#ue4-general
1 messages · Page 225 of 1
Thanks!! And yeah haha I bet
For fun I compiled a project on Mac recently and man the shader compile time
Made me appreciate my CPU
dark forum style stopped working for anyone else?
hey @grim ore is there a way to check to see if your character has been destroyed?
I see i can create a variable boolean that i can reference after actor is destroyed
nvm
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
@plush yew you could just symlink it so that UE4 thinks the files are on SSD
this is a nifty explorer extension that lets you do symlinks easy: http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html
basically you just move the folder where ever you want, then make symlink out of it and drop into target folder
Where can I download the UE4 skeletal mesh
it comes with the engine
its awful quiet today on discord
blablablabla @pallid compass
@pallid compass lorem ipsum world salad, spammy spam spam words.
@livid haven I couldn't check if FN makes the wind-up thingy on their weapons, do you happen to know? https://vorixo.github.io/devtricks//assets/images/per-post/weapons-and-coupling/windup.gif
I'm just making a list.
I like how my gif became a poop XD
@pallid compass L O U D N O I S E S
y u guys do dis to me
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).
@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.
u dont even breach 250 for like multi layer fair shader
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
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
@everyone
It's a different server for each game.
So unless you have a few hundred thousand dollars lying around, it won't work out so well.
well i’m sure they are patterned with someone right? But still it’s be crazy expensive
They pay the same price as everyone else.
You don't even get a discount on AWS if you use Amazon's own game engine.
do you happen to know what company they use?
well i know you referenced them but you didn’t exactly say that they use aws
ok so is there a system that loaded a new server for every game
like how to i go about doing this
Everyone uses AWS, they're the most common company for this.
@plush yew There is Online Subsystem plugin for Amazon in UE4
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.
Plus, you need to know every in and out of Unreal's servers and networking to optimize it as much as possible.
Basically, if you need to ask, you can't do it. You need to work your way up to that.
100 players is one of the hardest things you can ask out of Unreal multiplayer.
^
ok yea obviously i have to learn so no shit i can’t do it till i learn but yea thanks
@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?
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.
No clue how to do that @cursive dirge lol but did anyone else have the same issue as me?
@vorixo#7101 I do not. I have very limited visibility on actual gameplay implementation in Fortnite.
@vorixo#7101
... Alright, Discord. Go to hell.
@vorixo#7101
Yep, I give up.
Was wondering if maybe refreshing my client with Ctrl + R would fix it, but nope.
Thanks. Guessing you used the GUID-like stuff.
Talking about the Discord issue or something else in this channel?
the issue
I often see it when someone is offline.
idk I thought I saw somewhere discord couldn't repro
Maybe the Discord staff member in here, @exotic tundra , might know?
lol ok Sylas
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 ?
Actions are instaneous, axes are continuous.
Binary vs spectrum.
On/Off vs Float value.
so axis is best use for analog controllers then
For anything where you want to know more than just pressed/released kind of thing.
Don't PlayStation controllers actually have analog buttons on the right "face"?
the axis is mapped to a scale like -1 to 1 right?
I think you can control what the min and max are.
oh neat
the older ones did
Haven't touched it in a while at least.
@worn granite PS3 did at least, not sure about PS4.
PS2 did
glares at PS4
hey there
is anyone familiar with simplygon cloud on microsoft azure?
Uh
nvm
Aaand it's gone. 😛
lmfao
You removed it before Sion could tell you in great detail how to do the thing
shit, i thought it was a dumb question tbh
Shame, really, Sion gives really great explanations
It wasn't, but I couldn't understand what you meant
That is typically how it goes.
okay ill say it again
But I wasn't sure how it was wrong.
basically i want the circuley doo dah to do the thing
You want the circular progress bar
I've done circular gradients using materials before without any visible inaccuracies.
aye
And what about splitting it in quarters? If you can draw the entire bar, what prevents you from drawing a quarter of it?
this is alpha = 0.5, right?
Like, cover up the area you shouldn't see or something
this is alpha=0.25
Is alpha thing linear? Not a curve or something?
Is this a sRGB issue
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.
ended up not needing to fix it
And also, length of vector to point - if within threshold, fill, otherwise don't.
oh boy, not quite following
i just started playing with this kind of material stuff
was following this guy
http://www.tomlooman.com/circular-progress-bar-for-umg/
So can you do a linear (as in straight) gradient?
if you can, you could just distort it into circular
interesting, i could try that
my current bp is basically identical to the tut i linked
im really just trying to hack together some less common versions of a circular progress bar, like Sions
but I need a half-circle for one
and i need another half-circle split into thirds
does the download link not contain the image?
I wanted to just use a conic-gradient with R G B as each third, but idk
Or does that not work for ya
Sorry my screenshot is borderline useless.
that one looks more robust, shame we can't see it
yeah @worn granite thats the image im using
Let's see if I have it on an old Imgur account...
I'd give you my radial gradient but its got the same problem
What's the problem though? Is 0.25 of the circle giving you more than a quarter?
correct
the gradient is not perfect, but works for a general effect
Schiesse. It's not in there either. I do still have the asset somewhere
Maybe the local vfx king has a mat for this?
it's not a huge deal, so dont worry about it if its too much of a bother
im more interested in how I could potentially create a gradient with a specified angle
See if this will load up?
ooo, will do
It was from a custom engine build, from source, so...
yup, she's lookin good, just no textures yet
Awesome.
You can tweak it to use a texture instead of the red/green.
See? This is why you always let Sion answer
the perfection.. it's overwhelming
I will not claim that this is a highly performant way of doing what I did, for what that's worth.
you didnt even use a conic gradient, this is pure math?
does that mean it performs meh?
I never looked at the instruction count on this.
it doesnt look like too much, but im no pro at this
You could certainly make something cheaper and just use the angle masking part.
Should be fine
Dude, it's like 40 pixels on screen, who cares how it performs 😄
There's no way you will lag your game with one small rectangle doing something that's not even that slow
sounds good, i like less work 😛
Don't optimize code until you really really need to - use efficient algorithms instead
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
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...
Wait, did I do a sin or cosine in there?
Nope
GG and GL
awesome, thanks a bunch @livid haven
NP.
Really though, I have no idea how that part is working - Vector Converted to Angle would surely be radians or degrees?
just says
Yeah
What is the Material: Vector To Radial Value Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
And yet:
It's definitely producing a 0 to 1 range
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.
So... I guess it's completely ambiguous and happens to give a 0 to 1 range.
1.0 = 180 deg, same input goes into cosine/sine
Sorry, 360*
For some insane reason "angle" in materials often means these weird epic angle units
Everyone elses uses radians or degrees
@livid haven with what you gave me, I can now have perfect thirds like so
each one is their own separate progress bar
Yeah, it should behave perfectly.
If you want to do all 3 in one material, that's also entirely possible.
that would probably be better, but wouldnt it involve basically copy-pasting everything x3 ?
You can do them as a material function and have any number of them
Nah, wouldn't be everything times 3 necessarily.
Masking by radial distance can be used throughout, once.
But which color to use means mapping ranges of angles to a color.
i can still achieve behavior like this?
Er, that would be even harder to do all in one material. More of the logic would be duplicated, for sure.
But, it is doable.
I probably wouldn't bother with it, unless you start seeing some grossness where the colors bleed in to each other.
Right, i figured so, I think three instances overlapping like this should do me just fine 😄
there may be some minor bleeding, due to rounding
Yeah. It's certainly the cheaper way of repeating it 3 times. 😛
angles are rounding with the 0.33333s and 0.16666s
lmao yeah
thanks again though, this is perfect
NP
Not going to lie though, that was the result of me just brute forcing a circle through math in a material.
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.
The cool part about this though is that it scales and looks good all the time
using textures always leaves tiny pixel fragments from what i've seen
Right, this is effectively operating at the precision level of whatever it is rendered to.
Performance wise... Is it better tho
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.
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
I'm more like an engine or framework dev in service of a particular project.
What I work on generally doesn't involve booting up in to a mission, just the frontend.
Aye
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
Yeah, making that feel responsive. Hmmm. I mean, if it's always consistent, easy enough.
If it's not and depends on player state? Eugh.
Like coming out of a sprint or some such.
It's possible there's some tiny leeway, if so, and it's ostensibly exploitable.
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
So its like a state machine itself time dependent
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.
The kind of stuff that "We'll add multiplayer in later" kind of people don't understand.
XDDDD
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.
If its important at all I recently had a ton of fun taking away behavior that is kinda like what you want
Multiplayer is all smoke and mirrors lol
No, I have this behav implemented, just checking what other games do.
100%
I have no real insights to provide, other than its amazing how much difference .03s makes
For sure.
Its kind of a delegates party between char and gun, since my guns are the ones controlling the wind-up
I'd love to see how the hell a game like For Honor handles... well... anything.
So I have to send the "stop sprinting and be prepared to fire" to the char xd
I'd love to know how destruction really works on a networked environment, never knew really if battlefield destruction gets replicated correctly and accuratedly ;-;
2 much to check for the little time I have
In what game?
The destroy part is replicated
All the destroyed pieces are locally simulated though
Battlefield sir
Oh, gotcha.
Actually it does matter which BF
I mean, I could imagine the server sending out a seed value for an RNG for that kind of thing.
So that they all locally simulate mostly similar results.
Battlefield 1, the latest.
But collisions though
Battlefield 4 has fully network simulated ocean
Oh you mean movement of the ship when a wave passes by
Thats probably a replicated rng that simulates buyonancy
I dont think its that simple
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.
Yep
Sion you wanna have a reason to slap me? I've been working on stuff with no version control. =D
lol
Fired.
Haha
Well you can always do as UT and correct everyones end every GameTime%9 == 0 lol
will be setting up SC tonight
i remember at the launch of BF4 there was one level that would crash the server EVERY.DAMN.TIME. when the tower go destroyed
got*
Oh did you finally get around to that reinstall @worn granite ?
no
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.
surprisingly microsoft's ecosystem is bearable despite being unable to clean-slate.
And I fucked something up with the UI. It nuked all of some monolithic source file with some generated stuff.
lel
No source control. Gave up entirely on that little project.
rip
File operations are fun
I even have my backup zips LMAO
It was basically DropBox but locally instead of to the cloud.
(ok its not that bad)
Until it wasn't that at all because some generated code nuked, honestly, like 80% of a week's worth of work.
I have backups of crap i dont need backups of anymore
You can always use google drive and their 30 days restorement copies hahaha
Oh, these days I'd just toss that shit on Drive, for sure. I can afford the space, no biggie.
But at the time I was trying to be clever and just backup live to another drive.
Use gitlab my man, 10 gb per repo, no probs.
I host my Server myself
I've used them many times
I am a git normie.
Not that I can do much now with any of it. :X
Got my Build Server in the garage lol
Brb shower time
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.
I bought an old Dell PowerEdge R610 off ebay
Its paid for itself 100 times over
I dont have time to work on my own shit 😦
stop taking on nowhere projects then :P
Haha
that's worked out p good for me
Man i still cant bellieve that project
wew
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...
Scary thing tho: they appear to have gotten funded or convinced themselves to go pure passion project
Hi all I am new to this server where would the best place to post if looking for some help on my game
@north raptor Read the #more-resources channel. It will direct you to using the Job Bot
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.
Just don't have a social life
Sounds like me Sion
loads of spare time
Maybe not as excessive as 80 hours though
@weary basalt Ok thank you
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.
I've spoken this aswell with Moss, ayyy if the day just had more hours XD
If only
Oh, it can be, but then you start operating worse because you cut out half your sleep hours. ^^()
Only maintainable for a short time.
Burn out is very very real
I'll be fine, especially after next week. Much needed break and visiting the SO.
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
But yeah, we gotta break some time doing nothing, just out of routine
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.
How far from Epic are you?
That one is for you sion hehe
By car.
Omg
Of course I won't be driving.
You told me train while ago or am I sleepy?
Oh, no, flight.
Aight lol
Were you thinking of Train Jam?
That's a train trip from Chicago to San Francisco, for GDC.
Prolly ye
Wanted to do that, but I found out about it and then it was sold out.
Or, uh, otherway around basically.
a jam with no internet 😐
I'd known about it, forgot about it, rediscovered it, and learned it was sold out within mere minutes of having tickets available.
minus mobile hotspots on our phones but thats no fun
Ive got my own im good lol
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.
I've used in the past a guy as my repo, it felt a bit dirty tbh xD
Just create a train intranet for the jam.
The big lan dream XD
On that note, I need to sync, and I'm going to play some Osiris: New Dawn in the mean time.
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.
I guess Desolate too. That doesn't seem to perform like potatoes and is large and open world.
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
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
Im waiting for the new Metro, not that its UE4 but its supposed to be semi open world
and because the metro series is amazing, of course
Not sure how to use the jobs bot myself.
You should probably post exactly what trouble you're having with it, @north raptor
Is it ue4? @weary basalt lulz i had no idea bout it!
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
Oh oh ohhh Im sleepy sorry XD
I am excited for the new Metro, for sure.
I love the Metro games
@weary basalt I did read the guide the problem is that it says I am unauthorized to use it
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.
i enjoy their use of the "in a heartbeat" soundtrack, I first heard it in 28 weeks laters and I loved that movie
Never heard of it, I'll take a look
@north raptor Did you DM the bot?
@weary basalt yes I did
Osiris = Crash land on planet, build base, search for resources on planet.
Akin to the forest?
Yeah, same general vein as The Forest.
Nice
More spacey.
Went in to creative mode, spawned the spaceship, and you can actually leave the planet and travel to 2 others.
Subnautica... That one I liked
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. 😞
"but it's Unity" hahaha you are the best sion
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.
That's part of it, but even in terms of actual design - layout and colors.
yeap I'm trying to work out best practices for UI and I'm stuck on WTF am I doin.
Osiris UI
Speaking of, I don't suppose anyone knows of an easy way to smooth out the edges of a mask for UIs?
@storm venture Smooth out edges?
Thats a bit ugly (just a bit) i dont want to hurt anyones work
Like, with my mathematical masking?
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.
Darn, I was hoping for a nice node to just transition between the mask and 0
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.
I'll play around with it, I'm sure it'll come in time
@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.
It's special
Lets... Just pretend that XD
But tho that should be something the team should be getting feedback at
Even from qa
This is a newer revision of the UI, actually, apparently.
Oh
YouTube videos show a different UI that I actually like a lot better. Woops. :X
Lol
There's a lot of missing standardization, I think.
I mean they probably hired a ui designer XD
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.
Usually we start with the UX programming with fart looking buttons
@livid haven You should do an "Rate my UI" like Gordon Ramsay does with food lol
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.
Lol that UI reminds me to one a friend made in some hours https://streamable.com/t/smsq3
We made systems specifically to make it relatively difficult not to end up using consistent styles in Fortnite.
Do an style guide using nothing but the UMG color picker 😃 No images to confuse people just straight up solid color pallete design
The one in that link isn't the worst, though.
There's some consistency I guess. Maybe because it's all grays. 😛
My link? Or which one?
Oh yeah I mean... It's a nice UI to be done in the time he did it
That's... not... typically what one wishes to have. But okay!
He is not a programmer tho, just a 3D modeler and a bit generalist with the engine
Fair, fair.
Wow the other channels are dead right now
"NEwSwordFromHell" - is a rifle.
I'm sure these aren't serious, but I'm getting a kick out of them anyways.
No lol hahaha
He wouldnt programm in C but the guy implemented something similar to the net pause relevancy on BP's
Last one - these are buttons with an actual background, but only when hovered. Unlike every other button on this screen. 😡
XD
My build is probably half way done and I spent most of it lamenting the UI design instead of playing.
less is more with UI imo
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.
If you dont say anything about UI, the team did an excelent job
Same goes for some other critical parts of development
And sometimes, clever designs are exactly the problem
What do you mean?
KISS
Thats a music group
Keep It Simple Stupid
It took me so many hours to fully understand this UI on my HUD.
XDDD
So. Many.
Whats that I guess some temperature and... Idk
yay transparency on vital stats
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.
In the forest you have an actual stomach drawn to visualise the nutrition
problem solved
I think thats nice, but tbh the best way to indicate nutrition imo is minecraft chicken bar XD
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.
yeah pretty inconsistent
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.)
understandable
This seems like it would be really awkward to use and probably not have a lot of support as a peripheral. :X
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
👍 Probably beats whatever crazy math would have otherwise done it.
yeah, especially for me, math and i do not get along very well 😇
that bike looks like its out of a particular black mirror episode <_>
heh
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.
The server really loves that job
Normally the bikini clad person is the barista. This is a whole inversion I was not prepared for.
I figured it was your own project. How should we know? :X
that had me laughing for a good few minutes
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
Try Material Parameter Collections
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
Ah, surely my build is done by now and I'm good to do some work so I can sleep?
FUUUUUU~
UE4 : not today
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
someone know how do deactivate Ambient occlusion for the borders of camera?
Awesome, almost done.
Is DX12 still wonky in 4.19?
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
good lord sion thats the most shaders compiling I have ever seen
Welcome to Fortnite after a sync
yowza
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
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
its jesus XD
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
That seems pretty dramatic.
Can some one come with some ideas i can make as a game?
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? 🤷
You might want to look over your export settings @hexed wigeon
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".
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
If it's prompting to import as static mesh first, it probably wasn't exported like it should be
(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.
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
Maybe try in #animation ?
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
But they clearly don't use the same pipelines... does Unity even use FBX? Or Godot use FBX?
godot uses collada unity uses fbx
And which FBX exporter are you using, from which 3DCCT?
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.
Where can I find the files of the shooter sample project? https://docs.unrealengine.com/en-US/Resources/SampleGames/ShooterGame
Isn't the whole thing sitting in the Learn tab of the Launcher?
yeh i asked Yandax/dogpile/google but any results seem to just be questions with no answers or out of date/not helpful documentation
People are really good at pulling a DenverCoder9, unfortunately.
also any idea why this window would be blank/
@livid haven Ah ok, thanks
I think there might be a Set Member In <thing> node?
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
@plush yew I assume so. The more assets you load upfront, the less hickups you have when they are encountered in the game
@plush yew Ye I have a lot of issues retargetting animations aswell, get broken anims with extremeties all over the place.
Nothing worse than having a lag when you see the enemy model the first time
Thanks, that is worth the load time then
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
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.
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
Making it near-to-impossible to move on from the Mannequin.
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
@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
@plush yew
@plush yew Sorry, tagged cedric instead.
No biggie
:X
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)
Got it, to be expected with a massive game I guess!
Ah well, log shows a crashstack
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.
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
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
Are they even using the same exact build toolchain?
Are you also building the exact same configuration?
the same configurtion for sure
I'm looking at VSCode config
Where the values here are "hard-coded", but they're dynamically calculated and populated when the VSProject is created.
it using the same bat files
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.
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.
Oh boy. Have you got some things to learn.
Have we got a source control primer or something?
Allar has one
-FromMsBuild -2017 is missing in VSCode
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 .
do you have 2015 and 2017 installed ?
https://allarsblog.com/2014/09/26/setup-perforce-digital-part2/
https://allarsblog.com/2014/09/24/setup-perforce-digital/
New Version There is a completely new version that adds the Engine to Perforce in a completely different and much better way. You can read about it here: http://allars-blog.ghost.io/2017/04/05/populating-perforce-with-an-unreal-engine-source-buil...
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into...
thanks @livid haven
it might be because I have two toolchains and it sets which one should be used to build
5 AM... still trying to wrap up work. Ugh...
If this works, I can probably submit and be fine for tomorrow.
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? 🤔
as @ashen brook says it, if you reach the perfect blaance of intoxication you'll be a god
I'm not super fond of the whiskey I've got though. 😦
that I cannot help with hehe
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. 🤷
I dont drink any alcohol unless its high end patron hehe
and that I might drink once, twice a year
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.
Good Wine or a nice Cognac here (Pierre Ferrand Abel)
hehe
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?
I think he was that funky showman with teh developers developers developers developers chant, right?
I think so, yeah.
Microsoft did some uh... awkward things on stage. A lot of times
even more offtopic than the alcohol discussion but.. I just had bbq for lunch
Relevance of this thread: Don't do any of these things
Steve Ballmer Going Crazy on Stage Steven A. Ballmer is chief executive officer of Microsoft Corporation, the world's leading manufacturer of software for pe...
Maybe that is the Ballmer peak...
that or his lover send a message about agreeing to a fivesome that night
With DEVELOPERS
@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?
https://i.gyazo.com/cc4acfae33a3a44105dc2d5fb0e977af.png I think the vfx & marketplace team will be gaining a few kilo's over the week :p
Alright. Sleep time for me.
Oh, nice.
And things are better now.
Have u lost ur marbles from lack of sleep yet
I imagine your past 600 lines of code too all be in caps
I've only had that happen once, in college, and it was legitimately like 5 days no sleep.
Omg
Very little code written, but a lot of debugging and reproducing weird edge cases.
imagines 200 lines of code and 400 break points all in caps
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.
Wtf lmao
O_o
I bet u that took a while to find
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
I assume then if psc == off change bounds? Or something
Had to write my own function to iterate over components of an actor and ignore anything not active. And that fixed it.
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
I'm not mutating anything - just trying to calculate bounds.
Gotcha thought u where changing something
not to self, if I ever make a game have Sion bugfix it :p
Yeah, just part of my logic for figuring out the bounds for the object being viewed.
Well, when I viewed a glider in the locker, the camera went off in to the abyss.
I didnt even know that was a thing
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.
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
@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.
traumatic flash backs to getting android sdk to work with gas
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
actually, a lot of indie devs make more money from their port to switch than selling their game on other consoles & steam
that said @dull wraith unless you have devkits, just focuss on pc
@fierce tulip Sorry, I was ambiguous. Worst technical performance, not worst performance in sales.
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
I imagine it's the weakest piece of hardware compared to even the non "1.5" versions of the new consoles.
its practically a sliiiightly beefed up mobile
but if fortnite runs on ios, it should run on switch
Which make just way too much sense considering it is portable. 😛
just finished seave/load tutorial
too tired
I know. Shit. Alright. Stop being an engaging community to interact with, gods. Peace! o7
hehe gnight/gmorning
gnite omg
fortgnite
which is kinda nice, but spookie
https://i.gyazo.com/1647ac2562b191a90fb72a6dc8a700bc.png
I cant remember making this
@pallid compass Well. You got Mom Hid My Game! already on switch.
which is kinda a trash game tbfh
yea there are a few bad apples on switch as well
just like that black tiger thing on psn
yeah thats true
yup. and skylight freerange 2 😄
not everything is great
how can i make a sphere only generate hit events with complex? its a projectile and its hitting on simple
Version control on?
How can you change a blackboard value if an execution of a sequence fails?
@dawn linden nah just a few dozen-thousands of redirectors
still wondering how to fix redirectors that ue4 doesnt see
@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.
yea
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.
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
Sounds fun 😉
reported quite a few times, nothing done with it
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
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
there was post on forums on how to manage the redirector hell
basically you move your assets in batches
i know it by heart
but again, it doesnt work when a material had a preview mesh that got moved/deleted
you first find the lower level assets move them, fix redirection, move the layer above fix them..
honestly this porcess should be automaated
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
https://www.unrealengine.com/marketplace/asset-batch-edit-plugin-for-ue4-editor < best time saving tool ever btw
done by Rama and @dawn linden
https://www.youtube.com/watch?v=j_WGMSO93Do
great info for marketing
In this 2018 GDC talk, PUBG Corp's Sammie Kang discusses how PlayerUnknown's Battlegrounds interacted with a small community since its pre-alpha test, and wh...
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.
Haha.
Not sure if that is supposed to motivate me or not 😉
haha ouch
@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.
even just an option to assign a base cube mesh from /engine/ would be a great thing
Take the helm of a gigantic capital ship and get ready for battle. Fight increasingly difficult waves of AI in Last Stand or play 5-v-5 PvE or PvP in Conquest – the high intensity moments of a shooter combine with careful team tactics and posit...
11277
79
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..
@elfin jacinth
https://forums.unrealengine.com/community/general-discussion/1463471-4-19-no-longer-available-to-download
Just setting up a new computer here, installed the launcher and went to install a few engine versions when I noticed that the latest one available is 4.18.3.
hehe #ThingsIGetWeekly
https://i.gyazo.com/53d7d74bd59cb4bf09e51f5e1412dce0.png
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?
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
looking at maybe 800k-2 mil polys in sight in real time if I do that from my estimates atm
ah
can do that rather low-on-performance trough a dynamic instance
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
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
UnrealBuild
what works?
connecting the games together
just connecting to ip address or something more complex?
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
does anyone know how to work with materials in the widget?
https://gyazo.com/47ca4f300d747318bb259238e5fb250c
this is my material
https://gyazo.com/02be3c88b9414ca98fa8effd26a66df3
and this is the blueprint for it in the character blueprint
is there a way i canimpliment the same thing in a widget?
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
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
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
@fierce tulip checking in on it.
Adding editor functionality feels like a diffusing a bomb i swear to god
cut the white wire
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
first time i started up the editor i tried making the default char go into lightspeed
the unreal stream done already?
hehe they had to cancel a few minutes ago
lmao
aight, yesterday I asked here about windup for fortnite
and no, fortnite doesn't have windup for weapons
the input gets processed inmediately
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
@mint umbra Use noise textures instead
Noise nodes weren't intended for realtime usage
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
You can use multiple noise textures with different scales to break up the tiling
Or even the same noise texture with different scales
I played a lot with their sizes etc., but still not a gathered result
Not sure what you mean by gathered though
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
you could use one cleaner noise/mask texture and use that to dictate where goes what.
could even combine a few
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?
yea, could even channel pack them so you have 3 masks per texture
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
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 😃
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
Alright! 😃
So, the Spring Jam is coming
Some time ago i was thinking about performance-wise way to run widgets, but didn't find anything
"Run widgets"?
Does it even matter if I'm constructing them in character's blueprint or in hud class?
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
Hmm, okay. Then I'll do them in HUD, as I need to only show some stats to players on server
any way to make a physics sphere only generate hit events with complex? its a projectile and its hitting on simple
@digital anchor Have you tried "Trace Complex on Move"?
I believe that's the option.
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
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.
If you can, use team viewer
Thanks, but I need to run it over a LAN connection
No worries! Git Gud here:
https://community.teamviewer.com/t5/Knowledge-Base/Can-TeamViewer-be-used-within-a-local-network-LAN-only/ta-p/4618
This article applies to all TeamViewer users. General You can establish and receive remote control sessions directly within your local area network (LAN) by using IP addresses or - if the network uses DNS resolution - the computer's name instea...
I need to git gud 😄
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
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
@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
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
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.
gotcha
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
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.
@tame bluff Make sure the level is open, remove the old asset and when prompted, suggest the new one as replacement
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
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
I wonder if replacing keeps manually changed properties for example
Sure, but if you changed the lighting settings for example, dunno if "replace" keeps that