#ue4-general

1 messages · Page 217 of 1

livid haven
#

Really? @everyone?

hidden heart
#

show us the BP in question i guess

fierce tulip
#

yea dont @fiery bane

fiery bane
#

xD

livid haven
#

You thought it would be okay to bust in and drop an @everyone with over 3000 users online?

fiery bane
#

sorry

#

well no time

#

rush hour

livid haven
#

So... your needs were more important. Gotcha.

fiery bane
#

no

#

everybody elses were 😛

hidden heart
#

Pay me 100/minute

fiery bane
#

but thats beside then point

#

hmm

#

im scared

#

ill be dead now by EPIC

#

😮

#

see

#

its silence without everyone

#

😛

#

@hidden heart ill pay you nothing

#

rules dont say i pay for help

#

pretty good punny joke tho

#

so?

pallid compass
#

because people think

#

"who the fuck is this guy"

fiery bane
#

xD

pallid compass
#

bad entry, bad first impression

fiery bane
#

and i think who the fuck is you is man

#

xD

#

care/

pallid compass
#

So yeah

fiery bane
#

@stray gust

pallid compass
#

I was gonna tell you your issue then

fiery bane
#

HELP

#

xD

pallid compass
#

But obviously not now

hidden heart
#

dont think anyone is gonna help you buddy

pallid compass
#

LOL

hidden heart
#

you must struggle to learn

pallid compass
#

Jesus im sobbin

hidden heart
#

still a bad build?

pallid compass
#

That was too funny

hidden heart
#

lmao

quiet harness
#

um

#

how do I stop this

#

UATHelper: Packaging (Android (ETC1)): Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)

fierce tulip
manic pawn
#

did that @ everyone even work? I got no popup

fierce tulip
#

it doesnt

manic pawn
#

good

fierce tulip
#

@ someone does, but thats bcause someone has that nickname :p

hexed solstice
#

Can someone help me with this seemingly simple script? I'm trying to make a particle effect when a player touches the edge of a surface.

worn granite
#

Didn't they leave?

quiet harness
#

@someone

safe rose
#

lol

#

Who is @stray gust anyway?

#

Someone I should know?

quiet harness
#

What the hell

#

Also @hexed solstice have you tried OnCollide?

#

when the player collides it plays the particle

hexed solstice
#

I'm brand new to Unreal, so even if I call it, I have no fucking idea what I'm doing

safe rose
#

@quiet harness is that 4.19

#

?

quiet harness
#

4.18

#

I should update though

hexed solstice
#

I'm using 4.19

safe rose
#

I heard @fierce tulip was the master VFX guy around here, you could beg him for some tips

hexed solstice
#

Are you saying the get closest point on collision?

safe rose
quiet harness
#

oh shit

safe rose
#

@quiet harness try #mobile probably will get better answers there

quiet harness
#

'android.bat' is not recognized as an internal or external command,
operable program or batch file.

#

wtf

#

I literally just did a clean install of it

pallid compass
#

try going to cmd

hexed solstice
#

Are you running it with the android sdk installed?

quiet harness
#

yes

pallid compass
#

cd /d "location of androidbat"

#

then do android.bat

hexed solstice
#

and do you have the right sdk for VS as well?

pallid compass
#

just incase some shiz broke

quiet harness
#

Well yeah that works but my environment variables aren't right

#

wait how do I know which ndk versions I have

#

are they installed with the sdk versions

#

i really need this fixed

#

im gonna reinstall my sdk AGAIN

zenith flower
#

LOL @EncryptedReality

pallid compass
#

ur envir variables are not right again?

coarse wigeon
pallid compass
#

m8 u might wann reinstall windows because

#

thats some really bad crap

#

if ur registery and stuff aint writing right

quiet harness
#

oh i forgot to install it

#

i just uninstalled

#

now i have to reinstall

#

and I cant reinstall because I have no where for my files

hidden heart
#

seems like everyones having a bad project day yeeesh

silver crown
#

🍕

normal pilot
#

I got substance painter but I cannot figure out how to establish a live link

livid haven
#

How do I get YouTube to never ever give me another udemy commercial? Especially the condescending one with the weird looking guy being all buddy-buddy and saying I should go take the course on Unity.

plush yew
#

that's the best one

uncut surge
#

I don't see InstaLOD as an option in 4.19. Just the Simplygon option. There a reason?

zenith flower
#

Can somone send this condescending commercial. I want to feel offended too!

hidden heart
#

adblock?

zenith flower
#

Adblock has never blocked ad's on youtube (pre-video ads)

blazing pewter
hidden heart
#

are those point lights? I think theres a pretty low limit for them

blazing pewter
#

the lights are 1700 lumen

#

there's three

#

yes

rustic panther
#

sequencer needs a better indicator for locked channels, turning the borders red isn't good enough

#

it just kinda looks selected

hidden heart
#

hmm, not sure Visceral, are they all stacked on top of one another? maybe try changing the distance they emit?

#

i think the setting is attenuation or something close to that

blazing pewter
#

it seems to have went away

#

idk what happened

jade delta
#

hi everyone, i am working on a project and i am looking for people to work with

rustic panther
#

is that your pitch?

safe rose
rustic panther
#

gonna have to work on it too

gleaming shore
#

Is it possible to have a color changing material its self that's not done via blueprint but rather in the material itsself?

uncut surge
#

I use ublock origin. Have never seen an ad on YouTube.

livid haven
#

@gleaming shore Pretty sure there are mechanisms for varying by time.

hidden heart
#

material editor is v.capable, should be possible dbbk

quiet harness
#

silly question but where do I put my gradle? I just downloaded an older version

fair violet
#

Ryan Brucks is a wizard, the impostor plugin he made is pure magic

#

Highly recommend trying it if you need convincing billboards

coarse wigeon
#

^

#

He might be a space wizard

#

from space

livid haven
#

Hah. 🤔 That name sounds awfully familiar. Oh. Derp. Right.

mint raptor
#

?

livid haven
#

Respond to something before you commented.

mint raptor
#

You want me to respond to something before I comment?

livid haven
#

No, I was responding to something before you commented.

#

Sorry, missed the "ing"

mint raptor
#

ah ok

livid haven
#

Was remarking on recognizing the name Ryan Brucks.

mint raptor
#

Yo you never answered my "Do I have to make 6 classes question" lol

livid haven
#

I was working elsewhere and forgot about it.

mint raptor
#

all good

livid haven
#

But I really didn't understand what you were trying to do so I'm still not sure what to answer with. :X

mint raptor
#

fair enough

#

Just going to move this down here "Quick little confusion here, on the issues page for Unreal, example here https://issues.unrealengine.com/issue/UE-57452 they will say download the attached project, but I never see a place to download"

livid haven
#

I imagine they don't make that available externally.

#

They'd be providing someone else's files to random people.

#

Files that might be under NDA.

mint raptor
#

I logged in, thought it was for people to help on the issue

#

But that makes sense.

livid haven
#

Not to "help on the issue", but to potentially escalate the bug if it is being seen a lot.

mint raptor
#

I see

livid haven
#

Or add more details if you have any to contribute, potentially.

#

Relevance: I'd theorized part of ME:A's issues stemmed from switching from familiar (probably heavily customized) UE3 to FrostBite as part of an EA mandated cost-cutting measure.

#

Guess not.

grim sinew
#

To be fair, that excuse always seemed a little flimsy. Complaining about Frostbite not having a built in RPG inventory system? Neither did the UE3, they had to do that anyway, that never changed.

#

A lot of weird excuses were tossed around

livid haven
#

Sorry, to clarify: It wasn't EA mandated, but yes, the engine change did have a major impact.

#

And that's fair.

quiet harness
#

I read that the sdk build tools and gradle versions have to match
I'm using sdk 21 so what gradle version is that?

livid haven
#

It's not about Frostbite not having an RPG inventory system, it's building the quality that's expected for an ME title while having to reinvent literally all of the tech for ME while learning a new engine.

grim sinew
#

" Developed by the EA-owned studio DICE, Frostbite is capable of rendering gorgeous graphics and visual effects, but when BioWare first started using it, in 2011, it had never been used to make role-playing games. DICE made first-person shooters like Battlefield, and the Frostbite engine was designed solely to develop those games. When BioWare first got its hands on Frostbite, the engine wasn’t capable of performing the basic functions you’d expect from a role-playing game, like managing party members or keeping track of a player’s inventory. BioWare’s coders had to build almost everything from scratch."

#

This was an old quote from about a year ago.

livid haven
#

From what source?

grim sinew
#

An interview, apparently

#

I don't like Kotaku as much as the next guy but when you have people going on record saying that, it seems a little off

livid haven
#

Ah, so it's not an actual quote, it's some journalist's paraphrasing of something he totally didn't understand. 🤕

grim sinew
#

Well there are quotes around it, so I imagine it's a quote by the standard english definition of a quote.

livid haven
grim sinew
#

Hmm. Stupid inconsistency between websites. I didn't find the kotaku article until after you asked, even though it was what I was looking for.

livid haven
#

Regardless, the statement does stand that they had to reinvent tech they had already polished for 3 consecutive games

grim sinew
#

Right but they're an RPG company. You would think that they can handle it

safe rose
#

Everyone should just use Unreal Engine 4

#

Enough Said

livid haven
#

It's not about handling it, it's about having had to spend the time to do it in a new engine you don't know.

safe rose
#

As for all this new engine tech to learn. Maybe they need to take a page out of https://telltale.com/

livid haven
#

Every sequel could afford more of that development time to refining than the previous one. This one could not - the whole thing is out the window.

safe rose
#

With all their Telltales

livid haven
#

I don't follow.

#

What about Telltale and engine tech?

safe rose
#

They used the same one for every game 😃

livid haven
#

Oh. Yeah.

safe rose
#

Maybe even the Lego games

#

If it ain't broke, don't fix it

livid haven
#

That's what I was getting at originally with ME:A. If they'd used the same engine, they may have been able to spend more time where it was needed, rather than acclimating to unfamiliar tech and reinventing wheels they couldn't reuse.

safe rose
#

If you can make millions off a game with tech 5-10 years old

#

Don't switch until you are sure it can't be done or modified

grim sinew
#

And wasn't the majority of their A team working on anthem?

livid haven
#

I mean, it sucks, don't get me wrong, to be stuck on UE3 from forever ago, but if you're not going to give the necessary time to actually acclimate... 🤷

#

@grim sinew Different teams altogether AFAIK.

grim sinew
#

Yeah, exactly. I thought it was a support studio that did andromeda

safe rose
#

I'm curious if it was just a license issue

#

$$

livid haven
#

I imagine a lot of the original ME devs were also getting tired of doing the same thing for the better part of a decade, y'know?

safe rose
#

Maybe, but look at Firaxis

#

They are STILL using UE3.5w/e

livid haven
#

I've never worked on an ongoing yearly franchise kind of thing, don't want to either, but I imagine you start to get pretty burned out on doing the same thing forever.

safe rose
#

For their XCOM games

livid haven
#

Yeah.

safe rose
#

Super modified by this point

floral heart
#

They made two XCOM games

safe rose
#

But it would be awesome to see them come over to UE4

livid haven
#

Though, again, to be fair, in all these cases of reusing an old engine, they're making mostly the same game.

safe rose
#

they didn't just make two games

#

they made expansions also

#

And whatever games before XCOM

#

But 2012 is when they released XCOM

#

so, 3-4 dev years?

#

2008

#

10 years

floral heart
#

before Andromeda they made three mass effect games, so the "two xcom games" was a weak thing to point out I guess :P
the xcom games just don't seem like they have as much heritage though

safe rose
#

Well

#

If we're talking tech, then no

#

But OG X-COM was 1994

floral heart
#

though XCOM 2 was also made a short time after EU (or at least it felt like it to me)

safe rose
#

Meh, they already had the base for it

#

It's the same thing I was saying about the Telltale or Lego games

#

Once you have the basic framework

#

It's just iteration and adding a few new bells and whistles and art 😃

#

I bet XCOM3 will still be in UE3.5 as well

floral heart
#

quite
the new XCOM just wasn't the thing that struck me as a long-term franchise

#

if they use the same engine for XCOM3 I'll be surprised

safe rose
#

Well, we'll see with Julian's new xcom-like

#

Phoenix Point

floral heart
#

actually I'll be upset, because it seemed to be something of a hurdle for them

safe rose
#

Sadly, it's made in Unity

#

No, not really

#

They don't have to pay for a new license

#

or royalties

#

They have their engineers just add whatever they need

#

I doubt they are hurting that much for money that they couldn't come over to UE4, but I'm sure there are probably other things they need to worry about. If they have custom license agreements for every external SDK they may be using, etc.

floral heart
#

so reading up, the engine change wasn't mandated for Andromeda?

livid haven
#

Correct

#

Not by EA anyways

floral heart
#

at least we can cross one ambitious top-level decision off the list of problems Andromeda suffered

#

though I wonder

livid haven
#

Could have been internally mandated despite popular sentiment or professional opinions of the engineering department, though. 🤷

quiet harness
#

um wtf

#

help?

#

UATHelper: Packaging (Android (ETC1)): > Could not find method jcenter() for arguments [] on repository container.

floral heart
#

Assuming the engine change meant they couldn't reuse the old animation pipeline
assuming the new animation pipeline wasn't messed up for some entirely different reason
and assuming they wouldn't have messed up the old animation pipeline had they not changed the engine

that's 3 assumptions before one can believe the engine change can be directly faulted for the broken feature that caused the most bad press for the game

#

so I wonder if focusing on the engine change isn't misplaced

livid haven
#

I don't follow

#

Why would you not assume that going to a completely unrelated engine would a) mean you need to do a bunch of work to reuse assets and b) learn new workflows for a totally different set of tools?

quiet harness
#

guys which gradle should I use for SDK 21?

livid haven
#

No clue man

#

Seriously

#

We're not ignoring you - we don't know and have nothing to contribute.

quiet harness
#

I did a quick google search but nothing came up

livid haven
#

And I don't know where to point you at either.

#

assuming the new animation pipeline wasn't messed up for some entirely different reason - possible, but Occam's razor.

quiet harness
#

im trying 4.4

livid haven
#

We can assume that the engine change, which is likely to be a disruption, was also responsible for that or we can assume that additionally they were incompetent.

#

and assuming they wouldn't have messed up the old animation pipeline had they not changed the engine - that's not a third assumption, that's the same as the second. That they were incompetent with regards to their animation pipeline.

floral heart
#

(That new IP’s code-name, a source said, came because Hudson and team wanted to make the Bob Dylan of video games—one that would be referenced for years to come.)
They may have still succeeded. 😄

devout gulch
#

using Frostbite was only logical choice

#

from EA perspective

#

they have in house engine, developed by many studios

#

and BioWare contributed back RPG framework which can be reused by other studios

#

short pain for long gain

#

5 years is enough to make game

#

unless you try for 3 years create procedural planet system

livid haven
#

@devout gulch Beside the point though - an authority who left the studio said EA did not mandate it.

#

Implies that it was the studio's own choice to do so.

devout gulch
#

yes, even then it is logical choice, since there is a lot of internal know-how and other people who can help

livid haven
#

But there isn't, unless that studio actually worked with that engine before.

devout gulch
#

EA studios all share technology

#

you can ask other people within EA

livid haven
#

That's not the same at all though.

#

You don't put a junior programmer to work and say "You have all the senior programmers at your disposal, therefore we expect you to not be slowed down by your unfamiliarity"

devout gulch
#

never said they weren

#

weren't

#

that's why they were given 5 years ;s

livid haven
#

It's better than nothing, but it's still a huge difference compared to actually having lots of people on-site who know how to use the new tools and tech.

#

5 year isn't an impressive amount of time though.

devout gulch
#

it's enough to create RPG

#

it's not enough to create Star Citizen

#

that is what they tried to do

south ridge
#

What is star citizen anyway

#

I know what it was supposed to be, but what is it nowdays

devout gulch
#

ultimate space sandbox

livid haven
#

It's coming along but it's still really early days because they're dramatically overhauling all of the networking tech.

south ridge
#

As far as I'm aware, it's a shooter game and an unrelated (except in setting) alpha demo thing

livid haven
#

Nope

#

It's a single player campaign and a separate persistent universe "MMO"

south ridge
#

Is the MMO part already playable?

devout gulch
#

somewhat

livid haven
#

It is, but with very, very limited persistence.

#

The beginnings of a quest system and having a persistent wallet, respawning your ship, etc.

south ridge
#

I'm personally neutral about star citizen. It'll be spectacular whether it succeeds or fails

livid haven
#

Biggest issue right now is their networking isn't properly serializing/replicating as little as possible - everything everywhere in the solar system is replicated constantly. They're still working on implementing "network bind culling" within their whole crazy hierarchical spatial system.

#

Even with a powerful GPU, you'll easily end up at 20 FPS due to getting CPU bound handling all the network traffic for everyone in the solar system moving around, even if they're 1,500,000 KM away, walking inside of a stationary ship - on the opposite side of a planet.

south ridge
#

Derp

devout gulch
#

wait

#

why client would handle it ?

#

client just sends data about i

livid haven
#

Because the server broadcasts the changes to everyone.

devout gulch
#

about objects it owns

#

yes that's server, but that shouldn't afffect client

livid haven
#

?

floral heart
#

What they shouldn't do is what they're doing, in other words.

livid haven
#

The server is overflowing every client with the sheer amount of data it's sending about everything in the entire universe.

devout gulch
#

Server broadcast info about object I don't see, I receive info, but client probabaly doesn't even have it loaded so it end up in /null

#

unless they don't have streaming yet..

livid haven
#

Maybe... but you need to confirm that for every object in the universe.

#

They seem to have streaming, but it's honestly the sheer quantity of data.

devout gulch
#

yes well i wonder how much it costs them on aws -;

livid haven
#

Like, even if it's a bunch of "Data received for item 53456. It doesn't exist, toss it", it's doing that, I guess, millions of times.

#

So, they stream assets in and out, but the actual entities themselves do exist, AFAIK.

#

(I do realize this isn't really Unreal related, but it got asked and it's tenuously relevant to general engine tech. 🤷)

floral heart
#

range-based serialized network culling?

livid haven
#

I assume that would be very naive, brute force "If greater than X distance, completely ignore it"

#

As opposed to "Within visible range, but deep inside a spaceship, so ignore it"

#

Or "Yes, the bathroom light is on inside that ship parked inside that space station, but who cares, ignore it"

#

That stuff they're calling "Object Container Streaming" AFAIK

floral heart
#

curious what "serialized" has to do with it
they've improved ship AI with a conversion over to subsumption
%#&!

livid haven
#

What do you mean?

#

As in, cull what things need to be serialized over the network based on range.

south ridge
#

Heh. I want to build a kind of hierarching network sync for our physics engine too

#

But it's pretty different in concept

livid haven
#

It's an impressive undertaking, for sure.

#

They also had to rewrite a ton of things to use doubles instead of floats. :X

south ridge
#

It's simpler for us, we don't have a ton of objects, just the specifics of how physics engine works (it simulates all objects in some coordinate system, it can be an arbitrary coordinate system)

#

Heh. I wish UE4 was dual floats-doubles

elfin dock
#

howdy all! My team and I just uploaded the first beta for Nightstar: ALLIANCE to itch.io! If you own a VR headset you're invited to try it for free, and please fill our feedback survey for a chance to get an Alliance t-shirt and keys for the game on Steam when it comes out! ⚡
https://tiny-leviathan.itch.io/alliance

itch.io

Nightstar: Alliance

plush yew
#

anyone here have the AI behavior toolkit?

#

I have some questions

upper flame
#

Hello, is there technology out there, or can someone point me in a direction, to track an object's actions in the real world to be translated into information Unreal can understand. For example, a Rubik's cube core. How could I go about translating, let's say, a single rotation, and notify the engine?

regal mulch
#

@upper flame that sounds like you are better off searching for a general cpp sdk that could that for you

#

And then implement that into the engine

#

Cause you need something that registers the rotation in rl and sends it to the engine and I don't think the engine has something build in for that

upper flame
#

I figured I would have to implement it myself, but I have no clue where to start when it comes to real world technology.

kindred mountain
#

i would look at arduino/adafruit gear and sensors

regal mulch
#

Yeah probably anything but the pure engine forums hehe

upper flame
#

Oops I already posted on the forums

regal mulch
#

I mean maybe someone did what you want to do. Had people for VR asking for getting a wheelchair into the game as controller

#

But it's still pretty specific and unrelated to the engine

upper flame
#

Gonna be a big rubik's cube

regal mulch
#

Anyone looked through UT Source Code lately?

#

Wondering what one specific MatchState is meant to represent

#

It just says PlayerIntro and I don't get if this is some form of WarmUp or what

#

Comments aren't helping (if present at all)

#

I mean, just by the name of it, I would guess it's some state shortly before the game starts that is introducing players

#

Guess I have to download it and play it :D

#

Can only advice everyone trying to learn more about the Engine to look into Source Code of Epic Games.
UT might not be the type of game you are creating or might even not be the best way to handle something, but you will still learn so freaking much.

#

Even if it's just small things like this:

if (GetWorld()->IsPlayInEditor() || !bDelayedStart) {
    // starting on first frame has side effects in PIE because of differences in ordering; components haven't been initialized/registered yet...
    if (GetWorld()->TimeSeconds == 0.0f) {
        GetWorldTimerManager().SetTimerForNextTick(this, &AUTGameMode::StartMatch);
        return false;
    } else {
        // PIE is always ready to start.
        return true;
    }
}
gaunt raptor
#

any master of lighting in here ? 😃

honest vale
#

just ask

gaunt raptor
#

Lighting a cave inside my open world game is causing me hella troubles... I cant for the love of god make the inside of the cave dark

#

i have a skysphere moveable setup for my outside lighting. But even if i make it static and bake my lighting the inside of the cave is bright as day

honest vale
#

if you're talking about Epic's skysphere it does not light anything

#

it's the skylight and directional light that light things up

#

along with environmental colour setting in world properties

#

so the directional light and the skylight should be stationary

#

then add reflection capture actors inside the cave

gaunt raptor
#

its a skylight and a directional light i have ofc 😃 sorry bout that

#

this is how it looks inside my cave

honest vale
#

did you build lighting?

#

are the meshes static?

gaunt raptor
#

right now its a moveable light - but even if i change it to static and build the lighting - results are the same

honest vale
#

are the rock meshes set to cast shadows?

gaunt raptor
#

yes

honest vale
#

it looks like directional light is being blocked inside the cave, right?

gaunt raptor
#

im not sure what you mean - but its acts like the rocks are not even there for some reason

#

lighting inside the cave is exactly the same as if the rocks werent there at all

honest vale
#

I can only say that you should check the shadow casting options on the static meshes

grim sinew
#

Or the other new engine user mistake, so consistent you could almost bet money on it, the auto exposure settings are too aggressive.

wary wave
#

*auto exposure is turned on

#

just disable it completely, it's too unreliable

devout gulch
#

nah

#

it's for transitioning between open/closed spaces

#

it just need tunning to be less agressive

honest vale
#

or day and night

paper kernel
#

why is auto exposure even on by default

grim sinew
#

Because it -should- be on by default, it's just 50x stronger than it needs to be.

frank escarp
#

but muh default graphixx

grim sinew
#

I don't know where Epic got their numbers from on that but it wasn't humans

#

It'll take a human eye 10 solid minutes to adjust to darkness levels Epic's auto exposure does in 10 seconds, and it still won't be nearly as effective.

frank escarp
#

its not about humans, but cameras

#

thats why its that fast, to work from inside to sunny outside

#

massive pain in vr

honest vale
#

uh, eyes do adapt too

frank escarp
#

to disable everything

#

chroma aberration, dof, motion blur

honest vale
#

a PC monitor can't produce brightness levels for your eyes to adapt naturally so you need to simulate it

urban gyro
#

Just blind your players. problem solved 😄

gaunt raptor
#

auto exposure is turned off in the project settings tho

grim sinew
#

Eyes adapt, but eyes don't adapt as well as epic seems to think they do

#

I have photosensitive eyes, and even I can't adjust to the dark that fast or that strongly.

honest vale
#

10 to 30 minutes is what it takes

#

usually

gaunt raptor
honest vale
#

yea

grim sinew
#

Yeah, you take 10-30 minutes to adjust to the dark, I'm the opposite. I take 10-30 to adjust to the -light-. Going from inside a room to outdoors takes me around 10 minutes before I can stop squinting, longer on a sunny day.

#

I should not be allowed to drive without sunglasses on 😛

#

It's even worse at night, with headlights oncoming.

gaunt raptor
#

so i think i got it to work when i baked the lighting out again without auto exposure on - however baking the light with all the foliage and such enabled will litteraly take forever. Is there a way to only bake the lighting in the cave ? And leave the rest of the open world to use the moveable lights ?

urban gyro
#

I always thought LightImportanceVolumes were designed for that purpose?

dark sparrow
honest vale
#

aren't they just animated planes?

#

with a streaky texture

dark sparrow
#

are there any good tutorials for that?

honest vale
#

for what? Animating it?

#

I thought it's just basic keyframed animation

frank escarp
#

those smears are particle effects, but most likely they are directly animated

#

they have this smear planes with the smear texture (or geometry), parented to a bone

#

when not used, its on scale 0.01 and inside the body

gaunt raptor
#

kensei the lightmass importance volume do they require any setup ? Or do i just drag one out filling the entire cave ? Someone mentioned a sublevel for the entire cave and then bake the light only on the sublevel - but if i can do it with the lightmass volume that seems even better or no ?

wary wave
#

I would bake lighting over the entire level at once

#

and encapsulate your entire playable area within importance volumes, it helps

dreamy mango
#

Hey guys I got a crash log... And wanted to look at it with someone...where should i post it?

gaunt raptor
#

so no sublevel ? We tried baking out the entire level - it litteraly took 3 hours for it to go to 2 % - im guessing a few importance volumes wont fix that ? or no ?

wary wave
#

I wouldn't bake it as a sublevel

#

and absolutely do use importance volumes

urban gyro
#

@gaunt raptor Without lightmass importance, your lighting gets baked with only One bounce

#

importance allows u to bake more bounces and concentrates processing power when baking in those areas

#

to lower ur baking times use unreal swarm

#

however baking is a slow process in any situation

#

also, do whhat ambershee said, and use importance volumes, because not only do you get only a single light bounce outside it, it's also of a much lower res.

#

oh yeah, to answer ur question, yeah it's just DnD

#

are you baking for shipping or just preview?

#

if just preview, make sure ur baker is set to preview and not production

gaunt raptor
#

right now its set to preview - we have some pretty high poly foliage in the scene - which seems like its the big problem when we are baking. The trees is somewhat in the background and are not really that "important" - so maybe there is something you could do to the foliage to make it faster ?

#

also we have a bunch of particle snow and wind effects - but im not sure if that plays a role in baking at all ?

#

the lightmass importance volumes - do i need to set any settings on them at all ? or is it just "plug and play" ? The cave is the main part of the level - the outside world is just the spawnpoint where the character will be for a brief moment before entering the cave

grim sinew
#

Drop them in, make them fit around the playable area of the level, and done.

#

Multiple volumes is pointless, it treats it all as one massive volume anyway

gaunt raptor
#

https://i.imgur.com/f9Cu9NT.png this is the entire scene as of now - as you can see there is not a lot in there - but baking still seems to take 20+ hours even if its set the preview

#

running on a ryzen cpu and a nvidia 1060 if that has anything to say

grim sinew
#

GPU is irrelevant in baking

#

And yeah, in big maps baking takes a while.

gaunt raptor
#

so when we bake it our for production i should expect a couple of days of baking or ? Its still at 0% after 45 min. on preview

grim sinew
#

First 0% is skylight bounce, the progress bar isn't accurate as of 4.18

#

It's doing its thing.

gaunt raptor
#

allright man ill leave it for now 😄 thank you for everything ! Hopefully this will work 😃

paper kernel
#

@dark sparrow I've seen deforming smear materials somewhere

#

so no doubt doable, but only in small scale

urban gyro
#

@gaunt raptor Just DnD the volume and then bake. Depending on ur rig it may take a while. I have a pretty well overclocked CPU and an interface that can support the extra bandwidth, and even so there was a point where my workstation was on lockdown for a good day or so.
More importantly, you have a generated preview by default, a very rough one, so unless you're at the end of your alpha production, don't bake just to "take a look", because making changes to the scene will require a re-bake. Not a complete one of course, it will depend on what you moved an how many objects, but even so, baking should be the last step before building a release. At least that's my understanding.

void lantern
#

I need some help with Gathering text with the Localization Dashboard. I cant gather the text of some Datatables. Is there anybody here that have done this recently?

#

Is there a better place for this question maybe?

#

I just found out the answer, classic I know. Turns out that I did not specify the text fields as FText, but FString.

verbal cargo
#

Is anyone getting hiccups when running stat commands in a game on 4.19? Whenever I try to pull up detailed stat views (SceneMemory, SceneRendering, etc) my game constantly freezes once every few seconds.

gaunt raptor
#

@urban gyro allright man - just the be sure Dnd (Drag and drop? And not Dungeons & Dragons? :D) - Its a school project so i left it to do the bake overnight - i know its the last thing you wonna do - i just want to make absolutely sure that it will fix our light problems in the cave so that i can move on 😃

plush yew
#

How do you find the height of a character? It says the mannequin's size is 283 cm. That can't be right

honest vale
#

isn't it something like 180 UU?

verbal cargo
#

@plush yew I think the 283 cm is the height of the bounds. If you throw the mannequin in to a level and measure him, he's 122cm tall

plush yew
#

I'm getting about 182 cm

verbal cargo
#

yup, i missed typed

plush yew
#

Ahh ok. Thanks 😃

elfin jacinth
pallid compass
#

omg

#

NO

#

I JUST REBUILT MY ENGINE

#

hahah

#

jesus

cedar snow
#

rekt

pallid compass
#

I literally just rebuilt the whole thing omg

cedar snow
#

whistles there you go again ...

coarse wigeon
#

yay 4.19.1 is out

pallid compass
#

i got 100% rekt

tall pendant
#

that first comment ...

pallid compass
#

that comment omfg

#

someone donated 20$ lmfao

cedar snow
#

i don't even

pallid compass
#

wtf it worked

manic pawn
#

invest in a faster cpu :D

hidden heart
#

compile with YOUR MIND

pallid compass
#

anyone here got a target.cs thats been generated by 4.19? and not come from pervious ver

manic pawn
#

could just click new project real quick and get one?

pallid compass
#

yeah im doing it

#

was just seeing if anyone had theres open

manic pawn
#

paste it here so we can see if ours need updating too :D

pallid compass
#
// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class MyProject2 : ModuleRules
{
    public MyProject2(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
    
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

        PrivateDependencyModuleNames.AddRange(new string[] {  });

    }
}
#

it appears to be the same

#

im trying to root out a really weird issue im getting for packaging

safe rose
#

4.19.1 what

#

too bad my epic launcher says otherwise

silver crown
#

Need to restart it maybe @safe rose , as the version check is done at start IIRC?

safe rose
#

Aye

#

Too bad nothing on the issues with Rift

silver crown
#

Bad issues?

safe rose
#

performance

#

Big enough to make a stink about it

silver crown
#

vs 4.18?

safe rose
#

aye

silver crown
#

Sucks

safe rose
#

I know 😃

silver crown
#

Lots of changes in this compared to 4.18.3 though

#

Might have to port my texture array build to it

#

kinda normal with a .1 I guess

safe rose
#

um.. @elfin jacinth you allow this kind of stuff on official tweets?

viral herald
#

yo guys

#

when i try to create a animation blend

#

it doesnt want ot work

#

it says invalid animation type

glossy flame
#

@safe rose there's really not a ton they can do about that...?

safe rose
#

You can't delete?

#

I can delete on Twitter..

glossy flame
#

You can't delete other people's tweets

safe rose
#

No, but you can delete your own and repost

#

and if they do it again, well, you already know the dude's fortnite account

#

hopefully

#

ban

devout gulch
#

why would not allow ?

pallid compass
#

he actually

#

got donations

#

LOL

#

LOL

#

THAT VIDEO

warm bluff
#

hahahaha XD

viral herald
#

does anyone know?

karmic igloo
#

Has anybody made an 8-bit retro style game with UE4?

regal mulch
#

Nothing against you making us laugh, but that's offtopic if it's not an actual question

warm bluff
#

alrighty 😄 I will delete it! Sowwys! I thought its simply for chatting lel

regal mulch
warm bluff
#

ooooh can i put it there then? o.O

regal mulch
#

Yes

pallid compass
#

u know what i hate

#

when ur packaging to test

grim ore
#

neato dynamic landscape materials finally works, only took the entire 4.19 cycle and a patch lol

pallid compass
#

and its not shipping the map

#

for no reason

#

.>

green spear
#

UE really isn't supportive of prone movement...

urban gyro
#

@gaunt raptor Yes DnD=Drag'n'Drop

honest vale
#

no that's dungeons and dragons

urban gyro
#

its context sensitive 😛

cursive dirge
#

Did not Do

#

yeah, not buying it 🤔

viral herald
#

Do not die

#

Dance n’ dab

#

The ideas are endless

weary hull
#

which branch has the subdiv preview?

elfin jacinth
#

Nothing we can really do about it @safe rose

safe rose
#

😭

cursive dirge
#

@weary hull you mean static mesh subdivision or the new modeler thing?

#

regular mesh subdivision has been in since 4.13, but not sure if works properly even on 4.19

#

(it's a checkbox on static mesh import dialog)

weary hull
#

theyre supposed to be bringing in Pixar subdiv support

plush yew
#

now epic is begging me to use data smith via email.

#

Your participation in the Datasmith beta has been invaluable in helping us

native creek
#

When working on a complex animation blueprint , where you have strafing leaning and aim offset , what are the 'things' to consider , in order to make it work efficiently and correcty ?

distant finch
#

i think 4.19.1 is really buggy

#

like it crashes all the time

native creek
#

And it drops fps as well.

distant finch
#

is there any way to like open my project with 4.18, since i started it with that then updated and i do not want to redo everything i did (like I have to add basically everything that i made)

pallid compass
#

no there is not

silver crown
#

Should have made a copy

pallid compass
#

u cant migrate content back down if its been saved in a higher version

gleaming shore
#

In a timeline node is it possible for a keyframe to be a variable?

#

for example the first keyframe will the be the number I give it rather than what I set it

quiet harness
#

wtf

#

What does this mean

#

UATHelper: Packaging (Android (ETC1)): * What went wrong:
UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.

still solar
#

build error question ..? issue generating the final build: we are not seeing any textures or materials, we are seeing "no data validation" and " failed to cook trimesh" in the message window. any ideas ?

quiet harness
#

what platform are you packaging for

still solar
#

windows

quiet harness
#

hm

#

i dont know

#

try using #packaging for more in depth problems like that

#

im using general because my problem is probably just me being stupid

still solar
#

thanks

gleaming shore
#

@quiet harness Just a thought but try removing anything android from your plugins

quiet harness
#

I thought I would need those?

#

I especially need adcollection because it is the only way of doing reward ads

#

can I keep that one?

gleaming shore
#

Ah, sorry I read the conversation wrong. I thought you was packaging for windows not android

quiet harness
#

no

#

is there another way I could do reward ads

gleaming shore
#

Engine\Source\Runtime\Advertising\Android\AndroidAdvertising\AndroidAdvertising_APL.xml

#

go there and find " < insertValue value="com.google.android.gms,play-services-ads,11.0.4" /> " aand change 11.0.4 to 11.6.2

quiet harness
#

this file is set to read only

#

nvm disabled read only

#

do I restart my engine now?

gleaming shore
#

to be safe afterwards you should restart ue4

#

yeaah

quiet harness
#

ok

#

and there was a huge string of tappx errors in it too

#

in the log before the proguard thing

#

so I think the adcollection might be the problem

gleaming shore
#

Hmm, you may need to update your android sdk

quiet harness
#

alright i restarted my editor now what

gleaming shore
#

try to package aagain

slow orbit
#

These new sequencer fixes in 4.19 give me life

#

Too bad I had to build my level design flythrough for grad school application on 4.18 😭

quiet harness
#

it didnt work

#

UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.

gleaming shore
#

I had a a pain in the ass bug with sequences when selecting multiple keys it would craash ue4 😦

slow orbit
#

I had the rotation bug plague me on my whole flythrough, where if the Z coordinate goes even 1 degree into the negative ranges, the camera will do a 270 to adjust itself and turn alll the way around

#

I worked around it the best I could :c

quiet harness
#

What does this mean? UATHelper: Packaging (Android (ETC1)): Execution failed for task ':app:transformClassesAndResourcesWithProguardForRelease'.

gleaming shore
distant finch
#

I'll just wait till the next update and hope it fixes the crashes while editing stuff

gleaming shore
#

@quiet harness try updating android sdk tools and android sdk platform tools

quiet harness
#

in android.bat?

gleaming shore
#

Yeah

quiet harness
#

its updated

#

which sdk build tools should I use

gleaming shore
#

latest

pallid compass
#

So do u guys use Array's or maps for your equipment systems?

quiet harness
#

i installed it and still get this GOD DAMN ISSUE @gleaming shore

gleaming shore
#

try turning off Include AdMob support for ads in project settings if that doesnt fix it i have no idea

quiet harness
#

but I need ads

pallid compass
#

ur ads are gonna do u alot of luck if u cant even ship ur project

quiet harness
#

am i supposed to do anything with build.gradle?

pallid compass
#

no

quiet harness
#

wait I may have fixed it

pallid compass
#

i pray for u my 12 yr old friend

quiet harness
#

the problem is adcollection but I need it for reward ads

sudden agate
#

guys. is there a way to set the World Settings to different Default Settings?
Preferably via an INI file or something?

pallid compass
#

ur not allowed reward ads ur only 12 remember

quiet harness
#

uh oh

#

I fucked up my build.gradke

#

gradle*

#

can someone paste theirs here

#

please?

#

ugughhg

pallid compass
#

i dont even touch mine

#

default does the job

quiet harness
#

yeah i messed mine up and need the default one

pallid compass
#

I dont even know where mine is

#

U really shouldnt be messing with that shit

quiet harness
#

C:\Program Files\Epic Games\UE_4.18\Engine\Build\Android\Java\gradle

pallid compass
#
// Top-level build file where you can add configuration options common to all sub-projects/modules.

buildscript {
    repositories {
        jcenter()
    }
    dependencies {
        classpath 'com.android.tools.build:gradle:2.2.2'

        // NOTE: Do not place your application dependencies here; they belong
        // in the individual module build.gradle files
    }
}

apply from: 'baseBuildAdditions.gradle'

allprojects {
    repositories {
        jcenter()
    }
}

task clean(type: Delete) {
    delete rootProject.buildDir
}
#

no idea if that will work for u

#

as iv got a git pull of the engine

#

anyone around here used alot of gameplay tags before?

hot ledge
#

I packaged my game for Android but when I open it the textures don’t show even the analog stick custom texture doesn’t show it shows a box shape thingy

quiet harness
#

YES HOLY FUCK YES YES YES IT WORKED

#

BEEN ON THIS SHIT SINCE EASTER

pallid compass
#

only took u two weeks bro

#

its ez

quiet harness
#

ANNDNNDNDDD IT CRASHED

rustic panther
#

ya 2 weeks is nothing

quiet harness
#

why is my game crashing

#

I am packaging for the right platform

frosty bloom
#

@quiet harness I do not know what causes your trouble but I wanna give you some advice. The more you use all caps & frequently asks for help greatly reduces the chances anyone will reply.
Spend some effort in researching your problem, try to the best of your ability to solve it and THEN ask for help, by that point there should be a greater chance that people will aid you.

nova heath
#

"Why is my game crashing" is about as actionable as "What is the meaning of life" or "What do dogs think about"

plush yew
#

where is the global settings? I need to change the location where Derived Data Cache is stored. It fills up my SSD

ancient delta
#

hey

#

I was wondering if someone could give me good documentation on source control as im kind of failing to comprehend it

brittle fern
rustic panther
#

are there 4.19.1 notes up

brittle fern
#

unreal takes soooooo long to update

bitter iris
#

How would I go abouts restoring from an auto save

#

nvm

gleaming shore
#

Can anyone help me with this is preventing me from packaging ProcessResult.StdOut: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForGeneratedCodeMaterialExpressionGetSharedInput(void)" (?EmptyLinkFunctionForGeneratedCodeMaterialExpressionGetSharedInput@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)

languid mica
#

Updated to UE4.19.1 and now im getting a ton of CPU Stalls

#

getting the same thing on a brand new project

safe rose
#

@languid mica Compiling BPs?

languid mica
#

well i was writing out this long explanation then my computer decided it was time to update windows.

true star
#

RIP /r/UE4

#

good riddance

#

I just shut it down right now

#

/r/unrealengine is the superior subreddit

pallid compass
#

im too scared to upgrade my 4.19 lmao

languid mica
#

ya i would totally give it a couple months

#

I had to just load a previous backup

#

only lost a few days work

rustic panther
#

I almost pressed the update button, but I'm like 98% done with what Im working on, not worth the risk lol

pallid compass
#

yeah its really not

#

Top tier tip for all the less experienced people, back your shit up every night before bed, even with source control.

languid mica
#
echo %dt%
xcopy "C:\Users\ \Documents\Unreal Projects\  4.19" "H:\ \Backups\Live Backup %dt%\  4.19" /O /X /E /H /K ```
#

Backup batch file

pallid compass
#

oh wow thats nice

#

i zip my shit up and send it off to the cloud lmao

languid mica
#

The cloud, thats how the fbi gets all your stuff lmao

pallid compass
#

yes, take my game fbi

grim sinew
#

Can't let the FBI see your unreal stuff

pallid compass
#

what if they steal my tiling material library 😦

#

fbi stealing all the source control

languid mica
#

Pretty soon FBI will be the next Blizzard and just stealing ideas

pallid compass
#

yes because blizzard steal ideas

languid mica
#

Not considered stealing anymore

#

i suppose

#

Nich marketing

pallid compass
#

I cant think of one thing blizzard has stolen

#

There's also the fact that basically nothing is original these days, and inherits some form of something else already out there

languid mica
#

Overwatch is not per se a stolen idea but the abilities from Paladins were in Global Agenda long before Overwatch was even a concept

pallid compass
#

So?

#

So every MMORPG or ever shooter is a stolen idea?

languid mica
#

thats what im saying its not per se "stolen" anymore

#

Would be considered a 90s term

safe rose
#

You all talking about the downfall of Boss Key?

pallid compass
#

then why say "Pretty soon FBI will be the next Blizzard and just stealing ideas"

#

lmao

safe rose
#

Oh Blizzard

languid mica
#

Cause I grew up in the 90s

#

and can say things like that

pallid compass
#

so did i, and that makes no sense for an answer

safe rose
#

They def have jacked other people's game idea and twisted it into their own mojo and won

#

Except maybe HOTS, that didn't fare too well

#

But it wasn't terribad

languid mica
#

To me, Blizzard is a company who takes ideas from others...uses its huge budget and marketing. and releases it

#

thats stealing "IMO"

safe rose
#

Well, depends

pallid compass
#

HOTS is basically a minigame

safe rose
#

They don't just copy paste

#

They twist it with their magic sauce and make it better

#

Just enough

pallid compass
#

"take good concept's and apply practical skills & investment in too it"

languid mica
#

Why not take that money and make an origional idea?

#

original*

safe rose
#

Why are there so many BR games?

pallid compass
#

Why dont u make an original game?

safe rose
#

People it works

languid mica
#

I am making one

pallid compass
#

because its not what people want

safe rose
#

And people will buy it

#

It the shit ain't broke, don't fix it

pallid compass
#

^

safe rose
#

Whatever they are doing, they are doing it right.

pallid compass
#

Every time someone releases a total fresh concept game

#

there playing with fire

#

big time

safe rose
#

If anything, maybe everyone just needs to copy Blizzard principles 😉

languid mica
#

Cant copy blizzard

#

You would need the money to back something like that

pallid compass
#

Because you dont know if its gonna flop or go well

#

and if it flops u lose out big time

#

Its not all about budget and money

safe rose
#

No clue, but back to Boss Key, which is UE4 related no?

languid mica
#

It is man. Its all about Marketing

pallid compass
#

undertale is a game i dont like, but a prime example

safe rose
#

They just released their BR take in the 80's

pallid compass
#

Marketing helps

#

but does not mean shit

safe rose
#

that 44%

#

op

pallid compass
#

If ur game is shit

#

Look at LawBreakers

#

No man's sky

#

Sea of thieves

#

etc

#

U can market all u want, but if its shit, its shit

#

I seen someone playing that Vitor

#

and it was buggy af

#

i was watching them play live today

#

also its micro transaction heavy af

#

"I don't really leave reviews... but when you launch your game onto steam at a stage too early to texture a large portion of the buildings in your game yet you have a fully functional cash shop, I think something needs to be said.
"

#

LMFAO

safe rose
#

Yeah I mean

#

I really don't know what he was thinking

pallid compass
#

honestly i burst out laughing

#

that review was 10/10

#

How to destroy your rep 101

rustic panther
#

where is my projects "Plugins" folder supposed ot go?

#

root?

#

ok yes, damn I keep answering my own questions like immediately today

gleaming shore
manic pawn
#

tried a rebuild yet?

gleaming shore
#

I'm not sure how to do that, it's a blueprint project

gloomy pollen
#

@gleaming shore

gleaming shore
#

Ahh, Ive tried deleting the game intermediate before however not the engine one, will give it a shot thank you, appreciate it

gloomy pollen
#

yeah if that doesnt work id dump the whole log into pastebin and post it here, might be more clues before/after those linker errors

fallow radish
#

Hi

#

I am new to unreal engine! Just installed it

loud phoenix
#

Anyone else having issues with the Epic launcher? When I click Unreal Engine, a green loading bar appears at the bottom but it keeps me on the front page with the Fortnite video looping

safe rose
#

Basically...

#

Fortnite or Bust

loud phoenix
#

LOL

jaunty tinsel
#

hey, i updated my project from 4.18.3 to 4.19.1, and now my attachments get updated late

mint raptor
#

@jaunty tinsel how late, like a day?

#

need more deets, also that kind of happens with updates. Make sure to make backups.

jaunty tinsel
#

i attach a skeletal mesh (gun) to the hand of my character, after the update, the attachments position and rotation gets updated like 30 seconds late, if i dont move the mouse it doesnt even updates

#

are this kind of bugs common when you update entire projects?

mint raptor
#

the random ones where everything moves 2 inches to the left? Sure

#

Might want to go into Blueprints and show your update code that should be updating the pos/rot

jaunty tinsel
#

its actually c++

mint raptor
#

or CPP

jaunty tinsel
#

this is the piece of code that works in 4.18.3 (pretty standard tbh)

#

CurrentWeapon->SK_FP_Mesh->AttachToComponent(Mesh1P_Arms_lower, FAttachmentTransformRules(EAttachmentRule::SnapToTarget, true), TEXT("GripPoint"));

#

this happens on a function i call everytime i equip the weapon from its holster

#

it works perfectly in .18

mint raptor
#

Maybe make a small test case, redo that bit in BP and see if it updates late? Or do it in CPP to be consistent

#

Also a short gif or video (gif would be faster) of the before and after (or just after).

gloomy pollen
#

"i updated ________ from _____ to _____ and it broke ___________ " - welcome to using any complex software stack

jaunty tinsel
#

i thought itd break stuff related to code updates, but this is pretty random

patent siren
#

there is no better feeling than looking at your solution explorer and seeing everything named correctly

#

honestly it gets me more excited than writing animation code

crisp fable
#

so i dont want to sound like a horses rump

#

but the game engine that comes with 3dsmax has iterative light baking

#

and it handles lightmapping and scale and everything for you

sudden agate
#

People use stingray? lol

tall pendant
#

We had an eval back when it was still BitSquid. It was actually quite nice.

grim sinew
#

Well nobody uses Stingray now, Autodesk shut it down

crisp fable
#

yeah i know

#

im having an odd problem here

#

it thinks i have datasmith installed, i dont, its not in the UE4 directory

#

has it got it in some config somewhere?

#

oh nevermind its here

#

why does it think the udatasmith filetype is unknown

#

hmmf

gaunt raptor
#

is there a way to make a particle system react to speed/gravity/wind ? I have a torch that my chars holds in his hands - i want the fire to react a little bit when the character starts moving - is that doable ?

crisp fable
#

it should already do that if its world space

mint umbra
#

Hey guys, I have a landscape material question. I have a mask which places a material function at masked areas on the landscape. These would be for variation in my grass, i.e flowerfields, mud areas etc. The mask works perfectly, but its not removing from the grass output. The grass is being added to all other layers (both auto and paintable layers which all work) and then subtracted from the grass layer.

The result im getting is bad. Its removing grass at non-masked areas, somewhere its removing grass on the mask, while somewhere else its not removing grass at all. Ive tweaked this for days now, anyone have a suggestion?

#

Spaghetti madness. The last pic is the logic that removes/adds grass types.

leaden dust
#

is the kite demo field grass unoptimized enough that putting 2k pieces around the character on a flat landscape with nothing else gives 30 fps in the editor

honest vale
#

yup

#

kite demo assets are ridiculous

sudden agate
#

I like how Even Epic doesn't go proper PBR with their assets 😄

fierce tulip
#

they have to make i.e. the kite demo within a very short period of time, so the only/main focus is to make it look good for the frames they need. so cutting corners a lot

#

makes sense

leaden dust
#

Anybody can link me to some free textures for grass

#

mine doesnt have that natural feel

cloud cobalt
#

Good-looking grass is generally not just a material & texture

leaden dust
#

does 'Not enough memory for importing lighting' (Something like that) error message mean what it means?

#

Like seriously

honest vale
#

do you have ridiculously large lightmaps?

leaden dust
#

ain't 16 gigs ddr4 enough for baking lgihting with only a few pieces of grass and a flat landscape

#

theres nothing else

#

absolutely nothing else

sudden agate
#

don't bake lighting for grass or landscapes. easy as that

viral herald
#

uhh guys

#

something strange is acting up with my inputs

#

this should work right?

pallid compass
#

depends on ur pawn settings too

viral herald
#

pawn settigns?

#

one sec

pallid compass
#

ur gonna have to hang on till i open my project

#

give me a min

viral herald
#

ok

#

uhh wher is pawn settings ? 😅

languid shard
#

hey lads, I've got a weird problem with my navigation mesh since uuh an hour or so... I've built it, but when starting the game it disappears, and when I interact with something a small part of the nav appears out of nowhere ? 🤔

pallid compass
#

In your pawn

languid shard
leaden dust
#

hey

#

Another question

#

are the kite demo materials unoptimized

cloud cobalt
#

They are

viral herald
#

cant see it, res is to low

pallid compass
viral herald
#

still

#

not working

#

whats going on?

#

@pallid compass

pallid compass
#

u using an actor or a pawn

#

oh dude

#

ur adding controller yaw input twice

viral herald
#

?

#

ohh XD

#

so what should it be?

#

i a pitch axis?

pallid compass
#

well right now

#

ur trying to add turning rotation

#

twice

leaden dust
#

Another question now

viral herald
#

lol

pallid compass
#

I would go and look at some content examples if i was u

viral herald
#

and its still not working XD

leaden dust
#

Whats the best way to make grass that doesn't blow my computer up

#

and looks good

#

I mean medium quality

pallid compass
#

Using the foliage tool for placing it for one

leaden dust
#

I mean low-medium

#

I know that

viral herald
#

hey cool

leaden dust
#

but unreal has become very laggy nowadays

pallid compass
#

ue4 is not laggy

#

its w/e ur doing

leaden dust
#

for me

pallid compass
#

and not setting stuff up properly

leaden dust
#

nono

pallid compass
#

what gpu u got?

leaden dust
#

its not on ur side

#

960m 4 gigs

pallid compass
#

"its not on our side"

leaden dust
#

its something got to do with a virus attack recently

pallid compass
#

said every person ever

#

Thats the most stupidest thing i have ever heard

#

"ue4 got laggy because of a virus attack"

leaden dust
#

dude

pallid compass
#

please tell me thats not what u ment

leaden dust
#

i am not saying it is not on our side

#

ur = your

wary wave
#

eh?

leaden dust
#

A lot of programs have been lagging since

pallid compass
#

since what

leaden dust
#

But back to the question

#

grass?

pallid compass
#

i dont even know how to reply

#

to wtf ur saying

#

my grass is lag cus ue4 lag cus virus

wary wave
#

I'm kinda confused

pallid compass
#

what

leaden dust
#

I got a mining virus

#

thats what

pallid compass
#

Then wipe ur pc

leaden dust
#

did

pallid compass
#

omg lous

#

Then ur good then

leaden dust
#

but now everything's not working properly

pallid compass
#

Its not ur pc, its ur setup

#

and prob a lack of knowing what ur doing

#

Reinstall your drivers

leaden dust
#

Did

pallid compass
#

if your confused or lack of knowledge u should go look online at reliable sources

#

Have u tried running a bunch mark

leaden dust
#

I probably already did all you're gonna tell me

pallid compass
#

for ur gpu?

leaden dust
#

I looked once

pallid compass
#

and see how u align up

leaden dust
#

really didnt find anything usefl

#

something's lagging the engine

#

not a packaged game

pallid compass
#

First thing to do is go run a benchmark

#

and compare to others users with same gpu and similar cpu

leaden dust
#

Dude

#

I used to get 60 fps

#

Now its like 30

viral herald
#

@pallid compass

#

still

granite swift
#

Cool, did you already try with a clean installation of Windows?

leaden dust
#

yep

#

Its a clean install

#

I reset everything completely

granite swift
#

And I guess you also opened a new project in UE

leaden dust
#

Yep

#

First project

#

I tried in another one

#

still laggy

#

I mean

#

as soon as i start the game

granite swift
#

And I'm guessing you also got all the drivers?

leaden dust
#

it goes to 60 fps

pallid compass
#

every time i open that video

leaden dust
#

its only 30 in the editor

pallid compass
#

my discord crashes

leaden dust
#

viewpoert

#

Yep

#

All the latest drivers

pallid compass
#

Jar is ur other name Cait by any chance?

#

Jaf*

magic rampart
#

You have nvida shadowplay enabled?

leaden dust
#

Actually

#

I don't know what that is

granite swift
#

I'm just Jaf online.

pallid compass
#

no worries just same profile pic as old friend

magic rampart
#

If you have Geforce Experience installed, go into and disable nVidia Shareplay features

#

It's known to make UE4 editor lag badly

granite swift
#

Oh.

#

I have idea what it might be.

#

Have you disabled widnows 10's game DVR?

#

Assuming that's the version of windows you're using

leaden dust
#

I dunno

#

what that is

#

I gotta go

granite swift
#

Try this whenever you have time

leaden dust
#

i got win 10

#

Sure

granite swift
#

It's relatively simple thing to do so, who knows ,it might help.

languid shard
#

so, nobody has an answer for this navmesh problem ? 😢

granite swift
#

Sorry I literally worked with navmesh for the first time last night.

#

I'm kind of a blueprint-only newbie

languid shard
#

no probs 😃

leaden dust
#

Before I go

#

NOBODY TOLD ME HOW TO MAKE GRASS

#

That was my question

#

and we went on to lag instead

languid shard
#

@granite swift welp, I've added another navmesh box in the scene and it fixed it

#

no clue why, maybe my first box is too big

granite swift
#

Sometimes unreal has hiccups

#

Or so I believe, when in reality it's probably just me not understand how things work.

leaden dust
#

@granite swift I already know what grass

#

but its so unoptimized

granite swift
#

Oh, uh

leaden dust
#

I am talking about the method of making the grass mesh

#

In ue4

#

so it looks decent and doesnt blow computer

granite swift
#

Grass mesh?

leaden dust
#

I mean the mdel you place

#

model

#

With the foliage tool

#

whats the best method to create it

languid shard
#

you can make it yourself ya know, that's pretty simple stuff

leaden dust
#

I know

#

but a cross plane doesnt look good