#ue4-general

1 messages ยท Page 206 of 1

tall pendant
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epic has one about characters atm

obsidian nimbus
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nm, its on the normal unreal twitch

wild kestrel
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@fierce tulip the looks more fatter then you :p

livid haven
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Been hearing mention of the Paragon textures not being "export"-able.

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But... I know of no DRM-like mechanism for UE4 assets

grim ore
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They added them into 4.19

livid haven
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And at the end of the day, this data is in memory or on your GPU, in some form.

grim ore
#

It's just a flag on the asset so you can compile out the check with source if you really wanted to. Probably had to do with the otoy stuff

worn granite
#

I mean that's just an argument against all DRM

livid haven
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Off the top of my head, I can't think of how you could conceivably encrypt these things and still be able to use them - without some kind of crazy hardware support.

fierce tulip
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@livid haven there is some code in engine someone digged up that could lock exporting

livid haven
#

Surely it's absolutely trivial and superficial though and not actually secure?

grim ore
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It's not encryption it's just a flag. It's minimum effort to stop people from hitting export.

livid haven
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I mean, effectively turning off a button, not actually making the process impossible.

worn granite
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Think of it like this though, people who are ......

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stole my point Mathew

fierce tulip
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its probably just something they had to do to allow the giving away of these semi-by-others-copyrighted textures

livid haven
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Question is, what's the license say?

wild kestrel
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They would capture you on using assets ageints licence either way

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so it is block to stop the temptation..... also probably to prevent use of models in games like VrChat

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i mean in easy way

livid haven
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Word. ๐Ÿคท

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I was surprised it happened at all, so, there's that.

worn granite
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you could write a tool yourself but if you tried to distribute it I imagine you'd get to know epic lawyers pretty quickly

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So everyone who wants to "export" would have to do it themselves

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all about adding barriers, however small.

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@plush yew how is that casting wrong?

livid haven
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No, I get it. Just surprised that the assets were released at all, further surprised about the absolutely minimal effort at "DRM".

worn granite
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Oh

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Yeah, I remember you didn't think they'd do it @livid haven

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Oh, well that's cause the cast fails @plush yew

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that's still not a "wrong" cast

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the problem is elsewhere

livid haven
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I was usually referring to open sourcing the whole thing, but I thought it was unlikely (but believable) that assets would be released, just like Infinity Blade.

worn granite
lavish garden
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i would like to see the gameplay blueprint, if there is one.. doubt there is tho..

livid haven
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A lot of people were petitioning or asking if Epic would make Paragon in to some kind of community project or give the game to another studio - neither of which make any sense to anyone with a lick of business sense.

worn granite
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Well I figured by open source they actually meant releasing the assets

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See people misuse that and there was talk of the assets

wild kestrel
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@livid haven 1. Epic already relesed ton of assets from there games and demos in the past :p 2. again there no need for DRM, it's hard to hide illigal use of assets

fierce tulip
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there is now a dev room on the twitch stream where we devs are less annoyed by fortnite peeps

livid haven
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Aye. Which is why I generally got in to the argument and made sure people really meant giving access to everything.

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@wild kestrel Assets, yes. Source, no. Which was always my point - the former is possible though unlikely (lo and behold, it happened), the latter is unbelievable.

wild kestrel
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It's probably to prevent export for games like VRChat, people there have very limited game devlopment skills, they dont even know what is normal map or specular map, this kind of DRM is enouth to stop them

flat pilot
shy kiln
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No there is no reason why a community group couldn't go ahead and clone Paragon. They will just have to do the code themselves, but the assets are ready for them to start.

livid haven
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Yes. I mentioned it several times during our discussion, @flat pilot. ๐Ÿ˜›

flat pilot
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hwat

shy kiln
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Glad to see the Web format moving forward!

flat pilot
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I thought you were talking about third party crap

opal ocean
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I cant seem to get the paragon minion to ragdoll... not sure why

livid haven
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@shy kiln Yes, which means Epic effectively hurt itself in being able to make anything more with the Paragon IP, as they've effectively made it kind of public-domain in a sense (but not literally).

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@shy kiln It's not pushing the web format forward. This has been around forever.

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Game have been using embedded browsers for the longest time. They're extremely limited, as one might imagine.

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It's Chromium.

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Or "Chromium Embedded Framework"

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CEF3

flat pilot
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well it reads html css and js, what do you want more ?

livid haven
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Actual integration?

uneven fractal
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is there a node for frame shifting an array?

livid haven
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I'm not sure what you think CEF is offering you...

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... you're effectively running a stripped down Chrome in UE4.

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In about as simplistic a way as that sounds.

wild kestrel
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its just page rendering engine without interface

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same as webkit

livid haven
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Aye. It's not a UI solution for UE4, it's literally just being able to open a page and render it/interact with it.

worn granite
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Isn't there Unreal.js?

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or does that lean on CEF

livid haven
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Dunno, but yes, there are other 3rd party plugins and solutions for leveraging web tech in UE4.

wild kestrel
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I think you could able to use it as UI but i would require more C++ work

uneven fractal
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not really seeing the use case for a browser in game either

livid haven
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Not really. I mean, you have practically zero interop between whatever is in the browser and the rest of UE4.

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Oh, there are use cases, they're just extremely limited more often than not.

uneven fractal
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I mean most games already have the steam web interface on them?

livid haven
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If you're on Steam, sure.

wild kestrel
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UE4 can't access that

worn granite
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Yeah so anything you need a browser for in your game, you gotta do

wild kestrel
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if you want to view page in game oyu need your own solution

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which UE4 provides

uneven fractal
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yeah but that takes out the use case of being able to conveniently use a browser without tabbing out

livid haven
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The motivation is not to support casual internet browsing without alt-tabbing.

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It's being able to access existing web pages from within the game.

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Every time I've seen games do it, it's for anything involving security/transactions/credentials.

uneven fractal
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hmm I can sort of see that for in game mechanics that rely on data from the internet

livid haven
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That's not what it's used for either. ๐Ÿ˜›

uneven fractal
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like say a crypto simulator that uses realtime crypto currency data or something

wild kestrel
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EVE had interesting use of web browser which integrated game APIs to it :>

livid haven
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Aye, EVE did actually use it's browser as a general purpose browser without alt-tabbing.

wild kestrel
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corporation could able to do web pages with game integration

uneven fractal
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or maybe an amazon vr webstore with the item and then a terminal for the web page behind it

livid haven
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I'll be you practically any MMO-like game that has microtransactions uses an embedded browser for its store.

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If not for the store, then for the checkout process.

wild kestrel
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This is Unity example, but VRChat is using webrowser to display videos

livid haven
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It's really, more often than not, a matter of leveraging existing web tech that needs to be accessible outside of the game client in the first place.

wild kestrel
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in world

flat pilot
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in my case, the game entirely evolves in a simulated windows-type desktop, how would using CEF be wrong ?

plush yew
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how can a beginner learn logic in Ue when there aren't a lot of tutorial videos?

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you can't say "just use it"

worn granite
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's what I did

plush yew
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that only works if you are at least intermediate in coding

fierce tulip
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there are a lot of tutorial videos

plush yew
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if you are a amateur that doesnt help

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UE and a lot? loool

worn granite
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there are tho

vale halo
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Looking at blueprints or c++?

worn granite
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Well, I didn't really watch a lot of them, I got UE4 and just jumped in.

vale halo
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If it's BP, the UE4 tutorial series is pretty great from what I've heard, and if it's c++, I'd recommend learning plain c++ first

worn granite
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But there are lots of them

vale halo
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But yeah - just jumping in will probably learn you the most once you know the basics

plush yew
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https://www.youtube.com/user/Brackeys/videos <- this is a lot https://www.youtube.com/user/UnrealDevelopmentKit/videos < <this is just features. nothing to learn for a amateur

worn granite
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well then maybe don't compare a brand channel with a community/creator channel

plush yew
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unreal engine offers no practical tutorials

vale halo
plush yew
flat pilot
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what language have you already worked with ?

worn granite
plush yew
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and that isnt much

wild kestrel
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IF you ask me UE4 is so huge that it's hard to document it complitly

worn granite
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That's a bold lie

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and those aren't tutorials

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those are vlogs at best

vale halo
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What's wrong with the UE4 intro to the editor/bp/etc. series?

plush yew
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@worn granite i tried this mathew.... nothing for beginners

azure shore
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*edits skeleton

worn granite
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how is this nothing for beginners

plush yew
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@vale halo its short and teaches you almost nothing

azure shore
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*whole aim offset breaks

fierce tulip
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https://unreal-engine-4.zeef.com/tom.looman and thats just the tip of the iceberg

vale halo
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It covers specific nodes, so it's more of a watch what you want if you ask me

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Yeah, Tom's stuff is great โค

worn granite
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Do you mean complete novice?

uneven fractal
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yeah I can't imagine trying to use bp's without understanding OOP first

worn granite
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Mate, if you want a complete novice series on how to program

plush yew
vale halo
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Well.....ammm....why don't you start creating a game and look up things when you ned it?

worn granite
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then come back to UE4

plush yew
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watch what you need isn#t for beginners

vale halo
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And yeah, if you want c++ I could highly reccomend thenewboston's content

wild kestrel
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@uneven fractal haha you will be suppriced, there ton of people who use blueprint and have no idea that they make classes :p

worn granite
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bucky is p cool

plush yew
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ofc i want c++. bp is crap

vale halo
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It's pretty beginner friendly, just not an overview

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Ah, got it ๐Ÿ˜›

worn granite
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BP is crap, but you're in no position to judge

plush yew
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bp is nothing else than code. its not suited for beginners.

uneven fractal
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meh I prefer bp and I do know how to code in c++ and java

wild kestrel
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i even needed to make video explaining basics of objects and classes because lot o people in AnwserHub didn't have idea about that

fierce tulip
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about to wonder if the guy is a troll

vale halo
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I disagree about it being crap, but in that case learn c++ first if you ask me

worn granite
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I can give you a rundown sometime if you like

wild kestrel
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aspecially in early days

plush yew
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@wild kestrel show me the vids

worn granite
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of why

vale halo
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I know it may sound boring/not worth a lot, but understanding basic c++ will really help once you get into unreal ๐Ÿ˜ƒ

worn granite
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@plush yew go watch thenewboston's series.

vale halo
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Is currently relearn plain c++ as I got way to used to UE4-specific stuff

worn granite
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like seriously

plush yew
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@vale halo and after 10 hours of basic c++ i shall learn c++ software dev. right? like 3 years?

azure shore
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*fixes it by basically clicking two things

vale halo
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(Though....don't do the same as me and do it in a week ๐Ÿ˜› )

wild kestrel
vale halo
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I'd say it's more of a process

azure shore
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๐Ÿ™‚

vale halo
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Learn something new, follow the examples, and then try and apply it to a real world problem

plush yew
vale halo
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Like....I've been coding half of my life now (I think) and I'm still learning new things every single day

worn granite
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be completely new
want tutorials
join discord channel
complain about lack of tutorials
people link you a bunch of stuff
???
get good tuts with no effort

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yeah its a vlog at best

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fight me 1v1

plush yew
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i am not nwe here

uneven fractal
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you could in theory learn bp's by just watching a small series on oop concepts too

plush yew
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i am since y ears a member

vale halo
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I wanted to create a c++ intro series for free, but it takes SO much time to create that all

uneven fractal
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so your not like "wuts a class"

fierce tulip
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tom loomans c++ tutorials.

vale halo
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As much as I love giving, I think a 5-10 minute video cost me 5-10+ hours ๐Ÿ˜‚

wild kestrel
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If you learn bueprints you already know a lot about C++ in UE4, you just don't know it

worn granite
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Its actually worse than a tutorial, he just has loads of content

azure shore
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oh cool

vale halo
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And if you have something like 10 bucks, Ben's Udemy course is pretty good too I believe

azure shore
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CODING YOUR OWN GAMES???

flat pilot
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hey guys I want to learn c++ in depth but with no knowledge what so ever, it must be under 10 hours thx

azure shore
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sorry

livid haven
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Learning OOP and basic programming concepts in general is critical to understanding C++ OR Blueprints.

plush yew
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@vale halo only one course won't make you good

wild kestrel
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i mean over 95% nodes in bluepriutns are C++ function binds

vale halo
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No offense, but that probably won't work

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Correct - you need to actually do stuff to get good (generally)

worn granite
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you're not gonna become good off learning content

vale halo
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^

fierce tulip
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years and years of practice to get good

worn granite
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stop trying to find the holy grail

plush yew
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nono. first you need peoople who teach you everything.

vale halo
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You don't need to know everything to get started ๐Ÿ˜ƒ

worn granite
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Promise you, all those unity vids won't make you a good unity dev

livid haven
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Blueprints may be visual, but you're still dealing with the flow of execution and an object oriented paradigm - classes with behavior and data, encapsulation, and so on.

vale halo
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Tries and thinks of a good analogy

worn granite
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go watch all of them and then make a complex game in unity

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nothing else

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promise you you'll run into a wall and have to start smaller

vale halo
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Yeah - just get started with the basics and try creating things. Then when you get stuck, search for the relevant things, and if you really can't figure it out ask for help ๐Ÿ˜ƒ

worn granite
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^ doing that for a while makes you good

frosty bloom
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Could always pay someone to tutor you?

worn granite
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watching youtube can only go so far

uneven fractal
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even tutoring won't help much if you don't understand WHY your doing certain things

worn granite
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The tutor can help things click though

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doesn't mean they will, sometimes you've just gotta figure it out on your own

plush yew
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.__.

uneven fractal
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though all the people that are pro programmers are probably getting paid 100,000 -200,000 programming instead of tutoring newbies

plush yew
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i think ill learn c++ now... where did i stop last time...

vale halo
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Also, please don't let this all scare you @plush yew ^^ It's all quite easy once you get a hang of it, which means that if you start with some basic stuff and then try and create simple things you'll learn and get good at it (pretty) fast ๐Ÿ˜ƒ

plush yew
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i think pointers...

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-_-

worn granite
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> 6 figures

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i wish man

vale halo
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And yeah - don't rush it....c++ is really useful, even for things not releated to gamedev

uneven fractal
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obviously your not a real programmer if your not making 6 figures ๐Ÿ˜›

plush yew
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yuk.. pointers...

vale halo
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๐Ÿ˜‚ I believe mean pay is even less

uneven fractal
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jk don't hurt me

worn granite
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Yeah man, I totes gotta be pulling 900k

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The poor $2/hr guys

uneven fractal
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we need to build a seawall and make india pay for it

worn granite
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they're not even fast food level programmers

plush yew
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@wild kestrel if you get 10k views per tutorial video you make 10 bucks aprox.

uneven fractal
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ouch

vale halo
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That highly depends

plush yew
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how about a new tutorial series

uneven fractal
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pretty sure the new youtube rules killed off all the smaller tutorial makers too

worn granite
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You know I thought about making some tuts

plush yew
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o.o

vale halo
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And that's kinda true

plush yew
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@worn granite are you the fry guy who i talked with f ew weeks ago?

worn granite
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Lot of time investment for not much return

wild kestrel
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@plush yew easy to say, i was attepting to record this many times

worn granite
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Eh?

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fry guy?

plush yew
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you#re fry

vale halo
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But the main thing I hate about those changes is that it hurts findability

worn granite
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...... man nobody was meant to know that

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d00000000000000000000x

vale halo
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Also, even if you were to get 10-20 bucks per video...if it's anything like what it used to take me that's still 1-2 bucks per hour, which is barely anything....especially for the tedious work it can be

worn granite
#

the only reason I'd do a series is if I could either make money on it or use it as a reference that I know what I'm talking about.

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Or maybe if I don't have to pay bills or something and have a sudden altruistic streak

wild kestrel
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yea :p and as you can see i not good in talking, i mean i lose topic very quickly and thigns end up in total chaos

vale halo
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Also, doing some quick checking, CPM around small(er) tech content is about 0.70, so even less than a dollar per 1k views

plush yew
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:/

wild kestrel
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my anwserhub answers are sometimes too big too

plush yew
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hi

vale halo
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(may be different for other channels)

worn granite
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GET OUT OF HERE, OTHER ME

uneven fractal
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ffs there is a bp node for shuffling an array but not one for shifting one

plush yew
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@worn granite Are you Philip J. Fry the second?

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the e ntrepreneur?

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first men on mars?

worn granite
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Yup

vale halo
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๐Ÿš€โ–ถ ๐Ÿ”ด

plush yew
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:google:

worn granite
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Also currently as caffeinated as my pic

fierce tulip
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thats a bit too offtopic peeps

trim trail
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farnsworth again messed cloning?

plush yew
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what is a peep?

fierce tulip
worn granite
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but lounge is that toxic place we shouldn't go...

vale halo
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Sowwy @fierce tulip....still thinking the first channel under news/announcements is #lounge ๐Ÿค”

worn granite
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innit?

fierce tulip
plush yew
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UE's lounge is pretty OK.. go to unity ones.. this is toxic

vale halo
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๐Ÿ˜‚

livid haven
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@uneven fractal Late response to something you said, but, y'know, I make in that range and try to contribute to the community. :X Not meant as a humble brag.

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Obviously, professionally employed people are probably busier than otherwise, so they don't have as much free time and perhaps motivation to do that.

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But some of us do anyways.

vale halo
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Cool ๐Ÿ‘

livid haven
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I wanted to be more active with a Twitch stream and my site, but between personal life and work, it's really difficult to pull off.

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Even launch a Patreon, potentially. But again, huge time investment when I barely have enough time for the things I do right now.

worn granite
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continues to manage time horribly (talking about me)

small basin
#

If I have a level blocked out quickly with BSP volumes, and I want to hide them in game later, how would I do that? Brushes don't seem to have the same "hidden in game" option that other meshes have...

floral heart
#

When in doubt, livestream nothing at all. Point camera at grass growing.

small basin
#

Converting them all to static meshes seems really unnecessary especially if I want to edit it later and thus still need the BSPs

floral heart
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@small basin I don't have a real answer, but you can use subtractive meshes like bug spray.

fierce tulip
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@wild kestrel you understand all this?

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(the python bp stuff)

dense galleon
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does anyone know if the GDC stream will have a vod available later on?

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none of the streams allows seeking back to the beginning of the stream ๐Ÿ˜ 

fierce tulip
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ya should be available later

uneven fractal
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python bp wut?

fierce tulip
#

can make python scripts to expose more engine code thingies to bp

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was just shown on stream

uneven fractal
#

but why python

fierce tulip
#

iunno

uneven fractal
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seems like an odd choice

worn granite
#

muh scripting

grave nebula
#

Can't believe there is a reliance on dynamic resolution to deliver good framerate ><

fierce tulip
#

its oddly enough pretty regular now. especially for consoles.

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switch even more so

floral heart
#

Better than having the level designer to cull level detail by putting walls everywhere and cutting out expensive features.

fierce tulip
#

xenoblade can do some pretty poor lowering resolution stuff

restive eagle
#

any ideas how to change the weight of physics object? none of the settings seem to do anything

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but if i place that mesh in another blueprint then for some reason it becomes heavier hmm, also if i place that mesh without any blueprints and simulate physics it seems to be a lot heavier.

dense galleon
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i just want to catch up with the stream but in both twitch and youtube the seeking has been disabled for some reason

brave horizon
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@dense galleon yeah me too

dense galleon
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why would they do this

brave horizon
#

They've screwed us

dense galleon
#

the seeking has to be explicity disabled in both sites

brave horizon
#

Maybe they have partner agreements or something, I dunno

frank escarp
#

@fierce tulip it lowers to ridiculous degree lol

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and then it has the ugliest sharpen filter ive ever seen

fierce tulip
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Xeno? yea

obsidian nimbus
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im kinda curious about this niagra thing ppl keep talkin about

brave horizon
#

Very interesting stuff for those in the VFX biz

frank escarp
#

yeah its only at like 3 AM in europe

shell jetty
#

Luos: what about powershell scrips

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what contain python scripts

obsidian nimbus
#

perfect time to watch ppl talk about tech ๐Ÿ˜›

fierce tulip
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@shell jetty iunno, dont ask me anything code related hehe

tall pendant
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@frank escarp It should be 01:00AM here tho?

obsidian nimbus
#

up up down down left right left

shell jetty
#

@fierce tulip would you make particle transform this https://www.youtube.com/watch?v=mkkWCmljMSA to https://www.youtube.com/watch?v=5qPWs6vQTcQ

Witness a stunning development in digital characters featuring actor Andy Serkis as he showcases the possibility of generating human-driven volumetric perfor...

โ–ถ Play video

Witness a stunning development in digital characters featuring actor Andy Serkis playing a fictional character, Osiris Black by 3Lateral, as he showcases the...

โ–ถ Play video
fierce tulip
#

thats not really possible me thinks hehe

wild kestrel
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There was script plugin that let you implent any scripting runtime :>

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not sure if that was same thing

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i was not paying attention when they been talking about it to tell the truth

grave nebula
#

Who was watching the stream? What was about scripting ?

safe rose
#

probably Python

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since DataSmith uses it

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Or niagara

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Since now it's hybrid

obsidian nimbus
#

@safe rose did they fix the project deleting thing?

safe rose
#

hmm

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No clue

floral heart
#

Let me test with my not backed up project

safe rose
#

I was told that some requests were made on how projects nest together

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And that seems to be the cause of the issue

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No clue, I don't nest any projects together

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I make them in a root folder aptly named UnrealProjects

floral heart
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Launcher not patched. I see no reason to trust it.

wary knot
#

hi guys.. is this the correct place to ask a question on one of the tutorials ive been following?

safe rose
#

So, w/e, but I did notice they somehow do nest together sometimes

obsidian nimbus
#

no clue what ur talking about, i allways have em in the default folder aswell ๐Ÿ˜›

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they nest?

floral heart
#

@wary knot That depends on the tutorial. This channel is for UE4-related anything.

rose bison
#

are they uploading vods of their GDC talks?

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can't possibly watch it all

wary knot
#

gotcha. im only coming here because the answers i got on google didnt help me much..

when i run a standalone play mode my cursor doesn't show up. it starts on a widget for the main menu, and if i alt tab i can sometimes get it to click buttons, but clicking off screen makes the cursor disappear.

#

when i run PIE the cursor is there unless i click something that isnt a button, then its gone and i have to shift +f1

edit: found the issue.. left the set show mouse cursor boolean unchecked in my blueprint.. doh

obsidian nimbus
#

yea, im prolly gunna stop watchin soon too, mobile stuff makes me sleepy ๐Ÿ˜›

coarse wigeon
#

@obsidian nimbus - I feel asleep during the Real time raytracing stuff

fierce tulip
#

paragon hnng

floral heart
#
Galaxy S8 (Mali): 40 ms for 1100 draw calls```
obsidian nimbus
#

why are they not usin forward in fortnite?

floral heart
#

On mobile they have to be.

#

Still, the hardware can't be that different, surely?

obsidian nimbus
#

i dunno, i have a potatoe ๐Ÿ˜›

tall pendant
#

perhaps metal on ios?

floral heart
#

Dunno, I missed the earlier part o the talk.

hollow furnace
#

hmm can i guys maybe help me?? when i try to put my datasmith file from 3dsmax into the unreal content browser, it says it doesnt reconize the file format :S

#

can u guys * ...

safe rose
#

@obsidian nimbus yeah they nest somehow

#

No clue, seemed like they were trying to push blame. I mean, I guess 3+ years of creating projects has made me silly

#

And made me want to all of the sudden nest project one on top of each other and then cause it to delete

#

Because you know, that's how experienced people roll

obsidian nimbus
#

yea, im not quite there yet ๐Ÿ˜›

safe rose
#

Also

#

My team members

#

Because, we are somehow in sync

worn granite
#

wait you nest projects within projects?

#

I've heard of nesting projects within the enginedir

#

but can't understand why you'd nest projects in another projectdir

obsidian nimbus
#

puttin it in the engine dir is kinda bad too ๐Ÿ˜›

#

cant follow the stream anymore, gunna do something else ๐Ÿ˜›

fierce tulip
obsidian nimbus
#

but i allready lost my concentration ๐Ÿ˜›

worn granite
#

its not bad if its a source build and you're also using C++ in the project

#

Pretty sure that's the expected behavior in that case

floral heart
#

Fortnite BR: Mask out meshes to hide them.
Fortnite Mobile: Collapse that shit into oblivion with WPO.

safe rose
#

@worn granite No..we don't. Who would do that. That's my point.

worn granite
#

ohhh

#

myb

safe rose
#

Something in the launcher causes it

worn granite
#

Waiiiiiiiiiiiit

#

really?

safe rose
#

Yeah

worn granite
#

oh boy

safe rose
#

Had it happen twice last night

#

And one of my team members once

worn granite
#

That shouldn't ever happen

safe rose
#

the night before

#

Yeah, exactly

#

He had to redownload the depot

#

because he was deleting something NOT the project

#

but it deleted the non-project project and the game-project at the same time

worn granite
#

Like you make a project and it'll somehow create it within another project dir?

safe rose
#

Hmm, no, I don't think so. That's pretty easy to be careful about.

#

Like for me, it would never happen. I only install under one Root Directory any projects

#

It's called UnrealProjects

#

All I know is that they have put in some requests to ensure that stuff doesn't happen

#

(so you can't nest projects together, which I never knew was even possible until this bug)

uneven fractal
#

๐Ÿค” when your devkit decides that .2 is not greater then 0

trim trail
#

turns out frosbite team is working on gpu lightmapper too

#

i wonder if epic is pressured to do the same ๐Ÿ˜„

wild kestrel
#

@fierce tulip Niagara next :p

floral heart
#

Hopefully someone does a programmable GPU lightmapper.
So you aren't stuck with PBR lightmaps for everything.

fierce tulip
tame flint
#

hey i am new to unreal engine, used to use unity. However, my friend introduced me to unreal and I am just really learning. I do know how to code in java, c++, and c# a bit because I started unity and left because of unreal. I have a question about UMG canvas children

hidden heart
#

should head over to umg under the UI section simpill

wild kestrel
#

mine too :p

coarse wigeon
#

Hey How do I contact epic games about my account?

#

Some one else is trying to log in to it

fierce tulip
#

@coarse wigeon more people seem to have that problem, chances are its a bug

coarse wigeon
#

ah

#

cuz I just got an email saying my account is locked

wild kestrel
#

or some botnet trying to do something nasty :>

coarse wigeon
#

^

#

That is my concern

fierce tulip
#

even @polar hawk had issues

coarse wigeon
#

Gives me a 503 error

#

ah here it is

wild kestrel
#

lol stay calm xd

fierce tulip
#

too late! my body is a bomb about to go off :p

ripe cove
#

hi So I have no idea in which room I should ask my question
What is the best way to work with imported elements in UE? Can I animate position and rotation of the elements in there or would I better animate externally and import the animation as FBX? If so, how do I start the animation in UE?
How would I optimally import to make use of animation montage?

trim trail
#

i thought niagara was a meme

frosty bloom
#

shouldn't niagara start now?

wild kestrel
#

yes ;p

fierce tulip
#

REEEEeee

frosty bloom
#

Why do they keep us waiting like this ๐Ÿค–

fierce tulip
#

"luos is watching, lets add smore comercials for anticipation"

tame flint
#

does anyone know what node i can use to get the location of a UMG widget for a crosshair?

#

sorry no one is in the umg chat

wild kestrel
#

they show case cascade in feature video :p

frosty bloom
#

they are waiting for luos to leave it would seem

fierce tulip
#

<_<

frosty bloom
#

Take one for the team!

wild kestrel
#

Hello i need 4 voltas to render :p

grim ore
#

@tame flint when you need something in UMG you have to talk to the parent as the parent controls that information.

olive mortar
#

Dig in your couch, should be able to find $40,000

fierce tulip
#

NEVER @frosty bloom

grim ore
#

you should be able to get your widget, cast the parent to the parent type, then ask the parent for the location info for that widget

frosty bloom
#

We be playing the patient game

olive mortar
#

Oh, whaddup @grim ore ๐Ÿ˜ƒ Lot's of material for your vids coming soon, lol

grim ore
#

๐Ÿ˜ƒ

olive mortar
#

And you as well Luos, with Niagara coming. Plan on doing any more daily particles when that drops (fully)?

worn granite
wild kestrel
#

he probably gonna do 24 stream xd

worn granite
#

would this not work @grim ore

tame flint
#

thanks for answering matt. By the way i love your channel titles/content and all you cover. I am working on a third person character

worn granite
#

then you can use that however you want

fierce tulip
olive mortar
#

Bahaha

frosty bloom
#

I'm convinced, they are messing with luos kappa

trim trail
#

"Due to technical difficulties, we have to cancel VFX Niagara presenation. Sincere apologies for viewers."

olive mortar
#

The Epic Luos Troll, 2018

tame flint
#

@grim ore thanks for the tip. I am coming to unreal from unity, still new to the engine. I plan on watching ever last one of your WTF is? videos

wild kestrel
#

here we go :p

olive mortar
#

I guess we can say "Thanks, Luos" from now, instead of "Thanks Obama"

wild kestrel
#

sniagra :p

trim trail
#

niagara viagara

tall pendant
fierce tulip
#

fo sho

grim ore
wild kestrel
#

but but but i already guive you guys a bit of niagara :p

ripe cove
#

GENERAL
#ue4-general - General discussion about Unreal Engine ????

This is actually an official unreal engine chat ???

trim trail
#

man, this angry kid gif is so ancient

#

i first saw it like 20 years ago

tall pendant
#

and it still works hehe

olive mortar
#

The vid with audio gives it true justice

frosty bloom
#

@trim trail he is just as mad today as he was that day

floral heart
#

@ripe cove Community. Not official.

trim trail
#

yeah, its like wine, gets better with age

olive mortar
#

@wild kestrel - Were you the one doing the "State of Niagara" videos?

wild kestrel
#

yes :p

ripe cove
#

Thx for the info then i should now leave the server

olive mortar
#

Oh, rock on. I literally watched your latest one earlier today XD

#

Thanks for those, by the way

wild kestrel
#

no problemo

tame flint
#

@grim ore I just want to clarify. Do you think that using a UMG for my crosshair is a good approach?

#

I mean you did it in your fps series, however I'm using it on a third person character so the y-axis is slightly offset so it doesnt fall on top of my character

trim trail
#

jebus

#

all those fancy terms

#

all for just fancy kabooms

tame flint
#

sorry

trim trail
#

what>?

fierce tulip
#

he's talking about stream @tame flint

trim trail
#

i was writing in context of stream

#

๐Ÿ˜›

tame flint
#

ok ๐Ÿ˜€

floral heart
#

Niagara has been out, albeit buggy, for several versions now. Haven't gotten to anything new then?

wild kestrel
#

The way niagara works it can be used outside of particuels to od any GPU computation, so there potential to mvoe it outside particules

grim ore
#

@tame flint UMG would probably be the best place for a UI element like a crosshair unless you want it to be in the world

#

and there is no real problem with having it offcenter as long as your line traces that you use account for that or any other actions on that point

tame flint
#

@grim ore i need to get a a reference to the crosshair variable

#

i will try to figure this out

grim ore
#

you can turn any widget into a variable by clicking the variable option in the umg editor in the top right. Assuming you create your main widget somewhere and it has this crosshair in it when you create the widget you would save out that widget to a variable then you can get the crosshair widget from there

wild kestrel
#

4.19 has that custom hlsl node, i missed it

frank escarp
#

@fierce tulip time to git gud at linear algebra

fierce tulip
#

meh just eyeball it :p

dim arch
#

is there a VOD of state of unreal talk? I was asleep U_U

floral heart
#

Eyeball linear algebra.
Get it right two years later.

fierce tulip
#

:p

grave nebula
#

Me likes graph-based editors. Niagara looks interesting.

floral heart
#

Orange pin going into blue pin.
๐Ÿ˜“

frank escarp
#

great for me

#

becouse im already doing that kind of thing but on vertex shaders of blueprints, instead on effects

safe rose
#

Aliens

wild kestrel
#

blue pin is kind of auto type

frank escarp
#

see, that reusability is exactly what ive allways wanted to do with particles

#

also dynamically edit effects from blueprint esily

fierce tulip
#

yea same

frank escarp
#

holy shit a full on event system

fierce tulip
#

buckets

#

so

#

many

#

buckets

frank escarp
#

its kind of overeninered

#

its completely overkill to a huge degree

fierce tulip
#

mindblowingly so

frank escarp
#

lmao that tree

#

literally houdini now

#

ohh, pausing effects

#

i would FINALLY be able to do my screenshots

glass imp
#

Hi, I'm trying to use GetHitResultUnderCursorByChannel in BP
it works perfectly on the static geometry, but it completely ignores any actor
like if I click on myself or on another Actor in the level
it just goes through, and then gives me as result the geometry behind the actor

tame flint
#

@grim ore problem is I cannot access the variable in my event graph

floral heart
#

suddenly thinking of March of the Froblins.

grim ore
#

@tame flint is the crosshair an image or something inside a main umg widget?

glass imp
#

click on the eye icon next to the variable

#

so its visible

frank escarp
#

bruhhh holy overkill

fierce tulip
#

hnnnng

tame flint
#

@grim ore yes

#

i created a widget blueprint that has the crosshair(image in it)

frank escarp
#

arbitrary data?

grim ore
#

@tame flint and at some place you use the create widget node to add it to your screen? If so save the output as a variable and that gets you a reference to your main widget. From there you can use that to then get the crosshair varaible

frank escarp
#

holy shit they are trying to create the ultimate particle system

#

brb gonna make my whole game in niagara

#

funny enough that is possible

grim ore
#

the funny part is the new Unity VFX system is pretty similar to this

frank escarp
#

im definitely going to try to make Breakout with niagara

#

as a pure FX

wild kestrel
#

well looking on how this data system works oyu can push any data to it :p

frank escarp
#

event driven sims wtf

#

daaaaaaaaaaaaaamn

#

that is ridiculous

tall pendant
#

thats neat

frank escarp
#

skeletal mesh data

#

nice

#

set stuff on fire

fierce tulip
#

oh god

wild kestrel
#

there laso static mesh

#

and vector field, atleast in 4.19

frank escarp
#

particle robot

#

holy shit

#

thats going to be great for dissolving stuff type effects

#

tho, lots of particle

wild kestrel
#

woo

#

you foreshadow it :p

frank escarp
#

rip

fierce tulip
#

just holy bleeping bleeping raging angry fuck

frosty bloom
#

That was sick

#

Imagine the new Abilities one could create for their games characters

wild kestrel
#

you can make audio visualizers :>

frank escarp
#

this is going to be great for marketplace

#

becouse people can just do reusable stuff

#

@fierce tulip pinging you ๐Ÿ˜ƒ

wild kestrel
#

yea :p

frank escarp
#

with niagara one can do much more modular and reusable emitters

wild kestrel
#

you can sell maduals like materials and material functions

grim ore
#

yeah he mentioned at the summit getting audio into it was one of their plans for visualization stuff

fierce tulip
#

@frank escarp yea would work so much better for my impact pack

wild kestrel
#

only thing they didn't show was curve parameter and sampling and didn't mention vector field sampling, if they are still there :p

floral heart
#

"you could write to an arbitrary data interface as well"

fierce tulip
floral heart
#

We made an interface for compute shaders. We think the visual fx artists will like it. kappa

fierce tulip
#

you think? XD

wild kestrel
#

yes

wild kestrel
#

from what i see this interface can be used beyond particules

#

i mean niagara scripts takes that parameter map and out map and it can cary any information, dont need ot be used for particles

floral heart
#

It could, unless a yeti appears.

fierce tulip
#

particles, remove the u shadow :p

floral heart
wild kestrel
#

Hmm i was wondering if you will be able to sample textures in niagara ;> that would would be interesting

plush yew
#

anyone know the functions on these?

faint cedar
#

fuck I missed the Niagara stream

#

Is there anywhere one can watch it now?

coarse wigeon
#

@faint cedar - You will need to wait for it to be uploaded to youtube

faint cedar
#

q_q

wild kestrel
#

i didnt archive on twitch either

floral heart
#

It's an awful tease for 4.20, don't watch it.

spare blade
#

Does UE have a "Free" library of plants and rocks I can pilfer ?

trim trail
spare blade
#

Umm I'm confused .. What am I going to find in this link ?

trim trail
#

rocks ๐Ÿ˜„

fierce tulip
#

luavher > learning tab as well

#

launcher

spare blade
#

luavher learning lab has a lot of these assets?

fierce tulip
#

yea and store as well

#

(free)

floral heart
#

(Epic Games) Launcher "Learning" Tab

spare blade
#

Cool thanks folks!!

tame flint
#

@grim ore the place where i used (create widget) and pin out the return value to promote to a variable there are a lot of options. Which selection do i go with Get crossHair

plush yew
#

what does touch 1-10 do in input under project settings (it's not in the learning tab)

#

we havent had an answer since 2013

floral heart
#

My guess, touchscreens.

plush yew
#

yeah but what is teh function of each one,? 10 finger touch ?

grim ore
#

after the create widget you would promote to variable the output so it creates and sets a variable you can use as a reference later. Anytime you want the crosshair you can drag in that variable from your list and get it then drag off it and get your crosshair variable

tame flint
#

when you say output do you mean return variable lol? Sorry i just now switched from unity

grim ore
#

the output from the create, the blue pin, would be saved as a variable for later use. Then whenever you want later you can use that variable (a reference to your widget you created) and then grab anything inside it if you exposed it like making your crosshair image a variable

tame flint
#

@grim ore , hey sorry to bother you but seeing as the crosshair is a 2d coor system, do i need to somehow combine it with get forward vector node?

#

or some other node node in wolrd space

tame flint
#

@grim ore thanks i figured it out with your help

dire storm
#

Anyone else completely cringed out by GDC and IFC award shows?

crisp fable
young vale
#

What's the best way to update a source built version of Unreal?

sweet crane
#

Well I forked the git repo and just pull the changes in and rebuild

snow crown
#

rebasing your fork of the git repo onto release

grim cargo
#

hi guys anyone can help me about my horror game

grim ore
#

@tame flint awesome, glad you got it working.

honest vale
#

how does Fortnite handle shadow map shimmering with its dynamic time of day?

languid shard
#

@crisp fable based on the models I see, this is using UE right ?

faint cedar
#

aw man is the niagara stream still not uploaded anywhere

floral heart
languid shard
#

holy moly

#

lightmap baking preview

#

this

#

FINALLY

#

gonna get on of these volta gpus when they get released for sure

devout gulch
#

still waiting for Voxel GI -;-

faint cedar
#

@floral heart - you're my most favoritest person ever

devout gulch
#

don't need volta for that ๐Ÿ˜„

faint cedar
#

so this whole real-time ray-tracing sounds like something that won't really work in the real world yet

#

"runs in real time" sounds like "runs without any game logic on a $10k rig"

grim juniper
#

Yeah, it was a little ambitious was they said that games could be shopping with it this year. I mean, they might be able to have it as an option, but practically nobody would be able to use it.

tall pendant
#

it ran on gdx station iirc $50k hardware

#

and even if it only need 4 voltas... you know ๐Ÿ˜›

gaunt raptor
#

What is the best way to make a cave completely dark in my game - when i have a skysphere setup for the rest of the environment ? Do i need to create another level ? Or is there some kind of workaround

grim cargo
#

the another location is (cube)

gusty widget
#

You have not specified what needs to be teleported

#

I see you are working in the level blueprint? You need a reference to the character that is assigned to your player and connect it to target

#

You can also cast the actor that is touching the trigger to your character and then teleport it

#

On another note I wouldn't recommend doing this in the level blueprint though

#

Only if it is a very level specific action

regal mulch
#

Question

gusty widget
#

Another note, if the cube has collision it might either not teleport or teleport on top of it

regal mulch
#

Iirc, pre 4.19, number were split with a dot

rose bison
#

ya, takes your locale now

#

you can change that though

regal mulch
#

THAT IS AWESOME

rose bison
#

editor preferences

regal mulch
#

Germany Keyboard has a comma on the numpad

#

Now I can finally properly use that

rose bison
#

you can change it back to '.' and it still takes the ',' now

regal mulch
#

#onlytook19versions

#

Thanks for the info Denny!

gusty widget
#

๐ŸŽ‰ That is helpful indeed ๐Ÿ˜„

rose bison
#

I actually changed it back, it triggered me since C++ uses english convention

regal mulch
#

In C++ I'm still out of luck, yeah

#

We have "2.000,21" as numbers

#

I think english uses "2'000.21"?

#

Or something like that

gusty widget
#

@gaunt raptor You might also be able to fix it with a postprocessing volume, just an idea you could try possibly. Not sure if it will be able totally create the desired effect though.

wary wave
#

you've been able to localise numbers in the editor for a long time?

rose bison
#

not if you were using a comma as numeric separator

keen birch
#

Yeah, English uses either 2'000.21

#

Or 2,000.21

#

Does BSP render on CPU?

#

(So mainly, is it a reasonable hypothesis that replacing my BSPs with normal meshes will reduce my CPU draw time significantly?)

gusty widget
#

I think they are indeed heavier relyant on CPU

#

So that logically that would be the case I think ๐Ÿค”

keen birch
#

I think so, really

#

But who knows x3

gusty widget
#

I think best way to find out is to test it ๐Ÿ˜œ

keen birch
#

About to do that x3

gusty widget
#

Haha ๐Ÿ‘Œ

keen birch
#

I really use ;3 :3 and x3 too much

gusty widget
#

๐Ÿ˜

keen birch
#

Damn

#

3ms to AO on a 1060

gusty widget
#

I use emoticons too much

keen birch
#

That's three times my normal lighting hit

gusty widget
#

That seems a lot indeed ๐Ÿค”

keen birch
#

CPU draw time went up after deleting the BSPs

gusty widget
#

Weird ๐Ÿ˜…

#

Maybe you first have to build lighting or something to be sure

keen birch
#

This doesn't quite add up for me

#

There's nothing there

#

Behind me there's exclusively instanced meshes and grass

wary wave
#

foliage isn't culled

keen birch
#

Isn't it?

wary wave
#

no

gusty widget
#

Maybe you can also see further when the BSP is gone which makes it go up, just guessing though

wary wave
#

it's more efficient to just always render it, than do the occlusion pass

keen birch
#

Alright then

wary wave
#

bit counterintuitive, but makes sense really

keen birch
#

Yeah, it does

gusty widget
#

It is culled beyond the view distance it has from the player right?

obsidian nimbus
#

hmm isnt foliage hyrar instanced and gets culled?

keen birch
#

Yeah

#

That's what I thought

wary wave
#

well, it's easy to test

#

use the freeze rendering console command and turn around

#

IIRC, foliage only gets distance culled

keen birch
#

Foliage is being culled

#

Though that could be because the terrain chunks they're on are being culled

wary wave
#

you can also use stat initviews I think to see culling stats

keen birch
#

WHat's the difference between World Tick Time and Tick Time?

#

And does Blueprint Time include stuff in Tick in custom blueprints?

halcyon rose
#

hey ... if i want to add car crash physics like the open world games do i need to work at it on the modeling program that im using or the engine ?

fierce tulip
frank escarp
#

@fierce tulip rekt

#

unreal render core is extremelly rigid

#

unity lets you do whatever

#

even more now

keen birch
#

Is there any way to reduce resolution at which AO is rendered?

rose bison
#

depends on your AO method

#

SSAO scales with resolution

#

I don't think you can downscale that independently

gusty widget
#

Another idea I can come up with is some sort of morphing of the mesh.

stark lynx
#

Hi guys, what's wrong with epic's web? I'm trying to figure out how to create an account support ticket, but when i finally get to a form, it's fortnite support...

gusty widget
stark lynx
#

someone is trying to brute force his/her way into my epic acocunt

wary wave
#

accounts are being mass targeted at the moment

#

the lovely benefit of dev accounts not being different to game accounts people are using for Fortnite -_-

stark lynx
#

i see

#

got a second account locked mail a while ago

gloomy apex
#

Anyone know if its possible to use touch controls from a phone on PC for prototyping reasons, instead of sending the project to the phone every time

jaunty quest
#

Anyone that tried the supported analytics providers here? Want some suggestions on which to use. Flurry looks good.

upbeat trench
#

quantum wrong channelling

shrewd hollow
#

ah so i'm not the only one who suddenly made a bunch of new arab friends ๐Ÿ˜„

fierce tulip
#

lol

trim trail
#

you may want to change password just in case

#

besides, passwords are like undies

#

good to change from time to time

shrewd hollow
#

yeah my password was compromised and i changed it

pseudo valve
#

Stupid question: Why is Front view in viewport is facing XZ plane when +X is forward?

fierce tulip
#

moving to the right is often considered forward movement in 2d games?

#

iunno

#

rando guess

pseudo valve
#

those 2d games are viewed from side view, not from front view. These even called side-scrollers

fierce tulip
#

they scrol to the side because you look at them from the front

#

else they be walking towards you

pseudo valve
#

you can't call this view front and moving aside from this projections going forward at the same time, you can either call it front view and go right or left or call it side view and then go forward or backward

#

there is even car's front icon, not side icon

fierce tulip
#

if you have a front view of a houseplan you dont see its front wall on the left side and the back wall on the right side.

#

a 2d sidescroller game front view is the same

#

though generally if you add a third dimension in a 2d game thats often considered the depth instead of height

#

in that case Z would have been depth instead of height hehe

devout fiber
#

can i run 2 Display surround on intel Hd grapix 630 ? im gonna buy 2rd monitor soo

pallid compass
#

I can assure you

#

it is front view

#

as much as it might boggle some peoples minds, your view is from the front

#

ahhh why is there no api to get a tile from a tilemap through linetrace D:<

#

time 2 make my own

#

ez

frosty bloom
#

Anyone know any good technical talks about IK systems / RotateInPlaceWhileIdle ?

#

I know i've seen one on IK a few months back but can't for the life of me find it again

pallid compass
#

are u by any chance thinking of the animation stream they did

#

where he added rotation / tilt

#

to the spine / pelvis

#

on movement

frosty bloom
#

Nah, tilt isn't to hard to get right. IK System is kinda hard to be satisfied with though, currently using a line trace but wanna change to box trace. The rotate in place while idle is not to hard either but wanna make it more complex, currently not looking to good : p

#

Someone linked a video about 8 months ago to me, was a highly complex box trace talk. I remember it was awesome, wanna get some ideas from similar vids

shell jetty
#

Niagara still blown away unreal minds?

pseudo valve
#

@fierce tulip Yes, you don't see front walls on side plan, and you don't see side walls of a front plan. Front walls are walls that are facing forward, right? So why front plan in UE4 is showing side walls ?

plush yew
#

hi

quasi lake
#

Is it possible to export ue4 animation to 3dsmax?

fierce tulip
#

@pseudo valve no, you dont see front walls on a frond view.

#

not what you descrived

plush yew
#

hi

#

hello

quasi lake
#

Does that fbx contain mesh?

fierce tulip
#

@quasi lake yes, but I dont know how myself hehe

#

@plush yew hello?

pallid compass
#

yay tile location clicking donee

#

now i some how have to write an algo that walks from current position to clicked tile rip

plush yew
#

maybe let's get to know each other

#

@fierce tulip

fierce tulip
#

or just, you know mingle and discuss ue4 related stuff.

pallid compass
#

lmao

plush yew
#

I will give you my facebook

raven cedar
#

Cancerbook

pallid compass
#

amazing

plush yew
#

fazzzzeeeeeeeeeeeeeeeeeeeeeeeeee xD

pallid compass
#

oh fuck u cant have timelines in custom components D:

uneven fractal
#

So affordable real time ray tracing when?

opal ocean
#

ue4 documenation down?

#

oh, nope, just potato server

uneven fractal
golden spoke
#

I hope Microsoft manages to somehow do cloud assisted ray tracing. I heard the water in Sea Of Thieves is already using Azure, but I don't know to what extend.

shell jetty
#

@golden spoke well Azure have those Tesla VMs in there so using them as calculation

#

plus having 10GB network helps

pseudo valve
golden spoke
#

@shell jetty Well, obviously they would have to think of something to reduce bandwidth. As I said, assisting the rendering process to the point that single GPU users could play those games would be cool. But I don't know a lot about any of that. I could imagine that it could work somehow, but maybe its impossible.

shell jetty
#

what show in sea of thieves is something what they have being pushing so as it work with unreal engine is great show off too

warm river
#

@pseudo valve FBI: Don't you fucking move

upbeat trench
#

I used Unreal once

paper kernel
#

oh yea, about those views

tame flint
#

hey any suggestions for a new developer when it comes to level design? I am still in the early stages but I am thinking ahead when considering asset packs for environments. I know the look i am going for but I am also just learning blender. I plan on completely designing my character but creating all the meshes for my environment seems like a hefty task. Should I just buy an asset pack or should I spend the time creating the meshes myself?

safe rose
#

whatever you want to do

tame flint
#

thanks

safe rose
#

If you want to worry about art, do it

#

if you don't, don't

#

All depends on how fast you want your game out

tame flint
#

thank you victor

silver patrol
#

i missed some of the epic streams last night, are they anywhere else online? or will epic release them soon on their youtube?

cedar snow
#

there's an 8 hour unlisted video on youtube; somebody posted the link either here or in #lounge

pseudo parrot
#

y'know how the engine builds static meshes on startup? is there a way to get it to stop doing that for so many during editor launch?

silver patrol
#

@cedar snow you are a champion, thank you

cedar snow
#

np

urban gyro
#

HOLY CAHOONES! Niagara is awesome sauce!

plush yew
#

who wants to watch star trek

obsidian nimbus
#

ok, gunna grab a pot of coffee and watch the niagara thing ๐Ÿ˜›

urban gyro
#

One thing i dont get

#

in their Tesla Coil example, they mentioned lighting, that mean we get Dynamic Global Illumination without having to use Light Propagation Volumes?

obsidian nimbus
#

pff spoilers :/

urban gyro
#

giggidy ๐Ÿ˜„

swift spindle
#

anyone having issues getting Epic launcher to load ?

elfin jacinth
#

Still having issues @swift spindle?

swift spindle
#

yes

#

editor is also taking forever to load while connected to the internet...

#

it's not really practical to disconnect the net or tweak a firewall constantly to be able to work

#

@elfin jacinth any idea why this is happening ?

safe rose
#

@swift spindle what country are you from?

#

And have you tried to reinstall it?

elfin jacinth
#

Are you able to get to the Unreal engine website?

#

Our launcher pulls data from it, so if there is an issue with your connection, it may lag out there

fierce tulip
#

launcher has been lagging out for a few weeks now.

#

even had a whole talk about it with Amanda

paper kernel
#

while they are at it, could take a look at launcher marketplace

#

I get like 3 fps there

frank escarp
#

with the whole thing about raytracing, im thinking one thing

#

we complain about VXGI being expensive as fuck, but then they start adding raytracing wich is overkill level into a whole new degree

#

how good would VXGI look if you gave it the render budget raytracing has there?

safe rose
#

Maybe they can use this new raytracing with Epic Launcher

cursive dirge
#

@frank escarp didn't you hear on todays gdc stream?

#

the epic guy said raytraced AO is almost free

#

I love the sense of humor on that guy

frank escarp
#

any link?

cursive dirge
#

almost free when you run it on 4x voltas ๐Ÿ˜„

#

I don't have archived link

#

and live ones don't let you rewind

tall pendant
#

free****

tame stag
#

wheres the invitation for unreal discord

urban gyro
#

Wait I thought you had to grab Nvidia's version to get VXGI?

safe rose
#

Materials still don't have wire alignment?

tame stag
#

thanks ๐Ÿ˜ƒ

bitter iris
#

I installed windows SDK but packaging says I havent

#

could anyone help

safe rose
#

Is it CASH or KAISH?

serene shale
#

Has anyone been able to export Shinbi as a skeletal mesh? I want to dethatch her sword .

#

If I turn her into a static mesh she exports just fine with lods as well.

swift spindle
#

@safe rose I'm in canada

#

@elfin jacinth I can access the website just fine.

frank escarp
#

heeey, i didnt know about the render distance with fade for lights

#

thats going to be useful

restive eagle
#

dynamic shadow caching seems to be op

frank escarp
#

@restive eagle it doesnt work if your objects are movable

#

even if they actually arent moving

#

so i could never get it to work on my dungeon game

#

as the dungeon is generated at runtime

floral heart
#

Is there a way to manually cache a light's shadow?

frank escarp
#

and even like that, it also gets invalidated if a NONSHADOWCASTER actor gets close

#

or at least it was back then

#

i just want it to cache shadow on my movable dungeon pieces (not actually moving), and not get invalidated by enemies/player

restive eagle
#

i was mainly thinking about the satic ones, but thanks for pointing that out

south ridge
#

@frank escarp that is a direct concern for us btw

frank escarp
#

i havent tried it now, btw

south ridge
#

We might need to fix engine a little

#

So it caches shadows even when some movable objects are in view

frank escarp
#

yeah, i could try to fix it mysefl

south ridge
#

We have some stuff that can't be static, has to be dynamic, but it's also not actually moving (or it does, but it's not important)

frank escarp
#

or hell, just a manual "CacheShadow" function call

south ridge
#

So it would be totally OK to have shadow artifacts

floral heart
#

StopShadowUpdate or the like

frank escarp
#

then i can even step it through the dungeon at a specific rate

south ridge
#

In our case, I'm just gonna hardcode it to skip checking movable actors of specific types

frank escarp
#

for examplle one per frame, sorted by distance

#

that way i avoid having a huge stall at the start

#

whats your game @south ridge

#

for perf, im doing things

#

in a dungeon its common to have lots of random objects

south ridge
#

Engineering subway sim

frank escarp
#

for that reason im integrating an ECS system (like the unity one!!) in the engine

#

check dat frametime

south ridge
#

I need to ensure that some parts of tunnel that have to be movable are not gonna invalidate caches for those lights

frank escarp
#

0.5 miliseconds for 3000 bullets

plush yew
#

that last splashscreen says

#

"Created In the Unreal Engine Replay System"

#

uhhhh

#

awkward.....

urban gyro
#

woa we getting an outa the box replay system?

floral heart
#

No. Fortnite is.

urban gyro
#

meh

plush yew
#

that's what I'm asking about tho

#

the credit at the end says "the unreal engine replay system"

#

which imply's something built in

urban gyro
#

i think there was a replay in UE4 already, havent dug into it really, ever since paragon it was in i think

cinder iron
#

DemoNetDriver

plush yew
#

how to record actor player start with sequencer ?

sturdy berry
#

Has anybody been able to import gltf assets into 4.19 yet? I'm reading that it was in the 4.19 preview, but i'm not seeing it as an asset type when I try to import?

obsidian nimbus
#

plugins GLTF

#

only static meshes so far

sturdy berry
#

well duh. that was easy

obsidian nimbus
#

if u know where the checkbox is, it most of the time is ๐Ÿ˜ƒ

#

there are just a lot of checkboxes

sturdy berry
#

okay, i guess part two, is there any way to rotate the mesh by 90 on the x-axis on import?

obsidian nimbus
#

ehm i believe the thing of gltf is it imports it the way it was exported

#

no options at all

sturdy berry
#

well, i guess i can correct that upstream ๐Ÿ˜ƒ

obsidian nimbus
#

is it just my vid card or 1080p monitor that flyaway hair look unrealistic while they are meant to make it more realistic?

ancient thorn
#

Hi there
In which section would I post questions regarding World Composition and map Making.

dense patio
#

so...

#

I am trying to add r.fullscreenmode 0 to a button in BP with a command and nothing happens

#

any clue why?

#

fullscreen true works

#

to toggle on or off fullscreen

#

but r.fullscreenmode 0 results in nothing

#

is the event graph

restive eagle
#

@dense patio you can first try running a standalone game, open console and try commiting that command there

dense patio
#

yeah it doesnt do anything

#

im using 4.19

restive eagle
#

dont do copy paste, try typing r.full and press tab so the editor could finish that command for you

dense patio
#

i did

#

keep in mind, im doing this through bp not CPP

#

which might be why? ๐Ÿ˜›

#

im a technical artist ":P dont know c++ yet

restive eagle
#

no idea srry, on 4.16.3 it works fine

dense patio
#

and trying to surprise the coders before they return with a working menu.

#

seems, not today! ๐Ÿ˜ฆ

unique ocean
#

For some reason the editor crashes every time I hit play, anyone know where I should start looking to locate the issue?

bitter iris
#

Could anyone give me a link to Windows SDK 8.1

#

I have SDK installed but obviously not

grim ore
#

well fullscreenmode just changes if its fullscreen fullscreen or borderless windowed for the most part, the fullscreen command itself does the toggling. regardless of that this is the older way of doing this and using the game settings is the proper way now to do resolution changes

weak harness
#

How can I get all of the actors in an overlap?

#

I'm applying damage to the actor when it overlaps, but if I put a second actor in the overlap it stops damaging the first then starts damaging the second.

#

How could I make it damage both?

restive eagle
#

there should be a node get all overlapped actors

weak harness
#

Hm

restive eagle
unique ocean
#

"Log file open, 03/22/18 19:54:08
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogInit: Display: Running engine for game: Kayenta0
LogPlatformFile: Not using cached read wrapper
LogInit: Display: RandInit(1347212338) SRandInit(1347212338)."

#

would any of these be related to a crash?

grim ore
#

the first thing I see on the googles is possibly related to not having direct x installed properly

unique ocean
#

Should I reinstall directx? I don't know why there would be a sudden change

grim ore
#

but it's also happening to other people at random lately and no real answer ๐Ÿ˜ฆ

unique ocean
#

I didn't even upgrade engine versions

grim ore
#

did you try nuking your saved and intermediate folders to see if something weird got compiled in?

weak harness
#

@restive eagle Thanks for that.

unique ocean
#

saved and intermediate?

#

Sorry still kind of a freshie

grim ore
#

most of the answered posts seem to indicate it's an issue with your actual code/bp's tho, you added something recently and it went nuts. They all had to roll back to older versions to fix.

unique ocean
#

so should I just delete saved and intermediate?

dense patio
#

So

grim ore
#

as a first try to see if it helps yes

dense patio
#

looked online and somebody said i shouldnt use the fullscreen crap

grim ore
#

those will be rebuilt as they are only temp

#

the console commands are older, you can still use them but they were replaced with the Game User Settings system

dense patio
#

i should be using r.setRes

#

game user settings system? hm..

#

okay ill view that

unique ocean
#

Just sort of confused, the data in saved and intermediate can cause crashes right?

dense patio
#

oh

livid haven
#

@unique ocean Nope. Ignore me, I was scrolled up somewhat.

grim ore
#

r.setres can set the resolution and windowed mode yes, fullscreen can toggle fullscreen on/off, r.fullscreenmode determines if its native fullscreen or borderless windowed

dense patio
#

lol, so many people talking

#

@grim ore my issue is that r.fullscreenmode does nothing