#ue4-general
1 messages ยท Page 238 of 1
@plush yew yup i never take loans i hate risk. i will eventually though once i have more capital and want to expand i think.
@silent kraken and great electrical bill ๐
@keen frigate sutorcen nobody talks about "who can get a loan"
yeah, I run many servers from home. My bill is pretty high already XD
@plush yew Well yeah because receiving a fund is the ultimate goal, if you don't have enough to fuel your project.
@plush yew he brought assets from the community, all the code was done by himself for 2 years. He then setup a company. UE4 have showcased his game at one of their events ๐
@silent kraken i had 4 vray render farm servers in my house at one point. sold the whole thing for a few thou and got one machine to test my unreal game. that's my unreal steam test appid server
So many @ people in this chat right now
lol
crosstalk
@silent kraken While it is impressive that he coded it by himself, his game is pretty much marketed on its visuals so I would hesitate to show Lost Souls Aside as an example of sole developer work
@silent kraken One of many.
He did the coding, not the designing.
Yes, I'm agreeing with you on that...
So he is a sole developer, not a sole designer
Sut can i ask you a quick question about components?
Look everyone has the right to release the game they want. How they do that is also up to them. At least they did it. We should finish our game too. ;P
Sure
Who are you referring to by saying our???
Ok - if i am using a component and it has a custom event, can i override the event in the parent object for special instances?
@silent kraken people in this conversation ๐
or does it have to be only generalized code all the same for all pawns that use that component
My game is not going to be finished for a while XD
trying to figure out if i can custom extend components in the doc right now
@silent kraken I wouldn't say sole developer. Maybe sole programmer
okay, sole programmer then
@plush yew Usually you have to get the owner of the component to run a function (if you want to target the owner) otherwise you can set up the custom event in such a way that it can be targeted at will by other actors. Hope it makes sense. ๐ค
when your off 3 days and you come back
and you have loads of work to do :C
my job consists of pressing buttons...
@silent kraken https://giphy.com/gifs/gngO1gmBhS9na
@silent kraken then dont come back so late!
After 3 days off when you return to your project ๐
forget your main job ^-^
I would love to do that xD
under tghe bridge and...
you do realize, I always have the weekend off and then it was bank holiday on monday, so 3 days XD
1p+ a day, easy
all right, i'll look through the doc a bit more thanks
gothic you will be my new coder
Just sell the game for ยฃ0. Easy ๐
setting up one component that has functions for AI detection now
@plush yew you can always post in #looking-for-work
i know
wait, no, it would be #looking-for-talent
xD
@plush yew oddly enough I am working on a similar component. An AI component for both enemies and companions (if I get it to work)
I believe @plush yew is doing his own game, sorry @plush yew
cool
are you actually 1 person, @plush yew
im not even really making a game..
clicking buttons @plush yew
me too
you get paid for?
yeah from home - not for an income currently. entirely on the game and on Fridays i go out for a social hour with some friends.
@plush yew how do you live if you don't earn any money XD
lucky...
what is trust fund
it's how humanity should be living honestly. and once automation takes over there WILL be a universal basic income. ๐
@plush yew it is just a fund that i get from my grand parents house sale that comes to me each week
ehm what is house sale?
yeah, trust funds are money stored away from certain things like inheritance money and stuff
I'm an IT pro working 4 days a week due to cuts, and I'm trying to generate more money with my game company than my day job. Shouldn't be hard with what I make. ๐
What do you roughly make @keen frigate
around 700โฌ per month... you can all cry now ๐
let me go convert that to ยฃ
don't it will depress you lol
sutorcen. what you making?
and I'm trying to generate more money with my game company than my day job. Shouldn't be hard with what I make
In my day job? System Admin + Network security
20 years in the business
Not even a year XD
you mean you can make a lot of money with your game? @keen frigate
@plush yew I can make more money with my company yes
if I ever do, once bills are paid and money is stored to upgrade the company, then I pay my staff ๐
how long have you worked on the game???
if you want, you can send me your game in PM
you just had to add me as a friend first
@plush yew Well I started of making the game, then I learned 3D modelling which gives me few freelancing jobs. Then I learned to use Photohop and Illustrator which helped me to create assets to sell. In general what I have learned for my game is generating money. Which isn't bad to be honest.
so you did nothing for your game?
what do you use for 3d modeling???
@silent kraken I am on this path since 2015, without any prior knowledge of any of these stuff... Unreal, C++, 3d modelling etc
Blender
@keen frigate do you have a company domain
Yes
Well I can't afford the others so... ๐ To be honest I love blender.
hi :3
@silent kraken why can't I respond to your friend request?
@plain valley Hey there ๐
uhhhh
anyone know how to properly set default screen resolution for the Switch in unreal
ResolutionSizeX=1920
ResolutionSizeY=1080 in engine configs does nothing
rick i do this in my level blueprint for the opening level - it gets from desktop
If I want to make a fps shooter should I set the project as firstperson and ad a body or thirdperson and change it to first?
@plain valley either way works fine
ok thank you @plush yew i was hoping for soem config magic, will have to add that to some startup stuff, thank you
welcome
what is easier?
Guys, where i can look at list of all blueprint logic blocks that Unreal has to offer ? Maybe some did a video explaining what which one of them do ?
@plain valley Well in one (3rd person) case you just have to move the camera in the other you have to add the mesh. Normally just adding the mesh is easier. It all comes down to what you feel more comfortable with.
i baked everything and then this appeared ๐
adding a skylight or atmospheric fog will fill the negative space for luminance in that pic
it only appears with static sun...
you'll need to bump the intensity to a fair number before it's visible. Modes Window -> Skylight, drag to scene. Skylight Intensity - 20 (here's an example of what it shows in my setup)
nope^^ seems like it not that
are you trolling me or is it really not that
its not that.
well, if the materials have a standard base color, and you add a directional light or some fog / a skylight to brighten the scene it will work for sure.

you're speechless huh
well that scene appears different from the last one you showed
no its the same level
as in lighting is mostly better ๐
just go through and click the darker boxes and check the material settings. that's what i would do if i was you right now
๐ when light is movable, everything works fine.
that means it has nothing to do with materials
ah. yeah sometimes movable does fix things but the problem with that is there's a higher util cost for movable lights so you want to avoid those when you can
if the level isn't moving, the light shouldn't be movable because it's going to hurt utilization time
i know
but at least it tlooks good when movable ๐
i guess so. lol
i had a ton of lights in my game that were movable and i optimized them only recently.
are you actually making a game now?
i am trying. but frustration makes me not doing it ๐
yeah. that's the life i guess.
honestly at this point i learn new things almost every day and i started out far worse for the wear so.. you can rest assured a creative life is better than living most other ways.
eiter way, i have model again.
good.
@plush yew Patience you'll get there
if its lit with moveable light and not with static you have no UV's or they are wrong
mostlikely ๐
you see. gothic. that would be the first question
are the uvs correct
you learned something!
1 level up"
๐
i'm not the ultimate cord of knowledge or anything. lol
dynamic lighting workflow is a lot easier anyway especially if you're newish to this
if i have a 900 unit long nice cube with soft edges and i only want the top face to have a high lightmap resolution, what should I do?
its a waste to give the whole mesh 512 LM resolution
It looks like some of the meshes don't have light maps at all. But, when in doubt check your log.
if you're gonna use moveable lights you dont have to worry about lightmaps at all
when you start with
https://i.gyazo.com/1730beb31b8b77bff670e5f2204e3358.png
and after iterating this is all you need:
https://i.gyazo.com/703ae535da926945d7f0db76de048125.png
haha @fierce tulip
@fierce tulip What is that for Yoeri?
The joys of programming/ blueprinting
damn lol now I get it
not at liberty to tell @keen frigate but its for a special effect.
is it possible to give specific faces in a asset a higher lightmap resolution?
Sorry was caught up in "serious mode" there for a moment
๐
if only that? ๐ฆ
the bottom part of the mesh nobody sees ๐ฎ
only the top part
can't you use a plane instead?
ohh
It is common to use brushes in the final build if nothing else fits with what you want to do. It is not recommended but it will not break your game either. So If you need a mesh with one face having a higher light rez than do just that, use a brush,
or a plane
@plush yew if you are trying to use a plane as a wide shot environmental object remember that most wide shot environment objects are spheres with textures mapped to them to make it appear like a sky with clouds, etc.
nono
its part of a ground^^
then why have the box
ok
like in super mario a box
the way that's normally done, is there is texture tiling with a much smaller resolution. and those textures are tiled onto smaller surfaces. with multiple faces
so it's not a good idea to scale up an object to 900 units, you want to have a large mesh with many polygon divisions, and that automatically tiles textures
o.o
do you get what i mean
where did you get that?
source?
no
ok you know how 3d objects have vertices, edges and faces right
polygons to comprise them
what you're doing is scaling up the floor very large - but this is poorly optimized. you're better of just using a mesh with more detail in it. plus users will appreciate if the floor has more variation and art style if it's not simply scaled in that way.
i modeled the cube in blender o.รถ its tnot scaled up in UE
if you google "subdivisions" you'll see what i mean
well if you made it in blender then just subdivide the cube a few times
so there's more edges on each face
of the cube
isnt that a waste ๐ฎ
no because it will allow the object to have more surface points and you can have tiled textures. even though its a more triangles for unreal it wont render slower, the cpu utilization cost is very marginal for more triangles.
just don't subdivide it like 5000 times
Here I try to observe the way edges can be rounded out using the bevel tool, and also how to achieve this effect using subdivision surfaces. How to control s...
i know sutorcen. just w and subdivide the face
Ok maybe this will help
\https://www.youtube.com/watch?v=wKDlJUlzFoA
In this tutorial I will show you the importance of setting up texel/texture density guidelines and how to implement those guidelines in UE4. I will also from...
what do you mean with "ok maybe this will help" ?
anyone know why foliage (painted from foliage tool) wouldn't show up on a console build?
@plush yew Help you with what gothic is saying on why you shouldn't stretch meshes inside Unreal. We are trying our best to help you out, but we neither fully understand your goals, the problem nor how much knowledge you have on the subject (UE4 + 3D modelling).
@sturdy star I personally have no idea. Sorry.
ok sutorce n:D
@sturdy star is there a chance your foliage materials use an incompatible shader?
possibly, i am using a master shader for all foliage and static meshes show up fine, painted foliage doesn't.
how do you turn on collision on my 3rd person camera so it doesn't clip threw the walls ?
through*
its on the camrea arm i think, camera collision
yeah. i did that in the spring arm for my character
also have to make sure the environment mesh itself has collision set properly
does the env mesh have these collision settings? or similar?
is there any other settings i need to change ? We just had the standard UE4 3rd person character loaded the entire time - and just now imported our own char
landscape is set to block all
it worked fine with the default UE4 character
is wall collision set to block camera
settings in the default bp and our own seems like they are the same
everything is set too block the camera as well ๐ As i said it worked fine with the default character ๐
yeah i had this problem before too i use a custom flying pawn and not default third person char
so when you move the char back against a wall it goes outside the wall?
do we need to delete the default character and its blueprint maybe ?
collision on walls stops the char but we can move the camera around and behind the objects in the scene
okay look at socket offset and target arm length
https://forums.unrealengine.com/development-discussion/rendering/1454850-foliage-culling-bug-on-linux-with-4-19-0-4-19-2?p=1471567#post1471567 this is the foliage problem if anyone else has it, needs integrate from git
Hi,
I am seeing a bug with the recent 4.19.0 release on my project with Linux related to incorrect foliage culling. Here are two videos demonstrating it:
Foliage
Umm i dont know if i should ask this here but im just wondering im going to build a new pc soon would this be a good pc mainly used for gaming,unreal engine,blender etc https://uk.pcpartpicker.com/list/nzmGLJ
More than enough, but i would go for a 1080 since you are going all out and a Dell UltraSharp U2718Q
ah okay
You will need the extra power for rendering in blender and unreal
I have that monitor and it is fantastic at that price 4K, amazing colors, usb ports plus able to rotate the screen which ever way you like, and 5ms response
i got a i7 5960x.. i kinda wish i got amd to try out the ryzen branding
i paid $1000 for my cpu lol wayy too much for price for performance
for unreal editing and stuff it's all realtime even on i5s
I went with ryzen... didn't regret it
i wanted to get a 4k monitor i was just worried i would lose FPS in games
i have a 2560x1440 one it's good
well yeah they came out of nowhere with the threadripper branding
i thought amd was gone for like a long time lol
yeah
really shocked me. now i want their cpus.. you don't have any hitching or throttling or anything? did you OC yours?
no I didn't
i OCed mine a lot
Although I put on a liquid cooling I haven't yet
What is you're CPU sutorcen
Ryzen 7 1800X
And thats fine with 4k? I didnt think it was enough
Ah okay
If i could afford a 1080 ti i would get one
you don't needa better cpu for higher resolutions
but its a bit to expensive
unless you're working with videos/images
Okay
It is but when it cuts down the time you need to render a video animation it pays off.
for light builds though the more cores the better if you're using static lighting
and imagine it is still not enough
@worldly axle hence the ryzen
Intel cpu's where way to expensive for me at that time so I decided to spent my money on a good gpu
good choice
I'm waiting for 7nm gen 3 ryzen to upgrade mine
8 core, 16 thread
hopefully at around 4.6ghz
yeah as I said, it was mainly build to handle 3D renders
yeah the next gen is a beauty
Hopefully when i can build my PC the gpu's will go down in price
about time Ram drops to bottom prices
well we are waiting for the new nVidia GPUs to hit...
amd have some pig of a card coming out at the end of this year too, 7nm big Vega with 32gb of crazy fast hbm2
meant for deep learning and ai though
would still be awesome for 3d work
wasn't there an incident a few weeks back where they accused the ceos of memory manufacturers that they were fixing the prices to keep them up?
Yea is ยฃ360 good for 32gb of 3200 memory?
big vega even
brand?
G.Skill
16-18-18-38
Is that good or not?
ah okay
for that price I'd expect CL15
i dont know much about ram/timings
at least
Ryzen loves high speed and low timings
since it's l3 caches is directly related to ram speeds
and the l3 caches needs the boost
Ah okay
sorry on the phone
Just wondering which better 2 dims of 16 gb or 4 dims of 8gb?
2 x 16 unless you have quad channel memory
on the board
might as well leave the option of going to 32
64 even
2x16
you can easily extend to to 64 later
and there is no such thing as to much ram
board will say if it's dual or quad channel
generally the quad channels have 8 ram slots anyway
yeap
Ah okay
The higher the ram frequency the less the benefits of timings, so don't worry too much about them as more brands have good timing on their chips anyway.
64gb ram is still quite expensive hehe
Oh okay
ram prices are still insane i see
you won't get better timings for the price it seems @tranquil bone
yes and you usually have to pay a lot of extra money just for better timing which will hit a bottleneck elsewhere in the system anyway...
yea looking rn if i get lucky i can get corsairs dom plats for 290
This stuff is cheaper though with lower timings
should be around the same performance as that 3200 with higher timings
although ryzens benefit from faster ram
ah oaky
yeah if you go for a ryzen you should better pair it with fast ram
or you can overclock the ram
with miore voltage you might be able to get it to 3200 with it's current timings
or changing some other stuff
out of the box it's still fast though, you won't gain much
yeah no although you can it is not highly recommended for longevity especially if your pc will handle heavy duty jobs
yeah I don't like touching ram overclocks
too much of a pain
corrupted windows and bios resets
i can feel the pain emanating from my pc when I'm rendering...
Take a look at what is considered a proper render pc...
https://system76.com/desktops
System76 desktop computers are custom-built to run Linux flawlessly with the latest processors and powerful graphics.
@worldly axle I love your name and pick. Do you like the new versions???
Haha thanks, new versions of ue4?
I believe he means the powerpuffgirls
is it normal that cascaded shadows stop showing at ~2000 units from camera whatever "Dinmic shadow distance" I enter (keeping it >2000) ?
@full vine Can you show us a screenshot of your directional light settings?
I just created a empty project with a stater content and set a chair and the sun to movable
ive been working on setting up a ivnentory
and i figured out a way to make it so that the image picture can be changed in blueprints
is there a way to change the buttons image via blueprints aswell???
@keen frigate here it is
Brb for some weird reason my mouse pointer is acting up while using discord..๐
excuse me, does someone know how to print a message on the message log?
using blueprint?
print string
or print text
both print to the log by default unless you uncheck their boolean on the node itself
@tulip pewter these two
@full vine have you tweaked the Far Shadow Cascade Count and Far Shadow Distance?
or have you tried playing around with the default values?
if I reduce dynamic shadow distance to 1000 and set far shadow as you show, I see far shadows, but they disapear at 2000
I tried changing all the values in the cascaded section
They disappear at 2000 no matter where your camera is?
I'm playing around with the Dynamic Shadow Distance MoveableLIght slider and it behaves as expected.
That's what I'm doing. Moving upwards and changing the slider ever so slightly to see where the shadows disappear.
Ok maybe it's not your static light maybe it's your camera.
so if you set it to 20000, you can see the shadow from super far ? (like a 5px size)
as 20000=200 meters, right ?
This is very far away from the floor
6721 on the z axis
18077 on the z axis
after that the shadows don't appear anymore
1 Unreal Unit = 1cm yes
Just to be clear I lost the shadows on smaller objects after circa 6000 on the z axis but that doesn't mean that dynacic shadows don't work.
yeah if scale up the chair I see the shadow at a greater distance
It always helps to have objects of various scale to check this things out. ๐
then, how can I make small shadows to render further ?
The max distance is 20000. Well the question is why would you need to do that?
In fact I would like to see every shadows (whatever size they have) at 4000
You could increase the Number of cascades or the Distribution Exponent and all the settings in the Cascaded Shadow Maps group. But the rendering cost is not worth it for the sake of beautifying a scene.
You could compromise and fake some shadows by baking them...
with the normal sized chair whatever distribution exponente i set I can't see it past 2000
My world is porceduraly generated so I can't bake (or at least I don't know how to)
By "cascaded shadow maps group" you mean this, right :
Yes I mean those values, the two on the bottom are for moving objects.
how do i invite a friend to the channel
i know i dont have the rights is there a link
Oh dang PrintString and PrintText work for logging? AGGHHH they should come up as results if you type "log" in blueprint editor
Hehe it would be helpful but for now the editor searches the name of a function. Glad I could help.
Any idea why our project config has 0 impact on the .exe details? Neither icon, license, version... is applied.
When unwrapping any kind of natural mesh like a cliff or rock for UE4, are there any concerns regarding UV shell size / count?
I know it's usually best to keep as few shells as possible, but for some assets you can use about 40% more UV space if you break them into slightly smaller shells
I'm just baking normal / AO and then using triplanar mapping to give extra detail, so I'm looking for any pros and cons for using smaller shells that make use of a greater area of the UV grid
There is no impact using UVs. Having more shells doesn't mean anything
The only reason you want to reduce the number of shells is so that at design time you don't have so much junk to deal with but the computers going to calculate the UVS regardless of where they are or how many shells it has
Same same
hmm, anyone else having issues with Epic Launcher?
Can't login, can't even get to login
๐ญ
Fornite: BR + Thanos broke it?
4th time's a charm
@raven cedar Awesome thanks as the bakes look identical but you get 40% more UV space if packing them into tighter shells
@fair violet more shells, potentially more visible seams, especially if you use tangent normal maps
@vale osprey I seem to not have many if any visible seams even with quite a lot of breakup. Going to test with more extreme settings now
Thanks!
@fair violet yes indeed. pack, pack, pack! Just make sure to maintain texel density ๐
Doesn't really matter for normals and AO tbh
The triplanar detail textures will handle uniform density across all rocks
If shells are not rotated then seams shouldnโt be visible
ah yeah, if you are tri projecting, all good
They aren't! And great ๐
anyone that can give me some help with svn setup? pm if ya can not sure exactly how i messed up
All the cascaded shadows of my movable objects disappear when smaller than 50px. changing the values in "cascaded shadow maps" of my (movable) sun wont change anything.
What can I do to reduce this limit (I would like something like 10px) ?
Anyone Know How to get rid of these Renaming Warnings of my Maps?
Its like stored in Cooked or something
I named them Map now instead of Level trying to be proper
Tried fix up directories no effect
@inner yacht you could try using CoreRedirects to fix the class names https://docs.unrealengine.com/en-us/Programming/Assets/CoreRedirects
Thx for the link ๐
I've been looking up what streaming poolsize is, and why I get the small poolsize error every time I start up the editor. I cant seem to find a definitive answer as to why this is happening, can someone clear it up for me?
Sometimes when I delete folders from my project they doesn't disappear from the Content-window... why? The folders are empty. They still show up even if I delete them via the Explorer in Windows... ?
there could still be redirectors in them
- delete the folder in content browser (NOT explorer)
- right click content and fix redirectors
then the folder should be empty
if it's still not, try restarting the editor
only then should you try doing anything with explorer
Can someone help me?
My Player Pawn behavior changes from one map to another
On one map a 100x100x100 static mesh cube fills the screen and blocks the player and on another map, the same Static Mesh Cube is half the size and the player can walk through it.
I guess the things to check would be: do you have different pawns in each map? Are you using any game mode overrides?
No game mode overrides.
Also as an experiment I created 3 new empty maps. On the first one, the cube looked fine. The second one, the cube looked huge. On the third one it looked fine.
This looks so random :/
(I'm using a player start, not a pawn. Not sure how Player start could mess with my pawn)
Player start "Details" look identical.
Tried copying the player start from the first level, and nothing changed
well the default pawn from the Game Mode you have set is what the player start would spawn in
but if you literally did New Level and the starter map 3 times and had different results then your engine might be going funky
new level will use the default game mode so it should be the same for everything each time
I would try and give more help but the Epic Games Launcher is apparently having issues due to Fornite right now lol =/
Last 3 tries with creating a new level turned out fine... I guess I will recreate the map I'm having problems with?
Oh wait! Earlier today I moved around a few folders and "fixed up" some references
must be something when you made it yeah. Really weird tho.
could it be something related to that?
It could be if you messed with the engine folders, but if not then I wouldn't see why.
well I guess maybe if you messed with the template folders if you used them for the 3rd/1st person controllers.
but dropping in a cube from the modes window doesn't seem like it would mess up
I'll just recreate the map
Thank you for your help!
And for all the great videos ๐
well not much help but hopefully that fixes it ๐
I think I isolated the problem!
When I create a floor that is big, for some reason, everything gets smaller
that's really weird
So this doesn't clear things up?
Wait, I think the problem is just with the floor of the problematic map... Using the floor of the good map (which is big) or scaling up the new map floor, doesn't create problems
Confirmed. It was the floor...
bad imported mesh or just something weird?
Created it with the Brush, which might explain some weirdness, but I create all my floors with the brush... Well, since I solved the problem by using another SM this is more of an academic mystery
if you still have that other map you can try converting the bad brush floor to a static mesh and see if it fixes that weirdness
Hi all, I just posted a short writeup on using CoreRedirects to fix parentless blueprints, take a look :) https://unrealingens.wordpress.com/2018/05/08/quick-tip-fixing-parentless-blueprints-with-coreredirects/
fooking version control decided not to push some random files, and another artist has updated stuff on these files without containing my edits. so its a clusterfuck of fixing stuff
isn't avoiding that the whole point of locks?
no clue what happened
๐ค
wat how
Occasionally shit happens with SC, even if at first glance, it might seems as having no obvious cause.
I really have no idea - but its giving me weird logs even now.
A bit hyperbolic but I kinda wanna zip my changes before issuing new commands.
so glad I also have my work-drive set up to be backed up on every change.
how does that work? won't it be extremely slow?
but it'd have to do that with every version of file you ever save?
ssd + good internet, dont notice it one bit
what tool do you use for that?
dutch thing called TransIP
their software
ah sorry frustrated and focussed on other stuff due to svn shit
STACK
is the name, and their software has same name
interesting
Sounds like user error more than vcs ๐
in same submit I submitted an updated map with shaders etc which all went trough
but an npc, its materials, and animations didnt
did you submit from the editor or something external?
Anyone have an Issue where UE4 crashes and it causes you to have to reinstall your graphics drivers?
I found the editor sometimes fails to mark things changed in p4
yea, which you can circumvent by closing editor and opening it before submitting
You submitted all but not every one got pushed?
No error in the logs?
then they wouldnt be pushed
not how I wanted to spend my fooking night
ยฏ_(ใ)_/ยฏ
yeah. nice. blender cannot change placement of the grid lines in uv editor.. how am i supposed to choose the correct margin of uvs? ๐คฆ
https://cartrdge.com/
whoo my vfx gif got staff-picked. (also, join cartrdge its awesome)
many particles
Anyone have simplygon working with 419?
Just added the 4.17 plugin to 4.19
seems good
Fade Screen Size?
As you get -closer-, not further? No idea, that shouldn't be happening.
There should only be a min screen size, not a max screen size.
Here's a little noob question: As soon as I double click, right-click or drag any material from an imported file, it will be reset until I restart the program. I feel like I'm doing something small wrong but I'm not sure what. Would be glad to get help!
(I'm using the version 4.19.2 and am on a windows PC)
this is normal?
@sick tartan Over the last couple of years I have seen many issues like this, more often than not restarting your system can help
Depends, what are you doing?
importing meshes to map
Hmm, are you done importing them?
Can you save your work and re-open the map?
How many meshes are we talking here?
yes, im done, yes i saved, im on only drag and drop meshes to the editor, they are 9K meshes, but im "drag and droping" to 500-600 per time
Restarting the editor might help, tbf, I don't work with that many Meshes, but it looks like it is somewhat normal, I've had UE use 11~12gbs on some projects
and when i drag and drop the ue4 freeze ๐ฆ and the detach and can continue..
Yeah, that happens often with a high count drag-and-drop operations
It has improved quite a bit, but it can still get better
There's an import button, but it's no different really.
Best bet is just to import fewer meshes. The moment you run out of ram, your system runs at like 1/100th speed anyway
import to the project or to editor?
Editor
You should avoid anything that ever makes you cap out on ram. It'll be faster doing it with fewer meshes since they'll individually process more quickly.
yeah that im doing
how can i combine meshes when i done with the map?
combine meshes work faster than separated
You just do it before exporting.
Don't combine them into chunks that would be larger than screen size though
and can i do it after?
Kinda but not really
and export annd reimport combined?
Just import it combined the way you want it in the first place.
Like if you have a bookshelf and 500 books, that should be 1 object.
yeah i know
Okay
You completely lost me with what you want to do, but good luck
ahahhaa
i need edit some parts of the map, before combine
is the map is combined i cant edit it
Yep totally lost me.
save a version of the source file with uncombined meshes, then save a new version making all of them one unified mesh and import it into ue
then alternate between those two source files if you need to access separate meshes
i commonly use 3dsmax in this way to import levels into ue, but merging everything into one unified mesh is a really good idea if it's an entire level or environment structure, then you can manually place individual assets like lights or other secondary elements like decoration to give the level further variety
Having the entire level as one mesh is in fact not a good idea, it can't cull anything that way.
It should be broken down into chunks, but not unnecessarily so.
if there is ceilings yes, i have backface culling to account for that in the 3ds tool.
yeah
It can't occlude objects that it's combined with.
does ue have the culling option? i haven't found that yet
Object culling is on by default.
Every game engine has it
Every 3d game engine has it, at least.
But it can't work if your whole level's one mesh, since it culls at the object level, not the polygon level.
yeah, i do a lot of arrangement in 3ds max and then bring it in to ue usually. i turn on wireframe to place objects or i temporarily hide the env mesh. i will have to see if there is a more efficient way to work.
hopeful i can find a similar backface culling option in ue at some point so that if i wanted to see inside a mesh i can do that
i just dont like having to manually select ceiling or entire regions of floors and detach them and import separately since it's an extra step
as i can do the texture work in the autodesk tool and then import it in that way
Okay, well if you don't, it won't cull. It's that simple.
Backface culling is on no matter what you do. That's not a choice.
Object culling is the only thing you get control over.
i think it might be possible to do if you set the material to not be two sided, and then have all the normals face in teh same direction
was just looking it up on the answerhub
Making the material two sided only duplicates the object with inverted normals
There is no such thing as a two sided polygon
yeah i meant to be able to see inside the level and place things
just did it ๐ turning my material to non- two- sided works for my level
i can now work in a similar way to backface culling in 3ds max and i can place objects in there - and then once i am ready to finalize the level i can turn on two sided again . does work.
Turning on two sided for your whole scene without needing it will pointlessly double the render cost of your entire scene
Nothing's going to stop you, but... why
that's how i had it before. i didn't know it had to do an extra draw call for the other side? isn't it just one call per visible pixel?
Not how drawcalls work
Drawcalls are per-object, not per-pixel. So an object can have 4 or 5 drawcalls, but it doesn't matter how big that object is.
yeah i read something about that online. so it's two drawcalls per polygon with two sided you're saying?
i mean per object, twice the amount?
Two sided doubles it. So there may be more going on, like if the object is recieving dynamic lights/shadows it'll add a drawcall and stuff like that. Whatever the object's base drawcall count is, it's now double.
i see
And whatever its polycount is, is now doubled too
okay one thing i will note is that i tried moving the camera inside the level itself and the level appears visible - i might be able to leave two sided off. your tip might save some frame time for me.
thank you i will actually disable two sided
the way my game works is
if the ship flies through the level
There's no reason why it wouldn't appear visible unless your normals were flipped for some reason.
it only sees whats inside the tunnels
its a 6 dof so
yeah
i made sure to unify the normals and everything was ok prior to 3ds max export and unreal import
Generally in games, nothing but foliage and glass is two sided
so thats ok - and i will double check that for all levels as well
because of translucency i assume?
Yeah, so if you view a flat plane of glass from either side it still works, same with foliage cards.
i see
well i did disable two sided for all my meshes now. gotta go get food. starved
๐ ๐ฅ
fish and egg diet for lunch. yum. lol
yum, mine is egg and ham lol
Hey guyz I'm new to UE4. I have a problem, when I am applying the material to an actor its only applying on the face not the whole actor.
you're putting it on a bsp
probably
you either need to put it on each face or convert it to a static mesh
but you won't be able to edit the shape after
bsp is meant for just prototyping
basic level layout or testing
it's not efficient and doesn't light very well
you can covert a bsp to a mesh though, checkthe documentation
or youtube tutorials
Ohh so mesh is an actor with some more detail right?
static mesh is just what you call 3d models in ue4
bsp is a tool for making shapes built into the engine
they aren't meshes
but you can convert them to a mesh
Thank you bro. @worldly axle
thanks
Hey guys, I'm converting my old UE4 project into art assets for an album I'm producing and am wondering if there's a way to directly render to video from within UE4. Is there a standard approach to this, or am I going to be recording my screen with FRAPS or whatever?
I even took the game name - DeltaTesseract and made it my artist name, ablum title is "Prototype" too LOL ๐
You can record out a sequence from in the editor but last I checked it was video only no audio. Alternately OBS Studio can record the entire screen no problem.
ooooh nice, don't need audio since I'm using it as a background for music videos
super lucky that my game was scifi looking lol
still keeping the project in case I ever get an itch to get back into it. ๐
does unreal have the equivalent of unity asset bundles?
i have a world that could potentially be infinite, and i want to build the tiles on demand, shit out some kind of asset and stream it to the client
I'm not sure you want to do that
the bandwidth requirements would potentially be enormous
well
it would be like, you're current at location X, which is neighbouring a tile you dont have, so there would be a patcher you run before the game that subscribes you to a torrent or something
wait maybe pak files are the answer
the asset manager is probably what you want to use here @crisp fable
it'll let you chunk out different sets of assets into different pak files
then with some code you can load those pak files on demand and index them with the asset manager
oh cool
have the asset manager do a scan through the pak, pick up the loaded assets
you have to write a bit of code yourself for it though
yeah thats fine
namely how the assets are ID'd
right
all object have a GetPrimaryAssetId function you can override
which is what you need to figure out
it has a concept called AssetBundles
but they aren't a unity analog
ok
it even has an example for pulling assets from a remote location in that pdf
Morning
good morning ๐
Morning guys
Good morning!
Morning to all mornings xD
@trail atlas This happens every time I use the software, even with different versions, even after restarting my PC
hello
hey rick
Anyone see anything blatantly wrong with:
static ConstructorHelpers::FObjectFinder<UClass> ClassFinder(TEXT("Blueprint'/Game/SpawnMeSmoothSync.SpawnMeSmoothSync_C'"));
WhatToSpawn = ClassFinder.Object;
Everytime I open my project again I have to take that line out, build with visual studio, open up in unreal, put line back in, build with visual studio
well, you're grabbing a BP from native code which I would definitely recommend not doing, ever
class reference variable, implemented in BP
you should treat the code to blueprint relationship as one way
So I shoudl just never spawn from code?
you can do the spawning from code
just don't directly reference a BP from it's path
that's just asking for all kinds of trouble
How do I access the BP class from code then?
you don't
How do I spawn it then? I need a class right?
which is fine, because you shouldn't be operating on a BP directly anyway
BlueprintImplementable and BlueprintNative stuff exists for that very purpose
so I don't use SpawnActor<AMySpawnActor>(WhatToSpawn); ?
do use it
I don't see how to get the actor I want to spawn by adding a class reference to it.
How does this get me access to the BP from code?
you can call spawn using that class reference
So I have my BP I want to spawn, I make a newBlankClass for that BP and set it as the reference variable. Then I spawn that newBlankClass?
you have a variable of type class (base class for your BP), that is blueprint editable
then in the BP version of the class that owns that variable, you can set it to the BP you want to spawn
ok, I definitely have some stuff to try out now, thanks for the tips ๐
no problem
width / height 0?
nope
Hey, is there way to get position of the actor relative to other actor position and rotation?
relative to rotation?
@plush yew return realObjectToSync->GetTransform().GetRelativeTransform(realObjectToSync->GetAttachParentActor()->GetActorTransform()).GetRotation();
realObjectToSync is my actor I want to get the local rotation of
Guys, can anyone help. When I try attach this backpack to the UE4 skeleton the engine shuts down with a crash
FAILED TO MERGE BONES:
This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?
WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.
@whole quarry
looks like you want to put the bag skeleton on the ue4 mannequin skeleton?
wouldn't it be better to just attach it?
one skeletal mesh to another
instead of merging bones and what not
not sure why you would even give the bag an SM
I'm working from a pack, and they have a skeleton mesh
@fierce tulip Everyone wants a snow crab!
lol
@fierce tulip i's because you have crabs
XD
Please dont say "everyone" to @fierce tulip , it might still be a sensitive wound
I got your back bro ๐
This is the skeleton mesh that the pack uses, but i cant use the same skeleton to use on a different backpack for some reason
you can attach stuff to sockets and/or bones
from the actor BP
wouldnt be much different than attaching a gun to a hand socket
autistic screaming
yuuup hehe
I tried making a head rotation feature, but it had some problems where the ead would start twisting into the canera view, like spinning on the x-axis
In a cirlce
If somebody knows how to do this, pm me
what is ead?
So ive retarged my character that im using to the packs skeleton, hopefully this will work
@bitter iris Why retarget?? You can litterly attach the bag to a socket on the mannequin skeleton
@whole quarry Because whom ever has made this asset, has not got a backpack socket on their skeleton so its done some how and i dont know how
i need to retarged anyway to put my character there instead of the ue4 one
Its written in the doc i linked
i dont get why it went wrong
it was TPose like it was ment to be then it just fucked up
@plush yew I think there is node called world to relative or something like that.
When should we expect UE4.20? July?
august the 8th at 6:25pm EST
@unreal spoke Their roadmap have yet to specify a date. Other than the goal for the release date is in the third quarter.
Hey, new unreal user just trying to figure it all out. Got a simple question, what is the asterisks next to my new mesh? I searched and saw it means "dirty", but it didn't explain further and figure this should be a common thing to show up. Help please? ๐
@drifting beacon Means it has changes not saved to the disk
Unless you have a crash ๐
Thanks @silver crown
save all button be ur friend
I'm more of an animator with no coding experience or much engine work. So i'm struggling, but getting there ๐
@drifting beacon Honestly though? The whole asterisk thing is kind of a universal symbol in any kind of "document" based program for saying that you have unsaved changes.
Notepad, Word, Max, Maya, any of them will put an asterisk by the name of an unsaved document.
Usually you see it in the title bar.
UE4 also does it in the titlebar, too, but also on the asset tile/thumbnail.
WinMerge, a diffing tool I was using earlier, same thing:
It's not a coding or engine or even game dev thing.
Yeah I can vouch for this: Source- Have used software 
Nice community
bruh I'm sorry I was joking
I was honestly sharing information. If you haven't ever noticed that asterisk in other programs, that's what it means.
Don't know why, but that's the convention and it's stuck. Kind of like floppy disks being the universal "save" icon.
omg here we go
Nothing going, nothing to make a big deal about.
"@drifting beacon Honestly though?" Is what you started with. It's whatever dude, I've dropped it.
Really? Huh. I'd interpret that as download or even update.
Ah. Yeah, I see how that might have come off differently than intended.
It was meant to be an opening segue.
It's fine, thanks.
๐
You can make up for it by answering more questions when I'm sure we all have them. ๐
Then I take it you're new here. ๐
Oh I'm sure that'll be a problem for Sion.
Aye
I am the person most likely to end up writing a small thesis to answer a simple question.
Sounds like a programmer
I can barely write a blog post. X|
You would be surprised actually, you write good content even if its just chitter chatter
ie stack calls, reading a book comparison
Hey guys, would you mind being super cool and explaining to me what the formula in this picture does? Math notation is the bane of me
Sigma = for loop
Summation.
yup
What's the E[x] bit?
Either way, that's pretty academic. I got nothing.
thats just the error at X
just the function name where x is the variable
I don't suppose anybody is able to write that in pseudocode?
I think my eyes just melted
float error(float x){
float all = 0.0;
for(point in points)
{
all += point.n * (x - point.p) ^ 2;
}
}```
pretty sure its this
@glacial arch all i see is the majin buu symbol being on its side
I wonder why people who write those papers in the first place don't write pseudocode. Especially when you're supposed to implement it. Most of the time the math notation takes more work to explain and is harder to read than the actual code needed to implement it.
Brevity, I guess
couse math nuts
@bleak oar I imagine math notation is much easier to read when you're not an idiot like me
and yeah, this formulas are much shorter
And standardization.
it depends
they often come with example code
for this kinds of papers
it tends to be absolute trash
becouse its done by math students who cant program most of the time
or just general math people who dont know how to program
@frank escarp The source I'm reading is implying I'm somehow meant to feed multiple vertices with their corresponding normals into it and get out a single final vertex with a final normal.
be ready for code written by mathematicians
wich means every variable is single name, and every function too XD
I just read the free part of those papers so I didn't know code samples were the norm ๐
Any idea how this would work? I'm meant to solve for x right?
oh god how do I solve that for x
does anybody know how to export the output from a material directly to a texture? I dont have the material applied to an object
@topaz quest there literally is a BP nodes for this
i have been looking into that but what i have read so far seems to point to needing to apply the material to an object first
oh really
^yup
the node itself uses quad for it
you don't have to do anything
it's all done for you
do you know what the node is called?
Draw Material to Render Target
Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.
you can see it in action here. Cool stuff.
https://www.youtube.com/watch?v=67z5u8ZcEcw
Epic's Chris Murphy explores how Unreal Engine's Blueprint allows developers to create high-end effects that impact many areas of the game environment withou...
thanks guys you are awesome ๐
so I legit am not trying to get spoonfed here but I just really don't understand how to utilize this formula. Anyone got any idea?
got 4 cell intersections, with 4 corresponding normals. Gotta somehow get one final shiny vertex with one final shiny normal from that. Drawing a complete blank and every spot I look has that formula or other kinds of math notation that is basically alien runes to me.
@glacial arch I'm curious what the actual use case for this is lol
@frank escarp did write a pseudocode interpretation of it but even in that shape im supposed to get an x, but it seems to assume the x is known?
@graceful grove writing a dual contouring implementation for a sandbox game im making
turns voxel data into a super pretty smooth mesh
Alright, I guessed correctly it was voxel filtering
I got everything set up and working, I just gotta understand this function and im all set
literally last step until im golden ๐
It's all greek to me ๐ฌ
@graceful grove thanks for putting in time to look at it, anyway.
I'm sure I'll understand if i stare at it hard enough
That's a great material for an anvil.
I wonder, is there any legal consequences if I copy dance moves from popular video clips? Like not the whole coreography, more like a fragment, couple of seconds. Like in League of Legends, they use a lot of well known dance coreographies. -> https://www.youtube.com/watch?v=XYOQ_neisZY
How does this work? Do I have to contact the owners of the song to put it in the game? Or is it free to use, since you can't really copyright several dance moves?
All League Of Legends Dance References Part 1 - https://www.youtube.com/watch?v=mdkpkjjypCo&list=PLP3hiwprTmyUTZVfgcUbMRbVfbXLG3QTa&index=36 All League Of Le...
@glacial arch the x is not known - x is what you need to find
Take a look at this discussion:
https://www.gamedev.net/forums/topic/693455-an-easy-explanation-to-dual-contouring/
@vale osprey Thanks! I'm gonna look into that.
And the reason why people prefer to put math instead of pseudo code is that math describes a problem. Pseudo code will describe some particular way to solve that problem, which might not be exactly what you want
If we are talking about problem in a form of a system of partial differential equations, then pseudo code will be a lengthy thing with 95% focused on solving system but not the problem itself
@stiff hazel pretty sure you can't copyright a dance
Not saying that it makes it easier but it makes it more โgenericโ and applicable to wider set of solutions
wow also uses a lot of well known dances from movies and youtube
Yeah, but we cannot know for real if they actually paid for those moves, or not
I don't think so, you can't copyright a dance
unless you can find documentation saying otherwise
Just look at fortnite
For anything related to emotes/dances
They surely don't pay for `em
@candleboy#6102 this is a modified version of a basic optimization function. Have a look at linear regression, or loss functions to get an idea of what they do. Basically E[x] is the function which we wish to optimize. The stuff in the summation basically checks how close the intersection points are to x and multiplies it by the components of the vector normal to the curve. The square is a way of keeping things positive, but if youโre interested have a look at mean squared error. Ultimately what the equation should be able to do, if you Code it properly, is give you a function which is of a minimal difference away from what you are trying to model, i.e., all the points on the line are very close to all the points on the function for model outputs.
same way you can't copyright game mechanics
I found a length documentation about choreographies ownership, but didn't really say if a part of a dance is copyrightable -> https://lawstreetmedia.com/issues/entertainment-and-culture/owns-dance-complexities-copyrighting-choreography/
once its out there its out there for anyone to copy
sorry for telling it to you 0:07 *purdy 0:41 *purdy All your LIKES, COMMENTS and SUBSCRIBES means me a lot. โถDiscord server https://discord.gg/VV4eGFm Subscr...
ORANGE SHIRT KID REACTS TO HIS DANCE BEING IN FORTNITE! (Orange Justice Dance) PS4 Giveaway: https://goo.gl/Tx4uTP 10,000 V-BUCKS GIVEAWAY: https://goo.gl/...
@glacial arch
Well obviously the orange shirt kid didn't copyright his moves ^^
but i think you may be right, its hard to copyright just some moves
although for example, there is the gangnam styles "horse riding" move
thats kind of a trademark isnt it
no way
or is that free to use aswell?
Maybe in Korea
he wasn't even the first to use it
so no
Michael Jackson wasn't the first to moonwalk either, that ain't copyrighted either
but I heard michael jacksons' "leaning" is copyrighted
Don't think it would stand up in court or even make it to court
your best bet would be finding a legal case where somebody was prosecuted for it
if there is no legal precedence for it then it's unlikely
disclaimer I'm not a legal expert ๐
@olive pier Yeah?
if i get fined, ill blame on you, dw ;)
@glacial arch my bad, I answered your question about the math equation above. Scroll up a bit
@stiff hazel don't get legal advice over the internet, there is no single rule on this. Things can be very different in cases when something is a registered material or not.
@vale osprey Color me intrigued. Suppose you had a paper about some complex graphical post process method, and instead of using code of any kind it continues on listing numerous math notations and prose. It appears to be offering a solution because it defines functions, relationships and limitations. I'd imagine even a Kodak engineer that deals with hardware would appreciate pseudo code even though some iterative processes can be defined more precisely with math. At the and of the day, once you know the principle it's really not that hard to consider specific use-case optimizations. It usually doesn't take math to do it.
@olive pier thanks! I'm gonna see if I can get this stuff figured out!
@bleak oar Pseudo code of what? A post-process?
@vale osprey yup, just as an example.
there is a difference in just copy/pasting someones solution into your code or designing a different way to solve problem
like Bokeh can be coded as post-process or solved completely in CUDA as a math problem
you can't copy paste pseudocode. Besides, math code is always remixed manually.
but pseudocode still makes the process simpler
I'll give you the most recent example - soft bodies. you can define them mathematically in few ways but solve in 20 differen ways
@glacial arch cool! @me if you have anymore math questions !
the most simple solution is just some array of particles connected by springs
there is plenty of example code, its good for demos but pretty crap for anything actually usable
well yeah, wouldn't that be a good use for pseudocode? To just give the most simple solution, some math to back it up and leave the rest to the engineer?
you can formulate the same math problem and solve it as a system of partial differential equations that can be solved in a matrix form - voula! now you have something that is actually used by pros in the area
I don't think you understand
@olive pier I will! Thanks!