#ue4-general
1 messages · Page 218 of 1
not sure if making individual blades is a good idea
Honestly a good texture makes all the difference in the world
or patches of individual blades
I am talking about cross planes
two planes perpendicular to each other
as i said, doesnt look good
Make crossplanes with single clumps
Looks a lot better
Also make them not cast shadows
And color match to the terrain material
Well the bottom of the clumps are super dark
Reference battlefield 1
I'll add some negative z offest
They have very sparse grass that loooks great due to blending
and yes as Jaf said a good texture makes all the difference
Use scan data if you can
Will look 100X more 3D
Because you can crank the normals
Scan data is expensive and I am not making a good looking game
I just want it to look decent enough to be called grass
G R A S S
I wish I could use the field grass
There is some crossplane grass that I made recently and it performs great
Obviously not that dense for large areas
Yeah if going for realism, not using scan data is shooting yourself in the foot a bit
thats what i am trying
That's free
That grass is crossplanes I assure you
If you put that through some photo editing
you could get a decent result, probably?
Actually no
And yeah you could get good results with that, the normal is the biggest factor
You might have to model out some HP grass and then bake it to a plane
I cou;ld get a better result with a 3d model with that texture
Just something to let the lighting pop on the plane
eyyy eoinobroin i forgot u exist lmao
bcoz I can bend it
U coming Berlin ue4 on 24th?
I gtg
Just make poly grass and LOD to cards
Will come to you guys for help again
Hey man, nah I won't be! A ue4 meetup?
Yeah what @plush yew works great too
Just get good normals somehow
That'll help a lot making the crossplanes work and be less obvious
Anyone ever gotten these errors on import?
Also spending a few extra polys to bend the cards helps for bad angles like overhead where the crossplanes are obvious
Can't say I have.
sorry internet went funky
its a big event
the line up is fucking awesome
look at that
10:30
Optimising UE4 Games for Xbox: Tips and Case Studies (REQUIRES XBOX NDA)
10:30
Optimizing Fortnite : Battle Royale
WHY
WHY PUT THEM ON AT THE SAME TIME
Yea, just use a scenecapture2d for one of em
So last night I heard about Pubg trying to sue Epic for 'copying their game'
Which tickled me
it wasent epic
they tried to sue some shitty game
over a frying pan
i think?
or was it fortnite?
petty asf
lmfao what idiots
its not even the same genre fortnite
imagine them in court like
"excuse me ceo of PUBG can you read us out the name of the game"
fortnite
can u read it out slower
"FORT NITE"
its building game lmao
nothing like PUBG
Both have guns...same game
it was pubg vs mobile rips, who in their turn also files a lawsuit against ohter mobile rips
Yeah I was searching a bit and
Supposedly they're just
"concerned"
about Fortnite
they should be
Which I definitely wasn't about to call battlerite
its fucking trashing them LOL
i wouldnt call it a blizzard
i mean
battle royal was being done AGES before PUBG
and we are talking like
5-8 years before
"That's a nice concept you got there, let's just polish it up and make it more marketable"
concept was out there way before PUBG
its not as if lms didnt exist prior to pubg
lms?
mine craft hunger games too
last man standing
Ah right.
been around since unreal and before that
Well yeah, but Pubg was probably one of the first games to really make the whole LMS / Battle royal
really popular
it was def. expanded upon that idea instead of just giving everyone 1 life and call it done
however fortnite is a building game
so u know 😂
idk why people compare them all the time
makes me laugh tho
Because they're competing for the same spot, sort of.
Not really
Try and shove COD players in too Fortnite
watch that happens
they dont Gel
Different players for different games
I suppose the aesthetic / building might not appeal to them
They are definitely competing for the same spot
Yeah i kinda get what u mean with the same spot
but at the same time
There player base is totally different
The sad thing about it, for me anyway, is that I really enjoyed Fornite for what it was originally. It just lacked content. It was like Sea of thieves, a cool concept that got repeated over and over.
Is it? I feel like both games draw the same crowd
lmao
Haha so many of those comments
Yeah it is great for the engine (if you are making any kind of similar game)
looks towards Paragon ☹
Developing features and developing features that work in games seems to be two different things
Yeah it pumps so much money in and upgrades for us all
And it's all free
Paragon was a good idea
Except
The system in game for like
Leveling up
and cash shop and shit
just didnt gel
Honestly we get such a good deal and an incredible opportunity to use these tools
this ^
"omg I have to pay epic money if my game gets big using their engine? WTF"
Exactly
funny thing is all the money PUBG makes goes to fortnite lmfao
Now it's free with insane updates
well not all but u get me
Yeah it's a nice feeling
How much does Epic take anyway?
I'm very happy for Epic with Fortnite
Like I'm curious if you made a game in unreal
ugh
The put it on steam
How much would they be taking?
I feel they have kinda felt that they lost their gamemaking flow since nothing really took off for a while
i cant remember
But this has brought their focus right back to games
it might have changed
Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter
You don't lose anything you only have to pay when you do well
That's honestly
Pretty great.
Especially when you compare it to steam which is 30%
lmao
Yeah steam gives u platform and free marketing tho to some degree
well steam is not a engine developer
they are a platform i guess
same with sony
nintendo
Valve owns steams and
xbox
Valve makes source
If you release music with a label, online stores take 30% and then the label usually gives you less than 50% of the remainder
5% is absolutely great
Ye
On a completely different topic
Why does so many unreal game projects I see
Look so.. Weird
Like it's a mish-mash of aesthetics
Because many projects are rushed
Use assets from all over the place
Don't have proper lighting and materials setup
Just get it out
This makes me sad.
I'd rather have a game using the most basic textures
This might be a silly question, I've made a project that allows you to connect to a 3rd party dedicated server and match with other users, but because of the nature of how i setup my game states any of ue4's multiple-player options create a server - client relationship that causes all instances to be unusable except the server.
Is there a way, short of using cmd or opening multiple projects to run 2, essentially, offline instances of a project? It would make things a lot easier for me but maybe the answer is changing how my game states are setup in the first place.
but have a consistent appearance
PUBG also falls into that category to some extent
i wish there was a quality control whip, but it would prob hurt the little guys like us alot
Though the new map is an improvement
Sounds like your whole setup has been done spagetti style creagan
Sorry Creagan that's way above my experience level.
I would look at your Setup
noted, This problem might resolve itself as i learn more about what im doing
It sounds like a very odd way to set shit up
1sec
U should look at cedric's compdoium on networking and basically compare ur setup and see what is going wrong when it comes to playerstate etc
ok
I downloaded that from reddit earlier. My worry is that because I'm using gamesparks as a dedicated server it might not relevant enough but it couldnt hurt.
Built to scale! Open Source / Free*
Included competitive eSports features
Matchmaker
In-game Tournaments
Leader board
Chat
Friends
It can be found in marketplace Free as well. Dude is great for giving things like that out to the community.
ooo no I haven't
We already got way to much for free imo : p
Nothing more sad than looking for something
Finding it made
And it being like
79$
On the bright side it's
No offence intended like
Well, currently you can create games with free assets alone in UE (Won't be a good game tho)
motivating me to learn it myself
We had someone the other week who couldnt cast at all, and was trying to use a interactive kit they had bought off the market
and he couldnt figure out why he couldnt plug a Pawn reference
Yeah I was lurking and saw that discussion lol
Hey guys, anyone here had the pleasure of using the UE4 replay system yet?
I mean, if I say something too outlandish just.. Keep in mind I've only been working with unreal for like - 3 months
Just happy that it requires at least a SMALL amount of effort to create a game
heh i think how i cast my statemanager to the current game instance might be the cause of my issue
With no prior experience
dw its people who shrug advice off that suffer
they are annoying af
"I DONT WANN KNOW HOW TO CAST HOW DO I JUST PLUG MY PAWN IN"
I don't even know what an 'interactive kit' is
an automatic way for interaction between things
@granite swift It's great that people can start working with free resources, though you shouldn't expect to create an entire game with third-party assets. Games are still very much visual products, unique creation is a huge part of the value.
by attach a premade component
In Unity I can do X. Why can't I do it in UE??? Shit engine
Honestly most of the time when I'm looking for stuff
It's just me wanting to pull it apart
and see how it's done
So I can copy it and do it myself, get a worse result, but at least I'm learnding
wait till u get too the point where u got to bed reading random engine source code every night
thats where iv got too lmao
after reading all the wiki doc
Yeah-.. I can't do anything C related
And I feel like my experience as a web developer will only have
limited use
U wont need anything c++ related for like awhile
unless u start doing specialised stuff
or require high speed
for certain things
Honestly I hope to just 'group up' with someone when it gets the far
and specialize on the art side of things
I guess a prime example would be A* path find algorithm, u dont wann do that in bp trust me
Theres tons and tons of people in here craving for people to team up with
i've been trying to do all my code in c++ but now when i look at documentation for plugins its all in bp's reeee
Yeah I get that.
You need to know when to use c++ and when to use blueprints
There both very strong when u use them correctly
Let me show u guys a prime example
So this is a little function for adding stats up
and when u do this shit in bp
this happens
its gonna look like factorio
oh god why 🤖
So u can compress that blueprint node down too something like this
Why not just do Stats =+ Equipment[Index}.item->Stats;
xD
I only changed it over today
all you need is a operator = for that code to be one row
It was orignally item->HealthMax
i then compressed the stats in to a universal Stat holding struct this morning for ease
but good point
But yeah as u can see
That bp node
is soooo much more friendly
For high level design
I think, with a bit of experience, you can get pretty far with BP
You can but its about having the right things for the right people
some people work fully in c++ but i dont agree with that
I will not learn C++ before the engine forces me to
Because it slows debugging down and cuts off alot of people to work with you
lmao its not that bad honestly
I'm a slow learner
Patience is key
I actually learned ue4 c++ properly due to the GAS system
ended up motivating me to use it
I mean, I've been working with unreal for the past 3 months and that's the longest I've ever dedicated to project
(GAS system is basically the forbidden fruit of epic, its the framework they use for paragon and ue4 skill system)
@granite swift You can avoid C++ if you're careful about your game's scope
Like, no multiplayer
U can still MP with out c++ :p
u just gotta scope that shiz right
Unless u start getting mad complex
You can copypaste C++ from others, but that's not avoiding C++
Then u need speed & low end high end setup for ease
please no..
Hopefully that was ironic 😃
It was.
Let me give u the best two tips ever
Though I have been trying with multiplayer
And it hurts my brain
Replication & me aren't good friends
I'm currently working on the Next Zelda/DarkSoul mixed into one game HellYeah (joke)
Basically just don't do any kind of multiplayer while beginning
"If your framework can only be used and maintained by you, its bad framework"
Seriously
do any of you have tips for preventing false positives with intellisense / reshaper in visualstuido? I'm considering buying visual assist but its still pricy with my student discount
@wary orbit Sure, just disable it
Meaning if i couldnt come in and work in ur project within an hour then u fucked up
haha. knew someone would say that, i'm addicted to reshaper auto complete 😭
Pro tip dont listwn to intellsense
if I stopped working on my project
Came back to it in a month
It'd take me a week to get back into it
lmao
Heres the second piece to this
Try and build your systems self contained
You want to be the opposite of a helecopter
nervous laughter
See I was
If u where spinning to the ground in a helecopter
and u had to pilot it
if u pulled up on the stick
and pressed the break button
Maybe lured into the dark alleyway of multiplayer
u might end up going left
by this tutorial
In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main M...
and going faster
Because
The system is not non orthogonal
Things in 1 system heavily effect another
and u dont want that
because when one thing breaks or is replaced
It will shatter ur whole framework
(this is not applicable everywhere, but decent engineering advice)
hey man dont tell me what to do. ill couple my systems if i want to!
lmao
Honestly i have my shit so self contained
Like my talent system and UI it plugs in too
Can be ripped out and shoved in your own project and it just works
@granite swift The problems with multiplayer are that
- for it to work well and not look bugged as fucked, you need a deep understanding of what's happening under the hood
- you automatically need larger player counts to play the game, while most amateur games have almost zero success
- you might have hard issues that UE4 itself can't solve, like cheating, matchmaking, databases, etc depending on the design
Based on that, MP is a really nice way to run into a wall of difficulty at the middle of your project, when you think it's already working but it doesn't
(Been there, done that myself)
spooky
Sure, everyone likes multiplayer, but it's an automatic x5 time in dev
Pro tip again
Well yeah
U will have to make
like 5 prototype games
Before u even get close
to making a decent single player experience
never mind decent multiplayer one
Well yeah that's
otherwise what happens is
why I've created a bunch of smaller projects
Because in the 'big' project I'm doing atm
i can't even make 5 ideas let alone 5 games xd
I found myself repeating things I already knew how to do
You end up recycling your system so fucking much, u will get fatigued from redoing stuff and shit breaking through out ur framework
Rather than learning new stuff
Being a good Engineer is not something u can obtain by repeating really
You have to try new shit, try many ways to do it
look at other frameworks
and one day it just clicks
I mean I had that feeling not so long ago that
I could finally do blueprints without having to look up documentation all the time
Which was nice.
So i went and fixed it instantly and still am fixing it
To make it more sturdy and effective
The most important advice is really to start small
The more ambitious your project, the more likely the failure
Like im not even joking i woke up this morning and had an realisation about my Equipment system and how it could be x10 better
why did that send in the wrong order jesus
or start big if you intended only to learn
How many people come in here and vanish 6 months later?
ALOT
Strange how long u been in this discord now? where u before or after me?
iv been here nearly 3 years
I know I'm sitting on a large project and it's 4 years in the making. Didn't even know my soon-to-be wife.
Probably that long, though i've been playing with Unreal for a decade now
Since UT3 mod tools
Well my project is
Pretty small, relatively, in scope
I have all artwork done
All there's left is really just fixing my chatbox and maybe
adding some graphic options
depending on how complicated that turns out to be
Start huge then think bigger
Single player first
Then make multiplayer a week before release
battleroyale game per week right
multiplayer is indeed hella difficult
Hella.
12th august 2016 is when I joined UnrealSlackers 😎 Just checked
Man multiplayer VR dev sounds like an absolute nightmare
lmfao
VR alone is a nightmare already
VR dev be assed
AR and VR multiplayer is more harder right
Definitely 'more harder'.
Is there any multiplayer VR games out there from ue4 atm?
Google says yes
The market for VR is still tiny, it must be very hard to keep motivation high for anything other than passion projects
im sure vblanco made one?
yeah true
The chance of breaking even on vr must be slim af
Absolutely
I haven’t used the vive in months tbh though
It’s just annoying to setup
Haha yeah
honestly id love to make a VR demo for fun but
I doubt theres enough content out there for me to learn from
for me to do it in a reasonable amount of time
Maybe in like 20 years when it’s some kind of implant in 8K
with out spamming vblanco every 5 mins
Yeah it’s so difficult to figure out some of the stuff for it
Hats off to anyone developing in VR
Ain’t easy
be assed wearing that headset for 10 hours aday LOL
Screen door permanently in my eyes
I can’t wear if for more than like 20 minutes without feeling terrible
I played hours of superhot in VR
It's amazing
Most other games I played felt more like mediocre demos
Or ports
did u see
that
fuck
wait till u see this
lmao
To have your life ruined as well check out Together VR on Steam: http://store.steampowered.com/app/771920/TOGETHER_VR/ For business inquiries email info.node...
watch that
from like
8:46
like holy fuck
that feeling of intense combat
That fucking combat tho lmao
with the laser pallet coming out
and stuff
It sounds and looks so good
Hey guys quick question
sure
so if I find a publisher to publish my game
do I own the rights to the game
or does the publisher own rights to it?
You need to go speak to a Lawyer or solicitor about this stuff
and its steam considered a publisher?
it depends what ever u sign
gotcha
Steam would not own the rights to your game.
thats good to know
I was thinking that after i'm done making it
I would release all the assets i made for free
but I would like to still hold the rights to the game though so just wanted to make sure if a publisher could complicate things
I would speak to a legal advicer
gotcha
a publisher will complicate things - however this is 100% going to be down to what you negotiate with said publisher
so you're going to need a solictor, one familiar with this kind of contract law and this industry
Steam isn't a publisher
It's a platform for distribution
EA is a publisher (who owns a platform, but also ships games on other platforms)
Ubisoft is a publisher (same ^)
Valve is... kind of self-published for their own games, but I don't believe they do real publishing work with third parties
hey does anyone know how to make public servers for your game like Pubg?
with lods of money
really?
?
And rent some game servers
but how do I set them up I'm new to the game making section
First part of the problem is, are you on a platform like Steam ?
Is your game sold there / will be ?
will be yes
I need devs to help finish but thats in a nother section but ya its on steam
You need two things for public servers : matchmaking, and game servers
Matchmaking can be provided by Steam when you're on their platform, or you can develop your own matchmaking service
you could consider using gamesparks. All the cloud services ive looked at seem more mobile focused but gamesparks seems to work well enough with real-time fps style games. It might start to fall apart when my packets get too big but its an option.
Game servers are yours to provide (basically rent virtual private servers and run your game server on it)
You probably don't need a cloud server or more than one game server
Unless you plan on selling thousands
can we go into a call or something but i need you to help explain this I'm not good a typing at all
Nope, can't do that, sorry
don't use gamesparks it's overpriced by like 10x
well so use any server box?
or VPS or dedicated servers?
or only Dedicated servers
anything that is powerful enough to run your server works
mk so is there any tutorials out there on how to do all this
@ashen obsidian Just to be clear, this isn't going to be anything easy here, so if you're new to gamedev, might want to stay clear of that
This isn't tutorial-level of work
is gamesparks expensive? Ive been messing around with it since its free up to a point.
What is gamesparks even
well I know how to gamedev and I know how that works I'm just asking how to set this stuff up never have made a game server before like this
if you take their usage example and calculate how much it would cost to run on something like linode, you would literally be paying over 10x
(of course you would have to make your own scaling service then)
y cant tutroail this level of shit man
@ashen obsidian Well, register your project on Steam, set up matchmaking on steam using sessions, and then develop a dedicated server software using the engine source
You'll want tutorials on server administration etc
tutorial** jesus
And it's going to cost money obviously
im hoping that i can keep my project easily migratable if it ends up sucking
Hal this might sound like a weird question
(Actually you don't need to register on Steam at first)
But have you ever touched wow private servers
(Just will be needed later on)
i used to do runescape private servers
use to be a top tier warrior
Because I swear I recognize your name
but then i moved to real wow
no i didnt
I guess there's more than one Halcyon out there
maybe haha
i know this is a stupid question
but in the blend, left-right is distance and up-down is speed right?
wat
in blend
here
also
how do i apply a animation blend to the character?
i cant seem to find any good tutorials for that
https://docs.unrealengine.com/en-us/Videos/PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56/hRO82u1phyw , there are a few videos in there for blend space, anim trees and graphs
thanks
Is it possible to make vector curve in animation/montage(compared with 1d linear curve)?I mean not to use a vector curve outside
Im looking for C++ or BP develrloper for UE4 for a project, we alreadyare 10 so 1 slot for C++ and 1 slot for BP left
Wow that sounds really intriguing 
what source control do you guys prefer for small 1-4 person projects?
@plush yew #looking-for-talent
@wary orbit - SVN
git rapidly gets overwhelmed in my experience. I've broken git repos with Unreal before
I've not had issues with git and unreal
well, had some issues with engine code I guess
but that's git based anyways to begin with
last time i used git and had some snags, thinking about trying svn or perforce
imo git is good for programmers, perforce is good for artists
Does unreal Engine reduce mesh polygons when you import them cuz my weapon looks different I Maya and unreal
guys, where can i read on game design like enemy managers (basically a manager entity that keeps track of how many are alive and also handle the spawn waves i guess) but on an abstract level if possible not necessarily interested how to do it in Unreal or any other engine, i just want to get the thought process going about it, please @ me if you have any links or resources
is there a way to toggle line traces hitting a specific actor component?
do i have to completely change the channel of the component or is there something better?
... ->SetCollisionEnabled(ECollisionEnabled::NoCollision) does the trick
hey hey. I have a stress problem guys
Guys please? I need some serious help. I am panicing
Anyone able to spot my probably silly mistake for me? I'm making a simple floor generator and it works great except it spawns them all in the same spot, X and Y coordinates aren't working right for some reason. Looks like this: https://imgur.com/YO2pbU7
Well the point is. I had a email from paypal saying that I bought something on fortnite. I checked and reseted my passwords and nothing is ordered. There are no points or money taken or added to me. It's super weird and I am thinking that my account is hacked
lemi take a look root
u prob just gave ur card details
to a fake website megaman
well
resetting ur password
u prob just got ur paypal fished
was it an official paypal email? My other friend and I have also gotten emails saying someone failed an attempt to log into our unreal accounts.
I will give a screenshot
honestly root idk wtf i am looking at
Huh?
Define what u mean by floor generator
i coulda sworn it was basic procedure to loop gridsize with itself to create a square grid of tiles, i've done it before but it's been a while
also i got it off this https://www.youtube.com/watch?v=VmRggTwhiew and i swear it's an exact copy, im not seeing my mistake anywhere
Create dynamically generated levels in under 15 minutes! This technique is super easy to expand upon and I personally feel is a nice mix between 'true' proce...
although i definitely made a mistake somewhere 😐
Lets look at this simple UMG thing
and pretent instead of generating slots
we are generating floor tiles
So this will add 5 Tiles across
then go down a row
and rinse and repeat
So thats just some simple stacking logic there
So with stacking logic off the top of my head
we could say
Lets define our size
say we are 100,100 ue4 units for each tile
then we know we would want to spawn at 50, 50 for tile 0,0
yea thats pretty much the same thing as the method im used to, although definitely a bit cleaner. the idea is simply for every x across, create a block, then repeat for y
then 0, 1 would be 50, 100
then 0,2 would be 50, 150
See where im with this?
if we index like so
For positon all u do is a lil bit of clean math
If 100, 100 tile we want to spawn tile at 50,50 to be centre
Top tip my friend
swipe that shit too the side
and spawn Static mesh's in
and see if u can get a 8x8 grid spawned of static mesh planes
If u can do that, u can do 1000x1000 of w/e u want
Its just getting your process down first
make some sense i hope 😂
There we go. changed the passwords I opened when that happend
i also fixed my problem, turns out the tile size wasnt 100 but actually 10000. lost a ^2 somewhere along the line 😄
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?
https://cdn.discordapp.com/attachments/225448446956404738/433566814706991104/unknown-1.png
Removing grass from selected layers. This works perfectly for all other layers the masked one.
https://cdn.discordapp.com/attachments/225448446956404738/433567033800654858/unknown-3.png
Mask logic ^
Ignore the base color wire, that was just me debugging
Hello, I'm currently using the mountains landscape demo in the epic games launcher in the learn tab and I'm wondering how I can change it so that I can run around on it as a third person character. If you are able to help id be very appreciative
import the third person character feature pack, grab a player start and drop it in or drop the third person character BP into the level and set it to auto possess for player 0
there might be more like if the hang glider spawns using another BP or the Level BP but that should be easy enough to figure out. It might be in the Game Mode itself for the default pawn
I am sorry I said I had a serious problem guys. It's just I haven't been target for a while now and this was the first in 2 months
if I place a character outside the skyphere, physics and his skeletal mesh components start jittering. Has anyone encountered this issue?
@restive eagle Float precision issues
No way around it
Well only way around it is to change the origin
k thanks, probably will move it back inside the skysphere
I am just learning unreal and I need help with this failure
What's wrong with it?
the reflection why is it like that
Because I'm guessing you set the material of the surrounding things to be 0% rough.
If you mean why is the reflection distorted, because that's how it works. There is no better answer. That's just how realtime reflections work, they're not perfect.
@叶修 they work in screen space. If you want “perfect” reflections, enable planar reflections but they are very expensive as they render the scene twice essentially.
And they only work on planar objects properly, and you would need to have them for every single wall in that scene
Yeah that too
That's why I didn't mention them, it wouldn't be viable. You're rendering the scene 6+ times just to reflect a cube.
I thought he was just referring to the floor which has the most area to cover
And afaik you can't capture another capture, so it would have problems
Yeah best to not have large areas with 0 roughness if possible 😄
There are other ways to fake it though if using simple geometry like mirroring the geo under the ground and blending it with a semi transparent floor but only worth doing if you need that particular look and again will only work on planar surfaces
Generally best to avoid very shiny large surfaces if possible
How can I change the roughness? Also I changed my hollowed box brush into static mesh and now I keep falling through it. How can I fix this? Sorry I'm really new and my school don't teach these things.
@fair violet
Sounds like you need to read through the docs, watch some beginner UE4 videos and practice 😃
Chances are you have no collision on your new mesh, open it up and add some collision to it or export it out and add some in your DCC and bring it back in.
To change the roughness you have to edit the roughness value in the material assigned to the mesh. You can do that with a constant which can’t change after the material compiles or with a scalar parameter which you can then change in real-time using material instances
I recommend watching at least some of the UE4 beginner videos on their YouTube channel, they’ll explain a lot
And a quick way to get collision would be to set the collision setting to “use complex as simple” in the static mesh editor
This will use the mesh itself as a collision shape which will be very accurate (but not recommended if making an optimized game or using heavy models later on, but I don’t think that matters right now)
@onyx otter
I'm not sure if peoples Blueprint stuff is just very advanced here
Or everything is spaghetti because people manage it poorly
It's all just Advanced Spaghetti
Hey guys, my mask is inaccurate on the landscape. Would changing the Texture Object's sampler type to Masks solve the precision issue? If so, I'm getting errors when trying to change it, even though the Landscape master material is set to Masked. Anyone? 😃
@mint umbra Inaccurate as in the positioning?
Or the actual strength values are wrong
Also what kind of landscape material is set to masked? You have transparent holes carved out of it defined by a mask?
@fair violet Well, the mask defines a material function. The material function is applied perfectly fine, however, when I try to remove the masked layer from the Grass output node (I have multiple other layers that have this functioning perfectly) it fails to do so precisely. It's removing grass somewhere, while it's not removing grass even on the masked areas. Some spots it looks perfect, some spots its just totally random
I have the landscape material set to Masked so that I can draw holes in it. I was just thinking that the issue behind the bad removal of grass was that the mask's values was bad for it or something.
I'm using the mask to create a variation layer in the grass layer (my landscape is using an auto-material) which could have flower fields, dirt areas, etc. 20x20km^2 map so I need this to work 😃
I can't fully visualize your problem but it sounds like an issue regarding adding and subtracting masks. I recommend using nice bright debug colors like pink and green to debug the masks to understand where they are going
Break it down and slowly build it back up and you should find where the problem is happening
Could I DM you?
Sorry I can't properly help out atm
Gotta get back to work
But starting from nothing, add your mask layers with debug colors
Check if they are in the expected places and if not, it should be easier to find out why
Your mask textures should use the "masks" compression
Yeah, the "masks" compression is just giving me errors
You have to change that in the sampler too
If you change just the texture, the sampler has to match that
Oh! I found it! Maybe that solves it. Broken down the set-up a million times. excited
Also if you are using landscape layers, they seem to be particular about the order you import the masks in sometimes
Which I guess makes sense if you have overlapping masks for different regions
Might explain why you are getting seemingly random additions to your masks
Hmm, okay. Yeah I already have a mask for height (snow) and shorelines (beach), along with slope detection. The mask is blended in after the other masks, prior to hand painted blends.
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Welcome to Epic Games Public's home for real-time and historical data on system performance.
Thanks for info
No problem. Will keep you all posted.
i had the weirdest of behaviours now wrt to actor destruction
when calling Destroy() on an actor it got removed from the hierarchy but it's BeginDestroy just wouldn't be called
only after calling GetWorld()->ForceGarbageCollection(true); the actor would be finally destroyed and BeginDestroy called on it
is this expected or am i doing something wrong?
i waited a minute and it did not get garbage collected
the game is still running, so EndPlay wouldn't help i guess
What do you mean?
EndPlay doesn't only occur when the game ends.
(just like BeginPlay doesn't only occur when the game starts)
It kind of does. It ends for that actor. 😛
It happens for each actor
then i'am asking myself why the StereoLayerComponent only destroys itself on BeginDestroy and happily renders a texture to the HMD - even though it's removed from the level 😛
unless ue4 expects me to remove actor components manually during EndPlay
@glossy flame i apparently waited a bit less then a minute, because default time for GC is 60 seconds 😄
Hmmm. Officially becoming an Epic employee on the 16th. Still not sure I want that Epic Staff tag...
Not really a humble brag. I've been on here for a pretty long while and I've worried about it sounding more like a humble brag if I have to qualify being a contractor-not-an-employee every so often. :X
congratulations sheevok
Thanks
can you keep your home office perk?
Yep. It's not much of a change. I get benefits and am effectively bound as an employee compared to being a contractor who can leave on a whim.
sounds like a pretty sweet deal
dont do it Sion, everyone who goes epic goes quiet in here
Took long enough 😁
Not obligated to, I know of another Epic employee who goes under the radar on here.
But they also have never publically identified themselves, so...
i would hate losing your helpful answers
I respect their privacy.
I know that I put my self at risk being nearly as public as I am.
Someone with an axe to grind can just decide to watch my every interaction and try to catch me if I slip up and say something stupid.
Which everyone. Ever. Does. Even if it's something where they just misspoke and meant something else or didn't contextualize what they meant well enough.
though then it's still up to epic to apply goodwill
inb4 someone photoshops you telling people to bind there UI variables
Probably why you won't see most people who aren't already very public-facing interact so much - or they'll be very, very PR-friendly.
or is it good faith?
Sounds like a sibling of FDataTableRowHandle
Searching for the formatting information on how to set one up
Probably an up-jumped struct with a pointer to a curve table and some other "key" to access a row of the table by, with a details customization to make it friendlier to use.
im just looking at FScalableFloat which holds a Float, curve table
but i cant get it to show up
So im assuming the formatting for my CurveTable is wrong
Can anyone help on why sequencer is rendering video in low quality?
is there an actor lifecycle diagram that shows when components get destroyed?
@livid haven Didn't know they did remote devs for full-time
It's recent.
They must have their hands full, that Fornite:BR
I'm glad they are experimenting though finally
And to be fair, thus far, we're all people with near identical circumstances and working with Epic one way or another for more than 5 years each. :X
I made a big stink about it years ago
https://docs.unrealengine.com/en-us/Programming/UnrealArchitecture/Actors/ActorLifecycle @cedar snow Other than this? It's the actor lifecycle diagram, but maybe doesn't go into that much detail about component lifecycle.
already digested that top to bottom
GOD DAM MY VS CRASHED AND I NEARLY FOUND THE DETAIL FOR FSCALABLEFLOAT
Actually, to be fair, there were a few fulltime remote employees before - people who were fulltime employees of one sort or another and were allowed to go remote.
But as far as contractors going fulltime, I think I'm only the second.
@cedar snow what issues are you running into?
i think i've completely misunderstood BeginDestroy in the last couple of months
what's misunderstood?
that the default until BeginDestroy is called can be 60 seconds
Anyway, you should probably use EndPlay instead
Since they are going to kill off Destoyed
And by "default", I am assuming you mean GC?
yes
So what's the issue you're having exactly?
And Destroyed is being deprecated last I heard
UStereoLayerComponent continues to render the assigned texture even though it's owner has been removed from the level
so my guess is that i have to call DestroyComponent on a ref to it
which in my humble opinion is as weird as it's unexpected 😄
i will give someone 50p to find out the curve tale condition for FScalableFloat, i am unable to read the c++ rip
So the owning actor/outer has Destroy called on it and the component keeps ticking?
Yes
Welcome to Epic Games Public's home for real-time and historical data on system performance.
wow
btw https://status.epicgames.com/ is new right?
Welcome to Epic Games Public's home for real-time and historical data on system performance.
First time I see it
It's new-ish, yeah
If u have access to engine source right now, is there any chance u could tell me toe format for FScalableFloat CurveDataTable?
the*
I cant find the format for it 😂
I know its an FName & float
But i cant figure out what the FName
ffs discord allows you edit your messages, use it
I know im the worst
are you required to add an unrealengine splash screen or logo to a shipped product
@rustic panther No. In fact, I think you're not supposed to without express/explicit permission from Epic.
alright thanks
To avoid the fiasco that was that heinous shooting-spree sim game happening again with UE4 slathered on to it
FCurveTableRowHandle yes that
So the FScalableFloat is just float and pointer to a table,
and i just cant find the info on how the table is evaluated
@rustic panther EULA only mention that you need to add credit in credits
what if there is no credits
if i can find out the FName, Float format then im good
I think it might be
FName Level1, Float, ValueAtThisLevel
maybe
@rustic panther I'd look over the FAQs on the license for this kind of info.
@silver crown
@rustic panther where do you place your name in the game? :p
You're largely risking that we misremember something and give you inaccurate information on legal matters. :X
ya I'll look it over, was just curious for a quick answer to that one thing though
the project is for amusement park so it's just on a loop
and ya sorry epic, no revenue for you
So, in 4.18 it was pretty bad and we could disable it. In 4.19, you added this neat feature which keeps BPs dirty after disabling the Compilation Manager...
Anyone else who's experiencing this issue, please comment in the thread with proof 😃
Thanks
@wild kestrel oh snap, where the heck have you been?
Playing too much with VR?
@pallid compass https://github.com/EpicGames/UnrealEngine/search?utf8=✓&q=FCurveTableRowHandle&type= Source is pretty explicit?
ok ask in AnwserHub in legal category
as EULA states:
- Proprietary Notices and Attribution
You agree to retain and reproduce in all copies of the Licensed Technology the copyright, trademark, and other proprietary notices and disclaimers of Epic and third parties as they appear in the Engine Code and the Content.
You agree to place the following notices in the credits for any Product (replacing xxxx with the current year):
“[Product name] uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere”
“Unreal® Engine, Copyright 1998 – xxxx, Epic Games, Inc. All rights reserved.”
alright will just have to add some sort of credits then when the game is over about to reload level
@silver crown Yeah but the ScalableFloat struct is for the GAS system so its not on there, i need to figure out What the format for the FName is for it
bool IsValid() const
{
// Error checking: checks if we have a curve table specified but no valid curve entry
static const FString ContextString = TEXT("FScalableFloat::IsValid");
GetValueAtLevel(1.f, &ContextString);
bool bInvalid = (Curve.CurveTable != nullptr || Curve.RowName != NAME_None ) && (FinalCurve == nullptr);
return !bInvalid;
}```
ooo i just found this
So curve entry is what im after
So FName appears to be Level right?
If im reading that right, its confirmed it now
@rustic panther read EULA aspecially if you about to release the product, so you know on what terms oyu are and not get in any troubles later https://www.unrealengine.com/en-US/eula
Now to find out if it adds or replaces or multiplies the default float
release is end of this month
theres time
and I have a director that'll read through it
@rustic panther It's not very particular about "credits". I've seen games have an option buried in settings to let you view all the licensing information.
My point was it just needs to be accessible and shown somewhere - probably. Dunno, am not a lawyer.
I got it all, thanks! :P
licenses are different for each one
@rustic panther then maybe best option for oyu is indeed to add powered by Unreal logo
there will be at least a coca-cola logo in the beginning
Like I am using VRExpansion Plugin
And that's got a MIT license I think
And I just put it in a folder clearly marked Licenses
And package it out
I don't think you can use the UE4 logo without permission - or if you do, you risk getting told to remove it anyways. I remember there being a doc on it but I can't seem to find it and some servers are down so... 🤷
Every license is different though
No, you need to ask for permission
You gotta fill out the form and submit
and they will email you saying good to go
maybe we'll just ask then
really quick turnaround
Putting Unreal logo requires extra steps as you need trademark licence: https://www.unrealengine.com/en-US/branding/
oh somebody was faster
Jinx
Sicne your thing will be kind of like arcade machine with attraction mode i think putting powered by unreal logo is best option here
anyone worked with ik's before?
It works, just slower
Yeah but, that much slower?
Iunno how its affecting you that much
For my biggest BPs its actually faster
For my smallest BPs its about 20% slower
¯_(ツ)_/¯
The fact that it prevents the "child variables with defaults changed reset to parent default values on engine load" bug makes it worthwhile to me
Aye, that's true
Damn gyazo and their low resolution gifs
do you have a keyboard macro for ¯_(ツ)_/¯ or something lol
¯_(ツ)_/¯
haha
¯_(ツ)_/¯
¯_(ツ)_/¯
omg does everyone
i mean it's just /shrug
//shrug
lol