#ue4-general

1 messages Β· Page 205 of 1

cloud cobalt
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Kind of trolling here, but yeah, small adjustment variables can still make some difference from the author's eyes

urban gyro
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It's more pronounced with the Substance Syndrome, when you make the thing, you wana expose everything as a parameter cuz u wanna have control, have the POWA

cloud cobalt
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It's older than Substance πŸ˜ƒ

urban gyro
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b all like "i want a parameter that controls the fresnel and auto-adjusts metallic, while maintaining realistic reflectivity values and adjusts the mask....i also want a slider for the mask." πŸ˜„

warm mountain
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bleh

devout gulch
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My usuall response to it is "I won't give you more sliders"

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here is minimal working interface so nothing is going be fucked up ;d

warm mountain
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^

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i agree

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stop wastin time and make the town!

cunning pasture
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Is there any possible way to have a material on a mesh still cast a shadow while invisible?

clear forum
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Anyone else having issues on vanilla 4.19 where as soon as you enter anything whatsoever into the Output Log Cmd field the editor crashes?

next badger
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oh, the input working as well

grim cargo
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hi guys

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how can i merge my another project to another project

cloud cobalt
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With immense difficulty

devout gulch
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you must make blood sacrifice at the altar

grim cargo
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nvm guys i saw the tutorial

trim trail
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ugh, how often empty directorires are left when you move stuff in content browser?

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i feel it occurs way too often in my case, have to use fix redirectories and delete manually

next jetty
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I've got the same problem too

trim trail
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im trying to move paragon assets to separate folder to keep everything cleaner, but im having issues

next jetty
#

I can fix it most of the time by deleting the stuff in file explorer, then restarting the engine

trim trail
#

yeah, thats other way

next jetty
#

anyone know if Paragon's sound effects will be released?

gusty widget
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In the mesh lighting properties

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And set visible in rendering to false

cunning pasture
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@gusty widget I know about that feature on meshes, but I'm looking to block light coming through my translucent material. I basically want the whole mesh to cast shadows, regardless if one of the faces are "invisible"

gusty widget
#

@cunning pasture Ah ok I do not know if that is possible unfortunately.😦

cunning pasture
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I've looked around quite a bit, and unfortunately that seems to be the case. Thank you in any case

wary wave
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try an invisible mesh that casts the shadow for you

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hidden shadow is indeed what you want in that respect

cunning pasture
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@wary wave I'll probably be going with that, I was just wondering if there was a more efficent and elegant approach

grim cargo
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can someone can help me about merging my level to another

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please.... 😦

mighty oak
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Anyone have logon problems from Epic Launcher?

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I keep getting sign-in failed, error "AS-0" code

fierce tulip
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getting different error code, but yes

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also issues

unreal halo
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it's like there is just a collision over the whole object

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but i cannot see it in the viewer

fierce tulip
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welcome to the amazing world of collision hehe

unreal halo
#

ah, i thought i could add collision just to the material, guess not

fierce tulip
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there is a big button that shows collision

unreal halo
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yeah it is on at the moment

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this is with simple and complex on

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so i got 0 clue why my character cannot enter that entrance

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as there is no visible collision

fierce tulip
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that green one is also collision

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which is just a simple box

unreal halo
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yeah but there is no collision over the entrance..

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😦

fierce tulip
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that green box is over the entrance

unreal halo
fierce tulip
unreal halo
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is it not going past the opening?

fierce tulip
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you are talking about the blue collision, im talking about the green one.

unreal halo
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ah, i could barely see it

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lol so hard to see that, how did you even xD

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okay i understand now why it is not working, so il try to change that

fierce tulip
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iunno, practice :p

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you can click on it and press delete

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for a simple object as this using complex as simple is fine, but dont try the same with a high poly mesh hehe

unreal halo
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hmm the complex collision does to actually add any collision though?

latent moth
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In a MP game, on clients, the Play Sound at location event ends up playing a sound twice, even though multicast should cause it to just execute on the respective client in an isolated fashion. On the server the sounds play once each as expected. What might I be doing wrong?

unreal halo
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as removing the simple collision just makes it possible to walk through the object

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so i guess i will ahve to add a new simple collision on top, around the walls etc

fierce tulip
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@unreal halo there is an option to set collision "complex as simple" which makes collision per polygon. for simple meshes like yours thats fine.

unreal halo
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thanks! πŸ˜ƒ

next badger
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@next jetty I believe Paragon SFX are part of each respective character, plus the announcer

trim trail
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hm, im doing cleanup in content browser and i noticed when i move stuff, the ram usage increases, i guess its because of copying, but after move is done, usage stays the same, whats explanation for that?

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shouldnt usage drop to numbers before moving stuff?

next jetty
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@next badger I filtered by sound effects, and could only find dialogue... I'm looking at Twinblast, by the way

next badger
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@next jetty yeah, unfortunately only speech available

next jetty
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Aww

dawn linden
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@trim trail UE4 has to load assets when you move them, and for whatever reason, in the editor once an asset is loaded, it doesn't get unloaded.

trim trail
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is it bug, or it has been like that for years?

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the fact it doesnt unload

dawn linden
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Always that way, intentional I think but not sure the reasons.

trim trail
#

interesting, at least theres some explanation, thanks

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i guess i stick to workaround being restarting ue4 every time it reaches 80%+ ram usage

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i could push it as it uses pagefile after ram is full, but it gets slower and its 250gb ssd, it can get full as well

dawn linden
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Yeah, worth restarting once in a while.

rose bison
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day 2 of taking all the paragon assets apart

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also, I am developing an unhealthy relationship with those particles

languid shard
rose bison
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there I people marrying objects like the eifel tower

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I wanna marry those explosions

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nothing wrong with that, is there?

unreal halo
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people marry their nintendo ds datesim characters, i'm sure explosions is fine

pallid compass
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@fierce tulip honestly iv given up using 4k screen for work, the engine just hates the scaling so much, i call bs on epic working in 4k and downscaling lmao, cant wait for a fix for it

fierce tulip
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I dont even have 1080p screens anymore besides the huion, but yea the weird warpey tabs and such are annoying for sure hehe

drifting ocean
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I'm running 4k too, but the only thing I noticed is that PrintString text has ridiculous spacing and font size

lavish garden
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can a game request hardware info (ie mobo brand/type)?

languid shard
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to get an "out of video memory" crash with an app built on UE4 doesn't sound good right ? 😐

grim sinew
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No, that actually sounds terrible. You're either at too high of a resolution (unlikely) or you have so many high res textures you ran out of VRAM entirely and crashed.

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Not a hard fix thankfully, just balance your memory better

languid shard
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hmm

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I'm getting this on Twinmotion, which is an archviz software built with UE4

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sadly our models are reaching very, very high polycounts

grim sinew
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Mesh memory is a thing. Could be you're exceeding the allotment for that

languid shard
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argh

grim sinew
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It's not really a consideration for normal gamedev to run out of vram from a mesh, but I guess if it's "very, very high polycounts" it's possible

languid shard
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not doing gamedev I'm afraid πŸ˜„

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and obviously the crash corrupted the project file

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noice...

grim sinew
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The project file is just plaintext, that's easy enough to fix

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It's like 20 lines

languid shard
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nah that's not a UE4 project files @grim sinew

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its a twinmotion file

grim sinew
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No idea what that is, but I wish you luck πŸ˜›

languid shard
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oh well thanks πŸ˜„

grim sinew
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Looks like a non-autodesk CAD thing

languid shard
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I'm monitoring memory usages as I add models

grim sinew
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So that's way outside my world

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You need to monitor video memory, not system btw

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The task manager on the latest win 10 update can do that, or you can use GPU-Z

languid shard
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right I'll use GPUz

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we're still running an old build of windows 10 at work

grim cargo
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hi guys can i import another project (with level and blueprint) to another blueprint (with level and blue print also) ??

grim ore
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You can migrate the items out of one project into another.

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If you cheat you could also turn the first project into a template or feature pack but that is overkill

languid shard
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@grim sinew yep that's definetly vram related

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toggling models on off on the software shows a huge difference in terms of memory use

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problem is I can't toggle them off all the time, and will ultimately run out of vram T_T

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now I understand why quadro gpus have so much memory

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5100MB taked in very low quality (similar to the unreal editor)

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I have 5 models loaded out of 13

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this is never gonna work on an 8gig 1080

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haven't even started the texturing

wary wave
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5GB 0_o

languid shard
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😦

wary wave
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seriously, what the heck are you rendering?

languid shard
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AEC models from revit

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37.5M polys

wary wave
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why are each of your meshes a full gigabyte of daya?

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okay, you should probably look at optimising stuff

languid shard
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no idea, FBXs are like 300

wary wave
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what you're working with is not going to work

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time to investigate, haha

languid shard
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I'd do some lods in UE4 if I had the time

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but the project is due in two days

drifting ocean
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Don't think Revit does any sanity checks on the meshes at all, very few CAD suites do

wary wave
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but 37.5M triangles across only 5 meshes isn't going to run properly

languid shard
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I've been bruteforcing AEC models into UE4 for a year now

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and indeed, Revit models are crap πŸ˜‚

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now I'm out of HDD storage too

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ffs

drifting ocean
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Check your export settings in Revit, haven't used Revit personally but I know Solidworks by default outputs absurd topology curved surfaces by default but can be told to only make them very terrible instead of insanely terrible

grim sinew
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At this point I would just throw it into zbrush and run it through decimation master

drifting ocean
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I'm assuming it's also hella confusing nonmanifold madness so something like meshlab would probably not be too useful either

languid shard
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software crashed

drifting ocean
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Worked with LIDAR data before, and trying to get that into a realtime engine isn't fun haha

languid shard
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I've got no idea on how I can finish this project for thursday

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this is just impossible

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yeah point cloud rendering is quite the headscratcher

wary wave
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I don't think you'll finish this for Thursday

drifting ocean
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"Please turn these 8.6billion 3d points from this ASCII file into a 3d .pdf I can show the client by next week"

languid shard
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in a nutshell T_T

drifting ocean
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My boss did not get what he wanted.....

languid shard
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who the fuck uses 3d pdfs nowadays 😐

drifting ocean
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Apparently people at fortune 500 companies

languid shard
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🀒

drifting ocean
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they're great for showing CAD models to people without CAD software or the intelligence required to download free viewers , but that's about it

languid shard
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what about online hosting ?

drifting ocean
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Left that company a few years ago so that's no longer my concern πŸ˜›

languid shard
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I envy you πŸ˜„

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oh well

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client ain't gonna be happy

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but this is impossible to do within such a short time and with the hardware we have here

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I mean we're making them videos in a few days, where external suppliers ask for thousands of € and a few weeks

grim ore
kindred viper
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maybe its a misprint πŸ˜„

languid shard
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niagara lead :p

safe rose
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hmm, when your Epic credentials no longer work...you start to wonder

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Niagara is going to be sweet

plush yew
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Im new to unreal, but i'm having an issue where no matter what level I try to build lighting on it says an error to do with "World settings 1 lighting needs to be rebuilt" something like that, but it will not build the lighting, even on the sample levels.

languid shard
grim sinew
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wtf, zbrush gave you that?

languid shard
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no we don't have zbrush

grim sinew
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"Decimation master" is a zbrush plugin

languid shard
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I've used the autolod from unreal

grim sinew
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That's what I said

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Oh

languid shard
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yes

grim sinew
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Yeah autolod can't do that

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too much

languid shard
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but we are a building engineering company πŸ˜‚

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I doubt zbrush is going to be of any use

grim sinew
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It might have use today. It's really either that or meshlab, I can't think of any tools that can reduce that many polygons

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Other than zbrush and meshlab

languid shard
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I do have meshlab installed so we can give it a whirl

grim sinew
languid shard
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uh meshlab doesn't support FBX

grim sinew
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Export as obj

plush yew
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Is there a way to get swarmagent.exe back, my windows defender thought it was a trojan and removed it.

grim sinew
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Recompile it or repair the engine in the launcher

frank escarp
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@grim sinew blender and houdini can

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houdini superior to blender due to the whole node based stuff

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but blender is free

languid shard
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downloaded zbrush, we'll see how it fares

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not holding my breath though since these models are just too shitty for realtime use

grim sinew
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Decimation master works where you can just tell it exactly how many thousands of polys you want the model to have, and it'll start removing polygons based on how much of an angle they're at to the ones around them until it reaches that number.

languid shard
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fuck I haven't used zbrush in ages, that ui

grim sinew
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The topology isn't going to be good, at all, but it'll be functional.

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You can also use zremesher for cleaner topology but that rebuilds the mesh instead of reduces it so it can lose some hard surface detail without proper polygroups

languid shard
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πŸ˜•

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that's chinese to me man

plush yew
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I think blender has something about reducing polycount without loosing to much visible detail

languid shard
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@grim sinew can't figure out how the fuck zbrush works

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I'm just gonna weep in a corner

languid shard
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I mean even the ui, shortcuts and all

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I can't even place my model

grim sinew
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Import the model, drag it out into the viewport, and at the top of the viewport click edit

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And by drag it out I mean click and drag the mouse in the viewport

languid shard
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mokay

grim sinew
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...not what I meant, ctrl+n to get a new document

languid shard
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right got a new doc with the model in

grim sinew
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If it's editable, meaning you can click in empty space and spin it around, at the top on the right of all the stuff click plugins, decimation master is up there

languid shard
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tis not

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I imported it as an obj model

grim sinew
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That wouldn't matter

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And... you can't spin it around you mean?

languid shard
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yeah

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its locked

grim sinew
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o.O

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Is it in the viewport?

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and editable?

languid shard
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it is

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its not

grim sinew
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did you click the edit button?

languid shard
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I can just add them

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not clickable

grim sinew
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Oh

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Okay

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You only add one

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Not 2

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Once you add 2, it's no longer in 3d mode

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Ctrl+n, then drag out ONE, then click edit

languid shard
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ah

grim sinew
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Once you add more than one entire tool, it goes into 2.5D mode

pallid compass
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not sure what be faster and more effective

branch off the tilemap set class to integrate procedural maps for 2d or
make a 100 maps quickly

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lmao

languid shard
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meshlab is just hanging here trying to load the decimation filter btw

grim sinew
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Yeah Meshlab is more crashy than Zbrush in my experience

languid shard
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uuh

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can't find the plugin

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its supposed to be installed by default

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but I can't find it

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right found it

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not sure this is the right solution though

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its going to take ages to do every model

pallid compass
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whats the original source of ur model?

languid shard
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revit arch

pallid compass
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dam another victim

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this happens so often

languid shard
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:/

pallid compass
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archi people bringing models in

languid shard
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if it was simple arch stuff like I dunno a house or something

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but we're talking whole construction sites here

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for a stadium in this project

pallid compass
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its the same with anything it dosent matter, if its a house or a city

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that software always brings stuff in at insanely high poly count

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well most archi software i know of

languid shard
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yep

pallid compass
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now u pay the price of either

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retop or new pipeline

frank escarp
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i really recomend houdini for this stuff

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it is designed to do pipeline stuff

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you can just have node graphs that clean up/bake/uv/whatever raw models

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i have a node graph that does that on groups of rocks or similar organic-ish assets

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grabs a whole folder of .obj files, and reduces/uvs them, bakes them (in the same atlas), and bakes AO/cavity. Then exports an FBX with all the models inside as separate objects

languid shard
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okay so from the quick test I've just run @grim sinew it destroyed the model

grim sinew
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o.O

languid shard
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missing a lot of stuff

grim sinew
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Undo and check mesh integrity

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It's in the geometry thing on the right, modify topology category

plush yew
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try blender?

pallid compass
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deffo not blender

plush yew
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y?

pallid compass
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i really wouldnt put high poly stuff through blender

languid shard
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1 159 483 edges shared xD

plush yew
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blender can do it what do you mean?

grim sinew
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Ah. Yeah so you totally just have nonmanifold stuff everywhere

pallid compass
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blender can auto retop / LOD 20mil face stuff?

pallid compass
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so prob not then if u dont know πŸ˜‚

plush yew
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blender can do a lot of things

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blender isn't a weak 3D modeling program XD

pallid compass
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i never said it was weak, iv just never ever heard of anyone trying to sort out heavy stuff in it

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and prob for a reason

plush yew
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well you won't know till ya try :I

frank escarp
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people use that tool a lot

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blender decimator is actually legit as fuck

pallid compass
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really o_O

plush yew
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I was gonna say people use it

pallid compass
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well if it works then that guy deffo should give it ago

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iv only used zbrush's personally

plush yew
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there is also a plugin for blender called poly reducer

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one guy on a forum says it worked out much better

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but to each their own

pallid compass
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oh nice

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iv only used zbrush's as its the only time i ever have heavy models

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but im personally a maya person

plush yew
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i learn't 3DsMax only 3d modeling experience i have

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i have used blender but have not fully learned it.

pallid compass
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iv used maya, blender max

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ended up sticking to maya

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but big miss for blender shortcuts

plush yew
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blender ui coulda be better XD\

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i think the learning curve is why 80% people dodge away from blender

pallid compass
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when the new file format comes out blender will be rolling

plush yew
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and their new realtime rendering/rendering engine

ivory gorge
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what's this new format?

plush yew
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well gotta get going for now ttyl

frank escarp
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@ivory gorge glTF

pallid compass
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i was about to tag u then

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lmao

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i always forget the name

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must remember it as "good luck, there fucked" lmao

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@autodesk

languid shard
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got the client

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we're gonna abort the video

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and do a bunch of images instead

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so 1 model instead of 13

pallid compass
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btw was ur issue

frank escarp
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about blender

pallid compass
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importing or?

languid shard
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running out of vram

frank escarp
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Normal Edit from GSOC is getting merged into 2.8 right now

pallid compass
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dammm son wtf lmao

languid shard
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eyup

frank escarp
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so 2.8 will include a very deep normal editing toolset

languid shard
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just the models, no materialwork

frank escarp
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for all our lowpoly needs

pallid compass
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u throw it into blender and see if there decimate works

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before u give up

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go throw*

languid shard
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I won't have the time to do everything in two days anyways

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I had the models this morning

pallid compass
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fair enough

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not ur fault, blame retarded pipeline

languid shard
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3 days to make a video in a realtime engine with CAD models

pallid compass
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lmao jesus

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much fun

languid shard
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these guys know jackshit

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external suppliers are asking for weeks and thousands of cash

pallid compass
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just tell them, petrol dont fit in diesel engines

languid shard
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and I'm here with my puny workstation and a few days

pallid compass
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lmao

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how many builds was it?

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buildings*

languid shard
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one

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a whole arena/stadium

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just the structure but still

pallid compass
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oh dam nvm then no time to retop

languid shard
#

no time to do anything xD

pallid compass
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render in hudinie

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or w/e its called

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packaging crappy 2d level to game with about 10 objects
2000 shaders compiling
what.jpg

languid shard
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this is the model

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minus all the crap that is inside and around it

pallid compass
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how detailed is that, out of curiosity

languid shard
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and minus all the phasing will the machinery

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very

pallid compass
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oh thats not that much then

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lots of simple things then

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theres prob a workflow for this from cad to ue4 but in my head im just like "should of built it in modelling software if they wanted a video"

languid shard
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except we're building this for construction, not archviz :p

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that's a simple part of the model btw

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that wooden structure

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one of the problems is that they use models found on the internet for almost everything

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I've had toilet bowls with tens of thousands of polygons

pallid compass
#

lmfao wtf

languid shard
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CAD people won't care about it

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cause they are doing precision, not visuals

grim ore
pallid compass
#

wtf lmfao

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where are u

grim ore
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GDC

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Education Summit. Showing discord as an option for support and help.

pallid compass
#

did they see me type dam it

grim ore
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Nah it's an old screenshot

pallid compass
#

dam

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rip

grim ore
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But @fierce tulip is on it lol

pallid compass
#

yeah i seen haha

languid shard
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@pallid compass I swear man, I think their vehicles are the main problem

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I've exported a model with the building and a few other stuff around it, but no cranes nor vehicles

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and its half the size

obsidian nimbus
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damn let us know next time so we can meme the feck out of the chat πŸ˜›

fierce tulip
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oh god <_< hehe

twilit quest
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Well den

grim ore
frank escarp
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@grim ore not public?

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reeeeeeeeeeeeee

grim ore
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The later one should be, this is the education stuff.

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Looks like an awesome upgrade

round ivy
#

Hey guys do you know any tutorial to take a fbx rigged gun into ue4 and the Blueprints that make it works? Thanks

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I have a gun rigged, I put the bones in place but the blueprint mechanics is what I don't get...

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How to rotate parts when pressing buttons, etc.

glass imp
#

Hi boys

final owl
#

Hi 2 u

worn granite
#

I love how they picked an image of slackers where you see two people ask questions but are only directed to post elsewhere (tbf you gotta moderate) rather than any number of examples of questions being answered.

floral heart
#

Where?

restive eagle
#

they all originated from the same parent, but only few of them can be selected

dawn linden
#

Because they're not loaded. If you open the blueprint, then it will appear in the list.

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(Yep, UE4 can be pretty dumb.)

restive eagle
#

hmm it seems that did the trick, even though i had to open each of them before and set some values

iron belfry
#

Hello, has anyone encountered this before? LogGameMode: Error: Mixing AGameStateBase with AGameMode is not compatible. Change AGameStateBase subclass (GhostGameStateBase_C) to derive from AGameState, or make both derive from Base

#

im kinda confused, im not mixing them in any cast

#

the log doesnt specify where did i go wrong and i dont know what else to do

livid haven
#

@restive eagle That is unusual. What is the type of that array element?

restive eagle
#

its a class of bp_quest_item, which is a prent class of all other childs

livid haven
#

Is the array declared in C++ or BP?

restive eagle
#

but its fine now, like kamrann said its enough to open them

#

bp

livid haven
#

That's not fine - that's not supposed to happen like that.

#

Can you select the property and show me the details on it?

#

Like, where you can change the name and tooltip and all that.

restive eagle
#

well a lot of things are not supposed to happen, but they do sometimes

livid haven
#

... yes?

restive eagle
livid haven
#

Which is indicative of something that needs fixing?

restive eagle
#

i doubt that its anything serious

dawn linden
#

@livid haven It's been like that for as long as I can remember.

livid haven
#

I've never had that issue unless I was mistakenly trying to set a reference to an object, rather than a class.

#

Which would mean trying to make a reference to the CDO instead of the class, typically.

dawn linden
#

Though I have a feeling it may indeed depend on the type of property/dropdown used, I think in some cases it shows unloaded ones too.

worn granite
#

I think you can do like a soft object path or something

livid haven
#

Weird.

worn granite
#

that'll show unloaded assets, maybe.

dawn linden
#

Note that you won't notice it if your blueprints are in the reference chain of something that is getting loaded automatically (usually through a level). Then they'll show up fine.

worn granite
#

Feel like I've seen this before, but it was a while ago

dawn linden
#

Soft reference properties almost certainly would work as expected, yes.

worn granite
#

so not a one time thing, not new either

#

welcome to UE4

dawn linden
#

@livid haven Actually this relates to something I've wondered for a while. Why on earth is the functionality for finding and filtering classes, both in-memory native/BP as well as unloaded BP, hidden away in the private section of the ClassViewer module?

#

I've had to recreate similar functionality myself for editor-related tools. And I've seen one or two other places in the engine that do the same on a more basic level.

#

Just seems such an obvious thing to want to make use of to me.

#

And it's most likely the cause of the above behaviour too - no easy access to this functionality from wherever the class selector dropdown is coded, so whoever wrote it just left it as is.

livid haven
#

Not sure, not familiar with what code that is off the top of my head.

safe rose
#

@iron belfry Did you figure it out?

#

You are mixing Base Class with Regular CLass

livid haven
#

I do know that there's some shenanigans with the asset registry not doing quite the right thing for finding classes.

safe rose
#

Like, GamestateBase and GameMode or GameModeBase and GameState

livid haven
#

Got a CL with some changes for that.

safe rose
#

You can't do that

#

They have to both be derived by Base or Not

iron belfry
#

@safe rose well, i did a reparenting of class gamestatebase and the error stopped appearing. however i dont understand the gimmicks behind it

safe rose
#

I just told you

#

You just can't

#

Each have stuff referenced to each other

#

Based on it being Base or not

#

If you don't need FPS style gamemode, then use Base

iron belfry
#

so is as simple as use base and stick with it?

safe rose
#

Well, it's more than just that

#

Well, depends on what you need from GameMode

#

Just look at the docs πŸ˜ƒ

#

I can't open it for some reason though

iron belfry
#

the docs said if you need basically nothing, use base. if you need lobby and how many players for start and other things, use the regular

safe rose
#

Ah tehre we go

#

Or not

#

You can simply use base and create your own shit

iron belfry
#

since its a vr project i dont need like anything at all

safe rose
#

It's just regular has stuff already in place that is helpful

dawn linden
#

@livid haven It's basically just some code to allow iteration/filtering over all classes, irrespective of native/in-memory/unloaded. And if I remember right, it actually uses the AssetRegistry as the source of the information in the unloaded case.

iron belfry
#

thtats why i chose base instead of regular

#

anyway, thanks for the explanation, it did help me

#

and i will check that linnk again

dawn linden
#

It's something super generic, but exists and is accessible only for the one case of generating a particular class picker dialog!

livid haven
#

@dawn linden That does sound like the thing I'm thinking of, in fact.

fierce tulip
#

fricks sake, the 2fa is broken.

#

this is not a new device

#

grr

safe rose
#

shit

dusk mantle
#

How's everyone today? Going to be rebuilding paragon with a few people would love for more to join

safe rose
#

@wicked tiger @elfin jacinth @blissful reef URGENT URGENT URGENT URGENT URGENT URGENT

Not sure if this has been brought up yet:

Please get to whoever is in charge of the launcher

So, this happened to a teammate last night, and I thought he just messed up. But he swore he didn't.

TL;DR: Last Update to Epic Launcher is BROKEN, do NOT delete any projects from it.

Issue: Deleting projects from within the Epic Launcher (not sure if it's random or every project...because I'm not going to freaking try it again) causes other ones to be deleted as well. They seem to be linked somehow. They were right next to each other when I right-clicked deleted the one of the left. Taking out the one on the left took out the right one as well. Sadly, I was not thinking and just hit Yes after the warning CLEARLY showed me that I was deleting the right one... So yes, I am at fault for just clicking through but my brain wasn't as fast as my fingers were. There is definitely an issue though if you attempt to delete one project and you end up deleting not only that one but the one next to it.

Luckily for me it was just some random projects. But for my teammate, he had to redownload the depot...

obsidian nimbus
#

well thats still not as bad as it could be..

#

source controll

plush prairie
#

rip

safe rose
#

Yeah, could be worse

#

Still shit

#

Because we all know how many people actually use VCS around here

cinder iron
#

thank you for the warning victr

elfin jacinth
#

Thanks for letting us know @safe rose

warm river
#

loading visual studio..

elfin jacinth
#

Hey @safe rose I am going to DM you.

fierce tulip
#

at least you can get into the launcher <_< my 2fa isnt sending me login codes

#

still fricking suck though @safe rose

plush yew
#

anyone interested in helping me playtest my game

#

thats on steam

#

and has gotten good and bad reviews lol

#

its free

#

The main issue is that i need to figure out how to resolve lag issues

opal ocean
#

On paragon Shinbi's animbp, what is the FullBody bool for? Its set with a getCurveValue... ?

#

I'm not finding any curve assets? or am I blind?

crimson trout
#

made some tests for comparing redshift and unreal, this is not really fair comparison but anyway.. on redshift render we can see really good details, that we can not get in unreal, but in unreal we can see instant result and it helps to setup lighting better that we need

fierce tulip
livid haven
#

And Crytek could stand to learn to not try to sue it's clients frivolously, fail to pay its employees, and such. πŸ˜›

#

But for reals, not sure what that post is getting at. It's just a screenshot of Crytek's roadmap?

tall pendant
#

Was wondering the exact thing.

floral heart
#

I like Epic's roadmap.
Or at least their new approach to illustrating a roadmap.
What's on that roadmap is kind of boring, but to me that's a separate issue, and not one you should be looking to copy from other companies.

grave nebula
#

The only thing worth learning from CT is simplicity of their rendering code. Rest is questionable.

fierce tulip
#

i just find those threads funny

grave nebula
#

they trully are. Experts everywhere

surreal viper
#

Crytek reputation 10 years ago: holy shit that graphics
today: they won't pay their workers for years, their engine has meh docs and community and if you still make a game they can sue you for no reason at all

#

they had a hard work of 10 years for this

livid haven
#

Really do wonder just what happened to them. I wasn't paying enough attention to piece together how they got in to this mess.

obsidian nimbus
#

he likes roadmaps and hates lightmaps

#

case closed πŸ˜›

worn granite
#

Oh hey crytek has a position open! Can't wait to relocate to another country to not get paid

#

better apply right away

crisp fable
silver crown
#

Impressive stuff indeed

#

And OpenCL, so works everywhere

#

Unity is getting really interesting tbh

warm river
#

there are less bugs on 4.19 version? *

#

related to visual studio

grim ore
#

about the same as all the other versions, they just moved to other places.

safe rose
#

Heard VR is broken in 4.19

#

So I'm waiting

#

Always a good idea to wait for *.1 version anyway

#

Let everyone else Beta Test

#

on *.0

crisp fable
#

also plugin update lag

grim ore
#

the instance landscape stuff seems to be added in 4.19 and completely broke 😦

crisp fable
#

instance landscape stuff?

iron belfry
#

@safe rose i've been experiencing frequent crashes in vr. good to know its not only me

#

yesterday i updated to version 4.19

#

worst thing is that i dont even know where or why it crashes, the log doesnt show anything

safe rose
#

I didnt update

#

I usually don't do .0 releases

#

I just heard enough from others to know to stay far away

livid haven
#

Aye. I would never recommend updating immediately unless you've got a legitimate test-driven setup going and can have a separate branch running smoke tests for your game for a while to verify stability before committing to an upgrade.

#

And I'd be willing to bet no one here could (or would, even if they could) afford the time and resources to dedicate to making a gauntlet of automation-friendly smoke tests for their game. :X

#

The most important thing I'll remind anyone about is: Once you've upgraded a project, any assets you save are permanently not backwards compatible with an older version of the engine.

#

Once you save an asset in a newer version of the engine, you can never open it again in an older version. So don't do anything stupid.

crisp fable
#

i updated

#

then immediately rolled back

flat pilot
#

hey guys
last thread I found was from 2014 so I'll ask it again
what's the best between UMG and html ?
from what I can see HTML is easier to dev and has more resources while UMG is way lighter

manic pawn
#

you're kind of comparing apples and oranges there

#

html is for websites, umg is for games in unreal, simple as that

flat pilot
#

you can use html in unreal

livid haven
#

No, you can get a third party plugin and try to make a UI in UE4 with HTML.

#

Or you can be a mad man and literally try to embed a browser in your game in order to do UI - which is a terrible idea.

#

You only really see the latter for things like purchases. I don't know exactly why, I suspect it's a matter of leveraging all the existing work done to have a secure means of handling transactions and private information.

#

IE: If you can already purchase things with real money on your game's/company's website, why reinvent the wheel? Embed a browser that opens up to the page from within the game. Also, you won't have to figure out all the security issues of having a user input financial information in to your game client directly.

flat pilot
#

yes but I'm making an UI

livid haven
#

Sure.

#

I'm saying, you can use HTML for UI, through a 3rd party plugin, which puts you at the mercy of whatever they support.

#

And introduces the complexities of marshalling data between two languages.

#

The alternative is literally embedding a browser, which I absolutely would never recommend.

#

Choosing to go with some HTML-based UI system in UE4 is really only useful in so much as you have some frontend web-devs you can immediately put to work.

#

Otherwise, why add the complications of yet another language and data marshalling?

#

UMG is, to oversimplify, a blueprint-based system that wraps around UE4's C++-only 2D/UI system, Slate.

#

To rephrase it: It's unlikely that HTML will offer anything superior to UMG - what it can offer is a readily usable system that is familiar to someone with web-dev UI background to immediately jump in to, rather than learning UMG.

#

So it's a bit dangerous to decide to commit to an HTML-based UI just because it'll give you a head start.

#

Made worse by the fact that you don't have the same guarantee about maintenance from the author(s) of the HTML-based UI plugin(s?), compared to using what Epic itself uses, supports, and maintains.

flat pilot
#

is animated stuff as easy in umg ?

livid haven
#

UMG uses Sequencer, which is UE4's general animation/timeline system (sort of)

flat pilot
#

then why do gears of war, pubg etc.. use html plugins ?

livid haven
#

What's your basis for claiming either of those titles have all of their UI done in HTML?

#

Can't find anything about any GoW using HTML for its UI.

restive eagle
#

maybe hes confusing it with rich text

livid haven
#

I don't think he is.

flat pilot
livid haven
#

I can't speak to why any of them decided to use Coherent (it's the HTML plugin I was thinking of, in fact) over UMG.

flat pilot
#

guildwars 2 also

livid haven
#

My best guess is, again, leveraging the existing/current experience and knowledge of some of their UI developers, rather than having them start over fresh with an unfamiliar API.

#

Also

#

UMG was a somewhat late addition, relative to the initial 4.0 release of UE4. It just wasn't an option, at all, if your project is old enough.

#

Looks like maybe 4.4 was the first release where UMG was no longer "experimental"?

plain oxide
#

Im just playing around in unreal for the first time. Is it normal for wireframe and highlighted object lines to rapidly flicker constantly? It sort of looks like Z-fighting

#

It's pretty annoying

livid haven
#

@plain oxide Definitely not.

flat pilot
#

Ensure that git, python, msbuild, patch, cmake are all added to your PATH and can be run from the command line.
here we go for 3 hours of troubleshooting again

livid haven
#

For what?

#

Also, ensuring each of those is in your PATH should, itself, be trivial. πŸ˜›

flat pilot
#

I already spent hours doing this some days ago before giving up

plain oxide
#

run cmd, run each of those commands, whichever is unrecognised needs to be added to your PATH

little salmon
#

Any recommendations what I would do for a player character model? I'm thinking Fuse/Mixamo, but I was wondering if there are other options available? :)

visual geyser
#

Guys Im trying to set up live link for Maya. Anyone have experience setting this up? I havnt used maya in a while and I cant remember how to install the .mll plugins.

wet berry
#

Anyone have general tips for an arbitrary plane being the 'floor' for a character as the floor rotates and moves?

#

I know I'll likely have to write my own movement component

#

But anything else I should keep in mind/test for/general tips?

paper kernel
#

@wet berry engine has built-in measuring functions for linear velocity at location for moving floors

wet berry
#

Not as concerned about moving. I am trying to figure out how to get a pawn to move around on an object that has 6DOF movement itself

crisp fable
#

@little salmon theres a decent character creator on the forums

little salmon
#

@crisp fable Do you have a link? Currently not on my computer. :D

crisp fable
#

its not the garbage one where the dev disappeared off the face of the earth

#

and the default characters look like the result of incest but you can change them

onyx sky
#

Does anyone know how to integrate Nvidia Hairworks with UE4 (Unreal 4.18)
(Note: Please don't provide me the general link for the hairworks, I want to integrate with 4.18 like I said above)

honest vale
#

is DFAO completely broken in 4.19?

devout gulch
#

I can see at least several reasons to use Coherent over UMG:

  1. Perspective (3D) Projections
  2. Easier to crate animated GUIs (CSS + JavaScript)
  3. Easier to create complex widgets (overriding OnPaint to make custom drawing is not the easiest option).
  4. Creating fancy looking UI in Slate/UMG is hard. You need to know shaders/C++ and iteration time is not really fast.
#

My biggest gripe with Slate/UMG though is lack if perspective projection

#

of*

livid haven
#

I don't think switching to Coherent just to get perspective projections is necessary, by any means.

#

I'm not sure point 2 is really true outside of assuming that you've already got someone with the relevant expertise and skills, which was the factor I mentioned originally.

#

I don't see how it would be easier to implement a complex widget using HTML5/CSS/JavaScript than it would be to use UMG blueprints/Sequencer/C++.

devout gulch
#

It's faster to iterate, when creating custom widget in slate, I have very little feedback until I compile and run ;

livid haven
#

And creating the equivalent fancy looking Slate/UMG UI that requires materials would be just as difficult, if not more difficult in HTML. It's not like you get a magic make-shaders button if you use HTML5.

#

Faster iteration is a potential point, sure.

#

Though I don't know why you wouldn't be using UMG.

devout gulch
#

using UMG for custom drawing doesn't seem like good idea

livid haven
#

Also, the more complex the system, the more harm a non-strictly-typed language will do you, I think. :/

devout gulch
#

with heavy math and loops

livid haven
#

Custom drawing != complex widget

devout gulch
#

either way I learned to live with it (and programming shaders along way so that's plus) so I won't complain much.

#

I just really wish Slate had perspective projection it's only thing I really miss

livid haven
#

I'm just not sure about any of the "easier" points. Those all seem like they're easier... if you already know them. Which is a given.

frank escarp
#

@livid haven do you happen to know any trick for huds with 3d (mesh) elements?. Is it possible to find the 3d location of a specific widget?

livid haven
#

I don't entirely understand the question. I assume you're using widget components.

frank escarp
#

Yes, but i want to eventually make a 3d hud

#

or at the very least, a hud with some 3d meshes in it

devout gulch
#

you mean 3d hud but projected on 3d plane without using widget componenets ?

frank escarp
#

yes

devout gulch
#

2d plane*

frank escarp
#

oh, i mean a 3d hud (widget component) with actual meshes

livid haven
#

Scene capture and having a "studio" somewhere in the world where you can compose the scene you're capturing.

frank escarp
#

i dont mean to render 3d models, but to have 3d models in the hud itself

livid haven
#

Ideally, a separate world where you compose the scene, but I don't think there's multi-world support in the engine yet.

frank escarp
#

think a box instead of a planar button

livid haven
#

Wouldn't that just be actual mesh components that you hook up click events and such to?

frank escarp
#

yes, thats what i was planing. Just in case you knew a better way

#

i was thinking that somehow adapting UMG widgets into 3d meshes could make the edition a lot easier

livid haven
#

Not really. I mean, no, there is no UI system for having actual 3D geometry being rendered and hit-tested and laid out and all that jazz.

#

It may be neat, but actually having fully 3D geometry for full-fledged UI isn't really a common thing and I wouldn't expect anyone to introduce that kind of complexity to an otherwise 2D UI system.

#

Could go crazy and try to design some kind of "visualizer" that takes a Slate UI and creates/synchronizes actual 3D geometry to represent the state of those widgets?

frank escarp
#

thats what i was thinking about

#

laying out the widget using the UMG editor, and then it just pops up as a 3d mesh

#

buttons become boxes, for example.

dawn linden
#

That would be a fairly enormous amount if work if you were going to somehow reflect all the dynamic layout calculations that Slate is doing.

plush yew
#

is it possible to create a mesh emitter that's affected by gravity and all the meshes work like a piece of paper?

marble storm
#

any idea how can i type into >Say after prompting it with "Command=Talk" bindings?

wary wave
#

Paragon characters don't use any kind of foot IK?

#

this surprises me

flat scroll
#

I started out in Unreal, made a simple level and put down some material from the starter content. However I noticed one thing: the reflection in the floor disappear around the edges of the vision and also when I look down.
I guess this might be some trivial thing, but I would like to know how can I fix this.

plush yew
#

I cant tell you how to fix it, but I can tell you what it is: screen space reflections. That only reflects your on screen pixels so whenever something leaves the screen, it wont be reflected anymore.

flat scroll
crisp fable
#

"The class definition range is invalid. Most probably caused by previous parsing error."

#

WHAT

honest vale
#

nothing you can do about it

#

only way is to use planar reflection capture

flat scroll
#

@honest vale I found out that I can disable this effect, to do so I need to use the post process volume, but I need to make it cover the whole level. How can I edit the global post process volume?

honest vale
#

the global post process volume exist in the level

#

it's just a normal volume with the "unbound" option checked

flat scroll
#

thanks, that what i was missing

#

Enabling the global plane clipping support caused the editor to hang when loading the project

honest vale
#

might be just compiling shaders in the background

frosty bloom
#

So is there only 1 animBP for all of the Paragon characters?

#

Was hoping to pick up a few tricks but I guess that's out of the question now lol

flat scroll
#

I suppose it's a dumb idea to attach the planar reflection to the player, right?

honest vale
#

I haven't used it, but I guess the actor needs to be aligned with the reflective surface

wary wave
#

lol, reading through some of the animation docs and they're horribly out of date

#

they're from 2015 ffs

devout gulch
#

Paragon characters use foot ik

#

or I missed something ?

#

at it looked that way in game

lusty thunder
#

I tried to open the sample Paragon map in the editor, it only hung at 53% pegging my CPU, must be resource heavy map

honest vale
#

it's probably compiling shaders

#

or building the cache

lusty thunder
#

when I looked at task manager, it looked like shaders I think

wary wave
#

@devout gulch - I opened up the Shinbi character and didn't see anything

devout gulch
#

yeah

#

that blueprint is stripped down

#

to bare minimum

wary wave
#

Shinbi is supposed to be complete

devout gulch
#

I wouldn't take it as example from paragon

#

it can't be complete

#

there is no Distance Matching in engine for example (;

wary wave
#

it's the only one that's supposed to have a complete anim graph :/

devout gulch
#

Engine is still missing functionality from Paragon, it is impossible to port full graph unfortunetly ;/

#

Distance Macthing, Speed Wraping, Orientation Wraping

#

Shinbi AnimBP is bare minimum needed to move character and blend some abilities

#

there no strafing even πŸ˜„

wary wave
#

as far as I can tell the character doesn't even move

#

bit naff

elfin jacinth
#

Good morning, my favorite humans

#

How is everyone this fine fine (snowing here) day?

wet berry
#

Working from home to avoid snow πŸ˜ƒ

elfin jacinth
#

Haha, very fair.

#

Well, be safe and stay warm!

wary wave
#

it's actually sunny here

#

after about four months of misery and cold

elfin jacinth
#

Where is that at Amber?

#

(Also, the snow has stopped, so I am not happy now)

wary wave
#

Czechia

#

it's already about 30 degrees (celsius) warmer than it was a month ago πŸ˜„

honest vale
#

it was -16 C this morning in Helsinki πŸ€”

#

kinda surprised tbh

wary wave
#

it was -4C here this morning

#

about 4C right now

#

but that's a massive improvement over -25C, haha

devout gulch
#

lol

#

in Poland the lowest temperature was maybe -10

#

not counting mountains

vale osprey
#

Single anim BP for different characters? That’s interesting

#

Noob question with such setup - how do you switch between animations specific to character in animation graph then?

#

Even overall I don’t think I was able to set an anim bp not specific to a specific skeletal mesh

#

Ohh, single Anim BP is what was shared, not how it was setup πŸ˜„

trim trail
#

has gdc announced something interesting besides allego

#

's alchemist and raytracer?

pallid compass
#

man its so god dam cold in the uk i can barely type

trim trail
#

not everyone tolerate cold yea

#

luckily im one of those who walks in shirt/sometimes sweater in winter

#

but then again, if its summer, im zombie

#

ive noticed speedtree 8 got released for ue4, what are major/practical differences vs 7?

honest vale
#

so where will the stream be aired? State of unreal that is

#

twitch?

#

youtube?

buoyant pine
#

Hey!
Anyone good with splines?
I posted a question about splines at the cpp subchat

latent moth
#

Hello everyone, I can Enable and Disable inputs but how can I know if I did so, programmatically? There's no AreInputsEnabled

frosty bloom
#

Why not just create a boolean and switch it when you enable/disable?

#

I'll take the silence as a Ohh silly me, i'll go set it up right away. Thanks

grim ore
#

man logged into, tried to, epic launcher this morning to find it locked lol 😦

fierce tulip
#

yay for all the non-regulars in stream hehe.

bitter iris
#

@grim ore Whys it locked?

grim ore
#

someone trying to get into it too many times. epic's new anti intrusion and annoy legit users system lol

bitter iris
#

jeez

#

how long does it lock you out for

grim ore
#

2 hours

wild kestrel
#

oooof alwamost mised state of unreal xd

#

there lot of people on twitch chat

golden sierra
#

Just got an email saying m yaccount is locked for 120 minutes due to multiple failed logins

#

but i havne't been trying to login that I know of

#

any ideas or is someone actually trying to hack me?

grim ore
#

yep or someone who doesnt like you

wild kestrel
#

Somebody attepting to login to your account

#

doesn ot mean hack

#

might be some bot

#

Daj pytanie na AnwserHub :p

grim ore
#

that video doesn't play for me so I can't help =/

wild kestrel
#

to powinno być twoje pierwsze wyjście, tam masz większą szanse na odpowiedz zależnie jak twój problem jest skomplikowany

grim ore
#

do you have it building out and including the map when it does that? you can exclude maps and that seems to be what it is doing

warm river
#

wtf

#

@wild kestrel it was a laugh?

#

lol

wild kestrel
#

??

warm river
#

just joking with you ❀

fierce tulip
#

:/ that mocap digital life thing was uncanny valley af.

wild kestrel
#

this face they sowing now looks stiff

#

kind of

fierce tulip
#

yea, and andy is an idiot. kinda weird they asked him for this

wild kestrel
#

Luos oyu gonna watch niagara showcase right? :p

fierce tulip
#

im not getting out of this chair till its all over

wild kestrel
#

Ok ^^ i be chatting here since twitch chat is flooded

fierce tulip
#

with fortnite weeaboos

wild kestrel
#

i wonder if they realize that this is event for devlopers xd

fierce tulip
#

they dont even know which timezone they are in so I doubt that

wild kestrel
#

they been shocked that they showed PUBG here

fierce tulip
#

^ dickhole deluxe

wintry oak
#

lol

#

not sure if me or serkis

fierce tulip
#

serkis

#

hehe

#

the effect is still a bit uncanny, works much better on non-humans though

wintry oak
#

Alien Serkis

tall pendant
#

spot the difference

fierce tulip
#

hehe

wild kestrel
#

I think they didnt capture head oeirntation well

shell jetty
#

those are similar

#

100%

wintry oak
#

lul

fierce tulip
#

i asked my gf to bring me popcorn so I can read the chat when they notice the fortnite announcement is just talks about optimisation.

wild kestrel
#

or rest of body capture is what is missing to make it look mroe alive

honest vale
#

dis gon be gud

wild kestrel
#

Raytracing :p here goes my 1080Ti domiance

fierce tulip
#

i dont think ive seen a more unwashed shirt this decade hehe

shell jetty
#

:plaid: shirts

fierce tulip
#

shii that looks good though

wild kestrel
#

it feels like movie indeed

#

yea i mean its raytracing so same thing they use in movies :p

#

i hope Pascal GPUs will be able to take atleast part of thioose features

fierce tulip
#

hehe yea, or hope 2080ti's being cheaper than current gpu's due to stupid bitcoin miners

wild kestrel
#

its gonna be expensive as hell anyway

fierce tulip
#

yuuuup

#

4 volta gpu's hehe

wild kestrel
#

4 Voltas lol

#

thats 12000$

fierce tulip
#

hehe, in that case its almost cheaper to mine with em XD

#

danaaaa

wild kestrel
#

You got new PC? :>

fierce tulip
#

only got a 1080ti a few months ago

wild kestrel
#

oh welcome to the club ^^

#

which one oyu got?

fierce tulip
#

hehe, my prev gpu died so I had to.

#

iunno forgot

#

gigabyte one

wild kestrel
#

AORUS?

fierce tulip
#

iunno hehe

wild kestrel
#

Well it has hsany RGB showing it's AORUS xd

#

I think there is no 1080 without any lights

#

1080Ti*

fierce tulip
#

gaming OC black g11

wild kestrel
#

ah the cheapest one ;p how tempetures on it, since it doesn ot have backplate

fierce tulip
#

only one that fit in this case hehe

shell jetty
#

Nvidia RTX with DirecX Raytracing

fierce tulip
#

temperature is fine, but I have insane cooling in this thing.

wild kestrel
#

ah i see

#

Well AORUS fans keeps GPU below 70 on 100%

#

on full load

warm river
#

what a cool game

wild kestrel
#

oh didnt knwo this is unreal game

shell jetty
#

well as new windows update coming this spring soon give you Windows ML what have AI in Windows so that works with DirectX so with Raytracing it get more buff

wild kestrel
#

Something that people neglate, ability to make your own editor tools

fierce tulip
flat scroll
#

How can set the default value for a bool? I compiled the blueprint after adding a new bool, but the "default value" does not show up like for floats

tall pendant
#

@fierce tulip hide it. i did it no regrets so far πŸ˜„

strange swan
#

twitch chat is pure cancer

wild kestrel
#

@fierce tulip i thought i got my 1080Ti bit overprice, but looking on today prices i could not get better deal back then xd

fierce tulip
#

normally its fine with unreal engine stuff, but these fortnites have zero clue its about game dev for gamedev instead of fortnite reveals for fortnite players

flat scroll
#

derp, I had something written into the filter

fierce tulip
#

@wild kestrel same here.

#

@flat scroll glad you got it solved

tall pendant
#

gamers in dev stream... you know

grave spruce
#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

wild kestrel
#

yea but it's like expecting big console annoucment in CES event :p they gonna be hugly dissapointed

fierce tulip
#

lol ark on mobile

pallid compass
#

LOL

#

what

fierce tulip
#

it barely runs on pc

pallid compass
#

ur joking right

fierce tulip
#

nope

pallid compass
#

omfg

#

HAHA

#

im so done

#

wildcard 10/10

#

they are in for a bit shock

fierce tulip
#

and switch

pallid compass
#

Everyone trying to copy epic

wild kestrel
#

they talk like it some revolution :p

pallid compass
#

What they dont realise is, epic arent just the dev's of fortnite, they also made the engine

#

they really know what there doing with it you know?

#

which to me id say has huge influence in them getting fortnite to run on mobile decently

tall pendant
#

whopping 8 fps on switch

#

if youre lucky

fierce tulip
#

well with indies selling 30X times more on switch than steam, everyone wants to be on switch

opal ocean
#

awww, I cant duplicate an animbp directly to other characters/skeletons?

wild kestrel
#

Nintendo finally found a wind

pallid compass
#

yeah switch is great platform imo

#

but the games

#

are SO BAD

#

well

#

game range* not games

wild kestrel
#

Well if oyu got game on UE4 then making owrk on Switch is super easy

pallid compass
#

Oh?

wild kestrel
#

so for me its not shocking annoucment

pallid compass
#

thought it would of been more stressfulthan porting to ps4/xbox

fierce tulip
#

and chat goes wild because fortnite blergh

wild kestrel
#

You yet to realize that porting in UE4 is nearly non existing? :p it's just one button click and setting scaling

#

depending what kind of game oyu deal with

#

but if its typical console game then it's easy

pallid compass
#

well consoles tend to come with pretty tight rings in some area's

wary wave
#

porting is not that easy

#

simple things like the UI will utterly screw you

grave spruce
#

yup

grim ore
#

this is why the twitch chat is full of fortniters

pallid compass
#

all indie port games iv seen to consoles

#

have been a massive fuck storm

#

ark, PUBG

#

etc

wild kestrel
#

@wary wave buit nost games now days are set to work on consoles

wary wave
#

and you're gonna have a real fun time dealing with things like input

#

Β―_(ツ)_/Β―

grim juniper
#

Is this replay stuff an engine feature?

wary wave
#

yes

grave spruce
#

so paragon replay is getting re use again alex

pallid compass
#

is reply even finished yet?

#

or is it still fuck storm

wild kestrel
#

hmmm :> well i can't say i ever able to try to run something on my own on console :p

grim ore
#

it seems to be billed as an upcoming engine feature so we will see

pallid compass
#

can we all just keep praying for GAS system examples release

wild kestrel
#

i still think troubles with input is a lot liter issues then need to code a lot to make something work on a platfrom

pallid compass
#

have u shipped to platform before?

#

because basically everyone iv spoken too about platform shipping have said its a nightmare

#

like, u really need to know wtf ur doing in ur framework setup for everything

spare blade
#

Is it possible to export a maya "layered texture" into UE4 ?

grave spruce
cinder iron
#

Hey

wild kestrel
#

@pallid compass i talking about purly on development perspective

fierce tulip
#

oh god, discord servers going down

trim trail
#

never thought i would see some day a pure twitch chat on ue channel

pallid compass
#

oh right gotcha

wild kestrel
#

@fierce tulip ??

pallid compass
#

good bye my friends

#

it was nice knowing u

fierce tulip
#

hehe

pallid compass
#

how will i ask my stupid questions about materials now? 😦

grave spruce
#

tim want xbox and ps4 crossplay 😑

wild kestrel
#

go ahead or post on AnwserHub

fierce tulip
#

this is only channel still working for me atm

pallid compass
#

i wonder how long till sony cave

#

and join the xplay

wild kestrel
#

i see one dead server on my side

tall pendant
#

yup multiple servers down

grim ore
#

man everything I have been to so far they have been pushing the beer part of GDC lol

pallid compass
#

time to make a grid 2d movement system

#

@frank escarp what was it you told me ages ago, about an effective way to generate a grid with a low amount of data

spare blade
#

Is it possible to export a maya "layered texture" into UE4 ?

pallid compass
#

i dont think so

fierce tulip
#

@spare blade doubt it

pallid compass
#

normal workflow would not really have u build ur materials in maya normally,

spare blade
#

Oh okay.. Normal maps seem to export.

grave spruce
pallid compass
#

oh man wtf iv turned potato i cant remember how to setup grids LOL

trim trail
#

wow, unity is working on progressive gpu lightmappter

#

it looks so handy

#

bakes lightmass on areas you look at

pallid compass
#

thats pretty cool

trim trail
#

it would be a immense boost for landscape lighting.. its annoying to bake eveyrthing when youre working only on small area

wild kestrel
#

more raytracing @fierce tulip

solar eagle
#

@everyone

#

someomne pls save me xD

trim trail
#

checked volta gpu

#

3000 dollas

#

kden

wild kestrel
#

So rasytracing got own shaders

#

no wonder you need new GPU to support it

#

yea they run it on 12000$ worth of GPUs :p

trim trail
#

im kinda relieved

#

my 1080 i bought not so long time ago isnt going to be junk anywhere soon

#

and it was expensive for me lol

wild kestrel
#

Well considering current state on GPU i would not expect need to jump in to wagon right away

livid haven
#

Still working from a 980 Ti Hybrid, myself.

silent narwhal
#

Is there a chat for trouble shooting?

livid haven
#

The 1080 Ti Hybrid I have mostly ends up supporting 4K and the rare VR session. :X

wild kestrel
#

its like Tessellation as long as you don't need to work on them then it is ok

livid haven
#

@silent narwhal Whatever channel is most appropriate to the particular subject, pretty much.

pallid compass
#

wth left mouse button not working D:

wild kestrel
#

So technically it is programmable accelerated light and reflections

#

yea fun part about ray tracing is that you can mirror things without much of a cost

wild kestrel
#

24FPS

livid haven
#

Am I not seeing the other half of this conversation somehow? o_O

#

It looks like you're responding to noone.

fierce tulip
#

hehe, we are watching the stream

#

shadow is replying to that and/or talking to me

wild kestrel
#

i comemntoing stream

#

this ray tracing seem impractical if you need 4 Voltas

#

or else you make one of those live Tv shows :p

fierce tulip
#

yea, its a start. in a decade it wont be as much of a problem

livid haven
#

Ah, gotcha.

wild kestrel
#

but compare this to introducement of Tellesation or shaders themselves

#

or else there some low profile use of it

#

Imagine this in VR

fierce tulip
#

hnng

wild kestrel
#

ok gonna go do finner

#

dinner

grim juniper
#

Finer dinner Kappa

sly crown
grim juniper
#

Probably

wild kestrel
#

PT

flat pilot
#

TIL ue4 has a web browser UMG widget

pseudo iron
#

Have you guys been paying attention to the latest GDC stuff on Unreal? With realtime raytracing?

floral heart
#

Yes.

fierce tulip
#

ive been spamming paragon vfx gifs for what feels three days now XD

opal ocean
#

I'm integrating the paragon characters into my game πŸ˜„ Working on the melee minions right now

#

learning how to use animBPs, montages, notifiies and do melee attacks

shell jetty
coarse wigeon
fierce tulip
#

@wild kestrel that guy on stream looks like scary version of me

frosty bloom
#

So, still no way to get textures from paragon assets? :p

fierce tulip
#

skin textures seem to be locked.

frosty bloom
#

I see, I'm personally looking at the Shadow_Swirls textures

#

From VFX material. Could have used them right now

obsidian nimbus
#

any gdc streams goin on now?

grave spruce
#

unreal and unity