#ue4-general
1 messages Β· Page 230 of 1
compares prices of over a thousand retailers and lets you figure out the cheapest way to buy a combination of hardware
the crazy thing about these ssds is how small they are
the image on your screen is probably 2 times as big as the actual thing
nvm drives have high read/write speeds
but
on the random small file access there is not much difference between them and SATA III
entirely depends on what kind of files are you working on
SSD's only use half of the chassis. :p
for movie editing NVM.e drive will be faster
it is also faster for games that package content into big archives
for programming/compiling
there might be marginal difference
but nothing worth the price
I'd rather buy samsung SATA III SSD
than Crucial NVM.e
compromise for samsung nvme :D
but yeah it probably won't make a difference for compiling past a certain point anyways
when your cpu is already 100% busy processing it a faster ssd won't help
it wouldn't be "better", just there might not be a large difference
samsung sata ssds are like half the price of the nvme ones
maybe a bit more
Comprar tu Samsung 860 EVO Basic SSD 1TB SATA3
al mejor precio nunca habΓa sido tan fΓ‘cil y barato en una tienda de venta online
con tantas ofertas y descuentos.
how about this
that's a good one
anything samsung is pretty much safe bet
Has anyone played with this pack?
I'm having trouble with finding the foot-ik realization nodes
@frank escarp if you can afford it, go for the samsung 960 evo/970 evo
won't regret it
also make sure you've got the required pcie lanes π
plus 4 for chipset, 4 for rest
though gpu works also fine on 8
https://www.facebook.com/artbyrens https://www.twitter.com/artbyrens https://overview.artbyrens.com My latest work, running in Unreal Engine using a single 1...
DOF doesn't look that well
is that regular ue4 or a plugin?
@ancient obsidian idk if this was answered but just change the height of your nav mesh
I believe hereβs an array you can add objects to ignore aswell but that may be false info
@cedar snow It's a post-processing effect. You can disable it or pick a better mode with a post-processing volume.
@drowsy fox Unless I'm missing something, changing NavMeshBoundsVolume height is not an option for us, I need navmesh on different heights, just not on specific object type(s).
@drowsy fox Btw, are you "Life Is Feudal" dev?
Is there any document for post process anim blueprint?
@ancient obsidian use a nav modifier volume
@ancient obsidian Only way to avoid navmesh generating little islands is blocking it off with nav modifier volume (and ninja'd
It's normally not a problem as navigation system does a reachability test and if there are not any connected nav polys leading to it then it will never get pathed to
@urban meadow @graceful grove I have tried NavModifier component before, but, unfortunately, it's is not an option, since it automatically applies to object bounds, not real collision. My object contains a trigger that envelopes a static mesh with 1m margin, so NavModifier kills all that area. If only there was a setting to limit NavModifier to a specific component =\
hey guys how do i get rid of the rig showing up as the root bone?
shouldn't it just null the area of the volume?
Maybe I'm dense but you should just decrease the size of the volume right?
Juan, I selected an "obstacle" collision profile for better visualization on the screenshot.
@graceful grove I need the volume to be 1m larger from every side for gameplay reasons, triggering cover mechanics on approach, to be specific.
@ancient obsidian So if I understand correctly, even if you restrict the nav modifier to just contain the little navmesh island it will interfere with your trigger volume?
@graceful grove Restrict nav modifier? It's not editable as an actor component, it has no position or size.
It applies to the whole object automagically, with no option to configure it, AFAIK.
hey guys is there a specific node I can use in blueprints
to set a static mesh material to another material?
trying to make it that when i step on this trigger volume that it changes the material of the mesh in-game to another material
@ancient obsidian you can create nav modifier volumes like this https://gyazo.com/ac36d58e279d8eed16cca4bb7f46bf80
Oh I suppose you were using nav modifier component
@graceful grove Well, sure, but is this a good practice to put a navmodifier map object for each of my object? What if there are hundreds of them? What if a level-designer wants to move some? This seems to be a dangerous, error-prone way.
can probably group them, not ideal, but i think it's the only tools available for what you want
It shouldn't be an issue if you don't need dynamic navmeshing as all of the volumes won't be considered at runtime
oo i found it
www.Tesla-Dev.com In this tutorial we take a look at how to setup and use Material Parameter Collections.
Theoretically if the top of the box is always impassable you can just modify the box collision to be very tall and prevent the little navmesh islands, OR you can adjust the navagent height so that it doesn't generate islands on top of things that are too tall
Perhaps adjusting navagent height is a good solution for this case?
Navagent height? Hm, let me try.
Wait until he finds out there is a nav zone generated inside of his mesh :P
Yeah about that
Should only be a problem if one searches for a navigation point in radius
It doesn't seem to make any difference. Besides, I'm afraid it will influence the pathfinding in doorways and such.
Well the NavModifier with NULL is usually the way to go
I'm searching for navigation point in radius π For tile generation for turn-based combat, and this navmesh island creates me a tile on top of the object.
Yeah but have you looked inside your mesh
Even if you fix the on top one
There is probably one inside
Meshes aren't counting as "solid" object
@regal mulch There is visually nothing inside.
Alright, it can though
The mesh has a box cillision.
Just saying, there can be a nav mesh inside of meshes
@graceful grove Not the case, looks like this island goes on top instead of inside.
And usually, if you don't want nav mesh somewhere, you use the modifier
So maybe your actor should be restructured?
Or you really need to place them manually over them
@regal mulch We talked about this above, but I know no way to limit navmodifier to specific component's collision.
Placing these guys manually isn't a serious approach, I'm a programmer after all π
You can change nav data on the Collision component
There should probably be a value you can modify
You might be ably to mark your mesh as DynamicObstacle
And choose the AreaClass
On the Mesh itself
Ah well, it's a thing on collision components
So put a Collision Box into the actor and try that
If you're navigating to some arbitrary point in radius you need to do a reachability check anyway as navmesh tends to seep into the cracks of all geometry
Ok, let me check cedric_eXi's advice.
So, my large trigger is a box collision already. I checked the "dynamic obstacle" box for it, but the nav mesh modifier still takes its area into account and kills navmesh all around.
Yes, the navmesh building algorithm Recast does an erosion pass around the edges of navigable spaces to prevent them from going over edges
Just don't use the NavModifier
Only use that custom Collision Box
with DynamicObstacle ticked
(Just telling what I found on google)
i tried to postprocess the navmesh but to no end
basically, just do a flood fill and delete the islands that arent connected to the player spawn
@regal mulch Well, that works as a navmesh modifier, kinda replaces it - with "None" navigation profile it does nothing, wtih "Null" it just kills navmesh all around. But hey, at least I can move collision boxes inside my blueprint, which creates a mobile alternative to NavMeshModifier.
Also, another option I just found is editing the static mesh itself. Apart from collision volumes, it can contain navigation volumes too, with all these settings as well - nav profile, dynamic obstacle. So we can create nav nulling zones as a part of art pipeline, I guess - good enough automation.
What's the issue with having navmesh islands on stuff anyway? Does your cover finding implementation erroneously try to navigate to them?
@graceful grove I'm generating walkable tiles for turn-based combat. Navmesh islands cause tiles to be spawned on top of the objects, which is both wrong and ugly. Generally, I need tiles to be everywhere where navmesh is, to avoid situations where you can reach one area outside of combat, but can't reach it in combat, etc.
Oh I seeee
What kind of tiles are you doing? Cardinal direction, constant size?
or navmesh raycasts
and then it fucks with it
lets say i have a room and i want to spawn enemies on it
i do a "random point in navmesh" and spawn there
but then it spawns inside a wall
to avoid this, i need to actually perform a pathfinding
but pathfinding is EXPENSIVE
i need to do a pathfind from the spawn location to the player or to room center or whatever, and thats expensive
when i might have to do multiple of those.. it goes to shit
much easier would be to just remove those polys
Generally speaking you have to filter navmesh geometry queries a lot since it is a high level abstraction
and have "get point in radius" just be valid by default
@frank escarp Flood fill, remove? Can you point me at appropriate tools for that? I do more programming than level design.
@graceful grove constant size, direction based on collision normal.
@frank escarp There's a handful of workarounds possible for the case of spawning pawns/characters in a safe location. You could create a NavAgent with a huge radius and then query that Agent's NavMesh for finding appropriate spawn locations. It would also be possible to check whether a spawned actor is inside collision and then reiterate getting a point in radius
Is there a better way to get a non animated Transparent EXR export in Unreal?
Licensor is what exactly? (Referring to the EULA)
Epic Games
Epic Games, Epic, and Epicβs Affiliates?
β[Licensor], Epic, and Epicβs Affiliatesβ
Okay
anyone know why my socket relative scale has to be 0.1 to show my static mesha t the right size?
Hey guys, do we know when the 4.19.2 will be released?
Well, why would you ask? Having the newest isn't always beneficial. Although you can git pull and build from source.
@mortal gale I can't package due to an error which is marked as fixed for 4.19.2
the mips > 0 bullshittery?
I'm not that tech savy so I can't build from source neither, so I was wondering if the date of release is published somewhere
mips > 0 - I don't understand
It's super easy to build from source in Linux, literally download, run a few scripts, and run make. IDK how it is in Windows, you'll probably have to install a ton of bloatware like Visual Studio.
that sounds exactly what linux user would say π
I tried to use UE4 in WIndows, and it wanted me to install Visual Studio and a bunch of other shit to use C++.
open VS
use a feature of VS
VS crashes/hangs
you need VS for about any development in windows
literally all you need in Linux to build UE4, is clang, and gcc, which are the bare compilers, linkers, and dependencies itself, not an entire IDE.
I'd hate to write c++ with some barebones text editor
I love tab completion, but then sometimes VS just... doesn't.
and I don't even want to imagine debugging
So I have to restart
guys, sorry to hop on this, but I presume from the response to my initial question - there is no date published anywhere of when 1.49.2 will be released?
Well, you don't need an IDE for code syntax and highlighting. I can literally use gedit, notepadqq, or nano.
every now and then when it does stop tab completion, I work with that for a bit so I don't get too lazy.
Indeed, VS is a far superior IDE to anything *nix can offer.
shuts down work PC and runs away into the sunset
@ancient obsidian which is a goddamn tragedy
@cursive dirge okay, thats all I wanted to know. Thank you, have a great day
@mortal gale those text editors can smoothly jump around the UE4 codebase, based on what you happen to highlight?
tbf you need vax for VS to do that
VS can do it too
Depends on which one, gedit can't.
but you'd really want VA π
technically it can
I do hate VA's initial parsing time
in the same way that technically you can open a document and type on it - but it doesn't always work
ayyyyyyyyyyy dis da best IDE rn
kms
@young cliff I'm sorry but they really don't push out dates, ever
it has never happened as far as I remember
and I've followed ue4 since 4.0.0
yeah, you don't get dates
they can give some ballpark estimates on weeks sometimes but even that is rare
yeah, it's been for a while
I git pull'd not too long ago.
... ECLIPSE ????
Isn't that for Java?
anyone know what could casue my mesh to fuck up in animations
in blender
in game
Henlo
Hi all, I'm writing up a tutorial on implementing some feature in the engine, if I want to make a copy of the final project available, what's a good way to go about hosting it? I'm thinking github repo is the right choice but is there a better way?
I was working on a Side Scroller, not the paper 2D one, but decided to do a third person instead. I had done a lot of work tho so I just imported the third person character. Everything works fine except when I press "W" it makes my third person character jump. Any help on how to fix this?
look at the character blueprint, there must be a InputAction event calling Jump, just remove it
Okay will do
Might be a strange question, but is there anyway to rename all the unreal engine stuff to a different name?
how can I use CLion with UE 4.19?
Anyone got any links to basic tutorial for say design of a leaderboard with sql?
Pencil and paper works best.
I set CLion as my IDE but it can't resolve anything π€
Use VS π
hey guys can someone tell me what FMOD, Wwise and steam audio are?
are they all audio engines and they can't be used together?
did you checked wiki pages for those things?
yeah
i was looking through a video, https://www.youtube.com/watch?v=BI7EwpEIHuY
In this video we'll create a vehicle sound using engine loops and autopitch modulation. We'll also use Blueprint to generate parameter values to drive our so...
god i wish blueprints were mergable
i found it hard to do the engine audio in just blueprints
i will never use any of this photorealism stuff that's being added, but i would use that
like
we're a team of 6
we can't really afford perforce
and i hear the blueprint merge tool for that doesn't work anyway
Do you use any source control?
kk
we're using git
git lfs 2 has file locking but it takes 3 seconds for every one of the git lfs locking commands to run
so for example
if you want to aquire and save a locked file you wait 10 seconds
resave you wait 3
just a quick question does anyone use ryzen here wondering what there like with unreal
if you want to rename, move or mass import assets you can wait nearly an hour for an operation that would normally take minutes
rekt
Does everyone need access to the BP?
if not, maybe do a 4 man p4 server or something
you mean run it alongside git?
Yeah.
interesting idea but how do you get the git repo to mirror the perforce one (and backwards)
huh
unreal supports subversion out of the box
i did not know this
how come i've never seen anybody use svn
everybody we see uses perforce
hey, has anyone used steam audio alongside fmod?
here is says that it can be used with unity 5 https://valvesoftware.github.io/steam-audio/doc/phonon_fmod.html but what about unreal?
Anyone found a somewhat easy way to get a black border of a cube?
I have a whole bunch of cubes i would like to make a child into a blank gameobject. I know how to do this in unity. Can you do this in unreal?
by gameobject you mean blueprint?
if you want to make child blueprints you just right click one and at the top it says create child blueprint class
I mean like
In the world outlines
I make a few cubes
Then I want them to a child under a parent object
that if i duplicate I would get the three cubes or if i move it.. It would move the three cubes
just in the scene?
yea
ohh that kind of child
like so you can transform them around together within the level
@sharp matrix that won't be an actor though, if that's what you wanted
its just for the scene itself
Alrighty
ya they would be purely static if they're just static mesh cubes
it's silly alright
it's fairly straight forward, I renamed our project a while back
just have to rename the main folder... and the uproject... and your modules... replace tons of mentions of the name in your source files... add a package redirector to one of the ini files... resave all assets... hope it doesn't explode somewhere along the way
:D
Yep smthg like that
lol
thanks guys
in short: don't rename project
also: when starting project, name it something very vague
Ramminus - is that maybe a morph target issue, or missing weighted vertice
getting any errors when importing?
Actually... DO rename your project.
Otherwise you get to be ARK and have your released game appear as ShooterGame.exe in windows
If possible just have a good name
yea
Like my project DumbassTest
i think ultimately try and avoid situation where you have to change it ;\
i know right?!?!?!?!
will do great on steam
Actually my longest running project is Derrrp
measuring by calendar
and I use it to get clients sometimes =D
nite
Anyone here messed around with the paragon sample map much?
did some GameWorks merges for UE 4.19, more info @ https://forums.unrealengine.com/community/general-discussion/24447-nvidia-gameworks-integration?p=1467476#post1467476
General discussion about the game industry and the Unreal Engine community.
anyone here know how to get a destructible mesh to be something that you can grab/pick up in VR?
New Blender UI still early days
I assume those tabs on the top are a scenes?
No those are work flows
For example "3D View Full"
In the top image
in the bottom image yes
@fossil ore they are workspaces.
you can have different UI on each, and different layer visibility
for example imagine you are animating
you could have a tab for the normal character animation
with the "workbench" render engine (fast), and the curves and shit
and then the "render preview" tab is just a fullscreen view with the camera and the fancy viewport
What @frank escarp Said
hello guys I am new here
Hey Welcome @plush yew π
Thanks @coarse wigeon
New workflow for tools on Blender 2.8 Code Quest Workboard https://developer.blender.org/project/board/80/ ###### Support me onTipee or Patreon ###### https:...
check this out. They are also changing how those tools work
Cool cool
Holy crap it is 3DS Max but better!
they are changing blender so much
like 2.5 but an even bigger jump
autodesk better get its shit together
now blender will have even better modelling workflow, and the animation workflow gets a huge boost from the render preview
blender is also getting a new asset manager
to make easier to embed .blend data into another .blend data
for example making the character in 1 blend, the scene in another blend, and the animation in a 3rd blend importing both
even over the internet they want
the use they want is for better asset management in movie projects
and yeah autodesk better get their crap together
have a server with the .blends for each character/thing, and then people import what they need in the final scenes
that sounds awesome
they want to make it have little 3d previews of the models and all of that
what, multiplayer blender modelling?
@paper kernel no
I know π
having the .blend in a server, and you link the data
but it would be a cool idea
if someone else modifies the .blend, you get the new version embedded into the file
so if you use file locking properly (to avoid weird shit). one guy could be texturing the same character other guy is animating
and as the texture guy saves the file, the animator gets new textures
they could streamline the file linking
it becomes a huge mess about halfway through
hipoly is linked to low-poly+bake, which is linked to textured, which is linked to rigged, which is then linked to different animations
thats the idea
the underlying system is going to be similar, but they are going to improve the UI a lot and add features like grabbing files from a file server
Does anyone know how do I go about changing my email address on my Epic account these days? Nobody is replying to accounts@unreal so I am a bit stumped.
Even a tab system to switch between files would be huge improvement
@paper kernel you can link a whole "layer" from another file
This doesn't break, but prints Hello
Can you not break async tasks?
Is there a way to do game thread operations from there?
Also doesn't visualize execution
does anyone know where i can get artv2.0? the github for it shows 404
Are you logged in ?
so im using this plugin for unreal 4 thats been around for ages (was out for unity years ago)
i come across a thread with a feature request from 2013
the response is "we're working on that at the moment"
the latest response is from 2018
"its coming"
doesnt inspire confidence
@crisp fable Yeah, this is why I avoid plugins like the plague
How to use "rotating movement" component in blueprint?
I don't wont to use tick event for this
so what for "rotating movement" component?
use tick
is it "proper way"?
yes
ok then
nope, just rotating object in air
ok yeah use tick thats what its for
@cloud cobalt i am completely fine with plugins as long as they are full open source
if they have a binary dll, its an instant nope
and im only interested on small or "editor"level stuff
i dont like big plugins or gameplay things
Fully open-source with source that you feel capable of maintaining and doesn't depend on other stuff
yeah im generally with you
That's what I'd say
but in this case in so many ways it makes my life easier
most of the plugins i use are mine anyway π
@cloud cobalt @crisp fable this is why Iβm so grateful that UE4 has almost everything Iβd need built in
It seems youβd have to get a lot of 3rd party plugins for Unity to be on the same level
And I canβt imagine developing something not knowing if the 3rd party plugins will stay up to date or bug free
well, not really, unity is pretty feature complete
When I last used it it was lacking a few things that I use heavily in UE4
Node based shader editor (yes I could learn shader code but nodes are way more fun)
EQS and other nice visual AI tools
Sequencer (I think it has cinematic tools now)
Blueprint (I think they also are planning visual scripting)
and it has a node graph on the way
Yeah they have stuff on the way but at the time I was using it it was lacking in comparison by a large margin
i mean most of unitys deficiencies are due to them never making a game with their own tech honestly
oh yeah i agree
Yeah for sure
but thats also a downside of UE
Their tech demos look incredible but they are running lots of custom stuff
And it likely wonβt be battle tested
most of the things that get attention are only because they need them for their own games
Yeah that is true
i just straight up reject unity because of lack of source
However there are lots of good generic changes there like networking and graphics optimizationβs that benefit everyone
Yeah thatβs the biggest reason- itβs a black box and you are forced to wait on them
yeah but when theres a bug in UE, you pretty much have to fix it yourself if you want it done in any reasonable time frame
Do Unity fix quickly?
I agree that itβs not likely to see a fix for a while
But at least you have the power to
yeah
@crisp fable they dont
i mean @fair violet
if you get a bug in unity, get fukd
becouse the updated version might fix it, and then introduce a few extra ones
That sucks
and you cant just remove plugins in unity
yeah theres no plugins folder
like in unreal with a checkbox
What????
they stick their tentacles in your project
Wow
plugins just get embeded in your project folder
That is horrible
and then they cant be easily removed
if you just nuke the files, then unity might crash on load
i tried to convince everyone to put their plugins in a "plugins" folder once
and btw, they dont have generic console/platform/vr stuff
it didnt take.
so you need a steam plugin, a ps4 plugin, a xbox plugin
it is impossible to have all at once
meanwhile epic games runs fortnite on PC, Xbox, Ps4, and Mobile on the same exact project
Wow it seems UE4 makes life easy in many ways
again, it stems from unity not making games
unity really should try to make games
not at the level of unreal
but come on, they have a huge team
even Blender does it
Blender development does Open Movies every couple years or so, and they battle-test the features with them
unity should have a mobile team doing mobile games, and a high end team doing bigger games
so the features are properly tested in production
Absolutely agree
that would definitely work
the lack of source code basically means unity is impossiblle to use for any project past 10.000 dollas budget
if you start having 2-3 devs, you are so fucked
bug can halt your progress and you can do nothing about it
well yeah thats the difference isnt it
bigger teams have source, and some times they dont even need to edit it
a untiy bug is well and truly a show stopper
a ue4 bug is just an annoyance you can work on
and then they can work around it
can someone do me a favour and test something
open the sln in that, compile
i get errors
also
anyone got any ideas on how to do non-physics based boat movement?
ie. you cant rotate when you're still, but when you do rotate, its from the rudder
well, I can tell my experience on Unity betas at least
I've reported bunch of bugs
usually Unity QA repros and responds in the same day you submit the report
and they've fixed every single bug I've reported until final release so far
can't say I've seen similar happening on UE4 side
their devs are also very active on official forums
also, one of my biggest annoyance atm in UE4 isn't something that's trivial for me to fix
it's doable
but since I already know ue4 compile times
it would take forever and cost me my sanity
and that is, having deferred and forward on same build π
it sounds simple
it could be too
but UE4 has been nice enough to put all forward code mixed into deferred code, and compile them together, UE4 is basically treating both as same renderer, just with different specs, when to be able to have both in same build, you'd need UE4 to see them as two different things
I requested this from UE4 renderer guy on stream like 2 years ago
he acknowledged the issue on games that do both high end desktop and vr mode both but nothing has happened to this since
otherwise you'd just use forward for everything but that's half baked too
like most UE4 feats
@crisp fable for boat movement, multiply the turn rate by the length of your velocity vector, when you're not moving it is 0 * turnrate. to rotate on the rudder, just offset your boat so the rudder is the pivot point
there are tons of feats but only smaller subset of things are super polished
So... anyone here good with web programming? I am having some confusion regarding some multipart form data stuff
juan the issue is what is velocity 1.0?
i mean my velocity goes to 500
but i dont want the boat spinning at 500 * turnrate
the length of the normalized velocity vector. velocity->normalize->length
that will be between 0-1
yes correct, won't be analog, but if velocity is 0 will be 0 π
i'm on pain meds lol
if you want the analog turn rate divide your forward speed by your max speed
If you call normalize the resulting vector will have a length of 1
if the vector was zero the result is probably undefined
I would expect 1,1,1 or an error, or both
bp gonna handle 0 case
but definitely better to get the analog value anyway, was bad advice from me
i think the real question is, if you turn a rudder 15 degrees, what distance does a ship have to travel before it is actually 15 degrees from where it started
then i can turn that distance into a velocity, scaling that turn
math hurts my head
my dead grandfather would have know the answer dammit
i think the turn rate would be tied to the velocity wouldn't it? faster you moving the faster your can turn
the real solution is the calculate the torque the rudder will apply to the ship, and the angular drag the ship experiences in its environment
in any case if you ignore friction, yes you'll go faster but the turning radius is the same, so its still the same formula
but yeah control surfaces are more/less effective depending on speed
excellent
thanks for that keyword immutable
How can I remove or disable the physic interaction among a Static Mesh/Projectile and my FirstPersonCharacter?
np @crisp fable
@VoltaJack#3928 Have you read about collision channels and object types? Here is a great article:
https://www.unrealengine.com/en-US/blog/collision-filtering
@crisp fable you are right about turning not being directly connected to speed. With boats there is a notion of virtual mass - water that is stuck to the boat hull and moves around with it. The larger this mass + mass of the boat itself, the less effect torque will have. But torque from rudder has a quadratic dependency on speed. So there is a perfect spot somewhere where boat doesnβt have too much inertia and rudder produces a lot of torque.
SteamSpy is getting back online with owner data
Now estimates with machine learning, so ~10% error compared to the very accurate data previously reported
it feels good when u read the same thing over 50 times then it sinks in
Ideas happen at the strangest times, normally while in bed, but also while at my part-time job, when doing dishes, or while taking a shower.
Toilet
But normally you just think about it and keep it on your mind until you think of something and it's just like YES
Toilet too.
I don't drive but I do bike some.
Any time you're doing something that doesn't require brain power.
yeah
but i have a problem
i find the "best idea"
i work on it
and then boom my binge dissapear
and i can't continue
Game development isn't just fun and games. You just have to remember that somebody else will probably enjoy it.
Iβve been working on my game for 2 years
Otherwise you'll never finish.
I thought the first cutscene of this game I'm making was absolutely brilliant when I first came up with it, but now I'm sick of it.
I've seen it so many times, but I still work on it because I know that somebody will enjoy it if I put all my effort in.
I thought the first ##### of this game I'm making was absolutely brilliant when I first came up with it, but now I'm sick of it. Game Development 1 0 1
^
This is why itβs super fun to make mechanics and then gets eh when you start putting it togeather
A good idea when making a game is have multiple tasks to do at once. Then when you get bored of one, you can do the other.
Or you could just program a bunch of test projects while waiting for the artists to send you some sprites.
Yeah ai one week ui another maps enviorment etc
^
from various numbers on the internet i finally found my answer
Gotta steal that one.
a war ship travels about 800m to turn 35 degrees
from that i can get a velocity to scale my right input
porblem solved
Gotta be a version of that for building lightig
is it true that PUBG is full of store assets? and has loads of blue prints.
Blue prints are fine
It is true that PUBG is 100 asset flip with blueprints, true story.
I am no programmer but I heard they are a lot less efficient than C++
they are between 0 and 1 million times less efficient than the worst C++
they are also between 0 and 1 million times more efficient than the worst C++ as well
yep blueprints should only ever be used for prototyping, no reason to use them for animations or umg or any other stuff in the engine.
pretty much everything you have ever heard about blueprints and C++ when comparing them is both true and false
Blueprints aren't terribly inefficient anymore, especially with nativization.
Use whatever you want, it'll work just fine
yeah I am learning blueprints just for making scenes for arch renders but I am new to UE4 so its a start I guess
@grim ore there are a lot more things that can slow shit down that isnt blueprints
and that would be the same in blueprints and c++
foor example, im pretty damn sure pubg just runs the default Character Movement Component on everyone on the map
Fortnite actually modified the CMC to run a lightweight linear interpolation instead of full physics, when the player is a different player
haha
lets not hold up pubg as the pinnacle of development standards
even if you ported all pubg code to pure c++, it will still run bad
im pretty sure the lead developer pops his collar
@frank escarp afaik for non local players the position gets interp every net update, and you can choose which interp to use, linear, exponential w/e you like
obv linear is the most cheap
that in the cmc, the one we all have
Iirc they did something with the prediction on FN
@dim merlin if you paste something by accident, you can just delete the message
totally true, done π
does anyone know why my particles have no collision in game
they work as intended in editor
Help
Why is my GPU drivers restarting on boot of UE4?
Last time I installed this it was running perfectly fine
nvm
It's the app you least expect
F L U X
everytime i boot up anything ue4 my right monitor restarts
When I migrate certain stuff from other projects; like meshes and materials the materials are not working in the new project. Nodes are disconnected and MaterialFunctions donβt show up in the material. Is there a way to fix this? I donβt want to spend a few hours connecting nodes π
what engine version are ya using
4.18
Is there a reason r.vsynceditor isn't working in 4.19?
doesn't the normal r.vsync work in the editor?
Happy Friday everyone. I have a quick question. I'm playing around with the content browser and experimenting with the developer folder/collections and whatnot. Basically because I'm still in the learning phase and I have access to all my vault content and all my tutorial material. What would yall recommend as far as jamming all my favorite assets into a folder that I take with me from tutorial project. Do I just toss everything in my developer folder and that follows me from project to project?
to move things between projects, you have to migrate them
so there's no automatic shared folder
basically I just want my own starter content folder that has a crap ton more starter content all saved in one space.
So I can't make my owner starter content file to include in every mini prototype project? @manic pawn
I mean... theoretically you can
but people generally don't do that
Ur gonna make ur life a nightmare
Just take in what you need when you need it.
and make sure you keep all ur content organised otherwise it will really bite u in the ass later
also keep all the content in a subfolder with a sensible name or migration is going to be awful
so that I have all my pretty stylized stuff in one place... and I can just quickly add it to a new project without having to open up another one and migrate it over
Its kinda old but read that
I really need make a new tut on the wiki for asset and content management for projects
so you guys cherry pick assets and individually migrate them over instead of making like a collection or something that can be like a starter content folder?
Use Linter! oh... wait
yeah ofc
Your just boating ur project otherwise
Giving your self a fuck ton to manage
alrighty. I kinda liked the thought of having 5 billion materials to choose from... or at least you know... more options to play with
and remember don't name your assets with more than 255 characters :)
imagine this
u have 50gb of assets
u do 3 projects
u go up 150gb's of space
every time u want to backup or copy ur project
50gb
i hope u have m.2 drives because if u dont ur gonna have a bad time
gotcha. Thanks for the advice
I can't seem to import an fbx file
Iβve had that problem too @rustic pecan My problem was dragging an fbx file to the content folder you have to wait a few seconds before letting the mouse button go... I know I know; you have to let go at some point. Love is tough.
π
ok. it turned out my file was too large
anyone know how to fix this
works fine upto 4.12
every engine version after it seems custom code is broken in post process shader
can't find anything obvious in the engines source to indicate why this'd be broken as of 4.12 and i can simulate the effect with a lot of nodes i'd just rather use code
even Epic's built in blur function is broken it just reutrns an all white image lmao
Yeah that shit is old
Bunch of code changes to HLSL stuff
I've already ripped out the animation system entirely, and replcaed with own. the rendering system is heavily ingrained though replacing it too much work
Tell me what the errors are as they come up and I'll let you know what you need to replace it with
[SM5] /Engine/Generated/Material.ush(1411,18-43): error X3004: undeclared identifier 'GetPostProcessInputSize'
I've tried backporting some of the code from 4.12 but its a tangled mess (bloody ell Epic who writes your rendering code!)
Should be View.ViewSizeAndInvSize
More specifically, should be View.ViewSizeAndInvSize.zw
That's your new invSize
Let's move this over to #graphics
it has still the error
Hi everyone -- I posted a help post on /r/UnrealEngine with scripting a mechanic I've been grappling with for a few days. Mind if I post it here? Looking for some help/input.
Go ahead π
Thank you. π
@slow orbit One way to do it is using stuff like
Basically you got a Distance parameter that goes from 0 to some value
And from that you get the position & rotation on the spline
Pressing forward increase Distance, and backward decrease it
And this is then applied to the player character?
Yes
I'm still new, so apologies if I don't completely follow. π
Set the character location & rotation to that
Hi guys and gals, I've been working with UE4 for about 2 years now and I've only just discovered this great discord server. I was just wondering if anyone could share the jump pad script from the UE4 Unreal Tournament
Or can I get it from the editor?
Jump pad?
yes theres a jump pad script for it that I'd like to use for my game
Ah indeed
That's nice
They must have an entirely custom character controller though
I don't mind playing with it to try and get it to work
https://github.com/EpicGames/UnrealTournament well hf then
it's for a vehicle based game so it will take some tweaking i'd imagine
404 on that link :S
You need to link your epic account to your github
Uhhhhhh
oh
So, I set a break point on the ForLoop directly after my cast to my splinecomponent
I'm noticing that after the splinecomponent cast is hit, the breakpoint for the directly scuceeding ForLoop is never hit. O.o
Wonder why it's not firing...
Invalid cast?
thanks for the help
My cast is failing O.O
dafuq
OMG IT'S...kind of working?
It's still broke as fuck but it's considerable LESS broke as fuck now
PROGRESS!!!!
@dense patio
unblock me
good news it is already animated
and I need UE4 help
that's all
i have an issue with changing my characters walkspeed when hit, I got the walkspeed to change when hit, however it won't return to its initial value after words
I have a variable that's somehow been baked and now it's always offset incorrectly... is there any way to revert this? is this cached somewhere?
@tame flint Set it to the initial speed manually afterwards
BP?
@winged crypt i tried that already bro
it's controlling 2 variables. they were both working fine until I tried an extremely high value to experiment with, then brought it back to 0. Now one of them is offset when both are at 5, the other is not
@tame flint It should work, what happens?
kk
@tame flint Looks fine to me... Instead of doing it that way, try this:
It's a bit of a hack lol but it might work. I'm not sure why yours isn't working, let me think
Wait, can you show me your entire screen with your ball open?
what do you want to see on my ball screen?
the ball is my character
what is confusing is that it actually slows my character but it wont return to its default speed after the delay
It's very strange.. It's possible that somehow the delay mixed with the 'hit' trigger is causing the issue
Do me a favour, copy these nodes:
Put them inside your ball blueprint and connect them to a custom event
And then:
Trigger that custom event in your bullet BP here instead of adjusting the walk speed
@tame flint
I'm not 100% sure but it might have something to do with the fact that you're using a hit trigger and a delay. A hit trigger will initiate logic when a hit happens and it's possible that by the time the delay is over, the hit isn't considered a hit anymore. I'm just guessing though π Glad it worked out π
I thought my logic was right, WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
thanks for the help, now I need to create a DOT projectile lol
if I have any more questions I will be sure to ask you. What hours are you usually active?
should be around for sure between noon and 2am EST daily
if my status is anything other than offline, I'm around
does it say im offline if you click on me? shows me offline but im not haha, weird
how long have you been working with Unreal/developing?
almost 2 months lol. I started with unity for about a month then switched over. I like unity but unreal seems like it has a lot more tools
after I finish my game....if i finish my game, I will probably go back and re-write it in C++, but that will be a while
just practice?
since unreal is new to me, I am trying to start with a game that is a bit on the small side. I notice most developers say never make your first game TOO BIG.
@worn ocean Please dont post multiple messages in different channels.
Please read the #old-rules
Stick to 1 channel thanks.
guys i have this great idea for a game
its going to be like fortnite
well in fact its going to be exactly like fortnite
and all you have to is make it all ill give you 5%
we'll make bajillions
and ill like, watch
what are you 12?
which channel do i go to, to discuss unreal pc builds?
Not sure if this applies in your case but when i have issues like that, it's usually because there is something wrong with the face of the model, maybe it's intersecting or whatever
I have 0 clue how it occurs. Something similar was happening when I originally started, but I'd just delete the entire brush. At this point thats not feasible. Took me too long to catch
nope, done entirely with brushes in unreal tournament
That is an extruded face. I suspect when I narrowed one side, i might have screwed it up π¦
make sure the faces aren't flipped or anything or the vertices aren't intersecting
or there isn't a face within a face
how could I check for a face within a face?
Well i use blender for modelling
never done it in unreal
i think you should do so too
find a modelling software
because the extra tools are going to be essential down the line
and you're better off learning them now
blender is not that difficult to learn
I just went into the more angular shape below that face and noticed that the entire botton is a gap from inside. Maybe thats what caused it?
you need to know only basic stuff if all you want to do is just make simple geometry
Man I download maya...so many buttons π¦
Thats probably an inverted normal
yeah it is
I then tried to start in 3ds max which we used in high school. It looked so different from what i remembered so i just went with the editor's simple tools
@cinder iron when i flip it, the entire face now becomes blank
Well blender doesnt show up clearly when you have inverted normals (at least when I used it yeeears ago), so you have to go to the face itself and check if you have an inverted scale or just tbe normal is flipped.
it does
i forgot the terminology but when you go into a mode where you see all the faces
the ones with a different colour
are inverted
When I used blender the model looked perfectly fine even with a texture and I didnt notice the flipped face till I opened it on unreal. I wish I would know that feature back in the day xD
Indeed it is, it was my error
just gotta make sure to look
also @swift hull
i was in your position, just starting to learn a new modelling software
but it gets simple fast
it looks intimidating but as soon as you understand the UI and get a gasp of the simple tools
you really should be okay for now
wow
crazy
i simple moved another edge and the gap is gone
and to be fair, there was just a competition to make Unreal Tournament maps, and I had some dope ideas for Blitz mode, so I dove right in. My career is in software dev, so I'm not sure how much effort I wanna put into learning modelling
it appears this fancy chamber wall is what screwed it up
I had extruded from a flat face further away. Think its a good idea if I delete its vertices and extrude to do it over?
your brush is too large and complex
don't use it like a modelling tool
use multiple brushes
the end result is the same regardless, as the editor will build you the mesh the same way (and likely with better UV's too)
making brushes overly complex for no reason is a big mistake
it also doesn't like non-planar faces much, in general.
that front is the only complex part te be honest
The rest of it is is just a simple rectangle.
I simply dont like the idea of dragging pieces together to form shapes, because I like clean, defined vertices for given sections, or rooms. Plus I have the issue of dragging them to line up "perfectly". Even with snapping and adjusting grid snapping snapping level, I will find myself at some point later adjusting entire sides because when i zoom in very close they are misalligned
protip: don't use BSP
@cinder iron backface culling
a toggle in the 3d viewport right menu
latest commit, fancier prettier menus
Oii thanks victor
i think its blender
blender 2.8 pre-alpha
Ooooh, so they DID change from those godawful hugeass buttons
i'am having a hard time warming up to blender
don't know if i'am just so used to maya at this point, but the workflow seems just off
hey what do you call those character map sketches used to trace for 3D modelling in MAYA/3DS Max/3D modelling programs etc.
I still have to google every other time how to remove the extra blender windows π
I dunno if characters have some specific term for that
those sketches that has the character in T-Pose with Front and Side view sketches what are those
I know what you mean
just don't know the proper term either
for technical drawings, those could be called blueprints
but I'm sure that doesn't apply to char refs π
found it
its called Model Sheet
https://en.wikipedia.org/wiki/Model_sheet
yo ma bruvs did anyone use Unreal Engine , for video editing? and visual effects?
@cedar snow and they are changing blender massively this update XD
hope it's for the better π
the day the get an proper Maya "emulation" i might give it another try
their current "maya" setting is just bollocks
@cedar snow they are making multiple presets
they are going to improve the default preset, but will also do some "noob" preset
or things like "3d printing" preset, wich would remove all "Rendering" and "Animation" menus
leaving exclusively modelling tools
i was irritated AF having to find a standard properties panel π
and edit modes located all over the place
the truth is @cedar snow
that blender is designed to be ui-less
and the ui is done by programmers XD
it pushed me into generating basic geometry in unity
blender strenght is precisely in NOT using the ui
so i guess that;s a good thing lol
Blender has been so incredibly good in basic modeling features for so long that you easily forget the UI
the UI is just "there" for some specific tool or the menu panel at the right
I remember artists scoffling about it and then installing a third-party tool for unwrapping
Their 3DS models
I was like dude
What the actual fuck
stranger getting angry at dude π
blender UV was MILES ahead of everything else on the market
we complain about the packer, but that packer code might be 10 years old
at the time that packer was newer, it was probably the only one in the market
blender as a dedicated UV program is the first "holiwood" uses of blender
guess there's no release date yet on 2.8?
there is
a few months from now i think
but its going to be 2.80, its going to be near unusable
for that reason, blender fundation has a new movie they will do
and they will do it in 2.8
with the programmers making sure blender 2.8 works enough for that movie
dogfooding π
like they did with Sintel and 2.5
pretty much the exact same thing, in fact XD
they first went to do 2.5, and it was near unusable
that was 2.50
then they started doing Sintel
and made blender more robust so it could handle the movie
they ended at around 2.54 or similar
then they continued doing bugfix updates up to 2.6 XD
2.6 then started to "merge" every feature random people was doing while the core blender team was busy
and as such, blender started to go to the moon in features
anybody done ue4 dev for android?
and are fortnite mobile optimizations already in 4.19 ?
Always did like the way blender is developed using actual projects to see what needs to be done. π€
@frosty copper its actually mixed
well, yeah. xD
blender is mostly done by random people + core team
but every once in a while they make a movie to stress test blender
its a really good plan
agreed. :>
lol
does anyone know why when I added a socket to add the head in as shown here https://gyazo.com/6608ac7c240765e8f8905ee73b407706 and then pressed save as and changed its name and saved it, but when I import into my scene the head isn't on him as shown here https://gyazo.com/f1ae374caed11099b083f6e7fae57f33 does anyone know why?
@vale jasper That model looks awesome. I love Alien. Id like to see more π
@glossy beacon fun thing is that its almost been the same for a long amount of years
there was a beta branch for a better algorithm to uv organic parts with less distorsion
does anyone have a link to a good video tute, i am trying to set up the animations for my enemies both melee and ranged and i can't quite seem to crack it...
@weary basalt thanks man trying to create a cool game with aliens in it and then have a predator come in at the end to leave on a cliffhanger or something
