#ue4-general
1 messages Β· Page 205 of 1
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
It's older than Substance π
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." π
bleh
My usuall response to it is "I won't give you more sliders"
here is minimal working interface so nothing is going be fucked up ;d
Is there any possible way to have a material on a mesh still cast a shadow while invisible?
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?
With immense difficulty
you must make blood sacrifice at the altar
nvm guys i saw the tutorial
ugh, how often empty directorires are left when you move stuff in content browser?
i feel it occurs way too often in my case, have to use fix redirectories and delete manually
I've got the same problem too
im trying to move paragon assets to separate folder to keep everything cleaner, but im having issues
I can fix it most of the time by deleting the stuff in file explorer, then restarting the engine
yeah, thats other way
anyone know if Paragon's sound effects will be released?
@cunning pasture I think hidden shadow does that π
In the mesh lighting properties
And set visible in rendering to false
@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"
@cunning pasture Ah ok I do not know if that is possible unfortunately.π¦
I've looked around quite a bit, and unfortunately that seems to be the case. Thank you in any case
try an invisible mesh that casts the shadow for you
hidden shadow is indeed what you want in that respect
@wary wave I'll probably be going with that, I was just wondering if there was a more efficent and elegant approach
Anyone have logon problems from Epic Launcher?
I keep getting sign-in failed, error "AS-0" code
Is there a reason why an imported object has collision even over this opening?
it's like there is just a collision over the whole object
but i cannot see it in the viewer
welcome to the amazing world of collision hehe
ah, i thought i could add collision just to the material, guess not
there is a big button that shows collision
yeah it is on at the moment
this is with simple and complex on
so i got 0 clue why my character cannot enter that entrance
as there is no visible collision
that green box is over the entrance
not related. 4k monitor and high dpi in ue 4.19 is
https://i.gyazo.com/a3c91c71c5e51042f446f24071c7e16b.gif
is it not going past the opening?
you are talking about the blue collision, im talking about the green one.
ah, i could barely see it
lol so hard to see that, how did you even xD
okay i understand now why it is not working, so il try to change that
iunno, practice :p
you can click on it and press delete
for a simple object as this using complex as simple is fine, but dont try the same with a high poly mesh hehe
hmm the complex collision does to actually add any collision though?
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?
as removing the simple collision just makes it possible to walk through the object
so i guess i will ahve to add a new simple collision on top, around the walls etc
@unreal halo there is an option to set collision "complex as simple" which makes collision per polygon. for simple meshes like yours thats fine.
thanks! π
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@next jetty I believe Paragon SFX are part of each respective character, plus the announcer
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?
shouldnt usage drop to numbers before moving stuff?
@next badger I filtered by sound effects, and could only find dialogue... I'm looking at Twinblast, by the way
@next jetty yeah, unfortunately only speech available
Aww
@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.
Always that way, intentional I think but not sure the reasons.
interesting, at least theres some explanation, thanks
i guess i stick to workaround being restarting ue4 every time it reaches 80%+ ram usage
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
Yeah, worth restarting once in a while.
day 2 of taking all the paragon assets apart
also, I am developing an unhealthy relationship with those particles
https://giphy.com/gifs/face-lenny-Hot2b4Wn3aHwk dem particles
there I people marrying objects like the eifel tower
I wanna marry those explosions
nothing wrong with that, is there?
people marry their nintendo ds datesim characters, i'm sure explosions is fine
@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
I dont even have 1080p screens anymore besides the huion, but yea the weird warpey tabs and such are annoying for sure hehe
I'm running 4k too, but the only thing I noticed is that PrintString text has ridiculous spacing and font size
can a game request hardware info (ie mobo brand/type)?
to get an "out of video memory" crash with an app built on UE4 doesn't sound good right ? π
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.
Not a hard fix thankfully, just balance your memory better
hmm
I'm getting this on Twinmotion, which is an archviz software built with UE4
sadly our models are reaching very, very high polycounts
Mesh memory is a thing. Could be you're exceeding the allotment for that
argh
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
not doing gamedev I'm afraid π
and obviously the crash corrupted the project file
noice...

No idea what that is, but I wish you luck π
oh well thanks π
Looks like a non-autodesk CAD thing
I'm monitoring memory usages as I add models
So that's way outside my world
You need to monitor video memory, not system btw
The task manager on the latest win 10 update can do that, or you can use GPU-Z
hi guys can i import another project (with level and blueprint) to another blueprint (with level and blue print also) ??
You can migrate the items out of one project into another.
If you cheat you could also turn the first project into a template or feature pack but that is overkill
@grim sinew yep that's definetly vram related
toggling models on off on the software shows a huge difference in terms of memory use
problem is I can't toggle them off all the time, and will ultimately run out of vram T_T
now I understand why quadro gpus have so much memory
5100MB taked in very low quality (similar to the unreal editor)
I have 5 models loaded out of 13
this is never gonna work on an 8gig 1080
haven't even started the texturing
5GB 0_o
seriously, what the heck are you rendering?
why are each of your meshes a full gigabyte of daya?
okay, you should probably look at optimising stuff
no idea, FBXs are like 300
Don't think Revit does any sanity checks on the meshes at all, very few CAD suites do
but 37.5M triangles across only 5 meshes isn't going to run properly
I've been bruteforcing AEC models into UE4 for a year now
and indeed, Revit models are crap π
now I'm out of HDD storage too
ffs
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
At this point I would just throw it into zbrush and run it through decimation master
I'm assuming it's also hella confusing nonmanifold madness so something like meshlab would probably not be too useful either
software crashed
Worked with LIDAR data before, and trying to get that into a realtime engine isn't fun haha
I've got no idea on how I can finish this project for thursday
this is just impossible
yeah point cloud rendering is quite the headscratcher
I don't think you'll finish this for Thursday
"Please turn these 8.6billion 3d points from this ASCII file into a 3d .pdf I can show the client by next week"
in a nutshell T_T
My boss did not get what he wanted.....
who the fuck uses 3d pdfs nowadays π
Apparently people at fortune 500 companies
π€’
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
what about online hosting ?
Left that company a few years ago so that's no longer my concern π
I envy you π
oh well
client ain't gonna be happy
but this is impossible to do within such a short time and with the hardware we have here
I mean we're making them videos in a few days, where external suppliers ask for thousands of β¬ and a few weeks
I know it's hard to read but whooo go Niagara.
maybe its a misprint π
niagara lead :p
hmm, when your Epic credentials no longer work...you start to wonder
Niagara is going to be sweet
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.
@drifting ocean @wary wave @grim sinew welp, mesh decimation through unreal lodding isn't the right solution π https://i.imgur.com/c4bTUbb.png
wtf, zbrush gave you that?
no we don't have zbrush
"Decimation master" is a zbrush plugin
I've used the autolod from unreal
yes
but we are a building engineering company π
I doubt zbrush is going to be of any use
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
Other than zbrush and meshlab
I do have meshlab installed so we can give it a whirl
Try ZBrush and ZBrush to Keyshot Bridge - free for 45 days with no restrictions. Download your free software and start sculpting today.
uh meshlab doesn't support FBX
Export as obj
Is there a way to get swarmagent.exe back, my windows defender thought it was a trojan and removed it.
Recompile it or repair the engine in the launcher
@grim sinew blender and houdini can
houdini superior to blender due to the whole node based stuff
but blender is free
downloaded zbrush, we'll see how it fares
not holding my breath though since these models are just too shitty for realtime use
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.
fuck I haven't used zbrush in ages, that ui
The topology isn't going to be good, at all, but it'll be functional.
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
I think blender has something about reducing polycount without loosing to much visible detail
@grim sinew can't figure out how the fuck zbrush works
I'm just gonna weep in a corner
Import the model, drag it out into the viewport, and at the top of the viewport click edit
And by drag it out I mean click and drag the mouse in the viewport
...not what I meant, ctrl+n to get a new document
right got a new doc with the model in
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
did you click the edit button?
Oh
Okay
You only add one
Not 2
Once you add 2, it's no longer in 3d mode
Ctrl+n, then drag out ONE, then click edit
ah
Once you add more than one entire tool, it goes into 2.5D mode
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
lmao
meshlab is just hanging here trying to load the decimation filter btw
Yeah Meshlab is more crashy than Zbrush in my experience
uuh
can't find the plugin
its supposed to be installed by default
but I can't find it
right found it
not sure this is the right solution though
its going to take ages to do every model
whats the original source of ur model?
revit arch
:/
archi people bringing models in
if it was simple arch stuff like I dunno a house or something
but we're talking whole construction sites here
for a stadium in this project
its the same with anything it dosent matter, if its a house or a city
that software always brings stuff in at insanely high poly count
well most archi software i know of
yep
i really recomend houdini for this stuff
it is designed to do pipeline stuff
you can just have node graphs that clean up/bake/uv/whatever raw models
i have a node graph that does that on groups of rocks or similar organic-ish assets
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
okay so from the quick test I've just run @grim sinew it destroyed the model
o.O
missing a lot of stuff
Undo and check mesh integrity
It's in the geometry thing on the right, modify topology category
try blender?
deffo not blender
y?
i really wouldnt put high poly stuff through blender
1 159 483 edges shared xD
blender can do it what do you mean?
Ah. Yeah so you totally just have nonmanifold stuff everywhere
blender can auto retop / LOD 20mil face stuff?
so prob not then if u dont know π
i never said it was weak, iv just never ever heard of anyone trying to sort out heavy stuff in it
and prob for a reason
well you won't know till ya try :I
really o_O
I was gonna say people use it
well if it works then that guy deffo should give it ago
iv only used zbrush's personally
there is also a plugin for blender called poly reducer
one guy on a forum says it worked out much better
but to each their own
oh nice
iv only used zbrush's as its the only time i ever have heavy models
but im personally a maya person
i learn't 3DsMax only 3d modeling experience i have
i have used blender but have not fully learned it.
iv used maya, blender max
ended up sticking to maya
but big miss for blender shortcuts
blender ui coulda be better XD\
i think the learning curve is why 80% people dodge away from blender
when the new file format comes out blender will be rolling
and their new realtime rendering/rendering engine
what's this new format?
well gotta get going for now ttyl
@ivory gorge glTF
i was about to tag u then
lmao
i always forget the name
must remember it as "good luck, there fucked" lmao
@autodesk
got the client
we're gonna abort the video
and do a bunch of images instead
so 1 model instead of 13
btw was ur issue
about blender
importing or?
running out of vram
Normal Edit from GSOC is getting merged into 2.8 right now
dammm son wtf lmao
eyup
so 2.8 will include a very deep normal editing toolset
just the models, no materialwork
for all our lowpoly needs
u throw it into blender and see if there decimate works
before u give up
go throw*
I won't have the time to do everything in two days anyways
I had the models this morning
these guys know jackshit
external suppliers are asking for weeks and thousands of cash
just tell them, petrol dont fit in diesel engines
and I'm here with my puny workstation and a few days
oh dam nvm then no time to retop
no time to do anything xD
render in hudinie
or w/e its called
packaging crappy 2d level to game with about 10 objects
2000 shaders compiling
what.jpg
@pallid compass https://i.imgur.com/6VXzybh.png
this is the model
minus all the crap that is inside and around it
how detailed is that, out of curiosity
oh thats not that much then
lots of simple things then
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"
except we're building this for construction, not archviz :p
that's a simple part of the model btw
that wooden structure
one of the problems is that they use models found on the internet for almost everything
I've had toilet bowls with tens of thousands of polygons
lmfao wtf
I see people from here lol.
did they see me type dam it
Nah it's an old screenshot
But @fierce tulip is on it lol
yeah i seen haha
@pallid compass I swear man, I think their vehicles are the main problem
I've exported a model with the building and a few other stuff around it, but no cranes nor vehicles
and its half the size
damn let us know next time so we can meme the feck out of the chat π
oh god <_< hehe
Well den
Hey guys do you know any tutorial to take a fbx rigged gun into ue4 and the Blueprints that make it works? Thanks
I have a gun rigged, I put the bones in place but the blueprint mechanics is what I don't get...
How to rotate parts when pressing buttons, etc.
Hi boys
Hi 2 u
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.
Where?
any ideas why i cant see all child classes that are in the list?
http://prntscr.com/itz3aq
they all originated from the same parent, but only few of them can be selected
Because they're not loaded. If you open the blueprint, then it will appear in the list.
(Yep, UE4 can be pretty dumb.)
hmm it seems that did the trick, even though i had to open each of them before and set some values
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
in the settings gamemode is in gamemode and state is in state
as for the usage for the gamestate is get gamestate
while the game mode is casted to a gamemode
the log doesnt specify where did i go wrong and i dont know what else to do
@restive eagle That is unusual. What is the type of that array element?
its a class of bp_quest_item, which is a prent class of all other childs
Is the array declared in C++ or BP?
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.
well a lot of things are not supposed to happen, but they do sometimes
... yes?
Which is indicative of something that needs fixing?
i doubt that its anything serious
@livid haven It's been like that for as long as I can remember.
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.
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.
I think you can do like a soft object path or something
Weird.
that'll show unloaded assets, maybe.
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.
Feel like I've seen this before, but it was a while ago
Soft reference properties almost certainly would work as expected, yes.
@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.
Not sure, not familiar with what code that is off the top of my head.
I do know that there's some shenanigans with the asset registry not doing quite the right thing for finding classes.
Like, GamestateBase and GameMode or GameModeBase and GameState
Got a CL with some changes for that.
@safe rose well, i did a reparenting of class gamestatebase and the error stopped appearing. however i dont understand the gimmicks behind it
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
so is as simple as use base and stick with it?
Well, it's more than just that
Well, depends on what you need from GameMode
Just look at the docs π
I can't open it for some reason though
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
since its a vr project i dont need like anything at all
It's just regular has stuff already in place that is helpful
@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.
thtats why i chose base instead of regular
anyway, thanks for the explanation, it did help me
and i will check that linnk again
It's something super generic, but exists and is accessible only for the one case of generating a particular class picker dialog!
@dawn linden That does sound like the thing I'm thinking of, in fact.
shit
How's everyone today? Going to be rebuilding paragon with a few people would love for more to join
@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...
rip
Yeah, could be worse
Still shit
Because we all know how many people actually use VCS around here
thank you for the warning victr
Thanks for letting us know @safe rose
loading visual studio..
Hey @safe rose I am going to DM you.
at least you can get into the launcher <_< my 2fa isnt sending me login codes
still fricking suck though @safe rose
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
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?
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
and one more
Epic Could learn a lot from Crytek, Take a look at their roadmap
And Crytek could stand to learn to not try to sue it's clients frivolously, fail to pay its employees, and such. π
But for reals, not sure what that post is getting at. It's just a screenshot of Crytek's roadmap?
Was wondering the exact thing.
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.
The only thing worth learning from CT is simplicity of their rendering code. Rest is questionable.
i just find those threads funny
they trully are. Experts everywhere
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
Really do wonder just what happened to them. I wasn't paying enough attention to piece together how they got in to this mess.
Oh hey crytek has a position open! Can't wait to relocate to another country to not get paid
better apply right away
now this is cool https://www.youtube.com/watch?v=cRFwzf4BHvA
The GPU Progressive Lightmapper is a Real-time path tracer, to bake lighting ~10x faster. Coming in Preview with Unity 2018.2. Join our Beta Program - www.Un...
Impressive stuff indeed
And OpenCL, so works everywhere
Unity is getting really interesting tbh
about the same as all the other versions, they just moved to other places.
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
also plugin update lag
the instance landscape stuff seems to be added in 4.19 and completely broke π¦
instance landscape stuff?
@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
I didnt update
I usually don't do .0 releases
I just heard enough from others to know to stay far away
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.
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
you're kind of comparing apples and oranges there
html is for websites, umg is for games in unreal, simple as that
you can use html in unreal
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.
yes but I'm making an UI
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.
is animated stuff as easy in umg ?
UMG uses Sequencer, which is UE4's general animation/timeline system (sort of)
then why do gears of war, pubg etc.. use html plugins ?
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.
Did find some stuff about PUBG having it's menus use HTML. (https://hackernoon.com/playerunknowns-battlegrounds-main-menu-is-vulnerable-to-hacking-d483b00a7036)
maybe hes confusing it with rich text
I don't think he is.
https://coherent-labs.com/coherent-gt/
bottom
about gow I read it hours ago on forums cant find it without deep research
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.
guildwars 2 also
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"?
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
@plain oxide Definitely not.
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
For what?
Also, ensuring each of those is in your PATH should, itself, be trivial. π
I already spent hours doing this some days ago before giving up
run cmd, run each of those commands, whichever is unrecognised needs to be added to your PATH
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? :)
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.
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?
@wet berry engine has built-in measuring functions for linear velocity at location for moving floors
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
@little salmon theres a decent character creator on the forums
@crisp fable Do you have a link? Currently not on my computer. :D
gumroad: https://gumroad.com/l/aHgik
video: https://www.youtube.com/watch?v=IlW6rHRtu-U
Hey guys. I'm an amateur character artist and some time back I started
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
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)
is DFAO completely broken in 4.19?
I can see at least several reasons to use Coherent over UMG:
- Perspective (3D) Projections
- Easier to crate animated GUIs (CSS + JavaScript)
- Easier to create complex widgets (overriding OnPaint to make custom drawing is not the easiest option).
- 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*
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++.
It's faster to iterate, when creating custom widget in slate, I have very little feedback until I compile and run ;
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.
using UMG for custom drawing doesn't seem like good idea
Also, the more complex the system, the more harm a non-strictly-typed language will do you, I think. :/
with heavy math and loops
Custom drawing != complex widget
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
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.
@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?
I don't entirely understand the question. I assume you're using widget components.
Yes, but i want to eventually make a 3d hud
or at the very least, a hud with some 3d meshes in it
you mean 3d hud but projected on 3d plane without using widget componenets ?
yes
2d plane*
oh, i mean a 3d hud (widget component) with actual meshes
Scene capture and having a "studio" somewhere in the world where you can compose the scene you're capturing.
i dont mean to render 3d models, but to have 3d models in the hud itself
Ideally, a separate world where you compose the scene, but I don't think there's multi-world support in the engine yet.
think a box instead of a planar button
Wouldn't that just be actual mesh components that you hook up click events and such to?
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
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?
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.
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.
is it possible to create a mesh emitter that's affected by gravity and all the meshes work like a piece of paper?
any idea how can i type into >Say after prompting it with "Command=Talk" bindings?
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.
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.
well it does look pretty ugly when it does stuff like this though
"The class definition range is invalid. Most probably caused by previous parsing error."
WHAT
@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?
the global post process volume exist in the level
it's just a normal volume with the "unbound" option checked
thanks, that what i was missing
Enabling the global plane clipping support caused the editor to hang when loading the project
might be just compiling shaders in the background
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
I suppose it's a dumb idea to attach the planar reflection to the player, right?
I haven't used it, but I guess the actor needs to be aligned with the reflective surface
lol, reading through some of the animation docs and they're horribly out of date
they're from 2015 ffs
Paragon characters use foot ik
or I missed something ?
at it looked that way in game
I tried to open the sample Paragon map in the editor, it only hung at 53% pegging my CPU, must be resource heavy map
when I looked at task manager, it looked like shaders I think
@devout gulch - I opened up the Shinbi character and didn't see anything
Shinbi is supposed to be complete
I wouldn't take it as example from paragon
it can't be complete
there is no Distance Matching in engine for example (;
it's the only one that's supposed to have a complete anim graph :/
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 π
Good morning, my favorite humans
How is everyone this fine fine (snowing here) day?
Working from home to avoid snow π
it was -4C here this morning
about 4C right now
but that's a massive improvement over -25C, haha
Single anim BP for different characters? Thatβs interesting
Noob question with such setup - how do you switch between animations specific to character in animation graph then?
Even overall I donβt 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 π
man its so god dam cold in the uk i can barely type
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?
Hey!
Anyone good with splines?
I posted a question about splines at the cpp subchat
Hello everyone, I can Enable and Disable inputs but how can I know if I did so, programmatically? There's no AreInputsEnabled
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
man logged into, tried to, epic launcher this morning to find it locked lol π¦
yay for all the non-regulars in stream hehe.
@grim ore Whys it locked?
someone trying to get into it too many times. epic's new anti intrusion and annoy legit users system lol
2 hours
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?
yep or someone who doesnt like you
Somebody attepting to login to your account
doesn ot mean hack
might be some bot
send email help@epicgames.com or maybe contact Amanda
Daj pytanie na AnwserHub :p
that video doesn't play for me so I can't help =/
to powinno byΔ twoje pierwsze wyjΕcie, tam masz wiΔkszΔ szanse na odpowiedz zaleΕΌnie jak twΓ³j problem jest skomplikowany
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
??
just joking with you β€
:/ that mocap digital life thing was uncanny valley af.
yea, and andy is an idiot. kinda weird they asked him for this
Luos oyu gonna watch niagara showcase right? :p
im not getting out of this chair till its all over
Ok ^^ i be chatting here since twitch chat is flooded
with fortnite weeaboos
i wonder if they realize that this is event for devlopers xd
they dont even know which timezone they are in so I doubt that
they been shocked that they showed PUBG here
^ dickhole deluxe
serkis
hehe
the effect is still a bit uncanny, works much better on non-humans though
hehe
I think they didnt capture head oeirntation well
lul
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.
or rest of body capture is what is missing to make it look mroe alive
dis gon be gud
Raytracing :p here goes my 1080Ti domiance
i dont think ive seen a more unwashed shirt this decade hehe
:plaid: shirts
shii that looks good though
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
hehe yea, or hope 2080ti's being cheaper than current gpu's due to stupid bitcoin miners
its gonna be expensive as hell anyway
You got new PC? :>
only got a 1080ti a few months ago
AORUS?
iunno hehe
Well it has hsany RGB showing it's AORUS xd
I think there is no 1080 without any lights
1080Ti*
gaming OC black g11
ah the cheapest one ;p how tempetures on it, since it doesn ot have backplate
only one that fit in this case hehe
Nvidia RTX with DirecX Raytracing
temperature is fine, but I have insane cooling in this thing.
what a cool game
oh didnt knwo this is unreal game
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
Something that people neglate, ability to make your own editor tools
when reading chat
https://giphy.com/gifs/cheezburger-loki-the-avengers-k9kKWKaUEDBM4
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
@fierce tulip hide it. i did it no regrets so far π
twitch chat is pure cancer
@fierce tulip i thought i got my 1080Ti bit overprice, but looking on today prices i could not get better deal back then xd
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
derp, I had something written into the filter
gamers in dev stream... you know
(β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
yea but it's like expecting big console annoucment in CES event :p they gonna be hugly dissapointed
lol ark on mobile
it barely runs on pc
ur joking right
nope
and switch
Everyone trying to copy epic
they talk like it some revolution :p
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
well with indies selling 30X times more on switch than steam, everyone wants to be on switch
awww, I cant duplicate an animbp directly to other characters/skeletons?
Nintendo finally found a wind
yeah switch is great platform imo
but the games
are SO BAD
well
game range* not games
Well if oyu got game on UE4 then making owrk on Switch is super easy
Oh?
so for me its not shocking annoucment
thought it would of been more stressfulthan porting to ps4/xbox
and chat goes wild because fortnite blergh
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
well consoles tend to come with pretty tight rings in some area's
yup
this is why the twitch chat is full of fortniters
all indie port games iv seen to consoles
have been a massive fuck storm
ark, PUBG
etc
@wary wave buit nost games now days are set to work on consoles
Is this replay stuff an engine feature?
yes
so paragon replay is getting re use again 
hmmm :> well i can't say i ever able to try to run something on my own on console :p
it seems to be billed as an upcoming engine feature so we will see
can we all just keep praying for GAS system examples release
i still think troubles with input is a lot liter issues then need to code a lot to make something work on a platfrom
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
Is it possible to export a maya "layered texture" into UE4 ?
Hey
@pallid compass i talking about purly on development perspective
oh god, discord servers going down
never thought i would see some day a pure twitch chat on ue channel
oh right gotcha
@fierce tulip ??
hehe
how will i ask my stupid questions about materials now? π¦
tim want xbox and ps4 crossplay π‘
go ahead or post on AnwserHub
this is only channel still working for me atm
i see one dead server on my side
yup multiple servers down
man everything I have been to so far they have been pushing the beer part of GDC lol
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
Is it possible to export a maya "layered texture" into UE4 ?
i dont think so
@spare blade doubt it
normal workflow would not really have u build ur materials in maya normally,
Oh okay.. Normal maps seem to export.
hope this help with the workflow https://www.youtube.com/watch?v=KB1HB0QfZVo
Maya to 3D Coat to Unreal Engine For CODA984, on our project Arco.
oh man wtf iv turned potato i cant remember how to setup grids LOL
wow, unity is working on progressive gpu lightmappter
it looks so handy
bakes lightmass on areas you look at
thats pretty cool
it would be a immense boost for landscape lighting.. its annoying to bake eveyrthing when youre working only on small area
more raytracing @fierce tulip
So rasytracing got own shaders
no wonder you need new GPU to support it
yea they run it on 12000$ worth of GPUs :p
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
Well considering current state on GPU i would not expect need to jump in to wagon right away
Still working from a 980 Ti Hybrid, myself.
Is there a chat for trouble shooting?
The 1080 Ti Hybrid I have mostly ends up supporting 4K and the rare VR session. :X
its like Tessellation as long as you don't need to work on them then it is ok
@silent narwhal Whatever channel is most appropriate to the particular subject, pretty much.
wth left mouse button not working D:
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
24FPS
Am I not seeing the other half of this conversation somehow? o_O
It looks like you're responding to noone.
i comemntoing stream
this ray tracing seem impractical if you need 4 Voltas
or else you make one of those live Tv shows :p
yea, its a start. in a decade it wont be as much of a problem
Ah, gotcha.
but compare this to introducement of Tellesation or shaders themselves
or else there some low profile use of it
Imagine this in VR
hnng
Finer dinner 
Is the gdc schedule in #unreal-news western time?
Probably
PT
TIL ue4 has a web browser UMG widget
Have you guys been paying attention to the latest GDC stuff on Unreal? With realtime raytracing?
Yes.
ive been spamming paragon vfx gifs for what feels three days now XD
I'm integrating the paragon characters into my game π Working on the melee minions right now
learning how to use animBPs, montages, notifiies and do melee attacks
Go behind the scenes of a stunning development in digital characters featuring actor Andy Serkis as he showcases the possibility of generating human-driven v...
@wild kestrel that guy on stream looks like scary version of me
So, still no way to get textures from paragon assets? :p
skin textures seem to be locked.
I see, I'm personally looking at the Shadow_Swirls textures
From VFX material. Could have used them right now
any gdc streams goin on now?
unreal and unity

