make a game where you pick up a few cubes and put them on pressure plates to open a door.
That would work, thanks alot @grim sinew!
@sudden agate there is a setting for , instead of . float notation ?
@floral lion what do you mean?
20,0 "," instead of "."
i have made a dynamic resolution system with blueprints that reads delta seconds and adjust ScreenPercentage accordingly. but 4.19 has dynamic resolution implemented and i wanted to compare performance
Yeah I meant like there is an actual setting for that or is it by localization :x
nvm just checking now
but when i try to enable it. it says its not supported
and the docs about it say "By default, the Engine does not allow you to use non-whitelisted platforms. "
so i was wondering how i can change that default behavior
DynamicResolution is XBox One and PS4 only
yes i read the docs i linked
but the phrasing of that sentence implies to me at least that you can change that default behavior
"Currently, the Xbox One, PlayStation 4 (excluding PSVR) and Oculus VR support Dynamic Resolution. Additional platform support is planned for future Engine versions." is pretty clear.
"By default, the Engine does not allow you to use non-whitelisted platforms. "
i think iv gone full potato, how do u set a canvas position again ๐
@sudden agate with those settings everything should appear to be slower at low FPS
Just think about it from math point of view. If you set it to let's say 0.2.
Then for some reason the game is running really bad at 10 fps
but you still get 0.2 delta time per frame, so in 10 frames a second you will advace to 2.0
alright iv gone full potato i cant figure out how to set any widget positions D:<
Then you'll have to start from scratch with the Beginner tutorials ๐
im going to have to at this rate
my braincells appear to be falling out more than usual
@vale osprey Bad Physics at 10fps vs. Slow Game at 10fps
Coffee is salvation
I mean, of course it's not great to run even slower. But it ensures your game logic is predictable, even at low FPS
the default value is 0.4 and even there, Objects already clip through walls
(not to mention that if your game runs lower than 30fps, you are simply not fulfilling the Requirements)
well, not really
physics brakes not because of low FPS per se but a difference in delta time between frames
so having a very small delta time is beneficial overal, the braking starts when that delta time changes
that setting fixes only part of the issue
if game is jumping between 10 and 20 fps - physics will brake
this is why you need sub-stepping as it gives you semi-regular physics delta time
it still helps to use it, for some critical cases where some part of the level is loading so badly for someone that it goes into 10 fps
and if they interact with some physics object, like driving a car, even with sub-stepping they can be in trouble as only limited amount of sub-steps is created per frame
so setting Max Undilated Frame Time could help there, assuming it does work with sub-stepping
with game logic I do agree, just need to be careful if you are doing MP
as time will have a different flow for someone who reaches that limit
It just needs a lot of Trial&Error I guess
this is somehow not too well covered area in UE4 overal
like we have a sub-stepping but things will still brake at high FPS ๐
so you have to say something like - I'll support highest possible FPS at 144hz and lock it down to not be higher
๐
https://github.com/SRombauts/UE4GitPlugin - seems like newer version of git LFS plugin
omg still cant get a widget to move D:<
just found out about this
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1443391-noesisgui-user-interface
does anyone have experience with it?
somehow it sounds too good to be true xD
Hi!
After more than a year of beta testing, we are pleased to announce the official release of NoesisGUI (http://noesisengine.com/) for Unreal.
well set position i viewport appears to do nothing
@plush yew yeah, i wonder how does it rendering WPF in ue4 viewport
it doesnt render WPF, as far as I understood, but you can use the same syntax as for WPF
and it supports almost everything that WPF does
wtf was that about
what?
To implement interchangeable clothing for characters, is attaching the skinned clothing to the character's skeletal mesh component and setting the clothing's master pose component to the skeletal mesh component pretty much the right way to go?
I'm assuming clever use of materials with good normal mapping can be used to achieve most clothing-related items but for things that need to have additional meshes attached like dresses or pants leg cuffs is that the way to go?
Can anyone explain to me, how a GameMode reference that is saved on BeginPlay, and returns Valid, can return NULL when I try calling a function on it later in a BP?
the weird part is that i can get values from vars, and the function is public
are you on a Client? Because GameMode is Null on Clients
if you have two clients connected, only the server has a valid reference and if your test calls said function on a client, it won't work
If you're simply printing a string off IsValid you might get the idea that its valid because the string is printed - note that you won't see it printed for each connected client.
i simply had a function that created a new player on the game mode
now that i have just a bool, it works fine
or maybe it was cuz i restarted, i have no idea, but this happens very often :/
Filling the Bug Submission Form with a huge picture as an attachment to show what you did and thinking "I hope someone read that shit"
hmm, how to enable animation state machine preview?
the stuff is working but I don't see states being highlited and etc
like here
https://youtu.be/gTTx17qLK-o?t=725
(00:05) - Intro and Persona (01:06) - Populating the State Machine (02:10) - Updating the Speed variable (04:46) - Creating new states in the Locomotion tab ...
they should be on by default ๐ค
no wait, set one animation on play loop, then jump to animbp
and if the preview window is playing, the graph should show the state
hey guys
according to the release notes of 4.19 it says there should be mayaLiveLink plugin files in here: Engine\Extras\MayaLiveLink\LiveLinkMaya.zip
but they arent
can anyone hook me up with that data or tell me where it actually is?
could you send it to me? pvetty pls?
HAAALP, how to change the decimal separator in ue4 4.19?
it just changed
I can't even
who is responsible for this?
drag em out
just in case you are wondering what I am rambling about: I am german and we usually use commas as decimal seperator, not the '.'
I can't even fathom this change... I don't want to live in a world where I have to use '.' in c++ and ',' in BP
1.000,00 or 1,000.00
ya
both now
thats the issue
one of those in BP, the other in C++
since C++ uses the english standard
oh thank god, it's not hardcoded
thanks @manic pawn
@rose bison how do you disable it?
OKay so does anyone know how the camera tracking and alarm system works within the Blueprints project from epic games?
... you can.... look at how.... it... works...
Yeah i've been doing that xD
lol i was just wondering if someone has done this before and if so, would they know what breaks when you migrate it
Because im migrating the blueprints to a project of mine for now, but it seems that the camera isnt communitcating with the alarms.
What's the procedure for getting Create Player to work without spawning the pawn?
This returns Null when spawn is unticked.
Plz tell me im a dumbass and did something wrong, i really don't want this to be some weird 1/1000000 bug
i wish i knew bud. But thats above me.
Today is a shitty day ๐ All i get is weird stuff I can't explain or debug.
Even UE4 live training Wes just sidesteps it by creating an empty default pawn, cuz he knows this don't work without it ๐
Right, I figured it out, if anyone every has the same problem, the solution is to have your DefaultPawn class in the game mode to be NONE.
xD
small question: when I select a character in the level (which has a camera attached) the editor will pop up a small preview window of that camera on the bottom right of the main viewport
how can I turn that off
its sucking on my performance and I dont need it
I mean this stuff
Does anyone know if theres a better documentation of the Data Curves and the EvaluateCurveTableRow node? According to this forum post: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/8767-driving-gameplay-with-data-from-excel#post8767 you can evaluate any column so the column numbering doesnt need to be sequential. It just doesnt say how you would do that. I can pull a specific column from the table but if I try to get any column "in between" like a column between 15 and 20 it will return the closest actually in the table existing value instead of an calculated value
Official Unreal Engine news and release information from Epic Games.
dope, thanks ma dude
anytime ๐
How does the Post Processing Component work in a BP actor? My first though would be that if it's assigned as a child of an element, it would inherit it's volume size (not the case).
Can't find much documentation on this online
@safe rose I've already tried this which doesn't seem to affect anything.
Both the box and the post process component have these transform values
Global post processing settings work, but anything that's based on the volume itself doesn't actually trigger when the camera enters the box
I usually just use a volume anyway
You sure that didn't help you?
Having the box collision as the parent?
Sadly don't have editor open right now, going to dinner or would test
But Answerhub/Documents/Google work wonders
Good luck!
Collision box worked, thanks! ๐
Hahaha whaaat https://gyazo.com/5e818a639028b40ee40f22ec5b2ad4cb
Happens sometimes, AVs aren't happy with Unreal occasionally
I once had Norton nuke an entire Unreal build
Hundreds of files just gone, had to redownload and build it from scratch
Ahh so its a friendly Trojan ? Cause I was deleting it but aswell noticing UE4.19 Would not verify the install
Just a false positive
Ah cool this solves my problem haha ๐
Anyone knows how to solve this problem?
An object is not an actor. An object doesnt have a visua representation in the world while an actor does, an actor is an object but an object isnt necesarily an actor.
have you tried turning it off an on?
i think you get that view when you are trying to reorganize location of all tabs. but it shouldnt be permanent
sweet ๐
So i have my pause menu, it opens and pauses the game, but i cant see the mouse, and i want to the player to be able to see it. How do i set the mouse to visible? And also how do i also remove the widget with a key instead of a button? So it can unpause and the player can continue on with the game lol
have you tried googling how to display mouse cursor?
Nope, just thought the best and fastest way was to ask one of you guys directly xD
But ill just google now xD
show mouse cursor from player controller...
if you want to remove the widget just assign an input action event that would remove it, if you are adding it by pressing a key you should be able to figure how to remove
Ye
either do a flip flop or add a boolean and set it to true when menu is open
Oh didnt think about that. Thnks m8
no worries just at the start add a branch. default bool should be false. if false add menu. if true remove
Okay so it doesnt seem to be working...
I tried the flipflop, multigate, and the branch
Idk, i think im over thinking this
okay so i know how to remove it within the widget blueprints using a button, but i want to unpause using tab
show an image where you are adding the widget
is it mp?
Not multiplayer. I plan on making this as a single player, then making a different mode as a Co-op
i have never used used add to player screen
For now, not multiplayer
there is add to viewport
Welp
but thats not the issue
but still i think use add to viewport
why set game paused is false?
didnt you want to pause it?
yeah i know, i unpaused it to check something, but its already set to true
lol in the pic its set to false
okay
so on return value right click and promote to variable
connect that new value after create
hmm maybe will be faster to make it myself
sec
ahh forgot to connect after set game paused
almost 6am, should go to sleep... tell me if it works and im of to bed
Ight one sec
oh it wont work, instead of set input mode ui change to ui and game
to this http://prntscr.com/isprfz, because if its limited to only UI then it wont register keyboard inputs
otherwise you would need to bind an event, but lets not talk about that now ๐
Ight let me see then
updated a bit
https://blueprintue.com/blueprint/hee39hyg/
just make an exact copy and it will work
try not to use "remove all widgets"
K
y should work
try without set game paused
dont remember if it can cause problems. but it shouldnt
Still
also you messed up
where?
I see
But it doesnt unpause with tab xD
ok let me see
ye you right, inputs cant be received when paused
so for now remove game is paused until i test smth
0_0
to see that remove/add part works
Mkay lol
Where do i add this?
On i see lol
there should be an option
try DMing me, when i will be on my pc will take a look
Ight
Ill go ahead and send then you can just hit me up when you're not busy tomorrow
sure, just try to describe your problem and show an image of what you have. i will be on my laptop in bed for a while but i dont have ue there. if its not too complicated will answer
k
Hi guys, I'm new to UE4 so I barely grasp the best practices.. I want to ask about components to use on making my 2D game. I think there are many ways I can choose to move my character, but I'm not sure where I should start with. The game only needs a 2D character to run around on a flat bridge, no obstacles other than anything coming from the enemy/boss (falling stones that the Player can jump over to move to the next stone, dropping bombs, etc.).
For example, like making my own pawn possessed by default controller, then use input directly to move the character (without using any movement components, just changing locations), but i'm not sure how this affects the collision. Then there is this character class that has built-in features, but mostly not used in my case (my character don't jump, for example). Should I use it anyway? Then there's this CharacterMovementComponent and PawnMovementComponent. As for camera, do I have to use spring arm? I mean there's nothing behind it, etc. I'm so confused. ๐ Note that I'm fine with C++ for Unreal if anyone wanna throw in those terms.
That's all, cheers! ๐
Lol
Well Ue4 have a template for 2D games, have you checked it out? And i can help with your 2D game, i've done some with 2D in the past lol
oh good timing ๐
Well you use flipbooks to handle animations and there you set movements just like 3D but only 2 ways
Oh right the template for 2D games. Oh silly me, I can start from there.
Well there are 2 to check out
one with the luanch and choose template and one on the store for free
okay I'll check it out
And if you need help with anything else, you can DM and i can help as much as i can :3
anyway I had this problem with my previous game engine before, I think it's related to what RootMotion solves (the previous game engine doesn't have this). Do you think this applies the same to 2D too?
Oh thanks, I will do that. ๐
flipbook only animate the sprites right, it doesn't move the character? any suggestion of how I should deal with it (where to look for)? I have some animations that involves moving the character in the game.
Like attacking, it should move forward a bit, or uppercut to the air.
Lol yeah, you sync up the flipbook as you move
So let me see what ive done in the past
ok
Okay found em
how's it ๐
Dms
Any ideas how to make all this bad stuff, not bad?
Make tighter cards and billboards
anyone have a good playlist of videos that gives a good lesson on everything to do with UE4
tighter cards and billboards?
Yes. Make your cards and billboards tighter to your material so there's less overdraw.
How does one do this?
I am using assets from the LowPolyForest pack
I have disabled shadow casting on pretty much all foiliage
you use a modeling software
Looks like you are using a lot of Translucent materials. Switch to Masked
๐ฆ https://docs.unrealengine.com/en-us/Engine/Actors/Volumes/PhysicsVolumeDetails/ unable to access ?
What they mean atmastudios is there is alot of room on the planes used for the sections of the models where it would be transparent, this means lots of layers of transparancy are overlapping each other, they need to be tighter, if u dont really understand this then u wont be able to fix it, even more so if its a pack ur just using
dead?
Hey, is the Shooter game okay to be used as a template, or is it more like a reference project? I wanted to give C++ a whirl
reference
It's old. Very old. UE4 beta old. It's good reference, but don't take anything in there as gospel
not template
can confirm, i learned how to ue4c++ with it, before ue4 was even released
Okay, so I could just use it to retype what I need in my C++ project?
well retype makes it sound lazy lol, but learn from I should say
Thanks for the response
if you have enough knowledge you could adapt it to serve as a template, but you'll end up rewriting way to much than anything
actually one of my side projects is making SG more template like
Basically all I wanted the Shooter game for was shooting, picking up weapons / switching and ammo, and having a rig already set up
I had most of it set up in a blueprints project, but wanted to give C++ a shot in UE
in SG you don't have weapon pick-ups, the fire code is okay I would say
Oh, I haven't played with Shooter game in a long time, I forgot if it had that or not lol
Maybe I'll try and find tutorials first
It's still fun lol
how do I flip something but keep it's location, or better, give it a +10 z location but only z
Hello
I need help
The fire is way to big, how can I make it smaller?
Change its size
How?
drag and drop from starter content xd
In your image, the resize tool is there, just click and hold on the white block and move the mouse
it's deformed if you only scale on side
click and hold the middle cube and it should resize the whole particle system
the white cube is the uniform scale
Ight sweet
click on it, and on the right panel, in transform, change values
@plush yew another way to change inside the particle effect istelf, double click particle effect, on initial size and size by life, change values under Size > Distribution > then there is min and max on both, but make a copy first, don't wanna mess it up permanantly lol
hey guys. is there a section here for materials ?
Ok thx
Np Marco
#graphics says it's for Materials, meshes, lighting, etc, so that might be your place @plucky radish
hello I need help my textures aren't loading
Mine too, My editor seems to screw my materials.
https://gyazo.com/c577fe3324fa152274eba33b8e56a4ad
Hello friends. someone available to help me in my video game (payment in between) if you have enough knowledge in programming
probably better for the jobs channel. But, if you're looking for an expert in making Paint3D boxes, im ur man.
i managed to open Talk console in shipped game, any idea why i cannot type in it?
Every time I go into play mode or launch UE4, Oculus stuff pops up and is really halting the speed of development. How can I fix this?
@dusty cypress
SteamVR has a Developer tab with 'Start SteamVR when an application starts'.
should be in your settings
try to search for VR, or steamvr in the settings
A developer tab on Steam or UE4?
in steamvr settings it seems
never used it, but there was plenty of threads about it online ๐
@drowsy lynx @fierce tulip @somebody can I get in on that gdc channel?
@upper heart ?
Or does that no longer exist
Or am I banned forever
It does exist still yep
Yo lets get it goooooing
It's been quiet in there, just Jan getting stuck at the airport and coming in a day later ๐ฆ
Its quiet because I'm not in it yet
you should @ all the mods and epic staff just to annoy them ๐
I don't even know if Epic staff has the ability to add me to the gdc channel
But I do like having a semi justifyable reason for pinging @blissful reef
hah I'm sure they can't but that seems to be new peoples answers to getting stuff fixed
@TechStudios#0001 disable oculus plugin in project settings
GDC when?
tomorrow
heres hoping that Nvidia gonna crash the party like last time
i want dat Volta announcement
lets see that raytracing stuff
it does fit with gaming volta
nvidia adding AI accelerator cores to normal gaming cards
and offering stuff to do with those cores
I am so excited about neural net based texturing tools
yeah, it will be Soonโข
And hardware that would handle the neural net texture stuff
@south ridge neural cores are just big matrix cores
instead of normal vector operations like normal gpus
you get matrix operations
dahell is neural net texturing
wich means they could theoretically be used for postprocessing
and well, all that AI goodness
like the neural net antialiasing
@urban gyro a relatively new thing where neural net can fill out parts of your texture
Remember cloning stamp tool in photoshop? Imagine that, but you don't need to tell it where to clone from
also, style transfer
all i can find on google is some 2015 stuff
It will automatically "imagine" the missing details and additional parts of texture you want
ha
It can do 2x, 4x upscaling in high quality by hallucinating extra detail into your texture
this would be bette suited for Substance rather than unreal tho
Which is immensely useful
@urban gyro thats what blackfox means
@urban gyro the company @polar hawk is talking about is making a substance designer like tool
AI accelerated tools and filters
wait what, it can UPSCALE and just create pixels ?
The developers of Artomatix showed what the future of material production might look.
yes
artomatix, aye
it literally hallucinates extra detaill
@urban gyro Yes, it can upscale and create new pixels out of nothing based on general look of the texture
That itself is immensely useful
for a common example, check Waifu2x
you mean if u make a 256x256 u can scale it up to 32k and it will still look good
@urban gyro it can reasonably upscale to 1024x1024 from 256x256 and look very good
But
to upscale anime drawings
holy cabonkers
The actual detail you get in the upscale depend on what you taught neural net with
if u gotta teach it for each texture, defeats the purpose
If you let it study hair photos, it will upscale your texture as if it was hair, leading to weird results
I tried to upscale a metal rust texture and I got eye balls
classic
@urban gyro Not really. They get trained for a bunch of generic cases and can be applied to many different photos
You can train it on generic painted surfaces and it will successfully upscale any metal, wooden, plastic painted surfaces
wow that aint just a sharpener
i wonder how does it work
well this one is just grabbing teh color and sampling the area to grab a pattern i think
@frank escarp the neural net fires for pixels that belong to texture A, but does not fire for pixels of texture B
That's the basic premise
it turns normal pictures into drawings
Style transfer is what Google was sort of accidentally doing a long time ago
ok that second one is brutal
tries to adapt picture A into the style and colors of picture B
The mask alpha is literally just numeric output from a correctly set up neural net
Google trained a bunch of X and then put in Y and when woah, that looks like Y as X
And now we have automated tools for generating nightmare fuel
It runs neural net for the pic and then clamps the result to 0..1 range, and you get a mask
look at this shit
and tell me it isnt awesome
yeaah but this sounds more like something they would announce it at some other conference
Look up the horror that is style transferred movie outputs
anything like that will be 2 years before gets incorporated
Some people spent the time and did really absurd shit by inputing movies
These things are almost ready for professional use
Neural net upscaling is already becoming more and more common
We use neural net upscaling at our company to fix up non-game-related documentation and make it a little nicer
whats it work on atm? Teslas? or Volta?
@urban gyro everything
Waifu2x works on CUDA
it just runs MUCH faster on volta
There is also a non-CUDA version that is too slow to even consider
becouse it has dedicated cores
is that nvidia tech?
i mean the altogrythm
style transfer is fucking AWESOME
i just love how it looks
i think doing a game like this can be incredible
make a game and run all the textures through vangoh drawings style transfer
Imagine this in realtime yeah
i think it will need some getting used to though
some outputs seem cool but if ur aiming to get an exact thing
like how much tinkering would you need to get that brick wall
neural networks are essentially N-dimensional function approximators
Neural nets are only tools for an artist
not to mention that for games u need patterns more so than drawings
They don't replace anything, they just let you do some stuff easier
style transfer works by training a network so it tries to make a drawing that is similar to the A picture in the general shape, and to B picture on detail
dont get me wrong, im hyped for it, but i think its just another screwdriver, not a powertool
of course
still, i heard some bad stuff for this years hardware
AMD throwing in the towel, Nvidia doing that Ampere stuff
which ppl speculate is just a Pascal refresh, again.
not that it matters much, ue4 runs on cpu mostly ๐ฆ
yeah need competition
eh cpus gonna be replaced by gpus anyway
so intel just sit there doing nothing
no they wont
they are 2 different things enterely
gpus can run a lot more calculations
not really
cpus be fine just for OS and thats it
only in the case those calculations are literallly the same code running 1000 times
gpus are essentially cpus with a ridiculous fuck ton of math parts
they do the math in parallel
orbital trajectories are pretty much that ๐
1 core (CUDA SM) has like 100 math cores
the math cores are not independent
they need to do the same math all together
you cant have every core running random core like you can on a CPU
plz no
@urban gyro think about it this way
a CPU is a formula 1 car
a GPU is a Bus
if you want to go from A to B to C, the formula 1 would be faster
but if you need to carry 100 people from A to B
the bus will do it in 1-2 travels
i disagree
while formula 1 would need to go back and forth
ddr4 feeding a cpu is gonna feed less stuff over a minute than a gpu
Doing 2+24 on a GPU is soooo much more complicated than 2+24 on a CPU
sooooooooo much more
mostly becouse you need to disable a ton of minicores
and then its only at like 1gz
gpus cant do 1 thing at a time
they LITERALLY cant
aye yeah
they do everything in batches of 32 (depends on architecture)
and those 32 minicores need to execute the same instruction all together
imagine you want to do AI calculations
and you have fairly complex AI, with a decision tree or whatever
trying to run that code on GPU would be unusably slow
becouse you are wasting 99% of its power
the AI code will start branching
if this then that
and that would "desync" the batches
in a cpu that doesnt happen, it just runs super fast, and every one of the cores is completely separate
they dont depend on each other
the minicores on a gpu do depend on each other
so at the end, the AI code will just execute in 1 minicore at a time
and that will be sloooooooow
Any tips on making awesome background mountains?
im talking about regular ass computation cores, like i3 or smthin
Intel patents
Thats what Tesla/Grid cards aim to be
HPC multi-purpose shit
But its way more complicated than that
but you do have the Xavier accelerators
lets hope that in 2030 there will still be CPUs lol
wich are a GPU + CPU + dedicated stuff
nvidia is doing them to act as Car AI systems
btw anyone know if NVlink will be hitting consumer market to replace SLI?
in the ssame chip you have a FUCK TON of bandwidth (to process camera feeds), plus GPU (CUDA), plus Tensor cores (neural net AI), plus some CPU cores (to manage everything)
and its all on the same chip
so communication beetween parts is faster
this is why PS4/Xbox punch above their weight
AMD just built a VEGA super computer, is neat
and why drawcalls are so cheap on console
the CPU and the GPU are literally milimiters within each other
so communication is super fast
in PCs CPU->GPU communication needs to go through motherboard
and copy the memory (consoles share cpu and gpu memory)
thats a different story
but thats more or less what you say about a single chip with gpu + cpu
Fun fact, you can put 3 meters of pci-e connection between a motherboard and high end gpu and get desired performance
Not that you should
well thats a waste of cable, unless u dip the whole card in liquid hydrogen and just oc till the end of times
at any rate, I do hope we see some Nvidia tomorrow, if not, theres always GTC
How would I go about using CLion instead of VS?
Also, sorry if this is the wrong channel, couldn't find a better one
#cpp might work better
I think there's a free MP plugin that will enable CLion support
How do I select everything in my content folder?
I accidentally spilled tons of assets in one place and I need them deleted.
Because it was more of a test and yeah I am not going through 50 files and deleting them one by one. xD
hey guys i have a big problem with my animation
im trying to put animation on my character and i get this
Anybody that worked with AWS and UE4? I.e. how do you access AWS Lambda services from UE4
mfw getting agry at mobile device not displaying shadows D:<
obviously ur skeleton is ether massively off, or u screwed up retargeting with names
"the CPU and the GPU are literally milimiters within each other"
APUs should be damned good then, if you don't choke on memory bandwidth..
anyone here who has experience using RyroNZ's master server plugin who can answer a few questions?
anyone ever done debugging need some urgent help
@Dementiurge#1853 What is that CPU/GPU comment about?
Hey can anyone do me a favor? I have a scene that my friend made and I want to convert it to fbx. Problem is that my friend is very busy with work and school and my computer for some reason can't open unreal which sucks until I get a new computer. Does anyone think they can convert it for me? Is that even possible? I know nothing about unreal
I have the link on Google drive
@white fulcrum I can't stop laughing
@white fulcrum LOL
Can anyone point the direction for chaning clouds?
@plush yew you'd be requiring a MMO-like database at that level.
@brave horizon Would you be able to nudge me in the right direction?
Alright, thank you!
Sorry if off topic, I have no idea where to put this... How important is it to copyright/trademark things?
I'm happy with my organization
@kindred fable , @tough berry greetings, could someone move this topic to proper forum? https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1445888-amateur-3d-modeler
Amateur 3d modeler looking for work!!! I'm able to model almost anything give me a reference image and I'll do my best. I'm looking for paid work. Not too much
@grim juniper Damn man, you need to condense that into functions/macros
ยฏ_(ใ)_/ยฏ
how would you go onto making it look like the end of a planet? most of the planet with a landscape and models at the edge for the feeling or is there a better way ?
@grim juniper If you can't read and understand it in 3 minutes, it's poop
๐
So says bob anyway
Well, I'm still working on it, and I do have comments on individual nodes. I'm not too big a fan of the comment boxes. At least, not while in the middle of working on something.
do i have to remove the folder of the old steamworks sdk if I have installed a new version?
the ones in "source\third party\steamworks" and "binaries\third party\steamworks"
Does anyone know how can I setup 4 way Material blend with height lerp?
is the LPV viable to be used in finished game?
No
if it works
are games ever really finished?
@white fulcrum you need to rotate arms of your character 45 degrees in the editor and save that pose for targeting
can anyone tell if UPROPERTY on FName is alright? Just want some quick sanity check
It will be edited in properties so I was wondering how will it work out memory wise
H
Hey guys, is there a possible risk in downloading a plug in that automates actions for you
lets say, if I have to pay company X royalties every month, so I buy an app that interfaces with my bank account or paypal etc
to regularly sent it to them when its due
its possible that the developer who made that app could interefere with it right?
I wouldn't want to automate something that important without an awful lot of checks every time that thing is touched
For the little amount of work that represents anway
I don't know about your situation but royalties I work with are every 3 months, so I've got like 4-5 transfers to do every 3 months, not going to write a single line of code for that
ah gotcha
well I'm not in that situation yet, I just saw some people in another discord server
promoting some kind of app that manages your routine finances for you
like it interfaces with your money or whatever holds it to pay, bills, royalties, deposit dividends and so on
doesn't look safe
but some of them look really optimistic in joining it, its almost like its staged lol
I don't even know how it's built because I'm pretty sure my bank doesn't have an API
Anyway, I'm fine with very little money automation myself
gotcha
Ordering food from my phone has mandatory 2 factor auth for like, $20
I wouldn't have an app for money unless it's straight from my bank
agreed
right now i've been looking around to see and find ways to fund my game
I have 30% of the cost covered
i could churn out the prototype solo but completing it without hiring anyone would be impossible
I've been making a bit of extras putting some of my savings in EA stocks
what makes it impossible without extra staff?
Think we've all got different strategies for that. We've been working on free-time with a friend for close to 4 years now, so that can be a viable strategy if you can handle the workload.
For my next project, I'm being careful to make sure I can do it alone in a year - helps with the scope
Hiring people is really a high-end option for me, I'd be looking at a really huge piece of money compared to what my game makes
@cloud cobalt how's the sales been on Helium Rain?
I can do the art of the game, but programming is beyond my scope, so is music and special fx (I can still do it to a limited degree)
I'm working on the project part time
Something like 2,500 @cursive dirge , hopefully that'll climb a bit when we release.
hmmm, that's not much, especially considering that you have very positive reviews
the biggest cost i have to deal with are voices
i thought it was only expensive when you hired an experienced V.A
3rd person platformer
VA prices can vary dramatically, but finding good people who are cheap is difficult
eeyups
just use Alexa ^^
haha
thankfully theres only 3 characters that ever speak
the rest are all monsters
@warm mountain It's important to have some numbers in your head if you're going to put money into it. Indies on Steam have average sales around a thousand units, so nothing near hiring unless you're just looking for concept art or maybe voice acting for a few lines.
eeyups
if I do without voice actors i could probably get it out for 30k usd
i have been working on the assets for quite sometime
although i need to find a way to optimize it
Whatever you do, be sure to be happy with a situation where you sell 100 units ๐
ah definitely
I don't expect much haha
its a passion project to me, I'm totally fine not making anything but if I do thats great!
Not happy as in "great, I love that", more like "okay, this was likely and I didn't loose the house"
ah nah haha, I won't risk my house for it XD
its just something to do, to alleviate my boring life
wtf happened to lounge
I think we did a pretty decent game, not so great advertising, 4 yours of work with almost zero money invested - we're happy with modest sales, because we didn't care really
i'll pretty much be the same, its more for me and my friends
I would be very aggravated if I had 10k in there
turning our former school project to a full fledge game
I think I put something like ยฃ1500 total in the whole story, including setting up the company
in my case, Deathwave costed 1000$
made 1500
4 months dev time
but it was the first thing i released
nifty!
after it, DWVR costed 3k (pc version) and made 8k(pc), netting me a tidy 5k profit, wich i used to port it to PSVR
and made 30k
as long as i dont directly lose money im cool with it, due to experience
Yeah, these are great tbh
Our game isn't portable to consoles unfortunately, I'd love to do it for my next game
Any hint about the console access price ?
it costed me 5k to port
beetween devkit, PEGI, and some freelancing i had to hire for some extra things like better sound design, translation, and trailer
Just for PS4, right ?
btw, does anyone here is using Coherent ?
@cloud cobalt yes
you can google the devkit cost, Polygon article is accurate, more or less
Yeah I read that one some time ago ๐