#ue4-general

1 messages · Page 225 of 1

grim ore
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I really am noticing the lack of hyperthreading on the laptop compared to the desktop tho. You pretty much can't do anything while compiling shaders on it lol

fair violet
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Thanks!! And yeah haha I bet

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For fun I compiled a project on Mac recently and man the shader compile time

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Made me appreciate my CPU

manic pawn
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dark forum style stopped working for anyone else?

latent moth
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is EQS deprecated? I see a bunch of DEPRECATED in Run EQS query in the blackboard

tame flint
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hey @grim ore is there a way to check to see if your character has been destroyed?

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I see i can create a variable boolean that i can reference after actor is destroyed

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nvm

plush yew
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Im having an issue with my devired data cache. I change the location inside of UE4 through their settings but everyday it goes back to my SSD

cursive dirge
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@plush yew you could just symlink it so that UE4 thinks the files are on SSD

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basically you just move the folder where ever you want, then make symlink out of it and drop into target folder

upbeat eagle
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Where can I download the UE4 skeletal mesh

obsidian nimbus
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it comes with the engine

pallid compass
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its awful quiet today on discord

cinder iron
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blablablabla @pallid compass

worn granite
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@pallid compass lorem ipsum world salad, spammy spam spam words.

cinder iron
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I'm just making a list.

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I like how my gif became a poop XD

hidden heart
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@pallid compass L O U D N O I S E S

pallid compass
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y u guys do dis to me

mint umbra
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Is it normal that a landscape shader with 600 instructions takes years to compile? I disabled realtime even. It halts at every ten-digit number below 100 and takes several minutes. Before it was max one minute to compile my shader. The long shader-compilation was introduced when I added procedural masks using Noise nodes. I read that they are pretty expensive (two noise nodes added 200 instructions pretty much).

pallid compass
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600 instructions wtf lmao

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thats a little high

grave nebula
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@mint umbra It is normal for that kind of shader to compile for a long time. It is not normal that you ran into this issue though.

pallid compass
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u dont even breach 250 for like multi layer fair shader

plush yew
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I gotta question: For an mmo game like fortnite for example, how do I have it so multiple games can run at once on different servers? assuming that’s how it works

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do they have a separate server for each game cuz if they do then they would need over 100,000 servers which sounds absolutely insane

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@everyone

grim sinew
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It's a different server for each game.

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So unless you have a few hundred thousand dollars lying around, it won't work out so well.

plush yew
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well i’m sure they are patterned with someone right? But still it’s be crazy expensive

grim sinew
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They pay the same price as everyone else.

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You don't even get a discount on AWS if you use Amazon's own game engine.

plush yew
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do you happen to know what company they use?

grim sinew
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I just told you. Amazon AWS.

plush yew
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well i know you referenced them but you didn’t exactly say that they use aws

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ok so is there a system that loaded a new server for every game

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like how to i go about doing this

grim sinew
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Everyone uses AWS, they're the most common company for this.

burnt nexus
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@plush yew There is Online Subsystem plugin for Amazon in UE4

grim sinew
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And for going about doing it, you find a programmer that can do it. There's a plugin, but there are no BP nodes or anything super simple like that. You need to code a large part of it yourself.

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Plus, you need to know every in and out of Unreal's servers and networking to optimize it as much as possible.

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Basically, if you need to ask, you can't do it. You need to work your way up to that.

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100 players is one of the hardest things you can ask out of Unreal multiplayer.

burnt nexus
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^

plush yew
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ok yea obviously i have to learn so no shit i can’t do it till i learn but yea thanks

mint umbra
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@pallid compass @grave nebula Well I have a lot of various procedural masking going on with tessellation. 5 masks dependant on slope/height and procedural masks on another mask. Probably could optimize the material, but like I said the two Noise nodes I have adds 200 instructions. Unfortunately the Noise node gave the best result for my procedural masks. Deathrey, could you elaborate about why you mean it's not normal?

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And btw, simply subtracting one mask from another should be enough to make the subtracted mask disappear from where the other mask is? Having issues with it popping through.

plush yew
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No clue how to do that @cursive dirge lol but did anyone else have the same issue as me?

livid haven
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@vorixo#7101 I do not. I have very limited visibility on actual gameplay implementation in Fortnite.

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@vorixo#7101

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... Alright, Discord. Go to hell.

plush yew
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@vorixo#7101

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hmm

livid haven
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@vorixo#7101

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Yep, I give up.

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Was wondering if maybe refreshing my client with Ctrl + R would fix it, but nope.

worn granite
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@cinder iron

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umad :trollface:

livid haven
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Thanks. Guessing you used the GUID-like stuff.

worn granite
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no

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that's been a no-repro for a while, hasn't it?

livid haven
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Talking about the Discord issue or something else in this channel?

worn granite
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the issue

livid haven
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I often see it when someone is offline.

worn granite
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idk I thought I saw somewhere discord couldn't repro

livid haven
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Maybe the Discord staff member in here, @exotic tundra , might know?

upbeat eagle
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where can i find the skeletion

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for epic

fallen basalt
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if you want an idea for a game

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watch movies

hidden heart
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lol ok Sylas

steel meadow
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on movement inputs, some are using Action Mappings while others use Axis Mappings what's the difference between these two and which one is the best ?

livid haven
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Actions are instaneous, axes are continuous.

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Binary vs spectrum.

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On/Off vs Float value.

steel meadow
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so axis is best use for analog controllers then

livid haven
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For anything where you want to know more than just pressed/released kind of thing.

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Don't PlayStation controllers actually have analog buttons on the right "face"?

gloomy pollen
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the axis is mapped to a scale like -1 to 1 right?

livid haven
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I think you can control what the min and max are.

gloomy pollen
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oh neat

worn granite
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the older ones did

livid haven
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Haven't touched it in a while at least.

worn granite
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not sure if the new ones do

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don't think they do

livid haven
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@worn granite PS3 did at least, not sure about PS4.

worn granite
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PS2 did

livid haven
worn granite
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glares at PS4

shut jay
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hey there

tawdry narwhal
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is anyone familiar with simplygon cloud on microsoft azure?

south ridge
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Uh

storm venture
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nvm

livid haven
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Aaand it's gone. 😛

storm venture
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lmfao

south ridge
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I remember everything he said

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But I do not understand it

worn granite
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You removed it before Sion could tell you in great detail how to do the thing

storm venture
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shit, i thought it was a dumb question tbh

worn granite
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Shame, really, Sion gives really great explanations

south ridge
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It wasn't, but I couldn't understand what you meant

livid haven
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That is typically how it goes.

storm venture
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okay ill say it again

livid haven
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But I wasn't sure how it was wrong.

storm venture
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basically i want the circuley doo dah to do the thing

south ridge
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You want the circular progress bar

livid haven
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I've done circular gradients using materials before without any visible inaccuracies.

storm venture
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aye

south ridge
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And what about splitting it in quarters? If you can draw the entire bar, what prevents you from drawing a quarter of it?

storm venture
south ridge
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Like, cover up the area you shouldn't see or something

storm venture
south ridge
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Is alpha thing linear? Not a curve or something?

storm venture
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correct, just linear

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should be, at least'

worn granite
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Is this a sRGB issue

storm venture
worn granite
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dunno if that's applicable.

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I've run into this tho

livid haven
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I just used the U V coordinates and got the angle between (0.5, 0.5), (1.0, 0.5), and whatever normalized 2D vector was - if less, fill, if more, don't.

worn granite
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ended up not needing to fix it

livid haven
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And also, length of vector to point - if within threshold, fill, otherwise don't.

storm venture
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oh boy, not quite following

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i just started playing with this kind of material stuff

worn granite
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So can you do a linear (as in straight) gradient?

livid haven
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Shit. Terrible quality.

worn granite
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if you can, you could just distort it into circular

storm venture
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interesting, i could try that

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my current bp is basically identical to the tut i linked

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im really just trying to hack together some less common versions of a circular progress bar, like Sions

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but I need a half-circle for one

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and i need another half-circle split into thirds

worn granite
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does the download link not contain the image?

storm venture
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I wanted to just use a conic-gradient with R G B as each third, but idk

worn granite
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Or does that not work for ya

livid haven
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Sorry my screenshot is borderline useless.

worn granite
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that one looks more robust, shame we can't see it

storm venture
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yeah @worn granite thats the image im using

livid haven
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Let's see if I have it on an old Imgur account...

worn granite
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I'd give you my radial gradient but its got the same problem

livid haven
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What's the problem though? Is 0.25 of the circle giving you more than a quarter?

storm venture
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correct

worn granite
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the gradient is not perfect, but works for a general effect

livid haven
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Schiesse. It's not in there either. I do still have the asset somewhere

worn granite
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Maybe the local vfx king has a mat for this?

storm venture
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it's not a huge deal, so dont worry about it if its too much of a bother

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im more interested in how I could potentially create a gradient with a specified angle

livid haven
storm venture
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ooo, will do

livid haven
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It was from a custom engine build, from source, so...

storm venture
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yup, she's lookin good, just no textures yet

livid haven
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It may set of alarms about engine version being bad.

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Oh, did it open?

storm venture
livid haven
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Awesome.

storm venture
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no texture parameters needed so yeah it looks good already 😄

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woah

livid haven
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You can tweak it to use a texture instead of the red/green.

storm venture
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0.25 is perfect

worn granite
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See? This is why you always let Sion answer

storm venture
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the perfection.. it's overwhelming

livid haven
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I will not claim that this is a highly performant way of doing what I did, for what that's worth.

storm venture
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you didnt even use a conic gradient, this is pure math?

livid haven
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Yep.

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I'm literally just masking out based on 3 criteria (those big ifs)

storm venture
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does that mean it performs meh?

livid haven
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I never looked at the instruction count on this.

storm venture
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it doesnt look like too much, but im no pro at this

livid haven
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You could certainly make something cheaper and just use the angle masking part.

worn granite
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Should be fine

south ridge
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Dude, it's like 40 pixels on screen, who cares how it performs 😄

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There's no way you will lag your game with one small rectangle doing something that's not even that slow

worn granite
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^

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never go optimize before you see a need to.

storm venture
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sounds good, i like less work 😛

south ridge
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Don't optimize code until you really really need to - use efficient algorithms instead

livid haven
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I'm ultimately returning alpha or 0 or 1 based on
a) is the texel/fragment/pixel's UV coordinate distance from the center less than the inner radius
b) is the texel/fragment/pixel's UV coordinate distance from the center greater than the outer radius
c) is the texel/fragment/pixel's UV coordinate angle from the center greater than the percentage of health

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Though, honestly, looking at it now, I'm not sure how the hell a comparison between a 0 - 1 value and an angle is getting the right result...

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Wait, did I do a sin or cosine in there?

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Nope

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GG and GL

storm venture
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awesome, thanks a bunch @livid haven

livid haven
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NP.

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Really though, I have no idea how that part is working - Vector Converted to Angle would surely be radians or degrees?

storm venture
livid haven
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Yeah

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It's definitely producing a 0 to 1 range

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If they were degrees, we'd be way out in 360 range.
If it were radians, we'd be well past 1.0 before hitting 180 degrees, since 180 degrees is pi or 3.14 radians.

south ridge
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lol

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It uses epic angle units

livid haven
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So... I guess it's completely ambiguous and happens to give a 0 to 1 range.

south ridge
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1.0 = 180 deg, same input goes into cosine/sine

livid haven
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1 isn't 180 though.

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Or else it'd be white for the top half.

south ridge
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Sorry, 360*

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For some insane reason "angle" in materials often means these weird epic angle units

livid haven
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I mean, it's not special - it's revolutions.

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0 to 1 revolutions.

south ridge
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Everyone elses uses radians or degrees

storm venture
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@livid haven with what you gave me, I can now have perfect thirds like so

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each one is their own separate progress bar

livid haven
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Yeah, it should behave perfectly.

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If you want to do all 3 in one material, that's also entirely possible.

storm venture
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that would probably be better, but wouldnt it involve basically copy-pasting everything x3 ?

south ridge
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You can do them as a material function and have any number of them

livid haven
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Nah, wouldn't be everything times 3 necessarily.

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Masking by radial distance can be used throughout, once.

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But which color to use means mapping ranges of angles to a color.

storm venture
livid haven
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Er, that would be even harder to do all in one material. More of the logic would be duplicated, for sure.

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But, it is doable.

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I probably wouldn't bother with it, unless you start seeing some grossness where the colors bleed in to each other.

storm venture
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Right, i figured so, I think three instances overlapping like this should do me just fine 😄

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there may be some minor bleeding, due to rounding

livid haven
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Yeah. It's certainly the cheaper way of repeating it 3 times. 😛

storm venture
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angles are rounding with the 0.33333s and 0.16666s

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lmao yeah

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thanks again though, this is perfect

livid haven
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NP

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Not going to lie though, that was the result of me just brute forcing a circle through math in a material.

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Any sane(r) person would have probably just used a texture with a circle drawn on it and maybe just masked off the pie slice like I did.

storm venture
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The cool part about this though is that it scales and looks good all the time

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using textures always leaves tiny pixel fragments from what i've seen

livid haven
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Right, this is effectively operating at the precision level of whatever it is rendered to.

paper crest
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Performance wise... Is it better tho

cinder iron
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Oh no, @livid haven I dont mean if you saw the code. I mean if you realised that while playtesting, like if they deferred the shoot when you are sprinting and press fire in order to the animation to have time to go from sprinting to walking.

livid haven
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I work practically exclusively on UI and have been on Fortnite for 3 or more years - I haven't played Fortnite in some time. :X

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I'm more like an engine or framework dev in service of a particular project.

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What I work on generally doesn't involve booting up in to a mission, just the frontend.

cinder iron
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Aye

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I was just curious because implementing that kind of thing correctly is a bit hard since adding latency on input uyuyuyy, afaik Battlefront has it, but hadnt played fn enough to say

livid haven
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Yeah, making that feel responsive. Hmmm. I mean, if it's always consistent, easy enough.

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If it's not and depends on player state? Eugh.

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Like coming out of a sprint or some such.

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It's possible there's some tiny leeway, if so, and it's ostensibly exploitable.

cinder iron
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Yes. The thing with that is that if you press once click will sprinting it will windup, shoot and winddown, and then recover the sprint, if you keep pressing after the wound up happened you need to make it work as a normal press release

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So its like a state machine itself time dependent

livid haven
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I vaguely recall doing all kinds of weird stuff in Smite to deal with firing cycles and charging attacks and how you're slowed down while firing.

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The kind of stuff that "We'll add multiplayer in later" kind of people don't understand.

cinder iron
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XDDDD

livid haven
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Multiplayer isn't about doing the same thing at the same time in different places - it's about pretending that everything isn't totally fucked and out of sync and barely coherent.

worn granite
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If its important at all I recently had a ton of fun taking away behavior that is kinda like what you want

weary basalt
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Multiplayer is all smoke and mirrors lol

cinder iron
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No, I have this behav implemented, just checking what other games do.

livid haven
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100%

worn granite
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I have no real insights to provide, other than its amazing how much difference .03s makes

livid haven
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For sure.

cinder iron
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Its kind of a delegates party between char and gun, since my guns are the ones controlling the wind-up

livid haven
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I'd love to see how the hell a game like For Honor handles... well... anything.

cinder iron
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So I have to send the "stop sprinting and be prepared to fire" to the char xd

livid haven
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In terms of replication and simulation.

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Gotcha

cinder iron
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I'd love to know how destruction really works on a networked environment, never knew really if battlefield destruction gets replicated correctly and accuratedly ;-;

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2 much to check for the little time I have

livid haven
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In what game?

weary basalt
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The destroy part is replicated

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All the destroyed pieces are locally simulated though

cinder iron
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Battlefield sir

livid haven
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Oh, gotcha.

worn granite
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Actually it does matter which BF

livid haven
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I mean, I could imagine the server sending out a seed value for an RNG for that kind of thing.

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So that they all locally simulate mostly similar results.

cinder iron
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Battlefield 1, the latest.

worn granite
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Cause the new ones just put a bunch of VFX everywhere

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very meh

cinder iron
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But collisions though

weary basalt
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Think about how they would simulate the water and the boats

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Thats even more crazy

cinder iron
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Oh thats a particle around the boat, doesnt it? XD

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I implemented that not while ago

weary basalt
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Battlefield 4 has fully network simulated ocean

cinder iron
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Oh you mean movement of the ship when a wave passes by

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Thats probably a replicated rng that simulates buyonancy

weary basalt
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I dont think its that simple

livid haven
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Aye. My naive approach for almost any of that kind of thing is to just use PRNG and replicate seeds for things as much as possible, but there's always the danger of desyncing to an extent.

weary basalt
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Yep

worn granite
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Sion you wanna have a reason to slap me? I've been working on stuff with no version control. =D

weary basalt
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lol

livid haven
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Fired.

weary basalt
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Haha

worn granite
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💯

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Returning my keyboard

cinder iron
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Well you can always do as UT and correct everyones end every GameTime%9 == 0 lol

worn granite
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will be setting up SC tonight

hidden heart
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i remember at the launch of BF4 there was one level that would crash the server EVERY.DAMN.TIME. when the tower go destroyed

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got*

weary basalt
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Oh did you finally get around to that reinstall @worn granite ?

worn granite
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no

livid haven
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I forget what game I was playing, but I tried to make a program to watch a directory and automatically copy files to back them up. Maybe Minecraft. Doesn't really matter, but I was messing with either WinForms or WPF to do it.

worn granite
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surprisingly microsoft's ecosystem is bearable despite being unable to clean-slate.

livid haven
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And I fucked something up with the UI. It nuked all of some monolithic source file with some generated stuff.

weary basalt
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lel

livid haven
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No source control. Gave up entirely on that little project.

worn granite
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rip

weary basalt
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File operations are fun

worn granite
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I even have my backup zips LMAO

livid haven
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It was basically DropBox but locally instead of to the cloud.

worn granite
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(ok its not that bad)

livid haven
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Until it wasn't that at all because some generated code nuked, honestly, like 80% of a week's worth of work.

weary basalt
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I have backups of crap i dont need backups of anymore

cinder iron
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You can always use google drive and their 30 days restorement copies hahaha

livid haven
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Oh, these days I'd just toss that shit on Drive, for sure. I can afford the space, no biggie.

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But at the time I was trying to be clever and just backup live to another drive.

cinder iron
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Use gitlab my man, 10 gb per repo, no probs.

livid haven
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I've got my Perforce server on DO.

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Just me, so no biggie.

worn granite
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Going DO

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and p4

weary basalt
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I host my Server myself

worn granite
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I've used them many times

cinder iron
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I am a git normie.

livid haven
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Not that I can do much now with any of it. :X

weary basalt
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Got my Build Server in the garage lol

cinder iron
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Brb shower time

worn granite
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I've thought about just making myself a physical server

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would still want offsite

livid haven
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Got too much going on to go talk to whoever and figure out what level (probably none) of work I can put in to my own side projects without violating my employment agreement.

weary basalt
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I bought an old Dell PowerEdge R610 off ebay

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Its paid for itself 100 times over

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I dont have time to work on my own shit 😦

worn granite
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stop taking on nowhere projects then :P

weary basalt
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Haha

worn granite
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that's worked out p good for me

weary basalt
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Man i still cant bellieve that project

worn granite
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wew

livid haven
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I have been working closer to 80 hours of late, went out 3 nights in a row last week, and will most likely be going out 2 nights in a row this week, and next week will likely be traveling and spending most of the nights out with the significant other until I visit another friend for his wedding...

worn granite
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Scary thing tho: they appear to have gotten funded or convinced themselves to go pure passion project

north raptor
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Hi all I am new to this server where would the best place to post if looking for some help on my game

weary basalt
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@north raptor Read the #more-resources channel. It will direct you to using the Job Bot

livid haven
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I have time for basically work, showering, and then the rest of my spare time is what little is left to try to maintain a social life.

worn granite
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Just don't have a social life

weary basalt
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Sounds like me Sion

worn granite
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loads of spare time

weary basalt
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Maybe not as excessive as 80 hours though

north raptor
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@weary basalt Ok thank you

livid haven
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I realize that sounds kind of silly - I have so little spare time that I spend that little amount of spare time entirely on being 100% social/debaucherous.

cinder iron
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I've spoken this aswell with Moss, ayyy if the day just had more hours XD

weary basalt
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If only

livid haven
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Oh, it can be, but then you start operating worse because you cut out half your sleep hours. ^^()

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Only maintainable for a short time.

weary basalt
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Burn out is very very real

livid haven
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I'll be fine, especially after next week. Much needed break and visiting the SO.

cinder iron
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My ShooterGame extension has been on hold since I entered this new company lol... Its a pity since I wanted to make it public this year, now it wont be posible

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But yeah, we gotta break some time doing nothing, just out of routine

livid haven
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Oh, right, and then the week after that is visiting HQ... I have accepted that my apartment will look post-apocalyptic until like mid-May.

weary basalt
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How far from Epic are you?

cinder iron
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That one is for you sion hehe

livid haven
weary basalt
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12 hours

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wtf

livid haven
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By car.

cinder iron
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Omg

livid haven
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Of course I won't be driving.

cinder iron
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You told me train while ago or am I sleepy?

livid haven
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Oh, no, flight.

cinder iron
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Aight lol

livid haven
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Were you thinking of Train Jam?

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That's a train trip from Chicago to San Francisco, for GDC.

cinder iron
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Prolly ye

livid haven
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Wanted to do that, but I found out about it and then it was sold out.

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Or, uh, otherway around basically.

storm venture
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a jam with no internet 😐

livid haven
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I'd known about it, forgot about it, rediscovered it, and learned it was sold out within mere minutes of having tickets available.

storm venture
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minus mobile hotspots on our phones but thats no fun

livid haven
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Yeah. Wild.

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So, whose machine is the Perforce server? Any takers? XD

weary basalt
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Ive got my own im good lol

livid haven
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Actually, it would make a fair bit of sense for someone to have a wireless access point even without internet, just to host source control for everyone.

cinder iron
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I've used in the past a guy as my repo, it felt a bit dirty tbh xD

livid haven
#

Just create a train intranet for the jam.

cinder iron
#

The big lan dream XD

livid haven
#

On that note, I need to sync, and I'm going to play some Osiris: New Dawn in the mean time.

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I'm somewhat impressed with it. I mean, compared to Ark as the other large open world UE4 title I've played and it's terrible performance.

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I guess Desolate too. That doesn't seem to perform like potatoes and is large and open world.

north raptor
#

I am looking for help with my project but can't get the job bot to work won't let me post there can someone help me figure it out

cinder iron
#

These days I've been playing Ironsight, and let me tell you guys, I'm impressed of how 1:1 they are to cod, if they only had proper bullet penetration lol

weary basalt
#

Im waiting for the new Metro, not that its UE4 but its supposed to be semi open world

storm venture
#

and because the metro series is amazing, of course

livid haven
#

Not sure how to use the jobs bot myself.

#

You should probably post exactly what trouble you're having with it, @north raptor

cinder iron
#

Is it ue4? @weary basalt lulz i had no idea bout it!

weary basalt
#

No i said it wasnt

#

@north raptor The job bot is super easy mate, read #more-resources it tells you exactly how to use it

cinder iron
#

Oh oh ohhh Im sleepy sorry XD

livid haven
#

I am excited for the new Metro, for sure.

weary basalt
#

I love the Metro games

north raptor
#

@weary basalt I did read the guide the problem is that it says I am unauthorized to use it

livid haven
#

It's funny, Osiris is kind of what I wanted to make, except gone in the whole awkward murder-hobo-simulator direction and with more survival elements.

storm venture
#

i enjoy their use of the "in a heartbeat" soundtrack, I first heard it in 28 weeks laters and I loved that movie

cinder iron
#

Never heard of it, I'll take a look

weary basalt
#

@north raptor Did you DM the bot?

north raptor
#

@weary basalt yes I did

livid haven
#

Osiris = Crash land on planet, build base, search for resources on planet.

cinder iron
#

Akin to the forest?

livid haven
#

Yeah, same general vein as The Forest.

cinder iron
#

Nice

livid haven
#

More spacey.

#

Went in to creative mode, spawned the spaceship, and you can actually leave the planet and travel to 2 others.

cinder iron
#

Subnautica... That one I liked

livid haven
#

Neat, but... it seems like a lot of time spent on tech to service very little content. :X

#

Subnautica for sure. I think I have like 400 hours in that one, but it's Unity. 😞

cinder iron
#

"but it's Unity" hahaha you are the best sion

livid haven
#

If I can get a go ahead from Epic and the free-time (hah, that part is never happening), I'd love to try to put out more resources for making UI that isn't shit.

#

It's really annoying playing these indie UE4 titles with just... terrible UI and UX.

#

Actually, indie in general, UI seems to be sorely lacking.

weary basalt
#

Best practices is seriously lacking from Epic 😛

#

As in examples

livid haven
#

That's part of it, but even in terms of actual design - layout and colors.

devout gulch
#

yeap I'm trying to work out best practices for UI and I'm stuck on WTF am I doin.

weary basalt
#

I hate UI work.

#

Really really dislike it lol

livid haven
storm venture
#

Speaking of, I don't suppose anyone knows of an easy way to smooth out the edges of a mask for UIs?

livid haven
#

Let's pick a cool "spacey, sci-fi" font!

#

"MY EYES!!!"

weary basalt
#

But Sion it was proabbly free

#

😃

livid haven
#

@storm venture Smooth out edges?

cinder iron
#

Thats a bit ugly (just a bit) i dont want to hurt anyones work

livid haven
#

Like, with my mathematical masking?

storm venture
#

Yessir, exactly

#

I'm playing with SmoothStep but I'm failing hardcore

livid haven
#

Hmmm. I mean, you could take the distance from the "edges" of the masking value and using that as an intermediate value? :X

#

Off the top of my head, no quick and easy math for it.

storm venture
#

Darn, I was hoping for a nice node to just transition between the mask and 0

livid haven
#

Like, instead of my if/else thing, you'd be calculating some kind of "angular distance" from the "center" of the sector to be filled.

#

Maybe in terms of that whole 0 - 1 revolutions thing

#

Then add, to that angular distance, the percentage of filled section?

#

I mean, that's a start. You'll get values over 1 for coordinates within the filled section.

storm venture
#

I'll play around with it, I'm sure it'll come in time

livid haven
#

@cinder iron FWIW: I'm not trying to be mean, but this is some really harsh UI to look at. If designing this, you have to realize how difficult it is to parse important information from unimportant information.

#

Also, really? Ordering?

#

Normal, Easy, Extreme, Creative, Custom.

#

2, 1, 5, Purple, Banana.

cinder iron
#

It's special

#

Lets... Just pretend that XD

#

But tho that should be something the team should be getting feedback at

#

Even from qa

livid haven
#

This is a newer revision of the UI, actually, apparently.

cinder iron
#

Oh

livid haven
#

YouTube videos show a different UI that I actually like a lot better. Woops. :X

cinder iron
#

Lol

livid haven
#

There's a lot of missing standardization, I think.

cinder iron
#

I mean they probably hired a ui designer XD

livid haven
#

Got like 7 different fonts here, in terms of sizes and colors. As well as whether or not it's all caps. Also, redundant information across the two.

weary basalt
#

Jesus i hope not

#

lol

cinder iron
#

Usually we start with the UX programming with fart looking buttons

livid haven
#

VS

weary basalt
#

@livid haven You should do an "Rate my UI" like Gordon Ramsay does with food lol

livid haven
#

The old panel is stuck behind it the new panel. The new panel doesn't fit the color style of either of the other ones.

#

And also doesn't use the "header" styling like the left one or right one behind it.

#

We've got like 5 colors of buttons that don't match with the previous 2 styles we saw either...

#

😦

#

This is what it looks like, normally, when you have a bunch of different people making UI independently, and no system for sharing styles.

cinder iron
livid haven
#

We made systems specifically to make it relatively difficult not to end up using consistent styles in Fortnite.

weary basalt
#

Do an style guide using nothing but the UMG color picker 😃 No images to confuse people just straight up solid color pallete design

livid haven
#

The one in that link isn't the worst, though.

#

There's some consistency I guess. Maybe because it's all grays. 😛

cinder iron
#

My link? Or which one?

livid haven
#

Yeah, yours.

#

"FasterDick". 👍

cinder iron
#

Oh yeah I mean... It's a nice UI to be done in the time he did it

livid haven
#

That's... not... typically what one wishes to have. But okay!

cinder iron
#

He is not a programmer tho, just a 3D modeler and a bit generalist with the engine

livid haven
#

Fair, fair.

north raptor
#

Wow the other channels are dead right now

livid haven
#

"NEwSwordFromHell" - is a rifle.

cinder iron
#

His code is not the best but I'm impressed always with him XD

#

Hahahahhaa

livid haven
#

I'm sure these aren't serious, but I'm getting a kick out of them anyways.

cinder iron
#

No lol hahaha

#

He wouldnt programm in C but the guy implemented something similar to the net pause relevancy on BP's

livid haven
#

Last one - these are buttons with an actual background, but only when hovered. Unlike every other button on this screen. 😡

cinder iron
#

XD

livid haven
#

My build is probably half way done and I spent most of it lamenting the UI design instead of playing.

hidden heart
#

less is more with UI imo

livid haven
#

A good UI is so good you don't even think about it.

#

It's so smooth to use you don't even recognize that you're not just, y'know, doing what you want to do effortlessly.

cinder iron
#

If you dont say anything about UI, the team did an excelent job

#

Same goes for some other critical parts of development

livid haven
#

And sometimes, clever designs are exactly the problem

cinder iron
#

What do you mean?

weary basalt
#

KISS

cinder iron
#

Thats a music group

weary basalt
#

Keep It Simple Stupid

livid haven
cinder iron
#

XDDD

livid haven
#

So. Many.

cinder iron
#

Whats that I guess some temperature and... Idk

hidden heart
#

yay transparency on vital stats

devout gulch
#

that seems like stretching I new instantly this is is UI 😄

#

knew*

livid haven
#

The first one is temperature, Celsius. The inner ring is the internal temperature, the outer ring is external temperature. The number left of "suit" and "env" are the internal and external temperatures.

#

The second one is pressure, same idea, inner/outer = internal/external, numbers are below.

#

BUT

#

The 3rd and 4th ones?

#

The 3rd one is two meters describing two different things - Hydration and Nutrition.

#

Which are color coded.

#

Same idea with the 4th.

hidden heart
#

lmao

#

just constantly eat and drink

cinder iron
#

In the forest you have an actual stomach drawn to visualise the nutrition

hidden heart
#

problem solved

cinder iron
#

I think thats nice, but tbh the best way to indicate nutrition imo is minecraft chicken bar XD

livid haven
#

There's a lot of very confusing design inconsistences with this set of UI elements alone.

#

Like, two of these have numerical read outs below them and use the 2 circles to describe internal vs external differences.

#

The other two have a UI element underneath them with no relation, and the 2 circles have no direct relationship - just vaguely relevant categories.

#

Food/water are biological needs. Health/suit are hit points of a sort.

hidden heart
#

yeah pretty inconsistent

livid haven
#

Right, yet they use identical layouts and "symbols" - design language.

#

</rant>

#

Every time I need to read one of these, I have to stare at it for a second to figure out which meter is which stat. 😦

#

(P.S.: I enjoy this game and it is on sale... I just have my issues with it, though it is still in development.)

hidden heart
#

understandable

livid haven
#

This seems like it would be really awkward to use and probably not have a lot of support as a peripheral. :X

storm venture
#

I ended up just multiplying the mask that your math gave me with an image i created of a semicircle and it worked out, i get smooth edges from the image and the progress is still tied to the math

livid haven
#

👍 Probably beats whatever crazy math would have otherwise done it.

storm venture
#

yeah, especially for me, math and i do not get along very well 😇

hidden heart
#

that bike looks like its out of a particular black mirror episode <_>

crisp fable
#

heh

livid haven
#

Somehow, I knew what happened was going to happen. 😛

#

I was expecting more of an unceremonious plopping over. Needs more nuclear mushroom clouds with that amount of force though.

weary basalt
#

The server really loves that job

livid haven
#

Normally the bikini clad person is the barista. This is a whole inversion I was not prepared for.

crisp fable
#

haha

#

what game is it i just found it

#

and is it multiplayer

livid haven
#

I figured it was your own project. How should we know? :X

mystic fjord
#

that had me laughing for a good few minutes

warm mountain
#

Hey guys, i'm doing up a map which has a rainy and sunny cycle, is there a way to transition from a dry to wet surface?

#

maybe via vertex painting ?

#

i've seen some videos of such transitions in games maybe i'm googling the wrong thing but when I type blending materials UE its not really showing what i'm expecting

plush yew
#

Try Material Parameter Collections

warm mountain
#

Checking it out now

#

it seems like from the video i see that they establish some sort on control when the game is running

#

allowing the 2 materials to swap

#

i suppose i could run a script that changes the material based on the time

#

the change is pretty rough and hard though so I supposed I would need to create several materials for it to slowly transition

#

not sure if that be optimal though i might be missing something

#

i think i found it

#

all i need to do is to replace that box trigger with something that runs based on time

#

and somehow modify that part that changes the color into 2 seperate inputs, one that is wet and another that is dry

livid haven
#

Ah, surely my build is done by now and I'm good to do some work so I can sleep?

cloud cobalt
#

UE4 : not today

worn granite
#

tfw I thought I'd have p4 set up and working hours ago

#

tfw I managed to fuck up basic p4 setup and will basically have to start again

#

tfw nf

soft garden
#

someone know how do deactivate Ambient occlusion for the borders of camera?

livid haven
tepid bronze
#

Is DX12 still wonky in 4.19?

vivid girder
#

If i'm trying to get a character to crawl under a table using navmesh, would you recommend using NavLinkProxy to tell the character to crouch through?

#

Since the table blocks walking movement

hidden heart
#

good lord sion thats the most shaders compiling I have ever seen

livid haven
#

Welcome to Fortnite after a sync

hidden heart
#

yowza

crisp fable
#

oh dammit material layers use some special material

#

you cant just use regular materials

#

wait a minute

#

hmm it must have changed

#

ok material layers stink

plush yew
#

hey has anyone managed to get a skinned mesh to import correctly? i've been trying now for 7 straight hours and about to toss in the towel

#

it either imports as loads of parts, or seems to ignore the skeleton asset (it seems like its really small and the origin is off or something)

#

works just fine in both Godot and Unity

#

another broken thing about UE4?

#

works and looks just fine in 3dsmax, unity and godot

tired island
#

its jesus XD

plush yew
#

I was warned actually about this lol

#

someone said i should take a cut of my paycheque and hire someone whos full time job it is to unfuck the engine enough to import a skinned character lol

#

i was told retargetting and stuff is all top notch as is working with animation but importing skeletons is horrendiously none-functional at the moment

livid haven
#

That seems pretty dramatic.

paper rampart
#

Can some one come with some ideas i can make as a game?

livid haven
#

I mean... I didn't say it earlier because it was just snarky, but do you think every other person using UE4 is just unable to import a skeletal mesh at all? 🤷

paper rampart
#

any suggestions

#

stupid and bad

#

accepts too

#

i just need some inspiration

#

😄

vivid girder
#

You might want to look over your export settings @hexed wigeon

livid haven
#

I don't know what particular issue you're running in to and it may not be an isolated experience, but clearly plenty of people are importing skeletal meshes without "unfucking the engine".

plush yew
#

well epic does something, they just tend not to document it, also to be fair I vaguely remember brendon moaning about this in pubg early dev lol

vivid girder
#

If it's prompting to import as static mesh first, it probably wasn't exported like it should be

livid haven
#

(Disclosure: Is part of Epic)

#

I just don't have any idea about the skeletal mesh import pipeline - the most I've done with that is take some models from HL2 to Blender to UE4, a couple from StarCraft 2, that's about it.

plush yew
#

its importing as a skeletal mesh ok but its, for lack of a better word 'very broken'

#

the skeleton is tiny, and the skinned mesh is normal size but is offset

livid haven
plush yew
#

the skeleton is "hooked" to the right part of the skeleton so i guess its not completely broken, but otherwise it seems like something somewhere is janked, especially if this works fine in 2 other engines

#

I'll always try in another engine first before coming here and moaning

livid haven
#

But they clearly don't use the same pipelines... does Unity even use FBX? Or Godot use FBX?

plush yew
#

godot uses collada unity uses fbx

livid haven
#

And which FBX exporter are you using, from which 3DCCT?

plush yew
#

3dsmax 2019 and fbx 2016/2017, i've tried 2013 and 2014 as well

#

same result

livid haven
#

I'd hop on over to #animation maybe and mention all of these things.

#

I doubt you're the only person to have experienced it, but you're going to want an artist rather than just anyone to help you out here.

unreal spoke
livid haven
#

Isn't the whole thing sitting in the Learn tab of the Launcher?

plush yew
#

yeh i asked Yandax/dogpile/google but any results seem to just be questions with no answers or out of date/not helpful documentation

livid haven
#

People are really good at pulling a DenverCoder9, unfortunately.

plush yew
unreal spoke
#

@livid haven Ah ok, thanks

plush yew
#

Is there any easy way to access structure fields?

#

Not via break/make

livid haven
#

I think there might be a Set Member In <thing> node?

plush yew
#

UE4_Mannequin_Skeleton doesn't show in the Retarget manager, I've tried dragging it in, the list is blank

#

other way around it cannot find skeletons

#

another thing that does not work the way it should. how do you guys even begin to put a game together if these parts of the engine dont work like the documentation

#

Anyone know what takes Fortnite so long to load in comparison to other UE4 games? There is some logging in and account verifying after the initial load which is expected but that initial load can take over 30 seconds. Loading game assets in advance or something?

#

there's no work around for this either, stuck dead in the water lol

regal mulch
#

@plush yew I assume so. The more assets you load upfront, the less hickups you have when they are encountered in the game

mint umbra
#

@plush yew Ye I have a lot of issues retargetting animations aswell, get broken anims with extremeties all over the place.

regal mulch
#

Nothing worse than having a lag when you see the enemy model the first time

plush yew
#

Thanks, that is worth the load time then

regal mulch
#

I'm just guessing though

#

Sion might know more

plush yew
#

I've worked in the gaming industry for almost 13 years now and was modding before that, I can't believe how none-standard and broken this is

mint umbra
#

Yeah it could definately be easier. I've watched every tutorial on the matter and followed exactly to the point. It works instantly for the tutors, not at all for me.

plush yew
#

i mean i expected to run into some minor issues im used to working around those, but the troubles with just getting this imported right and retargeted compared to the other engines out there seems like this hasn't been worked on in sometime and wasn't standard when it was

mint umbra
#

Making it near-to-impossible to move on from the Mannequin.

plush yew
#

well i have a bunch of animations from the marketplace (the only asset I'll be using from there), most of which will be placeholder anyway, but these use the default manaquin, and I have a different (but standard!) skeleton

livid haven
#

@regal mulch I don't know exactly what the cause is - I can tell you that there is an actual asset called game data and it references a million things.

#

Er

regal mulch
#

@plush yew

livid haven
#

@plush yew Sorry, tagged cedric instead.

regal mulch
#

No biggie

livid haven
#

:X

regal mulch
#

Is there anything else than having Debugging Symboles for 4.19 and enabling them in packaging settings to get a proper crashlog in the packaged game?

#

(Dev Build)

plush yew
#

Got it, to be expected with a massive game I guess!

regal mulch
#

Ah well, log shows a crashstack

mint umbra
#

Yeah I feel you. Ive postponed character work till I figure the system out. Im not getting around it even with or without the ue4 skeleton rig.

regal mulch
#

Hm, crash on load:

LogWindows: Error: Fatal error: [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 4318] 
LogWindows: Error: Linker object Button /Game/Blueprints/UI/Menus/Options/W_MainMenu_Options.Button_Base mislinked!
#

What does that even mean >.>

#

I have 5 custom Buttons in there, that have a "Button_Base" in them

#

Maybe the button is set to slow construct

#

but the menu isn't

#

Not that I would know WHY this is a problem

devout gulch
#

WTF

#

builds

#

between VSCode

#

and Visual Studio

#

are incompatibile

#

I build full engine in VSCode

#

and now in Visual Studio it recompiles entire thing again ;s

livid haven
#

Are they even using the same exact build toolchain?

#

Are you also building the exact same configuration?

devout gulch
#

the same configurtion for sure

livid haven
#

VS is just using NMAKE to call a build script

devout gulch
#

I'm looking at VSCode config

livid haven
#

Where the values here are "hard-coded", but they're dynamically calculated and populated when the VSProject is created.

devout gulch
#

it using the same bat files

livid haven
#

Is everything else identical?

#

Given the same config and platform.

#

If so, then the batch file shouldn't even know there's any difference between VS or VSCode - it's just being executed with the given params.

blissful kelp
#

Hey ! I'm making a game with a friend and I whan to work with him... but how can I share my work ? I don't know where to ask this.

devout gulch
#

ok

#

I think is see difference

livid haven
#

Oh boy. Have you got some things to learn.

#

Have we got a source control primer or something?

fierce tulip
#

Allar has one

devout gulch
#

-FromMsBuild -2017 is missing in VSCode

livid haven
#

You mean present, rather than missing? Because I don't have those in VS.

#

@blissful kelp See if you can find Allar's guide in the pinned messages in #source-control .

devout gulch
#

do you have 2015 and 2017 installed ?

fierce tulip
#
blissful kelp
#

thanks @livid haven

devout gulch
#

it might be because I have two toolchains and it sets which one should be used to build

livid haven
#

5 AM... still trying to wrap up work. Ugh...

#

If this works, I can probably submit and be fine for tomorrow.

fierce tulip
#

hugs @livid haven

#

you can do it

livid haven
#

I am currently trying to figure out whether I can put whiskey in my hot chocolate to aid the getting-to-sleep process... debugging and coding do not make great for a good transition to sleep.

#

To be fair, maybe I should stop winding down in bed with a sudoku app? 🤔

fierce tulip
#

as @ashen brook says it, if you reach the perfect blaance of intoxication you'll be a god

livid haven
#

I'm not super fond of the whiskey I've got though. 😦

fierce tulip
#

that I cannot help with hehe

livid haven
#

I swear I've managed to screw up cooking a white sauce due to cooking wine messing with the milk, so I figured adding whiskey to hot chocolate (milk + cocoa powder) would be a poor idea without some controls over the process, but apparently not. 🤷

fierce tulip
#

I dont drink any alcohol unless its high end patron hehe

#

and that I might drink once, twice a year

livid haven
#

Out and about is one thing, at home it's either Ron Zacapa Centenario 23 or or Booker's True Barrel Bourbon.

#

Neither of which happens often considering the former is all fance, the latter will embalm you, and I live down the street from a brew pub and the bartenders are fellow geek friends.

tall pendant
#

Good Wine or a nice Cognac here (Pierre Ferrand Abel)

ashen brook
#

@fierce tulip I what now?

fierce tulip
#

hehe

livid haven
#

Confession: I've never entirely understood that comic. :X

#

Is a Ballmer a drunk mess? Was there some incident?

#

Did he mention lots of drinking at work during an interview or something?

ashen brook
#

I think he was that funky showman with teh developers developers developers developers chant, right?

livid haven
#

I think so, yeah.

#

Microsoft did some uh... awkward things on stage. A lot of times

fierce tulip
#

even more offtopic than the alcohol discussion but.. I just had bbq for lunch

livid haven
#

Relevance of this thread: Don't do any of these things

fierce tulip
#

thats drugs

#

that cannot be anything else but a coked out reaction

livid haven
#

Maybe that is the Ballmer peak...

fierce tulip
#

that or his lover send a message about agreeing to a fivesome that night

livid haven
#

With DEVELOPERS

fierce tulip
#

haha

#

BHasFoundThePlug = true

pallid compass
#

@plush yew little late but i can tell you right off the bat you dont have a proper root bone setup on that mesh, as the Hips should not be the root, also if u havent fixed it yet did you clean up ur xform and all that shiz and export as fbx?

fierce tulip
livid haven
#

Alright. Sleep time for me.

fierce tulip
#

(5kg of dutch yummies)

#

gniiiight Sion

livid haven
#

Oh, nice.

pallid compass
#

wth

#

checks the time

#

I am not even gonna ask why you are awake

livid haven
#

6 AM here

#

Because I unfucked the fuckery.

pallid compass
#

You know what i dont need to ask iv got a good idea

#

😂

livid haven
#

And things are better now.

pallid compass
#

Have u lost ur marbles from lack of sleep yet

#

I imagine your past 600 lines of code too all be in caps

livid haven
#

I've only had that happen once, in college, and it was legitimately like 5 days no sleep.

pallid compass
#

Omg

livid haven
#

Very little code written, but a lot of debugging and reproducing weird edge cases.

pallid compass
#

imagines 200 lines of code and 400 break points all in caps

livid haven
#

Like a particle system component that had no particle system and was inactive, yet was making the bounds of an object over at like Y = 30K appear to centered at 15K and be 15K wide.

pallid compass
#

Wtf lmao

fierce tulip
#

O_o

pallid compass
#

I bet u that took a while to find

livid haven
#

For whatever reason, the PSC in this actor was just sitting over at origin.

#

GetActorBounds has an option to filter to only colliding components... but not to only active components. :X

pallid compass
#

I assume then if psc == off change bounds? Or something

livid haven
#

Had to write my own function to iterate over components of an actor and ignore anything not active. And that fixed it.

pallid compass
#

Dam thats a pain in the butt, that only for ur viewing? Or does it need to run again to turn stuff back on later on

livid haven
#

I'm not mutating anything - just trying to calculate bounds.

pallid compass
#

Gotcha thought u where changing something

fierce tulip
#

not to self, if I ever make a game have Sion bugfix it :p

pallid compass
#

So just part of calc

#

Honestly tho lous

#

Would u have ever considered that

livid haven
#

Yeah, just part of my logic for figuring out the bounds for the object being viewed.

pallid compass
#

Turned off comp effecting bounds

#

I wouldnt of

livid haven
#

Well, when I viewed a glider in the locker, the camera went off in to the abyss.

pallid compass
#

I didnt even know that was a thing

livid haven
#

So clearly there was some bad data in there. I looked at the bounds I was calculating and they were like 15K in radius.

#

Stepped in to GetActorBounds, breakpoint where it adds to the bounds, looked at the comps that it was trying to get bounds for, and saw that the mesh was at 30K in the Y axis, but the next thing was a PSC at 0,0,0.

dull wraith
#

Thought I'd ask what console would be best for a turn based JRPG made in Unreal Engine 4.17? Making a game outline for my assignment and not sure if it'll be for PC, PS4, Switch or Xbox One

pallid compass
#

Oh fam lmao

#

Any really

#

But switch

#

Due to portabality and power limits

livid haven
#

@dull wraith Don't target a particular console, just design for gamepads and consider their limitations.

#

Yeah, Switch is probably your worst performer, technically, I'd imagine.

#

Unless you're considering mobile.

pallid compass
#

traumatic flash backs to getting android sdk to work with gas

dull wraith
#

Yeah, I might just make it for PC, at least for now. I've got an assignment at college to go along with my 9 week one to make my own game, which is to create a HackNPlan project with game outline, concept art and basically anything to do with pre production

fierce tulip
#

actually, a lot of indie devs make more money from their port to switch than selling their game on other consoles & steam

livid haven
#

Full Saul Sail?

#

(Late night Freudian typo?)

fierce tulip
#

that said @dull wraith unless you have devkits, just focuss on pc

livid haven
#

@fierce tulip Sorry, I was ambiguous. Worst technical performance, not worst performance in sales.

fierce tulip
#

fo sho

#

i have the udn documents for switch

#

you'll need to squeeze out the last bit of optimization to run basic stuff on it hehe

livid haven
#

I imagine it's the weakest piece of hardware compared to even the non "1.5" versions of the new consoles.

fierce tulip
#

its practically a sliiiightly beefed up mobile

#

but if fortnite runs on ios, it should run on switch

livid haven
#

Which make just way too much sense considering it is portable. 😛

plush yew
#

just finished seave/load tutorial

fierce tulip
#

@livid haven
go
to
bed

#

hehe

plush yew
#

too tired

livid haven
#

I know. Shit. Alright. Stop being an engaging community to interact with, gods. Peace! o7

fierce tulip
#

hehe gnight/gmorning

pallid compass
#

gnite omg

fierce tulip
#

fortgnite

pallid compass
#

also fun fact switch has mad quality control

#

unlike steam

plush yew
#

gnite, fortnite

#

lol

pallid compass
#

which is kinda nice, but spookie

fierce tulip
tall pendant
#

@pallid compass Well. You got Mom Hid My Game! already on switch.

#

which is kinda a trash game tbfh

fierce tulip
#

yea there are a few bad apples on switch as well

#

just like that black tiger thing on psn

pallid compass
#

yeah thats true

tall pendant
#

yup. and skylight freerange 2 😄

pallid compass
#

not everything is great

digital anchor
#

how can i make a sphere only generate hit events with complex? its a projectile and its hitting on simple

fierce tulip
#

been waiting an hour now to fix up a few gb worth of redirectors

#

so much fun

dawn linden
#

Version control on?

latent moth
#

How can you change a blackboard value if an execution of a sequence fails?

fierce tulip
#

@dawn linden nah just a few dozen-thousands of redirectors

#

still wondering how to fix redirectors that ue4 doesnt see

dawn linden
#

@fierce tulip Yeah it's a terrible design, the fact it has to apparently fully load assets in order to fix them up is pretty ridiculous.

fierce tulip
#

yea

dawn linden
#

In my experience, if you've definitely run the fix up on a folder and it leaves those behind, you can just delete them in explorer. As yet I've not noticed any issue from doing so anyway.

fierce tulip
#

this one happens when you used a preview mesh in the material. it secretly remembers them but breaks redirectors

#

and if you delete them itll cause issues if you ever migrate them

#

at that moment itll break all materials that used preview meshes that where moved/deleted

dawn linden
#

Sounds fun 😉

fierce tulip
#

reported quite a few times, nothing done with it

uncut hill
#

I hate the redirector system UE4 has.... it's got to the point that instead of renaming assets I just make a dupe with the correct name and assign that. Then delete the old version.

#

Of course that's not really feasible when you have the asset referenced in loads of places

fierce tulip
#

its fine in most cases, unless you used preview content

#

it also doesnt help when mp content doesnt have a specific folder for source files

#

which is also causing issues

devout gulch
#

there was post on forums on how to manage the redirector hell

#

basically you move your assets in batches

fierce tulip
#

i know it by heart

#

but again, it doesnt work when a material had a preview mesh that got moved/deleted

devout gulch
#

you first find the lower level assets move them, fix redirection, move the layer above fix them..

#

honestly this porcess should be automaated

fierce tulip
#

hmm @dawn linden perhaps give your batch tool an option to assign a preview mesh to materials? you'd be fixing a gazillion redirector issues with that

#

done by Rama and @dawn linden

dawn linden
#

I'll look into how the preview mesh is stored, see if it's doable.

#

Just submitted an update with your asset exclusion suggestion implemented, but if this can be done I'll put it into the next update.

fierce tulip
#

you can use my body for an entire day if you add it

#

also you rock

dawn linden
#

Haha.

dawn linden
#

Not sure if that is supposed to motivate me or not 😉

fierce tulip
#

haha ouch

dawn linden
#

@fierce tulip Okay so took a quick look, and I think the only reason that preview mesh wouldn't be editable is because it's a soft object path, which is technically a struct. And I've disabled structs because they just pose a whole host of issues.

#

But in this case, it's a struct with just a single member, so should totally be possible to make an exception for it.

fierce tulip
#

even just an option to assign a base cube mesh from /engine/ would be a great thing

lethal hull
#

We just dropped a massive PvE update to our game today

#

need to get around to putting all the artwork I did for it on my artstation now..

fierce tulip
warm mountain
#

Hi all,
i've been looking around a bit on trying to get my materials to react dynamically to a wet and dry cycle and wanted to ask what would be an more optimal way of handling it?

#

As it stands right now my idea would be to create a material and create 2 material instances one wet and one dry, the one that is wet is done with a vertex painting and then i'll create another blueprint to manage the transition depending on the conditions required

#

i figured one of the challenges to that might be the high amount of vertices and polys required on to the existing geometry

#

the gradual change on wet to dry from that surely would cause a lot of lag?

fierce tulip
#

depending on what you want to do, all you'd basically needto do is lerp a roughness (and maybe specular) value between a dry and wet look

warm mountain
#

looking at maybe 800k-2 mil polys in sight in real time if I do that from my estimates atm

#

ah

fierce tulip
#

can do that rather low-on-performance trough a dynamic instance

warm mountain
#

i was thinking vertex painting would allow me to add some variations to the puddles

#

gotcha i'll try it out

#

maybe i'll create a few roughness and specular maps to vary to puddles

#

and find a way to create seperate dynamic instances for variations

#

and then figure a way to have them change in real time

copper fable
#

hey guys... i am trying out some simple networking

#

it works when i open 2 windwos fo the game on the same pc and connect

#

but when trying from difrfrent PC on the same network

shell jetty
#

UnrealBuild

copper fable
#

it doesnt seem to work

#

yeah it is built

manic pawn
#

what works?

copper fable
#

connecting the games together

manic pawn
#

just connecting to ip address or something more complex?

copper fable
#

just ip

#

using open LevelName ?listen

manic pawn
#

and you're trying to connect to the local ip of the other pc?

#

if you're using the external one you would have to set up port forwarding first

viral herald
uncut hill
#

on the image or whatever you have the material set onto in the designer, you wanna "get dynamic material" from it in the UMG graph

#

Then you can set the material parameters from there

viral herald
#

yea but how to implement it in the widget?

#

thats my problem

#

i can get the material in there on the screen, though i dont know how to make it look like you loose health when you get damaged

uncut hill
#

the graph in the widget should be pretty much the same as your character blueprint, but instead of creating a dynamic material instance you use the "get dynamic material" node insted. you have access to a lot of the same nodes in the UMG graph as you do in BP. sorry if that doesn't help

#

if you mean you can't get access to the specific event, then I'm not sure as idk how your event in your character blueprint is set up/where it comes from

viral herald
#

hmm ok thanks man

#

will try it out and see if it works

elfin jacinth
#

@fierce tulip checking in on it.

pallid compass
#

Adding editor functionality feels like a diffusing a bomb i swear to god

obsidian nimbus
#

cut the white wire

pallid compass
#

you know when u first ever opened the editor

#

and u where 20 mins in after making half a crap landscape

#

and ur sweating incase u fuck something up

#

That is how i feel right now

obsidian nimbus
#

first time i started up the editor i tried making the default char go into lightspeed

weary hull
#

the unreal stream done already?

fierce tulip
#

hehe they had to cancel a few minutes ago

pallid compass
#

click any any pinned tabs in VS
vs crashes

#

what

worn granite
#

Welcome to VS

#

enjoy your stay

pallid compass
#

lmao

hidden heart
#

VS crashed and its your fault AND VS's fault

#

those are the best

cinder iron
#

aight, yesterday I asked here about windup for fortnite

#

and no, fortnite doesn't have windup for weapons

#

the input gets processed inmediately

mint umbra
#

Can anyone recommend me a good method to create a mask for my landscape which creates a roundish-mask which could depict mud pools to flowerbeds? I'm using two noise nodes now to generate two nice masks which gives me a good result, but the two noise nodes adds 250 instructions and the compiler takes a long ass time to compile. Can take up to 10-20 min and I'm on a hitech PC

plush yew
#

@mint umbra Use noise textures instead

#

Noise nodes weren't intended for realtime usage

mint umbra
#

Yeah, thing is I dont get how to break up their tiling

#

Aka remove a lot of the noise, so I only get a few patches of thick noise here and there. And I want them to be gathered, not like pixelated across the landscape

plush yew
#

You can use multiple noise textures with different scales to break up the tiling

#

Or even the same noise texture with different scales

mint umbra
#

I played a lot with their sizes etc., but still not a gathered result

plush yew
#

Not sure what you mean by gathered though

mint umbra
#

Let me grab a picture

#

Even with the noise node I get a lot of noise that I would like to cut away. If it's all pixelated noise like this, the realism of for example a muddy area would fail

#

Tiling is not really an issue since I have material functions using distance based blending and tiling functionality

fierce tulip
#

you could use one cleaner noise/mask texture and use that to dictate where goes what.

#

could even combine a few

mint umbra
#

So for example a pure black/white noise texture for the main masked area, and one with more of an inbetween 0-1 greyzone to dictate the overall shape?

fierce tulip
#

yea, could even channel pack them so you have 3 masks per texture

mint umbra
#

I'm not really sure how to set it up haha. Been trying to make the procedural mud for a week now and I had it working with World Aligned Texture, but the landscape grass didn't get removed accurately from it

fierce tulip
#

you can use a mask black/white to control the alpha of a lerp. where black is whatever you put in slot B, white in slot A

#

so if you want the black spots to be i.e. noise, put another noise tex in slot b, and something cleaner in a

#

its quite powerful

#

as for texture packing, a quick google should give you a pleth. of answers 😃

mint umbra
#

Yeah 😃 Thanks man! Do you mind if I DM you if I fail? Haha

#

Cant wait to give this a shot, so tired of waiting decades for the shader to compile

fierce tulip
#

can do it here or #graphics so everyone can learn from it 😃

mint umbra
#

Alright! 😃

empty plank
#

So, the Spring Jam is coming

night wigeon
#

Some time ago i was thinking about performance-wise way to run widgets, but didn't find anything

livid haven
#

"Run widgets"?

night wigeon
#

Does it even matter if I'm constructing them in character's blueprint or in hud class?

grim ore
#

where shouldn't really matter more than where it's smart to reference them and control them

#

I like the HUD because it's unique to the player in multiplayer and you can get a hud from pretty much anywhere

#

but if it's something like "hey im gonna make a FPS counter that is drag and droppable into a level" then making it part of the blueprint itself seems smart and self contained

night wigeon
#

Hmm, okay. Then I'll do them in HUD, as I need to only show some stats to players on server

digital anchor
#

any way to make a physics sphere only generate hit events with complex? its a projectile and its hitting on simple

karmic igloo
#

@digital anchor Have you tried "Trace Complex on Move"?

#

I believe that's the option.

zenith flower
#

Quick solid advice, make a backup of every "iteration" you feel is important. I have about 30+ version of my game. I just now am unzipping a month old copy, because I made a change and just now noticed a bug because I was working on a different part the whole time. Now I simply can open it up, and copy back the missing part I delete by mistake

#

Okay, maybe 2 months back. Geeze, never get into networking, it will suck the life out of your game

proven coral
#

Has anyone had issues with using Remote Desktop to run UE4 applications? I've had problems making mouse clicks work through Windows Remote Desktop Connection on actors. What's weird is UMG widget interactions still work through RDC.

zenith flower
#

If you can, use team viewer

proven coral
#

Thanks, but I need to run it over a LAN connection

zenith flower
proven coral
#

I need to git gud 😄

cyan merlin
#

I accidentally enabled cinematic viewport and I cant disable it even after unchecking the box, pressing shift d, closing and reopening the viewport, and restarting the editor
I notice that when I uncheck the box it doesnt go away but it stays unchecked
but when I close the viewport and reopen it, its rechecked again
and it only applies to viewport 1

I also cant find my project directory under documents > unreal projects like all my other ones

warm mountain
#

hey all would it be fair to leave the multiplayer aspect of game dev for later down the development process? I'm currently at the stage where i'm optimizing my materials and testing mechanics. The plan is singleplayer for now.

#

But i'd like to keep the idea on multiplayer open to test out if its fun playing with more people

safe rose
#

@warm mountain If you want MP, do it alongside your development

#

If you start now, your dev time might only take an additional 50%

#

Leave it until later, and you're going to definitely increase your production above that with testing

warm mountain
#

gotcha

#

well multiplayer will be almost the same as single player mechanically, the only difference would be the player would have teammates instead of being alone

#

so I suppose i would work down and test the core mechanics to make sure they are bug free

#

before touching on both sides

worn granite
#

maybe it'll be similar in the design, but I'd be shocked if you accidentally made your SP game fully MP ready.

#

If you take 10-30% of your total dev time to make it work in multiplayer at the end, you're way ahead of the curve.

warm mountain
#

gotcha

cloud cobalt
#

Yeah it's more like half the dev time usually

#

And for some features, you're basically making sure MP can't happen without a complete rewrite

tame bluff
#

If I wanted to replace all instances of a static mesh in my scene

#

with a similar yet different asset

#

how would I go about doing it without replacing each asset manually?

#

They're fairly similar, including how they fit into the grid and their orientation so I just need to literally replace the old instances of the mesh in the scene.

#

If there weren't like 50 of them I wouldn't ask haha.

#

I figured it out. Apologies.

cloud cobalt
#

@tame bluff Make sure the level is open, remove the old asset and when prompted, suggest the new one as replacement

tame bluff
#

I actually selected all variants of the pillar, right clicked, and replaced with

#

I'm dumb

#

i was right clicking the world outliner

#

and not the scene

cloud cobalt
#

BTW you could also have used the details panel

#

Select new asset in content browser, hit the little arrow on the static mesh entry if the details for all staticmeshes

tame bluff
cloud cobalt
#

I wonder if replacing keeps manually changed properties for example

tame bluff
#

I'm not sure what a dproperty is

#

It definitely kept all their transforms

cloud cobalt
#

Sure, but if you changed the lighting settings for example, dunno if "replace" keeps that

tame bluff
#

I don't change lighting settings on individual objects. Not that experienced yet with UE4.

#

I wouldn't know