#ue4-general

1 messages · Page 224 of 1

pallid compass
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yes it would

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but ul lose multi threading tech

thorny cipher
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hardware in new zealand is so expensive

steel meadow
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did Epic really dumped all the Paragon assets on UE4 as free content? does it include the networking source code too?

pallid compass
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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

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do i just get what i can get now

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no source code

cloud cobalt
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@steel meadow Not all of it, no sources, no Blueprints

thorny cipher
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No @steel meadow

cloud cobalt
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Just some assets

thorny cipher
steel meadow
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ok i thought its a full game asset its too big 17GB

thorny cipher
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$698

cloud cobalt
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Assets for a full game would be way more than a few GBs

thorny cipher
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Oh ill need new ram and shit too

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fuck

pallid compass
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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

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cpu**

thorny cipher
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I think upgrading is my only option

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Since backlogged usually means 'wont fix'

pallid compass
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assuming it is the cpu

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and not something else

languid shard
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@thorny cipher how about the new 9 gen cpus ?

thorny cipher
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9000 ?

languid shard
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I saw they were released for mobile platforms

thorny cipher
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Range?

languid shard
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should come to desktops soon enough

thorny cipher
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...?

languid shard
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yeap

thorny cipher
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oh

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i wont be able to afford that

languid shard
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that said

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looks like 9th is the toc

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no wait

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there's two 8th ?

cloud cobalt
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@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

languid shard
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coffee and cannon

cloud cobalt
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I have a lower-end CPU than you do, FWIW

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3770K

thorny cipher
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And you dont hitch on 4.19.1?

cloud cobalt
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No, I don't. Fairly CPU-intensive game too.

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That's very likely to be on your end

thorny cipher
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Tried stat GPU and stat startfile?

cloud cobalt
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I'll check later if you want

thorny cipher
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That would be good

cloud cobalt
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stat startfile always freezes a bit on start & end, but it should be smooth during operation

thorny cipher
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yeah it hitches midway through

cloud cobalt
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Tried looking all the threads ?

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CPU stall is generally caused by an UE thread blocking all others

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Like, typically, GPU taking too long

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CPU stall would typically not be caused by performance issues

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At least not directly

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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

thorny cipher
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It is touching the cache on my C drive

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UE cache

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which is a HDD

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ill try it in standalone @cloud cobalt

copper fable
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how do i scroll through overload with VS?

thorny cipher
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Do you guys have engine and project on SSD?

pallid compass
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yup

thorny cipher
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I have a 500GB SSD might move my OS to it

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Does windows installer fit on USB ?

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😄

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My PC doesn't have a CD rom

pallid compass
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I keep my OS on my lowest SSD

thorny cipher
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Oh really?

pallid compass
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because there is really no need for it too be speedy imo

thorny cipher
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I have a 120gb ssd

pallid compass
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well, do u really need a source build?

thorny cipher
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with my old windows 7 on it that I never use lol

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yes

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i source build

pallid compass
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are u actually modifying internal editor content?

thorny cipher
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no need it for dedi

pallid compass
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i see alot of people pulling full engine source when they dont need too

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ahh dedi building

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yeah that sucks

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engine pull is like 65gb

thorny cipher
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😄

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i hate deleting old files

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like a whole OS

pallid compass
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lmao u need another SSD

thorny cipher
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i havent touched the old ssd in years

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so its time for it to go

pallid compass
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They make a huge difference

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Put it this way

thorny cipher
languid shard
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NVMe ssd 👌

pallid compass
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I have m.2 and u.2 drives in my main rig

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and then m.2 x2 in my laptop

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they make a huge difference

thorny cipher
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Yeah my win7 was SSD, but i moved to win10 and wanted to try it on my HDD

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and never changed back haha

cloud cobalt
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@thorny cipher Yeah put everything UE on a SSD, including your Windows system

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Though they're fairly old SSDs for me

thorny cipher
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this is agility

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OCZ agility 3

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quite old

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Is there a way to check how many reads it has left?

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Would hate for it to poop

pallid compass
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yeah with software, no idea whats it called tho

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ssd health checkers or something

thorny cipher
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kk lets make the move fam

pallid compass
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yeah ur gonna find alot of junk software

thorny cipher
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Seems good though

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Well it only allows 1 check

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Err..

languid shard
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yo why not use a floppy disk reader ? 😄

thorny cipher
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hahaha

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i don't own a lot of USBs

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I swear if the hitching still exists after this 😠

copper fable
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guys i downloaded an asset with materials

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but when i assign the materials

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to the object

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they gjust go blank

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Saying uknown extesnsion "uasset"

grim ore
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how are you assigning the materials?

copper fable
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i am dragging the folder into contents

grim ore
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yeah that is not going to work

copper fable
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coming up with errors now saying uknown extension uasset

grim ore
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uasset files are files already imported into UE4, you cannot import them

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where did you get the files and are there no instructions?

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you would import/drag drop items like PNG or JPG images and FBX files

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then UE4 created .uasset files internally for your project

copper fable
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i am following a udemy course

grim ore
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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.

copper fable
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it works now

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😄

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dw

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but thanks

plush yew
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Anyone here who is an expert at particles?

sand spear
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hello guys, does any one test this controller with UE4 ? iPega PG-9021

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I want to use on android

mint umbra
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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.

thorny cipher
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Now on fresh install

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😄

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Feels good

urban meadow
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@mint umbra look at the shadow options on the light. there are options like shadow bias, filter sharpen, etc

proud pine
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I am wondering does unreal wiki is a popular destination as a source for information sharing/learning?

austere yacht
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Is there an event for pressing a key similar to EventOnClicked? Or do you have to create that event yourself?

paper kernel
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onclicked is actor specific

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you can do a degelate that listens for certain key press tho

austere yacht
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degelate?

paper kernel
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delegate*

austere yacht
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Is that programmer lingo? I still dont get it haha.

paper kernel
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no, it's just event that is bound to certain action or time

regal mulch
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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)?

austere yacht
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That sounds perfect if you want to spawn something on a keypress or am i wrong?

paper kernel
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@regal mulch normalize to range?

regal mulch
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Yeah kinda doing that, but the StepSize needs to be calculated

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Cause the stepSize is for the 0 to 1 range

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If the number range is 0 to 100, then 0,01 would add 1 per step

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Or 0,1 would add 10

paper kernel
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@austere yacht probably, but for that you would be using just regular action event, unless it's bound to certain criterias or events

regal mulch
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Now I want to add 10 to the number range of 20 to 100

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Probably something easy>.>

manic pawn
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1/(max-min) ?

paper kernel
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or lerp+snap if you're lazy

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🙃

regal mulch
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It's gamepad controlled

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So I would rather not do that

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Will try the Zeblote's math

paper kernel
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yea that should produce the step size for slider

regal mulch
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Perfect. Works. Thanks a lot @manic pawn !

austere yacht
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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

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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.

proud pine
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it depends. learning is a tricky thing

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"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

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that would be the flow

austere yacht
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How do i find the proper blocks to make that work? Do i just play around until i find it?

paper kernel
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I mean, that's one way to learn how to do it

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once you get the location vector where to spawn, rest should be easy

proud pine
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playing around and checking documentation could work, also check out video tutorials by epic on the documentation site

paper kernel
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playing around is fine too, you gotta memorize the whole api anyway

proud pine
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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

paper kernel
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tbh, I would only read docs if you can't figure out what something does

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or, when you're looking for certain functionality

hushed monolith
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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?

hushed monolith
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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

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@austere yacht

wheat patrol
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Guys help

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I can not install UE4

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It says NO INSTALADO, NOT INSTALED

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And I do not see any option in order to install it

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Oh I have it

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no problem guys

austere yacht
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Thanks for the tip and the help guys

fierce tulip
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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

pallid compass
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omg

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only people

thorny cipher
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An update.

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Reinstalled windows onto a SSD. 4.19.1 hitching still occurs

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¯_(ツ)_/¯

pallid compass
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well yeah? windows has nothing to do with it

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last thing u need on ssd is windows if anything

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least you know it wasn't an issue with drivers to some degree

stable orbit
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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.

plush yew
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@stable orbit don't hot reload unless only changing c++ function bodies

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If you touch the header or especially if you change components etc you can really screw up BPs

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The BP resetting is common if touching headers

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I personally just close the editor when compiling

fierce tulip
plush yew
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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?)

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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

obsidian nimbus
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this would look bad in most cases

plush yew
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What would? I'm not sure how to go about doing it

obsidian nimbus
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most games do it with extra pair of arms

plush yew
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Got it, probably the best way to go then thanks

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I did think PUBG did it without a separate 1P mesh

gloomy pollen
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thats what i do

cloud cobalt
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@plush yew Everyone asks that question at some point. I tried it myself on a game and it fairly doesn't work

plush yew
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@cloud cobalt is it just not nice to handle and have work in both 1P / 3P?

cloud cobalt
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Basically, third-person animation is way too dynamic, generally

obsidian nimbus
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i dont think pubg does it w/o extra arms

plush yew
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So you'd have stuff clipping in etc?

gloomy pollen
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you can change what the owner can see

cloud cobalt
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Everything moves around, you need to be super careful creating the animation so that you don't have excessive movement

obsidian nimbus
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same for GTAV basically every games that can switch uses it

cloud cobalt
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It's a mess, and it's way easier to just use two sets of meshes

plush yew
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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?

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I guess it's all about the illusion

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If the 1P player feels good and the other people see a similar 3P anim, it works out

obsidian nimbus
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check the shootergame example

gloomy pollen
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yep even works with aim offset

obsidian nimbus
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other players wont notice cuz they cant look over ur sight

plush yew
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I am familiar with ShooterGame I just somehow thought PUBG did it with 3P for whatever reason

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Any tips for perfectly lining up the 1P animations so the crosshair is dead centre?

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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?

obsidian nimbus
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you move the arms mesh with the camera 😛

plush yew
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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

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As in you'd want dead accuracy with a red dot sight

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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?

obsidian nimbus
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most games u dont see the hands

wheat patrol
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Guys I would like to know if it is possible to make a multiplayer game with unreal. In a not difficult way I mean

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4 example as unity does

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Or something like that

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Do you know something about that?

obsidian nimbus
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local MP?

wheat patrol
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Well... if possible via internet, not local

plush yew
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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

obsidian nimbus
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yea you can play a default starter project over internet

wheat patrol
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So I could make a multiplayer game?

obsidian nimbus
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yea

wheat patrol
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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

plush yew
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You'd still have to learn MP and networking

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There isn't a "make multiplayer" button

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But it is very easy to do so once you know the basics

obsidian nimbus
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well its fairly easy. depends on the mechanics u want in it

wheat patrol
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Ok!!👌🏽

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And do u need to pay for any type of server o something like that?

obsidian nimbus
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than there is making it sorta efficient

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if u want to rent a dedicated

wheat patrol
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If not?

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Can it be free?

plush yew
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If its 4 players you could do P2P

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Which is free because on person hosts

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Sorry I thought you said 4 players. Basically dedicated is the best experience but it costs money

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P2P is free but needs one player always playing to host and also a less fair connection for non host players

wheat patrol
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So if it is only 4 it is free? Don’t understand why, P2P (Peer 2 Peer??)

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So like a mine craft server right? xD

obsidian nimbus
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player hosts the game

wheat patrol
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I don’t find more examples xD

obsidian nimbus
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versus amazon or google hosts the game

wheat patrol
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Oh ok! I see now!

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Thanks bros!!

obsidian nimbus
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if u watch those vids u can do a simple MP thing

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host needs to port forward

wheat patrol
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👍🏽 thanks!

upbeat eagle
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ive tried it many times and its always glitched but i thought i just did it wrong

thorny cipher
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@fierce tulip they do have someone reviewing bugs, i got an email one day

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although the email i got was them saying it wont be fixed

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so i dont know if that counts

obsidian nimbus
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@upbeat eagle looks like something that prolly still works

upbeat eagle
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ok ill do it again

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and hope

obsidian nimbus
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what step doesnt work?

upbeat eagle
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the character like gets stuck crouching

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if i recall

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im gonna do it again and see if im just doing something wrong

obsidian nimbus
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sounds like u missed a bool

proven tree
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hello

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can someone help me

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I'm trying to use level streaming and multiplayer

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so basically i want to walk and change the servers

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any idea how to do that

fierce tulip
zealous depot
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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"

livid haven
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Are you in an event graph or in a function graph?

zealous depot
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event graph

livid haven
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What's the base class you selected for making the blueprint?

zealous depot
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ActorComponent

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(this specific blueprint has a parent class which is another ActorComponent blueprint)

livid haven
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Hmmm.

zealous depot
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in the parent class i also cannot add a timeline in the event graph

livid haven
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So...

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What it fails to explicitly mention is that adding a timeline is actually adding a timeline component.

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Which, naturally, means having an actor.

zealous depot
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ok, but since this is an ActorComponent, I should be able to create components on the return of a GetOwner node, correct?

livid haven
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Technically, yes, but at least out of the box this isn't going to get you all the UI to create a timeline.

zealous depot
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(i'm coming from Unity land and some things are definitely tough to forget and switch to UE's style)

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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

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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

livid haven
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Componetizing isn't a bad approach, it's just that a given component blueprint can't contain other components.

zealous depot
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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

livid haven
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Which means componetizing a timeline isn't really feasible. 😦

zealous depot
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hmmm, i miss coroutines immensely from C# land 😄

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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

livid haven
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You'd have to create the timeline directly on the actor. Maybe programmatically would work better for that.

zealous depot
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(my ultimate goal still being maintaining ease of iteration for level / gameplay folks)

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that's OK, i can revert back to my C++ sandbox too... is this doable in C++? add components from a component?

livid haven
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You can add components in BP or C++ from a component, it's just that timelines are very specialized in terms of UI.

upbeat eagle
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I found a reroute node but im not sure if thats it

worn granite
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aye

upbeat eagle
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yes it is

glossy flame
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Reroute nodes take the color of the line plugged into it, if that's what is confusing you

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They start off as just gray if you manually place one

upbeat eagle
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yea

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but thanks

zealous depot
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Sion, so in this case, its ultimately C++ in order to achieve this functionality (add Timeline from component)?

thorny cipher
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@fierce tulip aw fuck 4.19 leak?

fierce tulip
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iunno, just sharing for the sake of sharing.

upbeat eagle
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4.19 is already a thing

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so why a leak?

thorny cipher
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garbage collection leak

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aka 4.19 is garbage

upbeat eagle
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OH

fierce tulip
upbeat eagle
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if yes how do i fix the 2 warnings

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I remeber i did something to it a while back in the settings i think

pallid compass
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dont do get char inside animation area

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do it in anim graph

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thats designed for it

upbeat eagle
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ok

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will the warning change anything to the game?

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i assume no

mint umbra
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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.

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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.

upbeat eagle
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not related to answering your question but thats some nice vegetation

fierce tulip
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slomo console command not working in editor?

mint umbra
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@upbeat eagle Thanks 😃

obsidian nimbus
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why slomo the editor?

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just turn down the camera speed 😛

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as far as i know it worked in PIE last time i checked

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usually i use custom time dilation tho

mint sequoia
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@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

obsidian nimbus
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set global time dilation

fierce tulip
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@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

plush yew
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Im using 4.19

obsidian nimbus
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@fierce tulip put it on begin play node

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you are looking at it in simulate?

fierce tulip
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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

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simulate also doesnt work

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only realtime viewport works atm

obsidian nimbus
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sounds like a broken project 😛

fierce tulip
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nahh, changing core things for mobile

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annoying when testing though XD

obsidian nimbus
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well i dunno, never tried to slomo the editor 😛

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when it time comes ill make it work tho! 😃

karmic igloo
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Any chance of HFTS being added to UE4?

upbeat eagle
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guys after like 2 hours i finished doing the movement system using this tutorial

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im gonna click play

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and uh the animations dont change

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lol

grim ore
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time to debug then!

upbeat eagle
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yep

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i have warnings but no errors

grim ore
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start throwing breakpoints everywhere and validating the data

upbeat eagle
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i unchecked this threading thing in the settings

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now theres no warnings or errors

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but it doesnt work anymore

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so uh

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i mean it works the same as before

obsidian nimbus
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grab the anim bp from shootergame, done , profit

upbeat eagle
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u know

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u arent wrong

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but thats cheapppp

grim ore
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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

upbeat eagle
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im thinking its because the tutorial is for engine 4.9 but idkkkkk

grim ore
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only major change since then was the blend spaces layout

obsidian nimbus
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its a 9 step tut, couldnt u test parts of it half way?

upbeat eagle
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yes

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but i did not because i am not smart

obsidian nimbus
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well anim stuff is kinda tricky if u never used that stuff

upbeat eagle
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yea this is my first time other than the numerous times ive failed doing the same thing

grim ore
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Im on part 3 so far, what doesnt work for you? any animations?

still pilot
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Is the new Ray Tracing going to be in 4.20?

weary basalt
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Id say it will be an seperate fork.

still pilot
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oh?

grim ore
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@upbeat eagle it should work, I just got thru part 5 and besides the warning, which I did not fix, it works fine.

upbeat eagle
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i got like 12 warnings

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and than it doesnt prone or crouch

#

and moving with wasd is inverted

#

which i think i know why

grim ore
#

I've got the thread unsafe warnings but those don't affect it. Does yours walk?

upbeat eagle
#

yes

grim ore
#

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....

upbeat eagle
#

exactly its super strange

#

i was thinking i was doing something clearly wrong but i guess not

copper fable
#

if a breakpoint is triggered can i get out of play mode and save?

grim ore
#

it's strange yes but it does work regardless of strangeness

#

so you are doing something wrong it's just not clear

upbeat eagle
#

ah ok

copper fable
#

becsaue it is anoying getting break points and loosing data on the project

unreal spoke
#

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?

hidden heart
#

check your input settings?

#

and what did you change?

grim ore
#

@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

upbeat eagle
#

huh

#

so i guess i did something wrong

grim ore
#

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

upbeat eagle
#

yea

#

it walks aiming down sights

#

U know what i just realized

grim ore
#

ok if you click crouching does he crouch

upbeat eagle
#

the character is aiming down the sights

unreal spoke
#

@grim ore Fixed, thanks

upbeat eagle
#

is that something to do with it

grim ore
#

nah that is just the animation that was used for the example

upbeat eagle
#

no like when i test the character is aiming down the sights

#

the wasd movement keys are also inverted

grim ore
#

thats probably just you using the 1.0 and -1.0 in the input settings backwards

upbeat eagle
#

yea thats it

#

if u press c or x the animations get buggy and inverted again

grim ore
#

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.

upbeat eagle
#

the Crouch_BS

#

?

#

Oh

#

in the event graph

grim ore
#

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

upbeat eagle
#

yea

#

ok

grim ore
#

so it crouches in the anim bp?

upbeat eagle
grim ore
#

bottom right side, the anim preview editor.

upbeat eagle
#

Ok

#

Yea im there

grim ore
#

if you check is crouching does he crouch

upbeat eagle
#

yes

grim ore
#

ok then your animgraph is probably fine

#

uh

#

I see a big issues lol

upbeat eagle
#

Yes?

grim ore
#

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....

upbeat eagle
#

hmmmm

#

something tells me that is not suppost to be like that

grim ore
#

well your getting the wrong variables from your character and then setting them there.

upbeat eagle
#

Oh

grim ore
#

Jump Pressed? If so set Is Crouching.

upbeat eagle
#

Wait

#

so it should be

#

Jump pressed > Is jumping

#

Crouch pressed > Is crouching

#

right?

grim ore
#

yes unless you want it to crouch, prone, jog, and jump every time you jump and do nothing when you crouch, prone, or jog

upbeat eagle
#

hmm

#

i forgot what the variable for the target "blank" pressed what

#

was

grim ore
#

it should be jump pressed, and crouch pressed, and jog pressed, and prone pressed.

upbeat eagle
#

like this right?

grim ore
#

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

upbeat eagle
#

Alright

#

I got that

#

controls are inverted again

#

im gonna mess around with the inputs

grim ore
#

weird they are getting changed

upbeat eagle
#

yea

#

player also aims down sight

grim ore
#

if he is walking he should, that is the animation that is used

upbeat eagle
#

ok

#

im gonna change that

grim ore
#

open up the walk blend space and you can see that

upbeat eagle
#

yea

grim ore
#

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

upbeat eagle
#

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

grim ore
#

almost all the animations should be compatible with the default skeleton

upbeat eagle
#

how would i export and import the animations

#

or transport them

grim ore
#

you can right click any assets and use asset actions and migrate them out

upbeat eagle
#

Forgot to say I got it

#

its in the migrate tab

mint raptor
#

so the visualizing of motion blur does that show blur from TemporalAA or actual motion blur?

desert bronze
grim sinew
#

Indifference, not sure why anyone would use that over just a standard modular model kit

mortal gale
#

What a nice feature. lol

oblique coyote
#

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.

proud pine
#

what are your requirements exactly for animation packs?

oblique coyote
#

Best would be possiblities for walking crouch prone (all movement) and aiming with those

proud pine
#

there are plenty of anim packs at marketplace by Kubold (not sure about spelling) guy makes quite good looking mocap stuff

oblique coyote
#

if i had the money id go for that wich i dont

proud pine
#

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

oblique coyote
#

well i could use the anim starter pack (except the prone the prone isnt really great)

#

yee good point

oblique coyote
#

@proud pine actually im gonna spend the last bit of money i currently have for the first package and go from there

proud pine
#

what I meant is that "is the animation actually a last piece you need"

#

are you sure you be 100% done and shipping?

oblique coyote
#

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

proud pine
#

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

oblique coyote
#

well its my last money for the month

crude rock
#

Im still at 60% 7 hours later..

#

not out of memory (still writing to RAM) 100% cpu usage.

languid shard
#

what are your settings @crude rock ? What kind of scene are you baking ?

crude rock
#

im thinking my foliage might be messing with me..

soft garden
#

hi, when i take two screen of ambient occlusion buffer view and try to composite, i see this orrible cut

languid shard
#

woh 5 for quality is quite high

crude rock
#

Yeah 5 is high, but i need it for a realistic bake..

soft garden
languid shard
#

do you have any 2048px lightmaps ?

soft garden
#

no lightmap, my light are all movable

crude rock
#

i have 1x 4096 lightmap in the scene.. otherwise everything is set to about 16-512px

languid shard
#

@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

crude rock
#

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)

grim sinew
#

Don't make a 4k lightmap, that's why.

#

Lightmaps, per object, are single threaded.

#

You're murdering your poor CPU

crude rock
#

baking on a 32 core though!

#

im thinking about either canceling or letting it finish.. its the last production lightbuild.

grim sinew
#

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.

wary wave
#

4096 is pretty high

languid shard
#

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

crude rock
#

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

cedar snow
grim sinew
#

That is a very loose definition of live link

wary wave
#

which part of it is the live link?

cedar snow
#

i think it's around the 6min mark

grim sinew
#

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

cedar snow
#

have no skin in the game and think that anything that helps me save time is a net plus

copper fable
#

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
"

wary wave
#

it means you don't have admin rights on that machine, normally

copper fable
#

right well i just made a build like 3 mins ago lol

wary wave
#

it can mean that a file is inaccessible because it is in use by another process

fierce tulip
#

i just had a "can you help me make an mmo" message

grim sinew
#

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.

fierce tulip
#

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

safe rose
#

What's Battle Royale ?

cloud cobalt
#

That a joke @safe rose

#

I mean my sarcasm detector isn't calibrating well today

cedar snow
#

i think your sarcasm detector actually broke

#

(right now)

cloud cobalt
#

Yeah it's been a rough day over here

cedar snow
#

how so?

cloud cobalt
#

Dealing with insane levels of stupidity

cedar snow
#

you're not trumps lawyer, right?

cloud cobalt
#

Not that stupid, but still

cedar snow
#

as long as you don't start rocking back and forth, everything will be alright

sudden agate
#

The Project Settings allow displaying Movies at Game Startup. Is there a way to show a Picture (or multiple ones)only?

cloud cobalt
#

You'll want some fading effects on the pictures, so a movie is probably still better

soft garden
#

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

plush yew
#

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

surreal skiff
#

Does someone use ue4

plush yew
#

its been a real limitation of the engine and actually quite a big reason we've been looking at alternative engines

surreal skiff
#

?

plush yew
#

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

wispy vault
#

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?

plush yew
#

yeh its one of the limitations of the engine and its really set us back

wispy vault
#

😦

plush yew
#

well it seems to be on Vulkan and OpenGL anyway

#

it does work in DirectX mode but we're not developing for DirectX

tired island
#

Hey welcome :D

devout gulch
#

@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

wispy vault
plush yew
#

ah yeh shit i forgot ue4 = no normal map support

#

man this gonna be a sucky contract

wary wave
#

eh?

tall pendant
#

lol

pallid compass
#

"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

wary wave
#

yeah, we do too

#

changing the texture settings shouldn't cause any kind of editor freeze

cloud cobalt
#

@plush yew Lol what

devout gulch
#

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

plush yew
#

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

cloud cobalt
#

@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

plush yew
#

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

cloud cobalt
#

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

plush yew
#

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

cloud cobalt
#

If you want channel packing, use "masks" compression type

plush yew
#

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

cloud cobalt
#

That's weird, all of my textures use this setting, haven't seen any issue for now :/

wary wave
#

just tested it myself and it's working just fine

plush yew
#

its present in openGL

#

and in Vulkan

wary wave
#

doesn't even hitch, let alone freeze

#

hmm, you are developing in a Windows environment?

plush yew
#

yeh unfortunately i am

#

not FOR a windows environment though

wary wave
#

then you should be fine

plush yew
#

for an unreleased platform, and only OpenGL and Vulkan are supported

wary wave
#

for a second I thought you might be on a Mac and the hardware might not actually support certain texture formats D:

cloud cobalt
#

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

wary wave
#

have you tested your issue on a normal launcher build of the engine?

plush yew
#

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

wary wave
#

your problem is local, so if it doesn't work on a launcher build, it's your build

plush yew
#

hmm yeh its certainly not that standard and i did build it myself lol

honest anchor
#

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?

wary wave
#

if it does happen in a launcher build, it's the hardware

cloud cobalt
#

Sure @honest anchor

plush yew
languid shard
#

that's a high freq cpu you have here 😃

plush yew
#

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

faint sphinx
#

hi guys i have question

#

asset = three, grass chair etc... ?

#

tree

#

i mean asset = decoration ?

pallid compass
#

@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

plush yew
#

i just got what ever build was on the launcher listed as stable

pallid compass
#

take 4.18.3

faint sphinx
#

@pallid compass oh ok thanks, how import?

pallid compass
#

I can assure u 4.19.1 is not stable

cloud cobalt
#

4.19.1 is fine

pallid compass
#

its as stable as far as u can throw it

#

Loads of people have been having issues with it

cloud cobalt
#

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

pallid compass
#

I believe w/e that guys name was josh, was unable to even start the profiler yesterday on it

plush yew
#

oh... there's 2 features on 4.19 that are required

pallid compass
#

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?

plush yew
#

the first one is dynamic resolution and also 4.19 has an essential fix for monoscopic far field rendering that I need

pallid compass
#

u can pretty much make dynamic res your self as for monocarpic i have no idea what that is

#

monoscopic *

cloud cobalt
#

Seriously, 4.19.1 works fine -_-

pallid compass
#

For you

#

not for everyone

plush yew
#

I'm REALLY hoping for virtual texturing in 4.20, I REALLY need that

pallid compass
#

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

cloud cobalt
#

4.19.1 isn't any newer than 4.18.3, really

pallid compass
#

otherwise u can fuck ur whole work group up by upgrading

plush yew
#

lol last job i was on had a custom engine and always did upgrades, those were not fun days lol

pallid compass
#

4.19 or 4.X versions are normally packed with new features

#

and a ton of bugs

cloud cobalt
#

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

pallid compass
#

when u reach sort of .2 and .3

plush yew
#

I also agree re: sticking to a version, but in my case what if there's a feature I need (eg. Virtual texturing)

pallid compass
#

Thats what the majority of major upgrades stabilise well

cloud cobalt
#

That's simply not how it works

pallid compass
#

w/e man

#

not gonna debate this with you

cloud cobalt
#

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

pallid compass
#

Been there done that, had my team pulled to a halt twice due too this reason

plush yew
#

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

cloud cobalt
#

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.

plush yew
#

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

devout gulch
#

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

plush yew
#

isn't the master branch the live branch that epic essentially works off, that would make it the least stable?

devout gulch
#

release merge is just shit load of changes

#

not for a long time

plush yew
#

anyone here know whats in the pipeline for 4.20 amyways? Epic's been real hush on it and not updated their roadmap trello

devout gulch
#

Niagara

#

more work on Material Layers

#

pure specultion > RTX integration

plush yew
#

RTX? enlighten me

devout gulch
#

probabaly some Sequencer updates

#

Realtime Raytracing

#

well "Realtime"

plush yew
#

i highly doubt that

devout gulch
#

it should be merged this year

#

4.20 is no better than next release for it

#

nobody is going to use it anyway

plush yew
#

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

devout gulch
#

doesn't matter

#

they told on GDC is going into main branch this year

wary wave
#

RTX is going into the main branch

#

likely by the end of the year

austere yacht
#

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

plush yew
#

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

devout gulch
#

well all you need to DGX station to run it

pallid compass
#

@austere yacht try

#

Mouse postion to world space coord

wary wave
#

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

austere yacht
#

And then convert the vectors into transform? @pallid compass

tall pendant
#

also note that the RTX stuff ran on a DGX Station with 4 Tesla v100'S

#

its only $50k tho

#

😄

plush yew
#

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

devout gulch
#

yeah it was exactly how it was used in Epic demo

#

real time reflections

#

and everything else baked

#

(hur dur!)

tall pendant
#

world space AO sounds like an option imho

devout gulch
#

DICE demo while not so fancy was far more impressive

#

everything real time no baking

languid shard
#

@plush yew that's how they are gonna use RTX in the new Metro game

#

probably for AO and reflections

#

looks like they still use SSR for the water though ?

fierce tulip
#

ok

#

count to 10

#

be prepared

wary wave
#

okay

languid shard
#

wut

#

m8

crisp fable
#

have you guys ever been on upwork?

#

holy shit

#

"can you make a game for me ill give you $18.50"

languid shard
#

"what you say no ? Fuk yu"

crisp fable
#

yep

crisp fable
#

see this is decent

#

this guy wants a specific tree in speedtree for $150

#

thats reasonable

wary wave
#

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

crisp fable
#

yeah

wary wave
#

my favourite were the Indian / Pakistani offers who admitted they didn't own the hardware, but thought they could do it anyway

crisp fable
#

haha

#

yeah thats exactly what i figured

#

that "can do" attitude only gets you so far

#

you actually need a computer

wary wave
#

it gets them as far as wasting half an hour of my time

crisp fable
#

every time we advertise for a job, we explicitly state you have to be an australian citizen

#

then we get about 50 indians anyway

wary wave
#

yep

#

I have that problem every time I post a job ad

fierce tulip
#

hehe

wary wave
#

'on site, in Czechia, must have right to work in the EU' - insert 150+ random Indians with no demonstrable experience with anything here

crisp fable
#

haha

wary wave
#

"can I work remotely" - erm, no?

grim ore
#

hey I can speek Australin` does that cound?

languid shard
#

well that's their culture ¯_(ツ)_/¯

#

just like chinese people and the "promise a lot, don't deliver much" culture

#

and the cheat stuff

wary wave
#

yeah

#

the Chinese culture is more nefarious in that regard

crisp fable
#

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

wary wave
#

inexperienced Indians applying to just about everything en mass is annoying, but they're not actively out to be malicious

sleek cobalt
#

Hi

crisp fable
#

no but they're not doing themselves any favours either

wary wave
#

they're really not

crisp fable
#

i mean imagine if one of them was actually good

#

lost in a sea of mediocrity

fierce tulip
#

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"

crisp fable
#

haha

fierce tulip
#

heya @sleek cobalt

crisp fable
#

you should give them the job

#

describe a really heinous website

#

and ask them if they'll do it

sleek cobalt
#

Indian tech support 😂

wary wave
#

they'll probably say yes, then immediately start looking for tutorials / free examples 😉

sleek cobalt
#

It would probably be a taxi driver in india trying to do it while dtiving

crisp fable
#

once when i got a random call from india they asked to speak to the owner of the house

surreal skiff
#

does someone know someone who uses ue4

crisp fable
#

i told them i just killed them

sleek cobalt
#

Lol

crisp fable
#

man i wish there were remote roles for what i do

#

and i dont even know what i do anymore

thorny cipher
#

Should I do it?

crisp fable
#

joshua dont upgrade

#

leave it as 2015 its fine

#

change platform toolset to theother option

thorny cipher
#

i have 2017 vs

#

Do i change SDK version or no?

crisp fable
#

did you install the 2015 toolset?

#

yeah sdk is fine i think

#

i just remember the last time i did that it screwed up

thorny cipher
#

hmm

#

So no platform setup

#

?

crisp fable
#

yeah thats right

thorny cipher
#

ok

#

just installed a fresh windows

crisp fable
#

yeah i went through that last week

#

fun stuff

#

💩

thorny cipher
#

I forgot how good having OS on SSD was

manic pawn
#

put everything on ssd :D

thorny cipher
#

2 are SSD

#

I have a 500gb ssd for game & engine

manic pawn
#

that's a lot of drives

thorny cipher
#

I have my external unplugged atm though :p

#

another 3tb on external

plush yew
#

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

tired island
#

Script problem maybe?

#

I mean blueprint

plush yew
#

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

pallid compass
#

then ur prob missing some settings

plush yew
#

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

crisp fable
#

thats a terrible suggestion

vale osprey
#

....

plush yew
#

or we could ship with broken ass collision :p

#

jk of course

vale osprey
#

you do realize that physics engine is the same?

#

what is "sliding collision"?

plush yew
crisp fable
#

and the default character doesnt use physics

#

its uses line casts

plush yew
#

your looking at temporary/thrown together code but according to the documentation that should work

vale osprey
#

huh?

#

"sweep" is a test

wary wave
#

I'm not sure what 'sliding collision' is supposed to mean

vale osprey
#

it's a query, the result of the sweep is in SweepHitResults

crisp fable
#

i take it he means like ice skating

#

gliding across a surface

wary wave
#

actors can slide across surfaces?

plush yew
#

oh unity handles the colllision for you, you gotta do this all manually in ue4?

crisp fable
#

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

wary wave
#

if it's a character you'd probably want to tweak the movement component

#

default actors would 'just work'

#

i.e rigid bodies

plush yew
#

that's some pretty complicated mathmatics i'd have to figure out to write up a working line trace collision system

vale osprey
#

UE4, just as Unity handles collisions for simulating bodies

plush yew
#

don't suppose someones put one together already i can just copy?

vale osprey
#

hehe

crisp fable
#

yes the default character movement component

wary wave
#

I think you can just tweak params in the movement component to get slidey behaviour, IIRC?

vale osprey
#

afaik, CMC has all bells and whistles to behave differently on different surfaces

plush yew
#

yeh i was looking at making our own cut down version, getting it working then translating it to a C++ movement component

wary wave
#

could be as easy as just changing some of the friction vars

crisp fable
#

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

vale osprey
#

the result of the sweep is the position where first collision occurred or target position if there was no collision, can start from there

plush yew
#

yeh it looks like nobody has made public an example and we gotta use epic's 😦

wary wave
#

Epic's kinda is the public example

plush yew
#

i know it took the guy in my last contract several months of work

wary wave
#

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

plush yew
#

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

wary wave
#

I don't think that's even the default behaviour

#

testing locally with our character and you'll slide against the wall

vale osprey
#

that you have to code yourself

#

CMC?

plush yew
#

yeh thats what im trying to do but there is no help on the math

crisp fable
#

in this video i try to simplify it:

plush yew
#

maybe my english isn't good enough to explain sorry

crisp fable
#

its not pretty

plush yew
#

its essentially creating movement component, in blueprint from scratch

crisp fable
#

and its completely academic

plush yew
#

but Yandex (or google) isn't much help it just returns unaswnered questions

wary wave
#

you can't create a CMC in blueprint

#

you can try to fudge behaviours, but your ability to do things will be limited

thorny cipher
#

Maybe OS move triggered an invalidation

crisp fable
#

a few missing cache files in your user appdata will trigger it

#

unfortunately

thorny cipher
#

Ahh true that will be it

#

Good my cache is moving to SSD then

crisp fable
#

i have my engine source on an m2 drive 😄

thorny cipher
#

😮

#

I wonder how much builds and cooks kill a SSD lol

crisp fable
#

haha, i spent 3 hours on this stupid character movement exercise and just said "You know what this is retarded" and quit

thorny cipher
#

🤔

#

what exercise ?

crisp fable
#

i think its when i realised it was referenced all over the engine and i couldnt simply replace it

#

its boring i wouldnt recommend it

thorny cipher
crisp fable
#

boo

thorny cipher
#

this is when i start to cry

crisp fable
#

it'll be something simple

#

a missed plugin from the marketplace or something

thorny cipher
#

I mean it's the same engine i used on other OS

#

It's on a separate drive

crisp fable
#

yeah but again, your appdata folder

thorny cipher
#

yeah will just rebuild 😄

#

Ok rebuilt with visual studio code

#

And it works now

#

Why couldn't the other builder do that 🤔

crisp fable
#

yeah thats weird

thorny cipher
#

That feeling when you reinstall windows to check for a OS / driver related bug, but it's actually an engine bug 😫

fair violet
#

@crisp fable you notice any gains from the M.2 in comparison to a high end SSD?

#

When compiling / booting etc

grim ore
#

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.

copper fable
#

Anyone know where I can get some sword combat animations for ue4?

cursive dirge
#

mixamo

fierce tulip
#

marketplace

cursive dirge
#

or look around marketplace if you want paid

paper kernel
#

mixamo sword animations are garbage

tame flint
#

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

karmic igloo
#

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.

fair violet
#

@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

grim ore
#

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

fair violet
#

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

grim ore
#

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

fair violet
#

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

grim ore
#

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

fair violet
#

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

grim ore
#

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

fair violet
#

Ohh so it may just be bottlenecked anyway and won’t use the full power it can?

grim ore
#

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