#ue4-general

1 messages Β· Page 230 of 1

manic pawn
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that site is great btw

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compares prices of over a thousand retailers and lets you figure out the cheapest way to buy a combination of hardware

frosty copper
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πŸ€”

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oh yeah. keep forgetting there's no import duties on inter-EU stuff~!

manic pawn
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the crazy thing about these ssds is how small they are

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the image on your screen is probably 2 times as big as the actual thing

devout gulch
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nvm drives have high read/write speeds

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but

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on the random small file access there is not much difference between them and SATA III

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entirely depends on what kind of files are you working on

frosty copper
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SSD's only use half of the chassis. :p

devout gulch
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for movie editing NVM.e drive will be faster

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it is also faster for games that package content into big archives

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for programming/compiling

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there might be marginal difference

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but nothing worth the price

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I'd rather buy samsung SATA III SSD

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than Crucial NVM.e

manic pawn
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compromise for samsung nvme :D

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but yeah it probably won't make a difference for compiling past a certain point anyways

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when your cpu is already 100% busy processing it a faster ssd won't help

frank escarp
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so a 1-2 tb "normal" sata ssd would be better?

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for compiling

manic pawn
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it wouldn't be "better", just there might not be a large difference

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samsung sata ssds are like half the price of the nvme ones

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maybe a bit more

frank escarp
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how about this

manic pawn
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that's a good one

devout gulch
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anything samsung is pretty much safe bet

quasi lake
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Has anyone played with this pack?

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I'm having trouble with finding the foot-ik realization nodes

cedar snow
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@frank escarp if you can afford it, go for the samsung 960 evo/970 evo

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won't regret it

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also make sure you've got the required pcie lanes πŸ˜‰

frank escarp
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its a ryzen

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lots of lanes

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and i only have 1 gpu

cedar snow
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plus 4 for chipset, 4 for rest

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though gpu works also fine on 8

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DOF doesn't look that well

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is that regular ue4 or a plugin?

drowsy fox
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@ancient obsidian idk if this was answered but just change the height of your nav mesh

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I believe here’s an array you can add objects to ignore aswell but that may be false info

karmic igloo
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@cedar snow It's a post-processing effect. You can disable it or pick a better mode with a post-processing volume.

ancient obsidian
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@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).

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@drowsy fox Btw, are you "Life Is Feudal" dev?

quasi lake
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Is there any document for post process anim blueprint?

urban meadow
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@ancient obsidian use a nav modifier volume

graceful grove
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@ancient obsidian Only way to avoid navmesh generating little islands is blocking it off with nav modifier volume (and ninja'd

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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

ancient obsidian
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@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 =\

copper fable
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hey guys how do i get rid of the rig showing up as the root bone?

urban meadow
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shouldn't it just null the area of the volume?

graceful grove
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Maybe I'm dense but you should just decrease the size of the volume right?

ancient obsidian
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Juan, I selected an "obstacle" collision profile for better visualization on the screenshot.

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@graceful grove I need the volume to be 1m larger from every side for gameplay reasons, triggering cover mechanics on approach, to be specific.

fossil ore
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@quasi lake i have that project

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Dm me

quasi lake
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Why not just talk here

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@fossil ore there should be no private words

graceful grove
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@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?

ancient obsidian
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@graceful grove Restrict nav modifier? It's not editable as an actor component, it has no position or size.

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It applies to the whole object automagically, with no option to configure it, AFAIK.

warm mountain
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hey guys is there a specific node I can use in blueprints

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to set a static mesh material to another material?

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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

graceful grove
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Oh I suppose you were using nav modifier component

ancient obsidian
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@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.

urban meadow
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can probably group them, not ideal, but i think it's the only tools available for what you want

graceful grove
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It shouldn't be an issue if you don't need dynamic navmeshing as all of the volumes won't be considered at runtime

warm mountain
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oo i found it

graceful grove
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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

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Perhaps adjusting navagent height is a good solution for this case?

ancient obsidian
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Navagent height? Hm, let me try.

regal mulch
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Wait until he finds out there is a nav zone generated inside of his mesh :P

graceful grove
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Yeah about that

regal mulch
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Should only be a problem if one searches for a navigation point in radius

ancient obsidian
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It doesn't seem to make any difference. Besides, I'm afraid it will influence the pathfinding in doorways and such.

regal mulch
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Well the NavModifier with NULL is usually the way to go

ancient obsidian
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I'm searching for navigation point in radius πŸ˜ƒ For tile generation for turn-based combat, and this navmesh island creates me a tile on top of the object.

regal mulch
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Yeah but have you looked inside your mesh

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Even if you fix the on top one

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There is probably one inside

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Meshes aren't counting as "solid" object

ancient obsidian
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@regal mulch There is visually nothing inside.

regal mulch
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Alright, it can though

ancient obsidian
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The mesh has a box cillision.

regal mulch
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Just saying, there can be a nav mesh inside of meshes

ancient obsidian
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@graceful grove Not the case, looks like this island goes on top instead of inside.

regal mulch
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And usually, if you don't want nav mesh somewhere, you use the modifier

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So maybe your actor should be restructured?

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Or you really need to place them manually over them

ancient obsidian
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@regal mulch We talked about this above, but I know no way to limit navmodifier to specific component's collision.

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Placing these guys manually isn't a serious approach, I'm a programmer after all πŸ˜ƒ

regal mulch
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You can change nav data on the Collision component

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There should probably be a value you can modify

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You might be ably to mark your mesh as DynamicObstacle

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And choose the AreaClass

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On the Mesh itself

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Ah well, it's a thing on collision components

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So put a Collision Box into the actor and try that

graceful grove
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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

ancient obsidian
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Ok, let me check cedric_eXi's advice.

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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.

graceful grove
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Yes, the navmesh building algorithm Recast does an erosion pass around the edges of navigable spaces to prevent them from going over edges

regal mulch
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Just don't use the NavModifier

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Only use that custom Collision Box

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with DynamicObstacle ticked

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(Just telling what I found on google)

frank escarp
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i tried to postprocess the navmesh but to no end

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basically, just do a flood fill and delete the islands that arent connected to the player spawn

ancient obsidian
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@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.

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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.

graceful grove
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What's the issue with having navmesh islands on stuff anyway? Does your cover finding implementation erroneously try to navigate to them?

ancient obsidian
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@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.

graceful grove
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Oh I seeee

frank escarp
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@graceful grove yes

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for example, i use "get random point in navmesh" constantly

graceful grove
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What kind of tiles are you doing? Cardinal direction, constant size?

frank escarp
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or navmesh raycasts

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and then it fucks with it

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lets say i have a room and i want to spawn enemies on it

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i do a "random point in navmesh" and spawn there

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but then it spawns inside a wall

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to avoid this, i need to actually perform a pathfinding

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but pathfinding is EXPENSIVE

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i need to do a pathfind from the spawn location to the player or to room center or whatever, and thats expensive

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when i might have to do multiple of those.. it goes to shit

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much easier would be to just remove those polys

graceful grove
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Generally speaking you have to filter navmesh geometry queries a lot since it is a high level abstraction

frank escarp
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and have "get point in radius" just be valid by default

ancient obsidian
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@frank escarp Flood fill, remove? Can you point me at appropriate tools for that? I do more programming than level design.

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@graceful grove constant size, direction based on collision normal.

graceful grove
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@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

still pilot
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Is there a better way to get a non animated Transparent EXR export in Unreal?

unique vigil
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Licensor is what exactly? (Referring to the EULA)

cloud cobalt
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Epic Games

unique vigil
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Epic Games, Epic, and Epic’s Affiliates?

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β€œ[Licensor], Epic, and Epic’s Affiliates”

cloud cobalt
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Oh, that EULA

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That'd be yourself

unique vigil
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Okay

copper fable
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anyone know why my socket relative scale has to be 0.1 to show my static mesha t the right size?

young cliff
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Hey guys, do we know when the 4.19.2 will be released?

mortal gale
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Well, why would you ask? Having the newest isn't always beneficial. Although you can git pull and build from source.

young cliff
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@mortal gale I can't package due to an error which is marked as fixed for 4.19.2

mortal gale
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the mips > 0 bullshittery?

young cliff
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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

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mips > 0 - I don't understand

mortal gale
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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.

cursive dirge
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that sounds exactly what linux user would say πŸ˜„

mortal gale
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I tried to use UE4 in WIndows, and it wanted me to install Visual Studio and a bunch of other shit to use C++.

worn granite
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open VS
use a feature of VS
VS crashes/hangs

cursive dirge
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you need VS for about any development in windows

worn granite
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try other IDEs
either don't work or are shit

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hate your entire env
love your work

mortal gale
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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.

cursive dirge
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I'd hate to write c++ with some barebones text editor

worn granite
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I love tab completion, but then sometimes VS just... doesn't.

cursive dirge
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and I don't even want to imagine debugging

worn granite
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So I have to restart

young cliff
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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?

mortal gale
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Well, you don't need an IDE for code syntax and highlighting. I can literally use gedit, notepadqq, or nano.

worn granite
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every now and then when it does stop tab completion, I work with that for a bit so I don't get too lazy.

cursive dirge
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@young cliff "when it's done"

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I don't remember Epic ever giving any exact dates

ancient obsidian
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Indeed, VS is a far superior IDE to anything *nix can offer.
shuts down work PC and runs away into the sunset

worn granite
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@ancient obsidian which is a goddamn tragedy

young cliff
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@cursive dirge okay, thats all I wanted to know. Thank you, have a great day

worn granite
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*nix need to step up, its not hard

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he says, not contributing to those projects

cursive dirge
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@mortal gale those text editors can smoothly jump around the UE4 codebase, based on what you happen to highlight?

worn granite
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tbf you need vax for VS to do that

cursive dirge
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VS can do it too

mortal gale
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Depends on which one, gedit can't.

cursive dirge
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but you'd really want VA πŸ˜„

worn granite
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technically it can

cursive dirge
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I do hate VA's initial parsing time

worn granite
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in the same way that technically you can open a document and type on it - but it doesn't always work

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ayyyyyyyyyyy dis da best IDE rn

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kms

cursive dirge
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@young cliff I'm sorry but they really don't push out dates, ever

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it has never happened as far as I remember

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and I've followed ue4 since 4.0.0

worn granite
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yeah, you don't get dates

cursive dirge
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they can give some ballpark estimates on weeks sometimes but even that is rare

mortal gale
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4.19.1 is here already? lol

cursive dirge
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yeah, it's been for a while

mortal gale
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I git pull'd not too long ago.

cursive dirge
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2 weeks ago

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or 16 days to be exact

mortal gale
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Oh, yeah, I did about 3 weeks ago.

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No, I sooooo do not have too many tabs.

cinder iron
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c++ I use eclipse extension

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aaah scroll again hit me hard

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XD

worn granite
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... ECLIPSE ????

mortal gale
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Isn't that for Java?

worn granite
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it can do other stuff

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but it just never grabbed me

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is that even usable with UE4

copper fable
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anyone know what could casue my mesh to fuck up in animations

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in blender

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in game

tepid inlet
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Henlo

graceful grove
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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?

gilded spoke
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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?

digital anchor
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look at the character blueprint, there must be a InputAction event calling Jump, just remove it

gilded spoke
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Okay will do

plush yew
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Might be a strange question, but is there anyway to rename all the unreal engine stuff to a different name?

lost ember
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how can I use CLion with UE 4.19?

vast pine
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Anyone got any links to basic tutorial for say design of a leaderboard with sql?

mortal gale
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Pencil and paper works best.

lost ember
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I set CLion as my IDE but it can't resolve anything πŸ€”

silver crown
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Use VS πŸ˜›

earnest pawn
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hey guys can someone tell me what FMOD, Wwise and steam audio are?

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are they all audio engines and they can't be used together?

proud pine
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did you checked wiki pages for those things?

earnest pawn
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yeah

heavy relic
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god i wish blueprints were mergable

earnest pawn
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i found it hard to do the engine audio in just blueprints

heavy relic
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i will never use any of this photorealism stuff that's being added, but i would use that

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like

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we're a team of 6

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we can't really afford perforce

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and i hear the blueprint merge tool for that doesn't work anyway

worn granite
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actually the merge tool is SC agnostic

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but its really shit

heavy relic
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oh

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i can't even find it

worn granite
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Do you use any source control?

heavy relic
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i thought it would only show up with perforce or something

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yeah

worn granite
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kk

heavy relic
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we're using git

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git lfs 2 has file locking but it takes 3 seconds for every one of the git lfs locking commands to run

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so for example

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if you want to aquire and save a locked file you wait 10 seconds

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resave you wait 3

north nova
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just a quick question does anyone use ryzen here wondering what there like with unreal

heavy relic
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if you want to rename, move or mass import assets you can wait nearly an hour for an operation that would normally take minutes

worn granite
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rekt

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Does everyone need access to the BP?

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if not, maybe do a 4 man p4 server or something

heavy relic
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you mean run it alongside git?

worn granite
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Yeah.

heavy relic
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interesting idea but how do you get the git repo to mirror the perforce one (and backwards)

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huh

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unreal supports subversion out of the box

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i did not know this

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how come i've never seen anybody use svn

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everybody we see uses perforce

earnest pawn
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hey, has anyone used steam audio alongside fmod?

sharp matrix
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Anyone found a somewhat easy way to get a black border of a cube?

rustic panther
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it should not be that hard to select a transform widget

sharp matrix
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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?

rustic panther
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by gameobject you mean blueprint?

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if you want to make child blueprints you just right click one and at the top it says create child blueprint class

sharp matrix
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I mean like

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In the world outlines

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I make a few cubes

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Then I want them to a child under a parent object

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that if i duplicate I would get the three cubes or if i move it.. It would move the three cubes

worn granite
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just in the scene?

sharp matrix
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yea

worn granite
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Ok, you're looking for groups

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select them all, and then I think the key is Ctrl+G

rustic panther
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ohh that kind of child

sharp matrix
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Oh okay

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thanks man

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Thats what I wanted

rustic panther
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like so you can transform them around together within the level

worn granite
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@sharp matrix that won't be an actor though, if that's what you wanted

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its just for the scene itself

sharp matrix
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Yea

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I know

worn granite
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Alrighty

rustic panther
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ya they would be purely static if they're just static mesh cubes

sharp matrix
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Thats fine

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There just the floor and walls and stuff

rustic panther
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did you use static mesh or BSP

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BSP aka, geometry/brushes

thorny iron
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can we still not change unreal project name easily

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seems like such an odd challenge

cursive dirge
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it's silly alright

manic pawn
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it's fairly straight forward, I renamed our project a while back

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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

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:D

silver crown
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btw try creating a project named test

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Fun stuff will happen

manic pawn
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ubt won't like that I'm guessing

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since it has a config named test

silver crown
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Yep smthg like that

copper fable
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can anyone explain why my meshes foot just randomly bends off to the side

thorny iron
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lol

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thanks guys

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in short: don't rename project

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also: when starting project, name it something very vague

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Ramminus - is that maybe a morph target issue, or missing weighted vertice

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getting any errors when importing?

worn granite
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Actually... DO rename your project.

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Otherwise you get to be ARK and have your released game appear as ShooterGame.exe in windows

thorny iron
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haha

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just make a copy and take several hours with the task of redirecting shit etc

worn granite
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Yeah.

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Deffo a one time thing

thorny iron
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theres confusing documentation on it

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sadly

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its not like theres a one way to do it

worn granite
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If possible just have a good name

thorny iron
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yea

worn granite
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Like my project DumbassTest

thorny iron
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i think ultimately try and avoid situation where you have to change it ;\

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i know right?!?!?!?!

worn granite
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will do great on steam

thorny iron
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srsly tho

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god damnit

worn granite
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Actually my longest running project is Derrrp

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measuring by calendar

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and I use it to get clients sometimes =D

thorny iron
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lolol

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I believe this is probably my cue to stop working for the night

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ch33rs

worn granite
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nite

idle sail
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Anyone here messed around with the paragon sample map much?

cursive dirge
narrow pasture
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anyone here know how to get a destructible mesh to be something that you can grab/pick up in VR?

fossil ore
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I assume those tabs on the top are a scenes?

coarse wigeon
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No those are work flows

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For example "3D View Full"

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In the top image

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in the bottom image yes

frank escarp
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@fossil ore they are workspaces.

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you can have different UI on each, and different layer visibility

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for example imagine you are animating

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you could have a tab for the normal character animation

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with the "workbench" render engine (fast), and the curves and shit

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and then the "render preview" tab is just a fullscreen view with the camera and the fancy viewport

coarse wigeon
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What @frank escarp Said

plush yew
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hello guys I am new here

coarse wigeon
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Hey Welcome @plush yew πŸ˜ƒ

plush yew
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Thanks @coarse wigeon

frank escarp
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check this out. They are also changing how those tools work

fossil ore
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Cool cool

coarse wigeon
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Holy crap it is 3DS Max but better!

frank escarp
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i will still prefer my hotkeys

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but thats great for noobs

coarse wigeon
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Totally

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πŸ˜„

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I love my hot keys πŸ˜ƒ

frank escarp
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they are changing blender so much

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like 2.5 but an even bigger jump

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autodesk better get its shit together

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now blender will have even better modelling workflow, and the animation workflow gets a huge boost from the render preview

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blender is also getting a new asset manager

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to make easier to embed .blend data into another .blend data

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for example making the character in 1 blend, the scene in another blend, and the animation in a 3rd blend importing both

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even over the internet they want

coarse wigeon
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Oh wow

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That is amazing news

frank escarp
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the use they want is for better asset management in movie projects

coarse wigeon
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and yeah autodesk better get their crap together

frank escarp
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have a server with the .blends for each character/thing, and then people import what they need in the final scenes

coarse wigeon
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that sounds awesome

frank escarp
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they already have this. But its annoying as fuck

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its hard to use

coarse wigeon
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The open source version of Shotgun

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πŸ˜ƒ

frank escarp
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they want to make it have little 3d previews of the models and all of that

paper kernel
#

what, multiplayer blender modelling?

frank escarp
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@paper kernel no

paper kernel
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I know πŸ™ƒ

frank escarp
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having the .blend in a server, and you link the data

paper kernel
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but it would be a cool idea

frank escarp
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if someone else modifies the .blend, you get the new version embedded into the file

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so if you use file locking properly (to avoid weird shit). one guy could be texturing the same character other guy is animating

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and as the texture guy saves the file, the animator gets new textures

paper kernel
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they could streamline the file linking

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it becomes a huge mess about halfway through

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hipoly is linked to low-poly+bake, which is linked to textured, which is linked to rigged, which is then linked to different animations

frank escarp
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thats the idea

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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

empty berry
#

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.

paper kernel
#

Even a tab system to switch between files would be huge improvement

frank escarp
#

@paper kernel you can link a whole "layer" from another file

vivid girder
#

Can you not break async tasks?

#

Is there a way to do game thread operations from there?

#

Also doesn't visualize execution

dark sparrow
#

does anyone know where i can get artv2.0? the github for it shows 404

cloud cobalt
#

Are you logged in ?

dark sparrow
#

yes

#

oh, i did not accept invitation. i see it now

crisp fable
#

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

cloud cobalt
#

@crisp fable Yeah, this is why I avoid plugins like the plague

plush yew
#

How to use "rotating movement" component in blueprint?

#

I don't wont to use tick event for this

crisp fable
#

you can use the timer

#

how else would you expect it to work?

plush yew
#

so what for "rotating movement" component?

crisp fable
#

use tick

plush yew
#

is it "proper way"?

crisp fable
#

yes

plush yew
#

ok then

crisp fable
#

unless you have thousands of them

#

then theres another option

plush yew
#

nope, just rotating object in air

crisp fable
#

ok yeah use tick thats what its for

frank escarp
#

@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

cloud cobalt
#

Fully open-source with source that you feel capable of maintaining and doesn't depend on other stuff

crisp fable
#

yeah im generally with you

cloud cobalt
#

That's what I'd say

crisp fable
#

but in this case in so many ways it makes my life easier

#

most of the plugins i use are mine anyway πŸ˜„

fair violet
#

@cloud cobalt @crisp fable this is why I’m so grateful that UE4 has almost everything I’d need built in

#

It seems you’d have to get a lot of 3rd party plugins for Unity to be on the same level

#

And I can’t imagine developing something not knowing if the 3rd party plugins will stay up to date or bug free

crisp fable
#

well, not really, unity is pretty feature complete

fair violet
#

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)

crisp fable
#

and it has a node graph on the way

fair violet
#

Yeah they have stuff on the way but at the time I was using it it was lacking in comparison by a large margin

crisp fable
#

i mean most of unitys deficiencies are due to them never making a game with their own tech honestly

#

oh yeah i agree

fair violet
#

Yeah for sure

crisp fable
#

but thats also a downside of UE

fair violet
#

Their tech demos look incredible but they are running lots of custom stuff

#

And it likely won’t be battle tested

crisp fable
#

most of the things that get attention are only because they need them for their own games

fair violet
#

Yeah that is true

crisp fable
#

i just straight up reject unity because of lack of source

fair violet
#

However there are lots of good generic changes there like networking and graphics optimization’s that benefit everyone

#

Yeah that’s the biggest reason- it’s a black box and you are forced to wait on them

crisp fable
#

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

fair violet
#

Do Unity fix quickly?

#

I agree that it’s not likely to see a fix for a while

#

But at least you have the power to

crisp fable
#

yeah

frank escarp
#

@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

fair violet
#

That sucks

frank escarp
#

go buy source code lmao

#

5 figures minimum

fair violet
#

I imagine a project with 10 3rd party plugins and this problem

#

Nope nope nope πŸ˜„

frank escarp
#

and you cant just remove plugins in unity

crisp fable
#

yeah theres no plugins folder

frank escarp
#

like in unreal with a checkbox

fair violet
#

What????

crisp fable
#

they stick their tentacles in your project

fair violet
#

Wow

frank escarp
#

plugins just get embeded in your project folder

fair violet
#

That is horrible

frank escarp
#

and then they cant be easily removed

#

if you just nuke the files, then unity might crash on load

crisp fable
#

i tried to convince everyone to put their plugins in a "plugins" folder once

frank escarp
#

and btw, they dont have generic console/platform/vr stuff

crisp fable
#

it didnt take.

frank escarp
#

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

fair violet
#

Wow it seems UE4 makes life easy in many ways

frank escarp
#

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

fair violet
#

Absolutely agree

crisp fable
#

yeah they need to partner with a studio

#

integrate themselves with the development

frank escarp
#

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

crisp fable
#

well yeah thats the difference isnt it

frank escarp
#

bigger teams have source, and some times they dont even need to edit it

crisp fable
#

a untiy bug is well and truly a show stopper

frank escarp
#

but just being able to run the debugger makes the bug obvious

#

a lot of the time

crisp fable
#

a ue4 bug is just an annoyance you can work on

frank escarp
#

and then they can work around it

crisp fable
#

can someone do me a favour and test something

#

open the sln in that, compile

#

i get errors

crisp fable
#

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

cursive dirge
#

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 πŸ˜„

#

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

urban meadow
#

@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

cursive dirge
#

there are tons of feats but only smaller subset of things are super polished

faint cedar
#

So... anyone here good with web programming? I am having some confusion regarding some multipart form data stuff

crisp fable
#

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

urban meadow
#

the length of the normalized velocity vector. velocity->normalize->length

#

that will be between 0-1

regal mulch
#

Not between 0 and 1

#

Just 1

#

Normalizing does exactly that -> Make length 1

urban meadow
#

yes correct, won't be analog, but if velocity is 0 will be 0 πŸ˜›

#

i'm on pain meds lol

#

if you want the analog turn rate divide your forward speed by your max speed

cloud cobalt
#

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

urban meadow
#

bp gonna handle 0 case

#

but definitely better to get the analog value anyway, was bad advice from me

crisp fable
#

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

urban meadow
#

i think the turn rate would be tied to the velocity wouldn't it? faster you moving the faster your can turn

crisp fable
#

not really

#

turning a fast car is quite difficult

worn granite
#

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

crisp fable
#

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

worn granite
#

but yeah control surfaces are more/less effective depending on speed

crisp fable
#

excellent

#

thanks for that keyword immutable

wild glacier
#

How can I remove or disable the physic interaction among a Static Mesh/Projectile and my FirstPersonCharacter?

worn granite
#

np @crisp fable

ancient obsidian
vale osprey
#

@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 doesn’t have too much inertia and rudder produces a lot of torque.

cloud cobalt
#

SteamSpy is getting back online with owner data

#

Now estimates with machine learning, so ~10% error compared to the very accurate data previously reported

pallid compass
#

it feels good when u read the same thing over 50 times then it sinks in

unkempt isle
#

hi guys

#

you do you get ideas for you future projects?

karmic igloo
#

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.

vast pine
#

Toilet

karmic igloo
#

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.

vast pine
#

πŸ˜‰

#

Driving

#

Usually any time you have internal dialog

karmic igloo
#

I don't drive but I do bike some.

#

Any time you're doing something that doesn't require brain power.

unkempt isle
#

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

vast pine
#

You gotta have grit

#

Expect an idea to take a few years

karmic igloo
#

Game development isn't just fun and games. You just have to remember that somebody else will probably enjoy it.

vast pine
#

I’ve been working on my game for 2 years

karmic igloo
#

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.

frosty bloom
#

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

karmic igloo
#

^

vast pine
#

This is why it’s super fun to make mechanics and then gets eh when you start putting it togeather

karmic igloo
#

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.

vast pine
#

Yeah ai one week ui another maps enviorment etc

frosty bloom
karmic igloo
#

^

crisp fable
#

from various numbers on the internet i finally found my answer

karmic igloo
#

Gotta steal that one.

crisp fable
#

a war ship travels about 800m to turn 35 degrees

#

from that i can get a velocity to scale my right input

#

porblem solved

vast pine
#

Gotta be a version of that for building lightig

lilac cedar
#

is it true that PUBG is full of store assets? and has loads of blue prints.

vast pine
#

Blue prints are fine

grim ore
#

It is true that PUBG is 100 asset flip with blueprints, true story.

lilac cedar
#

I am no programmer but I heard they are a lot less efficient than C++

grim ore
#

they are between 0 and 1 million times less efficient than the worst C++

lilac cedar
#

lol

#

yeah I thought blueprints was just for prototyping

grim ore
#

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

grim sinew
#

Blueprints aren't terribly inefficient anymore, especially with nativization.

#

Use whatever you want, it'll work just fine

lilac cedar
#

yeah I am learning blueprints just for making scenes for arch renders but I am new to UE4 so its a start I guess

frank escarp
#

@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

crisp fable
#

haha

frank escarp
#

character movement is no joke

#

it does a lot of calcs

crisp fable
#

lets not hold up pubg as the pinnacle of development standards

frank escarp
#

even if you ported all pubg code to pure c++, it will still run bad

crisp fable
#

im pretty sure the lead developer pops his collar

cursive dirge
#

they have lead developer?

cinder iron
#

@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

cursive dirge
#

@dim merlin if you paste something by accident, you can just delete the message

crisp fable
#

oops sorry

dim merlin
#

totally true, done πŸ˜‰

potent silo
#

does anyone know why my particles have no collision in game

#

they work as intended in editor

patent siren
#

is 4.20

#

gonna have that rendering a skeletal mesh as a static mesh

tepid inlet
#

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

patent siren
#

everytime i boot up anything ue4 my right monitor restarts

worthy fox
#

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 don’t show up in the material. Is there a way to fix this? I don’t want to spend a few hours connecting nodes 😎

patent siren
#

what engine version are ya using

worthy fox
#

4.18

karmic igloo
#

Is there a reason r.vsynceditor isn't working in 4.19?

manic pawn
#

doesn't the normal r.vsync work in the editor?

dire storm
#

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?

manic pawn
#

to move things between projects, you have to migrate them

#

so there's no automatic shared folder

dire storm
#

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

pallid compass
#

If u do that ur gonna bloat ur project

#

compile times

#

migration

manic pawn
#

I mean... theoretically you can

pallid compass
#

folder searching

#

indexing

#

backing up

#

etc

manic pawn
#

but people generally don't do that

pallid compass
#

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

dire storm
#

well

#

thats what I'm trying to do now.. is organize everything

manic pawn
#

also keep all the content in a subfolder with a sensible name or migration is going to be awful

dire storm
#

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

pallid compass
#

Its kinda old but read that

#

I really need make a new tut on the wiki for asset and content management for projects

dire storm
#

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?

cinder iron
#

Use Linter! oh... wait

pallid compass
#

yeah ofc

#

Your just boating ur project otherwise

#

Giving your self a fuck ton to manage

dire storm
#

alrighty. I kinda liked the thought of having 5 billion materials to choose from... or at least you know... more options to play with

cinder iron
#

and remember don't name your assets with more than 255 characters :)

pallid compass
#

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

dire storm
#

gotcha. Thanks for the advice

rustic pecan
#

I can't seem to import an fbx file

worthy fox
#

I’ve 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.

#

πŸ’”

rustic pecan
#

ok. it turned out my file was too large

plush yew
#

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

#

it has still the error

slow orbit
#

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.

silver crown
#

Go ahead πŸ˜ƒ

slow orbit
#

Thank you. πŸ˜ƒ

silver crown
#

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

slow orbit
#

And this is then applied to the player character?

silver crown
#

Yes

slow orbit
#

I'm still new, so apologies if I don't completely follow. πŸ˜ƒ

silver crown
#

Set the character location & rotation to that

worldly axle
#

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?

silver crown
#

Jump pad?

worldly axle
#

yes theres a jump pad script for it that I'd like to use for my game

silver crown
#

The yellow things?

worldly axle
#

yes

#

those

#

with the arrow to select location of where it will jump to

#

so useful

silver crown
#

Ah indeed

#

That's nice

#

They must have an entirely custom character controller though

worldly axle
#

I don't mind playing with it to try and get it to work

silver crown
worldly axle
#

it's for a vehicle based game so it will take some tweaking i'd imagine

#

404 on that link :S

silver crown
#

You need to link your epic account to your github

slow orbit
#

Uhhhhhh

worldly axle
#

oh

slow orbit
#

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...

silver crown
#

Invalid cast?

worldly axle
#

thanks for the help

slow orbit
#

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!!!!

gray basin
#

@dense patio

#

unblock me

#

good news it is already animated

#

and I need UE4 help

#

that's all

tame flint
#

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

winged crypt
#

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

worn granite
#

BP?

winged crypt
#

Yeah BP

#

a plugin, actually

worn granite
#

yeah you've likely been hit by that one bug BP has

#

if it is its parent's value

tame flint
#

@winged crypt i tried that already bro

winged crypt
#

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?

tame flint
#

i will post

#

my BP

winged crypt
#

kk

tame flint
#

slows character but never sets speed back to 400

#

@winged crypt any ideas

winged crypt
#

@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?

tame flint
#

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

winged crypt
#

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

tame flint
#

great catch bro it worked

#

why did that work but not inside the enemy?

winged crypt
#

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 πŸ˜‚ Glad it worked out πŸ‘Œ

tame flint
#

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?

winged crypt
#

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

tame flint
#

how long have you been working with Unreal/developing?

winged crypt
#

hmm like 9 months or so

#

wbu?

tame flint
#

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

winged crypt
#

just practice?

tame flint
#

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.

weary basalt
#

@worn ocean Please dont post multiple messages in different channels.

#

Stick to 1 channel thanks.

crisp fable
#

guys i have this great idea for a game

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its going to be like fortnite

#

well in fact its going to be exactly like fortnite

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and all you have to is make it all ill give you 5%

#

we'll make bajillions

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and ill like, watch

worn ocean
#

what are you 12?

crisp fable
#

haha

#

its true im a natural entrepeneer or whatever

#

im an ideas man

lyric owl
#

how do I fix that?

#

can I fix that?

plush yew
#

which channel do i go to, to discuss unreal pc builds?

swift hull
plush yew
#

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

swift hull
#

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

plush yew
#

Did you model it?

#

did you use blender if so?

swift hull
#

nope, done entirely with brushes in unreal tournament

plush yew
#

oh okay

#

well

#

hmm

swift hull
#

That is an extruded face. I suspect when I narrowed one side, i might have screwed it up 😦

plush yew
#

make sure the faces aren't flipped or anything or the vertices aren't intersecting

#

or there isn't a face within a face

swift hull
#

how could I check for a face within a face?

plush yew
#

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

swift hull
#

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?

plush yew
#

you need to know only basic stuff if all you want to do is just make simple geometry

swift hull
#

Man I download maya...so many buttons 😦

cinder iron
#

Thats probably an inverted normal

plush yew
#

yeah it is

swift hull
#

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

cinder iron
#

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.

plush yew
#

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

cinder iron
#

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

plush yew
#

i think blender is pretty good

#

never had issues like that

cinder iron
#

Indeed it is, it was my error

plush yew
#

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

swift hull
#

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

plush yew
#

I see

#

thats fine lol

swift hull
#

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?

plush yew
#

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.

swift hull
#

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

sudden agate
#

protip: don't use BSP

frank escarp
#

@cinder iron backface culling

#

a toggle in the 3d viewport right menu

#

latest commit, fancier prettier menus

cinder iron
#

Oii thanks victor

honest vale
#

what

#

menu is that

#

is that in UE 4?

tall pendant
#

i think its blender

frank escarp
#

blender 2.8 pre-alpha

frosty copper
#

Ooooh, so they DID change from those godawful hugeass buttons

cedar snow
#

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

worn ocean
#

hey what do you call those character map sketches used to trace for 3D modelling in MAYA/3DS Max/3D modelling programs etc.

cursive dirge
#

I still have to google every other time how to remove the extra blender windows πŸ˜„

worn ocean
#

reference model?

#

low poly reference?

cursive dirge
#

I dunno if characters have some specific term for that

worn ocean
#

those sketches that has the character in T-Pose with Front and Side view sketches what are those

cursive dirge
#

I know what you mean

#

just don't know the proper term either

#

for technical drawings, those could be called blueprints

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but I'm sure that doesn't apply to char refs πŸ˜„

tall pendant
#

afaik there no special term

#

we always used just "ref" or "ref sheet" as a "term"

worn ocean
#

found it
its called Model Sheet
https://en.wikipedia.org/wiki/Model_sheet

In animation, a model sheet, also known as a character board, character sheet, character study or simply a study, is a document used to help standardize the appearance, poses, and gestures of an animated character. Model sheets are required when ...

tribal pebble
#

yo ma bruvs did anyone use Unreal Engine , for video editing? and visual effects?

frank escarp
#

@cedar snow and they are changing blender massively this update XD

cedar snow
#

hope it's for the better πŸ˜„

tall pendant
#

the day the get an proper Maya "emulation" i might give it another try

#

their current "maya" setting is just bollocks

frank escarp
#

@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

cedar snow
#

i was irritated AF having to find a standard properties panel 😭

#

and edit modes located all over the place

cloud cobalt
#

Blender always was messy in UI

#

2.4 was incredibly worse than current

cedar snow
#

it was suppoooosed to be better at this point

#

ok, maybe it is πŸ˜ƒ

frank escarp
#

the truth is @cedar snow

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that blender is designed to be ui-less

#

and the ui is done by programmers XD

cedar snow
#

it pushed me into generating basic geometry in unity

frank escarp
#

blender strenght is precisely in NOT using the ui

cedar snow
#

so i guess that;s a good thing lol

cloud cobalt
#

Blender has been so incredibly good in basic modeling features for so long that you easily forget the UI

frank escarp
#

the UI is just "there" for some specific tool or the menu panel at the right

cloud cobalt
#

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

frank escarp
#

blender UV has been used in actual movies

#

at the old times

#

like blender 2.3

cedar snow
#

stranger getting angry at dude πŸ˜‰

frank escarp
#

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

cedar snow
#

guess there's no release date yet on 2.8?

frank escarp
#

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

cedar snow
#

dogfooding πŸ˜ƒ

frank escarp
#

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

cedar snow
#

anybody done ue4 dev for android?

#

and are fortnite mobile optimizations already in 4.19 ?

frosty copper
#

Always did like the way blender is developed using actual projects to see what needs to be done. πŸ€”

frank escarp
#

@frosty copper its actually mixed

frosty copper
#

well, yeah. xD

frank escarp
#

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

frosty copper
#

agreed. :>

tribal pebble
#

lol

vale jasper
glossy beacon
#

blender UV is great

#

i wish IK was better

weary basalt
#

@vale jasper That model looks awesome. I love Alien. Id like to see more πŸ˜ƒ

frank escarp
#

@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

sullen mesa
#

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...

vale jasper
#

@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