#ue4-general
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nm, its on the normal unreal twitch
@fierce tulip the looks more fatter then you :p
Been hearing mention of the Paragon textures not being "export"-able.
But... I know of no DRM-like mechanism for UE4 assets
They added them into 4.19
And at the end of the day, this data is in memory or on your GPU, in some form.
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
I mean that's just an argument against all DRM
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.
@livid haven there is some code in engine someone digged up that could lock exporting
Surely it's absolutely trivial and superficial though and not actually secure?
It's not encryption it's just a flag. It's minimum effort to stop people from hitting export.
I mean, effectively turning off a button, not actually making the process impossible.
its probably just something they had to do to allow the giving away of these semi-by-others-copyrighted textures
Question is, what's the license say?
They would capture you on using assets ageints licence either way
so it is block to stop the temptation..... also probably to prevent use of models in games like VrChat
i mean in easy way
you could write a tool yourself but if you tried to distribute it I imagine you'd get to know epic lawyers pretty quickly
So everyone who wants to "export" would have to do it themselves
all about adding barriers, however small.
@plush yew how is that casting wrong?
No, I get it. Just surprised that the assets were released at all, further surprised about the absolutely minimal effort at "DRM".
Oh
Yeah, I remember you didn't think they'd do it @livid haven
Oh, well that's cause the cast fails @plush yew
that's still not a "wrong" cast
the problem is elsewhere
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.
go ask #blueprint
i would like to see the gameplay blueprint, if there is one.. doubt there is tho..
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.
Well I figured by open source they actually meant releasing the assets
See people misuse that and there was talk of the assets
@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
there is now a dev room on the twitch stream where we devs are less annoyed by fortnite peeps
Aye. Which is why I generally got in to the argument and made sure people really meant giving access to everything.
@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.
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
@livid haven did you know about this ?
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.
Yes. I mentioned it several times during our discussion, @flat pilot. ๐
hwat
Glad to see the Web format moving forward!
I thought you were talking about third party crap
I cant seem to get the paragon minion to ragdoll... not sure why
@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).
@shy kiln It's not pushing the web format forward. This has been around forever.
Game have been using embedded browsers for the longest time. They're extremely limited, as one might imagine.
It's Chromium.
Or "Chromium Embedded Framework"
CEF3
well it reads html css and js, what do you want more ?
Actual integration?
is there a node for frame shifting an array?
I'm not sure what you think CEF is offering you...
... you're effectively running a stripped down Chrome in UE4.
In about as simplistic a way as that sounds.
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.
Dunno, but yes, there are other 3rd party plugins and solutions for leveraging web tech in UE4.
I think you could able to use it as UI but i would require more C++ work
not really seeing the use case for a browser in game either
Not really. I mean, you have practically zero interop between whatever is in the browser and the rest of UE4.
Oh, there are use cases, they're just extremely limited more often than not.
I mean most games already have the steam web interface on them?
If you're on Steam, sure.
UE4 can't access that
Yeah so anything you need a browser for in your game, you gotta do
yeah but that takes out the use case of being able to conveniently use a browser without tabbing out
The motivation is not to support casual internet browsing without alt-tabbing.
It's being able to access existing web pages from within the game.
Every time I've seen games do it, it's for anything involving security/transactions/credentials.
hmm I can sort of see that for in game mechanics that rely on data from the internet
That's not what it's used for either. ๐
like say a crypto simulator that uses realtime crypto currency data or something
EVE had interesting use of web browser which integrated game APIs to it :>
Aye, EVE did actually use it's browser as a general purpose browser without alt-tabbing.
corporation could able to do web pages with game integration
or maybe an amazon vr webstore with the item and then a terminal for the web page behind it
I'll be you practically any MMO-like game that has microtransactions uses an embedded browser for its store.
If not for the store, then for the checkout process.
This is Unity example, but VRChat is using webrowser to display videos
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.
in world
in my case, the game entirely evolves in a simulated windows-type desktop, how would using CEF be wrong ?
how can a beginner learn logic in Ue when there aren't a lot of tutorial videos?
you can't say "just use it"
's what I did
that only works if you are at least intermediate in coding
there are a lot of tutorial videos
there are tho
Looking at blueprints or c++?
Well, I didn't really watch a lot of them, I got UE4 and just jumped in.
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
But there are lots of them
But yeah - just jumping in will probably learn you the most once you know the basics
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
Learn how to make video games! Top-quality game development tutorials on everything from Unity and programming to game design. If you want to become a develo...
well then maybe don't compare a brand channel with a community/creator channel
unreal engine offers no practical tutorials
https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&view=50&shelf_id=17 is pretty good
just take hihm https://www.youtube.com/user/VirtusEdu/videos the only one who does tutorials
what language have you already worked with ?
and that isnt much
IF you ask me UE4 is so huge that it's hard to document it complitly
What's wrong with the UE4 intro to the editor/bp/etc. series?
@worn granite i tried this mathew.... nothing for beginners
*edits skeleton
how is this nothing for beginners
@vale halo its short and teaches you almost nothing
*whole aim offset breaks
https://unreal-engine-4.zeef.com/tom.looman and thats just the tip of the iceberg
It covers specific nodes, so it's more of a watch what you want if you ask me
Yeah, Tom's stuff is great โค
Do you mean complete novice?
yeah I can't imagine trying to use bp's without understanding OOP first
Mate, if you want a complete novice series on how to program
@vale halo ehm... https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&view=50&shelf_id=17 is almost nothing... fast trough this..
Well.....ammm....why don't you start creating a game and look up things when you ned it?
then come back to UE4
watch what you need isn#t for beginners
And yeah, if you want c++ I could highly reccomend thenewboston's content
@uneven fractal haha you will be suppriced, there ton of people who use blueprint and have no idea that they make classes :p
bucky is p cool
ofc i want c++. bp is crap
BP is crap, but you're in no position to judge
bp is nothing else than code. its not suited for beginners.
meh I prefer bp and I do know how to code in c++ and java
i even needed to make video explaining basics of objects and classes because lot o people in AnwserHub didn't have idea about that
about to wonder if the guy is a troll
I disagree about it being crap, but in that case learn c++ first if you ask me
I can give you a rundown sometime if you like
aspecially in early days
@wild kestrel show me the vids
of why
I know it may sound boring/not worth a lot, but understanding basic c++ will really help once you get into unreal ๐
@plush yew go watch thenewboston's series.
Is currently relearn plain c++ as I got way to used to UE4-specific stuff
like seriously
@vale halo and after 10 hours of basic c++ i shall learn c++ software dev. right? like 3 years?
*fixes it by basically clicking two things
(Though....don't do the same as me and do it in a week ๐ )
My first UE4 tutorial with awesome cat(s) included :p Tutorial tried to teach you about: -That is class and how C++ and Blueprints are connected with them -W...
I'd say it's more of a process
๐
Learn something new, follow the examples, and then try and apply it to a real world problem
so someone said that https://www.youtube.com/user/VirtusEdu/videos is a vlog?
Like....I've been coding half of my life now (I think) and I'm still learning new things every single day
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
yeah its a vlog at best
fight me 1v1
i am not nwe here
you could in theory learn bp's by just watching a small series on oop concepts too
i am since y ears a member
I wanted to create a c++ intro series for free, but it takes SO much time to create that all
so your not like "wuts a class"
tom loomans c++ tutorials.
As much as I love giving, I think a 5-10 minute video cost me 5-10+ hours ๐
If you learn bueprints you already know a lot about C++ in UE4, you just don't know it
Its actually worse than a tutorial, he just has loads of content
oh cool
And if you have something like 10 bucks, Ben's Udemy course is pretty good too I believe
CODING YOUR OWN GAMES???
hey guys I want to learn c++ in depth but with no knowledge what so ever, it must be under 10 hours thx
sorry
Learning OOP and basic programming concepts in general is critical to understanding C++ OR Blueprints.
@vale halo only one course won't make you good
i mean over 95% nodes in bluepriutns are C++ function binds
No offense, but that probably won't work
Correct - you need to actually do stuff to get good (generally)
you're not gonna become good off learning content
^
years and years of practice to get good
stop trying to find the holy grail
nono. first you need peoople who teach you everything.
You don't need to know everything to get started ๐
Promise you, all those unity vids won't make you a good unity dev
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.
Tries and thinks of a good analogy
go watch all of them and then make a complex game in unity
nothing else
promise you you'll run into a wall and have to start smaller
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 ๐
^ doing that for a while makes you good
Could always pay someone to tutor you?
watching youtube can only go so far
even tutoring won't help much if you don't understand WHY your doing certain things
The tutor can help things click though
doesn't mean they will, sometimes you've just gotta figure it out on your own
.__.
though all the people that are pro programmers are probably getting paid 100,000 -200,000 programming instead of tutoring newbies
i think ill learn c++ now... where did i stop last time...
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 ๐
And yeah - don't rush it....c++ is really useful, even for things not releated to gamedev
obviously your not a real programmer if your not making 6 figures ๐
yuk.. pointers...
๐ I believe mean pay is even less
jk don't hurt me
we need to build a seawall and make india pay for it
they're not even fast food level programmers
@wild kestrel if you get 10k views per tutorial video you make 10 bucks aprox.
ouch
That highly depends
how about a new tutorial series
pretty sure the new youtube rules killed off all the smaller tutorial makers too
You know I thought about making some tuts
o.o
And that's kinda true
@worn granite are you the fry guy who i talked with f ew weeks ago?
Lot of time investment for not much return
@plush yew easy to say, i was attepting to record this many times
you#re fry
But the main thing I hate about those changes is that it hurts findability
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
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.
Or maybe if I don't have to pay bills or something and have a sudden altruistic streak
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
Also, doing some quick checking, CPM around small(er) tech content is about 0.70, so even less than a dollar per 1k views
:/
my anwserhub answers are sometimes too big too
hi
(may be different for other channels)
GET OUT OF HERE, OTHER ME
ffs there is a bp node for shuffling an array but not one for shifting one
@worn granite Are you Philip J. Fry the second?
the e ntrepreneur?
first men on mars?
Yup
๐โถ ๐ด
:google:
Also currently as caffeinated as my pic
thats a bit too offtopic peeps
farnsworth again messed cloning?
what is a peep?
but lounge is that toxic place we shouldn't go...
Sowwy @fierce tulip....still thinking the first channel under news/announcements is #lounge ๐ค
innit?
https://i.gyazo.com/c131bfe9aff9811d9c7d6f658753c69b.png
yea, staff lounge is offtopic :p
UE's lounge is pretty OK.. go to unity ones.. this is toxic
๐
@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.
Obviously, professionally employed people are probably busier than otherwise, so they don't have as much free time and perhaps motivation to do that.
But some of us do anyways.
Cool ๐
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.
Even launch a Patreon, potentially. But again, huge time investment when I barely have enough time for the things I do right now.
continues to manage time horribly (talking about me)
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...
When in doubt, livestream nothing at all. Point camera at grass growing.
Converting them all to static meshes seems really unnecessary especially if I want to edit it later and thus still need the BSPs
@small basin I don't have a real answer, but you can use subtractive meshes like bug spray.
does anyone know if the GDC stream will have a vod available later on?
none of the streams allows seeking back to the beginning of the stream ๐
ya should be available later
python bp wut?
can make python scripts to expose more engine code thingies to bp
was just shown on stream
but why python
iunno
seems like an odd choice
muh scripting
Can't believe there is a reliance on dynamic resolution to deliver good framerate ><
Better than having the level designer to cull level detail by putting walls everywhere and cutting out expensive features.
xenoblade can do some pretty poor lowering resolution stuff
any ideas how to change the weight of physics object? none of the settings seem to do anything
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.
i just want to catch up with the stream but in both twitch and youtube the seeking has been disabled for some reason
@dense galleon yeah me too
why would they do this
They've screwed us
the seeking has to be explicity disabled in both sites
Maybe they have partner agreements or something, I dunno
@fierce tulip it lowers to ridiculous degree lol
and then it has the ugliest sharpen filter ive ever seen
Xeno? yea
im kinda curious about this niagra thing ppl keep talkin about
Very interesting stuff for those in the VFX biz
yeah its only at like 3 AM in europe
perfect time to watch ppl talk about tech ๐
@shell jetty iunno, dont ask me anything code related hehe
@frank escarp It should be 01:00AM here tho?
up up down down left right left
@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...
Witness a stunning development in digital characters featuring actor Andy Serkis playing a fictional character, Osiris Black by 3Lateral, as he showcases the...
thats not really possible me thinks hehe
There was script plugin that let you implent any scripting runtime :>
not sure if that was same thing
i was not paying attention when they been talking about it to tell the truth
Who was watching the stream? What was about scripting ?
@safe rose did they fix the project deleting thing?
Let me test with my not backed up project
I was told that some requests were made on how projects nest together
And that seems to be the cause of the issue
No clue, I don't nest any projects together
I make them in a root folder aptly named UnrealProjects
Launcher not patched. I see no reason to trust it.
hi guys.. is this the correct place to ask a question on one of the tutorials ive been following?
So, w/e, but I did notice they somehow do nest together sometimes
no clue what ur talking about, i allways have em in the default folder aswell ๐
they nest?
@wary knot That depends on the tutorial. This channel is for UE4-related anything.
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
yea, im prolly gunna stop watchin soon too, mobile stuff makes me sleepy ๐
@obsidian nimbus - I feel asleep during the Real time raytracing stuff
Galaxy S8 (Mali): 40 ms for 1100 draw calls```
why are they not usin forward in fortnite?
i dunno, i have a potatoe ๐
perhaps metal on ios?
Dunno, I missed the earlier part o the talk.
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 * ...
@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
yea, im not quite there yet ๐
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
puttin it in the engine dir is kinda bad too ๐
cant follow the stream anymore, gunna do something else ๐
https://www.twitch.tv/unrealengine
god ryan b is talkingatm
but i allready lost my concentration ๐
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
Fortnite BR: Mask out meshes to hide them.
Fortnite Mobile: Collapse that shit into oblivion with WPO.
@worn granite No..we don't. Who would do that. That's my point.
Something in the launcher causes it
Yeah
oh boy
That shouldn't ever happen
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
Like you make a project and it'll somehow create it within another project dir?
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)
๐ค when your devkit decides that .2 is not greater then 0
turns out frosbite team is working on gpu lightmapper too
i wonder if epic is pressured to do the same ๐
@fierce tulip Niagara next :p
Hopefully someone does a programmable GPU lightmapper.
So you aren't stuck with PBR lightmaps for everything.
https://giphy.com/gifs/ted-trump-cruz-12aW6JtfvUdcdO @wild kestrel
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
should head over to umg under the UI section simpill
mine too :p
Hey How do I contact epic games about my account?
Some one else is trying to log in to it
@coarse wigeon more people seem to have that problem, chances are its a bug
or some botnet trying to do something nasty :>
help.epicgames.com does not exist in the email that I got :\
Gives me a 503 error
ah here it is
lol stay calm xd
too late! my body is a bomb about to go off :p
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?
i thought niagara was a meme
shouldn't niagara start now?
yes ;p
REEEEeee
Why do they keep us waiting like this ๐ค
"luos is watching, lets add smore comercials for anticipation"
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
they show case cascade in feature video :p
they are waiting for luos to leave it would seem
<_<
Take one for the team!
Hello i need 4 voltas to render :p
@tame flint when you need something in UMG you have to talk to the parent as the parent controls that information.
Dig in your couch, should be able to find $40,000
NEVER @frosty bloom
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
We be playing the patient game
Oh, whaddup @grim ore ๐ Lot's of material for your vids coming soon, lol
๐
And you as well Luos, with Niagara coming. Plan on doing any more daily particles when that drops (fully)?
he probably gonna do 24 stream xd
would this not work @grim ore
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
then you can use that however you want
https://giphy.com/gifs/funny-the-office-rage-22CEvbj04nLLq
niiiaaaaaghaaaarhgaaaaaagghhhh
Bahaha
I'm convinced, they are messing with luos 
"Due to technical difficulties, we have to cancel VFX Niagara presenation. Sincere apologies for viewers."
The Epic Luos Troll, 2018
@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
here we go :p
I guess we can say "Thanks, Luos" from now, instead of "Thanks Obama"
sniagra :p
niagara viagara
luos right now: https://thumbs.gfycat.com/GlitteringTerribleBluewhale-max-1mb.gif give niagara give me niagara ๐
fo sho
@tame flint here is the basics for it https://answers.unrealengine.com/questions/490298/umg-get-widget-position.html but the key for UMG is the parent controls the layout of the children. Only some parents allow absolute positioning of that is a goal.
but but but i already guive you guys a bit of niagara :p
GENERAL
#ue4-general - General discussion about Unreal Engine ????
This is actually an official unreal engine chat ???
and it still works hehe
The vid with audio gives it true justice
@trim trail he is just as mad today as he was that day
@ripe cove Community. Not official.
yeah, its like wine, gets better with age
@wild kestrel - Were you the one doing the "State of Niagara" videos?
yes :p
Thx for the info then i should now leave the server
Oh, rock on. I literally watched your latest one earlier today XD
Thanks for those, by the way
no problemo
@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
sorry
what>?
he's talking about stream @tame flint
ok ๐
Niagara has been out, albeit buggy, for several versions now. Haven't gotten to anything new then?
The way niagara works it can be used outside of particuels to od any GPU computation, so there potential to mvoe it outside particules
@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
@grim ore i need to get a a reference to the crosshair variable
i will try to figure this out
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
@fierce tulip time to git gud at linear algebra
meh just eyeball it :p
is there a VOD of state of unreal talk? I was asleep U_U
Eyeball linear algebra.
Get it right two years later.
:p
Me likes graph-based editors. Niagara looks interesting.
Orange pin going into blue pin.
๐
great for me
becouse im already doing that kind of thing but on vertex shaders of blueprints, instead on effects
Aliens
blue pin is kind of auto type
see, that reusability is exactly what ive allways wanted to do with particles
also dynamically edit effects from blueprint esily
yea same
holy shit a full on event system
mindblowingly so
lmao that tree
literally houdini now
ohh, pausing effects
i would FINALLY be able to do my screenshots
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
@grim ore problem is I cannot access the variable in my event graph
suddenly thinking of March of the Froblins.
@tame flint is the crosshair an image or something inside a main umg widget?
bruhhh holy overkill
arbitrary data?
@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
holy shit they are trying to create the ultimate particle system
brb gonna make my whole game in niagara
funny enough that is possible
the funny part is the new Unity VFX system is pretty similar to this
well looking on how this data system works oyu can push any data to it :p
thats neat
oh god
particle robot
holy shit
thats going to be great for dissolving stuff type effects
tho, lots of particle
rip
just holy bleeping bleeping raging angry fuck
That was sick
Imagine the new Abilities one could create for their games characters
you can make audio visualizers :>
this is going to be great for marketplace
becouse people can just do reusable stuff
@fierce tulip pinging you ๐
yea :p
with niagara one can do much more modular and reusable emitters
you can sell maduals like materials and material functions
yeah he mentioned at the summit getting audio into it was one of their plans for visualization stuff
@frank escarp yea would work so much better for my impact pack
only thing they didn't show was curve parameter and sampling and didn't mention vector field sampling, if they are still there :p
"you could write to an arbitrary data interface as well"
We made an interface for compute shaders. We think the visual fx artists will like it. 
you think? XD
yes
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
It could, unless a yeti appears.
particles, remove the u shadow :p
Hmm i was wondering if you will be able to sample textures in niagara ;> that would would be interesting
@faint cedar - You will need to wait for it to be uploaded to youtube
q_q
i didnt archive on twitch either
It's an awful tease for 4.20, don't watch it.
Does UE have a "Free" library of plants and rocks I can pilfer ?
Umm I'm confused .. What am I going to find in this link ?
rocks ๐
luavher learning lab has a lot of these assets?
(Epic Games) Launcher "Learning" Tab
Cool thanks folks!!
@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
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
My guess, touchscreens.
yeah but what is teh function of each one,? 10 finger touch ?
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
when you say output do you mean return variable lol? Sorry i just now switched from unity
https://i.imgur.com/IL3ArcY.png , roughly something like this
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
@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
@grim ore thanks i figured it out with your help
Anyone else completely cringed out by GDC and IFC award shows?
A showcase of real-time rendering visuals that will soon be possible in video games thanks to NVIDIA RTX and GameWorks Ray Tracing technology. Featuring ray ...
What's the best way to update a source built version of Unreal?
Well I forked the git repo and just pull the changes in and rebuild
rebasing your fork of the git repo onto release
hi guys anyone can help me about my horror game
@tame flint awesome, glad you got it working.
how does Fortnite handle shadow map shimmering with its dynamic time of day?
@crisp fable based on the models I see, this is using UE right ?
aw man is the niagara stream still not uploaded anywhere
Sprung a leak
https://youtu.be/y0uzMTNVJco
Multistreaming with https://restream.io/ State of Unreal 9:30am - 10:30pm PT Cinematic Lighting in Unreal Engine 11:00am - 12:00pm PT Creating Believable Cha...
holy moly
lightmap baking preview
this
FINALLY
gonna get on of these volta gpus when they get released for sure
still waiting for Voxel GI -;-
@floral heart - you're my most favoritest person ever
don't need volta for that ๐
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"
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.
it ran on gdx station iirc $50k hardware
and even if it only need 4 voltas... you know ๐
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
how to fix this ? when i step the trigger box i teleport in to another location
the another location is (cube)
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
You can cast the other actor to character and then teleport it๐
Another note, if the cube has collision it might either not teleport or teleport on top of it
Iirc, pre 4.19, number were split with a dot
THAT IS AWESOME
editor preferences
you can change it back to '.' and it still takes the ',' now
๐ That is helpful indeed ๐
I actually changed it back, it triggered me since C++ uses english convention
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
@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.
you've been able to localise numbers in the editor for a long time?
not if you were using a comma as numeric separator
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?)
I think they are indeed heavier relyant on CPU
So that logically that would be the case I think ๐ค
I think best way to find out is to test it ๐
About to do that x3
Haha ๐
I really use ;3 :3 and x3 too much
๐
I use emoticons too much
That's three times my normal lighting hit
That seems a lot indeed ๐ค
CPU draw time went up after deleting the BSPs
This doesn't quite add up for me
There's nothing there
Behind me there's exclusively instanced meshes and grass
foliage isn't culled
Isn't it?
no
Maybe you can also see further when the BSP is gone which makes it go up, just guessing though
it's more efficient to just always render it, than do the occlusion pass
Alright then
bit counterintuitive, but makes sense really
Yeah, it does
It is culled beyond the view distance it has from the player right?
hmm isnt foliage hyrar instanced and gets culled?
well, it's easy to test
use the freeze rendering console command and turn around
IIRC, foliage only gets distance culled
Foliage is being culled
Though that could be because the terrain chunks they're on are being culled
you can also use stat initviews I think to see culling stats
WHat's the difference between World Tick Time and Tick Time?
And does Blueprint Time include stuff in Tick in custom blueprints?
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 ?
oohhh youtube comments
https://i.gyazo.com/94accc737fd31c2ad270bc218efca634.png
@fierce tulip rekt
unreal render core is extremelly rigid
unity lets you do whatever
even more now
Is there any way to reduce resolution at which AO is rendered?
depends on your AO method
SSAO scales with resolution
I don't think you can downscale that independently
@halcyon rose If you really want to do it accurately, my first thought would be to edit the mesh that is hit during runtime. This will be a lot of work to get correctly though. FDynamicMeshBuilder and https://wiki.unrealengine.com/Procedural_Mesh_Generation might get you in the correct direction. But you should not create meshes, only edit their vertexes/faces on impact.
Another idea I can come up with is some sort of morphing of the mesh.
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...
someone is trying to brute force his/her way into my epic acocunt
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 -_-
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
Anyone that tried the supported analytics providers here? Want some suggestions on which to use. Flurry looks good.
quantum wrong channelling
ah so i'm not the only one who suddenly made a bunch of new arab friends ๐
lol
you may want to change password just in case
besides, passwords are like undies
good to change from time to time
yeah my password was compromised and i changed it
Stupid question: Why is Front view in viewport is facing XZ plane when +X is forward?
moving to the right is often considered forward movement in 2d games?
iunno
rando guess
those 2d games are viewed from side view, not from front view. These even called side-scrollers
they scrol to the side because you look at them from the front
else they be walking towards you
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
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
can i run 2 Display surround on intel Hd grapix 630 ? im gonna buy 2rd monitor soo
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
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
are u by any chance thinking of the animation stream they did
where he added rotation / tilt
to the spine / pelvis
on movement
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
Niagara still blown away unreal minds?
@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 ?
hi
Is it possible to export ue4 animation to 3dsmax?
Does that fbx contain mesh?
yay tile location clicking donee
now i some how have to write an algo that walks from current position to clicked tile rip
or just, you know mingle and discuss ue4 related stuff.
lmao
I will give you my facebook
Cancerbook
amazing
fazzzzeeeeeeeeeeeeeeeeeeeeeeeeee xD
oh fuck u cant have timelines in custom components D:
So affordable real time ray tracing when?
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.
@golden spoke well Azure have those Tesla VMs in there so using them as calculation
plus having 10GB network helps
If the vehicle drives forward (+X) by nature why there is wrong icons then and wrong view names? According to icons this must be left view.
@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.
@golden spoke check this and there is ue4 in container for like docker so what azure have is service fabric but it need networking for sure to work well in unreal but check this out https://azure.microsoft.com/en-us/solutions/gaming/
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
@pseudo valve FBI: Don't you fucking move
I used Unreal once
oh yea, about those views
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?
whatever you want to do
Hundreds of tutorials for level design and game environment art. Tutorials include level design, UE4, UDK, CryEngine 3 SDK, Source Engine, 3D Modeling, Maya, game texturing and much more.
thanks
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
thank you victor
i missed some of the epic streams last night, are they anywhere else online? or will epic release them soon on their youtube?
there's an 8 hour unlisted video on youtube; somebody posted the link either here or in #lounge
there you go https://www.youtube.com/watch?v=y0uzMTNVJco
Multistreaming with https://restream.io/ State of Unreal 9:30am - 10:30pm PT Cinematic Lighting in Unreal Engine 11:00am - 12:00pm PT Creating Believable Cha...
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?
@cedar snow you are a champion, thank you
np
HOLY CAHOONES! Niagara is awesome sauce!
who wants to watch star trek
ok, gunna grab a pot of coffee and watch the niagara thing ๐
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?
pff spoilers :/
giggidy ๐
anyone having issues getting Epic launcher to load ?
Still having issues @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 ?
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
launcher has been lagging out for a few weeks now.
even had a whole talk about it with Amanda
while they are at it, could take a look at launcher marketplace
I get like 3 fps there
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?
Maybe they can use this new raytracing with Epic Launcher
@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
any link?
almost free when you run it on 4x voltas ๐
I don't have archived link
and live ones don't let you rewind
free****
https://www.youtube.com/watch?v=tM1tGPQ9e2w
enjoying the podcast
wheres the invitation for unreal discord
Wait I thought you had to grab Nvidia's version to get VXGI?
thanks ๐
Is it CASH or KAISH?
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.
heeey, i didnt know about the render distance with fade for lights
thats going to be useful
dynamic shadow caching seems to be op
@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
Is there a way to manually cache a light's shadow?
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
i was mainly thinking about the satic ones, but thanks for pointing that out
@frank escarp that is a direct concern for us btw
i havent tried it now, btw
We might need to fix engine a little
So it caches shadows even when some movable objects are in view
yeah, i could try to fix it mysefl
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)
or hell, just a manual "CacheShadow" function call
So it would be totally OK to have shadow artifacts
StopShadowUpdate or the like
then i can even step it through the dungeon at a specific rate
In our case, I'm just gonna hardcode it to skip checking movable actors of specific types
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
Engineering subway sim
for that reason im integrating an ECS system (like the unity one!!) in the engine
check dat frametime
I need to ensure that some parts of tunnel that have to be movable are not gonna invalidate caches for those lights
0.5 miliseconds for 3000 bullets
Hereโs a worldโs first look at the type of content you can create at home, using the new Replay System in Fortnite: Battle Royale! ๐ฅ
Thank you @EpicGames + @FortniteGame for working with me to create this awesome video to show off Repl...
3309
16228
that last splashscreen says
"Created In the Unreal Engine Replay System"
with a link to unrealengine.com/paragon
uhhhh
awkward.....
woa we getting an outa the box replay system?
No. Fortnite is.
meh
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
i think there was a replay in UE4 already, havent dug into it really, ever since paragon it was in i think
DemoNetDriver
how to record actor player start with sequencer ?
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?
well duh. that was easy
if u know where the checkbox is, it most of the time is ๐
there are just a lot of checkboxes
okay, i guess part two, is there any way to rotate the mesh by 90 on the x-axis on import?
ehm i believe the thing of gltf is it imports it the way it was exported
no options at all
well, i guess i can correct that upstream ๐
is it just my vid card or 1080p monitor that flyaway hair look unrealistic while they are meant to make it more realistic?
Hi there
In which section would I post questions regarding World Composition and map Making.
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
@dense patio you can first try running a standalone game, open console and try commiting that command there
dont do copy paste, try typing r.full and press tab so the editor could finish that command for you
i did
keep in mind, im doing this through bp not CPP
which might be why? ๐
im a technical artist ":P dont know c++ yet
no idea srry, on 4.16.3 it works fine
and trying to surprise the coders before they return with a working menu.
seems, not today! ๐ฆ
For some reason the editor crashes every time I hit play, anyone know where I should start looking to locate the issue?
Could anyone give me a link to Windows SDK 8.1
I have SDK installed but obviously not
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
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?
there should be a node get all overlapped actors
Hm
"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?
the first thing I see on the googles is possibly related to not having direct x installed properly
Should I reinstall directx? I don't know why there would be a sudden change
but it's also happening to other people at random lately and no real answer ๐ฆ
I didn't even upgrade engine versions
did you try nuking your saved and intermediate folders to see if something weird got compiled in?
@restive eagle Thanks for that.
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.
so should I just delete saved and intermediate?
So
as a first try to see if it helps yes
looked online and somebody said i shouldnt use the fullscreen crap
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
Just sort of confused, the data in saved and intermediate can cause crashes right?
oh
@unique ocean Nope. Ignore me, I was scrolled up somewhat.
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