#ue4-general

1 messages Β· Page 210 of 1

azure shore
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this aim offset whilst ragdoll just - wont

latent moth
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Get Instigator controller is the only

safe rose
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Just put it in an array if you want it done quicker

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So check this out

latent moth
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Victor I am already redoing a bunch of stuff I'd like to take advantage of some features already there..

safe rose
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that gets the playerstates and then the player pawns

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from there, if I wanted to (but don't) I can get owned controller

latent moth
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pawns are not spawned yet

safe rose
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I just said

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OnPostLogin if you want to get it fast

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AddToArray

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pretty sure exi has an example in his comp, maybe not

latent moth
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weird though, i mean i already have the states why do i need to do this

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ok

safe rose
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oh god

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lol

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You are asking for help, not sure what you want

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States != Controllers

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If you want controllers from PlayerStates, you'll need to do it like I just showed

latent moth
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not sure how to say it more clearly: GameState exposes a list of all connected player states, I was hoping for a State -> Get controller.

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ok, thanks.

safe rose
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If you just want the Controllers before anything else, you get them from PostLogin

latent moth
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except that then there's the persistancy problem there

safe rose
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?

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If you want to continue, lots of good people in there

latent moth
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ok

safe rose
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that can chime in

latent moth
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thank you.

azure shore
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so it just pins my character in the air by his root, I cant make it do anything else

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a little help?

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I just want the aim offset to be applied whilst ragdoll

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to the arms only

azure shore
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anyone?

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where'd you all go suddenly?

azure shore
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UUUUHH

graceful grove
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the soooound of silence

azure shore
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0_0

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a guy a guy

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hooray

graceful grove
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literally never used ragdoll system btw

azure shore
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o

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damn

graceful grove
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I can offer emotional support :D

frosty bloom
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use Animation IK node with effector when you enter ragdoll?

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shouldn't be to hard to make that happend

latent moth
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@azure shore sometimes I get the impression that you first ask, then try to solve the issue. This attitude results in many people stopping responding in these chats because they get spammed. Please take it as a suggestion for improvement. A simple search can return what you need to know regarding ragdolls and bones: https://www.youtube.com/watch?v=6pG9SZQ0o7w

Good luck πŸ˜ƒ

Hey everyone! In this Let's Create we'll be developing physical animations. This allows you to combine that ragdoll style movement from gang beasts with anim...

β–Ά Play video
obsidian nimbus
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yea, chat sux for indepth explanations anyways

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its good to ask where a checkbox is, or get keywords u can use in ur fav search engine

frosty bloom
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Totally depends on subject & who is answering tbh. When people ask questions that takes 30 second to find on google i tend to ignore the question completely. If I see someone asking regarding a subject that might be a bit harder to understand by researching alone and I see on the question they ask that they truly have tried to solve it by themself first I will go out of my way to help them.

azure shore
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oh, I tried searching

frosty bloom
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I'm not talking about any specific individual. I'm talking about all of these channels & the people in them as a whole

azure shore
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yeah

obsidian nimbus
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well physical animation will prolly work here, make a profile and set hand strengt to super high

frosty bloom
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The more effort one puts into solving their issue the bigger the chance that someone will help out once you reach out

azure shore
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I have been trying I just don't mention it

latent moth
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if someone is not willing to spend 5 minutes searching or formulating a proper question with context, but keeps on writing all the time, then they will get ignored. You give this impression sometimes. The issue is then that people stop responding because of all the issues that arise here.

frosty bloom
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Just want to add this too : Asking in a channel were your question fits increases the chance of replies as well

latent moth
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Anyway: watch the video I sent you, it’ll give you a good basic understanding of dynamically applying physics to bones. πŸ˜ƒ

azure shore
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thanks I'll try

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kinda seems like the opposite of what I'm doing

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like his character is walking with body parts using physics, but I want the ragdoll to have non physics body parts

frosty bloom
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Blend by bone and leave the bones you wanna keep animation pos on out of it is the first thing that pops to mind

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I haven't done what your trying to do myself, hence I can not do more than guess

azure shore
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idek

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GOD why can I not do anything in ue today

obsidian nimbus
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ok here, set simulate physics all bodies below on root or pelvis too true

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put another node set simulate physics false and plug hands in there

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there will be weirdness

azure shore
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I can't work out how to even assign the bones on those nodes

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the set simulate below nodes

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the in bone name part how do I access the bone there

latent moth
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ok, the answer to that is literally in the video i sent you.

grim ore
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You know at this point I am going to have to mark the epic emails about my account being locked as spam lol

latent moth
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damn πŸ˜„

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really? you are locked out?

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i have removed all payments and enabled 2-factor

obsidian nimbus
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hmm, my account never got locked, bet they just guessed 1234 in one go and got in πŸ˜ƒ

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found 12 mil $ of paragon assets in my account and started selling em πŸ˜›

latent moth
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eheh

grim ore
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my old account keeps getting locked out yeah, it's amusing its like clockwork

obsidian nimbus
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are fortnite items and Vbucks sellable?

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they are account locked right?

azure shore
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oh man I can't even make a godamn - I mean stupid physical animation

obsidian nimbus
azure shore
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im using the other video I was sent

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nothing is doing anything different

obsidian nimbus
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never seen that video, i seen this1

azure shore
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WHAT - I just did a thing

obsidian nimbus
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there have been a few updates since but most is still valid

azure shore
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oh dear lord - another thing that's only doing it in the physics asset and not in the game window

obsidian nimbus
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its super fun yo

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just mess around with the physics

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you need to activate it in the char BP

azure shore
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oh that yeah later

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oh my GOD - Cant play in editor while performing move element operation

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wow

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idek at this point

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blindly following this tutorial that probably isn't what I even want tbh

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its the opposite

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yep now its just getting WORSE

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breaking what little I have

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jesus its not even worth it

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just wanted hands to use aim offset

frosty bloom
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Game development is like the dark soul games. Git gud, or die trying

azure shore
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thats it but I'll go without ffs

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yep

slate agate
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@frosty bloom that should be the definition of game development!! "Git gud, or die trying"

graceful grove
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The dark souls of little big planet kappa

slate agate
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Lol

azure shore
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Im just crying without tears right now

bitter iris
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Can anyone help me, Im trying to do foot step sounds upon grass / rock. It doesnt work for some reason

azure shore
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this thing jesus christ

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oh good I got that to look forward to as well

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am I allowed to swear by any chance

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asking for a friend

slate agate
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There is the rules

plush yew
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@everyone plzzzzzzzz can you share ue4.19 via torrent ??????

grim sinew
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No.

plush yew
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but i cant have its free tho ... if it was pirated sure i would find it in any torrent site... the irony 😦

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icant have it via launcher cuz of slow internet.

glossy flame
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Torrents don't magically speed up your download speed. You're still limited by your end of the connection.

grim sinew
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And it's against the EULA to redistribute it, so nobody bothers since it's free.

glossy flame
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You might want to look at the source version of the engine; you trade off download time for build time.

plush yew
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torrent dont get interrupted as the launcher and i can stop them when i want its not about net speed

grim sinew
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Well, too bad, it can't be done.

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You need to deal with the launcher.

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The launcher should be able to resume downloads just fine.

plush yew
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so tell me does the launcher download source code or full app ?

grim sinew
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Full app, compiled already, with the source included if you want it.

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You just can't edit the engine source on the launcher versoin.

plush yew
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really ? and how much gb for core app with no project ?

grim sinew
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20gb

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50gb if you download it from git and compile it yourself

glossy flame
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Well, the difference there is that you're not actually downloading 50 GB.

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A lot of it is generated in the build.

plush yew
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lol 20 gb ? i used to download some ue4 repacks for 6 gb only

grim sinew
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Cool, doesn't matter. The engine is bigger than some games made in it.

plush yew
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i am actually downloading a repack now except its 4.18 .... iwant to try vray 4 so badly

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i wish epic consider adding full compiled torrent in future.

grim sinew
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Nobody has this problem but you, so it's clearly not a big problem.

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The launcher should work just fine, it just sounds like you haven't even tried and just went straight to pirating it.

plush yew
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nah trust me alot of users who forbidden from using a free ap maybe cuz of slow net or they cant compile using vs.

grim sinew
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It doesn't matter if you have slow net, a download is a download. The launcher can pause and resume downloading even across launching it another day entirely.

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This is a problem you invented in your head.

glossy flame
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FWIW, the launcher reports a total size of 8.15 GB for 4.18 if you don't include starter content and extra platforms

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Linux and Android both tack on 4+ GB

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(2.93 GB download)

plush yew
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u mean i can download only 8gb that i need for ue 4.19?

grim sinew
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Yeah just uncheck what you don't need if you don't need the full engine's feature set and supported platforms.

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The launcher has a button to let you do that

bitter iris
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@plush yew Do you torrent assets also?

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If so good luck publishing a game.

plush yew
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ok, but what about interruptions or when i want to use browser? will it resume from where it finished

bitter iris
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Yes

grim sinew
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There is no browser download, only launcher. So it shouldn't matter.

bitter iris
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^

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The fact that you suggested torrents worries me

glossy flame
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Personally, I don't really see their request as malicious. Plenty of open-source software distributes via torrents. That said, this is because they often lack funding, whereas Epic provides a launcher and download servers that work perfectly well for the download πŸ™‚

floral heart
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UE4 isn't "open source" anyway. You still need a license, it's merely trivial to get one.

plush yew
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True, and unity use torrent to download all core app and other features.

bitter iris
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Unity is poop

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Want to create a real game you use UE4

glossy flame
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Yeah, that's a big part of it too @floral heart

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Epic wants to control access to their engine.

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That's why you need to be in an organization to even access the repo on Github

floral heart
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Not that you can't distribute a closed source game via torrent. You might need to create your own torrent app, though. (Blizzard once did.)

plush yew
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unity is getting better check the new HD pipline.

bitter iris
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Go develop on unity then.

south ridge
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Torrent tech is pretty good

plush yew
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i use both UE and unity but am good with unity yet ue 4 graphics always impress me

south ridge
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If we weren't already using Steam, I'd consider using torrents for distribution with a customized client

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Not like a proper torrent client, just a thing that pokes our servers or something

plush yew
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btw am just a hobbyist. if ue4 had a good car game physx i would use it.

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@plush yew what is your opinion on godot ?

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nah, i cant even look at cry engine ... if its not unity then it should be unreal.

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so you didn't even try the engine? (not trying to start beef)

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apparently Godot has real 2d unlike unity

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and its has c# support but its not stable

floral heart
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Big problem with torrent is the number of seeders. Even for something like Blizzard, I think they resorted to ftp servers seeding everything before moving away from torrent entirely.

plush yew
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i only care about car games. and unity gave me all i need. i wish unreal did but am giving it a try every new version

dim scaffold
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Sad to see the same Unity VS Unreal arguments here. This conversation / argument is not useful. Each engine has strengths and weaknesses. Trying to determine which one is better is a waste of effort.

grim sinew
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This isn't really an argument, did you just start paying attention in the last 3 lines?

dim scaffold
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Seems slightly argumentative in tone yes.

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": Go develop on unity then." etc

patent crater
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unity makes my dog puke

dim scaffold
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^^^

patent crater
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i have to clean

floral heart
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What are you feeding your dog?

grim sinew
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We were discussing gtafa torrenting UE4, not really comparing engines. It was just a side topic that got brought up briefly.

dim scaffold
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Yeah just trying to steer the convo back towards something productive. A lot of forums seem to devolve into this conversation. I may have some PTSD from that. πŸ˜„

floral heart
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To steer it towards something productive, you need something to steer it towards, like a new topic.

grim sinew
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Comparing engines is something productive a lot of the time. When it doesn't devolve into fanboy wars, there are legitimate discussions to be had on the subject.

patent crater
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but lumberyard looks nice. played a little bit with it

floral heart
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And now it's going on. And on.

dim scaffold
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It can be useful yes but given this is an Unreal forum I would hope we could focus on solving Unreal related issues.

plush yew
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Hi i just joined the server and im getting used to unreal but i need a little help with something tht is pretty confusing to do if anyone would be able to help tell by tagging me and its dealing with moutains πŸ˜ƒ thx

patent crater
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what's bad about unity is that interface that make my dog shed tears

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but that car looks nice

plush yew
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Yea the car does

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tbh

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if the same car phys x were used in unreal i would switch to unreal cuz i know the graphic is insane.

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but with vray 4 support unreal will be epic... i imagine baking with vray.

patent crater
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yeah, i bet you can accomplish realistic car beahivour if you get into it and extend current's unreal component

plush yew
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thats the probleme, i learn by imitation i just replace things and unreal was hard to learn.

patent crater
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to me it seems much easier than others

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you learn with blueprints, you perfect with c++

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that nasty c# both unity and lumberyard uses made me come to unreal

plush yew
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Can some help me?

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i dont code tbh i even failed in math.

patent crater
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you can code without being math expert. but you can't create complex aglorithms

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but you can create all the logic behind it

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everybody is coding nowadays

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even kids

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πŸ˜„

plush yew
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@patent crater u work w unreal ?

patent crater
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yes man, but i don't think i can help you with mountains. i believe you want some layerd snow on top. i'm not good with materials

plush yew
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its not tht

umbral galleon
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Hello new here is there anyone that is good with vfx that could guide me through how to go about doing a specific effect

idle mantle
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go

cursive dirge
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@plush yew so in your opinion, stock unity cars are good?

plush yew
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yes, unity is good for automotive.

cursive dirge
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ok, you know that both Unity and UE4 are based on same physx vehicles?

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Unity has little better default values but it doesn't make it great

ornate night
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anyone know if UE4 is getting native windows mixed reality support?

vivid girder
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The default RobotoDistanceField font has an arrow character i'd like to use, any idea how to?

faint cedar
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I don't remember who it was on this chat that shared this the first time around

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But I feel like re-sharing it because it leaves me awe-struck every time

nova heath
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I think my HUD is blocking my player controller from receiving Right Click events. When I connect Right Click to anything in my HUD it causes player movement to stop working.

I can connect as many things to Right Click in HUD as I want and they'll work, but I can't connect Right Click to anything in my HUD and Player Controller and have them work simultaneously.

vivid girder
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@faint cedar Holy fuck

nova heath
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I don't get any errors during play either, it's literally like the HUD is just swallowing the event entirely

vivid girder
nova heath
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Block Input is off for the Player Controller and the HUD has no such option.

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If I remove the event from the HUD the character can move on right click.

If I don't the hud event fires but the character won't move.

vivid girder
nova heath
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Wow

grim ore
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^^ what he said

nova heath
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I didn't even know events had properties!

vivid girder
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@grim ore Haven't had the honor yet

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You're a fucking G

grim ore
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πŸ˜ƒ hilo

vivid girder
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Bop bop bop bop bop bop

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That's my jam

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*bum bum bum bum bum bum

nova heath
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Thanks for that Joseph

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Works perfectly, I have no idea why that was so hard to find an answer for.

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I guess "consume" is a keyword I need to learn.

vivid girder
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The details for specific abstract nodes aren't very standardized

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I especially have issues with SetxxxxProperties

safe rose
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Unity vs Unreal

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Unity vs Unreal vs CryEngine vs Lumberyard vs Game Maker Studio 2

serene shale
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Is there a way to overlap 2 Fill Screen Widgets? So I can click on both.

south ridge
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@safe rose those are very easy. Now how about Unreal vs RPG Maker!

floral heart
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Unity vs Cube

plush yew
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anyone down to try and help me out with the launch error (0x0000007)

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nvm

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wth

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i got a could not launch ue4

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please verify instalation

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error code LS-003

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ls-0013*

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k i guess i will verify

plush yew
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just finished verifying and i get the same message

rustic panther
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πŸ‘

plush yew
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Honestly I'm not sure what to say about this community at first when i joined i thought this community was sick and it is, people communicate nicely all that but a couple days ago I asked the question and only got 2 people to answer 1 didnt help and the other tried to help but hasnt responded to me in a couple days <- ofcourse he is not to blame for not responding what im saying is I have asked for help many times in this community over 2k people get online each day Lots and lots of staff get on but no one takes a minute or so out of their day to respond to me

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so many times have a i tried

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people just ignore me

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why is it so hard for someone to answer a call for help?

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is it really time consuming

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at this point there are 2.5k people on

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i bet u the most responses from this comment im gonna get is 2 or 3

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which is sad for a place that has 2.5k members on

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ofcourse not everyone can help

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and ofcourse

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im not saying that you must help

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but i know someone of these 2.5k people online has the time and effort to help me

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but they still wont

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thats all i have to say

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and if u dont beleive me for the past week or so i have asked for help atleast twice a day

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and only got 2 comments back

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scroll up if u dont beleive me

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its true

rustic panther
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try launching the launcher in administrator mode

plush yew
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did

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i tried so many things

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I understand that the comment i made was selfish

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but im just desperate to get started with game developing

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and i cant even get past the first bug

rustic panther
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I took a few Udemy courses for UE4 and they were great

left mica
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Really? That's great to hear

rustic panther
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apparently the C++ course is really tough for some, not surprising though because it's C++

left mica
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Yeah, so I've heard

rustic panther
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if you have no experience programming I would start easier first possibly

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I learned python in a few weeks and that helped a bit

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learning blueprints can actually help learn the C++ easier too

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C# is easier than C++

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could take a C# class for Unity first

left mica
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I've got beginner experience with C#

rustic panther
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you can always start the C++ course and see how far you get

left mica
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But really only beginner stuff

rustic panther
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it'll be worth it at some point imo

left mica
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Yeah I suppose. Lifetime access is cool.

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Are the courses on this kind of sale often?

rustic panther
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ya

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Udemy is weird af

left mica
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Hahah

rustic panther
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it's always like 5 hours left for this sale!11!!1!!

left mica
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Smart, i would say

rustic panther
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then the next day theres a new one of the same sale

left mica
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Hahah

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Great for sales I imagine

rustic panther
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theyve also been caught directly copying free tutorials and putting them up for sale

left mica
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Ooh

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That's rough

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But still, if I can have professional guidance from the same source and with consistent quality, it's worth paying for

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Keeping tons of separate bookmarks is what brought my focus down last time.

rustic panther
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ya and you can track your progress etc

left mica
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Ahh, I like that

rustic panther
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and you get 1 to 1 communications with the course director

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some have discord servers

left mica
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Really? Sounds great!

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Any other courses from them that you'd recommend for a beginner? I saw they had a Blender course. I used 3DS Max back in early Gmod days so I'm not completely fresh at modeling, but yeah, that was probably 12 years ago since last.

rustic panther
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only done those few ue4 courses

plush yew
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any idea how to fix this

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i uninstalled my antivirus

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i found out the problem

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its my launcher

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but idk how to fix it

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cuz when i open that

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i get this

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one sec lemme get the picture

safe rose
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It says Verify it

plush yew
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did

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twice

safe rose
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What drive?

plush yew
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C:

safe rose
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do you have another drive other than your OS drive to put it on?

plush yew
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no

safe rose
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Check that you are the admin

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or have admin rights

plush yew
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i am

safe rose
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How do you know?

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Don't assume

plush yew
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cuz i changed it to that

safe rose
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How?

plush yew
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right clicked the launcher from the file

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and like made it run as administrator

safe rose
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Right clicked what?

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Uh no

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You need to make sure you have Admin Rights

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in Windows

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Google it

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Ensure you have full read/write/special/full sexy admin rights all the way for your user

coarse wigeon
plush yew
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looked into my logs

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and

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here is when i go into that file

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any ideas

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and yes

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i just checked and i do run as administrator

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im down for any help

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note i have tried many things

tame flint
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@grim ore sorry if I have harrassed you too much

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just new too unreal engine

safe rose
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Well, the poor guy is probably asleep

plush yew
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Oh this is the unreal chat lmao im dumb

nova heath
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Does anyone know how Hierarchical Instances Static Meshes work with Remove Instances?

I store instance IDs with objects representing them (because the meshes need to be instanced to not tank performance, but the meshes need to have health, defense, etc. associated with them).

When I remove the instance ID it jumbles the array and it doesn't make any sense how it happens.

If you remove a middle item it seems to decrement the ID of the item at the last index and swaps it in and then shrinks the array.

If you remove at the end it just shrinks the array.

I have no idea what happens when you remove the first element (0 somehow ends up as the last element id?)

I believe it's backed by a TArray if that's useful at all.

Is there a better way to associate Actors with Instanced Meshes? Am I just being stupid? Is there a way to track the index changes?

floral heart
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in one of the twitch streams I think Ryan B explained it, it was somewhat unintuitive

fair leaf
#

Hello there. I hope someone can help me with my problem. I need to have Unreal Engine on a Build Server which has limited disk space (and can only be extended by network storage). The disk is 80 GB big and already I tried to git clone the source code and compile that, but I would run out of disk space. Has anyone in here faced such a situation before? If yes, how did you solve it?

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Using the binary version doesn't work as the Epic Games Launcher won't start without a GPU

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nvm, turns out that my Epic Games Launcher was outdated and the new version does indeed work without a GPU.

small basin
#

So I've made a game, and am trying to build it for web. However, in the web version there's no shadows/lighting it seems, which makes it pretty much unplayable. Anyone know why this would happen/how to fix this?

fair leaf
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Are you using static lighting?

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iirc dynamic lighting doesn't work (very well) on HTML5 builds.

small basin
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I have both, I'll try setting them all to static

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@fair leaf made them all static lights, still looks exactly the same in the webbuild

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Ah, found out why it wasn't working, I hadn't build the lighting yet

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Still have some problems where UI isn't working, particles aren't working, and I can't turn lights on/off

weak sigil
#

The falling in the 3rd person template seems way too slow, even though gravity is set correctly to 9.8m/s. Any trick to it?

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Feels about right with 1.5 the gravity, but I'd rather not make such arbitrary changes

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Actually ok, looks much better with a lower jump velocity

paper kernel
#

well, there's also the linear damping that would affect falling speed

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or, responsiveness

proven tree
#

I have a fairly random question. If i'm using git, and i'm trying to compile a dedicated server via source. Do i need to copy a project every time a push is made

#

or can i pull over the overridden project?

vale osprey
#

@nova heath this is by design to keep good performance. You can look at the source of foliage painter, they duplicate logic in their code to mirror behavior of the HISM when item is removed

#

So you can do the same

#

And yes, the way it works is just by moving last element in a place of deleted element and then shrinking

#

This is much faster than updating all indexes

#

But better check code or that stream, I haven’t done it myself , just how I remember it

abstract tangle
#

Hello guys, i really need your help, do you know a good Voice chat Plugin for Windows and Mac please ?

nova heath
#

I know why it's done, I've seen the HISM bomberman stream as well if that's what you're referring to (In fact I believe you're the one who initially linked me to it when I initially learned about HISMs), and I know it's more performant.

I was confused because I was printing the values in the Instances Array and it returned them out of order:

i.e it would print

1,2,3

which was actually:

ID 1 at index 1.
ID 2 at index 2.
ID 3 at index 0.

I expected:

3,2,1

When I printed it as "# at index" that's when it made sense, I have no idea how the array prints disordered though.

idle mantle
#

is there a maya link live plugin for 3ds max?

vale osprey
#

@nova heath interesting

tall pendant
#

@idle mantle nope. But theo. one could make an live link to max.

pallid compass
#

I wonder what its like trying to ship your game to switch, i can imagine Nintendo to be rather strict

tall pendant
#

they are. thankfully.

#

otherwise switch would be a cesspool of trashgames like steam is.

pallid compass
#

omg jesus

#

Good point

#

Could u imagine LOL

#

at least u cant ship rpg maker games to switch

pastel bridge
pallid compass
wispy vault
#

πŸ™

plush yew
#

can I have some help plz

#

I can not do that my character looks behind him when he goes back

#

yet I did it

pallid compass
#

Can you try typing that again, im not sure what your asking

pallid compass
#

when u realise u cant do a ForEach for Maps D:<

languid shard
#

@pallid compass want to get your project maps ?

pallid compass
#

no not levels, maps

#

TMaps

languid shard
#

aah

#

nvm then πŸ˜„

pallid compass
#

actually

#

i guess u can grab length then do a for loop

languid shard
#

Tmaps are dictionaries right ?

#

with a key for each value

pallid compass
#

basically yeah

languid shard
#

hmm I made a complex BP a while ago using TMaps and IDs as keys

#

it was blazingly fast to get an item compared to an array with a loop

pallid compass
#

yeah there faster than arrays by far

languid shard
#

what kind of stuff do you want to get from this TMap ?

#

a selection of values, one particular value ? All of them ? :p

pallid compass
#

i use them for Equipment arrays

#

as there far more solid than index'd arrays

languid shard
#

for sure

pallid compass
#

Equipment struct with enum for key

#

im not actually sure if this is gonna work tho,

#

with multi slots

#

like rings

#

etc

languid shard
#

an enum ?

pallid compass
#

just gonna give it a try

languid shard
#

isn't that dangerous to work with enums

pallid compass
#

nope why would it be

languid shard
#

well you have to rebuild your BPs everytime you add a new category

pallid compass
#

enums have GetTypeHash func's

#

just gotta make sure u getup your foundation properly

languid shard
#

yeah

pallid compass
#

and no u dont

#

as long as u use c++ enums

#

then u dont get that destructive crap

#

when ever u change anything

frosty bloom
#

Unless you use hot reload, then it's pretty much the same if not worse

pallid compass
#

i can add and remove stuff with out it having a bitch fit

pallid compass
#

anyone else ever had an issue of buttons staying hilighted?

serene shale
#

Is having a lot of multicasts bad for performance?

pallid compass
#

In general yes

#

i guess an example would be

#

Dont multi cast the vfx of a gun muzzle firing every round

serene shale
#

I doing it more in terms for abilities to happen both on server and client side so it reps to other clients

#

I'm*

pallid compass
#

well just test it and watch bandwidth and see what happens

serene shale
#

Yeah I'll have to keep an eye on it. Don't plan to have more than 5 clients on at a time though.

#

It's like a 5 player co-op

grim ore
#

unless you doing a couple hundred or thousand a tick don't even fret about line traces

#

physics collisions yes, traces no, in terms of worrying

serene shale
#

I think I'll just make them all run on server instead of multicast and I'll have the client make an event that runs on client to check if has auth and run the on server event

frank escarp
#

traces can fuck your frames real bad tho. its around 1000 traces per milisecond

#

but if you are doing mass traces, you can async them

#

and if you do them as "async trace", you ship them off to the physics threads

serene shale
#

I am doing complex traces too

pallid compass
#

u also got to ask ur self

frank escarp
#

my space battle was doing 3000 traces per frame

#

1 trace per bullet

pallid compass
#

Dedicated servers or client hosted?

#

because not every has good web

serene shale
#

client hosted

pallid compass
#

then u should optimise to fuck

frank escarp
#

what im doing is that my game is going to let clients do a lot of stuff

#

im literally going to allow clients to damage stuff clientside

#

and server will go "ok then"

serene shale
#

yeah I thought about doing a dedi but I've never gotten around to storing save files dedi side.

frank escarp
#

at the moment im writing a projectile system wich isnt replicated at all

#

when a player shoots a projectile (magic), he does a Server call

serene shale
#

funny enough I'm actually doing a projectile system right now

frank escarp
#

for "im spawning projectile at this location with this direction and this initial stat"

#

and then server multicasts it

#

but if the client receives a multicast from the projectile he just launched, he ignores it

#

when a projectile hits something, its going to have to hit on the client that launched it

#

if you hit something in your screen, you hit it

#

becouse coop servers

#

i dont care about cheating

serene shale
#

I also want to do checks because I don't want a player to be able to cheat to easily

#

Actually I have a question does UE4 use p2p?

pallid compass
#

lmao if u dont care about cheating it becomes sooo easy

#

πŸ˜‚

serene shale
#

yeah...

pallid compass
#

no p2p

#

always through host

#

player host or dedic

serene shale
#

hmm alright

frank escarp
#

@pallid compass thats more or less it

#

its a PSVR game

#

coop

pallid compass
#

oh ye u dont need to worry about shit then lmao

frank escarp
#

good luck hacking on a PS4 first, and even better luck hacking on a VR game with the headset on, and even better

#

no one is going to care about my little indie game

serene shale
#

I aim to launch on PC then move to PS4/VR and Xbox One.

pallid compass
#

#theDream

serene shale
#

mhm

#

It's an RPG so I don't it to get ruined by cheating.

pallid compass
#

then u need dedicated servers hands down

serene shale
#

I'm running checks on pretty much everything

frank escarp
#

dont bother about it just yet

#

just get your game actually running well

#

and feeling well

#

you worry about hackproofing it a bit later

#

its an indie game, no one is ever going to bother one bit

serene shale
#

Well the thing is it'll be a single player at launch then once it's out there I want to enable co-op

pallid compass
#

just a heads up

frank escarp
#

that doesnt work

pallid compass
#

framework for single player and multi player

#

is like

frank escarp
#

if you want to have coop, do it at launch

frosty bloom
#

in single player letting people hack doesn't matter for even a sec tbh

pallid compass
#

the difference between an apple and a brick

serene shale
#

That's why I'm building it with multiplayer in mind

tall pendant
#

adding MP later is going to be very rough.

frank escarp
#

@pallid compass my game is eternally Listen server lol

tall pendant
#

if its even doable πŸ˜„

frank escarp
#

@serene shale do coop at launch

#

or dont bother

pallid compass
#

^ this

frank escarp
#

i added coop to DWVR for a while after launch and no one saw it

#

for the coop to work, it needs to be when people are playing. So at launch

serene shale
#

Well the thing is I plan for modular releases for the level to keep getting extended and so on the story.

frank escarp
#

i just warn you that i did a coop update for DWVR and no one ever tried it

#

so at the end i didnt finish it and scapped it

pallid compass
#

How u gonna market that?

frank escarp
#

launch with coop from day 0 or just dont bother

pallid compass
#

if its boring on start people aint coming back

serene shale
#

You all make good points

pallid compass
#

well u just gotta think about it

#

Have u ever ur self gone back to a game that u got bored of because of X promise?

frosty bloom
#

haha.. World of warcraft at every new expansion for the first 5 years

serene shale
#

Only because of friends but not for myself and yeah wow...

frosty bloom
#

damnit πŸ˜„

pallid compass
#

yeah u gotta consider the big picture and always play it as if worst case

#

Then your always preped

serene shale
#

I'm also on the fence about doing early access

#

Early access is like a double-edged sword imo

frank escarp
#

it is

pallid compass
#

im not a fan of easy access,

#

Most of them time people destroy there rep

#

even more so as indie devs

frank escarp
#

to be fair using early access now is a stupid thing

pallid compass
#

but thats just me

serene shale
#

yeah...

frank escarp
#

nah just dont do early access. i dont recomend it any more

#

early access is trading criticism for less sales

#

every early access game sells less, it also gets less criticism

serene shale
#

atm I'm working on a 5 hour gameplay demo for investors and crowdfunding

frank escarp
#

you want to sell so dont early access

#

there was a time where you had 2 launches with early access

frosty bloom
#

Gamers sees the Early access pattern as a way of selling unfinished games now days, so I would take these advices

frank escarp
#

but now steam is such shit that you have zero launches

serene shale
#

I mean Ark relaunched a couple of times

#

imo early access should only be used when you're in beta stage and have about 3-6 months to release

#

just polishing some last things

pallid compass
#

Ark the perfect example of a disaster

frosty bloom
#

Not really, I would say do early access if you have to do it to stay alive, #Money . The rep of early access among gamers outweights any reason I can come up with to do an early launch

serene shale
#

Well I need funding but I also want to give people what they paid for.

#

Time is money friend and so is paying VA, Artists, Animators and Programmers so that's why I'm on the fence about doing early access because I do need the money but I also don't want to corner the game in nor myself.

#

So I'm hoping with a good 5 hour gameplay demo there will be enough content to get proper backing, also to note the game will have a lot of replayability.

#

So back to the topic I had asked about I think I'll just have all the multicasts I made run on server and instead of calling them directly with an action I'l have the action call an event run on the client and check if has auth and if so run o nthe server.

#

Now if I recall correctly having to many reliables is bad yeah?

honest raven
#

Hmm, guys where should I write math questions? πŸ˜„

plush yew
#

Here πŸ˜›

honest raven
#

Cool :D,
I've been trying to figure out how to predicts my stop location if the player is stopping (so PrevMovementInput == true && MovementInput == false)

#

But for some reason I got funny results 😦

#

Been using the

#

velocity^2 + 2*breaking acc * s = 0

#

To be more specific, been using the the : v^2 = u^2 + 2as

#

To predict where my character will stop

#

But the results wont match with the my results on the paper πŸ˜„

#

They arent too accurate :/, like its 10-15% higher in the paper (20.5 in UE4, and 22.5 on the paper)

silver crown
#

I think physics aren't that accurate, might be normal

honest raven
#

Hmm so its should be fine.
Lets hope its wont cause any problem

#

I just want to try creating a Distance Matching like in Paragon πŸ˜„

mint raptor
#

So I'm trying to build my project and I've updated it from 4.16 to 4.19 and I get no packaging errors but do have warnings. One such warning is warning CS0618: 'UnrealBuildTool.TargetRules.CPPEnvironmentConfiguration.Definitions' is obsolete: 'CPPEnvironmentConfiguration.bEnableOSX109Support is deprecated in the 4.19 release. Modify TargetRules.GlobalDefinitions instead.'

#

Anyone know what I need to modify in TargetRules.GlobalDefinitions?

pallid compass
#

what the hell, for event dispatchers for checking if button is clicked twice in arow this is saying every button click is different o_O the left button clicked intake is a self ref

mint raptor
#

@silver crown Figured it out, gonna see if it packages now

honest raven
#

Hmm

#

How should I calculate the Ground Fraction

#

Into this equ?

#

s = (-u^2) / 2a

#

If I set the ground fraction to 0, the calculations are kinda working accurates

#

so into this:
(velocity^2) / (2*breaking acc) = s

pallid compass
#

why is there no umg focus information pages D:<

grim ore
#

It sounds like Epic needs to focus more on that....

raven cedar
#

I think you have a company that has too many things to focus on

pallid compass
#

im actually rather mad

#

sending self references to what called a event dispatcher for umg does not work

azure shore
#

hey anyone, how can I make a mesh show backfaces/inside faces?

pallid compass
#

yes in material settings

azure shore
#

oh, lemme just look

#

but uh, where?

#

under what thing?

pallid compass
#

something like

#

double sided render

#

or double sided material

azure shore
#

yeah but what do I select to get it up

#

?

pallid compass
#

its not a node

#

its in the settings on the bottom left of materials

azure shore
#

no like I mean what asset?

#

the actual material I have for it?

pallid compass
#

yes

#

its material setting

azure shore
#

oh yeah thanks

#

thanks

dim merlin
#

hi, is there actually a theme changer in unreal editor like this:

honest raven
#

Oh wow, this sounds interesting

dim merlin
#

i was just wondering if there is anything that can change the editor style.. hhm

#

is there perhaps a plugin that would do anything with the layout

pallid compass
#

i really wouldnt mess with the editors layout in terms of plugins

#

you are playing with fire

dim merlin
#

yeah

#

ive found that to

#

however i mean, there's no actual out of the box solution to it, i might even like to create my own..

honest raven
#

Hmm sorry for "reposting" it, just worth a try :D
So basically anyone know a formula what can help me predict the stop location of a moving character?
Ive been using

#

The 4th formula

#

And its working IF there isnt Friction just Braking Acceleration.

#

Do anyone know a formula which can handle the friction as well?

#

Might be easier to visualize if I send a formule picture in bp

#

This one here work perfectly if the Ground Friction is 0

#

But ofc I want to use Ground Friction 😦

glossy flame
#

If the friction is constant, you should be able to add that force into the total acceleration, but I'm not sure how the CMC calculates the force exactly

honest raven
#

Yeah, but not sure in what way should I add it into the acceleration

glossy flame
#

If the friction isn't constant (e.g. you're moving across two separate surfaces), you'll either need to break it up into multiple kinematic equations or integrate over the entire thing

honest raven
#

I mean normally its 8

#

But 8 what? πŸ˜„

glossy flame
#

Friction is generally a coefficient, and therefore is dimensionless

honest raven
#

Hmm so the friction in ue4 is the ceffecient?

#

Hmm, let me try smth then

#

Hmm so now I have to calculate with the mass as well? :/, Characters even has mass?

#

OH they have

#

lol

glossy flame
#

That's the part I wasn't really sure of.

#

I'm not sure if the CMC calculates it on its own separately from physics (I imagine it does, but not 100% sure)

honest raven
#

Lets hope πŸ˜„

#

Thanks anyway :), I will write about the result in a few minutes πŸ˜„

pallid compass
#

I really hate equipment arrays

#

There such a pain with item to index

plush yew
#

someone help me?

pallid compass
#

with?

honest raven
#

@glossy flame Hmm can't really get my head over it :/
I mean Breaking Acceleration is cm/s^2 (maybe?)

#

And the ground friction is 8 so I do not think it coefficient

#

As its a number between 0-1

#

I thought then its might be just a negative acceleration of cm/s^2, but the results are strange that way

glossy flame
#

The coefficient of friction can be over 1. That said, it's probably not realistic in this situation

honest raven
#

But what can be the applied force?

#

I mean the braking acceleration is the applied force I think

glossy flame
#

Correct.

honest raven
#

But then do I have to convert the braking acceleration into Fapp ?

#

So I can use the (Fapp - coeff * mg) / m? :/

#

So: a = (Fapp - Β΅sliding Γ— mg) Γ· m

#

So I just need to exporess the braking accel in Fapp?

vale osprey
#

typically, friction expessed as a force proportional to velocity and some friction coefficient

#

as friction effects velocity and depends on velocity, the resulting motion of the object can't be solved analytically

honest raven
#

Hmm then how could I solve it? :(,
I can't make a simple predicts stop location

#

I am so nob for this :d

vale osprey
#

integrate it

glossy flame
#

Is that how friction is calculated in UE4? Pretty much of all the classical mechanics I've seen just express it as u * normal, but I haven't personally dug into UE4 physics/CMC code

#

Surface friction, at least

vale osprey
#

that would be friction limit

honest raven
#

Hmm, do you think its would be a bad try to set the ground friction to 0, and just play with the Braking Accel?

vale osprey
#

F <= Cf * N

#

which just means that friction force is always the same or lower than friction coefficient * by load

honest raven
#

So if something slipery I just set the stop accel to a less number

#

The effects are the same, but not sure if its "againt" the rule

vale osprey
#

@glossy flame how it's calculated inside of the character I have no idea, in PhysX it's done with constraints and etc.

#

I just mean that generic expession uses either velocity or applied force

#

@honest raven yes it could work as you can define braking acceleration as part of your calculations

honest raven
#

Cool!
Thank you guys :)
@glossy flame @vale osprey

final tree
#

Hi, newbie here. Is there no way for UE4 to relocate missing content? I accidentally imported into the wrong directories (some meshes went into the texture folder) and couldnt figure out how to migrate properly inside the content browser.

fluid stone
#

@final tree if you go to window menu on top-left corner you can open another content browser

#

just drag&drop whatever you misplaced

#

assuming I got your problem right, that should be an easy solution

#

here's what I mean

final tree
#

thanks, will try it out and report back

#

the transferring of files isnt so much the issue currently. It's just that I already have mesh actors placed in my level but they're all looking in the old directories still.

Is there any way to automatically scan folders for files (or even just remove the actors with the errors)?

#

@fluid stone managed to move my meshes into the proper folder but as the error log shows, actors still are looking in the texture folder

pallid compass
#

when u have a working inventory system and items dont go missing, Feels gud

#

@final tree

#

right click the content folder

#

and click fix up directories

fluid stone
#

the things you learn reading random channels here, lol

pallid compass
final tree
#

ah sounds promising @pallid compass thanks

pallid compass
#

u really shouldnt move stuff around outside the editor unless u know what your doing

final tree
#

yeah, still new to ue4. I thought it'd be as simple as just ctrl+c/ctrl+p inside content browser to move files around but I'm noob as hell apparently

dense patio
#

ue4 site down? not letting me login....

pallid compass
#

ur account has prob been blocked by bruteforce

#

happening to everyone atm

dense patio
#

lmao

#

UE4 is the next databreach

#

woot

pallid compass
#

yeah its annoying af

#

can block login to launcher as well

dense patio
#

seems Unity hired some script kiddies cause of all the UE4 hype eh?

#

πŸ˜‰

vale osprey
#

just people trying to steal fortnite accounts

tall pendant
#

and thanks to the shared accounts they get developers ones...

pallid compass
#

god dam it when can i not find any pixel icons for leg armour D:<

austere finch
#

Can anybody tell me why we can't export textures for Paragon characters from UE

pallid compass
#

my guess is engine copy right

austere finch
#

is there any chance of getting it to work on 4.18

pallid compass
#

oh that

#

no

#

u cant reverse engine stuff

austere finch
#

damn.

#

i'll have to update then

peak vessel
#

4.19 Opening console crashes UE4

plush yew
#

oops

#

Is 127x127 100 square feet?

vivid girder
#

I hid the ExponentialHeightFog

#

Oh wait...

#

Nvm

long comet
#

can someone give me info or tips , abouts how can i research videogames to know if exist any like my idea about a videogame to do?

vivid girder
#

Well, what's your idea

urban gyro
#

So here's a conundrum, if your function executes on a server, but it doesn't do anything, adding a delay will fix it. What's interesting is that even with a 0s delay, it still works, but not without the delay. Anyone got a clue why this happens?

#

it only seems to be happening to functions at the begining of the game

#

i have a theory but im curious if somebody knows a definitive answer

pallid compass
#

0 delay

#

adds 1 frame of delay

#

show function

#

and how its triggered

urban gyro
#

just a begin play on a player controller

pallid compass
#

can u show

#

what ur doing

#

also begin play on player controller on server and client

#

do not fire at the same time

urban gyro
pallid compass
#

yeah prob out of sync

#

also u prob dont wann send that data

#

to the serbver

#

that looks like important information

urban gyro
#

what?

pallid compass
#

the client sends a target from controller to the server

urban gyro
#

yeah cuz i want the camera assigned to the player

pallid compass
#

why would u send that to the server tho?

#

the server should already know

urban gyro
#

shared camera

pallid compass
#

top tip, dont send control data from a client to a server

#

u know controller exists on the server too?

urban gyro
#

yes of course

#

but if i dont rpc on server input and other stuff dont do diddly squat

pallid compass
#

u should assign the player controller to the camera on the server

#

then once its done

#

send the relevant data to the client

urban gyro
#

thats what im doing

pallid compass
#

not by the looks of that

urban gyro
#

this is serverside

pallid compass
#

from the first image

#

u send data from player too the server

urban gyro
#

get player controller returns servers controller

#

so i send it from client

#

its only once anywya

pallid compass
#

why arent u sending to the client and saying hook ur controller up to X camera

urban gyro
#

dunno

#

πŸ˜„

#

why not

#

could do that

pallid compass
#

no need to go

urban gyro
#

either way it works

pallid compass
#

client server client

#

instead of server to client

#

i mean i doubt anyone would ever do this but

#

u could send index reference to other players controllers prob

#

and fuck other peoples camera's up

#

but thats not really the point im making, its bad habit to take any important data from clients

urban gyro
#

yeah it probably isnt a good habbit, but i have 1 camera shared so i don't rly care, plus what I'm making is not gonna be high profile by any stretch of the imagination πŸ˜„

pallid compass
#

yeah im aware, its just good to keep up good habbits thats all

urban gyro
#

i was gonna do it in the level bp but that thing crashed meh engine

#

yeah i spose i could run on owning client and be very happeh

#

or just multicast but at the end of the day result is the same

pallid compass
#

why dont u make a function

#

called

#

AssignSharedCamera

urban gyro
#

i still dont get why the delay does that

pallid compass
#

or custom event

#

and just have the server say hey

#

target with blend at X target with ur controller

urban gyro
#

thats a framework i dont need, i think.

#

i mean u never know what ull wana do next, but i rly dont plan on having more than 1 camera

pallid compass
#

just a better version of what ur currently doing

urban gyro
#

yeah i could have a function library with tons of utilities too, but i don't bother with that πŸ˜„

#

thanks for the tip anyway

#

might do it ur way, now that u lambasted me for wasting bandwidth lol

fiery harbor
#

someone here to answer a stupid question for me? if I open a blendspace and see this, what's wrong and how do I get to the real blendspace editor? https://puu.sh/zSMyN/c3d8292894.png

frank escarp
#

@fiery harbor thats a 1d blendspace

#

nothing wrong with it

#

its just a single dimension blendspace instead of a 2d one

fiery harbor
#

I'm used to it being vertical

#

not horizontal

#

so I'm wondering how to get that vertical view

#

I think there was some setting somewhere to switch between horizontal and vertical view

#

and I can't find that

urban gyro
#

afaik older versions it was a square

#

never seen it vertical

#

1d always been horizontal, then again it's just a vague memory

fiery harbor
#

this is what I have in mind

#

found that with google images

urban gyro
#

isnt that from 4.7 or smthin?

fiery harbor
#

I'm currently using 4.15, so my current version is already over a year old

urban gyro
#

i don't know if u can revert the ui

fiery harbor
#

ok, I thought there was a setting to switch...

#

I never used the horizontal blendspace editor, so would be strange if I never used the blendspace editor for over a year that I'm working with 4.15 now

urban gyro
#

ive checked all editor prefs and i havent found anything, so i'd wager that u cant revert

fiery harbor
#

ok, thanks for you help πŸ˜„

upbeat tendon
#

I was wondering if it was worth using vulkan?

idle mantle
#

In term of performance Unreal Studio will not be a probleme?

mint sequoia
#

Those engine contributor badges on epic forums.. did they go out for 4.19?

plush yew
#

yolo

swift spindle
#

anyone alive today ?"

#

having some issues with the unreal editor pausing for half a second every second

weary basalt
#

@swift spindle Dual Monitors?

#

GSync?

#

Make sure you disable Windows Defender, ive had issues with it causing the Editor to lag.

slender monolith
#

Next GDC, unreal needs native udim support, and Ptex

plush yew
#

Can anyone teach me how to master unreal engine ?

swift spindle
#

@weary basalt yeah.. checked all of these already...

#

@slender monolith there is always Granite for unreal.

inland pagoda
#

Hey guys, if me and my teammate are working remotely on the same map (let's say a very big overworld map) is it possible for us to put hand to the same map at the same time and see each other changes?

#

perforce force us to check-out the map so only one can change it at a given time

#

which is less than optimal

weary basalt
#

@inland pagoda Usually you split your Level up into many smaller sublevels and then compose it together into an Persistent level. This helps with multiple designers working on the same "world"

#

Each designer can checkout the sublevel they are working on and not interfere with eachother

inland pagoda
#

I'm yet not sure how you get to see the overall world map from a sublevel if you split it into many parts :\

#

how's that done?

#

Ah, must be the "compose it together" part you mentioned

frosty copper
inland pagoda
#

Thanks guys πŸ˜„

frosty copper
#

similar thing. except rather than having a huge map ,you just have yours overlaid and split into things like Meshes, triggers, lights or whatever method you prefer for sharing work~

chilly gale
#

Is CTRL-C CTRL-V making an instance of a mesh or is that a copy thats a new drawcall please, I'm not sure I understand how that works, I'm making a floor that going to be quite a lot of tiles

grim sinew
#

New drawcall, instanced meshes are a different data type.

#

As long as you're not doing something like making each individual tile in the floor separate though, you should be fine.

bitter iris
worn granite
#

You never set the CharacterRef variable to a valid reference to a character.

bitter iris
worn granite
#

the type of the variable isn't the issue

#

you're just not setting it

#

So

#

imagine you had an int variable

#

And you checked if the int variable was equal to 42

#

but you never set the int to be 42

bitter iris
#

where do i set it to 42

#

sorry new to this

worn granite
#

anything after your check doesn't happen because you've not set it to 42

#

it defaults to 0

bitter iris
worn granite
#

This is often linked in such topics

bitter iris
#

on character ref

worn granite
#

There can't be

#

its too complex to explain other than, that box only works on instances

bitter iris
worn granite
#

there ya go

#

that's one of a few ways you could populate that variable

chilly gale
#

@grim sinew Thank you

plush yew
#

unreal engine copy collision custom data.
how?
@worn granite hello fry

native creek
#

Is it possible to export a UE4 asset to edit it on blender (As an .FBX) ? I know it's possible in the other way.

next badger
#

@native creek some assets may be locked for export

#

@native creek but in general - yes

native creek
#

I'm only interested in the ThirdPerson geometry , the stairs and that small thing you play around to make it look better , so , how do I do it ? If you don't mind showing me

#

I'd apreciate it thanks p

next badger
native creek
#

Thanks =p , Peace πŸ˜ƒ

final tree
oblique coyote
#

Hey everyone, I would have a question I am trying to get a landscape like the one thin matrix uses in his current game project simple fied poly landscape. Is there any easy way to make it in unreal and if no how much of an impact will it have if I would completly model the landscape by hand

Thin matrixes video : https://youtu.be/pROBg4ReDuM

Devlog videos of my low-poly game "Equilinox", the nature simulation game that I'm currently developing in Java using OpenGL. Polishing up the game in prepar...

β–Ά Play video
plush yew
#

Blender is better for that imo

oblique coyote
#

@plush yew already thaught about it but wasnt sure (im presonally anyway better as a 3d artist lol) what is the best way for the unwrapping

bleak elk
#

Third account lock in about 5 days.

#

Can somebody do something about the fortnight people who want in on random accounts?

#

captcha/two factor?

vale osprey
#

There is 2 factor already

#

In settings where you change your password

bleak elk
#

Indeed there is...

#

Applied. And thank you.

honest raven
#

Hmm, anyone know how can I make a proper orientation warp? (Like in Paragon)
I trying to figure out what inputs its really needs, but no luck so far lol.

#

I should looks smth like this.

#

But not sure what Delta Angle N-E-S-W means :/,
First I thought its might be the delta angle compared to the Cardinal Direction, but nope :/

#

I never tried orientation warping, so kinda don't know how to handle this lol

#

If anyone have a lilbit experience, or an idea, let me know πŸ˜„

pallid compass
#

i swear to god, umg buttons staying highlighted is so god dam annoying

mint raptor
#

I'm confused why in editor begin play fires twice
Also the order in which fires twice is inconsistent?

honest raven
#

Guys, do you think Epic will have another live stream about Paragon animation system?

#

I mean a more in depth one

#

?

#

I mean they already had one at 29th, but that was kinda just the very basics, for those who are new to UE

frosty bloom
#

Unless they stated that they would I believe they covered what the wanted to cover in the last one & is going to leave it at that

honest raven
#

:/, Its a pity thou

#

There are still so many questions πŸ˜„

distant narwhal
safe rose
#

@distant narwhal promote to variable, set?

#

Then use save game if you want to well save them

pallid compass
#

ur doing it backwards

#

ur ment to call GetDatabaseInfo when running a Set Var data

#

then set the output of the data to w/e ur doing

#

u dont want to load the whole data base at once

#

u only pull what u need

plush yew
#

guys whats the exact unreal engine path folder ?

mortal walrus
#

hey guys question, I'm fairly new to game engines and programming in general, somewhat

#

What do you guys think I should start off doin?

#

Learning C++ or just head straight into Unreal Engine?

grim sinew
#

Blueprint to start out is probably going to make it a lot easier for you

mortal walrus
#

What is blueprint exactly?

grim sinew
#

Visual scripting system in Unreal

mortal walrus
#

is it sort of like an ez way of programming?

#

sort of like drag n drop in Game Maker?

grim sinew
#

Kind of, but no. You still need to program normally, it just helps you along the way and eliminates any complications from learning C++ syntax.

mortal walrus
#

ahhhh

grim sinew
mortal walrus
#

thx m8

#

I'll give this a reason

#

read

#

a read

#

not reason

#

fuck im tired

plush yew
#

heya

#

what the path folder of unrel engine ?

#

@grim sinew πŸ˜ƒ

grim sinew
#

Oh look someone tagged me.

plush yew
#

@grim sinew thanks

#

can you plz give me registry key for ue 4? its not detected as installed

#

@grim sinew

grim sinew
#

No.

glossy flame
#

Just use the launcher πŸ˜„

plush yew
#

i will try to install the launcher instead of the old portable launcher yeah.

latent warren
#

so I'm just going to @modern oracle , and ask, do you have a pencil I can borrow?

modern oracle
#

...

#

No

#

I want you to stick it through your throat if anything -_-

#

You're pinging a person who's getting spampinged by everyone

#

cause they think he's the command

#

but is actually a person streaming at the moment

latent warren
#

oh well sux to be you then

modern oracle
#

Just die

#

ty very much

latent warren
#

you seen the new discord update, ot's a odd thing to release on April 1st..

#

Well lets see @modern oracle (∩ Ν‘Β° ΝœΚ– Ν‘Β°)βŠƒβ”βœΏβœΏβœΏβœΏβœΏβœΏ (TehObLiVioUs) does @ roulette

safe rose
#

Hey @modern oracle I love you

#

Oh he left

#

wonder if someone else will get chosen

latent warren
#

yes and he never did borrow me his pencil

#

i think its an april fools bot and the at roulette killed it

safe rose
#

It's lame though

#

Not all servers get it

#

😭

latent warren
#

if you saw the "whatsnew" there's a hint of a link between em

safe rose
#

he's over by gamedevleague

#

now

latent warren
#

go on a random server and do a at someone, it calls him

plush yew
#

guys i cant register unreal , vray 4 cant detect installation nor substance plugins

#

if i install unreal 4.19 via luncher how much is core app size ?

glossy flame
#

The launcher tells you.

#

You input the exact options you want, and it gives you an engine size

keen birch
#

Can anyone check for me if Density Scaling works on regular foliage instances for them?

#

Doesn't seem to work on my side

#

foliage.densityscale does nothing to foliagetypes with Enable Density Scaling checked

#

Nor does setting the foliage quality group differently