#ue4-general

1 messages ยท Page 238 of 1

plush yew
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@silent kraken I don't know if that's entirely true. He may have contracted work out for assets

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@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.

keen frigate
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@silent kraken and great electrical bill ๐Ÿ˜›

plush yew
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@keen frigate sutorcen nobody talks about "who can get a loan"

silent kraken
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yeah, I run many servers from home. My bill is pretty high already XD

keen frigate
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@plush yew Well yeah because receiving a fund is the ultimate goal, if you don't have enough to fuel your project.

silent kraken
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@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 ๐Ÿ˜›

plush yew
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@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

grim sinew
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So many @ people in this chat right now

plush yew
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lol

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crosstalk

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@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

keen frigate
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@silent kraken One of many.

silent kraken
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He did the coding, not the designing.

plush yew
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Yes, I'm agreeing with you on that...

silent kraken
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So he is a sole developer, not a sole designer

plush yew
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Sut can i ask you a quick question about components?

keen frigate
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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

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Sure

silent kraken
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Who are you referring to by saying our???

plush yew
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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?

keen frigate
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@silent kraken people in this conversation ๐Ÿ˜ƒ

plush yew
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or does it have to be only generalized code all the same for all pawns that use that component

silent kraken
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My game is not going to be finished for a while XD

plush yew
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trying to figure out if i can custom extend components in the doc right now

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@silent kraken I wouldn't say sole developer. Maybe sole programmer

silent kraken
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okay, sole programmer then

keen frigate
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@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. ๐Ÿค”

silent kraken
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when your off 3 days and you come back

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and you have loads of work to do :C

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my job consists of pressing buttons...

keen frigate
plush yew
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@silent kraken then dont come back so late!

keen frigate
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After 3 days off when you return to your project ๐Ÿ˜›

plush yew
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forget your main job ^-^

silent kraken
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I would love to do that xD

plush yew
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under tghe bridge and...

silent kraken
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you do realize, I always have the weekend off and then it was bank holiday on monday, so 3 days XD

plush yew
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we need basic income!

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immediately!

silent kraken
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1p+ a day, easy

plush yew
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all right, i'll look through the doc a bit more thanks

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gothic you will be my new coder

silent kraken
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Just sell the game for ยฃ0. Easy ๐Ÿ˜‰

plush yew
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setting up one component that has functions for AI detection now

silent kraken
plush yew
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i know

silent kraken
plush yew
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those channels are to serious for me

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๐Ÿ˜ฆ

silent kraken
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xD

keen frigate
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@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)

silent kraken
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I believe @plush yew is doing his own game, sorry @plush yew

plush yew
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cool

silent kraken
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are you actually 1 person, @plush yew

plush yew
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im not even really making a game..

silent kraken
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okay, what are you doing then

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do you work @plush yew ???

plush yew
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@silent kraken dreaming ๐Ÿ˜›

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you?

silent kraken
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clicking buttons @plush yew

plush yew
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me too

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you get paid for?

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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.

silent kraken
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@plush yew how do you live if you don't earn any money XD

plush yew
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trust fund

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each week i get a fixed amount

silent kraken
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lucky...

plush yew
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what is trust fund

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it's how humanity should be living honestly. and once automation takes over there WILL be a universal basic income. ๐Ÿ˜›

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@plush yew it is just a fund that i get from my grand parents house sale that comes to me each week

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ehm what is house sale?

silent kraken
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yeah, trust funds are money stored away from certain things like inheritance money and stuff

plush yew
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liquidation of property for capital gains.

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yup.

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confused

keen frigate
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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. ๐Ÿ˜›

silent kraken
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What do you roughly make @keen frigate

keen frigate
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around 700โ‚ฌ per month... you can all cry now ๐Ÿ˜›

silent kraken
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let me go convert that to ยฃ

keen frigate
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don't it will depress you lol

plush yew
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sutorcen. what you making?

silent kraken
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ยฃ615.07

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no, that doesn't depress me

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what do you do????

keen frigate
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@plush yew meaing?

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meaning?

plush yew
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and I'm trying to generate more money with my game company than my day job. Shouldn't be hard with what I make

keen frigate
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In my day job? System Admin + Network security

silent kraken
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I am on a apprenticeship

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but I don't earn terrible bad apprenticeship wage XD

keen frigate
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20 years in the business

silent kraken
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Not even a year XD

plush yew
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you mean you can make a lot of money with your game? @keen frigate

silent kraken
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I earn over ยฃ800 a month xD

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idk, possibly xD

keen frigate
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@plush yew I can make more money with my company yes

plush yew
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why?

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what game is it

silent kraken
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if I ever do, once bills are paid and money is stored to upgrade the company, then I pay my staff ๐Ÿ˜›

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how long have you worked on the game???

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if you want, you can send me your game in PM

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you just had to add me as a friend first

plush yew
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THEFT

keen frigate
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@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.

plush yew
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so you did nothing for your game?

silent kraken
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what do you use for 3d modeling???

keen frigate
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@silent kraken I am on this path since 2015, without any prior knowledge of any of these stuff... Unreal, C++, 3d modelling etc

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Blender

silent kraken
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@keen frigate do you have a company domain

keen frigate
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Yes

silent kraken
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sweet, I like, cause you use blender

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send me the details in PM ๐Ÿ˜›

keen frigate
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Well I can't afford the others so... ๐Ÿ˜ƒ To be honest I love blender.

plain valley
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hi :3

keen frigate
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@silent kraken why can't I respond to your friend request?

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@plain valley Hey there ๐Ÿ˜ƒ

silent kraken
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uhhhh

sturdy star
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anyone know how to properly set default screen resolution for the Switch in unreal

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ResolutionSizeX=1920
ResolutionSizeY=1080 in engine configs does nothing

plush yew
plain valley
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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?

keen frigate
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@plain valley either way works fine

sturdy star
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ok thank you @plush yew i was hoping for soem config magic, will have to add that to some startup stuff, thank you

plush yew
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welcome

plain valley
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what is easier?

manic aurora
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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 ?

keen frigate
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@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.

plush yew
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i baked everything and then this appeared ๐Ÿ˜„

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adding a skylight or atmospheric fog will fill the negative space for luminance in that pic

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it only appears with static sun...

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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)

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nope^^ seems like it not that

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are you trolling me or is it really not that

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its not that.

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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.

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you're speechless huh

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well that scene appears different from the last one you showed

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no its the same level

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as in lighting is mostly better ๐Ÿ˜›

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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

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๐Ÿ˜› when light is movable, everything works fine.

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that means it has nothing to do with materials

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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

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if the level isn't moving, the light shouldn't be movable because it's going to hurt utilization time

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i know

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but at least it tlooks good when movable ๐Ÿ˜„

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i guess so. lol

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i had a ton of lights in my game that were movable and i optimized them only recently.

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are you actually making a game now?

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i am trying. but frustration makes me not doing it ๐Ÿ˜‰

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yeah. that's the life i guess.

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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.

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eiter way, i have model again.

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good.

keen frigate
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@plush yew Patience you'll get there

plush yew
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except htat ai have a cold atm

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-.-

worldly axle
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if its lit with moveable light and not with static you have no UV's or they are wrong

plush yew
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mostlikely ๐Ÿ˜›

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you see. gothic. that would be the first question

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are the uvs correct

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you learned something!

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1 level up"

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๐Ÿ˜›

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i'm not the ultimate cord of knowledge or anything. lol

worldly axle
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dynamic lighting workflow is a lot easier anyway especially if you're newish to this

plush yew
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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?

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its a waste to give the whole mesh 512 LM resolution

keen frigate
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It looks like some of the meshes don't have light maps at all. But, when in doubt check your log.

worldly axle
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if you're gonna use moveable lights you dont have to worry about lightmaps at all

fierce tulip
worldly axle
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haha @fierce tulip

keen frigate
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@fierce tulip What is that for Yoeri?

worldly axle
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The joys of programming/ blueprinting

keen frigate
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damn lol now I get it

fierce tulip
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not at liberty to tell @keen frigate but its for a special effect.

plush yew
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is it possible to give specific faces in a asset a higher lightmap resolution?

keen frigate
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Sorry was caught up in "serious mode" there for a moment

fierce tulip
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๐Ÿ˜ƒ

keen frigate
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๐Ÿ˜‚

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@plush yew yes if it is a brush.

plush yew
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if only that? ๐Ÿ˜ฆ

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the bottom part of the mesh nobody sees ๐Ÿ˜ฎ

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only the top part

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can't you use a plane instead?

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ohh

keen frigate
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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,

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or a plane

plush yew
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@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.

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nono

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its part of a ground^^

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then why have the box

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ok

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like in super mario a box

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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

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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

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o.o

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do you get what i mean

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where did you get that?

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source?

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no

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ok you know how 3d objects have vertices, edges and faces right

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polygons to comprise them

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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.

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i modeled the cube in blender o.รถ its tnot scaled up in UE

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if you google "subdivisions" you'll see what i mean

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well if you made it in blender then just subdivide the cube a few times

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so there's more edges on each face

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of the cube

plush yew
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isnt that a waste ๐Ÿ˜ฎ

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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.

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just don't subdivide it like 5000 times

keen frigate
plush yew
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i know sutorcen. just w and subdivide the face

keen frigate
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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...

โ–ถ Play video
plush yew
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what do you mean with "ok maybe this will help" ?

sturdy star
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anyone know why foliage (painted from foliage tool) wouldn't show up on a console build?

keen frigate
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@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.

plush yew
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ok sutorce n:D

keen frigate
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@sturdy star is there a chance your foliage materials use an incompatible shader?

sturdy star
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possibly, i am using a master shader for all foliage and static meshes show up fine, painted foliage doesn't.

gaunt raptor
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how do you turn on collision on my 3rd person camera so it doesn't clip threw the walls ?

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through*

sturdy star
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its on the camrea arm i think, camera collision

plush yew
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yeah. i did that in the spring arm for my character

gaunt raptor
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i have the exact same settings - but camera still clip through everything

plush yew
gaunt raptor
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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

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landscape is set to block all

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it worked fine with the default UE4 character

plush yew
gaunt raptor
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settings in the default bp and our own seems like they are the same

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everything is set too block the camera as well ๐Ÿ˜ƒ As i said it worked fine with the default character ๐Ÿ˜ƒ

plush yew
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yeah i had this problem before too i use a custom flying pawn and not default third person char

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so when you move the char back against a wall it goes outside the wall?

gaunt raptor
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do we need to delete the default character and its blueprint maybe ?

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collision on walls stops the char but we can move the camera around and behind the objects in the scene

plush yew
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still there

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i think i remembver what i did to fix it for me

gaunt raptor
plush yew
gaunt raptor
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maybe we moved the camera to far back ๐Ÿ˜›

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yeah ๐Ÿ˜„ you are right

plush yew
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LOL

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ofc.

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i should have seen that when the camera wasnt in your other pic my bad

gaunt raptor
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its fixed ๐Ÿ˜„ thanks a lot !

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rookie mistakes ๐Ÿ˜›

sturdy star
tranquil bone
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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

plush yew
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@tranquil bone that would work i recommend a different monitor though

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ASUS VG248QE

keen frigate
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More than enough, but i would go for a 1080 since you are going all out and a Dell UltraSharp U2718Q

tranquil bone
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ah okay

keen frigate
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You will need the extra power for rendering in blender and unreal

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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

plush yew
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i got a i7 5960x.. i kinda wish i got amd to try out the ryzen branding

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i paid $1000 for my cpu lol wayy too much for price for performance

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for unreal editing and stuff it's all realtime even on i5s

keen frigate
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I went with ryzen... didn't regret it

plush yew
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i wanted to get a 4k monitor i was just worried i would lose FPS in games

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i have a 2560x1440 one it's good

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well yeah they came out of nowhere with the threadripper branding

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i thought amd was gone for like a long time lol

keen frigate
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yeah

plush yew
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really shocked me. now i want their cpus.. you don't have any hitching or throttling or anything? did you OC yours?

keen frigate
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no I didn't

plush yew
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i OCed mine a lot

keen frigate
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Although I put on a liquid cooling I haven't yet

tranquil bone
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What is you're CPU sutorcen

keen frigate
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Ryzen 7 1800X

tranquil bone
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And thats fine with 4k? I didnt think it was enough

keen frigate
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It works like a charm

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32Gb, M2 SSd, and a 1080 Ti 11Gb

tranquil bone
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Ah okay

keen frigate
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build to handle UE4 and Blender

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especially blender

tranquil bone
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If i could afford a 1080 ti i would get one

worldly axle
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you don't needa better cpu for higher resolutions

tranquil bone
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but its a bit to expensive

worldly axle
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unless you're working with videos/images

tranquil bone
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Okay

keen frigate
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It is but when it cuts down the time you need to render a video animation it pays off.

worldly axle
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for light builds though the more cores the better if you're using static lighting

keen frigate
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and imagine it is still not enough

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@worldly axle hence the ryzen

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Intel cpu's where way to expensive for me at that time so I decided to spent my money on a good gpu

worldly axle
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good choice

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I'm waiting for 7nm gen 3 ryzen to upgrade mine

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8 core, 16 thread

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hopefully at around 4.6ghz

keen frigate
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yeah as I said, it was mainly build to handle 3D renders

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yeah the next gen is a beauty

tranquil bone
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Hopefully when i can build my PC the gpu's will go down in price

worldly axle
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they have already come down a lot

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but cryptos are climbing again

fierce tulip
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about time Ram drops to bottom prices

keen frigate
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well we are waiting for the new nVidia GPUs to hit...

worldly axle
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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

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meant for deep learning and ai though

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would still be awesome for 3d work

keen frigate
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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?

worldly axle
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with that much memory

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8k textures on everything ๐Ÿ˜„

tranquil bone
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Yea is ยฃ360 good for 32gb of 3200 memory?

worldly axle
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big vega even

keen frigate
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brand?

tranquil bone
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G.Skill

worldly axle
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if the timings are low

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the price is good

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if not then no

tranquil bone
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16-18-18-38
Is that good or not?

worldly axle
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all those companies are up in court though for price fixing

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thats not great no

tranquil bone
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ah okay

worldly axle
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for that price I'd expect CL15

tranquil bone
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i dont know much about ram/timings

worldly axle
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at least

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Ryzen loves high speed and low timings

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since it's l3 caches is directly related to ram speeds

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and the l3 caches needs the boost

tranquil bone
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Ah okay

keen frigate
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sorry on the phone

tranquil bone
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Just wondering which better 2 dims of 16 gb or 4 dims of 8gb?

worldly axle
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2 x 16 unless you have quad channel memory

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on the board

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might as well leave the option of going to 32

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64 even

devout gulch
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2x16

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you can easily extend to to 64 later

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and there is no such thing as to much ram

keen frigate
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depends if you can achieve 4 channel

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test

worldly axle
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board will say if it's dual or quad channel

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generally the quad channels have 8 ram slots anyway

keen frigate
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yeap

tranquil bone
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Ah okay

worldly axle
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this site exists if you don't know about it yet @tranquil bone

tranquil bone
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Yea im using rn

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15-17-17-35 timings good?

keen frigate
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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.

fierce tulip
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64gb ram is still quite expensive hehe

tranquil bone
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Oh okay

worldly axle
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ram prices are still insane i see

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you won't get better timings for the price it seems @tranquil bone

keen frigate
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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...

tranquil bone
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yea looking rn if i get lucky i can get corsairs dom plats for 290

worldly axle
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This stuff is cheaper though with lower timings

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should be around the same performance as that 3200 with higher timings

keen frigate
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although ryzens benefit from faster ram

tranquil bone
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ah oaky

keen frigate
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yeah if you go for a ryzen you should better pair it with fast ram

worldly axle
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or you can overclock the ram

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with miore voltage you might be able to get it to 3200 with it's current timings

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or changing some other stuff

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out of the box it's still fast though, you won't gain much

keen frigate
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yeah no although you can it is not highly recommended for longevity especially if your pc will handle heavy duty jobs

worldly axle
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yeah I don't like touching ram overclocks

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too much of a pain

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corrupted windows and bios resets

keen frigate
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i can feel the pain emanating from my pc when I'm rendering...

silent kraken
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@worldly axle I love your name and pick. Do you like the new versions???

worldly axle
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Haha thanks, new versions of ue4?

keen frigate
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I believe he means the powerpuffgirls

worldly axle
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Oh powerpuff

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I didn't even know there were new versions

full vine
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is it normal that cascaded shadows stop showing at ~2000 units from camera whatever "Dinmic shadow distance" I enter (keeping it >2000) ?

keen frigate
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@full vine Can you show us a screenshot of your directional light settings?

full vine
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I just created a empty project with a stater content and set a chair and the sun to movable

viral herald
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hey guys

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ive been working with the widgets

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and seem to have hit a wall

full vine
viral herald
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ive been working on setting up a ivnentory

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and i figured out a way to make it so that the image picture can be changed in blueprints

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is there a way to change the buttons image via blueprints aswell???

full vine
#

@keen frigate here it is

keen frigate
#

Brb for some weird reason my mouse pointer is acting up while using discord..๐Ÿ˜’

tulip pewter
#

excuse me, does someone know how to print a message on the message log?

#

using blueprint?

keen frigate
#

print string

#

or print text

#

both print to the log by default unless you uncheck their boolean on the node itself

#

or have you tried playing around with the default values?

full vine
#

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

keen frigate
#

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.

full vine
#

only tried when going upward... testing right now

#

yeah, same in every direction

keen frigate
#

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.

full vine
#

so if you set it to 20000, you can see the shadow from super far ? (like a 5px size)

#

as 20000=200 meters, right ?

keen frigate
#

6721 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.

full vine
#

yeah if scale up the chair I see the shadow at a greater distance

keen frigate
#

It always helps to have objects of various scale to check this things out. ๐Ÿ˜‰

full vine
#

then, how can I make small shadows to render further ?

keen frigate
#

The max distance is 20000. Well the question is why would you need to do that?

full vine
#

In fact I would like to see every shadows (whatever size they have) at 4000

keen frigate
#

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...

full vine
#

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 :

keen frigate
#

Yes I mean those values, the two on the bottom are for moving objects.

tame flint
#

how do i invite a friend to the channel

#

i know i dont have the rights is there a link

graceful grove
#

Oh dang PrintString and PrintText work for logging? AGGHHH they should come up as results if you type "log" in blueprint editor

keen frigate
#

Hehe it would be helpful but for now the editor searches the name of a function. Glad I could help.

noble barn
#

Any idea why our project config has 0 impact on the .exe details? Neither icon, license, version... is applied.

fair violet
#

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

raven cedar
#

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

safe rose
#

hmm, anyone else having issues with Epic Launcher?

#

Can't login, can't even get to login

#

๐Ÿ˜ญ

#

Fornite: BR + Thanos broke it?

#

4th time's a charm

fair violet
#

@raven cedar Awesome thanks as the bakes look identical but you get 40% more UV space if packing them into tighter shells

vale osprey
#

@fair violet more shells, potentially more visible seams, especially if you use tangent normal maps

fair violet
#

@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!

raven cedar
#

@fair violet yes indeed. pack, pack, pack! Just make sure to maintain texel density ๐Ÿ˜„

fair violet
#

Doesn't really matter for normals and AO tbh

#

The triplanar detail textures will handle uniform density across all rocks

vale osprey
#

If shells are not rotated then seams shouldnโ€™t be visible

raven cedar
#

ah yeah, if you are tri projecting, all good

fair violet
#

They aren't! And great ๐Ÿ˜ƒ

strange yoke
#

anyone that can give me some help with svn setup? pm if ya can not sure exactly how i messed up

full vine
#

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) ?

inner yacht
#

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

graceful grove
inner yacht
#

Thx for the link ๐Ÿ˜ƒ

gleaming lotus
#

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?

worthy fox
#

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... ?

manic pawn
#

there could still be redirectors in them

#
  1. delete the folder in content browser (NOT explorer)
#
  1. 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

queen arch
#

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.

grim ore
#

I guess the things to check would be: do you have different pawns in each map? Are you using any game mode overrides?

queen arch
#

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

grim ore
#

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 =/

queen arch
#

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

grim ore
#

must be something when you made it yeah. Really weird tho.

queen arch
#

could it be something related to that?

grim ore
#

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.

queen arch
#

I didn't :/

#

Oh well

grim ore
#

but dropping in a cube from the modes window doesn't seem like it would mess up

queen arch
#

I'll just recreate the map

#

Thank you for your help!

#

And for all the great videos ๐Ÿ˜„

grim ore
#

well not much help but hopefully that fixes it ๐Ÿ˜ƒ

queen arch
#

I think I isolated the problem!

#

When I create a floor that is big, for some reason, everything gets smaller

grim ore
#

that's really weird

queen arch
#

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...

grim ore
#

bad imported mesh or just something weird?

queen arch
#

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

grim ore
#

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

graceful grove
#

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/

fierce tulip
#

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

manic pawn
#

isn't avoiding that the whole point of locks?

fierce tulip
#

no clue what happened

manic pawn
#

๐Ÿค”

worn granite
#

I had p4 discard a ton of work recently

#

Just .... poof.

manic pawn
#

wat how

grave nebula
#

Occasionally shit happens with SC, even if at first glance, it might seems as having no obvious cause.

worn granite
#

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.

fierce tulip
#

so glad I also have my work-drive set up to be backed up on every change.

manic pawn
#

how does that work? won't it be extremely slow?

fierce tulip
#

its uploaded to "the cloud"

#

aka just a server

manic pawn
#

but it'd have to do that with every version of file you ever save?

fierce tulip
#

ssd + good internet, dont notice it one bit

manic pawn
#

what tool do you use for that?

fierce tulip
#

dutch thing called TransIP

manic pawn
#

looks like a vps provider

#

I meant the thing uploading on changes

fierce tulip
#

their software

#

ah sorry frustrated and focussed on other stuff due to svn shit

#

STACK

#

is the name, and their software has same name

manic pawn
#

interesting

safe rose
#

Sounds like user error more than vcs ๐Ÿ˜‰

fierce tulip
#

in same submit I submitted an updated map with shaders etc which all went trough

#

but an npc, its materials, and animations didnt

manic pawn
#

did you submit from the editor or something external?

candid cypress
#

Anyone have an Issue where UE4 crashes and it causes you to have to reinstall your graphics drivers?

manic pawn
#

I found the editor sometimes fails to mark things changed in p4

fierce tulip
#

yea, which you can circumvent by closing editor and opening it before submitting

whole quarry
#

You submitted all but not every one got pushed?

fierce tulip
#

not everything was send no

whole quarry
#

No error in the logs?

fierce tulip
#

beach and its related content went trough, anything ethereal didnt

#

nope

whole quarry
#

Maybe not uhm.. "aangevinkt"?

#

Dunno english word of it :E

fierce tulip
#

then they wouldnt be pushed

#

not how I wanted to spend my fooking night

#

ยฏ_(ใƒ„)_/ยฏ

plush yew
#

yeah. nice. blender cannot change placement of the grid lines in uv editor.. how am i supposed to choose the correct margin of uvs? ๐Ÿคฆ

fierce tulip
#

https://cartrdge.com/
whoo my vfx gif got staff-picked. (also, join cartrdge its awesome)

manic pawn
#

many particles

thorny cipher
#

Anyone have simplygon working with 419?

#

Just added the 4.17 plugin to 4.19

#

seems good

keen pawn
#

Yo guys

#

can anyone tell me why my deferred decal is fading as i get closer?

safe rose
#

Fade Screen Size?

grim sinew
#

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.

keen pawn
#

I had the material set up wrong

#

in the end

sick tartan
#

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)

wraith fulcrum
trail atlas
#

@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?

wraith fulcrum
#

importing meshes to map

trail atlas
#

Hmm, are you done importing them?
Can you save your work and re-open the map?
How many meshes are we talking here?

wraith fulcrum
#

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

trail atlas
#

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

wraith fulcrum
#

and when i drag and drop the ue4 freeze ๐Ÿ˜ฆ and the detach and can continue..

trail atlas
#

Yeah, that happens often with a high count drag-and-drop operations

#

It has improved quite a bit, but it can still get better

wraith fulcrum
#

there's another to add meshes to map without the drag and drop?

#

another way*

grim sinew
#

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

wraith fulcrum
#

import to the project or to editor?

grim sinew
#

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.

wraith fulcrum
#

yeah that im doing

#

how can i combine meshes when i done with the map?

#

combine meshes work faster than separated

grim sinew
#

You just do it before exporting.

#

Don't combine them into chunks that would be larger than screen size though

wraith fulcrum
#

and can i do it after?

grim sinew
#

Kinda but not really

wraith fulcrum
#

and export annd reimport combined?

grim sinew
#

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.

wraith fulcrum
#

yeah i know

grim sinew
#

Okay

wraith fulcrum
#

but before i need edit the map

#

after package

grim sinew
#

You completely lost me with what you want to do, but good luck

wraith fulcrum
#

ahahhaa

#

i need edit some parts of the map, before combine

#

is the map is combined i cant edit it

grim sinew
#

Yep totally lost me.

plush yew
#

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

grim sinew
#

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.

plush yew
#

if there is ceilings yes, i have backface culling to account for that in the 3ds tool.

grim sinew
#

Backface culling is not what I'm talking about

#

Mesh culling.

plush yew
#

yeah

grim sinew
#

It can't occlude objects that it's combined with.

plush yew
#

does ue have the culling option? i haven't found that yet

grim sinew
#

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.

plush yew
#

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

grim sinew
#

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.

plush yew
#

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

grim sinew
#

Making the material two sided only duplicates the object with inverted normals

#

There is no such thing as a two sided polygon

plush yew
#

yeah i meant to be able to see inside the level and place things

#

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.

grim sinew
#

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

plush yew
#

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?

grim sinew
#

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.

plush yew
#

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?

grim sinew
#

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.

plush yew
#

i see

grim sinew
#

And whatever its polycount is, is now doubled too

plush yew
#

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

grim sinew
#

There's no reason why it wouldn't appear visible unless your normals were flipped for some reason.

plush yew
#

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

grim sinew
#

Generally in games, nothing but foliage and glass is two sided

plush yew
#

so thats ok - and i will double check that for all levels as well

#

because of translucency i assume?

grim sinew
#

Yeah, so if you view a flat plane of glass from either side it still works, same with foliage cards.

plush yew
#

i see

#

well i did disable two sided for all my meshes now. gotta go get food. starved

#

๐ŸŸ ๐Ÿฅš

#

fish and egg diet for lunch. yum. lol

grim ore
#

yum, mine is egg and ham lol

visual hollow
#

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.

worldly axle
#

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

visual hollow
#

Ohh I got it.

#

Can you please explain me diff in bsp and static mesh.

worldly axle
#

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

visual hollow
#

Ohh so mesh is an actor with some more detail right?

worldly axle
#

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

visual hollow
#

Thank you bro. @worldly axle

visual hollow
#

thanks

kind pumice
#

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 ๐Ÿ˜‚

grim ore
#

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.

kind pumice
#

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. ๐Ÿ˜„

strong mesa
#

can i get any help with additive settings ples

#

please *

dim arch
#

well

#

apparenly I cant post on the help forum because Idont have enough rep ,-,

crisp fable
#

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

wary wave
#

I'm not sure you want to do that

#

the bandwidth requirements would potentially be enormous

crisp fable
#

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

snow crown
#

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

crisp fable
#

oh cool

snow crown
#

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

crisp fable
#

yeah thats fine

snow crown
#

namely how the assets are ID'd

crisp fable
#

right

snow crown
#

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

crisp fable
#

ok

snow crown
#

it even has an example for pulling assets from a remote location in that pdf

plush yew
#

someone wanna check my lightmap in bblender? have a look in #graphics

silent kraken
#

Morning

plush yew
#

good morning ๐Ÿ˜ƒ

keen frigate
#

Morning guys

steady sequoia
#

Good morning!

silent kraken
#

Morning to all mornings xD

plush yew
#

hey sut

#

wuts up

sick tartan
#

@trail atlas This happens every time I use the software, even with different versions, even after restarting my PC

sturdy star
#

hello

plush yew
#

hey rick

woeful oar
#

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

wary wave
#

well, you're grabbing a BP from native code which I would definitely recommend not doing, ever

woeful oar
#

then it works

#

How else would I spawn an object?

#

*actor

#

from code

wary wave
#

class reference variable, implemented in BP

#

you should treat the code to blueprint relationship as one way

woeful oar
#

So I shoudl just never spawn from code?

wary wave
#

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

woeful oar
#

How do I access the BP class from code then?

sudden agate
#

you don't

woeful oar
#

How do I spawn it then? I need a class right?

wary wave
#

class reference variable

#

that you set in BP

sudden agate
#

you just cannot access BP variables in C++ then.

#

or call methods

wary wave
#

which is fine, because you shouldn't be operating on a BP directly anyway

#

BlueprintImplementable and BlueprintNative stuff exists for that very purpose

woeful oar
#

so I don't use SpawnActor<AMySpawnActor>(WhatToSpawn); ?

wary wave
#

do use it

woeful oar
#

I don't see how to get the actor I want to spawn by adding a class reference to it.

wary wave
#

but with a class reference variable

#

and set the value of that variable in a BP

woeful oar
#

How does this get me access to the BP from code?

wary wave
#

you can call spawn using that class reference

woeful oar
#

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?

wary wave
#

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

woeful oar
#

ok, I definitely have some stuff to try out now, thanks for the tips ๐Ÿ˜ƒ

wary wave
#

no problem

viral herald
#

this should work

#

for an image right

wary wave
#

width / height 0?

viral herald
#

nope

plush yew
#

Hey, is there way to get position of the actor relative to other actor position and rotation?

honest vale
#

relative to rotation?

woeful oar
#

@plush yew return realObjectToSync->GetTransform().GetRelativeTransform(realObjectToSync->GetAttachParentActor()->GetActorTransform()).GetRotation();

#

realObjectToSync is my actor I want to get the local rotation of

bitter iris
#

Guys, can anyone help. When I try attach this backpack to the UE4 skeleton the engine shuts down with a crash

whole quarry
#

it might be usefull to share the errors of the crash

#

now its like

#

ยฏ_(ใƒ„)_/ยฏ

bitter iris
#

Ill get the crash window up now

whole quarry
#

Can you, like, copy the error text and paste here?

#

Make it easy to let me help you

bitter iris
#

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

whole quarry
#

looks like you want to put the bag skeleton on the ue4 mannequin skeleton?

honest vale
#

wouldn't it be better to just attach it?

#

one skeletal mesh to another

#

instead of merging bones and what not

whole quarry
#

not sure why you would even give the bag an SM

bitter iris
#

I'm working from a pack, and they have a skeleton mesh

#

@fierce tulip Everyone wants a snow crab!

#

lol

honest vale
#

@fierce tulip i's because you have crabs

fierce tulip
#

XD

whole quarry
#

Please dont say "everyone" to @fierce tulip , it might still be a sensitive wound

#

I got your back bro ๐Ÿ‘

fierce tulip
#

XD

#

thanks fam

bitter iris
#

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

whole quarry
#

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

bitter iris
#

i think

fierce tulip
#

the poor state of 4.19 never ceases to amaze me

#

Y U NO MOVE NORMALLY

#

hehe

whole quarry
#

autistic screaming

fierce tulip
#

yuuup hehe

silver steppe
#

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

whole quarry
#

what is ead?

silver steppe
#

Head*

#

Ignore my typos, I type fast, mistakes happen

bitter iris
#

So ive retarged my character that im using to the packs skeleton, hopefully this will work

whole quarry
#

@bitter iris Why retarget?? You can litterly attach the bag to a socket on the mannequin skeleton

fierce tulip
#

lets rescale dpi randomly

bitter iris
#

@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

whole quarry
#

Its written in the doc i linked

bitter iris
#

cut out the body to make 1st person arms and yup

pallid compass
#

LOL

#

10/10 would surgeon again

bitter iris
#

i dont get why it went wrong

#

it was TPose like it was ment to be then it just fucked up

unreal spoke
#

@plush yew I think there is node called world to relative or something like that.

unreal spoke
#

When should we expect UE4.20? July?

crisp fable
#

august the 8th at 6:25pm EST

frosty bloom
#

@unreal spoke Their roadmap have yet to specify a date. Other than the goal for the release date is in the third quarter.

drifting beacon
#

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? ๐Ÿ˜ƒ

silver crown
#

@drifting beacon Means it has changes not saved to the disk

drifting beacon
#

Oh sweet, ok so no big deal

#

I can fix that

silver crown
#

Unless you have a crash ๐Ÿ˜ƒ

drifting beacon
#

Thanks @silver crown

pallid compass
#

save all button be ur friend

drifting beacon
#

I'm more of an animator with no coding experience or much engine work. So i'm struggling, but getting there ๐Ÿ˜›

livid haven
#

@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.

worn granite
#

Yeah I can vouch for this: Source- Have used software kappa

drifting beacon
#

Nice community

worn granite
#

bruh I'm sorry I was joking

livid haven
#

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.

pallid compass
#

omg here we go

livid haven
#

Nothing going, nothing to make a big deal about.

bleak oar
#

I've seen downward arrows used as new save icons

#

much like the download icon

drifting beacon
#

"@drifting beacon Honestly though?" Is what you started with. It's whatever dude, I've dropped it.

livid haven
#

Really? Huh. I'd interpret that as download or even update.

bleak oar
#

but in different contexts

#

like, facing a bucket or "hamburger"

livid haven
#

Ah. Yeah, I see how that might have come off differently than intended.

#

It was meant to be an opening segue.

drifting beacon
#

It's fine, thanks.

livid haven
#

๐Ÿ‘

drifting beacon
#

You can make up for it by answering more questions when I'm sure we all have them. ๐Ÿ˜›

livid haven
#

Then I take it you're new here. ๐Ÿ˜›

worn granite
#

Oh I'm sure that'll be a problem for Sion.

drifting beacon
#

Aye

livid haven
#

I am the person most likely to end up writing a small thesis to answer a simple question.

drifting beacon
#

Sounds like a programmer

worn granite
#

You should just write a book

#

I'm being serious

livid haven
#

I can barely write a blog post. X|

pallid compass
#

You would be surprised actually, you write good content even if its just chitter chatter

#

ie stack calls, reading a book comparison

livid haven
#

Just comes with the territory.

#

Should see some of the core team guys.

pallid compass
#

Dam, would love to Q&A them,

#

"question 1: how do i not potato?"

glacial arch
#

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

livid haven
#

Uh... that's some series stuff.

#

Possibly calculus?

bleak oar
#

Sigma = for loop

frank escarp
#

not exactly a for loop

#

its a for loop that adds every iteration

livid haven
#

Summation.

bleak oar
#

yup

glacial arch
#

What's the E[x] bit?

livid haven
#

Either way, that's pretty academic. I got nothing.

frank escarp
#

thats just the error at X

bleak oar
#

just the function name where x is the variable

frank escarp
#

its a function name

#

yeah

glacial arch
#

I don't suppose anybody is able to write that in pseudocode?

pallid compass
#

I think my eyes just melted

frank escarp
#
float error(float x){
    float all = 0.0;
    for(point in points)
    {
            all += point.n * (x - point.p) ^ 2;
    }
}```
#

pretty sure its this

whole quarry
#

@glacial arch all i see is the majin buu symbol being on its side

bleak oar
#

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.

livid haven
#

Brevity, I guess

frank escarp
#

couse math nuts

glacial arch
#

@bleak oar I imagine math notation is much easier to read when you're not an idiot like me

frank escarp
#

and yeah, this formulas are much shorter

livid haven
#

And standardization.

bleak oar
#

it depends

frank escarp
#

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

glacial arch
#

@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.

frank escarp
#

be ready for code written by mathematicians

#

wich means every variable is single name, and every function too XD

bleak oar
#

I just read the free part of those papers so I didn't know code samples were the norm ๐Ÿ˜ƒ

glacial arch
#

Any idea how this would work? I'm meant to solve for x right?

#

oh god how do I solve that for x

topaz quest
#

does anybody know how to export the output from a material directly to a texture? I dont have the material applied to an object

bleak oar
#

Render target

#

you could "draw" with a blueprint. Depends on what you're drawing

cursive dirge
#

@topaz quest there literally is a BP nodes for this

topaz quest
#

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

cursive dirge
#

draw Material to RT or something

#

nah

topaz quest
#

oh really

bleak oar
#

^yup

cursive dirge
#

the node itself uses quad for it

#

you don't have to do anything

#

it's all done for you

topaz quest
#

do you know what the node is called?

cursive dirge
#

Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.

bleak oar
topaz quest
#

thanks guys you are awesome ๐Ÿ˜ƒ

glacial arch
#

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.

graceful grove
#

@glacial arch I'm curious what the actual use case for this is lol

glacial arch
#

@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

graceful grove
#

Alright, I guessed correctly it was voxel filtering

glacial arch
#

I got everything set up and working, I just gotta understand this function and im all set

#

literally last step until im golden ๐Ÿ˜ƒ

graceful grove
#

It's all greek to me ๐Ÿ˜ฌ

glacial arch
#

@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

karmic igloo
#

That's a great material for an anvil.

stiff hazel
#

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?

vale osprey
#

@glacial arch the x is not known - x is what you need to find

glacial arch
#

@vale osprey Thanks! I'm gonna look into that.

vale osprey
#

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

worldly axle
#

@stiff hazel pretty sure you can't copyright a dance

vale osprey
#

Not saying that it makes it easier but it makes it more โ€œgenericโ€ and applicable to wider set of solutions

worldly axle
#

wow also uses a lot of well known dances from movies and youtube

stiff hazel
#

Yeah, but we cannot know for real if they actually paid for those moves, or not

worldly axle
#

I don't think so, you can't copyright a dance

#

unless you can find documentation saying otherwise

safe rose
#

Just look at fortnite

#

For anything related to emotes/dances

#

They surely don't pay for `em

olive pier
#

@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 youโ€™re 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.

worldly axle
#

same way you can't copyright game mechanics

stiff hazel
worldly axle
#

once its out there its out there for anyone to copy

safe rose
olive pier
#

@glacial arch

stiff hazel
#

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

worldly axle
#

no way

stiff hazel
#

or is that free to use aswell?

safe rose
#

Maybe in Korea

worldly axle
#

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

stiff hazel
#

but I heard michael jacksons' "leaning" is copyrighted

worldly axle
#

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

stiff hazel
#

okay, thats quite reassuring

#

thank you

worldly axle
#

disclaimer I'm not a legal expert ๐Ÿ˜„

glacial arch
#

@olive pier Yeah?

stiff hazel
#

if i get fined, ill blame on you, dw ;)

olive pier
#

@glacial arch my bad, I answered your question about the math equation above. Scroll up a bit

vale osprey
#

@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.

bleak oar
#

@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.

glacial arch
#

@olive pier thanks! I'm gonna see if I can get this stuff figured out!

vale osprey
#

@bleak oar Pseudo code of what? A post-process?

bleak oar
#

@vale osprey yup, just as an example.

vale osprey
#

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

bleak oar
#

you can't copy paste pseudocode. Besides, math code is always remixed manually.

#

but pseudocode still makes the process simpler

vale osprey
#

I'll give you the most recent example - soft bodies. you can define them mathematically in few ways but solve in 20 differen ways

olive pier
#

@glacial arch cool! @me if you have anymore math questions !

vale osprey
#

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

bleak oar
#

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?

vale osprey
#

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

glacial arch
#

@olive pier I will! Thanks!