#ue4-general
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Hello!
A couple of days ago hur superiors, even hearing that Unreal was not specially friendly when moving folders, insisted on us to change the current
Tried restarting, checked the target folder to be clean in explorer .. nothing. Any trick to it?
read that
someone here managed to move loads of content
but it still teadious as fuck
idk why assets are referenced by path instead of some GUID
but guess it would require to maitain some backend database
and wouldn't be as fast
not sure said database would play nice with version control?
probabaly not, you would need centralized server to manage all assets
and in the end during cooking you would still need to convert everything to use direct paths
It should just generate messages telling you why it wans't able to move.. That can't be that hard to implement ..
Ideally it would not need to do that though...
I've never not been able to move an asset
moving assets is the easy part
remembering that there is redirecr left is different story
and that it can collide with asset you are trying to move
And praying it all still works after you restart .. had it all moved and working - Then restart engine and get missing materials errors
Ah cool .. that link probably explains how to avoid that
ty @devout gulch
no problem
@weak sigil Worth checking that the asset itself isn't already corrupt. I had the exact same thing happen yesterday with silent failures, but it turned out it was because the asset wasn't actually loadable (was old and based on c++ class that had changed a lot).
That shouldn't be it. It is actually the default anim blueprint with some changes I'm trying to make conform to my folder standards. I can open it fine
No non-blueprint code yet
Ok i figured out a workaround -- copied the anim bp and then deleted the old one, replacing references in the error msg popup
May have had to do with having used Perforce before, but not anymore
@here I need real help for the uvs of a door model i created...i am not good at uvs but if someone is free enough to solve my little problem...for this noob.....PM me..i would be glad if someone helps me out...
I try to spawn stuff based on timers from different spawners, and they got desychnronized from each other after a time
my theory is that it happens because each time a timer is off and I start the new timer I loose the time which remained from that given frame update, can that be right?
can I start a new timer after an old one just fired? or will it be always fired at the begining or end of a frame?
is it possible to make ms correct timing via timers starting one after the other is fired, or do I have to implement my own timing logic for it?
@surreal viper i just did that "manually" for a weapon system
counting deltatime from tick
was able to fire 200 bullets per second on a single weapon at 90 fps
(so more than 2 bullets per tick, at the correct locations)
If you need constant timers synchronised you can always Set the priaryactortick to whatever your spawnrate is and run both spawning functions on tick runing on a low-freq
If you dont actually have anything else on tick ofc
I don't want to use tick
I only spawn once in a few sec
anyway I checked on time manager, I guess i'll have to implement my own
@surreal viper you realize that unreals timers run ON tick
Everything does, really
yes
but I want to use one tick for this timing thing
and not the tick of every single actor
A tick updating every second is... Cheap
who spawns
If your actor doesnt rely on anything mechanic wise using tick
You can take profit of that
If your timers you say are executed continuously on your game
Actually would be better in that case because you dont need a timer handle and anything that goes with declaring a timer
those actors don't but I am not sure if that will be always the case, I'll consider it, thx for the advice
Np :)
@surreal viper create a custom timer manager
"A tick updating every second is" -- Is this about using ticks with deltas, or how would that look?
^
I think a generic timer manager which also handles in frame time will be my way to go
@weak sigil no, setting the primaryactortick to whatever rate u need
Guys can someone recommend uv mapping tutorials ..... from which i can learn in depth uv mapping???
ah cool, I was wondering why some ticks are slower ๐
yea some uv mapping would be great like, how to make a box with hollow inside but have the uv/collision not be a box
or a wall with a doorway that you can go through
Not exactly what I was hoping for but it's better than nothing. https://youtu.be/fY7YONl9AwY
Unreal Engine 4 developers now have free access to $12 million of assets from Paragon, Epic Games' multiplayer online battle arena game. With even more to co...
That's not in any way related to UVs though... @kindred dawn
im pre sure collisions go hand in hand with uv maps
Wow
I'm pretty sure collisions are a hundred percent unrelated to UV maps
Well I hoped they would do it, I'm really happy that they did that @empty plank
I actually didn't hope for as much
Didn't expect it
well thanks for the informative answer then MATE.
Unsure if sarcasm
it is.
you clearly understood my question and decided to just be an ass ๐
@kindred dawn Collisions really are unrelated to UVs :/
I'm not an artist, I don't know how to UV properly, any time I make anything in a 3D package it sucks
I know the workflow and how it all works, I just suck at it
@cloud cobalt evidently lol
Second off, I'm still not sure what you'd want, and whether you want UV mapping guides or custom collision guides
@kindred dawn If you want to have a box holed so that you can go through it, you might be able to fake that with a material approach, but UVs are still a distant concern here
So you might want to rephrase your question, and refrain from sarcastic comments
Your question is phrased in a way I honestly don't get what you want, so it's hard to help even if I can
and it would seem custom collisions is more what im looking for
I suppose the opinions on where it's due vary
@kindred dawn Sarcasm is generally uncalled for over here. Ask clear questions, get clear answers from people who've been doing this a lot ๐
generally im sure
If the question was clear I'd have been able to give a clear answer, as I've been doing this a lot
๐
I expected the environments but not the characters
opinions on wether is clear vary
Unreal Engine 4 developers now have free access to $12 million of assets from Paragon, Epic Games' multiplayer online battle arena game. With even more to co...
wtf JESUS
all characters, two maps and male sfx announcer
wtf i did not
see that
coming
LOL
time to go fucking ham on there tiling material library
suprised as well, thought they wouldn't release it this soon
assets fliped games inc
Asset flipping is happening no matter what, at least Epic will make money too
true
talk about punching unity up the butthole
I learn a lot from existing assets. The learning curve flattens exponentially.
That's why earlier this week I was suggesting Epic release source code in chunks or completely.
Heck I'd pay a premium for access.
source of what ?
most of its built on the GAS system
they need to doc and release more examples of it
^ this
GAS system? Please enlighten me.
Gameplay Ability system plugin
game ability system
the forbidden fruit
this shit noone understands
To the point where you're better off making your own
Can't release chunks of source code, really... No game has a structure modular enough.
tldr gas system = most powerful framework ever, but using it is like trying to tie your shoes in the dark with ur arms tied behind ur back and ur legs cutt off
Just make it a community project like UT4 really
UT4 is dead though
Well Paragon is too
yeah paragon is on the down
What caused UT4's death btw
you might be able to use chunks of the code in there, although it wouldn't be useable in the long run
@opal spindle UT4 specifically wasn't alive ever
What do you mean
the era' of games like ue4 and quake are dead
releasing the code would need to come with tons of docs for stuff that will never be documented so
@opal spindle Epic's staff had a skeleton crew doing stuff on it from time to time, but it wasn't really community-developed by a stable team of dedicated people
People started doing maps, the gameplay works, but there isn't any vision to do something unique and high-quality
Hhmm
Not to mention custom engine version, which was a big turndown to developers I think
People asked for UT4, Epic said okay look we have this engine, just do it
I honestly haven't really seen anything which requires a custom engine version
Well there's the engine with the game code in the repo, no idea what required that
so i added one of the char's to my project thats 4.18
the files are 4.19 min
however i cant see anything in the folders
There's no backwards compat
If an asset is saved in 4.19
You can only open it in 4.19 or later
Just wait for the first hotfix
nah
i always stay
way behind
its stupid as fuck idea to jump right up
u can fuck ur whole work group doing it
if something breaks off the bat
Not if you make use of source control
im talking about that
I have 4.19 in a separate branch
So uh, I have a question about the latest Paragon assets released for UE4 devs. Is it okay if I ask it here?....
Go ahead
rule of the thumb for me, is never go right up, even more so when u use dangerous systems like the GAS etc
It's so cool they released Paragon's assets to UE4. I wonder if it's okay to optimize the assets for mobile games? Like use maya and retopologize the mesh for a UE4 mobile project.
Or does it violate the license in any way?
Yes, but Ue4 has built in tools for that IIRC
I don't want to get into trouble for putting the stuff into maya or anything
but if ur a newbie
there is no way in hell ur gonna get paragon assets to mobile
There optimised to fuck as it is, they use alot of neat tricks and such
its how they pull para at 60fps on ps4
not unless u knock them down to nothing, then at that point ur better off making ur own i guess
Mobile renderer can do wonders tbh
You just gotta make some sacrafises regarding shaders mostly
yeah it can, but if u know how the char's are made there not going on mobile
By making them by my own are you by any means suggesting that I create the same models from scratch myself?
it prob be easier
for 1 there is no way u are getting the hair shaders to run on mobile
so all the hair would need redoing as it is
eyes are another thing, but not a huge issue
also all the char's run off tiling texture library's and layers
its not just prebaked textures
gotcha
there also split up in to like 5 draw calls per char i think?
bottom, top, skin, hair, eyes
etc
u can see where im going with this right haha
Wow, I really was totally wrong regarding the Paragon Assets
blew my mind when the youtube popup showed up "Paragon assets 12m free"
yeah i got a big shock too lmao
Guess we will never again see a video of UE4 with standard mannequin lol
lmfao
NEVER
its so good though
gonna get to dive in too there advanced ice shaders
and shit
Yeah, I expect a lot of designers are VERY happy today
learning from watching their AAA +++ quality stuff
Give me the code and i'll be equally happy
Fingers crossed for Gameplay Abilities Plugin
thats already available though
an actual example of using it @frosty bloom
gameplay abilities exists, but we dont know how the fuck to use it for an actual project
Ah, miss interped it
they plan on releasing more assets later as well, neato
I hope to get a peak into how their code looks. (fingers crossed)
Doubtful we'll ever see the code
The question is how many times will we hear Tim mention the 12 million in free assets at the keynote ๐
Yeah Unity just got out weighted on the Free Asset complain threads lol
528 assets in the environment pack, which is the one I'm into - can't wait to know if skeletals are included
There was a big argument last week here about releasing Paragon assets, though I was focusing on the code rather than character assets.
I am reinvindicated.
I think Sion talked about it, saying some stuff was clearly off limits, like the levels themselves and the code
I honestly thought the characters were off limits too
I hope not. I would hope SOME talk about architecture, design challenges, and the solutions they came up with happened or will happen
I wouldn't know if that has already happened, I started learning me some UE4 in November last year and I'm 3/4 through Ben Tristem's course on Udemy
Code was the most interesting part of Paragon

I would assume skeletons are there as animations are there
For environment pieces ? I didn't see that in the overview since there is no video
oh gotcha for the environment. It doesn't look like it they only mention meshes and textures and none of the animated items look like they are in there
hey guys
is there a market for making stuff in unreal for HD photos?
like enviroments and stuff?
theres a market for anything
dont see anybody buying em though, but thats me
I don't think this channel is the best place to ask, since we're users of the engine. Stuff you're making with the engine isn't going to be relevant for many of us
Marketplace assets, code, plugins for the engine would
So i managed to make a modular 2d sprite system for equipment / char visuals
except its 25 draw calls per char
LOL
any advice? ๐
shame i cant use materials in sprites ๐ฆ
question So after resolving the issue of model not transfering maps now after it transfers all the equipment disappears what am I missing
You're a mentlegen
@fierce tulip quick question if ur not busy, can u clamp animation in a flipbook material node?
How many instructions @faint cedar ?
Not showing up
anyone know if its possible to reget everything from a built version of my game, my project files corrupted
Actually not that much
they do really well to keep everything down
i remember thgem saying, its how they reached 60fps on console
@pallid compass never tried. you probably can though
Welcome @true furnace
@plush yewos figured it out this is how so u know for future
@fierce tulip no real doc on it, but there u go so u know for future
I also wanted to join the fortnite discord but unfortunately they've reached max. members. Is there any other Official Unofficial Discord server?
O_o there is no such thing as a max member thing on discord afaik?
is there?
@pallid compass thanks
Well, there is ๐ฆ
no worries man! sharing is caring ๐
Hey everyone - I've been thinking about getting a laptop so I can work on the go - what should I pay more attention to? pcu+ram or graphics card?
sec
EPIC just released some christmas gifts
what would the price range be of those laptops?
I just picked up a 7700hq laptop with the base gtx 1050 and it's surprisingly better than I expected. The 1050 is not a bad gpu to work with. The infiltrator demo at 1080p was averaging a hair under 30fps.
Price wise you can get lucky and get a base model like this for around 600 if lucky and then it scales in price based on the extras or higher gpu.
If I had the money I would have gone with a 1050ti or 1060 but I got this one cheap used to upgrade over my old 4210u and 940m machine so we'll worth it to me.
Us dollars for the prices I mentioned.
that IS a bit pricey heheh
since my main pc is a desktop I have at my apartment and I'd be using the laptop on when traveling to another country I wouldn't want to go all in on the first one I get since I'm learning and about to be unemployed
you can look for an older gen 9x0 series then maybe used. 960m or higher should run "decent" enough but gaming laptops that can 3d dev well are not cheap
gpus are so overpriced atm...never wished someone to die before
yea figured as much
well thanks for the advice @grim ore
your channel on youtube is great btw
@next badger not on laptops
only the discrete gpus are overpriced to hell
you can get a nice 1060 laptop at a correct price
and a VR ready laptop is by definition a monster
@frank escarp yeah, i'm a desktop guy =_=
if you want a good "gamedev" laptop, get a vr ready laptop
was Asus Rog Zephyrus over 3k as what go to price?
wtf 3k
hell nah
get a 1500 or so 1070 laptop
those are pretty damn good
my MSI GT72 vr costed 1800 euros and has a 1070 and an i7
its a straight up monster
runs games better than my desktop with a desktop 970
so Asus Rog Zephyrus laptop what is Max-Q design laptop price is 3019euros 1080 in it
dont get that
too expensive
and its not really that much better than the msi i have
at half the price
never buy the highest end of anything, its allways overpriced
get the second-third highest end
@steel rock thanks ๐ glad you enjoy it
yep if you can afford a 1060 or better they are awesome, but if you get lucky and have a hard budget a 1050 will work. I got mine used for $500 US and it works fantastic if I am not pushing hard core.
I guess i have to buy a new HDD for all these paragon assets. While ny friend still awaits his refund XD
@steel rock All I can say is that an i5-4210M + GT940M will probably make you want to kill yourself ๐ But yeah, as MathewW said, going second hand and trying to get a 10-series mobile card, as well as a decent cpu + SSD will probably be best
^^^ that's pretty much what I had before and yes I did want to kil myself. It was great for browsing website and YouTube lol ๐
I have a Celeron with a 15GB SSD and 4GB of RAM
Best laptop ever
Can't watch 1080p on YT without lag
This Paragon asset release is insane, I still can't believe it... THANK YOU EPIC!!
Is there anyone here who can spare 15 minutes on me for a quick chat?
network related
@mortal gale they released assets from para to the ue 4 devs community.
It's not buildable? ๐ฎ Sure that isn't an issue on your end, as that (somehow) seems pretty unlikely ๐ค
I guess they still are realeaseing some assests
Yeah, it's all broken, And I know it's not on my end, because other people reported the same too.
cause not everything from the game has not been released
@mortal gale definitively on your end
LENOVO Legion Y520 80WK009WSC / Core i5 7300HQ, 8GB, 2000GB, GeForce GTX 1050 4GB
& this
HP Omen 15-ce018nm 2QE48EA / Core i5 7300HQ, 8GB, 1000GB, GeForce GTX 1050 4GB
The UT4 repo hasn't been updated since august, and it uses mixed versions of code, incompatable too, and the People in the UT Discord server reported the same too.
those are affordable so maybe those would do the job?
Errr, not with Winblows 10. lol, It'll be slow as all hell, with 10 eating the HDD like crazy.
@steel rock Need an SSD. At least a SATA, and a M2 if possible
However, if you do all your stuff in a Linux distro of some sort, since it's more difficult to use 7 on it, you'll be good.
I don't even have an SSD, and I don't like 10, so I don't run it. lol
Make sure you have a remaining slot to add another 8 GB later
Don't know for the GPU/CPU
@steel rock that first one is the one I have now but with a 7700HQ cpu. The 7300HQ is just fine
I upgraded it to a 512GB SSD tho as SSD's are like mandatory now if you can get one
UE with a HDD is nearly unusable indeed
and yes if you can go to 12 or 16GB ram it's helpful but 8gb is "good enough" lol. Infiltrator really doesn't like it but fuck it it runs and DDR4 is stupid expensive right now
yeah I hated getting it with 8GB but it was a good price and 90 bucks for another 8 GB was ๐ฆ
@silver crown UE is fine for me on my HDDs, but, I don't run 10, so that mightbe why, I use UE in Linux.
the y520 series is nice because it has a seperate M.2 slot for another drive and has 2 memory slots with 1 normally open for adding in more
Starts in about 30 seconds.
I'm doing other shit, so I don't notice it too slow. lol
And that's the Editor.
After it's started, it's speedy as all fuck.
is there any difference in working with UE4 on SSD rather than HDD other than the time it takes to start the editor?
It's slower for any disk-heavy task
IDK, but I know that, if it's Windows 10, the whole experience is damn slow.
Like opening assets, etc
tbh SSDs are really mandatory now
And not that expensive
win 8.1
I'm not sure I can utilize the time saved with ssd atm since I'm slowly learning and following a course mostly
It will improve the experience for sure
A lot
If you don't go with a SSD now, at least make sure you have an empty M2/SATA slot
This will have the biggest impact on your laptop longevity
I noticed that my Hitachi Enterprise HDD from 2012, is faster than the WD Black I got in 2017.
Running Arch Linux here too, and in my experience an HDD can be pretty slow
And the Hitachi HDD was going bad. lol
Granted, it's a lot better than windows, but still.....you should really consider an SSD, especially if you're compiling (a lot of) stuff
Oh wait, that one was from 2010.
The Hitachi I'm using for Arch that's still good is from 2012.
I didn't get an SSD when I got the WD Black, is because It was for Windows, which I'm rarely in anyways, and I'm on a tight budget.
In my head, if you're compiling alot, like, big things too, an HDD is better.
Writes alot, premature fail, I wouldn't want that.
well people I can't thank you enough for all the info ๐ thanks everyone
I wish that the UE3 source would be released.
I want to compile it for Linux.
Have Epic Citadel.
Is the Epic Games GDC Keynote over?
It's on Wednesday
oh
@mortal gale I'd disagree - in my tests, especially on high(er) end systems, if you use an HDD it forms the main bottleneck in compile workloads
Heck - when I once tried out a 6700k with a (large) project + the engine on an HDD the HDD was at 100% and the cpu was like barely at 20% at times ๐
Huh, depends on the project, but it isn't a bottleneck for me.
Guess you're lucky then ๐
someone pointed out you cant export any of the paragon files, can someone confirm?
(still downloading myself)
Checking now
one of the paragon heroes exported out fine for me to a fbx
Yep, working fine
even textures?
You can export fbx with textures in UE?
no as in, are the textures exportable hehe
Ah
yea, but..
@fierce tulip free license
@rose bison waaaaat
https://i.gyazo.com/25cd9f845fbbd8ec6332e9686c6ed87b.png @frank escarp
some people dont have the option
Yep, same here
There should be an export option right?
Or is it elsewhere for textures?
4.19 bug? or paragon limitation thing hehe
How could it be a bug?
I can export here
yeah some of them can some cant
like the skin textures can be exported out but the character base textures seem to be missing that option
i wonder how that is possible. though, they where under some restrictions if im correct
lol
Having trouble understanding why this Paragon Murdoch character has three seperate materials for his eyes, hidden behind a fancy glass type mask...
and Denny's gyazo link is locking up discord when its on screen ๐ก
I need a SSD dedicated for UE4
man these paragon samples are not messing around. They are chewing up my computer alive lol
and probs gonna upgrade to 32GB of ram XD
oh, FOUR f**king materials/elements for his eyes
XD
seriously, WHY
Anybody else notice that Any Unreal Engine game/program crashes on an Intel Atom Android tablet? Both UE3 and UE4.
@opal ocean because LOD
can't wait to use all the animations i have been given
So you need to select an asset and to type DisallowExport in the console
Will remove that export button
@fierce tulip So these extra materials and such dont get drawn 99% of the time?
yea
I'm still showing really high shader complexity/quads in the optimisation view mode
whole model is pink
did paragon use TAA?
testing some shinbi character, and TAA wrecks her hair
might be 4.19 though
nvm, motion blur did the damage
Yeah, that export thing is a new 4.19 feature
It does make sense tho. Epic sends special thanks to OTOY and 3D Scan Store for granting permission to keep intact the high-quality character materials using their facial and body scanning technologies as part of this release.
so this let's the original company keep the stuff locked to UE4 "in theory" and lets epic give it to us to use
Not really
The meshes are the only thing you can export
Kinda weird
Oh I can't read
materials ๐คฆ
๐
or just an edit in the code
true dat
<_< fricking some of the fastest interwebs in my country, still need to wait at least another hour before all the paragon stuff is downloaded.
imma watch a movie
lol
fastest interwebs how fast is that?
๐ฎ
Yup, if you look at my taskbar, you can tell I'm a multitasker, although I usually have much more terminals open than hex editors. lmao
250mb/s
That's not that much
what i still don't understand what would be better
unless I'd go with glass fibre stuff, but meh
What's that?
Paying $100/mo, getting "Max 10mbps down"
Where are you?
lol
๐
yep
can't wait for elon musk's internet XD
Elon Musk's internet will have shit latency
And here I am, paying 40โฌ per month
Let's just use satelites
Without data cap
No delay at all
For once that France is nice
Yeah, FPS on a satellite ๐
Everyone has the same lag at least
At home, we pay $40 for 3Mbps down, 1.5up, we only get that speed sometimes, and it sometimes fucks itself and goes out.
*$45
I'm at the college right now, so I get much better speeds here. lol
I mean
Right, elon is faster than light, forgot that for a second
musk can't even manufacture enough tesla's
existing car companies are beating him in electric vehicle production
so?
Not really surprising, he is new to the market
He doesn't probably care to much
or isn't worried about it
He has a company that is gonna drill holes below san LA
Space X is pretty successful.
right now
accidental butt gif
how did they do this?
no bones
I can find apex stuff, but not even sure how to apex in a character
@rose bison At least she's got panties on
Funny how they thought of that
I was wondering what you were talking about
I kept looking for her butt to jiggle
But you were talking about the cloth
๐ญ
@rose bison this?
Yeah, I know, I realized after watching it like 3 times what you were talking about
oh, my link never came
I know the new clothing tool, just never realized that you can have apex stuff in the skeletalmesh
huh, so they call APEX legacy now
Yeah
I guess that anwers my question: just use the new tool
[nathaniel@nathaniel-ProBookA ~]$ df -h |grep sda2
/dev/sda2 788G 742G 6.0G 100% /
[nathaniel@nathaniel-ProBookA ~]$
Yup, I'm low on space. lol
6GB free.
think they cleaned out some of the matfunctions
https://i.gyazo.com/877869886632b53742f98178cb70cbdd.gif
how do i disable this its very annoying:
rightclick on it
oh right thanks.
Some of those matfunctions seem to exist solely for completeness.
I think they might have emptied out a few
yea
@fierce tulip ?
pretty sure you know what that is
never seen animated static meshes for particles
how to do that? ๐
oh, nmv
found it
just worldOffset with SplineThicken
https://i.gyazo.com/4be9889373ab95510fb61ddcf1018ba7.png created a mat function out of something I saw in one of the materials
@mortal gale If the main causer of that space shortage is UE4 projects, you can remove some of the generated files to free up some space ๐
(Mainly Binaries/Intermediate/Build I believe.....but don't quote me on that; There's a good list somewhere out there)
I love how some of the usual suspects's response to the Paragon dump
"stop giving us free stuff, people do asset flips"
๐
"stop buying assest flip games" i tell em XD
^ inb4 someone literally clones paragon and starts selling it
I ma do it
That.....may actually happen though 
XD
No one can do that anyway, we have like 5% of the content
ยฏ_(ใ)_/ยฏ
the paragonpr0n people are thrilled though XD
XD
Looses all hope in humanity
@vale halo so are we turning to cyborgs?
Its a shame the characters all have the weapons built in ๐ฆ I cant use 'em for my player model cause I want to be able to swap weapons
It's mostly the other crap on my HDD that filss it up. lol
they are actually using lights inside the emitters. didnt expect that
@opal ocean what do you mean?
The guns are attached to the models, part of the mesh. I dont know how to seperate them.
not from what I saw, looked like the gun was part of the same skeleton on the one character I looked at
@opal ocean cause when i look at the shocase fro twin blast i see the pistols as seperate modes
okay, quick question. Which character of the paragon set has the largest explosions?
models*
asking for a friend
looking for explosion effects?
@rose bison Howitzer is your character
Hmm, maybe I'll look at twin blast,. Murdock is all a single mesh, but his two guns are on seperate bones
fail epic
looked at murdock cause his main gun style, and overall look sorta fits with where I'm looking at pointing my game to go...
@fierce tulip by "some", do you mean that some are actually correct?
So, it's just basically people not following some standard?
wait, is paragon fair use now?
Paragon is "use however you want within UE4" now
atleast, the assets they've released in the marketplace
ah
marketplace -> free
none of the characters I've looked at have an animBP so it seems there will be some setup for use
if before you tried aquiring them then that would have been theft
well that's not what i mean, lol
just that there's probably some fun scifi/fantasy models in there
might be fun to pull stuff out for enemies, weapons, etc
I'll have to download and look at it then, so I can see what to do
that makes sense since that is what the blog says. most should be similar anyways
looks like Twinblasts main guns are part of his main mesh, but the ultimate weapon is seperate
haha, so much fun to play with the head AO blendspaces, make them look around. HUH? Wuh! who?!
yes, why would they make the guns a different actor if it is meant to be integrated inside the character
I bet the code overuses component systems, since the weapons are very likely to not be actors
probably
some of them look like new meshes, but Shinbi looks like just diff materials from the preview
also there is a dedicated forum about the paragon assets
whereabouts?
and we also be getting more paragon assets
@rose bison Combination of replacement of sk mesh and material slots. In this situation the characters don't seem to be modular like they are in other videogames where you can edit different armor parts. In that case you have in unreal a cool feature called SetMasterPoseComponent where you can make different skeletal meshes to follow the "root" sk mesh anims without worrying of anything going wrong
mesh merging doesn't work properly for animation montages, but they shouldn't give you any problem with the common graph.
ya, I am aware of that
just curious why they opted to not go that route
seems an obvious way to make more money
Ohh, thatโs what they are for
probably just performance reasons
well it depends on how you want your skins to look like, also performance, yes
the more components with transform you have, the more data you have to carry over
wouldn't harm to have a bandana type of thing or something subtle
but they are already making money by just changing a parameter on a material instance
from green to blue
$0'50 skin.
there
XD
hello! im working on an unreal project, is it possible to add cutscenes with triggers like - when the player enters this room, or gets past something, the animation starts - ?
yes
Yes you can use a trigger volume or any other collision item to trigger
Who do I go to in terms of legal stuff?
Because
I have some stuff which replicate the functionality of Engine Tools, but aren't Engine Tools
I did not use/copy any of the editor code of my thing
"Who do I go to in terms of legal stuff?"
A lawyer. I'm not sure if a judge is also a viable answer, but most of them are lawyers anyway.
I'm just making a marketplace asset, idk if I would need to get a lawyer involved for that
contact marketplace team and ask them what you need to know
Lawyers don't have to be "involved" for you to ask them questions. Epic has an in-house lawyer and I think they mostly ask him questions all day long.
yeah thats what retainers are for
there is a support email I think for legal things
oh god, Cascade's emitters arent properly showing in 4.19 and im too afraid they wont fix it
but if you sell only in the marketplace I think can contains code from that folder, you're limited to end users no in the marketplace I think.
Still ask them
@fierce tulip told you, don't expect it any time soon before the 4.20
wops wrong read I see too many cascades I mean Niagara lol
and why they won't fix it ? did you reported in the form ?
because they barely fix anything cascade unless it breaks the end result badly
Guess this is old news? https://www.unrealengine.com/en-US/paragon
just a bit phumkie ๐
We now indirectly know Paragon cost $12 million. Eat that, kickstarters.
only 12?
i really wish ue4 gave us a way to unpackage our own files.............
...only the parts of paragon they chose to put on the marketplace have been valued at 12m
ah kenney... Got to love him https://twitter.com/KenneyNL/status/975859254765805571
Here's $100,000,000 worth of #gameassets, all available for free to use in any engine you please under any circumstance. https://t.co/Q0yn1uj582
That's from paragon?
yea
You must be happy with all those fancy fx ๐
loads of neat little tricks and "ooh, didnt think of that"
though most of it is actually fairly simple, only a few surprises so far
quite amazed by how smart its used
It's always interesting to see the behind the scenes of a triple A like that
I'm always surprised by the low poly count
that too hehe
I'm also a bit surprised by them locking the export of textures
Not really the UE way
But I guess it was the only way they could release
https://i.gyazo.com/911ee460186b05c13f4fe6ac29297bcc.gif each element is so simple, yet together its eyepr0n
i wish someone could make a separate pack just with all the effects ๐
hehe yea I was kinda hoping it would be a seperate pack
I looked at two of the particles, and hholy sheet. Cant believe theres so many layers in 'em
yea, and up to 4 lods per effect
thats just crazy...
meanwhile on my project I made a floating item pickup, and just used a simple material billboard to save on performance >_>
or so I think.
More like a du/dv map
well generally I see people just use a grayscale tex for it.
havent seen people use a normal for that
(personally)
If Actor has Auto-Receive input from Player0 any keyboard key should fire events right? Or am I going insane at this point
Assuming nothing else absorbs them and that actor is in the scene
And input is being sent thru the controller, like you don't have disable input on
Yeah I just had an empty actor with F event and a print. nothing consumed input. It doesn't matter anyway, but I was curious why it didn't fire, until I just reparented to pawn.
and it somehow worked ๐
I have this problem that whenever I try & and move a map in the content browser, UE4 ends up irrevocably deleting the map file
the only option is to restore from source control
has anyone experienced this yet?
it happens with any game map
actually - the .umap file is left there with an absurd size of 700 bytes
trying to delete the map doesn't work either - it's being referenced by "World"
manually moving the file in ms explorer and force deleting the original map tends to work
I'm curious if anyone's come across this and what your solution was
very
it's been going on for months
made a test map
this is what pops up when trying to rename it
the map only has one landscape in it
the landscape doesn't have a material assigned
ok so apparently if I delete the landscape, renaming works
When was the last time you've fixed redirectors? maybe that screws it @tawdry narwhal
Moving things around when u have source control is not a good practice afaik
I practically fix them every time I move or delete something
P4 ye?
p4?
git
what if perforce or svn?
well i heard perforce doesn't like redirectors, and moving things around and then committing can have weird results
so i thought u had P4 running and it somehow broke ur moves
I also have ue4 itself disconnected from source control
but if that is not teh case, never happened to me either
just to avoid any hickups
The only time I ever run into that issue is having the project open twice on accident.
well if ur running manual versioning mebbe that broketed it
i can try to replicate if u want, but im on p4 and u gotta tell me what u did
no worries man, I couldn't recount the past year+ of what happened when on the project :)
oh, so u just updated the version?
nope
the project originally started on 4.15, been carrying it over eversince. but the issue has appeared before - 4.17 maybe I think
yuou could try migrating the map perhaps
I wonder if those using Unity are considering switching to Unreal after seeing these paragon assets being released ๐ค
no god please no
HA!
I've seen a couple people mention they plan on installing unreal to tear apart the Paragon assets
As long as they don't do anything to give anyone else the stuff they can do whatever they want in their own private space
And with unity getting their Shader graph system being able to pull apart the ue4 materials is a good start
Iโd be tempted too if I was them. Maybe import into 3dsmax or something
what? did they ditch Diffuse?
Them paragon assets are awesome cuz of the vfx imho. Animations are cool but using the models is pointless
^ that ^
yeah if u pull appart u can make some cool stuff
also hair, skin textures, blahblahblah
@grim ore Btw, i'm a big fan of ur tuts man, u planing on covering Niagara?
eeeh them textures are mapped to the chars
unless they run full maps which i doubt, havent seen em yet tho
I just grabbed the env. pack
i grabbed all, but can;t be arsed checking it out yet ๐ I used to play Paragon for a few days
got some nice design ideas
i mean, borrowed
๐
good vfx is hard to come by
there are some good ones man, marketplace has awesomes
xplosion builder, coupla vector field particles
thats 50% of ur vfx done ๐
wasn't counting that as "a" vfx lib but you're right
these 2 are good
and Materialize VFX is also pretty cewl
and if theres somethin lacking, well, a few tweaks and ur gud
specially the vectors
yeah ive seen his vids
if I ever needed that many vfx id buy out his entire library
Advanced Magic FX01 is one of his first packs, still looks great
as much as I love particles, it just takes a while for good ones
spring sale, halloween sale, end of the world sale doesn't matter, Kakky just keeps on rollin'...
sometimes its just cheaper to get a thunder strike instead of making one
his stuff is pretty cheap as it is
yeah vfx is the one thing I'll not ever come close to even dabbling in
i dabble but i don't know what im making till i make it
like i start making an fct for one thing but end up with something i use for another
makes me want to hire them all
wouldn't know
@urban gyro ah that Korean guy? Coulda sworn he got a publisher to pick up his game.
last year
vfx? or material
vfx
noono
texture
i thiml
think
im pretty sure the overwatch one is a sequence of images
not vfx @dim arch
i could make the images im just not sure how to implement them
ya dude theyre gamechanging
you think it would work tho in 3d
you can make them into sprites
im gonna test it with squares
put it on a transparent plane and modulate it by the weapon firing function
plenty of tutorials on yt
ue4 muzzle flash sprite
In this tutorial we create a quick and simple muzzle flash using Photoshop and unreal engine 4. In part 1 we use a variety of tools to create the main frame ...
like this one?
looks good
these days its done with particles but you can use a material on a plane too
@leaden dust A lot! Each character with all vfx included is 2gb on average it seems
I downloaded all of them just now. Hold on I'll give you an exact number.
52.7gb for all of them (after theyve been installed in a project)
Props folder takes up 11gb alone. So guess it depends on the asset. Anywhere from 300mb to 11gb.
god damn hell
dude
i don't even have that much space on my HDD
alright What imma gonna do is download one asset pack
try it
delete
and another
i just have like 25 gigs left
you don't really need all of it right now, anyway.
I opened the sample map from environment pack, and it asks me to rebuild reflection captures, but when I press on the build button, nothing happens
just looking at the paragon chars atm
pretty impressive detail for just 60k tris
christ those material nodes are insane
i'm learning something though from all of this
yep same here, awesome content
the paragon assets are insane
it's cool to see the voicelines of the heroes. Unfortunately, we never got to hear them in-game
has anyone found the sound effects? All I can find are voicelines
the complexity of the material instances in paragon scares me
it does
so many parameters
for me I just pack textures
set some parameters to change colors haha
and thats it for my materials
unless I need them to do something else like liquids
or animation
they don't use translucency because it's too expensive. Instead, they use mask, and then apply this custom dither material
i use mask too
but holy crap
the amount of variation the parameters give
gz
those parent materials are huge!
all of that for a rock
o.O
I mean am I missing something haha
Epic devs have always been willing to go to great lengths in material
UT3 had pretty incredible material graphs back a decade ago
And 90% of the graph brought 10% of the quality
But that's how you push it to something that really looks amazing
i'm trying to
download all of that info I'm see right now haha
but
i think it does have something to do with optimizing the game
creating instances from one huge parent material
Sorry to but in, but I thought this joke up last night and I gotta leave soon, but I just wanted to share it :P
Team Lead enters the office. Everybody is playing poker.
-What the hell?! Why isn't anyone working?
3D Guy: -Rendering.
Code Guy: -Compiling.
Texture Guy: -Baking.
Animator: -Cooking.
Tester: -Building.
Audio Guy: -Sampling.
Media Guy: -Encoding.
Team Lead: .....Deal me in.
and using the nodes to make the material look as crisp as possible with as low resolution as possible
hence reducing space
Creating instances from a large material is about sparing the time spent developing advanced materials
You do something amazing once and don't start from scratch for another related object
Like, I have one material for pretty much 95% of all metallic objects in my game
makes sense
for me i have 1 large material which is used for a set of assets
say in this region there are 20 houses
so all the paint materials and painting variations and any surface that needs paint. I UV them accordingly and make them call on the material instances derived from that single paint material
and I have another for metal and glass
the complexity of their nodes are pretty huge
even for me my parameters are pretty limited to what I offer to my instances
i'm just studying and trying to make sense of their nodes right now
going to create a test mesh to play around
when I get back home later
if you have 10 artists everyone making requests to have this and that exposed as a parameter, and one super duper vfx guy working on it for over a year, its what u get
Artists tend to want lots of stuff to tweak, even if the added value seems dubious. I've heard that referred to (by programmers) as "give him a slider so that he feels valuable"