#ue4-general
1 messages ยท Page 214 of 1
dont say that
thats sdown ๐
u will confuse him
(assuming AMyCoolActor inherets and both are pointers)
Sorry, ignore what I just said
from the market place?
yeah
scrap it
theres ur problem ๐
its not the way to learn
Though then your "up" should work too right? I can cast a subclass to a superclass, eg. AMyActor* -> AActor* assuming AMyActor inherits from AActor
I mean, you can
(^ Ignore that again)
Scrap the interaction kit
and watching the umm
scrap?
Until you understand how things work, don't use it.
Otherwise you have to learn the pack and then also the basics
I just wanted to set a god damn variable by interacting with an object xD
Ue4 is a full fledged engine, its bad to just have things do X for you
why is that so much to ask for
You need to learn that basically
anyone know where to get ludex gundyr asset ?
You have to make everything from scratch
Update player sprint animation and boss attack animation
cause you gotta know how to do it even with a pack
get a volume, on overlap, do something
Explicit casting that way is probably worthless, but implicit casting using pointers that way can be useful. It allows for an array of AActor*s, which can be various different actors, and be casted back at a later point in time
That is why the engine is so powerful
Better yet you could ask the pack author for support
at that point ud be better off with an interface tho
Your basically skipping learning minestones that are basic af
Hey Halcyon....
but even if I gone about it with a linetrace
No dont do that
.....
You need to learn the basic's
;)
Then interaction will become a super simple thing for you.
but like
even if I gone to do interaction with a line trace, I'd still be at the same place
I'd still be stuck not knowing how to do the casting
Learning object information exchange, casting, accessing each other etc
Okay so
Let me example casting in the form of a drink
@vale halo Yeah Intermediate didn't do anything.
In what world would this not work?
https://gyazo.com/a0cf8c8c35fa5278eb9f63078f1e792a
Assuming correct game mode defaults...
Server I guess? Since it doesn't receive any input? Maybe?
You know you want a Green drink right?
Casting Takes an object in, then checks if it can be This type and if it can it gives you a reference out
So like this
Hey i want a green drink, sure but there are many green drinks how do you know what one u want?
I mean it should work...
Where is that code placed by the way?
Okay il give you a reference too this drink
player controller
so like this
Hm, well as long as there isn't some world override or the overridden game mode specifies that BP as the world's PC it should work ๐ค
Hey i need access my Door BP, but which door blueprint? well it comes from a Actor so,
an overlap or hit event outputs the hit Actor, so i can plug that in too a cast and get a reference too door bp
why is it so overcomplicated?
@vale halo I get a "UIpNetDriver::ProcessRemoteFunction: No owning connection for actor" error. Problem is it's not for a posessable object, so it's not like i can possess a pc.
Hm, well I'm too inexperienced with multiplayer related matters to help there ๐ฆ Maybe #multiplayer will be of more help though ๐
@plush yew Look, You have a car right? A car has 4 wheels and an engine, and it can get you from A to B. But there are some cars that are diesel, others petrol, others hybrid, etc etc. So even though a Hybrid, is a Car, not EVERYTHING that is a Car is a hybrid.
tried it there, nobody has an idea, it's cryptic as hell, or im dumb as shit.
yeah, I understand, different things to choose from
@plush yew so the same way, even though a Box is an Actor, not every Actor is a box.
yeah, but what does that have to do with me wanting to use a cast without a type
an object type
I thought I need to put something about the object type there
for
so if you have a Big Box, and then a Pink Big Box, and you get ur hands on a Big Box, then in order to check if its the Base Big Box or a Pink Big Box, you cast the thing you have to a Pink Big Box. If it succeds, then you have access to it's functions.
Or using Halcyons analogy, you buy a drink
It's a drink, but it could be a beer or whiskey
Its wrapping your head around something you have never seen before
is there are a way to copy tangents in Float Curve editor?
so you cast it to whiskey, and if it fails then it aint whiskey
that's exactly what my brain is horrible at
but I don't want to check against a true or false
So lets assume you have made all your stuff from Actor or Pawn right
I just want to change a damned variable
you gotta go wayy baack to the beginning and OOP basics mate.
You can cast too that class by plugging in a overlap Other Actor in too it
and get a reference too it
can someone whip me a simple example up
Im rebuilding my engine
if you wanna simply change a variable, then GetAllActorsOfClass and then set it
but eerm, well, u may need a loop
well he only wants to change one variable ๐ the other way is like an essay to explain
yes, I just want to change a bool xD
LineTrace->Break the Hit Result, cast HitActor to the Actor you want to access
and start by practicing doing X too that object
is unreal 4.18.3 the latest?
Start simple with an overlap event
4.19
Nope
Latest stable yes.
4.19 is the latest as of right now as far as I know
werid it says 4.18.3 on mine
Well you need away to get a reference too what u want to access
@pallid compass We all know that 4.19 has bugs, but technically it is a "stable" build ๐น
So most basic would be overlap
no updates for it hmmm
Did you press the + sign to add a new version?
Stable my ass :p
@vale halo yeah, thats why the next iteration comes in 2 months right ๐
look, I just want to frickin click a static item, which then goes and sets a bool of another blueprint true
that's all I'm looking for
no collision
no anything
Yeah - so major new engine releases (like 4.18 -> 4.19, not 4.18 -> 4.18.1 (or 2)) require you to download the engine as a whole again
just a click
See your blanking off what im saying
If you dont learn the concept of interaction and casting
well, you gotta figure out what you clicked
use level blueprint ๐
You cant run before you walk.
but it's already figured out
Which means you can (easily) run multiple versions of UE4 side by side, but does mean you need to add it as if it were a new installation
Marketplace plugins = โค #TotallyNotBiased
is there a plugin that solves cryptic problems?
If you cant take the time to learn the basics then you have no idea what is to come,
like i said you cant run before you can walk
@plush yew not sure anyone here is going to give you the exact step by step you seem to want.
Its already been explained a few times, and had examples given
But hes shrugging it off instead of asking about bits he does not get
i even gave the Drink example for casting ๐
^ Just my 2 cents on this matter: Learning things may be annoying, especially when you want to get in to building your awesome new game, but is 100% worth it. It'll help you so much as you create stuff as there aren't ready-made assets or tutorials for everything you want to implement. It's like wanting to build a revolutionary new rocket, without wanting to learn about rocket science and fuel chemestry
because I don't understand the examples
This IDE. can you not?
@plush yew check the PINNED tutorial in #blueprint
it just sounds like you're talking about true or false
best spot to start
yes
Is it a var that is on ALL actors?
haha "D
no
all actors?
it wont work for everything
Yeah ALL actors
I just made one actor a blueprint
int a; -> ;a tni (that's how i would flip a variable)
So its on a specific actor type, then?
๐
lvl bp incoming ๐
GetAllActorsOfClass, problem solved
guys that's not where I'm taking it
Yeah thats another bad habbit too start doing for interaction
w/e
specific actor type?
cmon let him finish
y'all explain this from another angle
cmon say it ur way, im curious too ๐
^
I've got a professional grade IDE to babysit
As soon as he understands he needs to get the exact item to talk to and figures out how to get that exact item he will understand why he needs to learn casting and communication properly.
cmon lil vs... let's reset your state for you. whoosa good ide? whoosa good ide? NOT YOU
What's an IDE, daddy? 
Interactive Dance Entertainment
A Actor BP class with Cube and a Collison box that prints text is best starting example
I Don't Even
Incessant Developer Enragement
on topic defo.
I can't print a string on a PC client, anything is ontopic lol
@plush yew So you've got a specific type of actor, right? And you want to change the state of an instance of that actor type- correct?
but whichever, i don't even know who was asking, but I heard something about interaction, all i gota say is learn about interfaces please
Are you using a RPC & where are you trying to print it from
Furthermore, Print String doesn't work in non-Development builds ๐
i cant fire any rpc's, because the player controller has no owner for some weird reason
i didn't build it, all in editor
Did you mess with any of the PC-related functions in your game mode?
Because that sounds real weird ๐ค
yeah, OnPostLogin i just posess a pawn, but even disconnecting it and spawning default pawn didn't work
getting used to UKismetWhatever::PrintString(whatever) for C++ users instead of the annoying AddOnScreenDebugMessage makes your face shine
I just use UE_LOG for most of my debugging ยฏ_(ใ)_/ยฏ
I want to see my things on screen right?
(Won't work for everything, but proves to be sufficient for most things I need (logging error messages)
and I can log em aswell that way
See, I've never found AddOnScreenDebugMessage to be annoying.
I don't really see a huge need for on-screen messages most of the time though, if I need real time monitoring of a variable maybe, but I rarely work on actual games nowadays ๐
That + UE_LOG maybe a lil.
it is just too long and it doens't give out networking info.
But that's what wrappers are for.
while PrintString gives you everything out
both
Anyway, that doesn't sound like it'd cause any real issues @urban gyro
UE_LOG adds a message to the log you can see on the unreal log
you know whats more disturbing, if i swap back to default PC and Pawn, it works..
and you can check that log under Saved/ if you are keeping your session logs
Anyway, doing some looking things up.....PCs aren't replicated to the client, so maybe you need to RPC first anyway?.....nvm
ive seen ppl replicate them for some reason
You can technically do it, but its entirely pointless
print string rpc would be useful if i wana run a print from the server when i press 1
Man, not knowing all this stuff really does make me realize that it's been forever since I've worked with multiplayer stuff ๐
If you try to replicate one to a client that isn't its own, its nullptr
well it doesnt exist on other clients so replicating seems pointless
Just said it.
then again ive seen ppl do it for some reason
mp is fun
Plugins are fun too ๐
I've purposefully exploited that they only exist on server and owning client - as I'm sure many others have.
inb4 quoting cedric exi net compendium
Looks pretty awesome @cinder iron ๐
Goddamnit it works on a brand new PC. How and why and what man i dont wana refactor shit now
aye, we focus mainly on plugins nowadays, the web is outdated tbf XD
ยฏ_(ใ)_/ยฏ
but thanksy XD !
now im curious if i fucked something up or the engine fucked me over.
Same here I suppose ๐ค
Oooh - you're the guy who created that functional testing thing ๐ฎ ๐
(Well, more like work @ the company that created <...>, but still, awesome)
as we. we have things on production currently
that one is something muit himself extended, he did a great job
our initial plan was to have it for free but... apparently at the time we couldn't
I know the feeling ๐ค
yeah thanksy, we have now couple things going on, really happy with the mini team we created
Cool, the best of luck with your projects I suppose ๐
โบ
I should probably get back to work though, this server costs me way, way too much time ๐
hey.... does anyone know if there is a systemic bug when it comes to videos and memory leaks ?
Hello ๐ Iโm new. I just like doing game design as a creative outlet, have been using UE4 and Blender for a few months now. Iโm just a filthy casual bu thought Iโd say hi.
no such thing as a filthy casual @plush yew
Haha ty. I like lurking here, I learn a lot.
I started unreal as a small test 3 years ago... now it's my fulltime job
I can almost say the same
Wow. I do it for fun Iโd love to get paid for it. I like what I do now but not forever, hard on family.
UE4 is the only engine that has the capability to fully render Solitair in all it's glory. U made the right choice.
Only it wasn't as much a test as "I'm gonna do this" and then I did.
I pretty much just have a third person terrain and spend too much time designing materials and plant meshes. Super relaxing.
wonder why we don't have nsfw dev related channel
GDL does
Grats!
Is Simplygon free?
yes and no
hmmmm I've not looked for a month or so
simplygon is going to be replaced by epic own solution anyways
large prop will be fine
Epic's custom solution.... A house depends on the view distance i guess
Hi ! I'm new to ue4 and i'm looking for a way to get the position of overlaping component. i'm using GetOverlappingComponents to get an array of component (UPrimitiveComponent) but i cant find a way to get their individual positions. So, is there a better place to ask this kind of question ? or/and does someone know how to do this correctly ?
there is a : begin overlap event
How does one access the same type of row from a variable data table if they are built off the same enum?
@obsidian nimbus Yep but i'm doing it the other way around. Anyway, I think the right way to go is to use "GetComponentTransform" which is available from UPrimitiveComponent
Intel HD Graphics 4000. It's in my laptop. I'm surprised it doesn't like it anymore, it worked fine on 4.18.1, but after updating to 4.19, it hates it.
called it Kappa
Now, more like 60-75fps.
Nice
This isn't Windows. lol
The driver architecture is different.
Obviously
So my desktop has been restarting randomly since last night. so I'm trying to run a RAM test, but it only thinks there is 596k of RAM, I have 16GB. lol, so I'm running an address test now.
imma take a wild guess and say that u have too many bad sectors on ur hdd ๐
You have too many bad electrons in your wires
The only solution is to download more ram
lmao
I just read that ur rig was randomly restarting
so that was my initial guess ๐
memtesting is kinda the last thing u do anyway tho, cuz if u get bad results then its off to the shop ๐
Anyone know if I can unpack my own project file? I forgot to make a back up and I need to check out what I did to break my code. I have my project file still so could I get a key from that or something?
What do you mean exactly? You want to recover your project from a Packaged game?
Is that what your asking?
if thats possible
or view the blueprints within
I'm assuming that it doesn't work that way
or maybe recover uassets from it? Blueprints are uassets right?
uhm
you can unpack your assets but once cooked you aren't going to get blueprints back
they cook down into a halfway compiled format
fuuuuuu*******
which loses a lot of the internal uncooked data
it's even worse if blueprint nativization is enabled, you aren't getting that back at all
since those are converted to C++ and compiled into a .dll
it's not nativized so thats somewhat good
i'm just trying to figure out something simple I did without having to recreate the whole thing
it was like a 4 day ordeal last time
I have a game where I have been trying to achieve some clever camera tricks for controlling pawns both in and out of VR without having to change the actual pawns code, but instead use separate controllers. I made a working concept that was done mostly in the level blueprint. I packed that up and brought it to a game dev event and showed it off. I still have this file. The project file I unfortunately tried to move all the processes into the controllers and the whole thing went bunk and now I can't make out which way I did things. All I have is the camera transform replicating to the controller transform logic that I needed for this project. That was the tough part to figure out so If I have to I can remake the whole thing, BUT I did do a lot of stuff to the character class and I don't want to have to re-figure out what I did. I was hoping to unpack my .pak so I can see what stupid little thing I did that broke the whole system. At current all my character does is spin in place regardless of what controller I assign to it and or what order things get possessed. It's really annoying.
@brave lark You have no choice, start again.
Use this as an lesson in why Source Control is an MUST.
whats funny is I have source control on it. The folder on my laptop that I use to store everything got deleted because I though I moved everything to my new 6tb hdd.
You think I would have done that right lol
an off-disk backup is always useful. private repo on github or something. onedrive, even.
two back up locations on my desktop, one on my laptop, and zips in google drive and the one time I wanted to do something for funsies and I didn't have my source control set up propper
figures
yeah it happens
right when you think you're good too
oh well
if anyone is curious as to what the project looks like
and yes I borrowed a spider-man model for testing
so sad, i can watch videos of all it's glory and now I have to start over XD
apparently i cannot package my game with a master sequence
omg I found out why it was broken
I made new event nodes for all my actions so that they could be called from the ai controller and I never finished adding stuff to the ai controller
BUT I JUST TORE ITALL APART TO FIND THAT OUT

is there anyway i can package a build so my master sequence can play
anyone know whats the bake materials button does?
does it send the material in the slot to the asset's default mtl slot(s)?
guess not
so i found out my problem
I ended up isolating this issue to a random Level Sequence file that I was using as a shot for an in-game cinematic I made for my project. The level sequence file seemed to be corrupt as no matter what I did I could not fix the issue without simply deleting the level sequence entirely from my project. Inside the level sequence it was showing red text on a couple of actors I had already added to the sequencer (mainly the "CineCamera" and the "ActorToFocus" actor I had that camera always looking at). These actors already existed in my levels and I did no changing at ALL to the sequencer or any associated actors prior to 4.19. I was packaging well through 4.18.
As a side note, I went into the 4.18 files to look for the noted file "MovieSceneEvaluationTree.cpp" but I could not find it so I'm not sure if it was just something that was added to 4.19 as it was easily found in the same file location where it states it is at in the error quoted above.
Tl;dr For me, the error was solved after I removed a corrupted sequencer file that only seems to have popped up after I updated to 4.19. This was not an error I experienced prior to 4.19 and once I removed the corrupt sequencer file, my project successfully packaged. Hopefully this can help you. If not, I hope you find your solution. But i still need my sequencer files
I'm still extremely confused.
I can't find what it's talking about, and I can't even see the meshes.
Like, there are only checkboxes and textboxes in World settings.
lol the Editor crashed.
Building lighting.
@mortal gale this is 4.19?
seems to me 4.19 been giving people a hard time
No i am talking about in terms of what i've been doing
cause ue4 crashed when i was building some light
No on windows
Oh.
hey can you test something out for me?
Sure, as long as it doesn't take too long to download, if anything.
No i mean on your side
Oh, sure.
tell me how. lol
step by step.
I'm not too experienced with this editor.
Or you can teamviewer, if you want.
Yeah lets do that
I have teamviewer 12 on here, so you'll need to get that.
Yeah, you'll need 12.
really?
I may have the installer for 12 on my Windows HDD.
does anyone know if theres a max filesize for uasset files?
its limited by 16tb on NTFS
silly question
anyone here from Tokyo?
also, probably more appropriate for the lounge
hello
so a question
Is std::string viable for text
or should i stick to TEXT
macro
and use std string internally
I believe text supports localization, so you should use that wherever the consumer is expected to read it
Because this is Unreal
So you should use their libs @proven tree
@mortal gale 10GB .uasset file?
What is it?
๐
nvm then. lol
Apparenly the largest uasset file I have is 615MB.
I ran locate "*.uasset" |xargs du -ha |sort -h
to check.
do playerstates tick?
Yes
Whoa, amanda hasn't streamed since March 15th?
Hey, I got a question about source control
Do check the source control section if you're willing to help, much appreciated
Anyone know why the navmesh refuses to build around this square?
There's absolutely nothing there
Replacing the nav bounds doesn't fix it either
Top down template without the blocks
@silver crown nope, stanard > ue
what do you mean "nope"
have you tested them and found one to be better?
when you're using UE you should, you know, use it
use their libs, follow their coding standards, etc
u got collison there
is it perfectly flat?
whats nav mesh tollerance
is it custom engine?
tried in another ver?
try changing the voxelization settings
What can I use to code on the Unreal engine?
Visual studio is free for 30 days..but what is a permanent free one?
Visual Studio is free
I either installed something else, or done something wrong..because it says my 30 day trial has ended
Yep
@viral herald what kind of help do you seek ? ๐
pretty much im new in unreal
and well
i am uploading a model and it acted up
this is my model
this is what gets uploaded
if you talk about the 4 pixels over the grey floor, okay
yea
it still shouldn't have exported all these bone models
XD
using blender right ?
I've got no clue when it comes to blender ๐ฆ
i found a walk around, by merging all the objects into one object
though i don't know if it will consequences later
also
whe uploading my textures to the hair cards
its uploading the whole png instead of just what it was UV mapped for
it did for the other 2 textures
I suggest you have a look at the unreal engine docs and tutorials on youtube
guess i will have to
No it's still the same thing
30 days trial has ended, still not understanding what I am doing wrong on a Free Visual Studio thingy
It says it's free, but when I open it, the trial ended, but I thought it's perma-free
Weird system
@viral herald do you have correct scale
it was all re scaled
@languid shard
got everthiong but preansparency
doesnt look to bad
Another thing that I need to know..
How to I use Visual Studio with the Unreal Engine?
@oak quail this is the first thing in the list if you google just that(How to I use Visual Studio with the Unreal Engine?) : https://docs.unrealengine.com/en-us/Programming/Development/VisualStudioSetup
After installing everything, getting rid of some stuff, following the browser's guide
Same thing
you do have VS installed, correct? and the correct version?
I installed the 2017 Community one
And you are making a C++ project?
Yeh
your SS shows us nothing, btw
you have write permissions to all the places in tha folder?
and what version of UE? 4.19?
you have the ability to make files inside the folder for that project
if you dont understand OS level permissions :\
I do have permissions to do stuff there
Yeah there is one
I'm probably doing something bad, and it's probably pretty obvious :I
sounds like something got fuxked in install honestly
Probably..but I myself can't seem to figure this out
you have the win SDK installed?
only thing I can think they need outside everything else
seems like its a known issue for ubuntu
most likely its just a core issue
looks a lot better @viral herald !
you'll have to handle transparency within your material
๐
came out pretty nice
So how do I continue on?
use unity
Welp, I guess that's my only choice
30 in fact
Either that, or trying to find out the damn issue
that link I posted they fixed it
but its fixed in their source copy
dont suppose you want to rebuild the engine yourself ๐
Myeah
I'll probably find someone to just dunno, share screen it, doing whatever, or just find a person IRL that knows stuff like this
Nobody seems to know soo myeah XD This is harder than I expected
Not really good with computeers , and finding the problem might take damn years :I
Guys, IsValid returns false if the input is Null yes?
yes
so there is no way for it to kill an execution chain
unless something isn't valid that is
yeah my point is the macro will always fire off one of the pins
a regular reference/pointer would return false as well if the object isn't valid/pending destroy
ok thanks bbro
no problem!
One more thing, been bothering me for a while, Is there a way to DELETE a node, but keep the connection to the next one.
Like if you have BeginPlay -> Delay -> PrintStr and u wanna delete the Delay node but not break the wires?
In blueprints? Wouldn't you just re connect the execution pin?
yeah i mean, not have it break
like save urself the reconnection step
in Substance its super neat, don't like a node, ctrl+del and connection stays
just without the node
Ah, I see. Yeah I wouldn't know, haven't been using BP to much in a while
eh its not a big deal, its just a pain in the arse
Hey guys.. when is unreal engine going to support svg in the ui? or is that already possible?
ofcource yeah thats possible
well SVG's are good for scaling, but then there's a max limit to how much u gonna scale em anyway
I've seen people use Font materials to bypass that, but it seems not worth the trouble
heh, ive actually done that to ๐
well, then theres that: https://www.unrealengine.com/marketplace/svg-importer-plugin#
just creating a font with icons
is this for menu?
well just like borders and such
as vectors are scalable.. i believe it might be even better to use vectors instead of images .. ๐
I remember someone from epic mentioning svgs could have performance detriment, but it seems a moot point with modeern hardware
that was 2 years ago that i was digging though
so dont quote me ๐
what about the 'old' games.. i remember they used flash ??
im not sure how its called
'scaleform' or so
Flash games
U mean the Newgrounds games ?
That plugin turns your svg into a distance field and then you use material to render it
Scaleform is Flash embedded into game engines like UE
yeah those chugged when u get a lot of things
So yes, it has performance impact but itโs small
@cloud cobalt indeed. i mean that
Scaleforms was for menus in games, not primarily for game dev.
i think when ue can import svg, scaleform becomes nothing ..
Scaleform is not just svg
Scaleform was images + code + an UI library
^
Much more than just SVG
@cloud cobalt svg has actual data about points
SVG is not an UI framework
It's an image format
Scaleform is a C++ runtime that processes vector images with a programming language and a nice library
svg is a image format, when if the common programs read it ๐
but it has data that can be converted into unreal engine curves
Long story short, if you're looking into UI development, vector images aren't exactly usual
They're the opposite of usual, really
No only curves, itโs shapes too - not just outlines but surfaces
Most games strive to have UI rendering at 1:1 resolution, which obviously can be troubling on PC
@vale osprey ure refferring to UI still? (not 3d mesh? )
Yes
yeah thats a good thing
Look at the tiger from that plugin^
To have some color of the โfillโ you need more than lines
so okay what about.. how 'big' would the images be .. for example like a menu background?
would it just a mather of 4k?
IMHO, the range of valid resolutions for games doesn't justify vector images. 720p is pretty much a minimum today everywhere, and 4K is a hard limit that almost no gamer already hits
Depending on your game, you can either author everything for 4K and scale it down, or you can have fluid layouts with fixed-pixel-size items
Our UI is basically meant for 4K and downscaled
It doesn't work for every kind of game - pixel art UI wouldn't work as well
But for our setup, it's great
Just rasterize everything at 8k and use that ๐ Memory be damned.
No one even plays at 4K yet
@urban gyro ๐ yea ๐
yeah, but that RAZOR SHARP QUALITY BRO
4K is 0.71% of Steam
i still believe svg can actually take all the images on performance @urban gyro
svg or vector
@urban gyro it wonโt look good actually, without some proper downsampling
1080p is 72% of gamers, let that sink in. It's huge.
1080p i think is the sweet spot tbh. For 4k u need a huge monitor that requires u to move ur head
that, or have it far away enough to kinda neutralize the extra res
There are 20โ 4K screens
yeah but then how much of it are u gonna actually see
Simplest example is IPad
Well, 20โ would be almost smallest desk monitor
There are laptops which are even smaller
Work laptop is 17โ I think, very !fun! to use win7 at its native resolution
please, i still have a VGA 15' dell monitor sitting on my desk
thats a nightmare ๐
Anyone got a good blog post i could read on procedurally generating maps, waiting for full engine re clone and build ๐ฆ
@oak smelt what sort of maps? dungeons? islands? planets?
for overland maps, http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ is handy. There's a UE4 implementation somewhere on github
2d dungeons
@oak smelt I'm actually rewriting my dungeon generator right now. I'm working off the stuff by Dormans made for his PhD + the game unexplored.
oh?
Generating Missions and Spaces for Adaptable Play Experiences Joris Dormans and Sander Bakkes
is the paper
yeah i just need make a simple 3 layer dungeon flor generator for 2d tiles
you know
directed graphs + graph grammars
if you're only worried about spatial that paper won't help
Ah yeah its pretty simple
2d squares with walls and a floor and some random bits and bobs ๐
Just never done it before so i thought id search for some info on it
it's more concerned with generating mission structure that is nice. Then there's another piece talking about creating cycles within the mission so the player loops around the level and can see what's coming up by looking across empty spaces, and then finally after generating a cyclic graph describing how the mission should look, you map that graph onto the 2D space to generate the spatial info for the level. Then after that do some tileset stuff and you're done.
if you want something easy + cool do hilbert curves for the high level construction and cellular automata for the detail
In this 2015 talk, 17-Bit's Zach Aikman discusses a few different failed approaches on procedurally generating levels before presenting a detailed breakdown ...
the start covers CA, but the hilbert curve bit is really nice
heh, I've spent all week trying to build a plugin for doing work with the graph grammars and it's a bit of a slog. NFI what I'm doing and trying to remember stuff from uni.
lmfao
Yeah but you know how much growth you will get off this
it be so worth it
yeah, it's fun implementing stuff from papers rather than just making shit up as I go. Makes a nice change.
haha yeah
everythin on youtube for dungeon generation is on unity
lmao
so im just watching it anyway
im a sinner
it's all about the concepts. The actual placement of things is pretty simple.
the only big decision in UE4 is whether to use streaming levels or actors to represent rooms
like a maze?
yeah sorta
like that
but then random exit stairs
and mobs placed randomly
iv got everything except the map generation already done
remind me, we dont upgrade the tool kit right?
toolset*
yeah thats what im looking for a guess
maze like
but with more space if u get me
yeah so take that, then pick random rectangles and just open them up
so everything in the rectangle becomes open space
start with the maze, but don't make entrance/exits so that the level is closed, and then pick a few nxn areas at random and make every tile in there open.
yeah thats a good idea
oh shit i just realised im gonna have to expand on this quite a bit
as my tiles for it are at least 2 thick for walls ops
i think i might need upgrade my kit tbh
actually
u know what i really need to learn
that i keep putting off
bitmask tiling
interesting
honestly
when I wrote my crappy tileset system I wanted to make tiles that were bigger than 1x1 matched vs 3x3, so I didn't use bitmasks
im really thinking about intergrating it in too the tilemap editor
that let me make a few giant tiles that were hero assets
but idk if thats out my reach to do
or even just add a function to umm
UMAP editor
That just
"updates tiles"
and adds the right auto tiling around
there's also this approach
I was invited by Unity to present a talk to their User Group in Manchester on how our Random Dungeon Generation is implemented in TinyKeep. Apologies for the...
link to more documentation in the description
@cedar snow looks like https://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php ?
that post actually mentions tiny keep ๐
derp
you mentioned proc gen with graph grammar further up, somebody implemented that and released the lua source code for it
looked amazing
Here's a link to the paper I mentioned at the end of the video: http://130.203.133.150/viewdoc/summary?doi=10.1.1.119.1445 Here's a link to Raymond Hill's ex...
I'm partway there: https://streamable.com/232p5
nice! so you're implementing that paper?
yeah, I've got branching and lock+key placement done, need to do lock movement and key movement
and I added another one that takes 4 tasks and makes a diamond for multiple paths
I hadn't seen this video before thanks for the link
you're welcome
I really like how he has hex grids within the voronoi field, i guess to show man-made areas.
i hontestly don't know
really loved the graph editor in the 2nd half of the video
btw. here's the code https://code.google.com/archive/p/demirogue/source and the reddit thread https://www.reddit.com/r/gamedev/comments/1bne5o/graph_grammar_and_voronoi_based_level_generation/
I made a video of some level generation tech I've been working on for a while now. The paper that inspired a large...
Does anyone know if anymore paragon assets will be released?
yes more characters are planned per the original blog post
Projectiles are sooo delicate. It just feezes in spawn location... If i enable physics or Auto activate after they have been shot (detaching myself from character and changing settings on runtime) they fire away as one would suspect.
If i try to do the same thing, in the same manner, but in the code nothing changes. It either just drops to the ground like a rock or stays frozen at spawn location
Tryina figure out how to generate actors in a radial "shape" and make them generate from the center out
Anyone have any ideas
Please @ me if you answer
left: white light, right: red light
default pp, material is only a color to base color, 0 roughness and specular
Better question would be: can i make light brighten even meshes that doesnt have the same color as the light
make the red light less 'pure' red
also probably make the surface less pure green
it's a thing with color and light: a 'green' surface is one that reflects only green light
but in most real scenarios there are rarely any purely green surfaces or purely red lights
its kinda like at night and you drive trough a tunnel with yellow lights, some car colors are almost black
like blue cars
Anyone know if FloatingPawnMovement replicates?
cuz its weird that the higher the netupdate speed is the slower it goes.
certain things wont get released
Like core segments of code
UI code
prob not UI art assets
etc
can u increase a int by a ref?
im gonna assume this will work lmao
there is no way to make curve handle longer?
i wouldnt split fortnite and unreal launcher, when some1 plays fortnite hes only 1 click away from downloading UE4 ๐
well if playing on pc ๐
the fornite launcher could still link to UE4 or something
should def be two diff launchers
it's sad when an actual dev tries to log in, and they can't because of fornite players
(in queue)
havent had the launcher give me a que yet
just when i launch fortnite
most of the times u wont event need the launcher
just launch the project
WRT splitting launchers, I don't think that would change the login queue stuff.
Ultimately, Epic accounts are Epic accounts.
a few of these players gunna make a robo recall mod thats awwsome and one of em is gunna make a hit game
Logging in to any Epic account ultimately has to hit the same servers somewhere.
those 14year olds getting UE4 is gunna be gold for epic later on ๐
Assuming they dont give up
some will some wont
It's not just a matter of whether any of these people actually end up producing royalties for Epic
It also means there will be more people with knowledge and experience using UE4, which means it's easier for a studio to pick an engine for which they can easily hire people with competency right out of the gate.
this is why making moves is free and there is no subscription anymore
Rather than having to deal with more inefficiencies in onboarding new employees without familiarity.
you need like 0 skill to get started on making something like a basic scene or a sequence
its not like UE3
friend of mine does gtaV machinima...
makes some good stuff... he wanted me too try do some of that
im like... yo editor... controller dat shit dont mix
Hey is there a way to montior fps?
stat FPS
I mean
in console
I want to monitor fps not cpu? Sorry if it's on the page and I missed it
its not super easy at start, its kinda advanced
if u do stat unit,. the GAME is cpu
frame is directly related to fps and draw is gpu
I guess I'm just going to make a UI visualizer that saves the fps lol
Perfect :p
well if u dont wunna use the profiler u can just capture the fps in an array by tick i guess
but just learn the profiler, its good
if some1 here asks why his fps is low i can tell him to send a screen of the profiler.. and i can tell him all his shit be broken
its a tool to live by
Is Unreal Engine support available on weekends (emails submitted to Epic)? We lost our FTP login for console files but are worried we may have to wait until Monday to get a response with a recovery link.
I wanted to know if itโs possible to find animation like dark souls, bloodborne and bosses for multiple phases?
@loud phoenix they are afk during the weekend.
I think (though @elfin jacinth might respond) they just left
It would be 7:30 PM on a Friday at HQ right now.
@({Desolation}) Fear#6212 if its not on the mp, not really
fricking summer time stuff, I thought it wa 5:30 over there hehe
Thanks @fierce tulip
Can anyone point me in the direction of a project or template that has lobby/steam integration already set up? I'd rather not work through that right now.
What channel do I visit to get unreal to recognize the fact that the dedicated gpu always hides behind the integrated in a laptop?
Or who do I talk to
answerhub/forums seems to be best shot at that @zenith flower
um... yea...
ยฏ_(ใ)_/ยฏ
amd
I have a pre gcn integrated and a post gcn dedicated
I get the "pre gcn adapter detected, some work arounds will be" ect ect
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. 'AMD Radeon HD 8650G' (Feature Level 11_0)
LogD3D11RHI: 2771/0/3840 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x1002
LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI: 0/0/7779 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: AMD Pre GCN architecture detected, some driver workarounds will be in place
Cant help u, not familiar with AMD problems
this isn't an amd problem
how so?
What version are you using?
Pretty sure there was an mention of an fix for something like this in 4.20
Something about the engine not using the primary adapter for some reason
Well the primary adapter IS the integrated, and HP laptops do not let you change this
Oh...
While I can deal with this in the editor, I cannot deal with this in production ready games, such as fortnite or paragon, or even my own game
then thats not an engine fault
if all game executables run on ur integrated by default
um... yea... yea it is... works fine on other software using dx11, detecting the SAME adapters
I'm aware of that
I already have set that up in the radeon settings, however unreal chooses to ignore this
Have you dug around in BaseHardware.ini?
While the laptop may be old, it actually does just fine
iirc you can see some info there
quad core, 3.2 turbo, 16gb ram, dual gpu, ssd
The only reason I need the integrated disabled, is because its an a10 apu, so if I use the integrated, it heats up the cpu, and downclocks the turbo, all the way down to 1800mhz
get ice ๐
lol, yea... I've been thinking about spending $$ on dry ice for my gaming needs xD
A few pounds a day should do?
i found this in WindowsEngine.ini
[Engine.DeviceConfiguration]
ConfigClass=/Engine/DeviceProfiles/SetDeviceProfileWindows.SetDeviceProfileWindows_C
I carefully chose this laptop, it has a dual pipe heatsink
you may be able to change something there
Well for example I cant get to that in fortnite
Ive never used an Laptop extensively but i wonder if plugging in an external Monitor to the GPU will force it to use that as primary?
only GameUserSettings.ini
what does fortnite have to do with anything lol
I am on a 4k 55" tv as we speak
Mmm
because, I can't force it to use the dedicated, paragon included (before it shutdown)
oic, i thought u wanted to solve it for ue4
Like I said, OCCT detects the integrated only, but knows to look behind it to find the dedicated
ue4 = fortnite
no..
lol
uh yea
k
Fortnite uses CryEngine 6
using ue4 is way different than playing an ue4 based game
lol
it was made in GameMaker
WannaCry 6.4
CryMeARiver 1337
u mean 31337 ๐
oh, you got trump'd
i think the problem is with ur platform and not the engine, or the game
okay, I'll tell OCCT that they must have Gods for programmers
occt is hardware tester
Can you disable it in Device Manager?
thheres a difference between something operating, and working with other applications
tried that xD
I thought that was clever too, but here is why:
Integrated = Primary
Dedicated is "Linked" to Primary
I tear my laptop apart a lot
https://answers.unrealengine.com/questions/19612/nvidia-optimus-always-using-intel-gpu.html the last few comments might be interesting
Thats how I got a dual gpu motherboard (apu + gpu) in it. (Can't buy it ANYWHERE as an actual model) it was some unlisted shit, that didnt even come tattooed from HP
I have that open already, doesn't help
I don't go to walmart to buy my laptops
Kensei, I notice you read little, and just spew
Yea, and I just go buy the mother board I want and put it into my laptop frame
right, good luck, i cant be arsed anymore with tangental problems
well good, its just a repeat of how you treated that poor soul yesterday
You learned nothing from the admin that stepped in
@fierce tulip In that thread, the issue was the Name of the dedicated was incorrectly displayed, but it was actually being used, and also the speed test confirmed
in my case, the log is straight up telling me older hardware is detected and its using workarounds
You might just have no choice, if HP ensures that integrated trumps dedicated then thats the end of it
While I agree HP is at fault, I still insist, that this is only an issue for unreal based games
OCCT detects the same adapters, but at the bottom, you will see it also shows the dedicated thats "behind" the integrated
And while the performance between the two is roughly the same, by being forced to use the integrated (by unreal) it burns up the cpu and clocks down the cpu and spikes the frame rates
https://www.youtube.com/watch?v=1eOaI6wSP5E when is this game coming?
I'm not going to add crap to this, but damn that gpu is old @zenith flower
is there a difference between unreal studio and unreal engine?
yea I know
I am surprised it even can min specue4