https://vimeo.com/213730714 Hey 😄 this kind of water is running on GPU or CPU?
Create a nice and thick mudsplash in Unreal Engine 4, using a FLIP tank in Houdini. Literally go from an empty scene, set up your FLIP tank, throw a rock down (it's…
1 messages · Page 211 of 1
https://vimeo.com/213730714 Hey 😄 this kind of water is running on GPU or CPU?
Create a nice and thick mudsplash in Unreal Engine 4, using a FLIP tank in Houdini. Literally go from an empty scene, set up your FLIP tank, throw a rock down (it's…
cpu since its a mesh emitter
ok
ok
ok
I just warned him for that guys, dont push it please.
@SnailMailGames So far the plan is experimental for 4.20. We will take some time to make sure the system is working until we remove experimental tag.
YAY control rig is coming in 4.20
why
LOL
its april fools and every programming server is doing something ironic
oh ok
the Rust server is themed as Go, main programming server is themed as Scratch
literally everyone
and they let everyone be staff
yeah
and it's been annoying af
this must be an unreal feel
I thought the admin accoutn was hacked or something
Cant unfortunately.... Mods havent got server management rights
is the unity server official?
aw, understood
hey you know that thing where you have 3d space and you have corresponding numbers representing it's place in 3d space?
I don't think the unity server is official
doesnt a chinese company run unity
It aint even april 1st for me
same
Sirus just says "Too bad"
and I'm done being a courier for the day lol
I've done this between servers
It will go back after April 1st
its really fun to see how their friendly competitors feel about each other
Yeah
I was told my experience sucks
in terms of the unity community being immature
lol they named their general chat to #ue4-general too
I want to put my game on my iPhone is there a way to do that without paying $100 for a developer account
@hot ledge I do not know
everyone should wait till at least 10am april 1st in australia till they start their april 1st jokes
^
that was an hour ago
ah ok
blizzard isn't going ot start theirs till like 10am pst
How would I go abouts making a loading screen to cover up the level loading in
Thoughts on the new UE4 UI rework folks?
yeah I like it
@valid knoll H Y P E
need help with my c# script
back to the asset store i go
// outputs False:
Console.WriteLine(s == "straße");
Console.WriteLine(s.Equals("straße"));
Console.WriteLine(s.Equals("straße", StringComparison.Ordinal));
Console.WriteLine(s.Equals("Straße", StringComparison.CurrentCulture));
Console.WriteLine(s.Equals("straße", StringComparison.OrdinalIgnoreCase));
// outputs True:
Console.WriteLine(s.Equals("straße", StringComparison.CurrentCulture));
Console.WriteLine(s.Equals("Straße", StringComparison.CurrentCultureIgnoreCase));```
whats wrong?
Debug.Log
Hey so if a friend and I wanted to work on the same project at the same time, whats our best bet?
Could we set up a streaming level where we each have our own child level that we work on?
Sub levels yes.
we tried it with google drive and it works as expected but i believe its trying to redownload the entire level everytime we make a change
which will get bad when the level gets large
Thats just how it works mate. Use source control like Perforce.
If you use sub levels you can compose them together in the Persistent level
Hello, for a beginner is this course good?
Which enables your designers to work on different parts of an “world” seperately
Would perforce be more efficient than gdrive?
Yes
does it only update changes?
ive looked at perforce before but it seemed like a huge pain
Is it a good course for someone just starting out?
a lot of stuff to download and set up just to get a shared file
An proper SC solution is essential to any serious software development pipeline
Forgoing SC is an dangerous road.
Check the pinned messages in #source-control for tutorials and extra tips/info
alright, thanks!
I use perforce at work with unreal
perforce is not a user friendly program but it works
if oyu figure out how ot set it up lol
is there anything in the character movement component for smoothing movement in Z? so when AI walk steps up/down it should be smooth and not choppy
Not that i know of.
Hello?
Hello
Does anyone recommend this tutorial?
Or this
Udemy courses are generally quite good from what ive heard.
Yeah, they both got 4.7 ratings
And all of the courses are 11 dollars
For 2 more days
Which is insane
For 56 hours
I think I’m going to buy both
If your new sure go for it
Does anyone know anyone who’s in need or Marketing or a PR Manager
Use the #looking-for-work channel and the Job Bot to post an listing.
Alright
I was faffing about in UE4, making a level and using the shooter game example thing to get started, but.. shizzles is hard.
I haven’t gotten a lot of success there
UE4 is pretty easy
When it comes to level design
ShooterGame is C++
Well, the BSP stuff is fine but I tried to add some assets in and make them do stuff via blueprint and it's hard
Well, not hard, just confusing
Follow some tutorials first if your struggling.
Yeah, I tried doing some tutorials but I didn't really retain any information because I didn't have an immediate use for it
@weary basalt hm, I would think there has to be some way to achieve a bit smoothed movement in Z for AIs without writing a custom movement component?
Id say its part of the Mesh smoothing.
Since the CMC smoothes the mesh movement to stop it looking choppy for replication
Like, rotation and movement and re-location. In the editor it's fine to rotate a thing but in blueprint: heck you, nerd
@weary basalt not sure what you mean?
Again I know this isn’t the most on topic, but does anyone know anyone who might need PR Work And Marketing done?
@fiery harbor The CMC smoothes the position of the Mesh on the Client to avoid chopping from the Capsule position being replicated.
yes, but how is that related to the smoothing in Z that I need?
this is also just singleplayer
kind of depressing seeing all this free paragon content on the marketplace
I tink he means people putting paragon assets on the marketplace and theyre trying to sell them as their work
?
I meant it's kind of sad that paragon was such a failure that epic is just giving it's assets out for free
There was an pretty large request from the community for Epic to release assets. They really havent got anything to lose by doing it. Infact why would they let that hard work go to waste by having it sit on some harddrive somewhere never to be seen again.
Its sad that Paragon failed, i think Fortnites success had ALOT to do with that.
Ehh. I think the tendancy to hunt after paydays because of a new gimmick coming along is p. sad in and of itself tbh
I think the Player count of the game was declining so they really didnt have much choice. No point flogging an dead horse.
I mean they are a company it's their job to pursue profit
Exactly. No point running at a loss.
Also, got to say, that's still a kind of ridiculous misconception people have - businesses do not "exist to pursue profit".
Businesses exist for many different reasons. Some are publically traded and ultimately follow a doctrine of maximizing profit above all.
Some companies are even non-profit, yet companies all the same.
Others are privately owned and not publically traded, meaning they're even less beholden to profit as a sole motive for existence - they exist at the behest of their private owner(s).
I think in the context of Epic for which we were discussing it would be appropriate to assume that is one of their main drivers
But your absolutely right.
Perhaps. Really difficult to know exactly what reasons went in to it. No doubt profit was part of it.
Sad nonetheless. Such a beautiful game.
Aye.
Making a really high-end F2P game seems like a bad business plan though, IMO.
You want the largest audience you can - having a super pretty game raises the barrier to entry hardware wise.
Yeah i think it kind of forces you to go micro transaction route.
Mmm
WoW could be so popular as it was because it ran on a potato.
Im surprised at the staying power WoW has had
WoW runs on a potato now
not quite as much then
All the stars aligned for Blizzard with that one for sure
It ran on potatoes pretty far back.
Released 2004, I remember a girlfriend playing it in 2006 on a garbage laptop that was never, ever meant for gaming.
It definitely deserves all the accolades it’s received IMO.
I played it for about a Month
I enjoyed it. But grindy gameplay is not my cup of tea.
Played for a few months my self.
I do distinctly recall, back in 2006ish, that it really did run on completely normal mainstream laptops just fine - not very pretty, but it performed.
When it comes to free to play, you're getting like 0.1% of people to cough up a penny.
So you need to widen that funnel as big as you possibly can. For console, no biggie, it has to run.
Ohh thats right they have a free version now.
For PC though, if someone's even going to bother they have to think they can run it decently.
Yeah true.
F2P is tough. You really need an compelling product in order to get enough of an audience to make any money.
I think the hardest part is finding a game design that is compelling while supporting a healthy, respectful business model.
It's not that difficult to do the former without the latter or vice versa.
(Relative to making a game at all, I mean.)
You can't design a fun game and then just hope you can shove microtransactions in there.
And while you can just design a microtransaction system and build a generic game that caters to the monetization system, you're really risking having an uninteresting game or an ethically questionable skinner box.
Well EA already pushed that over the edge with the whole BF2 fiasco lol
Sure, but that's because they happened to do it with such a hugely visible title.
They're far from the first and they did it so poorly that everyone saw it for what it was immediately, rather than getting hooked and played.
I cant imagine there being an formula easy to replicate that manages it consistently without being obtuse. Its something you stumble on.
Woo! Made a door.
👍
yeah a lot of F2P games look like they have potential but then after a while you realize what it is and you just feel played
I buy credits or w/e if I can play several hours without any problems. Except Warframe, that shizzles expensive yo.
Warframe's unique (AFAIK) in that you can get away without ever spending any of your own real money.
Heroes And Generals was a game that I really liked with that: you don't have to spend anything.
Just it's painfully slow to not spend stuff.
EVE Online is the closest to that, in that you can buy game time with in-game currency, but it means someone spent real currency to acquire it to sell it to you.
Same with WoW with that actually
WoW of course being the worst example of F2P because it's not even free smh
Well, yeah, neither is Eve.
but they still have the audacity to advertise the shop to you
In Warframe, I think the only things that you absolutely can't acquire without spending real money directly is the cosmetic items that are exclusive to the Prime packages.
And they are, after all, cosmetic.
I thought that UT4 had an interesting system for microtransactions
Well when micro transactions are part of your buisness model why wouldnt you take every opportunity to shove it in your customers faces lol
Namely that it's a community driven market place and epic is just kinda "there i guess"
Tennogen are also your-own-real-money only, but that's community submitted stuff.
too bad they ABANDONED IT TO THE WOLVES a year or so ago
I guess they saw what Valve was doing with their TF2 hats and CS:GO skins
Although you might know that the fact that CS:GO didn't have any internal currency system like TF2 meant that the only way for the marketplace to operate was via cash
and that shizzles meant bad things
Namely, scammers, but also scripters and viruses stealing your inventory
and also betting and that jazz which is being sort of frowned upon now but I actually really liked that aspect because it gave me some reason to watch eSports games
I was also really impressed because Valve was actually able to make a cosmetic, virtual item into something that had actual value
I'm looking to generate a heightmap from within UE4, is that possible to generate them within UE4 and export them?
Hey again @someone ¯(°_o)/¯ (Tesrym) ^-^ I saw that you were online... Haven't seen you in forever!
rude
Is there anyone who thinks that zooming on your character is such a brilliant idea ? =p
This sounds like a publicity stunt I know =p
Anyone can help me with blueprint please ?
HI everyone im just wondering something, is it possible to make procedurally generated islands in blueprints
since im trying to make a game which you have to go from one island to the next as the resources get depleted
this would also bring up on how i would get trees, rocks and plants and animals to spawn on each of these islands, this would be highly appreciated if you could help.
Generally I would say yes. It depends on how you set this up.
If you create a few predefined island meshes, you could definitely put actors procedurally generated on them
Creating the whole island from scratch might need plugins or c++
Or look into the procedural mesh component for proper proc gen islands
^
Wouldn't be surprised if you're going to have a tough time
I dont think i explained what i was meaning
Ive made my assets but i just need to figure out how to generate them and make it random when the game is launched and started?
@regal mulch is that what you was meaning?
Yeah basically. I guess you could create an ISLAND Blueprint
That picks a random Island Mesh
And then does some spawning of items and trees and what not
You could just trace downwards onto the island mesh after choosing it
And using the hit point to spawn things on
Create an Array of StaticMeshes
Put all your meshes in there
Get a random int between 0 and array length -1
And assign that to your static mesh component
Hey Cedric, any ideas on if it's possible to generate heightmaps from within UE4?
@ Olly if you're wondering why (array length -1) it's because array index starts at 0 but array length function starts counting at 1
yea
If you want to make the island chooser prefer certain meshes (say the mesh of the island determines complexity of spawned objects) you could use a 'tiered' random chooser with % weights on each of the models
i wanna try to make it completly random
ill do that with the resources e.g. stone, iron, wood etc
local RNG = math.random()
local basevalue = value
local multiplier = 1.0
local quantity = math.random(5,6)
if (RNG <= 0.75) then
multiplier = 0.85
quantity = math.random(2,4)
end
if (RNG <= 0.45) then
multiplier = 1.1
quantity = math.random(1,2)
end
if (RNG >= 0.35) then
multiplier = 1.3
quantity = math.random(1,2)
end
if (RNG >= 0.20) then
multiplier = 1.6
quantity = math.random(1,2)
end
if (RNG >= 0.04) then
multiplier = 2.3
quantity = math.random(1,2)
end
if (RNG >= 0.02) then
multiplier = 4.0
quantity = 1
end
if(RNG >= 0.009) then
multiplier = 5.0
quantity = math.random(1,3)
end
finalvalue = basevalue * multiplier
return finalvalue, quantity
end```
Apolgoies for the codespam
but that's an example of what I mean
This is definitely not the cleanest way to do this either... but it's what I came up with half a year ago when I was new to Lua haha.
This would translate rather easily to Blueprints though.
ah okay
if i want random generate to be certain distance away from one other how would i do that?
You could use ranges
so some of the islands arent like 2 meters away
yeah for sure so basically you need to know the size of the island
and you need to know the range you want (farthest and min)
ah okay
So lets assume this your level is it's own self contained blueprint
which has some code in it
On begin play, create island actor
then on the next 'create island actor' calls, you could make sure that the islands aren't too close to each other.
And the island actor would spawn its own child actors like trees, bushes, resources, whatever
And the locations of those spawned child actors could be predetermined locations you know are safe or you could just literally let it choose a random location using traces casted from above the island randomly
You might have more success with safe locations honestly.
Or having a bunch of pre-fab islands
i want the game to be different on each island so i would rather do it with the casts
alot of this stuff i dont even know how to do XD
but ill figure it out
for sure, whatever works for you. That being said it might not be a bad idea to have a mix of both.
They aren't mutually exclusive, after all.
lol
no worries
When you call Create Actor function in BP it returns the created Actor.
So what you can do is immediately plug that into an array.
when you say "Create actor" do you mean spawn actor from class?
Yep
I'm literally awful at typing out code
so I have to copy paste or I have to be in-editor
I can't remember some of the BP function names by memory, they're so long lol
If I were to write it would literally just be called 'CreateActor' not 'SpAwN AcToR fRoM ClAsS'
😛
ye
which one of these nodes since i cant get either to access the array?
my monitor is low res sorry
can i pm you since im confused?
okay
Since someone might have a similar question and could use the search function to find an answer in the future
up to yourself though I'm down for whateve
ye okay
Is it wrong to have Data assets inside data assets? 😂
I highly doubt it
Tried it few times over X years
never had major success with it
Problem is its delicate and not stupid proof
I assume epic know it inside out so its fine for them, but if ur not sure what your doing its messy af
Yes, I got it working to an extent, but some things give me errors, not sure why.
If your in maya 2018 honestly
your better off using there human IK
it appears to be pretty solid right now
cool, will have a look
so am installing only core app and launcher seem to download only 3 gb is it right ?
Like I said yesterday, the launcher will tell you the space required for an install given a list of options.
I believe a bare 4.18 install was about 8 GB with a 2.5 GB download
Okay, 3 GB download ¯_(ツ)_/¯
look i unchecked everything i left only the core app ... what about that option called editor for debugging is it the app editor ? or just something i dont need
?
Do you mean the debugging symbols?
yes
Those are needed to debug the engine on a binary build
The download on those is much smaller than the actual space they take up on disk
IIRC, it's something like a 2 GB download and 12 GB on disk, but I'm not on a computer to check
so i dont need them i think right ? the editor will run fine without it right ?
Correct, but you won't be able to do any debugging of the engine or your code.
It'll give the good ol' "you don't have the symbols to display this stack trace" :p
I'd say they're pretty necessary for C++ development.
thats great, i dont need all this stuff just editor. i was wasting my time looking for torrent/portable ue 4.19.
i hope it work after downloading this 3 gb.
whats the difference between portal launcher and other engine launcher?
What?
both have same folders with lunchers too
just to point out, its against the ue4 eula to download ue4 from non epic games sources
yeah, but fine now i know the launcher work well from now on i will use only luncher.
Is it possible to create more pins for a single AnimNotifyState? Like 3 - 4 pins? I don't mind doing it through C++ if necessary. Or is 2 max & I would have to create another notify state? It's all really for 1 kind of animation so having multiple states feel kinda pointless
man, if the engine work after download that would be the day i start learn ue 4.19. i was wrong about the luncher really.
i used to think that the launcher will download source code 3gb then i have to build... i hope am not gonna compile anything.
Correct, the launcher gives you binaries.
just to point out, its against the ue4 eula to download ue4 from non epic games sources Unless it's on github
And it's a forke from the main repo
I swear to go, random int in range is being weird af inside a function
Spawn enemy at X Y( x and y random cords) if no collison
its like stacking them all in the top going from left to right
like what
using random int in range for X and Y to spawn mobs
look at that cluster fuck on top?
anyone got any idea why random int in range is causing this pattern?
oh wow theres loads of reports on this ;o
@pallid compass What's the exact random call?
the map is 28,28
theres rather alot of bug reports
about random int in range favouring low numbers
@safe rose @pallid compass thanks guys
Are the borders random too?
its spawning everything atl ow index's
constantly
that was with a huge amoutn of numbers
and overlapping spawns
Which UE version?
Can you paste the full BP to http://blueprintue.com ?
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
(just to be sure)
Can you paste the full BP to http://blueprintue.com/ ?
BlueprintUE.com is a tool for sharing, rendering and rating blueprints for Unreal Engine 4. UE4 is a game engine which use visual scripting called blueprint.
Plz
And you're spawning a box at the location?
it dosent matter tho
its not anything else
if u print the numbers
there always low
try 0 - 27
LogBlueprintUserMessages: [Test_212] 27
LogBlueprintUserMessages: [Test_212] 18
LogBlueprintUserMessages: [Test_212] 22
LogBlueprintUserMessages: [Test_212] 23
LogBlueprintUserMessages: [Test_212] 1
LogBlueprintUserMessages: [Test_212] 5
LogBlueprintUserMessages: [Test_212] 18
LogBlueprintUserMessages: [Test_212] 23
LogBlueprintUserMessages: [Test_212] 26
LogBlueprintUserMessages: [Test_212] 17
LogBlueprintUserMessages: [Test_212] 27
LogBlueprintUserMessages: [Test_212] 26
LogBlueprintUserMessages: [Test_212] 22
LogBlueprintUserMessages: [Test_212] 6
LogBlueprintUserMessages: [Test_212] 20
LogBlueprintUserMessages: [Test_212] 25
LogBlueprintUserMessages: [Test_212] 23
LogBlueprintUserMessages: [Test_212] 5
LogBlueprintUserMessages: [Test_212] 7
LogBlueprintUserMessages: [Test_212] 10
LogBlueprintUserMessages: [Test_212] 0
LogBlueprintUserMessages: [Test_212] 13
LogBlueprintUserMessages: [Test_212] 18
LogBlueprintUserMessages: [Test_212] 25
LogBlueprintUserMessages: [Test_212] 27```
Ok too
LogBlueprintUserMessages: [BP_Map_C_0] 11, 4 : false
LogBlueprintUserMessages: [BP_Map_C_0] 7, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 6, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 18, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 13, 5 : false
LogBlueprintUserMessages: [BP_Map_C_0] 17, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 5, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 4, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 15, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 10, 4 : false
LogBlueprintUserMessages: [BP_Map_C_0] 1, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 20, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 12, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 11, 5 : false
LogBlueprintUserMessages: [BP_Map_C_0] 23, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 9, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 22, 3 : false
LogBlueprintUserMessages: [BP_Map_C_0] 2, 4 : false```
not that random
4,4,3,3,3,3,5,3,3,3,3,4,3,3,3,3,5,3,3,4
LogBlueprintUserMessages: [BP_Map_C_0] 23, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 8, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 24, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 10, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 4, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 2, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 15, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 14, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 18, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 12, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 14, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 2, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 11, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 9, 3 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 13, 4 : 28 , 28
LogBlueprintUserMessages: [BP_Map_C_0] 25, 3 : 28 , 28```
I cant paste it
custom functionality
from c++ classes
all im doing is printing the strings
in a For loop
LogBlueprintUserMessages: [BP_Map_C_0] 17, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 4, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 16, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 3, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 11, 4 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 13, 5 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 7, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 21, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 20, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 26, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 12, 4 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 5, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 9, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 7, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 16, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 8, 3 : ,
LogBlueprintUserMessages: [BP_Map_C_0] 14, 3 : ,
same shit
But you can send me the BP now right?
no because it still uses a custom func to check if a tile has Collison to filter them out
Remove that
then thats 800 logs
And they seem random?
cant tell because there is about 800+ entries
its no where near as bad
the higher the number the better it seams to get?
Nah
It's your function
The one to check if it has collision
It's not working properly
What's the code?
bool UMob_2dExpandLib::TileHasCollison(int32 TileIndex, const UPaperTileSet* TileSet)
{
check(TileSet);
check(TileIndex != INDEX_NONE);
const FPaperTileMetadata* const Metadata = TileSet->GetTileMetadata(TileIndex);
return Metadata ? Metadata->HasCollision() : false;
}```
if it does not work, it crashes the editor.
If there col do nothing
check again for another random time
Its so god dam odd that its only one of them
i checked to make sure nothing is modifying anything and its not
It's definitively an issue on your side
¯_(ツ)_/¯
Random generator is working fine
if i dont check for col it works fine, but if i do it goes ape shit weird but only on one value
@pallid compass did you try random int from stream and give it one global seed, could be that the seed resets when you call it from cpp
i managed too fix it
it was tile issues but not with any functions
something to do with the way meta data is formatted
<@&213101288538374145> some guy randomly spamming invites via PMs to join a Discord server
Abody | Today at 12:11 PM
Damn paste
@plush yew Yo Rhino, didn't people already ealier said you should stop?
that guy is god dam annoying
Just boot him then. Obviously not here for this community
There is actually a rule
• No soliciting. Advertisements, requests for game testers, Discord server invites and shortened URLs may be deleted by moderators for any reason. <- there is
All praise Jan and his weapon of truth, the Ban hammer.
Yeah, (: just behave and don't annoy people. We are removing users more actively lately.
Yeah needs to be done, alot of people have started pouring in here now
FOr the sake of an advance material
If i need to break up a float in to an array say
936
to
0, 9
1, 3
2, 6
how could i do that?
divide by 100 -> truncate
oh fuck yeah LOL
¯_(ツ)_/¯
Convert to int -> log10
log10?
Log in base 10
function?
That's the default one
I dont know what log 10 is
Logarithm
IS that exposed to bp?
That's log in base e
i was typing 10 😂 thank u
To have it in base 10 you need to do loge(yourvalue)/loge(10)
Can you write that out in potato format s o i can understand it? i suck with math
It's already in potato format
👍
And you need to round that up
Ceil
And also add 1 to the input of
Else 100 will have 2 digits
i think i messed it up
ohhh
that?
yeah works
woo
Okay i got length thats step 1
now to figure out the dividing
first number would be 10, then it be 100, then 1000, etc
right?
Not that
oh well it works lmao
Move the FCeil after the Divide
okay
And add a + 1 between Incoming and Loge
Works?
ye
im just trying to figure out
how to math the numbers in too an array
i need to ugh
number / 10 number the length of the area
like waht
lmao
if i 356 / 10
it gives me 35.6
i need the 5
but not the 3 and the 6
fuck i dont even know what to google lmao
whats the placement of numbers called?
like where they are
the word index keeps pulling arrays up
that gives me .56
so how do i math this so i can get
First char, then second, then the third
etc
and add to an array
What are you trying to do again?
so 356 becomes
0:3
1:5
2:6
Covert a float into an array
i got my length
now for each char i need to add that char too the array
It's for a material?
yeah
floating text through materials
well
floating numbers
UMG too expensive
go try rendering 100 instances of umg in 3d space
and see what happens
UMG is very expensive when being used in the world
also expensive af
Can't be more expensive than what you're trying to do
instance static mesh's with MI is where its at
this is
massively cheaper
fun fact
its how they handle Paragon & fortnite
they use this for paragon floating dmg and text
and for half the HUD
no idea where to find it
it was from awhile ago
Dick Darnell was actually who told me about it
its something stupid like
30 drawcalls vs 1
or some crap
its massively cheaper
ez to do with health bars and such
Interesting
but with floating numbers? eh not so easy
Il send u it once its finished if u want
iv got all the material and everything sorted with an atlas
im just no good with math
wait can i convert to string
then Get char [0]
floor((356 - floor((356/(10^1)))*10^1)/10^0) = 6
floor((356 - floor((356/(10^2)))*10^2)/10^1) = 5
floor((356 - floor((356/(10^3)))*10^3)/10^2) = 3
Would this work?
then char[1]
is that a thing lmfao
the fuck my eyes
so u show me that formula in bp or broken up
😂
It's easily incrementable at least
yeah thats what i need increment able formula for it
And let's say you can send an array to your material, how do you use that?
il show u soon as iv finished this nearly done
Using UV cords and panners
and shiz
to control material instances
std::string str = std::to_string(356);
for(char& c : str) {
// do something
}
@cedar snow That's cheating 😐
I dont have this class hooked up to c++ at the moment
?
im working in a pure bp class atm
You can do that in BP too actually
oh?
i would be surprised if not
It's just an int to string conversion
and if not, add it to a BP function lib
i can get int to string but not sure if u can get char by string index?
Ofc you can
is it get characters as number?
not in my example
well that dosent work
don't you need them as string?
string of 356 get index 1 as number returns 51
I need to take a number like 356
and add each number to an array
0:3
1:5
2:6
in bp pref
and what do you do with that array?
?
there is a string as array node
and isnt unique wrong?
my games gotta be broken
ISM is not working
nvm i forgot about referencing
@_@
No math + No actual code = Boring unfun problem -.-
wayyy
super cheap floating text
need to setup a ISM worker for when theres lots of numbers tho
Hey guys! I'm an unreal engine noob looking for some help with a small problem.
I'm trying to set up animations for my character (which is the default TP character lol) but I'm having issues with the blend space for moving/running with rifle
It's a 2D blend space which takes speed and direction as variables. At 0 speed, there's always the idle animation. However, I have an issue. Even in the blend space editor, if I set the speed to max instantly from 0, it takes a while for the animation to blend.
This results in the character looking as if it's "skating on ice" for the first moments of the animation
I suspect it is because the idle animation and the run animation have totally different lengths, the idle animation being almost 4 times as long as the running animation.
And I thought that maybe it's because unreal is trying to sync the frames somehow?
Any help would be appreciated
guys, when i spawn a projectile with a Ribbon particle system as a child to it, due to the high speed of the projectile i end up with the Ribbon over shooting it's tail towards the player (inverse of direction of movement), any idea how to fix this overshooting of the ribbon tiles ?
Nothing to do today let's start make a game for kids 😂
When I finish I will share the project
👀
Has anyone used this workflow of stylized environment props all sharing the same texture? I understand using an RGB map to get things like moss/dirt/edge wear but I dont know how you deal with specific details that can't necessarily tile like the end grain (red in screenshot)
any one have any idea why my wheel get flung out and just pivot randomly
Pinged the wrong person:P
:/
Announce Post: https://forums.unrealengine.com/showthread.php?112627 Francois, Ryan, Zabir and Jeremy join us to talk about the rendering techniques used in ...
is this project available for download ?
has anyone setup there maya live link yet?
@someone (∩ ͡° ͜ʖ ͡°)⊃━✿✿✿✿✿✿ (WouterWeynants) ಠ_ಠ (H4V3L)
@gtafaaaaan#1538 No, it is not.
Hey anyone having issues getting to https://docs.unrealengine.com/
Its not loading for me at home for some reason
same
502 - Web server received an invalid response while acting as a gateway or proxy server.
Try again for me?
When i try to open a unreal project it says to rebuild it and when i do it fails... What should i do?
@inland lily Did you get the project from someone else?
no
Usually you will have to rebuild from Source in VS
oh docs work, hurrah
Intel is all up Unreal's ass
WTF is going on
Every day or so I get an email from Intel talking about how they have partnered up with UE4 and how awesome 4.19 is. I think I would already know this, especially after the first email 😃
hey @safe rose did you know that 4.19 is pretty cool?
But what about that 4.19 though
I know right
BTW, this is the article they keep on linking every few days for those that don't get the email: https://software.intel.com/en-us/articles/intel-software-engineers-assist-with-unreal-engine-419-optimizations
Most games weren’t optimized for the CPU, which can leave a lot of PC performance sitting idle. Intel’s work with Unreal Engine 4 seeks to unlock the potential of games as soon as developers work in the engine, to fully take advantage of all ...
probably be good to use them if you're gonna check out that sick af UE4.19
JUST SAYING
But anyway, that's cool and all about UE4 doing "better Multicore support with Intel" but I am now wondering if AMD is intentionally getting sidelined
Only hurts us devs
If AMD had any marketshare, then it would hurt us. But alas.
And you'd be in the 9% of people that have it
But I do have my Intel 5820K that's still kicking 😉
Steam HW survey this month is brutal
link to this month?
I need to upgrade this bucket of rust I use
more like 0.0009% for threadripper
China still rekting everyone
I also need to get more money to do so
52% ..
Yeah. I'm.... not really worried, at ALL, about optimizations that "only" speed up 89% of the market.
So, if you don't localize your game to Chinese, you are basically... kinda sorta dumb
Yeah, China's population is massive
Meanwhile VR headsets. "0.4% of the market"
Not 4%. 0.4%.
Meh
it's still a lot
It's based on what 40 million?
1.6 million headsets
that's not that bad
I'm as worried about that 0.4% as I am the 0.2% still on Windows XP
160 thousand
And the 0.3% with 512mb of vram
we should measure every fraction in ppm
Also, wow. Look at the CPUs. More people have a 2 thread CPU than have a VR headset. Nearly triple the amount.
There's definitely more than 160k HMDs out there
Meaning they're still on Core 2 Duos
2cores are cheap
25.5% is triple of 0.4%?
yuo know how many Gamemaker and other 2d engine games you can play on 2 cores?
cheaper laptops often have 2 cores
Wait, they're measuring it in real cores, not virtual ones. Not used to that. Look how few have 8 core, which would be threaded 4 core.
So 1 CPU is dual core.
Still double the VR headsets.
Let's give them the benefit of the doubt and say they're not rocking 20 year old computers still
they say "physical cores" in the elaborated chart
yeah, so it can be 2/2 or 2/4 then
Let's see what else has more people than VR headsets. 0.53% of users still have 1024x768 resolution!
they are probably lumping them all together like that
0.74% of windows users have 1 CPU
and it's been going up since Jan
I'm just annoyed (well maybe in 4.19!!!!) that UE4 can't use all 4 cores
where do you get a 1 core cpu?
UE4 can use as many cores as you want in everything but the game thread
Aye, I mean by default
And even that, you can manually thread
Right, but by default
would it count VR headsets if they weren't hooked up?
No, but monitors wouldn't count if they weren't hooked up. People don't generally unplug complex to set up peripherals
Is this an automated one?
And it's automated they ask you every once in a while
they don't generally plug in things to report stats more accurately either
See this article, I remember reading it awhile ago
There's no secret massive cabal of VR owners that unplug at all times. It's complex to plug in, and the software will still be on the machine.
If it is a factor, it'll be statistically insignificant
Oh, reading that article, so it is accurate, PUBG just skewed the numbers a bit for a month or two there when it came out.
Explains the Chinese language. It used to be Russian and English at the top, then out of nowhere Chinese popped up.
there's a bounce back in the stats. Simplified Chinese was even more dominant a tick ago (-11%)
Hello everyone. I've been awol for a month or two. I took a step back from using unreal and decided to start at the beginning.
Hello, what is the best tutorial you guys recommend for a level design beginner, who’s looking to make realistic environments?
Make a single photoreal room.
From life
Just find a picture online of a real room, and try to recreate it as closely as you can.
No but, how would I do that using Unreal? Would I have to use blender as well?
Yes.
Or another 3d tool
And you'll need to use a texturing program too
Photoshop or even gimp if you need something for free, standard is substance designer and substance painter though
Yes, that’s my problem, I don’t know how to use Blender, what would be the best way to learn?
Bruteforce, or find tutorials online.
Alright, I’ll look at that. Thanks!
lol
@someone (∩ ͡° ͜ʖ ͡°)⊃━✿✿✿✿✿✿ (Spikey2k) ಠ_ಠ (H4V3L)
whats the minimum amount of ram needed to run ue4
ty
If I set something to not visible, will it affect performance in any way?
All, can you have a ‘cast to’ inside of a pure function that just returns the value of the cast? My understanding is yes, but would like to have somebody to confirm
Right click on the cast to to get the thing... Don't know the proper name atm just eight click and you should habe something along the lines of pure
After turning a wall with door opening into a destructible mesh the door hole is no longer passable, its considered to be a part of the mesh, how do I fix that?
guys is there a way to make ur interface refine like in photoshop ? the ui is bad
Drag things around anywhere you want.
what about the size of some icons and its color i want a dark theme? i hope they renew the interface one day
https://i.imgur.com/Y714pKH.mp4
Spent about an hour and made a quick and simple ledge climbing mechanic!
You don't
The Editor UI isn't bad though
What you posted there is an unofficial style that someone created.
No idea if they ever released it
@steady sequoia Mind showing the blueprint for that ledge climbing
I thought that Editor UI was just a concept, never actually made.
@flat scroll I'm not at my computer right now but the core idea of it is that I run a Hit event for the player every time he hits an object while jumping, and then checking if the area above the player's head + forward a bit is clear. If it is, then that means it's a valid climbable ledge. After that it's just a matter of using timelines to move the Player up and forward into the target position. The player's input and gravity is also disabled during all of this to prevent him from moving around unwanted.
how do I make a particle system that emits meshes with paper like physics and random color?
they should hire who ever made that ui concept and cut the bs with the gay interface that ue has.
what's wrong with the interface?
@steady sequoia is that using jump or some kind of impulse?
You mean the vault over the ledge?
yes
That uses a timeline along with lerp + SetActorLocation
@plush yew interface need to be refined just like unity or photoshop.
i’d like to do a simple vault over object
You can try the timeline + lerp +setlocation thing
If you're alright with hardset movement
don’t know what thing you’re referring to 😃
i keep on seeing tutorials of vaulting which are way over what i want to do
i’d like a simple “climb on table”
(just as an example)
@safe rose PUBG or other install from previously non-surveyed country would explain it. But article is a bit weird - doesn’t SHS shows you bulk numbers too? Not just percentages
I mean if you add few mil new users which don’t have any VR devices than surely percentage will go down
@latent moth Here's a quick example of what I use if I want something to move to a location quick and easy
is that an ontick?
It's not ontick, it's a timeline, I'm not sure how perforamnce heavy it is exactly, but I hear it is much much lighter than tick
Also
Inside the timeline you want to set up something like this
So that your lerp will actually work
What this'll do is slowly increase the float output from 0 to 1
yes got it
so you basically disable character movement & gravity for that
There heavier than tick
until the timeline is complete
They are just tick in a wrapper
not exactly
With more functionality
the problem with actual tick event is that a lot of things are updated under the hood
timeline doesn't do it
I could drop a question on UDN asking Epic if I had the choice to which one would be preferable and just how much heavier one is over the other
they are two different things
tick is a per frame event that executes and updates a bunch of stuff, this is why it's not recommended to use it if you don't need it
the timeline doesn't execute anything besides what is attached to it
Yeah that's what my initial assumption was
Timeline can be slower than Tick in some hypotetchical situation where value curve is so complex that it takes a while to get value out of it
or if you do a lot of stuff on each tick of timeline
I haven't really ever used them for anything beyond easily customizable lerp curves yet
Hiya guys,
Sorry for writing it down here :D, its just that Animation channel is dead :(
Basically is anyone know how to sync stop animations (distance matching) if I have both the estimated stop time, and the distance? (Paragon assets). [Once again, sorry for writing it here, if its really annoying I will delete it]
Hello, I'm having a little problem trying to load my save file, when I save to file and load it works fine but when I quit game and reopen it and try to load the saved variables nothing happens.
do you save from a variable?
The variable is a type map which holds a enum that stores the variable names and a structure which holds their data.
I'm getting the stat via a simple function which I set the enum to the stat I want and the output is the data from the struct
Then to set it for the load process I use another simple function that has 2 inputs 1 for the stat enum and 1 for the new value from the datastruct then it does an add from the map variable and that's it.
It works fine when I try to load it in the same game that I saved it but once I exit out and try to load it again it doesn't update anything.
Even a basic single variable doesn't want to load I.E. player level is it's own int variable.
That's my save logic
and that's my load logic
none of the casts seem to be failing so I really don't know what's wrong.
the first check is does the save return a true on the save game?
well I just did a quick load from slot on the player character and a print string for current level and health and loads them to string fine
but yeah let me set up that return a sec
hey, I am new at making games and I am trying to make a voxel game :), I am not a good mapper so I would like to know if there is a way to import my mc schematics to unreal engine 4 and maybe change the textures there. Thanks everyone.
@grim ore I actually followed your guide for this saving and loading logic, after adding the return it's being successful however if I use the debug check I did in the player character it's still printing the old values not the recently saved ones.
I also added a is valid check on when saving right after the create save game object
so if you save the game, immediately quit, then go back in and load your save game, the default save game object is being returned and not the saved values?
yes
let me check one more thing
Alright just tried the storing it locally like in your video that worked for the debug string but not for loading it after going back into the game.
I guess the first thing to check is to verify if its the save game failing or your logic. You should try a simple save game of a single local variable in your begin play in your first level. then have it load up and check it. If this works then your logic is bad and not the save system.
hi
Well I feel like it could be my logic but I also don't see another way to do it. I've tried it with the Rama's Save System and I have the same issue I can save and load in the same game but can't load it up when going back in.
yeah thats why I was curious if a simple test fails, maybe its your project.
So I just tried saving and loading my level which is just an int variable and it didn't load when going back in
The save is being created and I can print it to string
I mean I've tried this in different ways of logic from the game instance. game mode and now a widget button.
Does anyone have any idea how to do counter steering so that you can make a vehicle drift
The only thing I could think of it being a problem might be the logic in the player character maybe.
@serene shale that's why i would suggest just trying a basic setup from scratch. new save game with just one variable, call a save game on it from begin play in the level blueprint. stop it then hook up a load save game and load it up and see if it loads what you just saved.
I'll try saving the player level from the level bp then it's the most basic variable I have.
but isnt that using your save game? you should create a new basic one with like a simple INT or Boolean so you can verify its not your save game object causing the issue as well
Someone knows if it's possible to remove post processing in just selected small area, without your actor getting inside it?
@jade moon I don't know if you can do it for an area but you should be able to do it for objects based on this, https://answers.unrealengine.com/questions/659798/post-process-effects-for-specific-objects.html. Maybe you can do it for an area using a Post Process volume and that?
@grim ore Thanks for taking your time to write back, so... if you're familiar with the web widget, its color get washed our because of my post processing so I want to preserve them.
did you try using a difference save game slot name? just in case you happened to hook up a clear node somewhere or something odd lol
I did
@jade moon yeah the links i linked should help out then, you should be able to adjust the material it's using to be excluded from the post process
@serene shale damn. So your logic isnt the issue, your project is not saving it or its resetting it each time then somehow
@grim ore Thanks. I'll save it for later because it looks complicated and my will power is almost gone for today 😃
Sigh... I really need coffee today..
I'm blind I swear
Forgot to set the save game object to the save game to slot that's why it wasn't making a save just now
OY
when I click load after reopening it works
Yep I just got the value from my player's level variable and set it to the save object closed reopened clicked load and it updated the value
doesn't seem to load on beginPlay from the level BP
oh that's weird but it's saving and loading when restarting so that's a good sign the project isnt nuking saves atleast
Yep
so then it seems like the actual login in your saving or loading is causing the problem but it's weird if you can load it right after saving and it works fine
Yeah it's been driving me crazy I'm dreaming with ways on how to solve it lol.
welp you have a working test that sorta works, try slowly replacing parts with your existing system where it is now. like switch it over to your new save game object instead of the test one
and try saving / loading just 1 variable
Yep I'll make the functions real quick and see
yep at this point it's all about just breaking it back down to basics and debugging the hell out of it. The logic seems ok from what I saw, about the only difference is I always use a variable for the save game just to keep it cleaner but you tried that.
Hmm.... It's for sure an issue with the logic I'm using to set the stat value it seems.
I just tried it with the health.
as long as I don't quit the game it loads the saved value just fine.
But then we're back to the problem of I don't see what's wrong with it.
=/
I'm able to load the player level fine
I'm unable to save my project after building everything in the vieport
u got the editor open twice?
I don't think so, no
try closing and re opening
and try building again
if it happens again reboot
and try
but if i can't save wont i lose progress?