#ue4-general

1 messages ยท Page 223 of 1

paper kernel
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totally forgot the lack of controllers

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I guess there aren't many alternative options

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update/manage a list of all pawn class actors

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unless

faint sphinx
paper kernel
faint sphinx
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thanks

paper kernel
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video 11 goes indepth to event graph itself

tepid karma
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Hey Everyone, Is there a smart way to bake lighting on parts for example a car spoiler and then whilst playing the game swop in different car spoilers that are also baked?

crisp flower
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guys i have a problem with painting foliage. so it started as following

  1. i painted some grass
  2. erased it and changed some placement and painting options
  3. tried painting again but i couldnt, thought it was just a bug so i restarted ue, but that didnt help
    any ideas what might be the issue ?
oblique tangle
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are you sure you deleted the paint and not the foliage?

crisp flower
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i deleted foliage from level to re apply it better

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everything works fine but when i paint its blank

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no grass generated

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okay just tried with different mesh

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and it works

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for some reason my grass went through first time

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but dosent want to go again

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rocks go with no problem tho

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okay just figured it out my selfe watch out with Height under Placement guys xd

tranquil bone
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Just wondering does anyone know of ways of procedural generation to create floating islands and on these islands generate of actors e.g. resources like rock and trees

faint sphinx
sudden agate
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@faint sphinx You need to implement the logic yourself "WasJumping" is just a check for jumping itself to forbid more jumps than allowed.
I recommend using "IsFalling" from the CharacterMovementComponent to indicate the Character is jumping (not the best solution, but a starting point)

You also don't need to cast your Pawn again after successfully casting it

faint sphinx
#

ok ty

lean gale
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Hello!
Is there any way to use highresshot or similar alternative to capture high res screenshots in a HTML5 build for the user to download?

honest vale
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anyone know what the "Odin" project is that sometimes appears on github commits?

opal coral
#

why does the scale tool not follow the increments? no matter how small I make them, they don't follow the grid.
I would use BSP brushes, but they can't have custom collision settings ;/

fierce tulip
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try putting that same sentence in the google search bar

viral herald
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good point

wary wave
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@opal coral - the scale tool scales by increments of scale

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the grid is at fixed intervals

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the two are not compatible concepts

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if you're going to use brushed, resize them, don't scale them

viral herald
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lol it was easier than most other problems XD

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thanks @fierce tulip

fierce tulip
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๐Ÿ˜ƒ

opal coral
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@wary wave they aren't BSP brushes, but static meshes. I'm just blocking out the level, but I can't use BSP because of collision presets

wary wave
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right

opal coral
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any workflow for this kind of stuff, besides making lots of separate converted static mesh actors? takes time to set up each one, instead of just duplicating one with the correct settings

upbeat eagle
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I just noticed Brackeys started using UE4

wary wave
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@opal coral - it would honestly depend on what you were doing

lyric owl
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where I can ask math question?

rocky portal
silver steppe
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Hello

fierce tulip
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@rocky portal we cannot really answer that since it depends mainly on your skill level

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if you have done it a million times, its easy af. if you never even booted up a computer it might be near impossible.

rocky portal
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I've mostly messed with FPS stuff

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never touched vehicles ๐Ÿ˜ƒ

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just thought it would be something interested to try to make

fierce tulip
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i'd go with "hard af" then :p
and wish you good luck and let us know how it goes ๐Ÿ˜ƒ

devout gulch
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if you don't want to touch PhysX and C++

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it's literally impossible

rocky portal
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I know C++

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i only use BP for prototyping stuff really

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where does the PhysX part come in (I don't know this) as I thought Physics were not ideal for MP replication

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but vehicles often use physics to allow for things like sliding i believe?

devout gulch
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simulation of tracks and suspension

rocky portal
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ah yeah those don't need to replicate

devout gulch
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ah well, didn't know :d

quasi lake
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Is dot product in 4.19 not accurate?

vale osprey
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That would brake half of the engine

quasi lake
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I did normalized vectorA dot normalized -vectorA,it's -0.98

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not -1

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In 4.17 it should be -1

livid haven
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I don't think it's got anything to do with engine version.

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It is floating point math so... maybe you looked at it funny and therefore it decided to be different?

surreal skiff
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does someone know how to make music like a composer or know someone that knows how to make music

austere yacht
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Does following a video series creating something teach you as much as if you force yourself to create something?

cloud cobalt
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@surreal skiff Hire a composer

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They are quite a lot and they're generally quite forward

livid haven
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@austere yacht That really depends on the video itself and also how you go about it.

surreal skiff
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its for a game

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horror related

cloud cobalt
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Hire a composer ๐Ÿ˜ƒ

livid haven
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Like, if it's just instructional and telling you what to do to get a result, that's really not that helpful. You're not learning something you can apply. It's like learning a couple of phrases in a foreign language - you can't speak that language, you can just parrot back a few sounds/letters.

surreal skiff
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where do i find one

austere yacht
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So what kind of videos are the most helpful? Gut reaction says the official ue4 ones

quasi lake
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My bad,my code is wrong

livid haven
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I can't rightly say, I wouldn't know, but I would think the ones of the official YouTube channel are decent?

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I'm sure some are much better than others.

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Like, some probably are, unfortunately, largely just "Do X, then Y, and you get Z"

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While other videos probably actually walk you through good habits and practices to build, not just getting an end result on the screen.

austere yacht
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Ill just follow along one and see how it feels

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It seems like you learn when you have an idea you want to make happen and then try to make it

grim ore
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If you want an example of a "good" video that is helpful just look for any of the ones from Zak Parrish. His are a great example of a video that teaches you how and why stuff does stuff when you do stuff

plush yew
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Hi, im having some big issues. I imported an FBX into my scene and now i keep getting this error throughout. Was working fine about an hour ago. http://puu.sh/A4o2o/a2186ee26a.png

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Basically it won't let me save my level or anything in it as i "do not have permission"

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"You do not have sufficient permission to save the following content to disk. Any changes you make to this content will only apply during the current editor session.

/Game/Level/Maps/TheDeathOnBrownStreetMain
"

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Please mention me if you have a solution to my problem

fierce tulip
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@plush yew seems like you dont have access to your version control, are locked out of the file, or the file is suddenly read only.

plush yew
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Yeah, and i'm not sure what to do about solving this

fierce tulip
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that really depends on which of the three things I mentioned

plush yew
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I don't have version control setup i believe

fierce tulip
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  1. log into version control
  2. tell collueague to push the file/revert it
  3. find the file in your project folder > right click > properties > check to see if its read only, if it is, uncheck it
grim ore
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also, and its weird, but make sure you don't accidentally have 2 copies of the project open

plush yew
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Okay, i'm closing everything and i'll check to make sure it randomly hasnt gone to read only

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Why would it change to read only if thats the case?

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It was set to read only, however everytime i open it again it resets to read only

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again

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What the hell??? I restarted my computer and re-launched it up and it works fine with 0 issues...

fierce tulip
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#justunreal and/or #justwindows10 things

plush yew
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a headache for no reason. Thanks for your help regardless Luos. Appreciate it :)

faint sphinx
languid kindle
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Anyone know how to set up Shadowplay in UE4? I've always had it work but I think a recent update broke it.

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Found a few unanswered threads that seem to have the same problem

cloud cobalt
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Use OBS instead, if all else fails

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It can use the Shadowplay encoder and you have much more options

languid kindle
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Ah alright, cheers

finite sleet
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@livid haven Would you mind messaging someone to help me with my login issue, or get me an email?

livid haven
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Did you ever link a Google account with your Epic account?

finite sleet
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That I did not.

livid haven
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I'm not really sure who I could direct you to, what was the deal again? Sorry, I vaguely recall you mentioning log in troubles.

finite sleet
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Sure. I won't receive two factor authentication emails even though it displays the correct email when I try to log in. I can't access the support section of the website due to it needed me to log in. I tried going through an email support system I found, but I haven't received anything back over the past two weeks.

livid haven
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Obligatory: Checked spam filters?

finite sleet
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Did that.

livid haven
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Huh. I'll see what I can do.

finite sleet
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Thank you so much.

livid haven
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DM me your e-mail address for the Epic Account, at least, so I can give them something to look at.

finite sleet
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Sure.

thorny cipher
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@livid haven I assume FN is on latest version of UE, are you guys getting issues with using stat commands and hitching?

finite sleet
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Thanks

thorny cipher
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I put in a bug report, but was wondering if anyone has talked about the issue

livid haven
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Dunno, I've been in my hole working on camera stuff for a while.

thorny cipher
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๐Ÿ˜„

still pilot
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Morning

finite sleet
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Morning.

livid haven
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Sorry I don't have anything on that. There's a certain level of removal between being remote and being on UI.

still pilot
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So what is everyone's stance on using Unreal Studio for making 3D Animated shows?

livid haven
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"Stance"?

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I know of at least that one 3d animated kids show, but I don't know that they're using Unreal Studio rather than plain old Unreal Engine.

still pilot
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Well opinions I guess would be a better word

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Well I mention that due to the fact that when you go to the Unreal Studio page they show customers and one of them is the people making the animated kids show.

livid haven
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Ah, fair, then they probably are using the whole Data Smith thing then.

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Worth asking, though I'm afraid you probably won't find anyone on here with experience in that particular use. Still very early days and I'm not sure how much overlap there is with this community.

thorny cipher
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this crash still exists

cinder iron
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D3D... The good ol crash back then when I used my previous computer to use UE

thorny cipher
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๐Ÿ˜

digital anchor
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i though unreal studio was to capitalize on stuff that wont be sold, if you use studio for an animation you will just skip the 5% royalty?

cinder iron
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Didnt have it again since I upgraded

thorny cipher
still pilot
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For sure I will check there, most of our team knows unreal, we are looking for better tools that will help in rendering times, as of right now Redshift is what we planned on using but $500 per licence and costs for render farms is just a bit much for a team without a lot of funding. So we are looking at the unreal engine/studio to help cut a lot of those costs/time.

thorny cipher
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Apparently fixed

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lol

livid haven
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@digital anchor No. Unreal Studio is basically UE4 + Data Smith, which is basically a toolset oriented more towards arch viz and such.

dim merlin
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hey guys, just a quick question: i can only select static meshes that have no alpha

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objects with a alpha below 1 cant be selected.. why?

livid haven
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As for the pricing model, I don't know.

thorny cipher
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@dim merlin

still pilot
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Well I know in Nov it will be $49 a month which is not too bad really.

tidal elbow
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Besides our usual uses for UE4, VR/AR interactive and other experiences for industrial... We've started using UE4 with a build of the VXGI version as a rendering replacement for Vray when making linear content. I'm curious if there is a specific section where this sort of use is best discussed. Maybe cinematics? Though there is a significant difference. Perhaps a section for high-quality linear animation might be useful?

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The current visual fidelity, coupled with the upcoming raytracing capabilities have really pushed us to re-imagine our workflows. When you can render 4k frames out at less than 1 frame a second at impressive quality, with DOF, fog, etc... this is faster than we can run a comp frame from Nuke. It sort of changes the game in terms of whether we even need compositing in a pipeline, when you can change it in the final and render frames again that fast.

lethal star
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bit off topic, but does anyone here have experience deploying on googles app engine?

pallid compass
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app engine?

lethal star
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google cloud, compute engine, etc. whatever name you might know it under

still pilot
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@tidal elbow this is a big reason we are considering using the Unreal Engine/Studio for our animated series. We are using Redshift right now and the costs of rendering in redshift can get costly.

tidal elbow
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@still pilot I would really consider it. There are some bumps in the road, but we've put our first all Unreal animation into production for a medical project, and so far, the client is totally happy with the look. There is minor exception with some of the artifacts in the circle dof. We are considering if there is a cleanup phase we can do in Nuke to get rid of the worst ones by rendering out

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but our project is pretty shallow dof, so the artifacts are more pronounced than normal.

still pilot
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Ya we are already thinking of ways to fix that as well, the only thing stopping us right now from completely moving to unreal is looking for a Rigger and Animator that can make the rigs for Unreal.

tidal elbow
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Any normal rigger should be able to handle it. Just some rules they might not like.

still pilot
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Ya lol always an issue with that, plus the main reason we want to use it is due to the fact we do not have any kind of funding, which would make the switch to unreal 100x better as we would not need software licenses for redshift or pay for a render farm.

tidal elbow
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Same for animators. Also, you can use alembic as a transfer file so you can just bake the animation out to cached verts.

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Yeah I'm looking at our current licensing costs and seeing that several Mayas can go to LT. While we may never truly remove Vray from our pipeline entirely... it could be reduced.

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would #cinematics be the best place for conversations on linear media rendering?

still pilot
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Most likely lol.

quaint hull
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hey, anyone have/know any tutorial/guide on making interaction/adventure mechanics, like stuff you see in zelda dungeons, activating switches , pushing stones, bombs etc

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I just want to experiment with the various mechanics we usually have in games before I make my own, so anything is welcome really

silver crown
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Probably not ๐Ÿ˜›

manic vault
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Ue4 retarget anim sucks

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Doesn't work with uniform scale

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Mobile autocorrect to retarded lmao

thorny cipher
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Where can I find the size map? ๐Ÿ˜ฎ cant seem to find it

maiden swift
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@thorny cipher In the content browser, right-click any selected asset or folder.

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For assets it's under References; for folders it's under Bulk Operations.

thorny cipher
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Just found it cheers!

safe rose
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That's cool. Wonder when GameDev related Unreal Academy will begin.

tidal elbow
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I think I'm going to go. Anyone else?

mint umbra
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Hey guys, do you know how to scale a texture sample (i.e a noise mask) so it's huge per landscape size? I'm looking for methods to mask out my landscape to place random variation of material functions into.
A Noise node gives me what I need, but I have issues making it solid, i.e not a lot of dots on the landscape, but large areas. Get what I mean?
I want something like this: random variation, but I dont want a cell of that randomness everywhere I turn, so I need to add variation randomness to it
https://cdn.discordapp.com/attachments/337290865326292992/435516836998676490/Brown-Patch-Advanced-Stages.png

I've tried multiplying the UV input of the texture sample with a scalar, to no effect. Using Tex Coords, etc.
This is what a Noise node gives me, but I don't want the noise to be covering everywhere; I need it to be way less frequent than grass.
https://cdn.discordapp.com/attachments/337290865326292992/435517840808738828/unknown.png

keen birch
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Multiply it by another larger scale noise texture with less white

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(or more white depending on how you use it)

pallid compass
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@mint umbra go look in the example landscape material pretty sure they have it setup with texture macro's

faint sphinx
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anyone have a tutorial for making a multiplayer with steam ??

copper fable
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why does it take so long to compile when i create a new C++ class

mint umbra
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@keen birch That worked perfect in the first iteration, I can still play with the values

copper fable
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compiling modules takes about 5 mins

narrow pasture
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Is there a limitation with skeletal meshes and trigger volumes?

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I can't get my simulated skeletal meshes to be detected.

copper fable
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i am treying to set my UStaticMeshComponent to the root component

rocky portal
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What is a PhysicsHandleComponent?

copper fable
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but getting the error " a Value type "UStaticMeshComponent*" cannot be assigned to entity of type "USceneComponent*"

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i am following a course

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and they have set it up in this manner

grim ore
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@narrow pasture assuming you mean a normal skeletal mesh it should be detected fine assuming your collision channels are paired. Out of the box it should work as far as I know. If your using a character then your collision is your capsule not the mesh itself

narrow pasture
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Nah I'm using a blueprint with a skeletal mesh on it. Though I haven't heard about collision channels

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It's not a character, it's something you pick up in VR.

grim ore
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and physics are enabled i am assuming?

narrow pasture
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Yeah

grim ore
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then the next question might be are you using physics to move the item for the volume to detect it or are you moving it by changing location directly?

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if physics are on and your using physics to move it, it should detect it and if not I am at a loss assuming collision is good

narrow pasture
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I'm picking it up with the motion controller and dropping it into the volume. So I'm assuming he former would apply.

grim ore
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yeah if your just dropping it and it's falling it should trigger

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maybe turn all the channels to block on the volume and see if it blocks it so you can see if the volume is having a problem or not.

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other than that double check collisions because they suck to debug ๐Ÿ˜ฆ

narrow pasture
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Hmm, well it is using the physics actor collision preset

pallid compass
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Try using the pawn

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by default it triggers on basically everything

narrow pasture
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I tried that and block all

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Neither worked

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Maybe it's an issue elsewhere in my code

grim ore
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maybe just hide the trigger volumen and drop a simple cube into the scene in the spot and see if it drops onto it and collides. If it still doesnt then yeah its got to be something funky on the collision on the item itself

narrow pasture
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Alright I figured it out,I was casting wrong

grim ore
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ah, good you figured it out.

pallid compass
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Pro tip, put log ot text outputs on every cast fail

patent siren
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oof wwise and 4.19 with vs 2017 are not liking each other

pallid compass
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Works fine for me with source buile

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Build

patent siren
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we are too

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i think we just need to update wwise

swift hull
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how to get invite link here?

solar eagle
#

can someone help me pls?

livid haven
solar eagle
#

ok so im a total newbie at unreal
and I did my first game in less than a month
and I tried to use a plug in from c4d to UE4 (wich later I had to delete because I couldnt make it a hard obj)
but it doesnt matter. So, apparently I exported a "transparent file" wich now, when I try to compile my project, wont let me do it because it still has a path
that my project detects but it is deleted from EU4. And when I tried to delete it manually from the folders, I still have the same problem
I have prints btw

upbeat eagle
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If i get an asset from the learn tab how do i import it to unreal engine 4

hidden heart
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@upbeat eagle whatcha mean buddy? migrating the asset to your own project?

upbeat eagle
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yes

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@hidden heart

hidden heart
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you right click on the asset you want and click migrate, then you navigate to the content folder of your project

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it will transfer the asset and all its dependencies

upbeat eagle
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Im going to try

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can i do it from my cart

hidden heart
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uhh

upbeat eagle
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Oh

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Im so sorry I didnt notice it said Add to project

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Thank you so much though ๐Ÿ˜„

hidden heart
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all good

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we all are beginners at some point :)

upbeat eagle
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Found out its also here

hidden heart
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yup

cerulean nova
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Can anyone show me a direction/guide/tutorial for Unreal Engine 4 Multiplayer like in Rainbow 6 Siege or GTA V ? Where players host lobbys but if the host leaves there is no "Host Migration" just someone else is hosting it? ^^

hidden heart
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player hosted is called listen server for ue4

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not sure if theres a specifix guide for what you want out there however,

cerulean nova
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and is it a Standard nowdays that the host gets passed or will it be like in CoD / close connection

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cause i think that even if u only play with friends and one of them is host and head to bed and the other ones want to continue their game should not be stopped because of that

hidden heart
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not sure

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dedicated would solve that, but thats not player hosted where one person is the client and server

cerulean nova
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hmh ๐Ÿค”

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but that doubles the work right?

white plume
#

How do I load in foliage?

hidden heart
#

doing a dedicated server setup?

white plume
#

I downloaded some and it won't let me use it

cerulean nova
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yeah cause im not realy expierenced in programming

hidden heart
#

it is more work

cerulean nova
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hmmm ๐Ÿค”

hidden heart
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what level of experience

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blueprints, c++ ?

livid haven
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@Konners#1750 If a player is hosting, then you're going to have to deal with host migration - you're not going to get seamless host migration.

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@Konners#1750 ... not sure why it didn't tag?

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Okay, cool, Discord. Whatevs.

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Some games just have dedicated servers, so there is no player host.

white plume
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I imported the open world demo content and its not showing up in my content?

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Rather my actual file. I loaded it into there and now its nowhere to be seen

white plume
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Gonna try to reinstall it I guess? I have no idea why it doesn't work

cerulean nova
#

hmmm

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i did not see all the other messages let me read a moment

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@livid haven Try to tag me again should work now or ?

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@hidden heart realy basic stuff lol i started reading a book about C++ but it was so basic that i could understand the stuff and their meaning and im pretty sure i could read some code if not to complex but i dont know how to nail it myself to make it work

hidden heart
#

well keep at it

cerulean nova
#

it was "The C++ Programming Language 4. Edition by Bjarne Stroustrup" wich i got recommended from a c++ discord

upbeat eagle
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took 40 minutes to install the open world demo collection but it was worth it

cerulean nova
#

no wait

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it was Programming Principles and Practice Using C++ Second Edition by Bjarne Stroustrup

steel meadow
#

hey do I really need to upgrade my Visual Studio to VS 2017 in order to used the latest versions of UE4 or is there other way around it?

livid haven
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You don't need 2017.

steel meadow
#

I've tried running UE4 4.19 with VS2015 and i get errors

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UE4 4.12 is fine with VS2015 tho

cerulean nova
#

maybe Framework?

cursive dirge
#

4.18 at least compiled without errors on vs2015

hidden heart
#

@cerulean nova thats a great book, you should take a few months to fully work through it

livid haven
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@steel meadow Well, have you considered seeking help with the errors?

cursive dirge
#

would be easier to make educated guesses if we actually knew what errors it threw on you

cerulean nova
#

@hidden heart Months?!

steel meadow
#

in the ue4 docs says:

Unreal Engine Version Visual Studio Version
4.15 or Later VS2017
4.10 to 4.14 VS2015
4.2 to 4.9 VS2013

cursive dirge
#

those are defaults/recommended versions I assume

livid haven
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Yep.

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Promise you, still on 2015 and I work on Fortnite.

steel meadow
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well the error was "Could not be compiled. Try rebuilding from source manually." when using 4.19 with VS2015

livid haven
#

Give us the whole error.

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Copy paste the entire relevant bits of log.

cursive dirge
#

I think he means the plugin popup

livid haven
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And exactly how you're trying to build.

cursive dirge
#

when you have to actually open just the sln in VS and build it

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you know, the thing you get when you open your ue4 project that was built with older UE4 version before and binaries are outdated

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if it fails to automatically build it, it could be just outdated plugins

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as ue4 api has changed a lot since 4.12

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you can't run the same c++ code as is with 4.12 and 4.19 unless you upgrade bits manually

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@steel meadow ^

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but it's impossible to tell what's going on with the info you've give so far

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we can just make wild guesses like that

hidden heart
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yes @cerulean nova assuming you dont have prior programming experience, learning c++ is def a challenge, if you did nothing but that everyday maybe a month but chances are you will burn out

faint cedar
#

Hey guys, quick question, mainly to the beginners and intermediates in here

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(I know might be preaching to the choir here but it's worth a shot)

cursive dirge
#

@cerulean nova people use years to learn c++ and still don't fully grasp it

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you can grasp the basics in short period of time but it will take longer to understand it properly

steel meadow
faint cedar
#

All too often do I see tutorials, asset packs and explanations for stuff in UE4 t hat works as a demo or as a prototype but isn't even remotely production ready - unoptimised, unscalable etc. I've been intending to do some livestreams of creating a game from scratch while enforcing good practices, proper asset setup and organisation etc. Question is - what kind of game would be the most fun for people to learn with? My original idea was a fast-paced doom-like shooter since it's relatively simple and straightforward.

cursive dirge
#

@steel meadow did you read the message?

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it says you are missing VS2015 update 3

faint cedar
#

Would anyone even be interested in that sort of thing?

livid haven
#

@steel meadow There's a big message right smack dab in the middle.

upbeat eagle
#

is it possible to change the material of terrain without deleting it

faint cedar
#

yes

#

select it and change the material in the details panel just like any other mesh

upbeat eagle
#

..

#

Thank you

#

My life has never been easier

cursive dirge
#

@steel meadow ok, here's another tip, with UE4 errors, you don't look at the long list of all possible errors, you want to look at the first error it throws and fix that first, it might not be that intimidating once you realize there might not be all that much going wrong

plush yew
#

@faint cedar Rather than livestreams, I think well planned videos would be much more valuable

steel meadow
#

ok so my VS 2015 Enterprise says Update 1 ill try updating it

cursive dirge
#

update 3 has been requirement for a long time for VS2015 and UE4

hidden heart
#

yes, videos in a series where each is 5 - 15 minutes long are best imo,

faint cedar
#

I am not quite sure I agree, livestreams have the benefit of being able to go back and forth, do mistakes, show how it looks like "in real life" rather than a cut-and-dry "laboratory-condition" video.

#

also Q&A etc

#

Game dev is messy ๐Ÿ˜›

plush yew
#

There's nothing to say that you can't showcase the common mistakes in a video series

#

Livestreams are long as fuck and most people aren't going to watch the whole thing

south ridge
#

Live streams are superb if you can be bothered to do a little bit of two-way communication

weary basalt
#

Your assuming that people will make the same mistakes, even if its an edited video or live stream, people will have different issues with it, there is no way to compensate for that.

plush yew
#

If you split it into multiple parts with appropriate titles/sections, it's much easier to digest and is better for search

hidden heart
#

^
this

faint cedar
#

True on both points, but the problem with a video playlist is that it constraints you to "do A, then B then C" when in reality there's a lot more back and forth, it's just a lot more organic

plush yew
#

That's just where you have to plan it well

cursive dirge
#

no idea what the end goal here is but issue with all video based training, be it prerecorded or livestreams is that it gets outdated really quickly

gray basin
#

who enjoys animations

cursive dirge
#

it's easier to keep document style training up to date

#

@gray basin this channel is for "General discussion about Unreal Engine that doesn't fit in other channels."

cerulean nova
#

i mean i scripted abit before in SQF wich is a Horror in most Programmers eyes ๐Ÿ˜„

#
params [
 ["_ownerID",objNull,[objNull]],
 ["_uid","",[""]],
 ["_gangName","",[""]],
 ["_gangTag","",[""]]
];
_group = group _ownerID;
if (isNull _ownerID || _uid isEqualTo "" || _gangName isEqualTo "" || _gangTag isEqualTo "") exitWith {}; //Fail
_ownerID = owner _ownerID;
_gangName = [_gangName] call DB_fnc_mresString;
_gangTag = [_gangTag] call DB_fnc_mresString;
_query = format ["SELECT id FROM gangs WHERE (name='%1' or gangtag = '%2') AND active='1'",_gangName,_gangTag];
_queryResult = [_query,2] call DB_fnc_asyncCall;
//Check to see if the gang name already exists.
if (!(count _queryResult isEqualTo 0)) exitWith {
 [1,"There is already a gang created with that name or gang tag please pick another name or clantag."] remoteExecCall ["life_fnc_broadcast",_ownerID];
 life_action_gangInUse = nil;
 _ownerID publicVariableClient "life_action_gangInUse";
};````
#

Thats a little part of it

hidden heart
#

im not trying to dissuade or discourage you, just givng you an idea of whats realistic for most people

cerulean nova
#

the problem is i dont see me realy code in anything but a little in UE4

hidden heart
#

just as a hobby?

cerulean nova
#

but for what? ^^

hidden heart
#

just using UE4 style c++ as a hobby?

cerulean nova
#

whats the diffrence between c++ & UE4 Style c++

livid haven
#

Hmmm, phrasing it like that might be somewhat misleading.

#

C++ is the language, you can follow different coding standards/styles, which are more about trying to follow specific guidelines about what kind of language constructs you use, whitespace, how you name things etc.

#

When working with an existing code base, you tend to adopt their coding style, but you also use their code and they tend to have their own solutions/patterns for typical things.

#

So in you might use std::vector<int> if you're using plain old standard C++ libraries, but you'd use TArray<int32> when working with C++ in UE4.

#

Because UE4 has its owns pre-existing frameworks that it uses, instead of the optional standard ones.

#

One C++ programmer at one company might name something like class CSomeClass; and make instances of it like CSomeClasss instanceOfSomeClass;, where another might do it as class FSomeClass; and FSomeClass InstanceOfSomeClass;

hidden heart
#

and theres also the macros to expose things to the editor

worn granite
#

Yeah, and Super

livid haven
#

I'd consider all of those parts of the framework, pre-existing code you use.

#

Even the code generation stuff is just additional stuff in the UE4 build process.

worn granite
#

Still falls under UE4 C++ to me

#

unless we're strictly talking about the style

livid haven
#

They're UE4-specific APIs in C++, but UE4 is strictly written in C++ - Epic did not create their own compiler for a variant of C++.

#

Everything true of C++ is true of C++ code you write in UE4. Everything.

hidden heart
#

so it is indeed worth your time to learn c++

livid haven
#

Where UHT wants to throw an error at you because you tried to make a property that's a pointer to a struct is separate - I've seen people think that's impossible just because they can't make it a property, failing to understand that UHT was angry, but the code would compile just fine.

candid cypress
#

To the Unreal Employees, Is there a node anchor to be implemented to keep the node graphs better organized such as Nuke uses? And even the "postage stamp" nodes. Would be an amazing addition to help from stray connections

grim sinew
#

Just double click the line.

#

It's already a thing.

grim ore
#

you can also change the way the lines work to be straight all the time rather than curved in the settings

hidden heart
#

reroute nodes FTW

#

omg you can @grim ore ??m

grim sinew
#

Yep, for a while

hidden heart
#

WHOA.

candid cypress
#

oh dang... This has been driving me crazy haha, Thanks!

hidden heart
#

like, how long zero lol?

grim sinew
#

Long enough where I forgot when it was added

hidden heart
#

I must go try this

#

TO THE COMPUTERRRR

grim ore
#

there are a ton of settings for the graph editors added over time

#

hell remove the lines and add a kitten picture to the background ftw ๐Ÿ˜›

candid cypress
#

@grim ore where's the setting for setting the lines to straight?

hidden heart
#

Im gonna add a pepperoni pizza to mine, obviously

grim sinew
grim ore
#

yep

candid cypress
#

finally my OCD can be helped with scripts

copper fable
#

how do i fix this?:

gloomy pollen
#

hey nice avatar ๐Ÿ˜ƒ what are you doing when that happens?

copper fable
#

hahah ๐Ÿ˜„

#

umm i think it has something to do with the fact i am opening it in VS2017

#

i jsut changed it

#

changed it back to 2015

#

and it works

upbeat eagle
#

are sun flares a built in thing or do you have to make that yourself

night wigeon
#

How does Complex collision works?

#

Because to me it fails more than Simple collision, guess it more depends on how far each vertex is

#

Correct me if I'm wrong

south ridge
#

@night wigeon simple collision uses (usually) shape vs * or convex mesh vs * collisions. Complex collision will use tri mesh vs * collisions, which are generally less nice.... what's the exact failure you're seeing? Also #legacy-physics

night wigeon
#

By failure i meant that certain spots of collision on imported mesh are like really large pits, pawn is going down once it reach them

#

I kinda just want to understand the technique of how unreal is making simple collision out of mesh without it (has only complex collision)

upbeat eagle
#

hecking detailed

chilly gale
#

Is there a way ro release a set of splines from aterrain please?

south ridge
#

@night wigeon simple mesh is made by trying to wrap up the model into a few convex meshes

#

But it's not very good

#

You should provide a proper collision mesh instead, built in your favorite 3d editor

narrow pasture
#

is there a way to disable a bone's ability to generate overlap events?

narrow pasture
#

i fixed the issue, disabled overlaps on the skeletalmesh and added a sphere

kindred mountain
#

@copper fable your startup project needs to be set to your game module

livid haven
#

Just the game project. You don't startup a module.

#

@narrow pasture Bones don't really generate overlaps, rigid bodies do, AFAIK. You can change those in PhAT, or whatever PhAT is these days.

keen birch
#

People, I love you for telling me about those tangets

#

That's going to make OCD a lot easier

livid haven
#

?

keen birch
#

Would be a nice per-BP thing though

livid haven
#

You talking about reroute nodes?

#

Oh, the tangent settings for the splines?

keen birch
#

So e.g. marketplace stuff doesn't suddenly look awful

#

The tangent settings controlling the graph editor (sp?)lines

steel meadow
cloud cobalt
#

So what happens if you open it in VS ?

livid haven
#

Yep. Tells you what's wrong right there

#

You're somehow trying to build both Test and Development, which are two different configurations entirely.

steel meadow
#

nevermind, its seems you only got this error if you named your project to "Test" looks like its reserved for Development purposes

livid haven
#

Yeah, don't name your project identically to any of the configuration names.

#

Naturally, those will collide and create an ambiguity on the commandline.

#

Hadn't noticed the project was named Test at first.

steel meadow
#

its worked now using a valid name project

#

it worked tho if Test2

livid haven
#

Makes sense.

keen birch
#

Never thought about that

#

That's both funny and good to know

#

I could've seen myself doing that as well

livid haven
#

A lot of getting better at troubleshooting issues with UE4 is not being afraid to read walls of text carefully.

#

It's not always super clear like that.

cloud cobalt
#

Yeah, Test sounds like something I could have done

plush yew
#

Can't open trees from Open World Demo. Always hangs up

wary wave
#

it's probably building distance field data etc

#

that would take some time

plush yew
#

already 10 minutes

#

oh man

#

It finished

#

so, what need? Better CPU, better GPu or more RAM?

wary wave
#

I believe it's all done on the CPU

#

so you're looking at CPU first, memory second depending on where the bottleneck is (likely CPU)

#

it's always slow though, that's just the way it is

plush yew
#

What is better AMD or Intel?

wary wave
#

fortunately you only have to do it once and the data should be cached

plush yew
#

oh, cached, nice

wary wave
#

generally speaking Intel are the better processors, but AMD can sometimes offer better performance/cost ratio

paper kernel
#

and intel has 6 cores now

plush yew
#

doesn UEeditor uses some CPU related code?

paper kernel
#

in consumer lineup that is

plush yew
#

I mean, Like IPP for intel

wary wave
#

it does have some optimisation for certain instruction sets

#

but it's hard to say just how much mileage you get out of those specific optimisations

frank escarp
#

if im correct, it should allow incremental lightmapping

#

like lightmapping only a few selected objects

plush yew
#

And didn't expected such hi-res content

wheat patrol
#

Hi there guys!!

#

Im new to this, and im looking for a new engine

#

Oh so do you recommend it more tham UE4 to start with??

paper rampart
#

Loool

#

So troll

#

Use ue4.

#

๐Ÿ˜‚

wheat patrol
#

xD, why??

paper rampart
#

Because its better in my opinion.

#

๐Ÿ˜‚

wheat patrol
#

Keep in mind Im completely new to this

livid haven
#

That user has no post history here whatsoever.

paper rampart
#

Yeh

livid haven
#

So they're just showing up to be contrarian.

paper rampart
#

I was talking about the dude answering hon

#

Him

livid haven
#

I wasn't responding to what you said.

paper rampart
#

Oh

wheat patrol
#

So?

#

Iยดm lost xD

paper rampart
#

Everyone is so grumpy in this chat

livid haven
#

You joined Unreal Slackers.

paper rampart
#

Use ue4

#

Do it

livid haven
#

Which engine do you think the members of Unreal Slackers are going to recommend?

paper rampart
#

๐Ÿ˜‚

#

Cry engine prob

#

No

plush yew
#

I've seen videos about cool dark games: Agony and Scorn

paper rampart
#

I wont. Im free to use them

#

If you dont like it. You can gladly leave

wheat patrol
#

Yeah I know ive joined Unreal Slackers, but Im looking for your experience

plush yew
#

Both UE

paper rampart
#

"๐Ÿ–• "

wheat patrol
#

and recommendations

paper rampart
#

๐Ÿ˜‚

snow crown
#

chill out folks

plush yew
#

Game based on UE

paper rampart
#

Lmfao. Try to be positive in your life

wheat patrol
#

I agree UE4 is very good looking

paper rampart
#

Thst Will probably make you less grumpy

plush yew
#

I will pirated this game for sure

wheat patrol
#

And what I like is the blueprints

paper rampart
wheat patrol
#

Do you guys use blueprints? Or do you think is not as usefull as programming in C++

paper rampart
#

Both do the same thing

#

Just c++

#

Can do some extra things

#

Nothing to worry about for a begginner tho

#

Its actually best to learn both

wheat patrol
#

So would I be able to make a good game just with blueprints?

paper rampart
#

Yeah

wheat patrol
#

U know, a + or - decent game

paper rampart
#

C++i use for optimasation Only

#

"Cant spell that"

wheat patrol
#

Rlly?

#

Just 4 that?

paper rampart
#

Yep

#

Its really good at it

wheat patrol
#

Nice... that is mainly what it encourages me to use UE4

#

And how do I learn? What do u think about it?

hidden heart
#

learning BP first is a good idea to get your head around how things work

paper rampart
#

Agree

plush yew
#

I'm new to UE and I'm trying to create "interactive representation" for my C++ code

#

Will make one tutorial at day

snow crown
#

for what it's worth, I use blueprint and C++ in a 20/80 ratio

paper rampart
#

Most BP knowledge Will transfer over to c++

livid haven
#

^

snow crown
#

and I work with the engine professionally on multiple major projects

paper rampart
#

It did for me

snow crown
#

C++ is the primary way I write game code in UE

livid haven
#

If you have the engineering resources, you should definitely be leaning on them for all your "business logic" and relegate the simplest stuff to blueprints.

paper rampart
#

But you can confirm BP works.

livid haven
#

Well, of course it works. ๐Ÿ˜›

paper rampart
#

Yeh

wheat patrol
#

And how could I start learning deeply in UE4?

paper rampart
#

๐Ÿ˜‚

snow crown
#

Blueprint is incredibly useful for game events as content

#

ie: a barrel that does something when shot

paper rampart
#

Yes it is

snow crown
#

but for something like an item system, doing that in bp would be generally a bad idea

paper rampart
#

Its hard too

#

๐Ÿ˜‚

snow crown
#

and, the best way to learn for me (and it's probably not the best advice to give) is to just make a game using the engine

#

there is a gamejam coming up

paper rampart
#

Overly complex in bps

livid haven
#

Aye. If you find yourself building a system in BP, you probably need to bring that in to C++. Blueprints are not great for systemic complexity.

snow crown
#

just drum up a fun idea and dive in

#

it doesn't have to be perfect

paper rampart
#

I learned thst way

#

Roy

#

It works really good

livid haven
#

Or, well, really, any kind of complexity.

snow crown
#

and the game doesn't even have to be functional nor do you have to submit it

paper rampart
#

You see mistakes

#

And you can imprpve

snow crown
#

yeah

paper rampart
#

Improve

snow crown
#

ask questions as you try to figure things out

#

eventually you'll get good

#

or you give up ๐Ÿคท๐Ÿฝ

livid haven
#

Ah, shit. Sitting here waiting for something to load and then I realize I'm sitting on a breakpoint from my last debugging session. -_-

snow crown
#

I did that the other day sion

paper rampart
#

Its all about investing time.

snow crown
#

i was wondering why everything was frozen

#

nope, just breakpoint i had set the week before and forgot about

livid haven
#

Womp womp.

paper rampart
#

If you dont have alot of time

wheat patrol
#

Oh i see

paper rampart
#

Game making Will be harder

wheat patrol
#

But if I have 0 knowledge?

#

Do I try also?

paper rampart
#

Yes

#

Everyone had 0 knowledge

#

Well

hidden heart
#

everyone starts at 0

paper rampart
#

Learn the engine

#

Get comtofrble

#

Then make a game

snow crown
#

everyone starts at 0

#

generally if you start just making a simple game

#

you can start to find pieces where you can learn

paper rampart
#

Be friends with the engine kinda

#

๐Ÿ˜‚

snow crown
#

like, make pong and you start learning input

#

and physics

#

and how to respond to physics hits

wheat patrol
#

I see...

paper rampart
#

I made tetris

snow crown
#

yeah

#

do something simple

paper rampart
#

For my first.

wheat patrol
#

well thats maybe a bit more complex

#

no?

paper rampart
#

Not really.

#

Just calculation

snow crown
#

really, anything

hidden heart
#

its doable, break the problem down into manageable steps

plush yew
#

Hey, Is there any examples of "Correct code/BP" for UE?

paper rampart
#

Before you start.

snow crown
#

to be honest, I did my first game as a floating tank first person shooter

paper rampart
#

Note this.

snow crown
#

i dove real deep into the engine on my first outing

paper rampart
#

"Nothing" will be "easy it's a frustrating road

#

And you will go mad

#

๐Ÿ˜‚

#

Game making mixes feelings.

hidden heart
#

i made a platformer with a weird vaccum gun that then spat the objexts out

paper rampart
#

One time you will cry of happiness. By solving a problem you sat upon for weeks

hidden heart
#

just make something you can manage at first, then build on it from there

wheat patrol
#

So thanks 4 the advice! I will be back soon

paper rampart
#

Then cry of sadness

#

When it breaks.

#

๐Ÿ˜‚

wheat patrol
#

xd

livid haven
#

Ugh... disappointed at how this solution turned out.

#

Tried to use an actor's bounds to frame it in the camera, but the bounds are either a sphere or an AABB.

hidden heart
#

use a helper arrow?

livid haven
#

Prorgammatically.

copper fable
#

how do i set the game project in VS 2017

#

i have been using VS 2015 for my project and want to switch

hidden heart
#

no i mean, use the arrow as a reference?

livid haven
#

The sphere bounds are too big, the AAB is fine except... the AABB changes as the actor rotates.

hidden heart
#

ah

livid haven
#

Initially I figured since we only rotate on the Z axis, I could use the box's top and bottom bounds, but the sphere's radius - but that radius is still way too huge.

hidden heart
#

hmm

snow crown
#

@copper fable in your editor settings there is an option to change it

copper fable
#

i ahve changed it to vs 2017

tame stag
#

wtf?, suddenly all my meshes showing up distorted, but only in orthographic vieww. They are completely normal in perspective...

cursive dirge
#

@wheat patrol if you come to UE4 discord asking for game engine, they will answer UE4, obviously

#

unity guys will say unity, godot guys say godot, cryengine guys say cryengine...

#

you get the idea

plush yew
#

@cursive dirge nope

#

They said Unity

cursive dirge
#

well, one guy said that to be fair

#

but majority would have said ue4 here if they cared to answer

copper fable
tame stag
#

ok, i fixed it, it was showing the low LOD... under show->advanced i had to uncheck LOD Parenting^^

plush yew
#

@copper fable VS2017?

copper fable
#

yeah

plush yew
#

You should right-click at project, not folder

#

expand these folders

#

also, You have clicked at solution, not project files

copper fable
#

@plush yew do you mean , D:\Unreal Projects\StealthGame\Intermediate\ProjectFiles?

plush yew
#

no, I mean You have solution that has several projects

#

And one of them is Startup

#

To change it you should find solution "entry" in tree-view in VS

#

and assign it as startup

livid haven
#

Also, install UnrealVS to make this easier to change quickly with a better UI

#

Engine/Extras

copper fable
#

now saying VS2015

plush yew
#

So, perhaps it was created in VS2015

copper fable
#

yeah it was

plush yew
#

You can convert it to 2017

#

Hm, it should ask you about convertation when you open it

#

maybe UE adds this?

livid haven
#

-2017 argument to Gen Proj Files script, I believe, will do it.

plush yew
#

Some old UE versions support VS2015

copper fable
#

@livid haven dont really know what you mean by that... sorry

livid haven
#

GenerateProjectFiles.bat

#

Pass -2017 as an argument to it.

copper fable
#

but is that the file i should make the start up

livid haven
#

That question makes no sense...

#

A batch file can not be a startup project.

#

It's a batch file, not a visual studio project.

copper fable
#

no sorry i meant the FPSGame(vs 2015) one

livid haven
#

What about it?

copper fable
#

will that be my start up project?

livid haven
#

If you select it to be, yes?

plush yew
#

@copper fable yeah, startup project has bold font

#

and you see, it has it now

steel meadow
#

has anyone tried the Paragon free content? my ue crashed every time i open the map level ๐Ÿ˜ฉ

livid haven
#

Might take a lot of memory to open it. Do you have at least 8 GB? Maybe 16 GB?

#

8 is probably cutting it close in general.

steel meadow
#

i got 16gb ram and 3.5 Vram

cursive dirge
#

it should still swap to disk

#

it would just be super slow

copper fable
plush yew
#

What's wrong with "include"?

#

No such file?

copper fable
#

Cannot Open Source File

plush yew
#

Perhaps some directories are fucked up, so you should check project settings

#

ok, where it was before?

copper fable
#

im not really sure what u are trying to say mate

#

sorry

plush yew
#

"Cannot Open Source File" - does it even exist?

#

did it even exists?

#

I'm not sure, but I think there is some difference in "root directory" between 2017 and 2015

copper fable
#

when i generate projhect files the log said it cant detect the vs 2017 instalation

#

so i am gonna reinstall

#

see if that helps

languid kindle
#

What do you guys to record Unreal? Shadowplay doesnt work anymore as of late (Staight up says Unreal isn't compatible), and OBS starts lagging once I go Fullscreen (Editor still runs fine, OBS doesn't)

steel meadow
#

vlc capture

manic pawn
#

sharex can do it aswell

#

have to change the default settings first to record in non-garbage quality then it works pretty well

languid kindle
#

Do you guys also have the Shadowplay issue? It has always worked just fine for me but as of late it just says Unreal isn't recognized whatsoever

manic pawn
#

did you try using the desktop capture option in shadowplay

languid kindle
#

Don't have that option sadly enough

manic pawn
#

huh? pretty sure it was there

languid kindle
#

I think its rig dependant, I don't have it

manic pawn
#

but i haven't used it in like a year

#

it's somewhat hidden in privacy settings on the overlay or something like this

languid kindle
#

Yeah I know where its supposed to be my laptop just doesnt have it rip

plush yew
#

ok, finished procedural forest tutorial

#

and it's late

dull wraith
#

Hey everyone, just joined! I'm doing an assignment in my games development course to make my own game in UE4, and I'm making a turn based JRPG. I'm first focusing on how the battle system will work, so I'm wondering if the Paragon assets (specifically Kwang, Phase and Serath being a fighter, mage and cleric respectively) would be good for turn based combat?

paper kernel
#

probably enviromental assets

#

infinity blade probably has better assets for rpg game

#

like, spiders and monsters

dull wraith
#

By the way, forgot to mention I've only had 9 hours or so experience with Unreal Engine so I don't know some things.

paper kernel
#

well I can give you some key points for Turn based game

dull wraith
#

Yeah, I'm using the Infinity Blade adversaries and the 3 Paragon characters since they're more JRPG based rather than the rugged, fierce looks of the Infinity Blade warriors

paper kernel
#

yea focus on making a game where boxes can do damage to eachother taking turns, leave graphics for later date

dull wraith
#

I've got most of the structures and data tables sorted out but my teacher says to focus on the gameplay first and then specifics.

waxen wedge
#

the paragon minions might work for enemies

paper kernel
#

I'm more worried about the performance issues that come with high-quality assets

#

inf.blade assets are more manageable

dull wraith
#

Yeah, actually I might try and use some of the Infinity Blade warriors first, then maybe replace then with the Paragon assets once I understand them more

paper kernel
#

just make sure you have a working base game before trying to shove assets at it

wary wave
#

Paragon assets are bit limited, aren't they?

waxen wedge
#

if you don't have too many on screen at once I don't think it's an issue.

dull wraith
#

What do you mean by working base game? I've been told to first work on how the game works as it's better to actually have a game to play and not much info rather than a load of tables and structures and blueprints, but hardly any game

waxen wedge
#

build the mechanics of the game first

paper kernel
#

you're making an interactive software, not a showroom

#

build game mode that distributes turns, build AI controllers that can execute actions for you or for the Master AI

dull wraith
#

And yeah, it'll be 6 characters max (not sure if I should do it like Pokemon with 1v1 or 3v2 or 3v3) and there'll be random encounters rather than overworld sprites

paper kernel
#

do health and mana potions

dull wraith
#

Thanks!

paper kernel
#

there's 1001 things to do before figuring what the characters should look like

plush yew
#

Hello everyone

dull wraith
#

Yeah, I'll probably focus on the trigger boxes and random encounters. Not sure if I should focus on making stats or a leveling system, or even the structures and data tables first, or what in the battle system I should focus on.

#

And hey!

#

Would anyone suggest I follow the Behavior Tree Quick Start Guide for my turn based RPG?

waxen wedge
#

start with input imo

analog pollen
#

What system is the lowest you guys want your game to be played

plush yew
#

I'm new here, and I kinda suck at Unreal, so does anyone know how to create a basic environnent for a beach in Third person ?

sudden agate
#

@plush yew

  1. get Beach Assets

  2. Sculpt Landscape in UE to form the Beach

  3. Place Beach Objects

  4. Place Lights into Scene

  5. Tweak Landscape
    5)Tweak Beach Objects
    6)Tweak Lights

Go To 5) if not satisfied with Result

kappa

#

Skill comes with practice

plush yew
#

Thanks

#

I guess it does

next parcel
#

hi everyone, UE4 noob looking for some advice. I'm making a super fast racing game, looking to possibly scale down the size of my actor relative to environment to effectively 'increase top speed'

#

I can reach 150+ m/s in 1:1 scale, was possibly going to scale down my actor to a tenth of the size to effectively make my top speed 1500 m/s. is this a clever idea or am I asking for trouble?

#

current scale if I increase my top speed or velocity I can bump into physics issues suchas clipping through meshes

vale osprey
#

if you scale environment in the same way then you will get the same 150m/s at the end

next parcel
#

but if I were to say for example, show the player the size of a human against the size of the vehicle, and for the vehicle to be in the view of the player.. would this not give the impression of 1500 m/s?

wary wave
#

probably not, to be fair

#

you'd need to diddle the camera otherwise perspective projection might look weird

dull wraith
#

Well, R.I.P me... It seems my project has somehow crashed and made my 64gb USB stick really slow. Might be due to adding the paragon assets but not sure. I'm alright with restarting though since I'll know everything I did, and I did spend about 3 weeks researching about everything I need to do (data tables, structures, what I'll include in the game, etc.) but still...

vale osprey
#

you can move object at 2 m/s but make impression of speed by scrolling environment, having unrealistic motion blur, altering FOV and etc

#

there is no speed perception without a reference

dull wraith
#

Actually, never mind. It works

wary wave
#

physics might also not behave as you expect if you arbitrarily scale things

#

environment less so than the player

upbeat eagle
#

morning

copper fable
#

so i have just set up VS 2017 for UE4 how do i make it so it opens the editor when i run it in VS?

vale osprey
#

ctrl+F5

copper fable
#

will it open the editor automatically?

next parcel
#

the intention was to have giant skyscapers and other landmarks fly past the view of the player, I will tinker around and see how I get along ๐Ÿ˜ƒ

vale osprey
#

you can do it in either scale

#

it does make sense to scale everything down so that it fits into a single level without using world composition

#

but you have to be careful, as things get smaller, float precision can get more pronounced, especially on things like skeletal meshes

#

other potential issues are with rendering

copper fable
#

i think my build is set to the wrong thing

#

it is building in HTML5

#

is that normal

upbeat eagle
#

wait you can change what language u use in unreal engne?

copper fable
#
1>INFO:root: - ok
1>INFO:root:generating system library: libcxxabi.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\libcxxabi.bc" for subsequent builds)
1>INFO:root: - ok
1>INFO:root:generating system library: gl.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\gl.bc" for subsequent builds)
1>INFO:root: - ok
1>INFO:root:generating system library: dlmalloc.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\dlmalloc.bc" for subsequent builds)
1>INFO:root: - ok
1>INFO:root:generating system library: libc.bc... (this will be cached in "D:\Program files\Epic Games\UE_4.19\Engine\Intermediate\Build\HTML5\EmscriptenCache\asmjs\libc.bc" for subsequent builds)
#

no haha

upbeat eagle
#

oh

vale osprey
#

@next parcel engine makes a number of assumptions in regards to the size of environment

copper fable
#

i just set up 2017 with it

#

and it is doing weird shit

upbeat eagle
#

hope it gets fixed

next parcel
#

@vale osprey thank you, I will keep this in mind

copper fable
#

can i stop this build?

#

or will it fuck it up

regal mulch
#

You can stop that build

vale osprey
#

@next parcel I would approach this in reverse - not how fast you want to move but how fast you CAN move. Potential issues with very fast moving objects are following:

  1. Collisions
  2. Performance impact from need to "trace" and query larger areas
  3. Ability to load/stream parts of the level fast enough
  4. Impact on Navmesh for AI
#

all of it can be solved but not necessary in a trivial way

dull wraith
#

I don't know if anyone here is any good with Turn Based RPGs in Unreal Engine 4 but I was wondering where/what specifically I should focus on doing first? All I really need is a basic start, and I should be able to build from that on my own

fierce tulip
#

write down core mechanics, start with the basics. (i.e. move character a tile, etc)

next parcel
#

@vale osprey thanks for the advice. as a side note, if the physics based approach does not work. I was possibly going to approach this from the angle of a train cart on a track. so the vehicle will always follow the path of the spline
I would hope this would allow to reach higher speeds without worrying so much about physics issues, as in theory, it would just need to calculate how much further down the spline you would be and set actor position relative to this. these are all just ideas at the moment but will investigate that if this doesn't work out

languid kindle
#

You want to make something that handles who's turn it is, and a player template kind of thing that can handle abilities and such

dull wraith
#

Walking, Running, Jumping, Level up system, Class system, Turn Based Combat, Skills and Collecting Items are my core gameplay mechanics. The first 3 are already implemented in the third-person game startup. So I think the battle system is the most important, and yeah, I'll probably focus on handling turns.

languid kindle
#

How long do you have for your project? It sounds pretty big for your first experience

dull wraith
#

6 weeks. All I really need to do is make a turn based battle system similar to Pokemon, implement levels/stats/loot and basic items/skills. Then if I have time at the end, I can focus on how it looks, I just want to focus on how it plays first before graphics and audio

fierce tulip
#

things I dont like
selecting meshes in viewport, then wanting to move trough viewport with mouse, but it randomly decides to move the meshes instead

regal mulch
#

@dull wraith You want to think about what your game needs to be functional

dull wraith
#

This is what someone recommended me to do: "Start Simple. Make 1 player and 1 enemy, have 2 abilities to choose from (heavy attack and light attack), and get everything working. From there, you can start adding more ability, damage types, etc. I'd even hold off on animations and things like that until you can get the raw data working (health bars going down after choosing the attack options)."

languid kindle
#

That sounds like a good start yep

upbeat eagle
#

I have noticed in unreal if i stay at the ground for too long it gets brighter is there a way to disable that

regal mulch
#
  1. Get the Battle setup in general. No Visuals, no Attacks yet. Make sure the whole Battle Cycle works: Start Battle, Switch Turns, End Battle.
  2. Get the Turn setup in general. No visuals, no Attacks yet.Make sure the Turn starts and ends properly with either users being able to perform a simple print action.
  3. Pokemon to the Battle, for now only Health.
  4. Add Attacks to the Pokomen, integrate it to your already working Print String in Turns.
  5. Update the "EndBattle" requirement to "All Pokemon dead".
dull wraith
#

What I'm thinking I might do is import an Infinity Blade warrior and adversary, create two abilities via structures/data tables, and then work on turn order. Or should i do turn order first (if so, where would I write blueprints to use the turn order

#

Nvm, thanks!

languid kindle
dull wraith
#

Thank you!

upbeat eagle
#

U get a water mesh place it on the ground and build small hills around it so you dont see the border of it

#

or should i make the entire map water and just build terrain over it

#

it says engine version 4.9 but from what i know im pretty sure that doesnt exist

#

wait there is but its old

quasi lake
#

Bros how to make it 60 frames per second in animation view?

#

It's 30fps now

pallid compass
#

Thats not how it works

#

your displaying 30 frames of animation

#

has nothing to do with playback fps

quasi lake
#

So how to display 60 frames a second in animation view

pallid compass
#

fps has nothing to do with ur frame count

quasi lake
#

I know,so what decides the frame counts persecond

pallid compass
#

the speed ofc?

#

and how many frames the animation is?

quasi lake
#

You mean in 3dmax?

pallid compass
#

in anything

#

i dont understand what ur trying to do

#

I dont think you understand how animation frames and fps works

quasi lake
#

I'm trying to do anything.I'm just wandering why the frames persecond in animation view will differ between different animations

#

in animation view not in real game play

pallid compass
#

because its the animation length?

#

its not fps

#

ur looking at FRAME COUNT

#

not FRAMES PER SECOND

quasi lake
#

So this animation has 450 frames in 0.85 second?

#

@pallid compass

pallid compass
#

to do with ur playrate export from ur animation software

quasi lake
#

3dsmax?

pallid compass
#

yes

#

or w/e u use

quasi lake
#

My animator says he did all animations the same way

pallid compass
#

u should use 30 fps playback tho

#

then he fucked up his export by the looks of it

quasi lake
#

Ok thanks

analog pollen
#

Getting some work done. Optimized the code by disabling the event tick when it's not necessary to use

quasi lake
#

Strange

#

I checked the max file,and it's in 1.0 play rate

#

Exported it normally,still 450 frames

worthy fox
#

Is there an easy way to find meshes within a project that doesnโ€™t have a material assigned to it?

pallid compass
#

@quasi lake you need to check your playback options, its not rate its fps, so 30, 15, 60, 28 for pal i believe? etc

#

@worthy fox not really but

quasi lake
#

in 3dmax?

pallid compass
#

u could get the world grid material, and use the reference viewer

#

and PRAY

#

it tags mesh's with no materials

#

maybe?

#

yes 3ds max

quasi lake
#

Where is the playback button?

pallid compass
#

I havent used max in awhile im primarily Maya but

#

one of the bottom right settings i think?

worthy fox
#

Alright I will try that. I wish they could implement a feature to handle this. I have about 1000 meshes in my project now and it would be nice to filter them..

pallid compass
#

it gives you like fps options and shiz

#

Why do you have a 1000 meshes with no materials ๐Ÿ˜‚

quasi lake
#

This one?

pallid compass
#

sounds like your project organisation is the issue i guess

#

i believe the frame rate setting corresponds to how many frames per second

#

so 30 fps setting, at 60 frames gives 2 seconds i believe?

#

dont quote me on this its been awhile

worthy fox
#

I imported my meshes from a Unity project Iโ€™m working on. In Unity they all use the same material, but when I import the meshes to Unreal a unique material is created for each mesh even though they should use the same... ๐Ÿ˜…

pallid compass
#

Delete all mesh's

#

reimport

#

disable import mesh

#

import material**

quasi lake
#

emmmm

#

Anyone familair with 3dmax animation?

pallid compass
#

Also Myrath if u can use c++ i believe data validation system could help you check mesh's for materials maybe?

worthy fox
#

Iโ€™m not familiar with C++ yet.. ๐Ÿ˜Ž So... I can โ€œmulti-assignโ€ a material to multiple meshes at the same time? Bummer! ๐Ÿ˜‚

pallid compass
#

I actually wrote a tutorial on it awhile ago, but u would have to override the function within engine source code, so u would need a git build

#

ahh

#

erm

#

Yes you can actually

#

Grab every object and use the property matrix editor

#

its like right click > another menu? forget the name > edit property matrix

#

it take awhile to gather 1000 meshs maybe

#

Asset action > properly matrix

worthy fox
#

Oh damn ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚ Thank you! Life owes me 4 hours of my โ€œlifeโ€ back.....

pallid compass
#

haha dw lmao

#

Migrating from 1 engine to another is never easy

#

suprised they all use the same material actually

#

If your doing that create a material instance of that material

#

and assign that too all of them

#

to save engine mat compile time

worthy fox
#

Itโ€™s a low poly game so the material only holds a texture with color information.. nothing too advanced ๐Ÿ˜Ž

pallid compass
#

yeah always good to optimise everywhere, increases platform reach

silver steppe
#

Can you import the 3rd pereon controller into an empty project?

quasi lake
#

I ask my TA friends and they checked my max file and said that frames or frames rate are all correct

#

But when some animations are exproted into ue4, frame counts just changed

#

The lengths are all right

thorny cipher
#

backlogged btw

#

wont be fixed for 20 versions btw

#

LUL

pallid compass
#

just tried it on 4.19

#

works fine

#

by sounds of it

#

who ever made that, there rig cant cope with logging

regal mulch
#

Reproduced in 4.19 and 4.20 while not affecting 4.18 doesn't sound like "rig can't cope the logging"

pallid compass
#

It happening to you?

#

i just tried it, i hitch for like half a second and thats it

#

but i remember it always being like that

regal mulch
#

Haven't tried.

pallid compass
#

profile logging has always been a big performance grab, eats tons of space, cpu, and a lil ram

thorny cipher
#

It happens to me

#

All stat commands hitch for me

#

Try stat startfile @pallid compass

pallid compass
#

works fine

thorny cipher
#

wtf

pallid compass
#

pause for like half a second

#

if that

thorny cipher
#

Keep it running for 30 seconds

#

see how many times it hitches

pallid compass
#

nothing

thorny cipher
#

specs?

#

it seems to be related to the 9xx range of GTX

pallid compass
#

6800k at 4.2ghz, ddr4 ram, m.2 / u,2 SSD's titan xp

thorny cipher
#

lol

pallid compass
#

its training my cpu tho

#

like fuck

#

draining*

thorny cipher
#

Yeah they've done something

pallid compass
#

what cpu u got?

thorny cipher
#

Older gen, but still 4.17.2 runs perfectly

pallid compass
#

Profiling in general tends to be super performance draining in term's of cpu, as its basically like "do everything for game, also write EVERYTHING down"

thorny cipher
#

Yeah but it's a regression

#

It shouldn't be using that much CPU

#

That it causes hitching

pallid compass
#

the bigger ur game / complex the more it has to write

#

its a very intensive process dont forget

thorny cipher
#

It hitches in a blank project.

pallid compass
#

wtf lmao

thorny cipher
#

yeah..

pallid compass
#

sounds like ur rig then maybe?

#

what engine ver?

thorny cipher
#

4.19.1 source built

#

and launcher version both hitch

#

4.17.2 no hitching at all

pallid compass
#

4.15 to 4.19 iv been profiling and no issue

#

hmmm

#

thats odd

thorny cipher
#

yeah the fact it hitches in a blank project set off some alarm bells ๐Ÿ˜„

#

engine and the project is on SSD

pallid compass
#

looks like its very specific to people then, as this is the first iv heard of it

#

u would think it would be noticed by epic since they do alot of profiling constantly

thorny cipher
#

The hitch is just CPU stalls

#

When it hitches the CPU goes to 100%

pallid compass
#

yeah ur cpu is exploding wth

thorny cipher
#

in a blank project ๐Ÿ˜„

pallid compass
#

i wonder why

#

its only like 30% slower than mine

thorny cipher
#

yeah exactly and 4.17 works perfectly

#

This guy is on similar hardware

#

Actually nvm he has 1080

#

Processor: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8 CPUs), ~4.0GHz

#

Same processor range as me

#

He has the unlocked edition

#

So something with this range it seems

#

47xx

pallid compass
#

could be a driver thing maybe

#

no idea way out my scope tbh

thorny cipher
#

FML.

pallid compass
#

for now ur just gonna have to brain profile

thorny cipher
#

haha

#

i think my mobo is out of date to upgrade..

pallid compass
#

yeah it prob is

thorny cipher
#

what do cpus run for these days

pallid compass
#

thats old af

#

depends what u want, what range etc, do u wann future proof, blah blah

thorny cipher
#

latest probs

pallid compass
#

well i7 or i9 then

thorny cipher
#

latest i7

#

won't be able to buy i9

#

๐Ÿ˜„

#

what series are we up to

#

8700?

pallid compass
#

just get a decent motherboard with 8XXX i5 or i7

#

then u can upgrade later on

#

hard if u want

#

i believe last two gen's run on the same socket

thorny cipher
#

well an i5 latest gen would be better than my i7