#ue4-general

1 messages Β· Page 226 of 1

cloud cobalt
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I would have went with changing the static mesh itself in the details editor - that way you're 100% sure you don't loose anything

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What you place in the scene are static mesh actors

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They're objects with many properties, one of which is the static mesh asset

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You could simply replace the asset instead of replacing the actor

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But i'm guessing UE4 makes the replacement nice and easy πŸ˜ƒ

tame bluff
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Yeah I hear you.

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I've been working on this for a while trying to figure out color schemes

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and what looks good / doesn't

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I hate the pipes

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I feel like they should just be chrome or something

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Or just gone entirely

thorny cipher
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@pallid compass

cloud cobalt
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@thorny cipher So have you looked at all the threads in the profiler output to look what's hitching ?

thorny cipher
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It happens in a blank project on random things

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It's a CPU stall

cloud cobalt
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Sure, but have you looked at all the threads to look why it stalls ?

thorny cipher
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just adds ms to anything

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the profiler doesnt profile itself i dont believe

cloud cobalt
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So you haven't ?

thorny cipher
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I did roughly check

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But it was different every time

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There wasn't one thing that caused it

cloud cobalt
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I mean, CPU stall generally means "other UE4 thread is using too much CPU and I'm waiting for it"

thorny cipher
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or if there was, i couldnt see it

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i sent them my profile logs so they could find it if need be

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it's definitely an engine issue

cinder iron
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Voted it

cloud cobalt
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Look, I'm not saying it's not an engine issue

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I'm saying CPU stall specifically means "waiting on other UE4 thread"

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So I wonder if you've found which one

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That's it

thorny cipher
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Hmm

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I can send you the stat file if you wanted to check it

cloud cobalt
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Stall isn't directly performance related

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It's caused by performance issues in another thread

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I don't have UE4 here unfortunately, but if you're looking for a fix you really should take a look

thorny cipher
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What should I look for in the profiler?

cloud cobalt
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Look at the thread list, your game thread is probably in red with "cpu stall" that has like 99% of the game thread time in "self"

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Look at other threads with another high time

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two first threads here have the same time

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So they're very likely blocking eachother

thorny cipher
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lol

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πŸ˜„

cloud cobalt
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Uh, thought you said it was a CPU stall in the game thread

thorny cipher
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It just happens on random stuff in the map

cloud cobalt
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Okay, so this is why I was telling you to look deeper

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Stall is fine

thorny cipher
cloud cobalt
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Unless it's on the game thread

thorny cipher
cloud cobalt
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Yes, this is more interesting

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So in this case, look at other threads

thorny cipher
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just happens on random crap

cloud cobalt
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Let me start over

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The game thread is where you start

thorny cipher
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yeah i know that bit πŸ˜„

cloud cobalt
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Like, literally ignore everything else

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CPU stalls outside the game thread are literally normal

thorny cipher
cloud cobalt
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The core thing to realize is that the game thread might wait, or not, on othe rthreads

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In your last screenshot, the game thread is the problem, not the buig flashy red things

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Game thread at 73ms (!!) with 47ms of mouse movement

thorny cipher
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yeah because the whole screen froze

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Β―_(ツ)_/Β―

cloud cobalt
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Yeah, might be why

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So one of these threads may be responsible (or not)

thorny cipher
cloud cobalt
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High CPU stall -> thread is fine and ignore it

thorny cipher
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compeltely blank map

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like nothing

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still hitches

cloud cobalt
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Calm down

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Look patiently at the threads

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Find high timings for stuff that's not a stall

thorny cipher
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sleep is the only non-stall

cloud cobalt
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Take the last one you sent me with ffiletransferrunnable thing

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What's the root time-consuming thing in there ?

thorny cipher
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yes

cloud cobalt
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Thread is fine, move to other thread

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(stall is 100% of the time)

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Wait, what's that view ?

thorny cipher
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that's inclusive

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includes all threads

cloud cobalt
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Keep the hierarchical view

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Of threads

thorny cipher
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ok

cloud cobalt
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Look at why this specific thread has 250ms

thorny cipher
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there's nothing

cloud cobalt
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Can you screenshot the nothingness ?

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Hierarchical view of the file transfer runnable thread ?

thorny cipher
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stall

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a stall is adding 125ms

cloud cobalt
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That part was, waiting on the game thread which kis also 125ms

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So it's fully expected

thorny cipher
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that was taken from the ones below

cloud cobalt
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Again, stalls are fine - perfectly normal situation for threads, unless the game thread is the one stalling

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Well

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There's a way to export this thing as text

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I think ?

thorny cipher
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i know how to use the profiler, this is why this bug is pissing me off because it's just picking random shit and saying it has high time

cloud cobalt
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No, I really think you misunderstand how timings are reported

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Trying to help here btw

thorny cipher
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I know but i dont think we will find what we're looking for

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ok here's a fresh hitch

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completely different threads are reporting high time

cloud cobalt
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Let me guess, you selected a 6.5s long window ?

thorny cipher
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one frame

cloud cobalt
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Yeah, which lasted for 6.5s ?

thorny cipher
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yes

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that lasted 6s

cloud cobalt
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So let's focus on that selection, don't chnage anything now

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Focus on that and let's find what blocks

manic pawn
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if this is anything like those hitches I got in the editor, the profiler will be useless

thorny cipher
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^

manic pawn
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all threads are gonna be stuck in waiting for a lock

cloud cobalt
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Look at every thread one by one and fine one that doesn't have 6500ms of CPU stall

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Just do that first

thorny cipher
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these?

cloud cobalt
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the profiler does profile the editor too

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On this shot look at all the trees starting from the first one

thorny cipher
cloud cobalt
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TaskGraphBP thing

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Not the 1000ms ones

thorny cipher
cloud cobalt
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Just literally start at the first one ?

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So do them all until you find one that's not CPU stall

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All the 6500ms

thorny cipher
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oh

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there

wary wave
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yeah, looks to me like a lot of them are stalls on account of waiting for one thread?

thorny cipher
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wait for stats

cloud cobalt
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That's what I've been saying for half an hour

wary wave
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wait for stats is the problem as indicated by several of the screenshots

cloud cobalt
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The key is finding the one that blocks

thorny cipher
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ok

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well i figured out that the stat system is broken and hitching which i knew all along πŸ˜„

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i guess this confirms it

cloud cobalt
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You just suspected it and screamed about engine bug which has zero credibility without hard facts, which you know have

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Is there a stats thread ?

thorny cipher
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Β―_(ツ)_/Β―

cloud cobalt
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What kind of hard drive is the stat report dumped to ?

thorny cipher
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all SSD

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engine is SSD, OS SSD, project SSd

cloud cobalt
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Keep looking at other threads - you might find another one that does time

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Game is waiting on stats

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Stats are waiting on something

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So if you're lucky you'll find something like EvilPerformanceShitterThread

thorny cipher
cloud cobalt
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How long is the CPU stall for StatsThread ?

thorny cipher
cloud cobalt
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So Stats really is blocked too - it's not causing the problem

thorny cipher
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could be that http crap

cloud cobalt
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Could be, is that all there is ?

thorny cipher
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check them all

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http and waiting for stats are the only non stalls

cloud cobalt
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Waiting for stats is a stall, too

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Well I suspect it is

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StatsThread is stalled just like others

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So, can you take another lag event and restart the process ?

thorny cipher
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so http curl thread could be the issue

cloud cobalt
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Just to check if that's confirming this

thorny cipher
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ill just load another hitch and see if curl is present

warm mountain
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hey all, i've been trying to weigh my options in texturing my environment at the moment and would like to ask

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what are some situations which make vertex painting useful?

manic pawn
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if you look at the frame 1 before this one, are there any threads with very high times?

sudden agate
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@warm mountain Every Mesh has Vertex Colours, ie. Vertex Colours aren't additional data

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they are easy to setup. The only problem is you cannot instance them

thorny cipher
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ok http showed up again

warm mountain
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i see

cloud cobalt
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@thorny cipher Take a normal frame without hitch, is it there too ?

manic pawn
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httpthreadtick is just sleep if no work

thorny cipher
warm mountain
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for materials to be vertex painted i understand it would require quite a high polycount?

thorny cipher
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this is 1 frame before the hitch

manic pawn
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that'll be the real issue

thorny cipher
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cpu stall

manic pawn
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rip

thorny cipher
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haha

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and the rest are 10ms

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so..

warm mountain
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so if I have a map with a lot of modular walls it could run up the polys pretty high

thorny cipher
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@warm mountain utilise instancing or merge them

cloud cobalt
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@thorny cipher To confirm, what does http does in a normal frame with no huge time ?

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HTTP processes usually keep ticking all time long and it's normal

warm mountain
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just creating normal parameters and instance variations without vertex painting? you mean joshua?

cloud cobalt
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Just needs to confirm

thorny cipher
cloud cobalt
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Eh. Funny that.

thorny cipher
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frame before hitch

cloud cobalt
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So you might have found something with this

thorny cipher
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Β―_(ツ)_/Β―

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epic engineers will know more

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hopefully they wont just look passed it

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higher end CPUs dont have an issue

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but i have a 4790 which isn't a bad CPU

cloud cobalt
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Well they might look into it, but I would stop the investigation here, unless you're cool with waiting a month

thorny cipher
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yeah im just going to have to hold off on profiling as it's throwing my actual profiling out

cloud cobalt
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Not really

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You're just finding game-unrelated issues Β―_(ツ)_/Β―

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I'd try to reproduce the hitch with Wireshark running myself

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See what HTTP activity is happening

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Also try with antirivus off if you have any

thorny cipher
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fresh OS so no AV

cloud cobalt
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Ok

thorny cipher
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i reinstalled windows to check if it was that too

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lmao

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i've already been bent over by this bug

cloud cobalt
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I can see that, which is why I'd be curious to see

thorny cipher
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i doubt it remotely sends profiles

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maybe they're data collecting

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someone call zucc

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πŸ˜„

cloud cobalt
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Well UE4 does definitely have some data reporting since there's the networked crash reporter

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And plugins might call home to check stuff

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etc

thorny cipher
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sometimes when there's a fatal hitch or error caused by the editor it does send a report i've noticed

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shows up in output log

cloud cobalt
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If you're familiar with Wireshark or willing to learn, that's a great way to get the info

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Not an easy tool but well

thorny cipher
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fiddler could work too

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probably https though

cloud cobalt
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If you're building from source you could also, like, print the URL to log everytime you send one

thorny cipher
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it's with epic now, i trust that they find it promptly

cloud cobalt
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lmao, I don't

thorny cipher
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if not i'll have to suck it up and upgrade my CPU lmao

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yeah we can only hope πŸ˜„

cloud cobalt
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Well you can also keep looking and find that one of your engine plugins uploads your level every now and then

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For what it's worth this is very very unlikely to be a slow CPU issue

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I wish I had a 4790

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I certainly don't

thorny cipher
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o.o

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yeah 4790 isnt bad

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that's why im like ><

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surely some UE devs at epic are still on 4790

cloud cobalt
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Mostly CPU performance moves at 2 or 3% a year

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An i7 CPU from 3 years old ? That's not a CPU perf issue here

thorny cipher
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haha

cloud cobalt
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No way Epic has anything that's more than 10% faster per core

quasi lake
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Anyone knows why my ai is always shaking around when using AI MoveTo node?
But he follows normally with Move Directly Toward

thorny cipher
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"he"

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did you just assume your AIs gender

zenith flower
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bro, lets ban this ignorant and insensitive prick

thorny cipher
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πŸ˜‚

quasi lake
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Yeah,

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My AI character

zenith flower
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just kidding. I read something about multiple moves running at the same time causing it to switch back and forth between the commands

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It was a brief read over, but I believe he was using pathing too. Just ideas

quasi lake
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A wierd tremble

zenith flower
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I would assume its akin to z-fighting but with movement

quasi lake
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Bros ,anyone has any diea?

zenith flower
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... crickets ...

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later yall. gnight

digital anchor
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@karmic igloo thanks :)

deft sparrow
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Hi everyone. Have a simple question about Unreal scaling.
Is it possible to scale a group of objects together and maintain the same offset between all the elements? It always seems to not give me what I wanted when I scale things together.
For example, I have a placeholder spaceship for a blockout. Made it with multiple BSP brushes.
I simply want to be able to have larger and smaller spaceships.

vivid girder
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What platforms do you guys use for project/task management?

cloud cobalt
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Redmine

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Simple, free, easy to use

paper rampart
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Hack n plan

vivid girder
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We've been using Wrike for 1.5 years...but it's a bit formal for tasks

paper rampart
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Same reasons as stranger

tall pendant
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hacknplan

vivid girder
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Want something smaller...was considering Trello?

paper rampart
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Trello

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Is awesome

tall pendant
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its really good. And has gamedev specific stuff.

vivid girder
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Which?

paper rampart
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Use trello

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Its SUPER good

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Tbj

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Super easy. And user friendly

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Tbh*

tall pendant
cloud cobalt
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I tried Trello, it's nice for very prototype stage, but a bug tracker is required once you're in alpha. At that point we moved to Redmine and we just use that for tasks, features, on top of bugs

paper rampart
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Hack n plan is for teams.

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Bigger ones

vivid girder
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We're a team of 8

paper rampart
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Oh

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Then hack n plan

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Defiently

vivid girder
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Currently trying to redo a SCRUM backlog

paper rampart
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Its also made for development

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So

vivid girder
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Thought it'd be a good time to try other platforms

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So, if the chips are in....

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Redmine, HacknPlan, Trello, Stranger...

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Which is best?

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Looks like 2 for HacknPlan, i'll try it out

fickle eagle
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Hurray for democracy

frank escarp
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hack n plan

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its just damn great for games

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its somwehere in the middle beetween Trello basicness and Jira complexity

vivid girder
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Gnatt charts?

frank escarp
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you can use it like trello, but it has MANY extra features, and things like integrated GDD wich is awesome to write about the game story or design

vivid girder
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Is it mobile-friendly?

frank escarp
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wtf wouldnt it be mobile friendly

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its a motherfucking task manager

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you use it for whatever you want, doesnt even have to be a game

vivid girder
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Lol...just realizing i put @cloud cobalt down as a task management software

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That looks sweet though, the vertical slice look is very Trello-esque

cloud cobalt
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I'm the last project management software you'll ever need

frank escarp
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vertical slice is the milestone lol

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thats just the trello type view

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you can easily comment , check progress, have subtasks, and llink to the game design model for documentation

fringe cypress
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unreal noob checking in. So how do I put displacement or bump maps? from a maya user perspective here

cloud cobalt
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Basically try a bunch of tools and check which works best. It's fairly team-dependent. With very technical persons doing a procedural MP game you might want something different than a team of writers and artists doing a 3D visual novel

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@fringe cypress Bump maps are not usually used in game development

frank escarp
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depends a lot more on the scale of the project

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for a 1-2 person team, trello is probably fine

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for a bigger team, something more complicated like hack n plan would work better

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and every AAA uses Jira, even if its complicated as fuck

cloud cobalt
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@fringe cypress Normal mapping is the standard technique in game development, and more advanced techniques use normal and some kind of bump map along with tesselation

frank escarp
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what do you think are those UE_54362324 signals in the bug tracker?

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thats the task number in jira

vivid girder
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That was our issue we started off with Wrike which is built for more complexity than we needed

frank escarp
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to have that bug progress tracked

cloud cobalt
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@frank escarp Yeah Jira is the big-company option

frank escarp
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super expensive

cloud cobalt
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It's great in some regards

frank escarp
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useless to indies

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too much friction

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you can have the best software you want, but if its annoying, people just wont use it

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ive worked on teams who had Jira and no one used it

cloud cobalt
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We felt redmine was a great tool for us, no regrets here

frank escarp
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becouse it was annoying as fuck

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in my case, i chose hack n plan becouse it has all the categories with multiple stages, and the game design model

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where i write stuff

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when i have ideas

fringe cypress
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@cloud cobalt Ah I see. But im aiming to make some cinematic renders and archviz, not really for a game. I need that displacement because, lets say im using a PBR rock texture. Wat do

frank escarp
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i also write about the design of systems

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becouse that way i make them clearer for myself when i go code it

fair violet
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@fringe cypress just use normals and displacement for now

cloud cobalt
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@fringe cypress You could maybe try using tessellation and use the world offset node with your bump map multiplied by normal

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It's not ideal, though

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Hopefully you also have a normal map

fair violet
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Yeah if you don’t have you you can tessellate heavily in Maya and bake it down to your rock but it’s just extra work

cloud cobalt
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(afk, back in some)

plush yew
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MUH PEE BEE ARR

devout gulch
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hey I use JIRA for my personal projects ;s

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it's actually easy to use

frank escarp
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havent used it in years tho

devout gulch
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I probabaly don't touch even fraction of functionality

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but from addin tasks/subtasks/git integration it's good

frank escarp
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no such CVS integration in hack n plan

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nothing preventing you from just linking to the task URL from a commit tho

devout gulch
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in JIRA I can add issue ID to commit and it will automatically link commit to jira task

grand patio
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Hey, sorry to pop into the conversation. I've just got a general question about what yall would think of how this project would be in regards to how long it would take and if it's possibly too enthusiastic of a project heh.

I'm wanting to create a 3D model and to bring it into Unreal as a playable character, where you can move them, make them jump, attack, etc.

Would that be managable to do in 4 months by someone who has 10% experience in Unreal Engine?

fringe cypress
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Ohh I gotcha. So its tessellation, or to actually baked into the model. First time using a game engine guys, apologies lol

devout gulch
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it's automatic :d

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it's always better then remembering that you have to add URL

frank escarp
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very useful

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do you pay for jira?

devout gulch
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yes

frank escarp
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or its free for small projects

devout gulch
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it's paid

frank escarp
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how much is it?

devout gulch
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but it's about 10$

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for 10 uesers

frank escarp
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thats pretty nice

devout gulch
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though to be honest I started using it because I wanted to write unreal integration

fringe cypress
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@fair violet so youre saying I should convert my displacement map in Maya into a mesh? instead of using displacement maps in Unreal.

devout gulch
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so I can place tasks on maps with screenshots

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(I mean it's not working yet, but that was the plan)

fair violet
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@fringe cypress It’s just the extra detail that is too small to be represented by verts on the mesh to save performance. You can then use this normal in combination with displacement in UE4 to give a good sense of depth. I’m not sure what your situation is, do you have a highpoly rock that was baked to a lowpoly rock or are you running tileable textures over a lowpoly rock in Maya?

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If you want the best detail you should use both normals AND displacement in UE4

plush yew
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use POM

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displacement is trash

fair violet
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Displacement is good for some things, Pom for others

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I wouldn’t recommend Pom for non planar surfaces

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If it’s a rock, Pom will generate lots of artefacts

fringe cypress
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@fair violet Im just trying to use a simple plane and put a displacement map of a cliff on it. I normally do this in Maya for still renders, saves me a bit of time instead of modelling the whole cliff. The thing is basicly, idk where to put my displacement map in Unreal. I only see diffuse and normals.

plush yew
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i would disagree, but this is unreal chat, and unreal's version of pom is trash

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so in this case you're right

fair violet
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Haha right well yeah just speaking of UE4 specifically here

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@fringe cypress have a look at any basic displacement docs or tutorials for UE4, you’ll find the nodes to use

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It’s very easy to set up

plush yew
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hagrid, i think what youre trying to do is something different than what displacement in engine actually does

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you say in maya it works

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because maya will displace pixels

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not vertices

fringe cypress
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@fair violet thanks! ill test some. Will get back to u

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@plush yew exactly what im realizing now. I never used a game engine before

plush yew
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your game editor doesnt displace pixels, or texels, it displaces verts only, which is what you'd need a ton of tesselation for, which is a bad idea, if you're trying to make a rock wall out of a plane, since the amount of verts you'd need would be trough the roof

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if that's what you're trying to do, you'd be better off taking your displacement map, and displacing a tesselated plane in maya, and treat that as a highpoly, then just auto-optimise a basic 'low poly mesh out of it

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then you can literally bake a displacement map from your 'highpoly' to your lowpoly, and have just a BIT of tesselation on your game mesh, to displace what you need

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baking a new displacement map (assuming a unique asset without tiling maps), will let you displace your lowpoly to 'look like' your highpoly, in a nutshell

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also maya is trash

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max > maya

fair violet
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Lot of trashy software around apparently

fringe cypress
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@plush yew thanks!

fair violet
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I like max better for modeling but it seems to be not getting the love that Maya is for updates

plush yew
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no need to update something that's already fantastic

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if it aint broke dont fix it

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lots of updates = a ton of shit is shit apparently, and needs fixing

fair violet
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Well the uv editor is getting a bit dated in comparison

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It’s just much nicer to work with in Maya now

plush yew
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it's your right to be wrong

fair violet
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πŸ˜„

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Also pricing

plush yew
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though i'll grant you that max needs new UV tools

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which is coming

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some autodesk stooge told me at promisedland

fair violet
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If it didn’t cost like 1 grand monthly I’d consider going back to it

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Maya LT is at least semi affordable

plush yew
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i got my perpetual licence, so i'm okay with that, i dont need to upgrade past max 2015 anyway lol

fair violet
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That’s fair

fringe cypress
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Honestly I would use Blender instead. But most studios work with the Maya pipeline so eh

plush yew
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GOT MINE!

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no they don't hagrid

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most studios dont work with maya

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only those that want to torture employees

pallid compass
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They do these days

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Use to be max mad years ago

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Then u got blender with issues

plush yew
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blender's better than maya, honestly

pallid compass
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Waiting on that ue4 modelling kit from trello

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They both have there ups and down

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But in general maya out peforms by a lot oversll imo

fair violet
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Yeah I agree

plush yew
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maya's decent at animation

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that's it

fair violet
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Especially if you want to animate after

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It’s decent at everything but not exceptional at modeling like max is

plush yew
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if i had to switch, it'd be to modo or blender

pallid compass
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I pref maya over max for modelling

plush yew
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well you're a masochist then

fair violet
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Really? They have made massive improvements recently

pallid compass
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However i pref max rigging an animation

fair violet
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It is a lot faster to work with now

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Have you tried any of the recent versions @plush yew

pallid compass
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Prob cus im maya long time boi

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Modelled alot more in maya

plush yew
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of maya? yes im forced to have to fucking deal with that shit every damn day at work

pallid compass
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Also i dont like the layer system in max

plush yew
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it's complete agony to have to export a damn mesh

pallid compass
#

I forget its name

fair violet
#

What makes you dislike it so much? I’m genuinely curious

plush yew
#

my whole team works in max

#

and blender

#

AND modo

fair violet
#

Meshes are usually a one click export for me

pallid compass
#

Where xforms and shiz

#

Modifier stacks

plush yew
#

not on our proproetary exporter tool

fair violet
#

I much prefer the modifier stack as it’s non destructive in some cases

#

And easier to move back and forth

plush yew
#

here's a simple question

fair violet
#

Sounds like your tool needs work then I guess

plush yew
#

if i want to detach a few faces from a mesh

#

i cant

fair violet
#

Extract faces?

plush yew
#

no because i dont want every island of faces to be its own object

#

i want to detach... the faces into one new object

fair violet
#

Well you’d have to recombine after

plush yew
#

it's shit

#

but that smy opinion

fair violet
#

πŸ˜„

plush yew
#

Β―_(ツ)_/Β―

fair violet
#

I’m not a fan of how dated a lot of the tools are and especially the pricing model, just hope Houdini gets decent modeling tools in the future and I’m gone

#

For now though it’s the easiest way for me to model and animate quickly for games

#

Without swapping between different expensive software

fringe cypress
#

And then C4D + Octane renderer outpeforming everything else in terms of cinematic renders

#

js

fair violet
#

Never gonna be able to go to offline renders for anything

#

UE4 made me not want to wait for anything anymore

fringe cypress
#

im loving UE4 so far tho

fierce tulip
#

same, but then the vfx simulation nation attacked :p

frank escarp
#

im liking the houdini+blender combo

unreal spoke
#

Do skeletal meshes have collision (I'm not talking about physics assets)?

frank escarp
#

bllender for pure polymodel, houdini for procedural stuff

plush yew
fierce tulip
#

O_O

frank escarp
#

sadly, blender + houdini workflow is lacking Extremelly terrible for animation

#

houdini fbx animation is for movies, not games. It generates tons and tons and tons of trash bones

#

and blender fbx support is just terrible all around

plush yew
#

the documentation is badly written and//or incorrect, because I've actually gone out of my way to create a new project and download the same assets used in that documentation to follow along and it still ran into the same issue

frank escarp
#

maya + houdini would be better, but it would lack in the polymodel part

#

man cant wait till gltf supports anims in unreal

#

and i can finally use blender to animate properlly

#

@fierce tulip god of war is cinematic as fuck

#

been playing for an hour and it hasnt done a single camera cut

#

not a single one

#

it goes smoothly from gameplay camera to cinematics every time

fierce tulip
#

yea cant wait to play it. i'll probably tell my gf to do X attack a million times to analyze it

plush yew
#

its rigged i've checked, why isn't this working

frank escarp
#

i got it becouse its combat is very relevant for what im doing

#

i want to see how the enemy AI and anims work

fierce tulip
#

I just want to press the X button very tightly and rip things apart

plush yew
#

see, i have not selection like int he documentation

#

and if i show incompatible it doesn't work so i just don't get it, I've hit a complete roadblock here, there doesn't appear to be a way around this outside of engine modification to fix afformentioned isues

#

nothing in the documentation about it

fierce tulip
#

I dont think you'll get any better answers here then in #animation @plush yew
I understand the frustration but please be patient hehe

plush yew
#

awww ok I really wanted to get this working today

#

well I wanted to get it working yesterday but no such luck

fierce tulip
#

gamedev in a nutshell hehe

fringe cypress
fierce tulip
#

you might want to post on answerhub and/or the forums as well

plush yew
#

yeh every time I've tried that I get no answers, and by the looks of google neither does anyone else :/

rose bison
#

I just retargeted some animations from the animation starterpackage to a template mannequin with no issues

#

just had to uncheck the "show only compatible skeletons"

plush yew
#

I tried that, and the head was giant and the only thing animating and it was wrong

obsidian nimbus
#

hmm i can do animations in blender

plush yew
#

you know the way they do animations in several Steam games I've played, they import each frame of the animation out as an fbx, then just cycle which ones are visible

#

thats what im gonna do

obsidian nimbus
#

looks like ur head aint scaled right

plush yew
#

it does make the game really big and its not very efficient but our budget doesn't cover the cost of hiring an engine programmer at the moment so we gotta make do with what we're given

#

the rest of the mesh isn't animating either

obsidian nimbus
#

there are a lot of docs on retarget, u just need to get the base pose right and use same skel hyrar

#

you cant see the retarget skel cuz u havent put them both too humanoid rig

plush yew
#

both?

obsidian nimbus
#

yea both

plush yew
#

i thought the other one was by default ok let me try this

fringe cypress
#

I remember one time i had problems with animating, then i got in contact with the animator of the total war series thru facebook. Sent her my project shit, then she fixed it in like 20 minutes

obsidian nimbus
#

first u set manny too humanoid no need to rename bones

fringe cypress
#

little story

obsidian nimbus
#

than u do the target and select the corresponding bone name

#

now u can retarget the anims to ur new rig

plush yew
#

hmm that made it show, thank you. however although the result is different, it is still not correct and appears further broken

#

yeh that's what I've done

obsidian nimbus
#

did the pose look similar when u did retarget?

#

this looks like a scale thing

#

but could be that u didnt pick the right corresponding bones

rose bison
#

are you sure you don't have some hidden bone scales in your rig?

plush yew
#

its the same pose (A pose)

#

the bones on both meshes are set to a scale of 1

#

&both skeletons sorry

obsidian nimbus
#

if u drag em both in the lvl they are about the same size?

plush yew
#

yup

#

thats dragging the skeletons right out into the viewport

obsidian nimbus
#

this is prolly where ur problem is than

plush yew
#

both even have the same orientation

fierce tulip
#

oh god, I thought you had a model of me for a second XD

#

no love handles though

plush yew
#

the bones are asigned in both skeletons

#

i checked both poses again, i don't get it

obsidian nimbus
#

you have no pelvis?

plush yew
#

oh i renamed that to root, it would be called hips tho

#

i did try renaming it back and reimporting... no change

obsidian nimbus
#

well i think the problem is here, should have both root and pelvis

plush yew
#

ok so some investigation, it seems like in the broken animation, if i select the bones its 'extra' bones that are stretched out, namely each finger has an extra bone (which doesn't do anything, at the end numbered 4)

#

shouldn't the bone parent, i mean i could try just deleting the bone but that seems like a bad idea

obsidian nimbus
#

well might not need a pelvis , but i think u need a root

plush yew
#

shouldn't unused bones just remain static relative to their parent, that is standard in the industry and has been for decades

#

hmm i'll try setting a root, i zoomed in and this is the animation looks like (the "unbroken" parts)

obsidian nimbus
#

so root was named hips at first and u renamed it?

plush yew
#

yeh

#

according to the documentation i am to set root to 'none'

cerulean nova
#

quiet easy to follow ^^

plush yew
#

setting a root however does not make the issue any less broken unfortunately

#

that video goes over the blueprint set up

pallid compass
#

U always need a solid root bone my boy, and root should be at 0,0,0 always and not moved in animation

#

btw

plush yew
#

yeh pelvis is that bone

pallid compass
#

have u tried it with ugh

#

Pelvis should not be root

#

Pelvis bone moves

#

Root bone should not

#

unless under the except for advanced animation with root motion

#

try with root 0,0,0 bone

#

and also rename all ur joints to match the ue4 naming convention to root out any more issues

obsidian nimbus
#

i would retarget manny animations to that rig in 3 min

pallid compass
#

if not work, we will try some other stuff to debug the retarget issue

#

shut up owning omg

#

il do it in 30 seconds

#

no 3 seconds

obsidian nimbus
#

ill get the fingers right! πŸ˜›

pallid compass
#

il get the toes!

#

also guys cant scream it enough

#

God of war is a master piece

obsidian nimbus
#

ill make that rig put up his middle finger πŸ˜›

pallid compass
#

Its so fucking good for a console game

obsidian nimbus
#

breath of the wild yo πŸ˜›

#

cant beat that

fierce tulip
#

in a boring challenge? yup :p

#

(personal opinion)

plush yew
#

lol good luck then

#

that is so broken at this point i've just closed unreal engine down and gonna head off to the pub

fierce tulip
#

print that out on poster format

#

art

plush yew
#

the other bones are all fucked up as well

#

my guess: it can't be fixed and need to look at working with a different engine

obsidian nimbus
#

root spine spine spine neck head

digital anchor
#

try unity, i heard they have normal map support!

fierce tulip
#

lol

plush yew
#

see the asset itself works fine

#

it works in Godot engine, it works in Unity engine

#

i can put animations, but in Unreal Engine broken

#

yeh I had a quick look, except the animation system unreal engine 4 is great

obsidian nimbus
#

root none... pelvis root

plush yew
#

but animations are broken

obsidian nimbus
#

we tell you where the problem is and u blame the engine

#

good job

plush yew
#

i've set it correctly, the ONLY change I made to the maximo default skeleton was changing the bone named 'Hips' to 'Root', that it is, everything else is default

obsidian nimbus
#

anyways have a drink, prolly wont hurt

plush yew
#

that documentation says to set the root bone to none, i will try to create an additional root bone

obsidian nimbus
#

wasted gamedev is the only way to go

plush yew
#

its like 30c here right now

#

its too hot to be getting wound up at this

#

but thats the bone layout, same as maximo except the rename from 'Hip' to 'Root'

fierce tulip
#

<_< dont tell me you are dutch

plush yew
#

na London

fierce tulip
#

close enough

obsidian nimbus
#

well, ill be home this evening, if u havent fixed it by then drop me a msg , upload the fbx to drive and ill retarget it for ya

plush yew
#

massive heatwave, its so bad right now I had to downclock my cpu to 4.5 (i9 7900x) as it was getting hot when baking when i was working in substance painter yesterday

fierce tulip
#

same here

#

well not downclock, but heatwave

plush yew
#

that character was a real arse to make, i essentially built it from scratch, well i got an unprocessed scan, then used it as a 'trace' and used the texture (which was FULL of artefacts) only as reference i essentially did it from scratch in photoshop and substance painter

#

i mean not bad for someone whos mainly technical and environment artist lol,

#

guess those years in the industry aren't all for nothing :p

obsidian nimbus
#

ya its dope

plush yew
#

shame i cant use him for character tho i have all these animations i wasted our budget on

obsidian nimbus
#

i never really used mixamo tho

plush yew
#

makes rigging tollerable for someone who doesnt rig

fierce tulip
#

itll probably end up being something stupendous simple

plush yew
#

the animations terms state they can only be used in unreal as well, so moving to unity is a big change i'd rather not make (unity has a great animation system, but the rest of the engine ranges from 'just ok' to 'terrible'

obsidian nimbus
#

you could send me a unmodified rig that has same bone structure i dont care πŸ˜›

plush yew
#

do you work in max?

obsidian nimbus
#

im not gunna change base pose or fix up fingers or anything tho

#

no blender, but prolly dont need to use it

plush yew
#

my pm's don't get delivered on discord (i actually dont like discord i only have it bcus everyone else is on it)

#

you on skype, since pm's dont work for me

#

and im not paying premium lol

fierce tulip
#

thats rather odd though

plush yew
#

yeh just syas your message could not be delivered. discords not for pms tho its chatroom only really like irq

#

it does make getting in contact with someone tricky though lol

fierce tulip
#

i dont agree with that though, use dm's daily with clients

plush yew
#

yeh i dont use it for that i think its blocked in the uk for pm's

fierce tulip
#

how big is the file?

plush yew
#

just under 4 meg

fierce tulip
#

its also not blocked in the uk hehe.

plush yew
#

think you have to pay to send pm's anyway, its NEVER worked for me, it always sayd message undelivered and cant send pics or anything

wary wave
#

I use Discord a lot from CZ with no issues

#

and you don't have to pay

fierce tulip
#

you make a lot of weird statements man

plush yew
#

eh well i'll call the isp tomorrow see if their blocking something

wary wave
#

I would hazard a guess your own connection is the issue

#

ports blocked or something

plush yew
#

hmm now it works i just needed to get messaged first

proud pine
#

it is usually called Privacy Settings, you have to check this stuff when you start using any communication app

#

privacy settings have features which oversee how/when/who can message you, universe or whatever

#

discord does have privacy settings for direct messages, because no one likes to receive obnoxious amount of spam in their messenger

fierce tulip
#

yay got God of War

#

noo need to wait for gf

#

gf whatsapp's me: remember, we have a bday tonight

dim merlin
#

hey guys, anyone knows where to ask 3dsmax specific quesitons?

#

havent found any discord channel for 3dsmax..

fierce tulip
#

polycount discord comes to mind

cedar snow
#

gow4 installing

cloud cobalt
cedar snow
#

#sorry

dim merlin
#

πŸ˜›

viral herald
#

hey guys

#

something is acting up with my blueprint

#

its a child of damage type

unreal spoke
#

@viral herald A doesn't seem to be connected ot the other A

#

@ornate surge but that's probably not the issue...

#

@viral herald

viral herald
#

youp you called it

#

doesnt work yet

#

@unreal spoke

frosty bloom
#

@viral herald There is a much more suited Channel for #blueprint hint hint

viral herald
#

lol ok

dim merlin
#

anyone knows about cat models to unreal engine, and how far the development is going?

#

ive read that unreal might support cat models in future

#

this will be a very awesome thing

graceful grove
#

As of late whenever I use the Epic Launcher my first sign in attempt ALWAYS fails with an error related to sending two sign in attempts too fast, anybody else experience this?

fierce tulip
#

yups

#

so, people.. if you used 4.19.1, and could still choose to go back to 4.18 would you?

#

a client wants to move to 4.19.1 from being 4.16 for a while, and im not sure i'd advice him that. any opinions?

twilit gate
#

does anyone else have stutters in editor on 4.19? like split second freezes?

tall pendant
#

@fierce tulip IMHO 4.19.x isn't safe to move a project to. I'd rather stay on 4.16 tbh

fierce tulip
#

kinda need at least 4.18 for a UI thing, but 4.18 messes up some cascade stuff hehe

cloud cobalt
#

All versions have bugs

#

Try them all, use what works

fierce tulip
#

as in, i cant read modules :p

cloud cobalt
#

We've shipped pretty much every version here. 4.18 is the only one that actually had bugs in shipping

#

Well, we've worked with every version and shipped every version since 4.15

fierce tulip
#

hmm

#

well they arent ready to publish yet, but need a specific feature.

#

guess they are going to do a 4.18 and 4.19 build and see what sticks

cloud cobalt
#

Unreal has a fire-and-forget approach to releases, sometimes I wish we had larger updates and a slower pace

#

UE4's policy is that bugs are fixed in the next release, unless they're a regression and they're told about it quickly enough

#

That's okay for most people but I wouldn't want to be picking an engine version for long-term work

fierce tulip
#

the whole values in instance (that use mat functions) thing in 4.19 is just awful

cloud cobalt
#

What's changed exactly ?

#

"Values in instances" ? I use mat functions very heavily, want to know if something changed a lot there...

fierce tulip
#

lemme grab something and ill dm you

boreal nexus
#

Hello. Is it possible to play LAN in packaged copies of game on the same PC ?

#

i can't find my session, but some people say that should work (DefaultPlatformService=Null)

cloud cobalt
#

If you're running without Steam, it's supposed to yeah

boreal nexus
#

@cloud cobalt should i use another copy of game ?

cloud cobalt
#

No, if you've set online subsystemto null it should work

boreal nexus
#

@cloud cobalt thank you

warm mountain
#

hi everyone i'm looking through some of soul city's assets and I noticed some of them have more polys than its needed?

#

i notice 2 additional edge loops

#

present on the stairs

#

while it could have also maintained its geometry without it

#

apart from vertex painting is there any other reason to have these edge loops to increase poly count?

copper fable
#

hey guys

warm mountain
#

i've seen quite a number of other assets that had this going for them

#

even without vertex painting

copper fable
#

how do i access parent classes variables?

#

in c++

warm mountain
#

my guess is its supposed to solve some lighting issues that could come from too little polys?

surreal viper
#

#cpp but simply use their names if they are public/protected, or getter/setter function if private and they have it

warm mountain
#

Since i do notice that some of my modular pieces do seem incorrectly lighted as a single face or with hard edges

frank escarp
#

@warm mountain its becouse polygons are not an issue at that level

#

its still very low poly

#

and they are having a consistent polygon resolution, without polygons too long or thin. That way if they do vertex color it works better

copper fable
#

my pawn is taking damage form point Damage

#

but not radial

pallid compass
#

i think point damage is hit and radial is overlap

#

so check col settings

crisp fable
#

also whats soul city

#

paragon?

trim trail
#

@fierce tulip can i ask for that too? i work on enviro/mat functions a lot

tall pendant
#

Soul was a tech demo for mobile. @crisp fable

crisp fable
#

oh

digital anchor
#

If he has the same problem as me: parameters of material functions inside another material functions get their values lost (and if the parameters are texture parameters, it causes a crash)

#

this also prevents using Material functions in the new layer system, as they are material function by themselves

restive cove
#

Ayy what's up

paper kernel
#

Z

cinder iron
#

^ totally agree

paper kernel
#

tho I totally ran into issue of how to orient my custom character movement when there's no gravity

cinder iron
#

deterministic 0,0,0

#

by design

#

@paper kernel

paper kernel
#

I figured ill disable the forced orientation and let the physics engine take over

#

maybe the player wont hit an edge with too high velocity and tumble until motion sickness kicks in

cinder iron
#

I would just interp to 000 by defo

manic vault
#

my skeletal mesh sockets don't show up

#

in the editor, when i want to attach a static mesh

#

any thoughts?

paper kernel
#

is the static mesh child of the skeletal mesh?

late girder
#

I just updated from 4.16 to 4.19

#

and half my project broke

#

is this a normal occurrence for you guys too?

upper heart
#

That is a pretty big jump, there will be things that need fixing.

late girder
#

They seem like such arbitrary bugs though

#

like my cursor is invisible

silver crown
#

Nice one

late girder
#

and mouseX / Y axis wont update anymore unless I hold a click

#

No idea at all what happened

manic vault
#

@paper kernel fixed it. It's because I was attaching it in bp to player index 0 but my game mode wasn't set to set my character to player 0

hidden heart
#

yeah youre gonna have problems like that jordy

frosty bloom
#

If your project isn't humongous I would suggest recreating it in a new project, in whatever version you want. That way you can keep track of everything step by step.

frank escarp
#

wtf no

#

update it version by version

#

fix every warning on each update

frosty bloom
#

I've never done that. My way have at most taken a day to transfer

#

And everything went very smooth. Any problems got taken care of directly

late girder
#

Yeah it's not even remotely possible to remake πŸ˜ƒ project is massive

#

and okay, I just wanted to know if its "normal" sometimes to have this before I start debugging, thanks

#

and its not warnings btw, the project's already running, just chunks of the mechanics broken and stuff

copper fable
#

was the GetOwener()->GetController() the same as GetOwener()-> GetInstigatorController() ?

analog pollen
#

What is wrong with my packagin if Frame is 17ms, game 3ms, Draw: 3ms, and gpu: 17ms?

grim sinew
#

Too GPU heavy

analog pollen
#

But if draw is under 3ms?

grim sinew
#

Draw is CPU I think

#

"The actual frame time is limited by one of the three: Game (CPU game thread), Draw (CPU render thread) or GPU (GPU)."

analog pollen
#

I'll check taht with the Gpu profiler

devout gulch
#

@late girder next time try to use master or promoted branch

#

it's not less stable than version release imo

#

and updates are easier to merge

#

they are still big, but not as big as versioned releases

manic vault
#

Hey guys, I used CreateDefaultSuboject and attached it to root compnent

#

but its transform is offset from the mesh

#

even though I didn't set it to an offset. How get rid of this offset

bitter crater
#

you use xxx->AttachToComponent(RootComponent, FAttachmentTransformRules::SnapToTargetIncludingScale); to attach to root?

#

and it isnt a static mesh exported with an offset off origin

honest vale
tame bluff
#

BR kids can't read

#

what the hell do you expect

#

it's the problem with including UE4 on the Fortnite launcher, or rather vice versa.

honest vale
#

I'm flagging the posts like the world ends tomorrow

tame bluff
#

Epic doesn't give 2 shits

honest vale
#

it does help the forum moderators

surreal viper
#

I love you too unreal forum

manic pawn
#

it's incredibly how the forum is still not working right months after it was changed

cinder iron
#

I dont use the forums anymore that much

#

I just idle around here

#

Live support πŸ“Ά

manic vault
#

how come everything on the market place is made with blueprints and not c++

worn granite
#

cause BP used to be the only thing supported for non-art

#

Now you can do code plugins, but fewer people do

#

There's a whole section though.

#

have fun bub

manic vault
#

dang

#

inb4 read code just to see how they do it

worn granite
#

wym?

#

like buy a pack to see what they did, then learn to code from that?

manic vault
#

roll your own

worn granite
#

Fail to see how that's inb4 worthy

manic vault
#

idk

worn granite
#

but you can do that with BP too

manic vault
#

I was talking about not using their code but reading it to expedite the processing of rolling your own

worn granite
#

ah

#

Just cause its on the MP doesn't mean its best practice, btw

warm mountain
#

@frank escarp was asleep but thanks!

#

Went to play around with vertex painting on those assets and and it turned out pretty well!

manic vault
#

Do people use animation BP or play anim montages in character bp

storm venture
#

whenever i sync my project with perforce i get that

#

i can just click "refresh node" but i have to do that for every one

worn granite
#

are you closing the editor when you sync?

pallid talon
#

Does anyone have an issue accessing Unreal Engine's Documentation section?? I'm constantly getting "This page isn't working", err_too_many_redirects". I've tried clearing my cache. No luck.

#

Ok, apparently if I sign out of unreal's website. I can access the documentation section.

#

What is the "Dirived Data Cache" and is it important? Does a solo user not a part of a group need/should use it?

worn granite
#

Not sure you could avoid using it

pallid talon
#

Well I keep getting a pop-up that I should use the Dirived Data Cache.

worn granite
#

I've never heard of this popup

#

But yeah, you should figure out why you aren

#

aren't already using it

sinful umbra
#

before 4.19 DCC was configured the way epic uses it for their projects

#

they removed that config in 4.19

zenith flower
#

Anyone else noticed (in 4.19 at least) that the ADD node for "SET" variables, do not have the Boolean output to indicate if it was successful or not? While the tooltip says it does this... lol

worn granite
#

LUL

#

its funny cause maps have the same issue

#

I think that might be all the containers

zenith flower
#

wtf, the tooltip, does NOT warn you that "FALSE means we went ahead and overrode the value. We don't really care what you do with the bool afterwards.... if we even give that to you" xD

worn granite
#

on the set?

zenith flower
#

maps

worn granite
#

Oh.

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Yeah.

zenith flower
#

oh wait

#

you're right, I'm sure maps have a better tool tip

worn granite
#

at least for me

zenith flower
#

I love how they got the c++ comment description to blueprint tooltip going on (must be automatic)

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I just wish they would include the params and return to the tooltip (press alt or something)

worn granite
#

hover the pins

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@zenith flower

zenith flower
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legit, thanks

worn granite
#

ALSO

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you can do the same in BP

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@ParamOrReturnValueName CommentToBeOnTooltipForPin

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newline in the BP function comment

zenith flower
#

I'm forcing my savegame objects to cannibalize itself, for the glory of.... well I have to much shit in my Instance class.... when the compile button for a blueprint takes longer than a few seconds its time to make room

#

Instance begin play -> create savegame object -> call Check/Load within that object, spawn the real savegame object, and set that to my instance variable... then let GC clean up the remains

worn granite
#

Oh man, wait till you get to 30s + compiles in BP

zenith flower
#

i'm sitting on 45 second compile for simple shit, like removing an unused variable.
I noticed I have about 10 savegame functions in my instance class... I decided to move them into their respective savegame objects.

#

If you can split up stuff to individual blueprints and keep to a certain size, the compile times will stay down

#

If you're BP looks like an ubergraph, you've probably gone to far

#

What is this? Savegame objects can't get the instance?

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I need ue4 to stop telling me what a class can or can't do. Now I have to set a variable. Geeze.

worn granite
#

LUL

zenith flower
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SaveGameToSlot has a "success" bool, if it fails what do you tell the user?

#

Try again? xD

viral herald
#

guys, when i made a C++ actor in my project, and it said there was an error and that i need to restart, and now, i cant access my project saying i am missing the .dll

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how do i fix this?

worn granite
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was that the first time you added a C++ thing @viral herald

viral herald
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yup

worn granite
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do you see the sln?

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YourProjectName.sln

viral herald
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let me see

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nope

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got that

zenith flower
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The very last line is the beginning of your answer

worn granite
#

Aye

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outputs aren't normally that hard to read

viral herald
#

lool

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i read the first line and ahd no idea what was said there

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XD

#

hopefully that will fix it

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thanks @worn granite @zenith flower

warm mountain
#

think i'm going to have to get some of the mechanics down

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before I decide which materials are destructible

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i'll settle the on destructible ones in the environment first before the rest

crisp fable
#

do the paragon charactgers include their animation blueprints?

warm mountain
#

on the bright side

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it seems i don't really need to do much to make something destructible

paper kernel
#

question: how does one stop collision from getting stuck on surfaces when manually overriding velocity?

zenith flower
#

Interpolated teleporting with collision disabled and re-enabled on Tick?

paper kernel
#

boy tick is too slow for this

silent frost
#

Morning - In need of some help please (hopefully I'm writing this in the right place). I'm creating an endless runner, after following the UE tutorial on YT and I'm wondering how I would set it so the runner only runs down three "lanes", rather than free will. (an example is a lot of mobile endless runners have this, whereby swipe left or right changes lane). I've been trying to find it online but can't seem to find the solution.#

zenith flower
#

I wasn't being serious. Just waiting for the Tick police

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You would setup the controller with a Current Lane variable, then upon press of <- or -> you would -/+, with a mix/max bounds check

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then you figure out how to setup the lanes themselves

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You would probably need splines

silent frost
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OK . Thanks. Not sure how I do any of that but at least I'm no longer looking for the needle in a haystack. Gives me something to figure out πŸ˜„

zenith flower
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First link looks interesting for you

silent frost
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Awesome! Thanks.

viral herald
#

im trying to work with the widget and making slots (with the uniform grid planel) and everytime i put something in the uniform grid panal, the image stays huge!

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and i cant adjust the size

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also the visual studios still doesnt work

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i downloaded it 2 times and nothing changed

zenith flower
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You should hover over things before you drag and drop it into your deal there. Uniform grid does exactly that, it evenly divides the space between all children uniformly.

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If you want to do teamviewer I will show you how to fix your VS, as for the widgets, you should lookup "HTF do I ue4 " or "WTF is ue4" channel on youtube

viral herald
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ok

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in a bit evo, will the offer still be un?

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im gonna head out for like 30 min

#

adn i got that the divider does that, but i cant seem to get the image size right

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thats my thing

zenith flower
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I'm US based. so I may or may not.

viral herald
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and i cant adjust it

zenith flower
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I'll show you

viral herald
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lol ok we will see when i get back

zenith flower
#

k

lofty shoal
#

you can assign input at the "project settings" like in the example they are called "moveup", "moveright" and many more, but i can't find where the engine uses this input, no blueprint uses this as i can see, i dont understand the logic in this part of the engine

zenith flower
#

You define the name of the "event" in the project settings:

#

Then you call them like this:

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you can do that in the character BP or the Player Controlle

worthy fox
#

When I add Surface Types in Project Settings and creating a Physical Material afterwards the surface type doesn't show up in the dropdown? Why is that?

autumn quarry
#

@worthy fox sometimes you gotta close the BP then reopen it for them to show up

open isle
#

Any idea why? I 've checked my visual studio I have the game development c++ files downloaded

vale osprey
#

@worthy fox just restart editor

native creek
#

If anyone were to create a complete animation blueprint for a character, where you have starting and stopping animations , turning in place, turning while walking ...... etc etc , I would like to know for the starting and stopping animations , would it be wise to create a blend space for that ? I'm just concerned with starting and stopping animations for now , thanks, I hope you all doing great. =p

proud pine
native creek
#

I will ! Many thanks mate. πŸ˜ƒ

#

I am actually playing with the Paragon assets , haven't downloaded them sadly, but I've started =p

plush yew
#

Anyone around that I can DM a random question? Just trying to get some feedback on our logo

prisma dagger
#

hi guys ...

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why is blueprint class has a weird lighting ?!!

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it is like outside environment lighting

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is there anything to control that

plush yew
#

Hi

#

Where UE4 save the enabled scripts for a project?

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On what file?

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Found

hot ledge
#

Can someone help me with tetargetting in maya

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Retargetting

solar eagle
#

can someone pls help me this weird looking box appeard and im so wtf ;-------;

prisma dagger
#

how can I enable camera settings in post process volume ,it is grayed

grim sinew
#

check the checkboxes.

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And, some settings are dependent on other settings. If you mean things like the iso and shutter speed, you need to turn on manual exposure

verbal wagon
patent crater
#

what screen resolution are you using and what UE version? for me everything looks fine

verbal wagon
#

4.19 latest, QHD 2560x1440

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it does it even if i make the window smaller

spring fjord
#

hum

tulip vault
#

how do I get Unreal to stop bugging me about updating

#

I need to keep one engine version

fossil ore
#

Does anyone else have long loading times when you open Paragon maps?

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Like, open a Paragon X Character level with assets?
Also massive CPU spike.

weary basalt
#

They are AAA quality assets mate, for an extremely graphically intensive art style. What did you expect?

thorny cipher
#

How would you calculate the x of FOV

#

E.g 20fov = 20 times

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95 fov = 1 x

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or would you calculate that based off your default fov, and how much times it zooms

#

If that makes any sense lol

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What would the formula be, if 95 = 1x, then what would 20 =

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95 / [newfov]

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so 20 fov would be 4.75x

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i dont know if thats correct πŸ€”

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or a 2 x would be 47.5 FOV