#ue4-general
1 messages · Page 224 of 1
hardware in new zealand is so expensive
did Epic really dumped all the Paragon assets on UE4 as free content? does it include the networking source code too?
So its like, can i settle for a pervious gen i5 so i can afford a good board and upgrade later to proper i7/i9 or
do i just get what i can get now
no source code
@steel meadow Not all of it, no sources, no Blueprints
No @steel meadow
Just some assets
ok i thought its a full game asset its too big 17GB
$698
Assets for a full game would be way more than a few GBs
yeah this is why i say, get decent board and a pervious gen gpu, then u can save up for something solid since u have goodboard
cpu**
@thorny cipher how about the new 9 gen cpus ?
9000 ?
I saw they were released for mobile platforms
Range?
should come to desktops soon enough
...?
yeap
@thorny cipher Be sure to have everything on a SSD, remove antivirus stuff, etc - hitches shouldn't happen even on fairly low-end CPUs, not for 5 full seconds
coffee and cannon
And you dont hitch on 4.19.1?
Tried stat GPU and stat startfile?
I'll check later if you want
That would be good
stat startfile always freezes a bit on start & end, but it should be smooth during operation
yeah it hitches midway through
Tried looking all the threads ?
CPU stall is generally caused by an UE thread blocking all others
Like, typically, GPU taking too long
CPU stall would typically not be caused by performance issues
At least not directly
By the way, stat startfile in PIE is worthless, you're also profiling the entire editor - dunno if you tried in a "launch" setup or a PIE one
It is touching the cache on my C drive
UE cache
which is a HDD
ill try it in standalone @cloud cobalt
how do i scroll through overload with VS?
Do you guys have engine and project on SSD?
yup
I have a 500GB SSD might move my OS to it
Does windows installer fit on USB ?
😄
My PC doesn't have a CD rom
I keep my OS on my lowest SSD
Oh really?
because there is really no need for it too be speedy imo
I have a 120gb ssd
well, do u really need a source build?
are u actually modifying internal editor content?
no need it for dedi
i see alot of people pulling full engine source when they dont need too
ahh dedi building
yeah that sucks
engine pull is like 65gb
lmao u need another SSD
NVMe ssd 👌
I have m.2 and u.2 drives in my main rig
and then m.2 x2 in my laptop
they make a huge difference
Yeah my win7 was SSD, but i moved to win10 and wanted to try it on my HDD
and never changed back haha
@thorny cipher Yeah put everything UE on a SSD, including your Windows system
Though they're fairly old SSDs for me
this is agility
OCZ agility 3
quite old
Is there a way to check how many reads it has left?
Would hate for it to poop
yeah ur gonna find alot of junk software
yo why not use a floppy disk reader ? 😄
hahaha
i don't own a lot of USBs
I swear if the hitching still exists after this 😠
guys i downloaded an asset with materials
but when i assign the materials
to the object
they gjust go blank
Saying uknown extesnsion "uasset"
how are you assigning the materials?
i am dragging the folder into contents
yeah that is not going to work
coming up with errors now saying uknown extension uasset
uasset files are files already imported into UE4, you cannot import them
where did you get the files and are there no instructions?
you would import/drag drop items like PNG or JPG images and FBX files
then UE4 created .uasset files internally for your project
i am following a udemy course
you can try putting them directly into your content folder on the drive but they have to be the correct version or they will not work.
Anyone here who is an expert at particles?
hello guys, does any one test this controller with UE4 ? iPega PG-9021
I want to use on android
Hey guys, does anyone have any suggestions for how to get crisp and intense shadows on landscapes with dynamic lighting? I'm getting too soft shadows at the point where they barely make a difference.
@mint umbra look at the shadow options on the light. there are options like shadow bias, filter sharpen, etc
I am wondering does unreal wiki is a popular destination as a source for information sharing/learning?
https://wiki.unrealengine.com/Main_Page
^ this one
it is just that clicking on "list all pages" it brings up a slot of spam pages like this one
https://wiki.unrealengine.com/Samsung_Printer_Customer_%2B1(833)*338(9444)_Service_Phone_Number
Is there an event for pressing a key similar to EventOnClicked? Or do you have to create that event yourself?
onclicked is actor specific
you can do a degelate that listens for certain key press tho
degelate?
delegate*
Is that programmer lingo? I still dont get it haha.
no, it's just event that is bound to certain action or time
Math question. Got UMG Sliders that have a StepSize. SliderRange is 0 to 1. Step size is for exmaple 0,05.
Now every slider represents a different range though. So 0 to 1 is e.g. mapped to 300 to 1500 or 20 to 100.
How would I calculate the stepsize to always add 100, (ro 10 for the second example)?
That sounds perfect if you want to spawn something on a keypress or am i wrong?
@regal mulch normalize to range?
Yeah kinda doing that, but the StepSize needs to be calculated
Cause the stepSize is for the 0 to 1 range
If the number range is 0 to 100, then 0,01 would add 1 per step
Or 0,1 would add 10
@austere yacht probably, but for that you would be using just regular action event, unless it's bound to certain criterias or events
1/(max-min) ?
yea that should produce the step size for slider
Perfect. Works. Thanks a lot @manic pawn !
Im trying to spawn an actor on mouse location when a key is pressed. How do i do that?
I know that the key must be to get mouse location but after that im lost
Also, do i even learn if i ask here? Its like im asking for help to finish 90% of a task when i managed to do 10% of it.
it depends. learning is a tricky thing
"Im trying to spawn an actor on mouse location when a key is pressed. How do i do that?"
^ one way to do it is InputEvent for the Key you want to press, when this happens you get the mouse location after that you spawn actor at that location
that would be the flow
How do i find the proper blocks to make that work? Do i just play around until i find it?
I mean, that's one way to learn how to do it
once you get the location vector where to spawn, rest should be easy
playing around and checking documentation could work, also check out video tutorials by epic on the documentation site
playing around is fine too, you gotta memorize the whole api anyway
the more you spend time going again and again through docs and playing around the more coherent picture would appear when you want to do something
tbh, I would only read docs if you can't figure out what something does
or, when you're looking for certain functionality
I pressed a hotkey on accident yesterday and did something to my editor... Was hoping it would just go away after a restart but it did not. I'm not even sure what to google because I don't know what this is. Can anybody help?
I'd really recommend going through all of the given templates if you haven't already. Collectively they have a whole lot of functionality already covered. And the community samples have even more
@austere yacht
Guys help
I can not install UE4
It says NO INSTALADO, NOT INSTALED
And I do not see any option in order to install it
Oh I have it
no problem guys
Thanks for the tip and the help guys
video of a tornado mesh, me saying "i know its a few million polygons too much, but its just me goofing off"
youtube comment: "way too many polygons!"
no shit sherlock
An update.
Reinstalled windows onto a SSD. 4.19.1 hitching still occurs
¯_(ツ)_/¯
well yeah? windows has nothing to do with it
last thing u need on ssd is windows if anything
least you know it wasn't an issue with drivers to some degree
I was just wondering if there is a reason for this to happen.
I have some items (bp created from a class) that I placed in the level, sometimes when I change something in the code and I compile it (hotreload) some of the properties such as UTexture2D, StaticMesh, Enum are reset to their default value in the blueprint.
@stable orbit don't hot reload unless only changing c++ function bodies
If you touch the header or especially if you change components etc you can really screw up BPs
The BP resetting is common if touching headers
I personally just close the editor when compiling
https://i.gyazo.com/7da1de8f363dab462b93da6cafe8d393.png
really makes me wonder if they'll ignore it if someone doesnt want to spend any more time reporting the bug and go to the new bug report setup. (which is annoying af)
In PUBG how do you think they can use the third person animations in first person but have the gun perfectly aiming down sight? Would they make a base perfect aim animation in Maya and just move the fingers / align each gun mesh and export a new aim animation for each weapon, or do you think it's an offset done in UE4 itself (or both?)
Any examples on how one would do this in general would be great. It's easy to add a true first person camera but I can't figure out how to sync up the animations without A: using a separate arms 1P mesh or B: having the ironsight not dead centre which eliminates the point of aiming down sight
this would look bad in most cases
What would? I'm not sure how to go about doing it
most games do it with extra pair of arms
Got it, probably the best way to go then thanks
I did think PUBG did it without a separate 1P mesh
thats what i do
@plush yew Everyone asks that question at some point. I tried it myself on a game and it fairly doesn't work
@cloud cobalt is it just not nice to handle and have work in both 1P / 3P?
Basically, third-person animation is way too dynamic, generally
i dont think pubg does it w/o extra arms
So you'd have stuff clipping in etc?
you can change what the owner can see
Everything moves around, you need to be super careful creating the animation so that you don't have excessive movement
same for GTAV basically every games that can switch uses it
It's a mess, and it's way easier to just use two sets of meshes
So you'd essentially create two different sets of animations (1P / 3P) and only display 3P to other clients even if it doesn't fully match up?
I guess it's all about the illusion
If the 1P player feels good and the other people see a similar 3P anim, it works out
check the shootergame example
yep even works with aim offset
other players wont notice cuz they cant look over ur sight
I am familiar with ShooterGame I just somehow thought PUBG did it with 3P for whatever reason
Any tips for perfectly lining up the 1P animations so the crosshair is dead centre?
Or do you just have to make sure in Maya that you have the guns sight pointing at the origin and move the arms accordingly?
you move the arms mesh with the camera 😛
Right but just attaching a weapon to those arms will mean when aiming, it doesn't line up 100% with the center of the screen when aiming
As in you'd want dead accuracy with a red dot sight
Do you just make sure that in Maya you have made the animation so that the gun points at the origin, or do you offset it in UE4?
most games u dont see the hands
Guys I would like to know if it is possible to make a multiplayer game with unreal. In a not difficult way I mean
4 example as unity does
Or something like that
Do you know something about that?
local MP?
Well... if possible via internet, not local
Ok so imagine there are no hands and you just have a gun mesh attached to the camera. Say you pick up a new weapon that is much bigger. If you lined up the first weapon so that when you play the aim animation, the iron sights were dead center of your camera, then the second bigger animation would be offset. Do you have a system to manually offset the gun so that the sight always lines up dead center with the camera
yea you can play a default starter project over internet
So I could make a multiplayer game?
yea
Imagine a survival island game (multiplayer) would it be “”easy”” to give the option to make it on-line, right? PD: Sorry for re-asking, just making sure xD
You'd still have to learn MP and networking
There isn't a "make multiplayer" button
But it is very easy to do so once you know the basics
well its fairly easy. depends on the mechanics u want in it
If its 4 players you could do P2P
Which is free because on person hosts
Sorry I thought you said 4 players. Basically dedicated is the best experience but it costs money
P2P is free but needs one player always playing to host and also a less fair connection for non host players
So if it is only 4 it is free? Don’t understand why, P2P (Peer 2 Peer??)
So like a mine craft server right? xD
player hosts the game
I don’t find more examples xD
versus amazon or google hosts the game
if u watch those vids u can do a simple MP thing
host needs to port forward
👍🏽 thanks!
does this still work https://docs.unrealengine.com/en-us/Gameplay/HowTo/CharacterMovement/Blueprints
ive tried it many times and its always glitched but i thought i just did it wrong
@fierce tulip they do have someone reviewing bugs, i got an email one day
although the email i got was them saying it wont be fixed
so i dont know if that counts
@upbeat eagle looks like something that prolly still works
what step doesnt work?
the character like gets stuck crouching
if i recall
im gonna do it again and see if im just doing something wrong
sounds like u missed a bool
hello
can someone help me
I'm trying to use level streaming and multiplayer
so basically i want to walk and change the servers
any idea how to do that
We recently found a huge leak in the UE4 garbage collector, particularly rearing its head on dedicated servers for large open-world games. Servers for arena type games with short play times (<1 …
is it possible that i am not allowed to add a timeline in a blueprint? i right click, type "timeline", no results other than cast to timeline... even when i turn off context aware search... i dont understand all the documentation just says "right click add"
Are you in an event graph or in a function graph?
event graph
What's the base class you selected for making the blueprint?
ActorComponent
(this specific blueprint has a parent class which is another ActorComponent blueprint)
Hmmm.
in the parent class i also cannot add a timeline in the event graph
So...
What it fails to explicitly mention is that adding a timeline is actually adding a timeline component.
Which, naturally, means having an actor.
ok, but since this is an ActorComponent, I should be able to create components on the return of a GetOwner node, correct?
Technically, yes, but at least out of the box this isn't going to get you all the UI to create a timeline.
(i'm coming from Unity land and some things are definitely tough to forget and switch to UE's style)
ah, OK, ok.. maybe you can suggest a better pattern: i'm trying to extend functionality for Actors in the scene. My naive approach was to create actors (say a static mesh), then add blueprint components so that I can call functions on those very components from my first person blueprint
in this case, i raycast, collide, try to cast to this unique ActorComponent type, and then if its valid, call the function i know will exist
Componetizing isn't a bad approach, it's just that a given component blueprint can't contain other components.
my goal with this is to allow easy iteration when setting up scenes: place all actors (meshes, really) then enable certain actors to be interactive by just adding a component
Which means componetizing a timeline isn't really feasible. 😦
hmmm, i miss coroutines immensely from C# land 😄
so... what exactly is the correct UE4 pattern to achieve something like this? the reason i want to add a timeline is (in this case) to fade the object out by using a timeline to set the Opacity parameter of my material
You'd have to create the timeline directly on the actor. Maybe programmatically would work better for that.
(my ultimate goal still being maintaining ease of iteration for level / gameplay folks)
that's OK, i can revert back to my C++ sandbox too... is this doable in C++? add components from a component?
You can add components in BP or C++ from a component, it's just that timelines are very specialized in terms of UI.
http://prntscr.com/j6mtqv what is that blue dot called
I found a reroute node but im not sure if thats it
aye
yes it is
Reroute nodes take the color of the line plugged into it, if that's what is confusing you
They start off as just gray if you manually place one
Sion, so in this case, its ultimately C++ in order to achieve this functionality (add Timeline from component)?
@fierce tulip aw fuck 4.19 leak?
iunno, just sharing for the sake of sharing.
OH
http://prntscr.com/j6mych does this matter?
if yes how do i fix the 2 warnings
I remeber i did something to it a while back in the settings i think
dont do get char inside animation area
do it in anim graph
thats designed for it
Hey guys, I'm trying to remove my mask from a selected other masks on my landscape. It's not working properly. I.e if there's a masked spot which has a flowerfield, I want that to win over a mask with mud.
Here the flowerfield and mud has been masked in the same area. I want only one mask to be able to mask one area at a given time. I.e the mask that's closes to 1 is the mask that actually shows. How should I do this? I've been successfull at removing the mask from my cliffs (slopebased) and beaches/snow (heightbased), but not my general erosion and other variation layers.
not related to answering your question but thats some nice vegetation
slomo console command not working in editor?
@upbeat eagle Thanks 😃
why slomo the editor?
just turn down the camera speed 😛
as far as i know it worked in PIE last time i checked
usually i use custom time dilation tho
@wicked tiger As always the auto login never works (at least for me, at least on chrome), but now the docs links are broken when you're not logged in and just take you to the docs home page -- EDIT: Let me revise, the first time it sent me to home page, the second time it worked
set global time dilation
@obsidian nimbus pie doesnt work atm for this project, and i need to test something that takes a looooong time in a material thats active in the map
Is there and updated tut for this? https://forums.unrealengine.com/community/community-content-tools-and-tutorials/42393-tutorial-let-it-rain-but-not-indoors
Im using 4.19
its not controlled trough blueprint, its world time related, and i cant change the speeds in the material itself since itll mess up a loooot of timing
simulate also doesnt work
only realtime viewport works atm
sounds like a broken project 😛
well i dunno, never tried to slomo the editor 😛
when it time comes ill make it work tho! 😃
Any chance of HFTS being added to UE4?
guys after like 2 hours i finished doing the movement system using this tutorial
im gonna click play
and uh the animations dont change
lol
time to debug then!
start throwing breakpoints everywhere and validating the data
i unchecked this threading thing in the settings
now theres no warnings or errors
but it doesnt work anymore
so uh
i mean it works the same as before
grab the anim bp from shootergame, done , profit
about all I could guess is the change to the anim blend spaces might have made following that part different but the rest should work if the code is right
im thinking its because the tutorial is for engine 4.9 but idkkkkk
only major change since then was the blend spaces layout
its a 9 step tut, couldnt u test parts of it half way?
well anim stuff is kinda tricky if u never used that stuff
yea this is my first time other than the numerous times ive failed doing the same thing
Im on part 3 so far, what doesnt work for you? any animations?
Is the new Ray Tracing going to be in 4.20?
Id say it will be an seperate fork.
oh?
@upbeat eagle it should work, I just got thru part 5 and besides the warning, which I did not fix, it works fine.
i got like 12 warnings
and than it doesnt prone or crouch
and moving with wasd is inverted
which i think i know why
I've got the thread unsafe warnings but those don't affect it. Does yours walk?
yes
welp if walk is working then your BP is set up atleast. You can test in the anim blueprint using the anim preview options in the bottom right btw. set speed to like 200 and it should start walking in the preview
make sure that is working
yeah now that I am adding in the rest of the nodes I am getting more warnings. how the hell did epic even allow this to get put up on the docs page
getting a fixed key input in an anim bp....
exactly its super strange
i was thinking i was doing something clearly wrong but i guess not
if a breakpoint is triggered can i get out of play mode and save?
it's strange yes but it does work regardless of strangeness
so you are doing something wrong it's just not clear
ah ok
becsaue it is anoying getting break points and loosing data on the project
So I changed something and now my third person shooter character (duplicated from the default one) seems to walk completely wrong. The mouse doesn't work at all and the WASD keys are making the character to walk in those directions instead of rotate strafe with AD and advance/goback with WS. Any idea what did I change?
check these commonly fubared settings https://docs.unrealengine.com/portals/0/images/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_1/Characters_6.png
@upbeat eagle yep it works correctly I just finished all 9 parts. The warnings do not stop it from working. There is no prone movement animation but that's not really an issue but the other animations work as it shows. the only thing that is really not there anymore is parts of the blend space since it was changed but that is only needing to push the apply button which is now auto applied
so the first thing to check is can you debug it in the animation blueprint using the anim previewer options
change speed in that window to 200 and he should be walking in the top left
ok if you click crouching does he crouch
the character is aiming down the sights
@grim ore Fixed, thanks
is that something to do with it
nah that is just the animation that was used for the example
no like when i test the character is aiming down the sights
the wasd movement keys are also inverted
thats probably just you using the 1.0 and -1.0 in the input settings backwards
when you click the is crouching in the anim bp in the preview editor does it crouch? We don't need to worry about the input when we test it this way.
in the animation blueprint, same place you adjusted speed to 200 and got him to walk in the top left
we can use these to test the anim blueprint rather than launching the game
so it crouches in the anim bp?
if you check is crouching does he crouch
yes
Yes?
look at your event graph you posted above and look at your set XXX variables at the end, look at what you are feeding into them
if jump was pressed -> set is jumping. If jump was pressed -> set is crouching. if jump was pressed -> set is prone....
well your getting the wrong variables from your character and then setting them there.
Oh
Jump Pressed? If so set Is Crouching.
Wait
so it should be
Jump pressed > Is jumping
Crouch pressed > Is crouching
right?
yes unless you want it to crouch, prone, jog, and jump every time you jump and do nothing when you crouch, prone, or jog
it should be jump pressed, and crouch pressed, and jog pressed, and prone pressed.
crouched is wrong
the character itself has certain things it knows, like if its crouched or falling and that is what you are asking it
you want the "Crouch Pressed" which should be under default probably when you search for it. this is the one you created in the character and you set when you hit the crouch button
Alright
I got that
controls are inverted again
im gonna mess around with the inputs
weird they are getting changed
if he is walking he should, that is the animation that is used
open up the walk blend space and you can see that
yea
the default third person template/feature pack has normal walk which is why it's not in the animation pack, this is all extra stuff
every animation is with a weapon
hmm
just realized theres no animation for just no weapon at all
huh
well what if i got animations from the multiplayer one
since really all i need is a walking animation for now
almost all the animations should be compatible with the default skeleton
you can right click any assets and use asset actions and migrate them out
so the visualizing of motion blur does that show blur from TemporalAA or actual motion blur?
what do you guys think about this---https://www.youtube.com/watch?v=tXUyR2D8Pxc
Hey everyone! Today we look at Asset Forge. We will see if it can be a great indie game development tool or if it needs more time before it is useful. I hope...
Indifference, not sure why anyone would use that over just a standard modular model kit
can anybody recomend a place where to get animation packs (military) diddnt find anything in the marketplace and maximo isnt really that great (mostly stuff is off center) any recomendations would be great.
what are your requirements exactly for animation packs?
Best would be possiblities for walking crouch prone (all movement) and aiming with those
there are plenty of anim packs at marketplace by Kubold (not sure about spelling) guy makes quite good looking mocap stuff
if i had the money id go for that wich i dont
oh, well, does the animation is the last thing you have left on the project? maybe you can switch to other features for now that won't require $$ budget
well i could use the anim starter pack (except the prone the prone isnt really great)
yee good point
@proud pine actually im gonna spend the last bit of money i currently have for the first package and go from there
what I meant is that "is the animation actually a last piece you need"
are you sure you be 100% done and shipping?
well yes and no its preatty much a important part (to explain im working on amilitary sandbox)
so i defently need the animations asap to show off various different things
try anim starter first and then reevaluate
spending last money and then finding out it was thrown for something that won't suit your needs is not a cool thing
well its my last money for the month
Uhmmm does this seems logical..?
https://gyazo.com/55595d2acd8ba0cf326578a7ebf14bf7
Im still at 60% 7 hours later..
not out of memory (still writing to RAM) 100% cpu usage.
what are your settings @crude rock ? What kind of scene are you baking ?
https://gyazo.com/d185b009065f6f76d9035f9eb4dad332 lightmass settings. The scene isnt too complex.. though im getting 74x 4096 lightmaps.
im thinking my foliage might be messing with me..
hi, when i take two screen of ambient occlusion buffer view and try to composite, i see this orrible cut
woh 5 for quality is quite high
Yeah 5 is high, but i need it for a realistic bake..
someone know why?
do you have any 2048px lightmaps ?
no lightmap, my light are all movable
i have 1x 4096 lightmap in the scene.. otherwise everything is set to about 16-512px
@crude rock that's... too much :p
can you split it into two objects and use a 2048 lightmap ?
2048 is the absolute max you should use, unless you don't care about bake times
This is the scene.. the landscape component for the island is 2048 otherwise the trees are 256px and general foliage 16px the building is 4096 ( one mesh, two materials)
Don't make a 4k lightmap, that's why.
Lightmaps, per object, are single threaded.
You're murdering your poor CPU
baking on a 32 core though!
im thinking about either canceling or letting it finish.. its the last production lightbuild.
It doesn't matter if you bake on 32 core if it only uses one core.
That's the point I'm making.
You can bake on a 128 core CPU and it would still be as slow as someone's single core CPU.
4096 is pretty high
@crude rock https://i.imgur.com/UzQYyMz.png
see this ?
every line is a core
do you have one that is super long ?
and getting far from the others ?
that's probably your 4096px map
Nope, they are all moving in parallel
this is my density view
the red parts are the building that isnt evenly mapped in the second UV
Introducing Megascans Bridge 2018, a huge time-saver for downloading Megascans assets straight into any application. Beta releasing shortly. In this demo we ...
That is a very loose definition of live link
which part of it is the live link?
i think it's around the 6min mark
All they did was make a tiny floating window that messes with a material instance XD
And they added a whole UI Megascans button for that
They are so desperate to sound like they have feature parity with substance to justify that button
have no skin in the game and think that anything that helps me save time is a net plus
what does this error mean ? "Severity Code Description Project File Line Suppression State
Error MSB3075 The command ""D:\Program files\Epic Games\UE_4.19\Engine\Build\BatchFiles\Build.bat" FPSGameEditor Win64 DebugGame "D:\Unreal Projects\StealthGame\FPSGame.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. FPSGame C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44
"
it means you don't have admin rights on that machine, normally
right well i just made a build like 3 mins ago lol
it can mean that a file is inaccessible because it is in use by another process
i just had a "can you help me make an mmo" message
Luos. Can you help me make a VR MMOFPS with zombies, with a map the size of the whole planet earth with a battle royale wall that closes in every time someone gets a kill?
It'll need photoscanned assets of every object on the planet, I want it to be completely realistic.
And if possible, can you make it unlimited detail?
I know you're good with particles, so I wanted to ask you, because the game needs to be done 100% with Niagara, even though it's not finished yet.
Oh and you won't be paid, and I need it done this time 2 years ago.
its already finished 2.5 years ago but because battle royale wasnt a hypething back then it flunked and now both you and me are bankrupt
sorry
What's Battle Royale ?
Yeah it's been a rough day over here
how so?
Dealing with insane levels of stupidity
you're not trumps lawyer, right?
Not that stupid, but still
as long as you don't start rocking back and forth, everything will be alright
The Project Settings allow displaying Movies at Game Startup. Is there a way to show a Picture (or multiple ones)only?
You'll want some fading effects on the pictures, so a movie is probably still better
there is a way to disable ambient occlusion only for the borders of the camera?
i want to compositing two screen shots but i see the cut of ambient occlusion
Did anyone ever figure out why we can't change texture format or settings without an editor freeze yet?
since version 4.7
even changing sRGB just makes editor freeze, I actually left one of the workstations on at the studio over xmas (about 2 weeks solid) in that frozen state to see if it'd ever unfreeze and it didn't
Does someone use ue4
its been a real limitation of the engine and actually quite a big reason we've been looking at alternative engines
?
yeh, unfortunately, if you want to change texture formats or settings, so lets say you've packed something into the blue channel of the normal map and wish to not have unreal discard it, you cannot change this
but also we have some special mask textures on our assets we need to have sRGB set to off, but we cannot change this
When I package my project, it looks like Unreal wastes a LOT of time working on assets that I don't use (I have a couple asset packs, from each of them I use like 2 or 3 things). Can I make unreal only work on assets that I actually use?
yeh its one of the limitations of the engine and its really set us back
😦
well it seems to be on Vulkan and OpenGL anyway
it does work in DirectX mode but we're not developing for DirectX
Hey welcome :D
@wispy vault yes you need to move assets around
and exclude content you don't to cook in project settings
just remember to have backup in source control
and maybe outside of it
if you screw up something with redirectors hell is going to open

eh?
lol
"ah yeh shit i forgot ue4 = no normal map support" fuck did i just read
also if your having issues with changing texture settings, then thats on your end not the engines
I do it all the time
yeah, we do too
changing the texture settings shouldn't cause any kind of editor freeze
@plush yew Lol what
interesting
but it lacks one basic information
does it also extract packed textures from atlas ?
or do I have to manually do some gimmicky things in materials
I normally do color in rgb, the red and green channel for normal information, blue for roughness and alpha for cavity
then add alpha on the diffuse if metallic or cutout is required
i've always done it that way, don't see the point in wasting samplers and/or memory when they can be used elsewhere
that way everything only needs 2 maps instead of 3
@plush yew So what's your point here ? You don't want to use regular normal maps, that's on you
Just reconstruct the full thing in the material
oh ya'll talking about packing, i pack my normal maps into a single mask texture along with the roughness and cavity
or at least thats what i've done with professional work, unreal doesn't seem to allow changing texture formats though
Just build a vector with the red and green, plug a dummy blue constant and you get a regular normal map back
That's 10s of work
it just seizes up so im kinda stuck with a broken standard, where we're forced to use bc5, which is double the memory and doesn't allow channel packing 😠
unreal has a "ohh I think this here is a normal map, I'm going to set the format to BC5" mode though, I can't seem to find a way to turn it off
If you want channel packing, use "masks" compression type
I can undo the sRGB in the material itself although it's more instuctions and this contract has some pretty brutal memory and instruction constraints
i can't, when I select masks, or default or anything else the editor freezes up on me
That's weird, all of my textures use this setting, haven't seen any issue for now :/
just tested it myself and it's working just fine
doesn't even hitch, let alone freeze
hmm, you are developing in a Windows environment?
then you should be fine
for an unreleased platform, and only OpenGL and Vulkan are supported
for a second I thought you might be on a Mac and the hardware might not actually support certain texture formats D:
Really though, you should be able to switch to the Mask texture type and you'll get channel-independent compression for packed textures. You might not have access to every texture format ever invented, but that's not what general-purpose engines are for
have you tested your issue on a normal launcher build of the engine?
all i can say is its a standalone vr device and the project has some of the harshest requirements i've seen in a long time. I love having little to work with though (reminds me of my work back in 2006/7) but the graphical fidelity needs to be up to par so i need every iota i can squeez out
your problem is local, so if it doesn't work on a launcher build, it's your build
hmm yeh its certainly not that standard and i did build it myself lol
hello guys
i wan't to create my first game with unreal engine, this can be possible, i wan't to create .exe application to install the game on my pc etc, it's possible with unreal engine?
if it does happen in a launcher build, it's the hardware
Sure @honest anchor
that's a high freq cpu you have here 😃
I'm running the launcher binary build (4.19.1) off the system drive which is a 960 pro ssd, and the project on my repo drive, which is another 960 pro. im not sure if i've fuzzed any settings up but drivers are all up to date, bios is on latest etc
yeh i may have overclocked it a bit
i had it running at 4.8ghz but one of the fans (1 of 3) on my EKWB cooler has stopped working and im currently too lazy to replace it, so i just backed off the OC and voltages a bit
i dont think its the OC though I tried it on my old Ryzen build and it had the same issue
hi guys i have question
asset = three, grass chair etc... ?
tree
i mean asset = decoration ?
@plush yew pro tip 101 if your working on a commercial project do not for the love of god upgrade too the most recent version of the engine
You are masking for trouble
@faint sphinx yes assets = items
i just got what ever build was on the launcher listed as stable
take 4.18.3
@pallid compass oh ok thanks, how import?
I can assure u 4.19.1 is not stable
4.19.1 is fine
its as stable as far as u can throw it
Loads of people have been having issues with it
I actually had a random crash in 4.18.3 that 4.19.1 fixed
So for me it's safer
Your mileage may vary
I believe w/e that guys name was josh, was unable to even start the profiler yesterday on it
oh... there's 2 features on 4.19 that are required
Yeah it depends on the what ur doing but majority of people will tell you dont go latest version for a job unless u HAVE too
what features?
the first one is dynamic resolution and also 4.19 has an essential fix for monoscopic far field rendering that I need
u can pretty much make dynamic res your self as for monocarpic i have no idea what that is
monoscopic *
Seriously, 4.19.1 works fine -_-
I'm REALLY hoping for virtual texturing in 4.20, I REALLY need that
If u tell people doing commercial work to go too a latest version of the engine is normally pretty stupid thing to do
Pick something stable and patched up and stay on it
4.19.1 isn't any newer than 4.18.3, really
otherwise u can fuck ur whole work group up by upgrading
lol last job i was on had a custom engine and always did upgrades, those were not fun days lol
Release versions are stable branches - they're branched off what Epic uses and get weeks of QA. No release branch is more stable than another just because it's older
when u reach sort of .2 and .3
I also agree re: sticking to a version, but in my case what if there's a feature I need (eg. Virtual texturing)
Thats what the majority of major upgrades stabilise well
That's simply not how it works
Epic stops working on version N once version N + 1 is released
4.18.3 has plenty of bugs that won't ever be solved
Been there done that, had my team pulled to a halt twice due too this reason
mate if you've seen what people in the industry have (and have had to) to work with you'd cry, I've worked with some really fucking hacky software that's been added ontop of for decades, patched over and made to look new
the indie's have it really good right now, software that for the most part works and lots of support
some of the in-house engines I've worked with are so laughably old and broken I'm surprised some of the games I've worked on have seen the light of day
Epic doesn't do stable release that get updates for years like some other softwares do. Pick a released version, use it, and move to a new one if you need features, or bugs fixed. 4.17 isn't any more stable than 4.18, which isn't any more table than 4.19.
Now sometimes, some versions really are fucked up - like 4.18 is more stable than 4.17, maybe
That's not tied to their age in any way though
It's just that sometimes there are bugs
That's life
Saying 4.19 is unstable is bullshit - some bugs appeared, some bugs disappeared, most of it is the same. Pick what works.
I think the most hacky thing I've ever seen was when we needed a timed event and some textures to change based on said event, however the engine no way supported changing textures at real time and it didn't support adding models to the world but it did support spawning in new characters, with custom skins on the shields (that was supposed to be a feature, which never saw the light of day) so we scaled a model up, and "built' the part of the map we needed changing out of characters holding sheilds and made the characters invisible. since there was no way to actually stop the animation (we could only specify a time) we played the animation for 10 years lmao
that was on a AAA game, which was thankfuly canned but there's a tun of that sort of stuff in released AAA games although it's slightly less prevailent today due to better standards and better understanding but it does still happen especially if there's tight deadlines involved and "impossible tasks" asigned
IMO
it's best to stay on Master and or Promoted branch
they no more or less sable than versioned releases
and are easier to merge if you do it reguarly
isn't the master branch the live branch that epic essentially works off, that would make it the least stable?
anyone here know whats in the pipeline for 4.20 amyways? Epic's been real hush on it and not updated their roadmap trello
RTX? enlighten me
i highly doubt that
it should be merged this year
4.20 is no better than next release for it
nobody is going to use it anyway
we're a ways off from getting that sort of feature I don't think it'd even run well on even the best GPU's today
https://puu.sh/A5IEI/f897840af2.png So to make this work, do i have to first add the mouse position together into one, convert it to the orange type and hook up into the spawnactor piece to make this work? Im trying to spawn an actor where the mouse is pointing
I missed the GDC news, but real time ray-tracing is the holy grail when it comes to lighting and reflections I don't think Epic will just go "oh btw here you go we've done it!", it'd take really smart minds like John Carmack and a large team of people to work on the problem full time for years to come up with something that'd work well
well all you need to DGX station to run it
You probably want to look at the stuff that came out of GDC, because Epic wasn't the only company to show off real time raytracing
DICE for example had a demo
And then convert the vectors into transform? @pallid compass
also note that the RTX stuff ran on a DGX Station with 4 Tesla v100'S
its only $50k tho
😄
i wonder if it could be partially used, and instead of a full sollution, if it could be used to fill in gaps, like in real time reflections where screen-space can't fill in detail
yeah it was exactly how it was used in Epic demo
real time reflections
and everything else baked
(hur dur!)
world space AO sounds like an option imho
DICE demo while not so fancy was far more impressive
everything real time no baking
@plush yew that's how they are gonna use RTX in the new Metro game
Official "METRO EXODUS - NVIDIA RTX" Cinematic Real-Time Ray Tracing Tech Demo (GDC 2018). NVIDIA using RTX technology to include real-time ray traced Global...
probably for AO and reflections
looks like they still use SSR for the water though ?
okay
have you guys ever been on upwork?
holy shit
"can you make a game for me ill give you $18.50"
"what you say no ? Fuk yu"
yep
see this is decent
this guy wants a specific tree in speedtree for $150
thats reasonable
Upwork is a complete and utter waste of your time
to test the waters I put a task up there for a simple control system using HTC Vive - about 1-2 days work depending on skill level
got absolutely nothing of value in terms of offers back
yeah
my favourite were the Indian / Pakistani offers who admitted they didn't own the hardware, but thought they could do it anyway
haha
yeah thats exactly what i figured
that "can do" attitude only gets you so far
you actually need a computer
it gets them as far as wasting half an hour of my time
every time we advertise for a job, we explicitly state you have to be an australian citizen
then we get about 50 indians anyway
hehe
'on site, in Czechia, must have right to work in the EU' - insert 150+ random Indians with no demonstrable experience with anything here
haha
"can I work remotely" - erm, no?
hey I can speek Australin` does that cound?
well that's their culture ¯_(ツ)_/¯
just like chinese people and the "promise a lot, don't deliver much" culture
and the cheat stuff
ok this guy has a great idea for a game with jetpacks and hover bikes and hes wondering how much it will cost
i hate this site
inexperienced Indians applying to just about everything en mass is annoying, but they're not actively out to be malicious
Hi
no but they're not doing themselves any favours either
they're really not
somewhat related, when I purchased a new .com i still had my phone mentioned in my whois. i had so many paki calls it was insane
"ill make your website"
haha
heya @sleek cobalt
you should give them the job
describe a really heinous website
and ask them if they'll do it
Indian tech support 😂
they'll probably say yes, then immediately start looking for tutorials / free examples 😉
It would probably be a taxi driver in india trying to do it while dtiving
once when i got a random call from india they asked to speak to the owner of the house
does someone know someone who uses ue4
i told them i just killed them
Lol
man i wish there were remote roles for what i do
and i dont even know what i do anymore
joshua dont upgrade
leave it as 2015 its fine
change platform toolset to theother option
did you install the 2015 toolset?
yeah sdk is fine i think
i just remember the last time i did that it screwed up
yeah thats right
I forgot how good having OS on SSD was
put everything on ssd :D
that's a lot of drives
hey any idea why add actor offset and collision dont work with sliding collision?
trying to put together a simplified character movement component, but the collision just stops dead, making it really awkward moving through tight areas
yeh it works in the unity prototype i tossed together
it seems like a physics engine issue and it not supporting sliding collision
unless its some built in only thing, it works on the default character setup, but on my own (which is set up the same) it doesn't work
then ur prob missing some settings
aagh i did spent all last night on this
i'll just send this off and tell my boss its an engine limitation and he can have the guy who does engine programming rip out the crappy physics engine and replace it
thats a terrible suggestion
....
your looking at temporary/thrown together code but according to the documentation that should work
I'm not sure what 'sliding collision' is supposed to mean
it's a query, the result of the sweep is in SweepHitResults
actors can slide across surfaces?
oh unity handles the colllision for you, you gotta do this all manually in ue4?
which as i said is done with linecasts not physics in the default impl
no, you can use collision still
but i wouldnt advise it
if it's a character you'd probably want to tweak the movement component
default actors would 'just work'
i.e rigid bodies
that's some pretty complicated mathmatics i'd have to figure out to write up a working line trace collision system
UE4, just as Unity handles collisions for simulating bodies
don't suppose someones put one together already i can just copy?
hehe
yes the default character movement component
I think you can just tweak params in the movement component to get slidey behaviour, IIRC?
afaik, CMC has all bells and whistles to behave differently on different surfaces
yeh i was looking at making our own cut down version, getting it working then translating it to a C++ movement component
could be as easy as just changing some of the friction vars
you can cut it down for a single player game
but i tried doing that for MP and ended up making something that looked almost the same
the result of the sweep is the position where first collision occurred or target position if there was no collision, can start from there
yeh it looks like nobody has made public an example and we gotta use epic's 😦
Epic's kinda is the public example
i know it took the guy in my last contract several months of work
depending on the behaviour you want it shouldn't likely take more than a few days 😐
there's a tutorial that covers double-jumping and dodging IIRC, using the character movement component
it's a pretty good starting point for understanding how it all works
if i approach a wall at an angle, and keep going i either stop dead or pass through, i wouldn't know the math involved to cause the character to 'slide' along the wall instead of stopping
because even if the wall is 89 degrees on my left side where you wouldn't normally even notice, the character currently stops flat dead
I don't think that's even the default behaviour
testing locally with our character and you'll slide against the wall
yeh thats what im trying to do but there is no help on the math
in this video i try to simplify it:
maybe my english isn't good enough to explain sorry
This video is preparation for the refactor, so skip to the next part if you want to see the action. I strip out functionality for RootMotion and obstacle avo...
its not pretty
its essentially creating movement component, in blueprint from scratch
and its completely academic
but Yandex (or google) isn't much help it just returns unaswnered questions
you can't create a CMC in blueprint
you can try to fudge behaviours, but your ability to do things will be limited
No idea why UE decides to rebuild the engine
Maybe OS move triggered an invalidation
i have my engine source on an m2 drive 😄
haha, i spent 3 hours on this stupid character movement exercise and just said "You know what this is retarded" and quit
i think its when i realised it was referenced all over the engine and i couldnt simply replace it
I split off the different movement functionality into their own classes - separation of concerns in action!
its boring i wouldnt recommend it
😦
boo
this is when i start to cry
yeah but again, your appdata folder
yeah will just rebuild 😄
Ok rebuilt with visual studio code
And it works now
Why couldn't the other builder do that 🤔
yeah thats weird
That feeling when you reinstall windows to check for a OS / driver related bug, but it's actually an engine bug 😫
@crisp fable you notice any gains from the M.2 in comparison to a high end SSD?
When compiling / booting etc
I've got a higher end m.2 and a normal ssd in my laptop and load times for larger projects when hitting the UE4 DDC are fantastic on it. boot times are near 0 as well which is nice.
compile times are not a biggie as that is mostly pegging out the CPU and never hits over 500 for write/read speeds anyways.
Anyone know where I can get some sword combat animations for ue4?
mixamo
marketplace
or look around marketplace if you want paid
mixamo sword animations are garbage
hey guys i am trying to utilize Component Overlap Actors to kill my character but i cant get it to work
what node do i need to connect it to? Event begin play or ON component hit/overlap
If you want to kill the character when it overlaps a component, you'd want to use On Component Begin Overlap or On Actor Begin Overlap.
@grim ore have you noticed an increase in the time it takes for the editor to launch? Usually takes 15-20 seconds for me but when frequently opening it in between compiles, would be nice to increase the speed a bit.
Also not sure what DDC is, can you elaborate?
Ah the cache
DDC is the derived data cache, its where it saves yeah
since 4.19 I haven't seen any real issue with loading projects since they added the speedup to start but those are not C++ and not compiling
Gotcha, yeah definitely noticed the improvement since 4.19 and it still is only a matter of seconds but speed counts even in small steps
the initial load does benefit from a faster SSD but I think it's more a general bottleneck as it does checks than anything else
Contemplating going all out and grabbing a high end M.2 drive soon (or is there anything even better than that)? But not sure if there would be much visual gain
you're looking at 500-600 from a good normal SSD and 2k-3k for a high end m.2 nvme. It's a difference but when your talking a second or 2 I don't think it's a big deal
Definitely a big price difference- currently running an 850 evo pro which feels very fast but also not quite as fast as it could be I think
Will have to see if it’s worth the upgrade
yeah I am not on an SSD machine here so I can't check but I don't think loading even hits the max on a normal SSD
Ohh so it may just be bottlenecked anyway and won’t use the full power it can?
maybe. I'll check when I get home later. I got the m.2 with the laptop so no extra cost here but the only time I ever feel the systems is lagging is always when the CPU is pegged and rarely when the SSD is pegged in any machine here