#ue4-general

1 messages · Page 229 of 1

regal mulch
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Anyway, can we move the discussions to #lounge

plush yew
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Been drawing for 10 years now with WACOM

regal mulch
plush yew
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got me a WACOM Cintiq Pro 2 so- meh lol

ancient obsidian
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@obsidian coral Crying won't solve anything. Working and getting better will. Code, git gud, write stuff. Jesus, everyone has problems, I won't even start telling what environment I grew up in. Listen to people with experience instead of diving into self-pity.

obsidian coral
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@ancient obsidian I'm not crying right now. I just want to cry

regal mulch
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Yo, last time: Move it to #lounge or private channels.

ancient obsidian
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@obsidian coral Have you tried less resource-demanding engines? 2D stuff? There is of plenty of frameworks and market for that.

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Good, sorry, time to focus on work anyway.

plush yew
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2D is both easier to design and less resource demanding'

pallid compass
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i love 2D

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its relaxing and ez

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Until u start expanding the 2d plugin ur self

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and then u want to scratch ur own eyes out

worn granite
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2D

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UE4

pallid compass
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2D IS THE BEST D

obsidian coral
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Well gtg now Bye

regal mulch
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There is a user on Twitter who does a lot ofr 2D

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Always forgetting the exact name

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Lemme check

frosty bloom
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a lot of worth while templates in there for most genres

regal mulch
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Yus!

pallid compass
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ERIK IM NEARLY THERE BOY

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DODGY WORK AROUNDS THO

shy heath
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anyone want to see a state trooper i made i need help texturing him dough im making a game called Polygon Emergency you can be EMS fire fighter PD highway Patrol even a taxi and many more

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XD

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KK

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@light lintel it wi;; be in work in progress

tall pendant
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octopath doesn't use paper2d

pallid compass
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Its 3d landscapes

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and 2d sprites

shy heath
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@light lintel do u lik it

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well

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its in working progress

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XD

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DID U LIK

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IT

frosty bloom
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@pallid compass You got this, 3 rules of refactoring will do you just great 😄

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I just updated from 4.16 to 4.18, after cleaning up the code I'm now trying to add Ikinema to my project

worthy fox
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How would you guys handle ambient sound like wind and birds etc when walking inside a building in your level? I don’t want the ambient sound to be as loud when walking inside buildings and I’m not really sure how to determine if the player is entering a building or exiting 😎

karmic igloo
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You could try putting a trigger at the entrance that lowers the sound when the player passes through it. Or you could put one around the whole building and whenever the player is inside it it lowers the sound.

manic vault
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how do we find where anim notifys are referenced

worn granite
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what kind of anim notify?

manic vault
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notify state

worn granite
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You can use the reference viewer like any other asset

plush yew
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hey im still having issues with retargetting a maximo skeleton to the default one in unreal engine, on week 1 and i've gotten nowhere fixing it unfortunately

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the problem is its all messed up when I follow the tutorial

pallid compass
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Dam i forgot mixmo was even a thing

plush yew
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for auto rigging its not bad

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well i mean for engines that have working retargetting systems at least anyway

pallid compass
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never really used it, tend to make stuff from scratch

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ue4 retargeting works fine imo

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never had issues with it, except first time i used it maybe? but obviously because i did not know what i was doing

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u tried renaming mix skeleton so its the mirror of the ue4 naming system

plush yew
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yeh im going to try that later

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it doesn't seem to be that issue though unfortunately

pallid compass
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Thats first thing you should do, naming convection is very important

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Normally if that does not work off the bat

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Then ur source skeleton is trash

plush yew
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it works fine in Godot Engine and in Unity

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i thought bad skeleton but i can even move him around in unreal

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but retargetting doesn't work

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so we cant use animations

pallid compass
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Not applicable unless u have tried retargeting your source to ue4 mannequin in GoDot engine and unity

plush yew
pallid compass
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That looks like a scale issue?

plush yew
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he comes in the right scale, and i can move him here, drag him into the world and he is right size

pallid compass
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That bone setup

pallid compass
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Does not align with the ue4 skeleton

plush yew
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it is the same as this documentation, it says the engine is capable of taking care of it, i;'ve followed this at least 30 times already and tried re-exporting as different fbx versions

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they even use the maximo skeleton (same as I am using) in this documentation

pallid compass
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Ue4 Feet

plush yew
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i am ok doing with minor manual cleanups

pallid compass
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the doc is old af

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no one ever updates shit

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U also have no rootbone

plush yew
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but the broken is too broken its breaks the rendering

pallid compass
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which to me is prob the n1 issue

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Theres a big red line in front of u

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if u cant see that

latent moth
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anyone with good recommendations on UE devs on twitter to follow?

pallid compass
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U have no root bone

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There is a spine segment missing too

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i thinK?

plush yew
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ok the documentation says to set root bone to none

pallid compass
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i cant read ur text properly

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U should always have a 0,0,0 rootbone

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it should pick the root bones up automatically so u dont need to set them

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I cant read that, do u have 2 or 3 spine bones?

plush yew
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yeh i wish maximo export supported that, we cannot add bone in 3dsmax not support

pallid compass
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why not

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it take 2 seconds to fix it

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Go in > add bone to top called root > export done

plush yew
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i cannot view hiarchy in 3dsmax, when i was in the industry i delt with it a little, but was always told 3dsmax not good for this we used maya for it

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3dsmax is only for environment or modelling initially and rendering

pallid compass
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Im not a max user, well i mean its been years

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You need to add a bone too the top of the bone chain and call it Root and set it to 0,0,0

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pretty sure u have to freeze the skin bind layer

plush yew
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yeh we were always told to not use it for this, unfortunatlely i only have max license not maya

pallid compass
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or some shit

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Is this paid work?

plush yew
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we don't use hierachy view in max, i don't see it anywhere

pallid compass
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Yeah i cant remember how to set it to view

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I believe its ugh

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Graphs or something

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at the top drop down

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"Generate Graph"

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or some crap

plush yew
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yeh, i cant divulge details too many, but i have already mad ethe character and the skin and textures in substance painter and can use maximo to auto-rig 'for now', we will not be hiring rig until later down the project

pallid compass
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Then you need to get better rigs from somewhere,

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because mixamo rig's are not the best

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also why not just

plush yew
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it was my descision to use unreal, we should have used our in-house engine or godot and built ontop, more work but we cannot progress much without a controller and we rely on animations for head movement on pc and console

pallid compass
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export ue4 skeleton and weight the mesh too it

plush yew
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we also need it for vr testing in some instances

pallid compass
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pay someone for 2 hours worth of weighting, and get ur mesh weighted to the ue4 skeleton problem solved

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2 hours vs a week of faffing u know?

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actually if its just for testing, just use the mannequin then if they wont fork out for proper stuff

plush yew
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arhg ok we really wanted to use this working, i even asked here before and they said this engine was capable to retarget maximo to native skeleton :/ guess we will just use the unreal robot manaquin

pallid compass
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It is, but thats the first time iv ever seen a mixamo skel with no rootbone

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Actually curious if you dont know how to use ue4 why would u pick it up over ur in house engine?

plush yew
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because the in-house engine is extremely dated now

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in ours we had it create a 'granny root bone' for this, much of inhouse stuff is broken but the animation system is wonderful, unfortunately ue4 it is the swap way around so we are between rock and hard place

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mainly vr support, blueprint and the ability to port to consoles (easily) and standalone vr prototype system we have easily

pallid compass
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Yeah its a good package but if u dont know how to use the tools then its a stupid idea to throw money at it

plush yew
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leaving my previous job before this i regret some now 😦 i have more freedom here, but have to use new software and a lot of it seems broken, in 3dsmax 9 (the one i've used most) had all this working wonderfully. in here though in 2019 and 2018 it becomes impossible

pallid compass
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yeah max is not loved anymore by autodesk

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its maya all the way

plush yew
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i've already put the game backend together and have it working on all planned platforms as well as imported environment props and built an entity system

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it was like this before

pallid compass
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a quick google can fix that for you.

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and thats not in a nasty way, i found it right away

plush yew
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i tried yandex dogpile and google and no good results let me try this

pallid compass
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i think its the Hierarchy Panel

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or Hierarchy graph

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or some shit

plush yew
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ok yes this is none-functional sadly, we look ok until we press export and it glitch

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ok so i've managed to add a root bone and left it importing, we cannot see in unreal

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ah i will come with a creative solution, we can export the animations and apply each frame, then import each frame as an fbx, we will have to tell the people in charge this must be this way engine limitation

pallid compass
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i would not set that as ur pipeline, ur asking for trouble in future

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temp, sure but not perma pipline

plush yew
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yeh it is the only option sadly and yeh in the future we will of course have a dedicated hire with the approrpiate tools and an engine reprogrammer to fix issues with the engine itself

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also how do you guys even use google? i mean you search "add root bone 3dsmax" and in the results words are crossed out, we still use yandex and dogpile. maybe language issue?

pallid compass
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Thats not what u where looking for, u needed to view the hierarchy first to do it

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wouldnt google something as bland as that

plush yew
pallid compass
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You might as well google basic bone rigging

plush yew
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yandex searches everything, although we hate using it privacy problems

pallid compass
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Theres a tool in max to view it in graphs

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its at the top

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something like graph viewer

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or some shit

plush yew
pallid compass
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graph editors at the top

plush yew
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hmm yes this has changed though we still cannot find bones

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before we had everything in scene view

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and we could add things in the order correctl,y now there is no way to do this. if this was personal project i would pirate 3dsmax 9 (autodesk doesn't have access to this in any way it only goes to 2015) just to fix this issue up and be done in minutes

pallid compass
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Sounds to be like your project manager has bit off more than they can chew with out scoping properly if your struggling so early in

plush yew
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i've gotten everything else done

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and this works in our Godot engine prototype

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i just dont understand why this isn't working if this is an advertised feature of unreal engine and in the documentation, I've done everything asked in it, we cannot add root bone as the software no longer contains this functionallity, our budget is limitted right now so a maya license probably wont happen. i still need to pay rent and this is a project i get a lot of freedom on so otherwise ideal

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and i really wanted a character for investors

pallid compass
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The feature works fine, your trying to stick a broken car wheel in a car, ofc its not gonna work

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if its not setup right it wont go in

plush yew
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we should ask epic to remove the documentation then because i've followed it to the letter

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and it is incorrect if i have followed to the letter and it is still not work

pallid compass
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as out dated as it is

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the doc is fine

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Uv already broken the rule of import

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it tells u on the wiki to have a 0,0,0 rootbone

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that does not move

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actually i take that back

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It tells you about the root being 0,0,0 out regardless of export position

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now dont take this the wrong way

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Just in general not having a root bone says u have no idea wtf you are doing to some degree

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Like the root of your skeletal cant be hips, that makes no sense at all, as hips move and there would be no anchor

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Yes i can, its not hard

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You just need a little sense of everything, animation, rigging, importing, things being prep'd right and ready to go on

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its not super hard, you just need to know a little in each area

plush yew
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even in this answer it says he used 3dsmax 9 lmao

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i see no way to activate heirachy to show bones, this was easy, i know how to do it but the function has just bloody gone and vanished and i cannot find answer anywheere on either your google in english or in Finnish

pallid compass
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pretty sure its

plush yew
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its driving me mad, its really frustrating when it should be so simple yet ther is no way to do this, and there has been before and no one knows how to fix it. its such a stupid issue as well, like no easy work arounds or ways around it just BANG hit a wall

pallid compass
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Graphs > Schematic > new schematic

plush yew
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ok thanks that seems to have bought up something i can work with

pallid compass
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yeah

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so there should be

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a little chain tool

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in the top left

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use that to link the hips and root

plush yew
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got it i have the root bone added now

pallid compass
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make sure its at 0,0,0 first

plush yew
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it is set to 0, 0, 0 yes

lament sand
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greetings everyone, sorry to inturrupt but is there a section where I can request for help?

pallid compass
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also not sure if some mad shit is gonna happen or not with the skin layer

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it shouldnt

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Yeah everywhere

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pick a relative channel

lament sand
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ok, thanks what I need help with is camera control still a noob but trying to make a camera for a game like ufc or fight night can anyone help?

pallid compass
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try bp

lament sand
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ok, what do I need to do there?

pallid compass
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ask someone ur question

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and pray for reply

lament sand
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ok thanks

stiff crow
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Continuing from yesterday, I went out and actually bought more ram, bumping my system from 8 to 24 gigs. I also moved unreal to its own ssd (rip my linux dualboot). Overal its more stable now, shader compiling still takes a while but it doesn't crash like it used to.

pallid compass
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good to hear

plush yew
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we have root bone at 0, 0, 0 - again. for the 80th time i've followed the documentation to the letter, i've given humanoid skeleton to both manaquin skeleton AND mine and quadruple checked all the bones are assigned correctly

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like it? thats unreal for you, awesomee engine, totally works, totally worth wasting my weekend on

pallid compass
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Its prob an issue with your rig

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Its not the engine

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send me general pic

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of the skeletal mesh

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before retarget

plush yew
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i could have gone out this weekend spent time with my brother instead i wasted it here on this

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ok one second..

pallid compass
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Because your trying to do shit when u have no idea what your doing, so u cant really blame it on the engine you know?

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understand your frustrated like, i hate wasting time too.

plush yew
pallid compass
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can u show from bone view not mesh sorry

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Because i think i see an issue

plush yew
pallid compass
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There is two root bones i think

plush yew
pallid compass
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oh no nvm thats just normal direction's

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well u know that u wont have any root issues now

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and u know that root motion will work

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so thats good

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1 possible issue solved

plush yew
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we wont be using root motion all our animations are in-place but yeh i guess so

pallid compass
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can u send me a imagine of ur retarget before u click the "do the retarget button"

worn granite
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now just to coerce UE4 to stop distorting so heavily

plush yew
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its not solved a single thing though the issue is exactly the same 😢

pallid compass
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Not true, when ur shit shattered this time it looked different

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So i can only conclude some of w/e this issue is has been removed

plush yew
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na it was the same unfortunately i just moved the view

pallid compass
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gotcha

plush yew
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my rig got a bit broke, but i know how to save envelope, i've reset his xform readded skin loaded rigging just to be sure it is still broken, glad to see that still works in max

pallid compass
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I just wann see ur retarget window

plush yew
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all of this is industry standard stuff and it should work, or if its messed up it shouldn't be like 10000000000000000000000x the size

pallid compass
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the way u set it up

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Translation, rotation and scale work in funny ways

plush yew
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yeh i just tried doing the ole xform reset

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in 3dsmax there's a way to do it with skinned meshes u cant just xform reset but i unbungled the rig (he was getting bingo-wings when moving arm). i can't be totallly inept, in my time in the industry i've helped fix so many issues. if i encountered this while working in a AAA studio and the right people weren't around to fix it i'd immediately say first try xform reset, second double check your scales and rotations and third failing that (and having the same issue) I'd file a ticket with the engines team

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there is retarget window

pallid compass
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u are adding a retarget source right?

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I think i just found ur problem

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one moment

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need to confirm

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U need to remove the thigh twist bones

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and same for the arm

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remove all twist bone retargets

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u dont have any twist bones

plush yew
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ok one sec

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still exactly the same issue

pallid compass
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do me favour

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show me what bones

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are the ones going nuts

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because that looks better to me

plush yew
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the hands, also its random because its flickering and glitching out really badly

pallid compass
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need bone names to track down issue

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click tops in the bone hi view in top right

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till u grab one of the super long fucked up onces

plush yew
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the engine actually chrews through all 128gb ram and then crashes if i select all and do total zoom, the scale of that is the size of the planet

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its the fingers

pallid compass
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did u add a target for the retarget source?

plush yew
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all the bone 3 fingers

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yeh

pallid compass
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well least we now know its the hands

plush yew
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it did before

pallid compass
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oh fuck me

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i think i know whats going on

plush yew
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the target doesnt usually look that broken, and he was facing the right way i think that is engine bug, either way there is no change i zoomed in to see if it was just the fingers being wierd, but the mesh is all inside out, broken and glitchy it melts the gpu

pallid compass
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open the default

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window

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for ugh

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mannquin

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send me a screen shot

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i cant open my engine rn

plush yew
pallid compass
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knew it

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ur mixamo thing

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is rotated 90 degree's

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its facing X

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forward is Y

plush yew
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oh i had that changed about 10 minutes ago

pallid compass
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if u look at the select skeletol thing

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for retargeting

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u can see the feet are right

plush yew
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i dont think epic follow their own standards but they say you are supposed to use x for forward so i tried that no fix

pallid compass
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but the whole body is twisted

plush yew
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i think thats just a gpu glitch, it wasn't like that just now

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here are both skeletons

pallid compass
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show me retarget view window preview

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oh fuck me

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i can see ur issue

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the rotation on all ur bones on the mixamo

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is back to front

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look at the normal direction's on the bones

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in mannquin vs the mixamo one

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every rotation is different

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like on a complete different axis

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thats gonna shread ur retarget

plush yew
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doesn't ue4 compensate for that, and is there a way to fix this?

pallid compass
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U cant really compensate for skinned bones rotation

plush yew
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oh i see an issue, somehow 3dsmax has my character turnt wrong

pallid compass
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There is away to fix it, but honestly i have no idea

plush yew
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wasn't like that the other day

pallid compass
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ohhh

plush yew
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ok fixing it didn't resolve the issue

pallid compass
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screen show if mesh's in the retarget preview

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the one that shows both at once

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that one

plush yew
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yeh thats a gpu glitch i need to redo my drivers

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tbf the gpu needs replacing it has some issues

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i can fix it with a pc restart

pallid compass
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alright

plush yew
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yeh this isn't going to work right

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im gonna put in a request for a different engine, it'll be a pain in the a but at least we'll have something that works by the end of the week

pallid compass
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show me that window

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out of curiosity

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also just a note if ur working in VR i dont think there is anything better than ue4 for it

plush yew
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yeh me either but i need results

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and i dont have them

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the engine doesn't adhere to normal standards, i've spent 6 full days on it now i think its time to pack it in and look at working with another engine, it'll suck as there's a lot great with unreal

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i cant even export the ue4 manaquin to rereig

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and the 2 download links i've found are both dead :/

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tried exporting it the file was just a 3km dead file/bad io, tried on our other workstation here and same result so not a bad ssd

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the engine is great but has some still major problems, even unreal engine 3 was better than this (although it was modified) when I worked with it a few years ago. this seems to be a badly designed standard/system that just isn't going to work out

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lol those aren't even standard formats used in the industry the only one recognised is from an old indie engine called Toque3D (T3d) i can't work like this lol

worn granite
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best of luck, I don't have a better suggestion for you

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also where do you see that screen?

plush yew
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when i export the manaquin skeleton i was going to have a shot at rerigging it using the ue4 default skeleton

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but we can't even do that either

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its a toss up here between Godot and Unity, leaning towards godot, its bare bones with some lacking 3d features but it seems to work just as well and doesn't have awful buisness practices 😃

worn granite
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See now I could have sworn I've exported the skel to fbx

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But I'm not looking to try to get you to stay UE4 - seems like enough of your time has been wasted

plush yew
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yeh its just making me really annoyed and now stressed as i have no results

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which were promissed

gentle crypt
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also should i enable ray traced distance field shadows for all lights in my project?

warm mountain
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Hey guys I've been trying to get my character to create water ripples when walking on puddles that are vertex painted on

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I suppose since the puddles alone aren't a seperate material, it be better to create a box trigger in the puddle and find a way to track if the foot of the character lands within the box and create the special effect for it?

safe rose
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?

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There's an example on Learn Tab

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Just use line trace from feet

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Well was anyway

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Maybe it was a stream I remember

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¯_(ツ)_/¯

warm mountain
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gotcha

safe rose
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I think they put it in Content Examples

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No clue

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Ah yeah, it says it in the first yellow block

warm mountain
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nifty i'll check it out!

safe rose
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... Yo, someone fix this engine

warm mountain
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wow

frosty copper
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😂

devout gulch
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serisouly ?

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that's beyond ridiculous :d

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oh btw

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Geometry Branch is merged to main

trim plume
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@safe rose what happened why the number

safe rose
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Fornite: BR happened

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All Hands On Fortnite: BR, including QA

trim plume
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ah...

grim sinew
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So are we finally going to see the modeling tools added?

rustic panther
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love when editor crashes while scrolling in sequencer -_-

rugged dome
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Hey all, question. Launching a brand new 3rd person template without starter content and then hitting launch, when moving the mouse around to turn the camera, I can see the cursor leaving the game window. Is there a way to lock the mouse inside that window or can someone point me to the correct place to ask?

coarse wigeon
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Thanks for the heads up @devout gulch about the geometry branch

vale halo
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I hpoe this is the right channel to ask this question, but where on the UE4 forums would be the best place to post about engine modifications (that aren't intended to be submitted with a PR)? I've managed to "hack"/bodge support for OpenGL for Mac in 4.16 (working on newer versions too, but I like ran out of disk space 😂), so I could use my older mac to test a few small things. From what I've read when reading up on this issue, other people may be able to benifit from this "fix" too, but since Epic removed support intentionally I can't submit it as a PR 🤔

warm mountain
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just curious guys could i use the free assets epic has provided for my own game?

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say maybe some rocks some blueprints from paragon and soul city?

cloud cobalt
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Yes you can

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Though they're very noticeable

warm mountain
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gotcha

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main thing i would like to take apart are the blueprints

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just to get a few iterations and prototypes done

plush yew
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Hey, how to call function in widget graph? I create function, but I can call it only if I get it's renurn value

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Found. Unckeck "Pure"

sudden agate
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guys, do work Destructible Meshes for you? They don't seem to fracture, but actually are.
I have the collision of the chunks but the Mesh itself is rendered in one piece

burnt kelp
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How can I make my spaceship land like in battlefront 2005?

honest vale
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@burnt kelp you program it

burnt kelp
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Wow

honest vale
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it's kind of an open ended question tbh 😛

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really vague

sudden agate
#

Read Tutorials and adapt the knowledge on your own scenario @burnt kelp

burnt kelp
#

I have tried but I don't find how

honest vale
#

what have you got so far?

plush yew
#

I dunno where to post, so post it here: Because of Russian Roskomnadzor I can't log in to EpicLauncher.

proud pine
#

@plush yew try using VPN?

#

Also if you have engine downloaded and already created project just open it locally without launcher

quasi lake
#

Anyone knows how can I create this node?

#

This is a non-blendspace-specified blendspace node

#

All I can create are something like this

sudden agate
#

@quasi lake Its a normal Blendspace player node like you created. Just activate the Pin for the Blend Space and plug a variable into ti

quasi lake
#

How could I create this node

#

I cant find a node called " Blendspace Player"

#

By rightclick

sudden agate
#

these are blendspace nodes

quasi lake
#

Oh I see

#

It turns into that form automatically

#

Thanks bro

surreal viper
#

I have a component, which has an array of items for trader
in the level there is an instance, I modified the array of that instance

after a few weeks it magically resets
no idea what causes it, nobody touched related code

we set it up again
few weeks
resets

did anyone experience something like that?

#

4.18 btw

ancient obsidian
#

@surreal viper Maybe this is related to underlying types changing? Do you use source control? You could find the exact revision that causes the reset and look through your specific changes to investigate the reason.

surreal viper
#

yeah i checked source control, base class of the actor changed but it has nothing to do with the component

#

I had problems with components before (e.g. instanced uobjects totally don't work with them), so I guess this is something similar, can't really have this going on, I'll just move the data to the actor instead of the component

#

other possiblity: I noticed once before that I changed a BP and all the variables of all the instances in the level got reset, I just discarded the map, reloaded the editor and everything was fine 🤔

#

something similar could happen but then idk, it's pretty weird that I have to look for these issues, maybe I should move more of my data to config files

wild glacier
rare holly
#

so now even BMW uses UE4

paper kernel
#

@wild glacier homing projectile should work fine as boomerang

#

I remember doing some testing with homing missiles and it's very easy to hit yourself with one

shy heath
stiff crow
#

quite authoritative

shy heath
#

?

harsh tiger
karmic igloo
#

@harsh tiger A cast will fail if either: 1. The object doesn't exist/isn't initialized, or 2. The object is of the wrong type. Is the GameInstance class set to Camera_GI in the project settings?

harsh tiger
#

hahahahhahahahaha, let's just say it was number 2 xD thanks

manic pawn
#

why might a level that has nothing in it but a big floor mesh and sky sphere be 8MB?

#

and somehow keeps growing every time we save it?

#

( it was that big before I added the sky asset, so that is unrelated )

#

tf

#

I removed AtmosphericFog

#

now Plate.umap is 69KB

rustic pecan
#

I rotated my pawn 180 degrees, but it doesn't apply when I play my game.

frank escarp
#

WITCHCRAFT

#

what the hell nvidia thats awesome

manic pawn
#

wtf

red laurel
#

hello, don't really know where to ask this question. We have a big map with many sublevels which are loaded using bps. Some of the sublevels have AI and we spend too much time on USkeletalMesh::Serialize during the load, about 170ms in some places just on this. Is there any way to optimize this ? Have not found other people with similar problem.

brittle fern
manic pawn
#

are those separate mesh pieces?

devout gulch
manic pawn
#

vxgi 2 ?

tall pendant
#

yep

#

incl. VXAL and hbao+ v4 😛

manic pawn
#

is it actually usable this time? :D

#

used to be way too slow to be useful

tall pendant
#

well you need an 900 gpu

#

i dont think its actually that useful for real life production

dire storm
#

Heya everyone. So I finally got a new hard drive!!! Yay. Anywho as I was trying to move files off of my old hard drive I ran into a snag. I moved the unreal engine 4.19 version into the new drive under my Epic folder. I'm trying to keep everything unreal engine associated inside that folder. However now the launcher wants to repair the engine and make new folders outside of of the epic folder. I can't seem how to make it not do this.

#

I'm a little ocd so I wan't everything in its proper place without making random new folders 😦

silver crown
#

symlinks

dire storm
#

everything works. I just ran the .exe for the editor. I just need it to show up on the launcher

silver crown
#

Yeah so symlink old location to new one

#

Hacky, but 100% working

dire storm
#

okay I'm not familiar with symlink. I'll look it up

zenith flower
#

Here is how its done:
Move C:/ue4/4.19 to
D:/ue4temp/4.19

#

Then open launcher

#

delete 4.19 (This will delete the empty C:/ folder)

#

START to install 4.19 to

#

D:/ue4/4.19 (NOT temp)

#

STOP the install once you see it starts downloading

#

delete D:/ue4/4.19

#

Move D:/ue4temp/4.19 to D:/ue4/4.19

#

restart the launcher

#

and repair/continue the install

#

The launcher will then just go verify everything and you are done

#

Basically you are tricking the launcher into thinking it already downloaded the files, and is just resuming where it left off

#

@dire storm

dire storm
#

@zenith flower Thank you very much!

narrow pasture
#

I'm having some trouble updating a widget display, is there something i need to do aside from setting the text?

#

Ive tried switching to a binding but that didn't work either

zenith flower
#

go to #umg and provide a screenshot

narrow pasture
#

Oh yeah, that channel is a thing

zenith flower
#

Its fine that you spoke here to get attention, but I wont help you for this unless its in #umg

dire storm
#

@zenith flower You be a life saver. I was getting quite annoyed with my migration. Really didn't want to reinstall everything

zenith flower
#

Been there and done that!

dire storm
#

its quite annoying with only 2 engine versions

zenith flower
dire storm
#

I just wanted everything on the same drive!.. which I'll have to do again in 6 months when I get a new SSD.

#

you're quite the snippet bandit 😃

zenith flower
#

Download ShareX

dire storm
#

I have it

#

I don't see the purpose over windows snippet tool though

#

just as quick and ez

zenith flower
#

Whats the shortcut?

#

I'll delete sharex xD

dire storm
#

I just search snippet

#

I didn't even know it existed until I was watching a stream

#

and guy just search bar windows snippet and pulled it up..

#

and then I was like... if you use it so much why is it not on your task bar... and also THANKS!! didn't even know it existed lul

#

spent like an hour looking on the internet comparing cut and paste stuff.... didn't even realize there was one built in windows

zenith flower
#

BOOM

dire storm
#

I know this may be a little early.. but I cannot wait for the marketplace sales for the summer and upcomming holidays. All your animation packs will be mine marketplace!!! bwahahahaha.

zenith flower
#

welcome!

storm venture
#

whenever i sync my project with perforce it does this

#

to fix it, i just have to click "refresh node"... on every... single... one... 😐

karmic igloo
#

@storm venture You could try assigning a hotkey to refresh node. That might be possible.

storm venture
#

That would speed up the manual refreshing for sure, but I would really like to just avoid it all together

#

Seems like such a silly bug that would probably have a weird but effective workaround

zenith flower
#

Here is a "better" work around

#

Now you only have to do it once per BP

storm venture
#

That's not too bad actually, it's only affecting six BPs at most so I'll do that for now, thanks @zenith flower

zenith flower
#

Re-creating Parent Character, may fix your issue. When I say Re-create, I mean it. Do not use the right-click duplicate!
What I do, is make a new blank Parent Character
Copy and paste the Function Names from the old, into new blank functions
Copy and paste the BP nodes in each old function, into each empty new function
Copy and paste the BP nodes from old EventGraph to new EventGraph
Compile
Rightclick on every variable that is now RED, and click "Create variable" (or local variable)
Compile again. Repeat and fix anything else until New Parent Character is compiling without error

#

THEN: find Old Parent Character in content browser
highlight and press delete

#

when the reference popup shows up, click the "Replace references with:" selection

#

and select "New Parent Character"

#

Make sure to COPY and PASTE the function names and variable names! The editor will change the DISPLAYED name to remove or add spaces and or "_" characters n such.
If you just "edit name", "select all", "copy", "paste"
When you "replace references" the editor will be able to do an amazing job rematching variables even though the variables "GUID" is different

#

@storm venture

storm venture
#

This sounds good, hopefully it does the trick! thanks a bunch @zenith flower

fiery gull
#

Hey, is there anyone on here that has experience making multiple choice/branching storyline games with UE4, featuring multiple endings? I'm mainly looking for a way to integrate Twine 2, which I'm using to map out the story, and wondered if anyone had successfully added what they made into a UE4 game? I'm no programmer, just an artist with primative UE4 blueprinting knowledge, so no witchcraft explanations please, I'm simple and maths is hard

worthy fox
#

Is there a way to resize BSP Geometry instead of using the Scale tool or adjusting the box size in the details panel? Have I missed something? Like.. is there a way the select a face of the BSP box and drag it to the size I want?

weary basalt
#

Yes change your Editor mode to Geometry Editing

#

(Shift+5)

#

Apparently

rugged dome
#

Hey all, question. Launching a brand new 3rd person template without starter content and then hitting launch, when moving the mouse around to turn the camera, I can see the cursor leaving the game window. Is there a way to lock the mouse inside that window or can someone point me to the correct place to ask?

warm mountain
#

Oh... Unreal... sometimes I can never understand you LOL

#

Was working on this material and it seemed the panner went loose, chased around the whole blueprint for hours only to find out it was the clamp

#

which makes no sense because if I were to copy the original one including the original clamp value it doesn't give me the error

#

but yet in order for it to work like the original bp i had to change it, my guess is that maybe the UV's of my mesh caused the difference causing the original clamp to fail and made the panner go loose

mortal gale
#

It doesn't appear to be Linux-specific, but 4.19 seems to have just brought alot of problems with it, this looks kinda simple, but I don't 100% understand it.

zenith flower
crisp fable
#

oh snizzap i found a bug

#

anyone here use gameplay tags?

#

nm

safe rose
#

It's pretty nice

#

Except I wish it did Switches auto

#

Hmm, actually, doesn't even do Selects IIRC

drowsy fox
#

anyone have any experience in mobile? And could possibly give an average scene poly count for a modern device? (iPhone 6s-8)

mortal gale
#

I did view the full exception trace, it has the same info as the output log. @zenith flower

zenith flower
#

We can't see it though

mortal gale
#

Now you can.

zenith flower
#

Anything interesting at the bottom of the stack trace? (its cut off)

mortal gale
#

Some mono bullshittery.

#

Which usually doesn't have to do with the C++ code.

#

@zenith flower So yeah.

zenith flower
#

copy paste line 7729

#

and 28

crisp fable
#

is there a quick way to get the scene bounding box excluding the sky, or do i need to iterate over everything?

zenith flower
#

If you can, just make a really big box that fits the scene, and get the bounds from that?

crisp fable
#

yeah i guess

mortal gale
#
ProcessResult.StdOut:   LogCook: Display: Cooking /Game/InfinityBladeFireLands/Maps/Overview -> /home/nathaniel/Documents/Unreal_Projects/BP_ParagonAssets/Saved/Cooked/LinuxNoEditor/BP_ParagonAssets/Content/InfinityBladeFireLands/Maps/Overview.umap
ProcessResult.StdOut:   LogCook: Display: Cooking /Game/InfinityBladeFireLands/Maps/Overview -> /home/nathaniel/Documents/Unreal_Projects/BP_ParagonAssets/Saved/Cooked/LinuxNoEditor/BP_ParagonAssets/Content/InfinityBladeFireLands/Maps/Overview.umap
#

@zenith flower

zenith flower
#

Try removing that map, and give it a shot

#

OR, it may be something in the map

mortal gale
#

It does the same thing with multiple projects.

zenith flower
#

oh

mortal gale
#

So I knew it wasn't the specific projects.

zenith flower
#

Hope your HDD is okay

mortal gale
#

Uh, no, this isn't NTFS, this is EXT4 filesystem, it doesn't fuck up like that.

zenith flower
mortal gale
#

Done.

zenith flower
#

There were major improvements to LOD's for landscapes in 4.19

#

Guess linux wasn't on the testbench

mortal gale
#

Well obviously them dummies don't check things.

crisp fable
#

heres a dumb question

#

where do you submit bugs?

#

the issues page doesnt have an add button

zenith flower
crisp fable
#

great thanks

vivid girder
#

What's the general method to implement nav mesh areas that the AI would need to crouch through?

#

Would I need another nav mesh bounds volume set to a shorter height or something?

plush yew
#

@Utri#9448 Yeah, but I also wanna play FN

vivid girder
#

Ah, sweet i'll check it out
was thinking Nav Link Proxies, but we'll see

#

@crisp fable Just noticed this is from 2014, is this still the best way?

#

He refers to something called Smart Navigation Links which doesn't sound like anything that still exists in the engine

crisp fable
#

not sure sorry

modern kite
#

Hi I'm experiencing this Error since i have downloaded the latest driver for my graphics card. I only get this error when im trying to open the editor

cloud cobalt
#

Sounds like you should reinstall the driver

modern kite
#

I did it then says i have to restart my pc when i did this all is the same @cloud cobalt

plush yew
#

@Battle_pictures#9979 Try stock driver from CD

modern kite
#

@plush yew whats that?

plush yew
#

PC or laptop?

cloud cobalt
#

Seriously, get the latest official driver, install it, reboot

plush yew
#

@modern kite

mortal gale
#

@modern kite Uninstall Windows. That fixed it.

cloud cobalt
#

That's great, helpful and professional guys

mortal gale
#

👍

modern kite
#

@mortal gale thanks

mortal gale
#

no problem.

#

Starts right up every time now.

cloud cobalt
#

Seriously though, uninstall your current driver

#

Reinstall it from your GPU manufacturer website

#

No need to reinstall everything

stuck acorn
#

hi , Can someone help me with the UE4 question? (About creating Toolbar) FeelsBadMan

modern kite
#

@cloud cobalt btw im using geforce experience to download the latest driver and when i did that it says i have to restart my system but when i restarted it no changes were made and i can download the latest driver again. so i guess my driver updater is in an loop or something like that right?

opal coral
#

hey. made a new C++ class, closed the editor, now I can't compile the project anymore, have tried deleting Binaries and Intermediate folders, re-generating Visual Studio project files and setting the startup project.
getting this error when F5 in VS.

#

("The system doesn't find the specified file")

EDIT: VS had set the build config to HTML5 for some reason.

cloud cobalt
#

@modern kite Uninstall the current GPU driver from the device manager in Windows

#

It's going to fallback to something shitty like 640x480

#

Then reinstall it cleanly with geforce experience

copper fable
#

hey guys when i export a model from blender to ue4

#

how do i make the root bone the actual root bone

paper kernel
#

root in UE4 is the armature object in blender

#

or, armature origin

#

so using humanoid as an example, you won't add bone in blender between origin and pelvis

#

origin->pelvis becomes the root bone when importing to UE

frank escarp
#

@paper kernel that fails to export

opal coral
#

isn't there something about naming your armature "Armature" to avoid the extra object in the hierarchy? not sure if just for Rigify, or any blender armature export

frank escarp
#

blame fbx

#

yes @opal coral

#

if you name the armature "Armature", then the unreal exporter will nuke the root bone

paper kernel
#

then again I haven't done direct import/export in few versions

#

and they keep changing it in every version

#

could be hell-of-a-lot easier just add .blend support

frank escarp
#

@paper kernel cant be done

#

to load .blend you need blender code

#

becouse .blend is LITERALLY a copypaste of blender RAM use

#

its like a "save state" button in an emulator

#

with a few extra things that allow it to be backwards and forwards compat

#

but you cant just write a .blend loader

#

they have to finish gltf

#

if they finish gltf, it will be fine

#

after all gltf is like FBX, but better, and open source so blender can have a legit plugin

paper kernel
#

changing the FBX 4 times a year sure doesn't help anybody

#

just futile attempt to keep competitors out

frank escarp
#

@paper kernel ive said it many times

#

the whole idea of FBX is to keep autodesk as a monopoly

#

if you try to do a non-official fbx importer, you are so fucked

#

this is what happens with blender

#

the rest of software have to implement the autodesk closed source FBX library

#

and play by autodesk rules

#

autodesk could go right now, and force Modo to remove FBX support

#

to cripple it

#

and modo would need to do so

#

FBX is created to keep people in the autodesk ecosystem. Its a format that only reallly works well on autodesk software. On the rest it never fully works properly

honest vale
#

autodesk is literally cancer

#

well okay, not literally

opal coral
frank escarp
#

"every software that uses the fbx library has to give all the user info and user details to autodesk"

opal coral
#

"they can visit you at home and check what's on your computer" :D

frank escarp
#

"in the education license (autodesk), your 3d models are not your property"

#

autodesk could steal your content made with education license and resell it or forbid you to use it

#

and files are watermarked btw

opal coral
#

yeah. I got some friends who used Maya in their pilot projects at school, and now they're afraid of putting the games on Steam because technically they're not allowed to, having used educational licenses

frank escarp
#

lmao, he also says that autodesk spreads anti-blender rumors

cloud cobalt
#

For what it's worth, UE4 doesn't store FBX files.

opal coral
#

yeah hahah, visiting companies and spreading rumors

cloud cobalt
#

But if you're selling stuff, sure, the license for everything needs to be checked. That includes everything you use

#

Operating system, word processor, art tools, etc.

frank escarp
#

and people wonder why i use blender

#

i would need to pay for maya and get the 1600 a year version

#

and that money is better spent hiring an artist to do stuff for me

cloud cobalt
#

Blender is great. It's great on its own terms, and being 100% free forever is great too

dark sparrow
#

do they really care to check though?

frank escarp
#

yes

#

they have actually raided studios

#

that they found were using pirated max/maya in commercial stuff

cloud cobalt
#

"they" typically including Microsoft or Adobe

frank escarp
#

i have heard of that actually happening in spain

#

oh, and autodesk too

opal coral
#

I know someone who has given out a Steam game made with an educational Maya license, been out a few years I think

frank escarp
#

on a real game they cant know

#

after all when you import the fbx, the metadata is lost

cloud cobalt
#

The question is whether one of your employees is going to denounce your company on leaving / being fired, basically

frank escarp
#

that too

cloud cobalt
#

Checking games themselves is very hard work

frank escarp
#

btw

#

the "user data" thing about fbx loader

#

ue4 uses fbx loader

#

unreal fbx importer could be snitching on your game

cloud cobalt
#

Simply put, respect licenses. If you can't afford something, use something else. It's important, especially for content authors. You don't want others to steal your work, so you have to agree to that framework of licensing for others, even if they abuse it.

#

Which is why UE4, Blender, Git, Visual Studio Community etc are great, they have minimal requirements that are very fair

#

Autodesk really stands out as a shitty company

frank escarp
#

in the video, he also says that autodesk 90%+ of money comes from architecture and design

#

autocad and company

#

and that maya is 10 times smaller than max

#

and thats public info from autodesk shareholder report

opal coral
#

yeah there's really not many people working on Maya is there?

frank escarp
#

yup

#

i dont know how big core programming team is

#

but if you look at what Ton says, about the market share of maya/max compared to autodesk as a whole, its interesting

#

2.000 million dollas a year

#

5% from media

#

100 million dollas

opal coral
#

Ton says there's 10-20 people working on Maya. and there's actually a really small paying userbase

frank escarp
#

that means that blender has now a similar amount of people working on it

grave nebula
#

I'd gladly see whole industry transition gradually to a unified, open-source content format, rather than FBX.

#

Sadly, isn't happening.

frank escarp
#

@grave nebula what do you think glTF is?

#

its becoming quite popular

#

autodesk will try to fuck with it tho

#

they want their fbx monopoly

grave nebula
#

It is, and I do have hopes for it, like a salvation, but its spread speed is still low

#

But I see absolutely no correlation between FBX format and autodesk monopoly though. I don't think userbase distribution between various packages would change, even if glTF would be adopted tomorrow.

cloud cobalt
#

It will be used if it works as another seamless integration like FBX

#

FBX was a godsend even for me, using Blender, because it replaced 50 different shitty file formats

frank escarp
#

it would actually work better than fbx

#

it already works better in fact

#

right now

#

in unreal engine

cloud cobalt
#

Can't really work better for me, tbh

frank escarp
#

you cant fuck up scale or orientation

#

the default import is correct every time

cloud cobalt
#

It could work better for skel meshes

frank escarp
#

it doesnt work yet for skel meshes

#

on unreal

cloud cobalt
#

Static meshes in Blender have worked perfectly with FBX for years now, don't see any value on a new format there. Except on licensing, and independence from Autodesk

#

Skeletal meshes could get some love though

frank escarp
#

static meshes can still fuck up normals, orientation, and scale

#

gltf fixes those 100%

#

plus adds the possibility of setting up the material in blender, and have it imported as-is in unreal

cloud cobalt
#

I've had hundreds of Blender assets in UE4 without any issue in the past four years, so...

frank escarp
#

and it will create an equivalent material inside unreal on import

#

what we need is the animation..

#

im on it and is such a huge issue

cloud cobalt
#

Also don't care about importing materials, or textures.

#

Skeletals & anims is where FBX fails me

#

There's a random arbitrary scale that works and every other value breaks animation entirely

frank escarp
#

bones can often end with weird as fuck transforms

#

wich fuck physics assets

cloud cobalt
#

Yup

#

Like I said, I welcome a new format for anims

proud pine
#

that gltf is quite interesting, I'm not familiar with subject much, just searched for more info on gltf and still puzzled, does this in any case intended to be fbx substitute?

cloud cobalt
#

Sure

frosty copper
#

wasn't Alembic for animation? or is that just for baked, constant animations in movies & melarkey?

cloud cobalt
#

Substitute and high-end alternative really

frank escarp
#

alembic doesnt support bone animations

#

its for baked animations

#

simulations, high end cinematics

#

it uses a huge amount of cpu power

#

you cant really have multiple alembic files playing at the same time in unreal without lagging

frosty copper
#

.. makes sense~

#

just couldn't remember the reason Alembic wasn't a good sub

frank escarp
#

alembic is designed for movies

#

not games

#

to act as a format exchange for sims and animation beetween software

frosty copper
#

🤔 could it still work for cutscenes~?

frank escarp
#

thats what its for

cloud cobalt
#

Not really

proud pine
#

since I have very superficous knowledge, in my view of the world FBX is somewhat standard maybe due to forces of habits and inertia, but at the same time it is proprietary making very tricky to work with... is this correct?

frank escarp
#

@proud pine FBX is controlled by autodesk and has a very bad license. Also it only really works well on autodesk software

cloud cobalt
#

FBX was the first real standard in 3D

#

That's why it gained traction

frank escarp
#

yeah

#

autodesk is super important

#

so when fbx worked in maya/max/motionbuilder/others, it became the standard

proud pine
#

so my assumptions are somewhat correct, I just have this opensource mentality a bit 😃

frank escarp
#

but it is an autodesk format, controlled by autodesk, with watermarks and other weird shit

cloud cobalt
#

It's easy to forget that pre-FBX work with game engines & Blender was hell. FBX sucks, it has a shitty license and is made by a shitty company, but it's still better than nothing

frank escarp
#

and binary format changing every year to fuck with non-autodesk loaders (like blender)

frosty copper
#

^ pisses me off. :I

frank escarp
#

remember udk?

frosty copper
#

fond memories of it from college. :p

cloud cobalt
#

I remember UE3, pre-UDK

#

ASE, DAE, PSK/PSA

#

Collada

#

shivers

frank escarp
#

Collada is the last "open format"

#

but it was so badly designed

#

it had huuuuuuuuuge issues

#

and still has

cloud cobalt
#

it's dead, Jim

proud pine
#

I just seen Collada on the same gltf presentation page on Khorons website

frosty copper
#

was that Khronos's first format, though?

frank escarp
#

its more of an equivalent to fbx, but badly designed and without autodesk being a dictator

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yes

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gltf fixes basically everything bad in collada

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for example

frosty copper
#

well, they had to learn somewhere. :p

frank escarp
#

collada lets you define your own scale and orientation units

vale osprey
#

but who will enforce gltf?

frank escarp
#

things can be in degrees, or in radians, in cms, or in inches

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gltf meanwhile

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says

proud pine
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are there need to enforce?

vale osprey
#

yes

frank escarp
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"units are meters", "rotations are in radians", Y is up

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and that is law

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in the file spec

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makes import and export FAR simpler

vale osprey
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otherwise it will endup just as Collada, different software supporting different versions

cloud cobalt
#

Format dictators are great. You really want hard specs with little implementation latitude

frank escarp
#

thats what gltf does

#

at the moment it leaves no room for error. It does things 1 way and 1 way only

vale osprey
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in a specific version

frank escarp
#

they also allow extensions

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wich i fear might become a shithole

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but who knows

#

becouse if we start extensionizing stuff like mad, it can be a huge issue

vale osprey
#

what is incentive to update to new gltf version for example? or support multiple versions?

frank escarp
#

lets say unreal engine has an extension

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for their collision

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and then unity has another extension

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for THEIR collision

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now what

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XD

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in theory, you can extend gltf with random extra data you want

#

of course some exporters will support extensions, or not

#

it could be very useful to have a extension for game data, and then load it on your game engine

#

that way you could use blender or max or whatever to level design

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as long as you add the extension code to the exporters

vale osprey
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you can do it with any format, but just exporting some data on a side

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so adding some extra data into each vertex would be just a simple script

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and the same scene could be sent into multipe packages at the same time

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GlovePIE would be another example

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and then you can use any format that fits your needs to get into intermediate format

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do you have some axis messed up? - no problem, can add script for that
do you need to re-adjust the bones and re-calcuated tangents? - there is a script for that

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because while some format is an open-source and etc. it doesn't change a fact that end use software can interpret it in a different way

frosty copper
#

Well 🤔 Given UE4's open code, you could just fiddle with it to make it compliant.

#

the whole point is to have a format that can only be interpreted one way.

#

kinda like a legal document.

vale osprey
#

that's not realistic

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the way one engine work with collisions and etc. can be very different from another

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the interchange format can be the same but then "specifics" have to be handled in engine code

frosty copper
#

then you'd make it work how it currently does.
Collision is created by objects with a certain name

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rather than attempting to fiddle with the format

vale osprey
#

well, it woudn't work for Unity, UE4 and Houdini at the same time then

frosty copper
#

Well, no, but then why would it? 🤔

vale osprey
#

because that's what things like GlovePie do for hardware

frosty copper
#

Realistically speaking, unless you're a content(marketplace) creator, a studio is gonna be working on one engine/project

vale osprey
#

studio can be using 20 different software packages in pipeline

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I'm not talking about just UE4 or Unity

frosty copper
#

Yeh, and they send thigns back and forth through them a gazillion times.

vale osprey
#

in Pixar for example they don't

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the build their own asset pipeline

frosty copper
#

Point being, I doubt Houdini gives a rats arse about collision.

vale osprey
#

it does if you tell it to

frosty copper
#

well, you'll have to forgive me for not seeing the point of overcomplicating it. 🤔

vale osprey
#

what is overcomplicated about this?

frosty copper
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you mean besides trying to make one thing work with everything?

vale osprey
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ok, let me give you an example

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I have a level where I used Vector Fields generated by simulation in Houdini

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I could make part of the level in Houdini itself, then add some details in UE4, or maybe mesh it with WM landscape in addition

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then send level back to Houdini to do sim fluid and bring vector field back

frank escarp
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@vale osprey you can use houdini engine for that

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you can make your vector field as an HDA, that depends on some base geometry for collision (as imput). that way you can just have it refresh in unreal

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without going back and forth

vale osprey
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@frank escarp I know, I'm just giving example that not all pipelines are just "Export from Maya / import into UE4"

frank escarp
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gltf is best for that kind of pipeline. Export from blender/maya/max, import in unreal

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and thats it

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for multiple cross-software pipeline, it is a loooooooooot harder

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in those kind of things, you have a "central" pipeline software

frosty copper
#

and I have to question the point of such a pipeline and its efficiency 🤔

frank escarp
#

usually

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that central pipeline software tends to be maya

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but houdini is becoming super popular with that lately

vale osprey
#

@frosty copper efficiency? you do what you have to do to solve a problem

frank escarp
#

@frosty copper you use the best software for each part

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and then merge

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you arent going to do texturing in blender

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you use substance painter

vale osprey
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you don't design your game around using "not compicated" pipeline

frank escarp
#

and then import the textures into blender

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and maybe then export model + textures to ue4 (gltf), or just export model from blender, and then import model(fbx) and textures(tiff) in unreal

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for things like what Bored says, of a simulation that depends on terrain and level gen, everything goes so much harder

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but you do it becouse Worldmachine is best for terrains (although houdini is getting real good at terrains), and level design in unreal becouse its a game, and then houdini for sims becouse its what houdini is best for

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@vale osprey have you tried to import worldmachine stuff into houdini as a middle man?

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to run procedural stuff on the terrain like roads

vale osprey
#

not yet, but it supports bitmaps

frank escarp
#

ive tinkered a bit with houdini terrain and i was very pleasantly surprised

#

the biggest strenght is that it "just works" in unreal

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no setup

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you put your terrain node network as a digital asset, and import it "As is" in unreal

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it will setup every layer and the scales correctly

vale osprey
#

imho it's tools are better than what WM does, but takes a bit more iterations to setup

frank escarp
#

WM has superior tools for things like erosion

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houdini tools are fairly basic noises, and a basic erosion filter

vale osprey
#

but you can write one

frank escarp
#

a lot of people build the terrain in worldmachine, and then use houdini terrain tools to do procedural stuff on it

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for example, thats exactly what ubisoft did

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they did the core "natural" terrain in worldmachine

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and then plopped into houdini to carve roads and make planar sections for cities

vale osprey
#

yeap, watched that

frank escarp
#

my experiments were in pure houdini cuz no worldmachine

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it was quite cool

vale osprey
#

do you remember that they still made an intermediate tool too?

frank escarp
#

i remember they did tons of crazy shit

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becouse the terrain is like a 32k texture

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multiple of them for the different maps

vale osprey
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cause you still can't "close" pipeline with just interchange formats

frank escarp
#

yeah, big studios create their own tools

ancient obsidian
#

Does anyone know how to stop navmesh from being generated on top of specific objects? I remember trying to search for solution before, but found nothing on AnswerHub.

vale osprey
#

@frank escarp might have to make some simple tool too. I have a world composition based level and for evert chunk there is a number of objects that have to be added and placed. Each asset is specific. Currently I'm finding the whole process is quite laborous

#

and like a half of the assets are actually depending on each other, so keeping the same version is paramount

frank escarp
#

do you know good tools to check a hard drive speed?

#

i suspect one of my drives is being spectacularly slow, and i want to measure each of them

obsidian nimbus
#

7zip? 😛

ancient obsidian
#

@frank escarp Samsung Magician did that, IIRC, even for my external Hitachi drive, so I guess it supports all kinds of drives. Or at least supported a year ago or so.

obsidian nimbus
#

ok so there is some cool stuff about this blender 2.8 UI.... you can make tabs like browsers

frosty copper
#

I'm half and half with the new UI changes (then again, I personally hated 2.5 for a month or so)

frank escarp
#

@obsidian nimbus the tabs are like a replacement to the UI presets in older blender

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basically a way improved version of them

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i think they can also act as layers and other stuff

obsidian nimbus
#

yea, but u can add loads for diffrent tasks

frosty copper
#

'cept they're gonna possibly add some stuff like custom addons per tab too, or some shit like it

proud pine
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@frosty copper this magical human property of getting used to things 😃

frank escarp
#

when i switched to 2.5, i was like "wtf they changed literally everything"

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but i adapted very quickly

frosty copper
#

@proud pine Yeh... xD

frank escarp
#

it was a bit confusing at the start, but it was clear it was far superior

#

2.8 is going to be a much bigger jump than 2.5

#

thats why right now blender 2.8 is basically literallly unusable

frosty copper
#

But wasn't 2.5 an actual rewrite?

frank escarp
#

not at all

frosty copper
#

brain's running at like 60%, so excuse any doopidness. :p

frank escarp
#

they rewrote the UI stuff

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thats why they changed the interface completely

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and upgraded to python 3

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and a few other things

frosty copper
#

so, half rewrite? :p

frank escarp
#

the new UI was a massive upgrade

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i was right on my hdd going slow

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jesus christ

obsidian nimbus
#

still havent found where i change from evee to cycles 😛

frank escarp
#

left is SSD, right is HDD

frosty copper
#

render settings @obsidian nimbus

frank escarp
#

no wonder my project was compiling slow as balls

frosty copper
#

🤔

manic pawn
#

I mean isn't poor as hell random 4k performance expected for a hdd?

frosty copper
#

it doesn't seem that slow for a single HDD though?

frank escarp
#

a hundred times slower?

obsidian nimbus
#

ahh tnx, i did change it around, but didnt see anything change

manic pawn
#

going from a hdd to a ssd is a ridiculous upgrade for most pcs

frank escarp
#

gonna benchmark my other discs

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i have 5 discs

manic pawn
#

much more than going to a faster ssd

frank escarp
#

damn unreal

#

using 60 gb for a build

#

it fills my ssds

frosty copper
#

😂

#

UE4 is a pretty big boi~

manic pawn
#

my unreal and project folder taking up 100GB atm

frank escarp
#

DWVR + its engine build is 100 gb

manic pawn
#

need more of those 1TB m.2 ssds

frank escarp
#

the thing is that i have many different engine versions

#

guess ill have to buy a 1tb m2 ssd for projects

frosty copper
#

nvme* :p

frank escarp
#

thats nowhere near the price i was expecting

frosty copper
#

else ya might as well just get a 1TB Sata SSD

manic pawn
#

the price isn't as bad as it used to be

#

when I got mine it was 450€ lol

frank escarp
#

nvm is twice as expensive

#

is it really worth to have half the space at the same price?

frosty copper
#

You're paying for speed.

manic pawn
#

oh that's not a nvme one?

frosty copper
#

Nu

#

the one he posted was a Sata M.2

manic pawn
#

you'll have to look for benchmarks I guess

frosty copper
#

Which, IIRC, is basically just a bit faster than normal SATA SSDs

manic pawn
frank escarp
#

so a nvm drive is even faster

#

@frank escarp thats the one i was looking at

frosty copper
#

Yeh.

frank escarp
#

@manic pawn

#

dammit discord

frosty copper
#

xD

#

and I have that one. :p just at 256GB

manic pawn
#

but it is very expensive

frosty copper
#

Yeh

#

it's 1,500MB write, 3k Read

frank escarp
#

jesus

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ssds go faster the bigger they are

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and that one is 2 tb

frosty copper
#

doesn't have £1k to drop on pc stuff xD