#ue4-general

1 messages · Page 243 of 1

drowsy fox
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didnt read fully

uneven fractal
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well this is what I have for testing

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wheel doesn't change at all though

drowsy fox
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okay go into your skeleton

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and click the bone

uneven fractal
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@frosty bloom yeah I believe everything is faked I'm not the one that made this, just trying to add wheel rotation for a friend

granite swift
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Are you able to turn the wheel in the skeletal view..- If that's even a thing for vehicles

drowsy fox
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and make a change to its transform

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if that doesnt work, your weight paint isnt setup right

frosty bloom
granite swift
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Oh, neat site

frosty bloom
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Now you won't need to continue what you are currently doing.

granite swift
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Thank you friendo

frosty bloom
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Np, most props goes to the creator though 😄

uneven fractal
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are those downloadable unreal 4 projects?

granite swift
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Sharing resources is helpful

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And yes

uneven fractal
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I don't have the option to transform a bone by the way pierce

drowsy fox
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jeez lol

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hm

granite swift
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I find it kind of amusing that the car is sunken halfway through the ground

drowsy fox
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xanjis

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it looks like youre in a retargetting manager

uneven fractal
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I did tell you it was an ancient version

drowsy fox
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is there a different view?

granite swift
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What version of unreal is this?

drowsy fox
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4.5 ... lol

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use the dropdown

granite swift
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I want to question this.

drowsy fox
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for the wheel tire

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and let me know what options you have

uneven fractal
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I can mess with the rotation in the skeletal file just not in the skeletal tab of the animation bp

drowsy fox
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thats what im curious if you could do

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if it moves the bone

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well

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moves the tire from that bvone

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bone*

frigid plover
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Has anyone ever heard of UE4's timing events going slower/weird when a user leaves the game running for too long? One guy says he had my game up for ~16 hours and it appeared he had extra time in a timed challenge that resulted in him getting first place on steam leaderboards.

drowsy fox
uneven fractal
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it does

drowsy fox
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exactly alright

granite swift
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I know this isn't exactly what you're doing, but

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I imagine if you pay attention you'll be able to achieve what you want with this tut

drowsy fox
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okay

granite swift
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Headrotation based on mouse-movement, you could probably skip most of the stuff past setting up the locomotive stuff

drowsy fox
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heres a thought

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@uneven fractal

uneven fractal
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ye

drowsy fox
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i modified my number manually

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and compiled

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and it didnt affect my mesh in preview

uneven fractal
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hmm

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the heck

granite swift
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But(?)

uneven fractal
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does it do it in PIE?

drowsy fox
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yes

uneven fractal
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love it when previews are inconsistent 😛

drowsy fox
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torso and head are setup to torso rotation

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with math to keep them from breaking themselves lol but example of it working in PIE and not preview

uneven fractal
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oh this is going to be horrifying if my test setup works in pie

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the wheels randomly rotating in every which direction

drowsy fox
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lol

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probably will..

uneven fractal
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eh no luck

drowsy fox
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just noticed when i setup my component it worked in preview

uneven fractal
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will just an empty state machine work?

drowsy fox
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yes

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just tested

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😃

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needs one state from entry

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but that state can be empty

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without a pose

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and works in preview aswell

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actually looks like it doesnt need a state off from entry

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as far as i can see

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jeez...

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just realized i had two anim blueprints and ive been modifying my old one..

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hold on, wasnt the one i was using in PIE lol

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and i know its the right one this time as my chracter torso moves when in T pose instead of IDLE lol

uneven fractal
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hmm it doesn't work when i set it to modify the root bone either so the entire thing moves

drowsy fox
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that was a resullt from this lol

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when you have it modify the root bone the whole thing moves?

uneven fractal
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the whole thing should move since it's the root and does so in the skeleton

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but it does not mvoe

drowsy fox
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hm

uneven fractal
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:flip table:

drowsy fox
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i dont understand lol

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oooh

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wait

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try this

uneven fractal
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err I don't have add to exsisting as an option

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only additive

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"BMM additive"

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probably the same thing though

drowsy fox
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try additive i guess lol

granite swift
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Did you guys

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solve it?

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Cuz I made a thing that works

uneven fractal
drowsy fox
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no no

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use it for rotation dropdown

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not transform

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your not using bone transform lol

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show me your dropdown for rotation

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im actually curious what options you have

uneven fractal
drowsy fox
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next to the checked (As pin) Rotation drop that down

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and set that rotation mode to BMM Additive

granite swift
uneven fractal
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the dropdown only contains the rotations

drowsy fox
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oh lol

granite swift
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I just realized your rotation is

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way simpler

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wtf

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This is how I'd say it should be

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obviously the head being your wheel

drowsy fox
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right thats what i suggested

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but Add to existing doesnt exist for him

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just BMM Additive

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which he should try.. lol

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and let us know if that was the issue :b

granite swift
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I don't even know how that works

uneven fractal
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I did set it to BMM additive

drowsy fox
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and it doesnt move the bone when you change your rotations in the rotation>rotation dropdown?

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in that tab

uneven fractal
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nah

drowsy fox
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i dont see how its not working lol

uneven fractal
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🤷

drowsy fox
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something isnt setup right outside of your BP

uneven fractal
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I can't really do anything about that though

granite swift
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Is there any reason you're using an older version?

uneven fractal
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ark devkit

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entire project is on that version

granite swift
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Ah, I suppose that makes sense.

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Also I realize now that I could just make my cast to anim bp

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a purecast

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instead of the weird crisscross

drowsy fox
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haha i love purecasts 😃

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i use them for my inventory sometimes

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like hasItem() outputting True/False and an Index of the free slot

granite swift
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I actually havent tried my hand with inventory systems yet

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I got distracted by lighting

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Found it interest how much post-processing actually matters in terms of lighting a scene

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or can matter anyway

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One guy I was watching did all the coloring of the scene with the post processing, leaving the light color and such at defaults

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getting just angle & intensity

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... And

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I'm looking forward to the 'replacement' for Cascade which name I can't remember.

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4.20 stuff

fierce tulip
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Niagara 😃

unreal spoke
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How to use physics asset of an skeleton mesh to detect collision/overlapping?

rustic panther
weary basalt
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Imagine if UE4 had water that looked like that 😃

fierce tulip
weary basalt
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lol

pallid compass
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omg

fierce tulip
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nothing would stand in the way of making a waterfall look like that though, all in the shader

pallid compass
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Shaders are magic

weary basalt
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@fierce tulip Make it happen!

pallid compass
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Actually Luos my magical vfx guy

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Do you think there is a easy way to do sort of 2D graphic's visual effects?

rustic panther
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you would need to change the shutter speed of the Unreal camera

pallid compass
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I was thinking about flipbook material's for particle emitters?

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or do u think thats overkill

fierce tulip
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combination of shader magic and/or flipbooks

rustic panther
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since that's like a 1/5 second shutter speed photo

fierce tulip
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or fake it in the shader :p

rustic panther
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ya true

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thinking not like a photographer

fierce tulip
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that be cool though, able to slow down shutter speed and get those effects

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instant art parameter XD

granite swift
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Are you telling me that simulating every water particle isn't practical

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I can't believe I'm hearing this.

rocky portal
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anyone know why this errors in my project, but is identical to how it is implemented in Unreal's WheeledVehicleMovementComponent4W

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These are all LNK2019 errors... anything related to Px

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// In my PhysXTank.Build.cs file
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysX", "APEX" });
glossy flame
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Looks like you're missing PhysXVehicles.

rocky portal
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hmm this project im following is old so I have had to shuffle some things around

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#include "TankVehicleMovementComponent.h"

#include "PhysXPublic.h"
#include "PhysXVehicleManager.h"


#if WITH_PHYSX
#include "PhysXIncludes.h"
#include "ThirdParty/PhysX3/PhysX_3.4/Include/vehicle/PxVehicleDriveTank.h"
#endif // WITH_PHYSX
glossy flame
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I mean in your module dependencies.

rocky portal
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Have to add PhysXVehicles?

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i only added PhysX and APEX

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let me try... crosses fingers

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nah that didn't work

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nvm figured it out... it is "PhysXVehicleLib"

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thanks though, you pointed me in the right direction

vast pine
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Anyone know a way to use a. On capsule collision for a character? Bp :/ basically I’ve seen similar questions regarding a probe position and collision. But what if you had a long quadruped where you didnt want the face to clip walls or the butt. So it’s more a capsule on its side

velvet depot
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yo

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Someone knows how to export a camera made in unreal

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correctly into Maya

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?

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pls @ me if you know

tranquil sierra
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Everybody sleeps :p

prime grove
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@gentle patrol so u switched to ue4?

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And I hope u remember me

gentle patrol
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I do

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And no, I still mostly use unity

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I've been here for ages

prime grove
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Ohhhh ok lol

kindred mountain
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@drowsy fox references in BP == references in C++. They are one and the same. You can't avoid programming by using blueprints. You are programming, just using a visual syntax.

pine parcel
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What would be the best way to project from a viewpoint out a certain distance from the current orientation, get a normalized version of that perspective, and then convert back to screen space?

dark sparrow
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im working on a compass, ive seen most tutorials use a texture, but im using text components parented to an overlay. whats the technique used for making it loop seamlessly?

sudden agate
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Guys. Is there a way to cull a light together with the actor it is attached to?
A Directional Light is masked with a lightfunction so it only affects a certain piece of the world.
Now if this Piece isn't rendered, it should also cull the light for performance reasons

tranquil sierra
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I have a serieus camera issue :p who can help me out?

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or where can I ask

keen frigate
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Good morning everyone 😃

tranquil sierra
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hellow

visual hollow
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Can we move liquids from one glass to another?

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I am working on an VR project of science experiment. I want to move the liquid from one testtube to another. So is it possible to move liquid from one object to another

wary wave
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define "liquid"

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(I keep seeing people asking for this same thing over and over again, which makes me highly suspicious now)

vale osprey
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Maybe a “test” job or Uni assignment

cedar snow
wary wave
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seems kinda tricky for a uni assignment

cedar snow
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it's unity, so you'd have to port it over

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obv not a liquid simulation, but for some job simulator styled game it should work well enough

tranquil sierra
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someone pro with camera? 😃 I even want to pay for it :p

visual hollow
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@wary wave I got a project for testing wether the food sample have protien in it or not Via VR, So I want to transfer or Identify which solution(HCL,HNO3) I have added to give the result.

wary wave
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well, either way you still need to define 'liquid'

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as in, what do you actually need to do

visual hollow
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liquid In the sense Like When I pick the TestTube having HCL in it and put it on another Testtube the HCL(liquid) should get transfer from Testtube1 to Testtube2

wary wave
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You need to be much more specific about what kind of behaviour you want

visual hollow
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I need the flow behaviour of the HCL like pouring a wine from wine bottle to the glass have the wine flow from the bottle to glass

wary wave
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so you want an actual fluid simulation?

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as in visible flowing liquids that are physically simulated?

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(Unreal 4 doesn't have that out of the box)

dull wraith
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Just realised i may have to change my game idea which I've worked on for 8 weeks and have 1 week left as I've spent all that time looking for a tutorial on making a turn based JRPG but all I can find is one template which costs £79... So I might change it to a more western RPG or real time RPG (which I've hardly ever played any of) after 8 weeks of struggling to find any info

wary wave
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you've spent "8 weeks" looking for a tutorial?

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and you have a one week deadline

rocky kayak
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if youre making a jrpg why not just use rpg maker lol

visual hollow
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Yes that's what I wanted. I want to know is their an option to know which game object was selected ?

wary wave
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UE4 doesn't have fluid simulations

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the only branch that does is Nvidia's funhouse branch, but that basically only runs on a small subset of hardware

dull wraith
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Well, it's a 9 week assignment and I've spent 8 weeks researching, trying to make structures, data tables and a random encounter feature (which I finally succeeded in but realised I forgot the level transitions) And its mostly about the developer diary in which I've got around 9 pages of writing and blueprints/screen shots of the project

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Yeah, might try using RPG Maker after this assignment although I'll probably follow the Virtus Learning Hub guide on making a Real Time RPG for now

steady sequoia
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I haven't tried it but I think it might be a better idea to use small blocks to simulate the idea of liquid

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It won't be as fluid as the real thing but I think it should get the idea across if done right

visual hollow
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@steady sequoia is their any tutorial available where I can learn it visiually?

steady sequoia
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Your guess is as good as mine since again I haven't tried it myself

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I think it would involve things like messing with each blocks friction and gravity settings as well as giving all the blocks a material that makes them appear to blend together in order to simulate budget fluid

rocky kayak
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sounds like a fun experiment tbh

steady sequoia
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Yeah it's definitely doable

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And I think I've seen games that have done it before

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Ones that have "chunky" water

plush yew
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But I didn't get it

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Last action is "With the post process volume selected, go to Settings > Blendables and add the PPI_OutlineColored as the first entry."

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What Settings?

sinful umbra
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@plush yew the settings in your postprocess volume

plush yew
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It doesn;t have "Blendables "

sinful umbra
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@plush yew it's called "post process material" now

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that tutorial was for 4.9

plush yew
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"PPI_OutlineColored"

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what is this? Material?

sinful umbra
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a post process material

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you create one

plush yew
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ha, I saw it and I think it's too hard for just color outline

wary wave
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'too hard'?

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I mean, that's pretty much how you do it

plush yew
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Just for making plain color outline?

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ha

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I'm n00b and I think it's hard

obsidian nimbus
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u can do fresnel outline

plush yew
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yeah, but it not OUTline

obsidian nimbus
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true, but its simple

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and lot of controll

cursive dirge
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@wary wave Flex runs on Direct Compute (DX11+) since version 1.1

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there are integrations for it

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latest from nvidia is for 4.17 (I've ported it to 4.18)

wary wave
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you'd need to write your own shaders for Flex though, wouldn't you not?

cursive dirge
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they ship it with some shaders

wary wave
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that's something I guess

obsidian nimbus
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flex is pretty hard

wary wave
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fluid simulation is pretty hard

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¯_(ツ)_/¯

obsidian nimbus
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no, real time fluid sim is hard 😛

cursive dirge
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I'm still waiting for Flex 1.2 integrations to arrive before I merge Flex into my 4.19 gameworks branch

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I got most of the gameworks techs there already, I just didn't want to upgrade and merge old Flex when new one with plastic deformations is almost out of the door

wary wave
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realistically, what kind of hardware requirements do you have for flex fluid sims though?

cursive dirge
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it depends on the sim complexity

obsidian nimbus
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not super high

wary wave
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I assume it's still only really practical on 900 and 1000 series GPUs

cursive dirge
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for just transferring liquids between test tubes, that's fine

obsidian nimbus
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750ti or something

cursive dirge
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due note that even the old version ran 90fps in VR

wary wave
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to be fair, if you're in VR you're probably on a 900 or 1000 series GPU anyway come to think of it

cursive dirge
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I am working on an VR project of science experiment

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pretty sure he has to have decent gpu already

wary wave
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you'd hope so

obsidian nimbus
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mayB mobile? 😃

wary wave
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but you'll be amazed what kind of potatoes I've seen people running Vives on

cursive dirge
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well, you don't get flex on mobiles

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it's windows only 😄

obsidian nimbus
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windows mobile? 😃

cursive dirge
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not that windows

grave nebula
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Nvidia's flex is running on SPH solver right ?

fathom gale
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yo

plush yew
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damn, I can't apply this stencil to blueprint mesh

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to simple cube - yea, but not for something different

cursive dirge
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Combines SPH with Position Based Dynamics

plush yew
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hm, doesn't work with translucent

grave nebula
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@cursive dirge Cheers. Adore this kind of reads.

cursive dirge
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the one I linked initially was the original (presented year before in siggraph)

dull wraith
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Would anyone recommend i try out making an action/real time RPG and then another game using something like RPG Maker or Unity before I try and make a turn based JRPG with a Pokemon-like battle system in UE4? I think one of my problems with this project was I had hardly any experience but gave myself one of the toughest genres to make my first game in being a JRPG

finite pine
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Is it someone using datasmith?

keen frigate
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@dull wraith Well here's the thing. Creating a game with another engine sure gives you insight into game mechanics and how they work in terms of code. The time you will spend learning those other engines would be best spent honing your skills with Unreal since this is your intended platform after all.

I wanted to create a tower defence game as an exercise so I used GameMaker 2. Truth be told I learned a lot about assigning damage, how the towers behave, how to create different enemies etc. All of the knowledge gathered from GM2 I can apply it to Unreal engine now if I wanted to create a TD game there. Only because I am at a level were I can "translate" the code between both engines (code wise).

In my humble opinion, stick to the engine you intend to create your game with.

dull wraith
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Thanks and yeah, I'll try to focus on Unreal Engine. I just feel like on somewhere like RPG Maker or Unity I'd have a better grasp with making a Pokemon-style battle system whilst with everything else I can follow the Virtus Learning Hub RPG guide

keen frigate
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@dull wraith Look in game engines like RPG Maker and GameMaker 2 prototyping a game is ultra fast, that is true. Unity on the other hand is like Unreal, meaning that by the time you make your prototype in Unity you would have accumulated so much knowledge that it wouldn't make sense to switch engines. Unless you have a good grasp of both C# and C++ in which case the transition wouldn't be that hard or time consuming. But, seeing as you are starting now with game development (I apologise if that's not the case) there are two scenarios for you.

  1. Research and try out as many engines as you believe will help you create your game as easy as possible. By easy I mean an engine were you can transform your plans into a game without the engine or coding language getting in your way.

  2. If you already know and like Unreal stick with it and try to learn the mechanics necessary for the game you would like to create. There are some excellent tutorials and assets that focus on turn based gameplay out here.

Either way prepare for a long, hard but fun and exciting journey.

dull wraith
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Yeah, I'm very new to games development and some game engines I've heard are good for beginners are RPG Maker, Godot and Game Maker Studios. I'm not too focused on Graphics: I much prefer better gameplay over better graphics and have motion sickness meaning I can't really deal with realistic games

keen frigate
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In that case if your long term goal is to create a 2D game like Pokemon or Stardew Valley then yes you should look at Unity or GameMaker 2 since they handle 2D... in a more dev friendly way. You can create a 2D game in Unreal as well but it is common knowledge the 2D isn't the forte of UE4.

quasi star
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So there's many built in actors in UE such as point light, camera etc... Then there are components for those too, am I right in thinking that adding a point light actor is just a shortcut to adding an empty actor to a scene and adding a light component to that empty actor?

manic pawn
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basically, yes

dull wraith
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Yeah, I was thinking of a game like Pokemon, Blue Dragon (Xbox 360), I Am Setsuna, Persona 5, etc. Just a game (animated, not too much focus on graphics) with a simple 1 v 1 or 3 v 3 battle system with the options Fight, Party, Item and Run and the skills requiring PP like in Pokémon

wary wave
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given you have a tight deadline, have you considered talking less and working more :p ?

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I mean developing this kind of game in a week is a pretty tall order

keen frigate
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@dull wraith Those games are not 2D and can be made with Unreal thus we're back at my first response. Stick to Unreal and learn the mechanics that fit your game. 😉

quasi star
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I'm not at my computer to.try this out but I've been thinking about it all morning, when adding the point light actor to the map you can change the light properties in the details panel, if I create a new actor blueprint with a point light component and add an instance of that to my map will the light component properties be editable (much like the default point light actor) or would there need to be some setup/config on my blueprint to expose those properties?

keen frigate
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@quasi star Ok I'm confused. What sort of properties do you need from a light that aren't already exposed?

quasi star
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Nothing in particular, I was just asking if the properties of all components on an actor blueprint class are exposed or does the blueprint class need to specify what properties can be configures and passes those values into the component?

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As an example if I have a blueprint with a static mesh component and a point light component, and I add many instances of that to the scene, can the mesh and light properties be changed for each instance individually without any extra setup or do I need to create a mesh variable and a light colour variable in my blueprint that I make public and then on construction take those values and apply them.to the static mesh and light component?

keen frigate
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Nope they can be changed individually as long as said properties are editable.

rocky kayak
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is there a way to have a variable of variables? im tossing skill cooldowns into an array of floats but it doesnt save the specific variable as the index. SkillsOnCooldown array simply has an index of 0:3 *, instead of skillA:3 (3 seconds), for example.

quasi star
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@keen frigate cool, and what if I only wanted to allow designers to change the colour of the light on this new actor and not everything to do with the light component such as brightness?

keen frigate
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@quasi star If you create a blueprint and you add several components then yes you should create some parameters that are visible and editable in order to be able to change say the colour of your light in said blueprint.

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This is what you can edit if you place a blueprint with a mesh and a light in your level. As you can see none of the properties/variables of both components are visible from the viewport. You would have to expose them from your blueprint in order to be able to edit them in the viewport.

quasi star
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That makes sense, I was concerned that if an actor had lots of different components that all the component properties would appear in the details panel and not just the values I want to expose, thanks for taking the time to show me the example output.

keen frigate
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By default it shows only the essential parameters for the actor class and not its components. All the parameters are of course available inside the blueprint editor but if you want to edit any one of those in the details panel then you must expose them using variables.

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For example I press P and I set the light to be a specific colour, but because I created a variable that feeds the New Light Colour and I made that variable editable I can see it now in the Details Panel as well. Notice the check in the variable on the right at "Instance Editable".

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I named the variable in a way to be able to understand what it does. In this instance I named the variable "Light Colour"

silent kraken
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@keen frigate why haven't you created an input for that blueprint???

keen frigate
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Cause I just wanted to show hendore how to create variables and expose them in the viewport.

quasi star
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Awesome, if you was to set the static mesh component to instance editable, then all the static mesh component properties that are editable will now also show up in the details panel in the editor?

silent kraken
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Inputs are saved in a ini file, right???

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can you edit the ini file when it is packed and encrypted???

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using a pak file???

keen frigate
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@silent kraken I have no idea and that's way too advanced for what hendore is asking. 😉

fathom gale
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lol ue looks so complicated

quasi star
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Ah I see, so instead of making the component public (instance editable) you've created a new variable of a mesh type that is public and then on construction assigning that to the mesh component.

keen frigate
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@quasi star and just to be absolutely correct, this is how you would set it up for both Static Mesh and Light components.

quasi star
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Roger that, cheers mate.

rocky kayak
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Only if you make it complicated. There's pins and settings for literally anything you could ever want but you'll hardly touch every single one of those pins.

keen frigate
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Well yeah. But then again if you are creating a blueprint you are looking for something more than basic functionality and properties anyway.

quasi star
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I don't see how this is anymore complicated than writing logic in code, that seems pretty clear to me and I'm just getting started.

silent kraken
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yeah, tbh. UE4 is pretty easy to learn. Especially the blueprints system

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I am learning through reading chat and messing around in UE4.

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Rather then watching tutorials

frosty bloom
#

There is nothing wrong with following tutorials, as long as you try to actually understand what is going on

keen frigate
#

After all these years I have to say that to actually understand what is going with blueprint tutorials it helps a ton if you know C++. Learning C++ made me understand and using blueprints all that easier.

crisp fable
#

you can tell the difference between programmer blueprints and normy blueprints thats for sure

#

spud blueprints just wang everything in a single graph

plush yew
#

O rly

#

You don't like those people who make a scoreboard and each text block is a different widget

crisp fable
#

just understanding the basics of oo programming might suffice

keen frigate
#

In more complicated blueprints that's true. Hell I can say that for myself too, how my blueprints have improved over time.

lament kraken
#

I need help

plush yew
#

With what..?

keen frigate
#

@lament kraken Don't we all. 😛 With what?

lament kraken
#

Anyone know to set up bitbucket (source control so I and my teammate can work on 1 project together)

crisp fable
#

i mean for gods sake use functions

lament kraken
#

I won t use git cuz its public

#

No money for private

plush yew
#

Uhm

lament kraken
#

preforce you need to pay

#

later

keen frigate
#

@crisp fable Ahhhh functions. Took me a long time to start using those.

crisp fable
#

github is like $5 a month

plush yew
#

Git is private, Bitbucket and GitHub uses git

frosty bloom
#

Well, to be completely honest I believe most programmers only use BP for design. Some exposed pointers/subClass stuff

lament kraken
#

bitbucket is free private for 5 teammates

plush yew
#

You could have your own git server

crisp fable
#

i use BP on the front end if that makes sense

#

so my characters visuals are all in a blueprint

#

but subclassing something in c++

plush yew
#

Actually, I still have GitHub private repos for free and I don't pay lol

keen frigate
#

Not in a place where I can go all out C++ yet but getting there... I hope... in the coming months... I hope 😛

lament kraken
#

I think I know one boy who knows

#

let me tag him 😛

plush yew
#

tags the admin of unreal slackers

lament kraken
#

@digital anchor pls help me set up bitbucket

frosty bloom
#

@crisp fable That's what I mean, anything visual is set in BP. All functionality (or a larger part of it) is in code. At least this is how I do it & to my understanding most of anyone that know c++

crisp fable
#

tonk if i find the answer to this on google you're dead

plush yew
#

Oof, death threats

crisp fable
#

wait a minute

#

have you even googled this?

plush yew
#

Probably not lolz

lament kraken
#

no

#

shit

plush yew
#

🤦

fierce tulip
lament kraken
#

I want to do in bp no in c++ temple

plush yew
#

...

lament kraken
#

I googled sure I did

plush yew
#

@fierce tulip Tonk wanted Bitbucket, since he can't afford perforce

fierce tulip
#

unless you have 6 members, perforce is fine

#

and good practice to learn how to set it up and then move to bitbucket

crisp fable
#

to be fair perforce has a steeper learning curve

plush yew
#

anyone tried out ART and maya live link? are they any good?

crisp fable
#

swap that with bitbucket

#

use sourcetree

#

you're gtg

#

make sure you use git-lfs

keen frigate
#

Gah I'm confused. Which one is the best?

crisp fable
#

what one

plush yew
#

Nothing is ever the best

silent kraken
#

@frosty bloom I didn't say there was anything wrong with learning through tutorials. I just said that's how I am learning as that is my learning style.

crisp fable
#

if you're diving in to unreal with the intent to make a game, know that you will probably end up rewriting it 5 times

plush yew
#

^ so true

crisp fable
#

for the better i mean

#

you just learn more stuff

keen frigate
#

@crisp fable That's true unfortunately. As your knowledge grows you will look back at your code and go...WTH?

crisp fable
#

not really

#

its just old code, i didnt know the architecture as well, but i can see the intent

#

and a bit of duplication of game systems

#

i've been coding for 10 years though

lament kraken
#

I think I find it

keen frigate
#

@crisp fable Ahhh you haven't met my save/load code. 😃

crisp fable
#

haha

keen frigate
#

@crisp fable Known as the Albatros

crisp fable
#

@lament kraken my video is better 🥑

lament kraken
#

go away

#

you are here for

crisp fable
#

WHAT

#

thats just rude

lament kraken
#

you mocked to me cuz I can t buy git server

crisp fable
#

no i didnt, i just pointed out it was $5

silent kraken
#

RIP YT Red

crisp fable
#

if that or avocados offend you, you probably shouldnt be on the internet

fierce tulip
#

aaand imma step in and shout "calm please, think of the feelz"

#

:p

lament kraken
#

😄

crisp fable
#

ill never mention github prices again

#

but i will say this

#

strap in

#

if your game is commercially released and you earn over $3000 you'll have to pay them 5%

#

i know that hurts my feelings

#

but strap in again

#

and get ready for your feelings to take a real beating

#

if you release your game on steam they'll want about 30%

languid shard
#

Product Configurator with Unreal studio webinar is starting in a few minutes

crisp fable
#

i hope you didnt faint buddy

silent kraken
#

Yeah, fees are gonna be annoying.

keen frigate
#

Well I'd rather pay the fees because that would mean... I earned over 3000$ 😂

#

Imagine the drama of Earning 3005$ and that's it... go on imagine that 😛

crisp fable
#

they dont take 5% of 3005

#

they take 5% of that $5

keen frigate
#

ohhhh

#

ok then.

crisp fable
#

its actually very reasonable

wary wave
#

I'd rather earn $4000 in three months and pay 5% on $1000 on those earnings than $100 a month for two people for two years :p

crisp fable
#

yeah exactly

keen frigate
#

true that

crisp fable
#

and not have access to source code

silent kraken
#

Steam don't though???

#

Or do they 30% off the cost of your game

crisp fable
#

if a really successful $20 game sells 100k copies, they only take $100k

wary wave
#

Steam take a cut if you use their platform regardless of which engine you use

crisp fable
#

that doesnt even cover 1 developers salary for a year

silent kraken
#

Unreal take 5% of your overall profit

crisp fable
#

yes

keen frigate
#

over 3000$

lament kraken
#

how much ark devs paid then?

wary wave
#

no, Epic take 5% of your gross revenue

#

not your profit

#

(gross revenue after $3000 per quarter, to be precisE)

keen frigate
#

5% Epic + 30% any given reseller/platform (unless it's itch.io) + 21% Income tax (depending on where you live) +10-15% Your costs and you get the idea. 😉

fierce tulip
#

21% income taxes

#

hehe

keen frigate
#

yeah forgot about those thanks Yoeri

silent kraken
#

And I am confused again

crisp fable
#

if my $20 game sold more than 10k copies, i'd see $7 for every game sold

fierce tulip
#

then an additional % for software you used that have additional fee's after hitting 100k

crisp fable
#

wonderful

keen frigate
#

@silent kraken just remember what I told you about Mark Up and Margin

crisp fable
#

ongoing server costs eat another $1 of that

fierce tulip
#

i wonder if there are dev's that actually got bankrupt after hitting 100k due to all the extra fee's and not asking enough for their game to keep head above water

crisp fable
#

yeah

keen frigate
#

Sooooo

  • 5% Epic
  • 30% any given reseller/platform (unless it's itch.io)
  • 21% Income tax (depending on where you live)
    +10-15% Your costs and you get the idea.
  • Other Royalties
frank escarp
#

@fierce tulip if i go past 100.000 i would need to pay 6000 for houdini and a lot more money for substance designer

keen frigate
#

Damn it Substance has royalty fees too?

crisp fable
#

well

#

they dont charge you when you suddenly make more money

fierce tulip
#

as does quixel and some other (3d modeling) software

crisp fable
#

its if you make more than $100k in any given financial year

#

so if you defer paying yourself until next financial year, you only need to pay the greater cost if you keep using it

#

i dont think you have to retroactively back pay

#

and what do you mean 10-15% costs

wary wave
#

you can't 'defer' your business income

keen frigate
#

Nice, I like it how we are worrying about the 100K which we will earn for sure. 😛

crisp fable
#

ambershee your business is making the money, if the licenses are under your name and not the business you're ok

wary wave
#

your business needs the licenses

keen frigate
#

@crisp fable Well for the duration of your developent you need to eat, live somewhere, pay bills and you should count your personal fee if you want to be exact as to what your costs are.

crisp fable
#

oh ok

fierce tulip
#

gray area there, if you hire a freelancer who used softwareX you dont need to have its license.
you could hire yourself as a freelancer for your business

silent kraken
#

Working out all my fees is going to be impossible.

crisp fable
#

where the hell do you live that has a 21% top rate?

timber relic
#

Yeah the /year thing was a big pain - we kickstarted and got... uh, a good amount of money.

wary wave
#

21% is pretty common to be fair

fierce tulip
#

netherlands <_<

keen frigate
#

@crisp fable That's why I talked to @silent kraken about calculating your profits using a Margin and not Mark Up.

timber relic
#

BUT! We talked to Substance and they agreed given that we were working for multiple years off one payout, we could still use the indie license.

#

Substance is Good People.

wary wave
#

IIRC, global averate is around 23%

crisp fable
#

its effectively 37% here 😮

silent kraken
#

Still going to be impossible @keen frigate I have fees that come out all over the place. Monthly, 6 monthly, yearly

timber relic
#

Oh, I know, man. Also eff Adobe.

keen frigate
#

In Austria it's

1 up to €11 000 0%
2 €11 000 – €18 000 25%
3 €18 000 – €31 000 35%
4 €31 000 – €60 000 42%

crisp fable
#

can i turn up to the cayman islands as a refugee

timber relic
#

Google, if you want some workarounds and alternate programs, I'll see what I can do.

fierce tulip
#

gdc talk: I got bankrupt because my game was slightly too successful" hehe

timber relic
#

Hey, look, it happened to me and it was a pain.

#

Five year development off a single lump sum.

keen frigate
#

@Yoeri googling it as we speak

#

damn that was sarcasm

timber relic
#

The Houdini fees were a bear and I wish we'd gone with C4D from the start.

keen frigate
#

C4D??? hasve you seen the cost of that thing?

timber relic
#

I know a guy.

fierce tulip
#

hehe yea that was sarcasm, and also almost odd that there isnt a video about that

timber relic
#

Luos can verify I am a legit person, he knows who I am.

#

well, at least who my dev persona is.

#

and what I'm up to.

keen frigate
#

@fierce tulip Yeah but it would make one hell of a GDC talk indeed 😂

fierce tulip
#

I'll vouche for warc, he gut

silent kraken
#

God, working out all these costs are going to actually piss me off trying to work them out

keen frigate
#

Why? who said that Warc isn't gut ?

fierce tulip
#

@silent kraken thats why you'd hire a finances guy.. also costs money but saves a bleepload of headaches

timber relic
#

Again, seriously. Talk to these people, tell them that you're KS'd off a lump sum, and you can probably work something out.

#

Yes, I've got a good finance guy if you're in the US.

#

Sutor: I don't talk here much, I am talking money, I don't know if you know me, so I wanted someone to verify I'm not Joe Rando.

silent kraken
#

@fierce tulip can't afford one ATM xD

timber relic
#

Okay, rewinding. Let's see what's going on.

silent kraken
#

Ughhhh, corporate tax

timber relic
#

Also I just made a repo and use subversion instead of git. Wound up being less hassle all the way around

keen frigate
#

@timber relic Oh no worries, I don't jump to conclusions and I trust what people say until my guts tell me not to :P. By these people you mean Maxon?

crisp fable
#

anguilla has 0% tax

#

maybe i can serve coconut juice there while i work on my game

timber relic
#

Actually, there is a legal way around that as well.

silent kraken
#

We have 19%

#

Tax evading are we @timber relic

timber relic
#

Trying to remember the rule, but basically, people are pre-paying you for a product, taxes are not owed till you deliver it, and most critically, they're not owed on things you had to spend to develop the product. Which means a considerably lower - and later -tax burden.

keen frigate
#

It's not tax evasion if it's legal 😛

timber relic
#

You have to document properly, but you only owe money on your profit.

#

This was verified by multiple CPAs for me because we were like 'well, that saves us a lot of trouble, it seems too good.'

#

Warning: Washington State / US Federal laws only

#

Can not speak with authority for other states but it, uh, seems to be pretty foundational law and is highly probably true.

keen frigate
#

Interesting I should ask my accountant if something like this exists in the EU

timber relic
#

Makes sense, though, yeh?

keen frigate
#

Yeah it does.

#

But wait, what about early access games where you do kinda deliver the product?

timber relic
#

I have access to a great financials/promotions guy in the US/Cali if anyone needs him. I have access to a LOT of things due to having been through all this stuff from being an early KS/first... 50? UE4 licencees.

silent kraken
#

Don't make any sense to me...

timber relic
#

Thaaaat's when you owe the money!

#

But at least you've spent a lot of it on development!

fierce tulip
#

we dutchies can actually get rid of the 21% taxes when its "distributing digital goods" to the US.

keen frigate
#

come again?

fierce tulip
#

agreement between us and the dutch.

keen frigate
#

<--- packing bags for Den.... Netherland you git

timber relic
#

I'm not going to be entirely sure on this, I am not a CPA, but if you're delivering a substantially complete product, you owe the taxes.

#

But at least the time between KS and EA you can burn money like mad to lower your tax burden.

#

That being said, how 'substantially complete' the product is to make you owe taxes, I dunno.

#

That's a CPA thing.

silent kraken
#

Tbh, the more I find out, the more I think of just giving up xD

timber relic
#

Aw heck, we're still moving. Whatcha doing, Googleman?

#

I'm here to help.

silent kraken
#

Losing my mind

#

I am at work

#

Sitting here doing nothing

#

Cause I have done all my work again

keen frigate
#

@silent kraken Ahhh you should have listened to my accountant on a hypothetical scenario where I found a company and a game was completed in 3 years of development and it sold 1.000.000 copies selling it at 40€ .

(counting all the expenses mentioned before)

When I asked ok what would be my profit?

His answer? Well to put it this way... you would have earned more by staying at your day job. That discussion took place in Greece 3 years ago. Where my salary back then was around 700€ per month.

timber relic
#

Dude, dude, whatcha gonna KS, what's your plans. Seriously, when I tell you I've been through all this, I really mean it.

#

Oh, yeah, I'm not gonna make a profit at my game unless it keeps selling for years.

#

but it doesn't matter cause I'm on a mission from Dog.

silent kraken
#

I am seriously starting to hate this company with the amount of time that is wasted here

#

I have no way of accessing UE4

timber relic
#

Sure you do. Set up a laptop at home with a VPN.

#

Remote into it!

#

Seriously, you don't want to know the problems I've solved.

keen frigate
#

Actually I personally would love to know 😛 I feel the force is strong with you....

silent kraken
#

Laptop is off at my house

#

Plus we use a VPN at work

#

Idk how to access my laptop from work

#

Also I have 1 work mate who gets annoyed if I do anything other then work

plush prairie
#

sounds like a real dweeb

silent kraken
#

Tbh, I should be doing work. That is what I am paid for

plush prairie
#

same

silent kraken
#

But then when you have done it all, then what do you do xD

plush prairie
#

watch unreal youtube vidjas

timber relic
#

Plan.

#

Plan systems

#

Plan ahead.

#

Plan for when the systems don't work

#

browse the unreal marketplace

#

Attempt googlewhacks.

#

Random image search for inspiration

#

Read gamasutra

#

Read Ken and Robin.

#

You're a shark now. Keep moving or diiiiieeeeeeeeee.

#

read the unreal documentation

plush prairie
#

who are ken and robin

timber relic
#

Ken Hite and Robin D. Laws.

silent kraken
#

so you know the one that keeps moaning about me being on discord

#

the one next to him, watches youtube and twitch...

timber relic
#

Ken Hite is the lead designer on the next Vampire RPG, and he's been working since the 80s. He's good - and Robin D. Laws wrote the book on good game mastering. And also on plot design. If you want to bioware shit, you need to know their stuff.

plush yew
#

IM really need a new gpu :/

vast pine
#

Wow

silent kraken
#

anyone know a decent tutorial to teach you how to make a options/settings menu

timber relic
#

Look up their wiki pages - but seriously, they're fantastic.

vast pine
#

Thie channel busy

plush yew
#

AMD Radeon 7670M HD / 727 MB / 32-BIT

plush prairie
#

rip north. i just bought one and am sore at what i paid

plush yew
#

Its very trash

plush prairie
#

but it was such a step up, i'd say it was worth it

plush yew
#

Its very hard to make games

vast pine
#

Menus are the würst

#

🌭

plush yew
#

only 5 10 fps when making games

keen frigate
#

@silent kraken I bought one from the store and reversed engineered it. Was way more educational than any tutorials I saw. Well that was two years ago, no idea what sort of tutorials exist now on the subject.

vast pine
#

Settings isn’t totally easy depending what you want to do and if it’s in blueprints or not

timber relic
#

Same here. There's some really good ones on the marketplace.

vast pine
#

Yeah I’d suggest assuming you understand bps buy one and review how they did it

silent kraken
#

tbh, I would rather try and figure it out by myself

leaden garnet
#

Do I need Nsight Tegra for Android if I'm planning on using C++?

silent kraken
#

I mean by old original Java code is questionable

leaden garnet
#

Not sure what you're talking about.......

silent kraken
#

But then when I learnt more, my new ones are better

grim ore
#

I am getting the itch to upgrade my PC again. Anyone use a higher end Ryzen and happy with the performance?

safe rose
#

ThreadRipper 1.5

#

Or 2.0 I guess they wanna call it

#

Just wait for August, since TR1.0s are sure to drop incredibly in price. Or look out for 2.0

strange frost
#

hi everyone

timber relic
#

Yeah

cyan merlin
#

I use an i7-6700k and its great for gaming and game dev

#

Build times for arch viz style lighting is actually pretty good all things considered

#

Nothing usually takes more then an hour

timber relic
#

Hm. Here's a random question, speaking of lighting. If you wanted a certain minimal level of lighting in a zone, day or night, how would you do it? Post-processing or?

#

On a map, rather.

keen frigate
#

@grim ore I'm using a high end ryzen and I'm happy just keep in mind that Ryzens and TRs love fast memory.

#

or I should rather say benefit the most from fast memory

#

@timber relic Outdoors or indoors?

grim ore
#

@safe rose oh yeah I forgot new ones coming, thanks for the reminder 😃

#

@keen frigate which model do you have?

keen frigate
#

Ryzen 7 1800X (8 Cores) 1st gen, Not so high end now but back then it was.

#

As nothing else has changed since then I suspect with a 2nd gen or a TR you would be golden. Especially if you're rendering a lot.

silent kraken
#

It's Friday, Friday. Yay no work tomorrow

keen frigate
#

With Unreal there's always work 😛

grim ore
#

mainly bored and looking for more threads so yeah looking at the 8 core ryzens 😃

#

thanks for the info. seriously considering Ryzen as the next upgrade just to try it out

silent kraken
#

I mean no job work

#

Like, this boring day job ughhhh

keen frigate
#

@grim ore I love them especially with 3D content creation software like blender or maya... these extra cores do wonders

silent kraken
#

I can actually do something fun and click buttons to make a game, rather then clicking buttons that do nothing

keen frigate
#

@silent kraken Yeah I knew what you meant I was just messing with you 😃 /hug

silent kraken
#

Oh, fuck

#

It is Thursday

grim ore
#

yep I've got a quad core no HT on the laptop and a 6 core with HT on the desktop and the difference is quite nice, 8 core should be a nice little bump to the shader compiles I am thinking

keen frigate
#

or preFriday

silent kraken
#

Noooooo. Damn it....

grim ore
#

It's going to be thursday all day 😦

silent kraken
#

Ughhhh, that means I have to come in tomorrow

keen frigate
#

@grim ore That they are and imagine getting a 1st gen TP at a cheaper price...

silent kraken
#

So my work have forgot about my old work laptop

grim ore
#

true. paid $500 for the six core, paying less than half for an 8 core would be neato

silent kraken
#

Do I 1) Recycle it, 2) Keep it but smash the drive as it is encrypted and has confidential data on it or 3) Give it back just for them to smash it all...

keen frigate
#

@grim ore forget the 8 cores just imagine a 16Core TP 1st gen when the 2nd gens hit the market...

silent kraken
#

Although, I can't recycle it easily due to laws....

keen frigate
#

@grim ore just imagine 16 cores at 500ish price

silent kraken
#

Mmmmm, that sounds nice

grim ore
#

16 cores would be sooo nice.. if I could have 16 cores I could compile shaders so fast...

#

I just want to open infiltrator on a new machine and have it be done instantly lol 😛

silent kraken
#

I have 4 cores I think

#

Quad = 4 right???

keen frigate
#

@grim ore Not to rain on your parade but for that you need one of these...

https://system76.com/desktops

System76 desktop computers are custom-built to run Linux flawlessly with the latest processors and powerful graphics.

#

@silent kraken yeap quad = 4

#

with a Ryzen 7 1800x 32GB Ram - 1080Ti 11GB and m2 ssds I still would need around two months to render a 1080p 10 minutes video sooooo yeah 😦

#

at 25fps that is

#

and not a video with a tons of polygons or light mind you.

#

I'm talking on blender with the equivalent of Unreal's Production Lighting.
I know it sounds too much but that's what it would take unfortunately. Come to thing of it I haven't tried it with Unreal.

grim ore
#

just chain together another 100 of those

patent ibex
#

hi guys
i've loaded https://github.com/ue4plugins/LoadingScreen plugin
moved to Project/Plugins/LoadingScreen folder, regenerated project files and recompile the project but i still get no plugin built. what do i do wrong?

fossil ore
#

Is there a way to make an object unselectable ?

#

Like, I want a wall to be not selectable... but still existing in viewport

candid cypress
#

Is there a way to render video but being able to render an ID map for multiple objects and stuff to take into after effects to select unique things to color correct them?

fossil ore
#

like, layer the viewport?

#

you want to see: diffuse , ao , normal , lighting .... etc separately ?

#

not all combined in one?

#

@candid cypress

candid cypress
#

pretty much yeah.

fossil ore
candid cypress
#

Thanks, I'll see if that works!

keen frigate
#

@fossil ore You can actually lock an object as to not edit it by accident

fierce tulip
keen frigate
#

😲

fierce tulip
#

keepass ftw

next badger
#

yeah, but i had to make at least 3 copies of the DB just to make sure

#

thank god there's autobackup that could copy it anywhere

plush yew
#

"I would just advise that whatever route you go, make your project a C++ project rather than a BP project. A C++ project can still be 99% BPs, but going from a BP project to C++ project is a bit of a nightmare IIRC." - Does this rule still apply to UE4 4.19 ?

halcyon marlin
#

Can someone help me figure out what the minimum requirements for the Unreal Editor is? I seem to be unable to find them.

tall pendant
#

that message is not uncommon while shaders are compiling

halcyon marlin
#

and now that you say that, I can't remember if i've seen it other times...

tall pendant
keen frigate
#

@halcyon marlin I have a pretty high end machine and it still compiles shaders when I first launch a project, pretty common thing. 😉

halcyon marlin
#

Thanks, guys

#

k, i'm past the recommended so i should be good

#

i stopped trying to do stuff for a long while because I kept getting that message

#

i was like, "welp! I can't use UE4..."

lean kernel
#

anybody know where the config files at for the editor?

#

found a reference in the code to a certain "GEngineIni"

silent kraken
#

They are all Ini files. The file is called I believe DefaultEngine.ini

keen frigate
#

@lean kernel

Main ini files
Wherever \Epic Games\UE_4.19\Engine\Config is

or

Project's ini files
YourProject\Config

manic pawn
#

anything in a Launcher folder definitely has nothing to do with the engine

keen frigate
#

@manic pawn Yeap my bad corrected it

late sundial
#

Top of the afternoon, anyone out there done much Mobil VR work?

urban meadow
#

@plush yew no, it doesn't matter anymore, just add a c++ class to any bp project and it will be fine. i haven't had any problems with it anyhow

quasi star
#

Is there a clear answer on when to use a function over a custom event?

urban meadow
#

events can be replicated. events are on the event graph and can run latent nodes

keen frigate
#

@late sundial afternoon no Mobile VR experience myself.

urban meadow
#

also regarding function vs. event. if you want to bind an event inside of a function, you will use create event to bind it to a function instead

late sundial
#

@keen frigate No worries, ty though

plush yew
#

hi all is unreal better or unity

surreal viper
#

cryengine

plush yew
#

really?

surreal viper
#

yep

#

their license and general attitude towards devs is a huge win

cursive dirge
#

@plush yew is toyota better than mazda?

fierce tulip
#

@plush yew please dont spam the question on multiple channels. thank you!

plush yew
#

im sorry

#

i wanna code MMORPG

grim sinew
#

Have you made an MMORPG before?

bitter iris
#

If you are wanting to make a MMORPG alone, ill see you in 10 years ish

tall pendant
#

anything that includes MMO is just BS sorry to say it so frankly.

grim sinew
#

I only ask because it isn't 100% impossible -if- you have prior experience at an MMO company. And if they have that experience, they know how much work goes into it.

fierce tulip
#

let the people dream Dizco hehe

grim sinew
#

And if not... yeah you're better off trying to dig to the center of the earth with a plastic spoon.

tall pendant
#

@fierce tulip ...But but i identify as a Dreamcrusher aka realist. 😛

fierce tulip
#

lol

cunning umbra
#

It happens without fail. Every single time I try to build lighting in any project, my computer freezes somewhere in the process and I have to do a hard reboot. Even if I throttle it down to 50% CPU usage -- complete freeze!

coarse cradle
#

Its a single mesh yet I get bleeding like this

#

Any way I can fix this up?

#

Im pretty new to lightmapping so I dont even know if I did it right to be honest

fierce tulip
#

better lightmap uv's, cut them up along the edge and make sure there is enough pixels space between em

grim sinew
#

Step 1: Sacrifice a basket of puppies. Step 2: Pray to the lightmap gods. Step 3: Make better lightmap UVs. Step 4: Increase the quality of the bake. Step 5: Set your computer on fire. Step 6: Enjoy your perfect lightmap bake.

#

If you skip any steps, your lightmaps won't come out good.

surreal viper
#

3 and 4 sounds like random stupid joke, those were totally unnecessary, rest is fine

hasty owl
#

I'm getting this weird problem with Get Mouse Position and Set Mouse Position when i activate the Set Mouse Position i use a variable set from the Get Mouse Position node and it seems to drift diagonally down to the right, anyone know a fix for this? Or another way to Right Click Rotate the character but stop it clipping to the edge of the screen and stopping rotation?

sinful narwhal
#

uh...hi

coarse cradle
#

Well for the lightmap settings I used 64 for the width/height and 32 for the pack quality (?)

#

I set the margin to 0.1 but the lightmap came out like this, does it usualy need more space?

grim sinew
#

Yes.

sinful narwhal
#

how is everyone

grim sinew
#

You need space between the islands, not just around the edge of the texture.

coarse cradle
#

more like this?

grim sinew
#

Yeah, like that. You may need more depending on the resolution, what I normally do is set the grid spacing to 1/(lowest texture resolution) and make sure to give everything at least 1-2 pixels of padding.

#

So if I'm making it for a 16 pixel lightmap, the grid would be slicing up the UV space into 16 boxes

coarse cradle
#

16 boxes?

#

so in my case since its a 64 lightmap res

#

does that mean the entire image is 64x64

#

im pretty new to this so my bad if Im not getting too much of it

tulip vault
#

What would i do if i want my character to be able to knock over objects but then not be able to step on them to cause the camera to spaz out

#

so collision and then no collision

#

with the player only

south ridge
#

@coarse cradle also bleeding can be fixed by using better settings in lightmass

#

Especially with indirect lighting

grim sinew
#

Not if there's not enough padding

south ridge
#

Yeah, of course

#

Indirect lighting has a tendency to make weird smears and bleeding all around though

#

I would just let UE4 handle the spacing haha

#

You can encode all islands in any sizing and offset into the UV map, then have UE4 replace it with lightmap packed by UE4's packer

#

It seems alright and it accounts for spacing correctly

grim sinew
#

What I've sometimes done recently is make lightmap UVs manually, then tell Unreal to generate lightmaps from channel 1 and into channel 1. It actually works and repacks it properly.

#

Surprisingly effective

south ridge
#

@grim sinew that's exactly what I do and what I meant, yup

#

I also believe it's a very effective and good approach

#

IIRC the lightmap packer is aware of surface area, so I can unwrap each mesh (in 3D editor sense, an object consists of several mesh objects) separately

#

And not care that their islands overlap, not care about scaling

#

It seems to scale islands based on surface area

grim sinew
#

Yeah, it only really breaks when I intentionally have UVs overlap each other on the same island

#

For obvious reasons

south ridge
#

Yeah

#

Also obviously it doesn't fix distortions that may be caused by incorrect UV to mesh mapping

grim sinew
#

That hurts to look at

#

With modern unfolding there's no excuse for that

south ridge
#

Not every shape can be unfolded without these distortions, but the shapes which exhibit these are often very easy to fix by cutting along some edges

plush yew
#

I found that increasing the "Shadow Resolution Scale" of the Directional Light can get rid of those shadow artifacts called shadow acne (the stripes). Any ideas on what the performance impact is, any hints where to see this in the profiler?

#

btw gif loops badly, Im sorry

south ridge
#

@plush yew try to adjust bias

#

If adjusting bias fixes the striping, it's a better solution

plush yew
#

@south ridge I did adjust the bias and it does fix it but only with values as high as 5 or more and then the shadow quality suffers quite a bit

#

so I tried to find another solution but I think increasing the shadow resolution scale to 5 would make a big performance hit

south ridge
#

Yeah

#

Well

#

@plush yew I think your shadows are not configured at proper quality for that resolution

#

Are you running shadows on "high" and such?

vague shoal
#

I'm tired.

#

I just spent the day figuring out how to get SceneCapture2DComponent data into OpenCV.

#

yay me.

bitter zenith
#

Hi everyone, I was wondering if anyone has ever had selection issues with the transformation tool and knows how to get around this problem - When moving objects around I often try to select the XY (horizontal) plane, but the other two plane selection boxes often overlap it and fight for selection. Is there a way to make this part of the transform tool easier to select?

#

it doesn't happen every time, but enough to make selecting the right axis plane painful oftentimes.

inner yacht
#

Any Ideas why a line trace might fail at long distance?

#

it hits the actor everytime but close up works fine

#

Could it be a limit to how many traces on my player controller event tick

lavish garden
#

srry, just got here and was reading through the previous chat... wanted to say i've ALWAYS hated dealing since screwing with them in Maya 4.. i've not had to deal with them in a while.. Has it gotten easier to UV poly models?

#

i want that "push button - recive uv" but i know that's not possible.

grim sinew
#

It's a bit of a thing to not post the question in multiple channels, but I'll answer in both just in case.

#

Maya's newer UV unwrapping function, "Unfold 3D" (it's a plugin it comes with since 2014) basically does the whole "Push button - receive UV" thing you just described

#

As long as your seams are in the right place, it'll get you good results almost immediately. And if you have really good seams and decent toplogy, it'll basically get anything but hard surface UVs at least usable in a button click

#

Then there are tools to push them around and modify them to morph the shape all at once.

#

No real comparison between how it used to be and today

#

https://www.youtube.com/watch?v=nqHM8WRnSkM If you don't want to use Maya anymore, Unfold3D is available as a standalone thing still, but I don't have any experience with it yet, it's on my to-do list since it has some insane features that haven't been ported to the Maya plugin yet.

More information: http://www.rizom-lab.com/news/unfold3d-v10-now-available/ Virtual Spaces cater to workflows for simple or complex UV mapping needs. Unfold3...

▶ Play video
keen frigate
#

Morning all

steady sequoia
#

Good morning!

tranquil sierra
#

morning!

#

more belgium's here? 😄

steady sequoia
#

Nah it's 3 pm for me here

whole quarry
#

9:17am here

tranquil sierra
#

same.. 😄 at the office

whole quarry
#

im happy that its 'pinkster weekend'

tranquil sierra
#

yes.. we go to the le mans circuit motogp

#

monday day off! 😃

keen frigate
#

@tranquil sierra niiice

tranquil sierra
#

😃 thx

#

i lost a couple of days now grinding tutorials of unreal :p so weekend fresh air will help me!

whole quarry
#

fresh air is overrated. just recycle it in a closed loop

tranquil sierra
#

haah airco?

plush yew
#

@grim sinew i disagree

grim sinew
#

Who are you again?

plush yew
#

i just need to do connectivity thing, registering, databases, some basic mobs and leveling with nooby graphics and thats it

grim sinew
#

Oh the MMO person from ages ago.

plush yew
#

yeah from yesterday

grim sinew
#

Good luck making a hundred million dollar project on your own with no prior experience.

#

I wish you the best.

keen birch
#

You know what the thing is with an MMO

#

It's not just making it

whole quarry
#

lol "just" "need to make full MMO core" xD

keen birch
#

It's also getting it up and running on servers

plush yew
#

i will run it

keen birch
#

With support for a couple hundred (at least) people on one instance

plush yew
#

in my room pc

keen birch
#

That's not really an MMO then though

plush yew
#

i ran tibia servers

keen birch
#

That'll be an MO

plush yew
#

when i was 13

#

on my pc

keen birch
#

It's not a matter of whether you can run a server

#

It's a matter of the sheer workload you'll get from trying to run an MMO server on your home-PC

#

😛

whole quarry
#

I can run a server in a bus stop

keen birch
#

^

#

Doesn't mean it'll work well

plush yew
#

goosey

whole quarry
#

it will, natrual air cooling

#

cant get any cheaper than that

keen birch
#

😛

plush yew
#

running server = rightclick exe u made before

keen birch
#

Uh-huh

whole quarry
#

lol

keen birch
#

Let's roll with that

whole quarry
#

😄

plush yew
#

lol

keen birch
#

Ever heard of clock speeds and cores?

plush yew
#

i just need to learn unreal first

grim sinew
#

I think he's one of the people that needs to learn through experience, the hard way.

keen birch
#

Yup

#

Oh well

#

We tried

whole quarry
#

"Im looking at a context menu after right clicking, the server is running now right?"

plush yew
#

no

#

btw there was mmo game made by 16 year old

grim sinew
#

There's nothing wrong with learning through experience, so long as you don't bet your house on it.

warm mountain
#

hey guys quick question on optimization. So the game i'm making only contains a single large map divided into 4 zones

keen birch
#

We're all well-aware of what people can do

whole quarry
#

@plush yew Is this MMO thing your first game?

keen birch
#

It's just that most people can't

warm mountain
#

these 4 zones are not freely possible to cross and can only be entered through specific intersections

#

should I keep all 4 zones in a single level

plush yew
#

no i used game maker and unity and java and other

whole quarry
#

people tend to look only at success stories but never at the million failing ones

warm mountain
#

or should i split it into 4 levels?

keen birch
#

Either works

warm mountain
#

they are technically the same map

keen birch
#

With levels you'll have loading times

warm mountain
#

ah

keen birch
#

With streaming you'll have potential stutters and stuff because you're trying to do it while the person is playing

steady sequoia
#

You can also use streaming levels

plush yew
#

when i make my mmo i will add item shop with real cash and sell swords with milion dmg

keen birch
#

It basically comes down to the same thing, but if it doesn't matter for you, I'd go levels

warm mountain
#

i'll take a look at that

steady sequoia
#

And unload the other maps when they're not relevent

whole quarry
#

@warm mountain So when you're in 1 zone, you don't see and interact with the other zones? If so I would split them up

warm mountain
#

you can see the other zones

#

but you can't enter them

whole quarry
#

saving resources for perfomance

warm mountain
#

unless you go to the specific places

keen birch
#

Ah wait

#

Never mind

#

Don't do levels

whole quarry
#

oh in that case you could make placeholder assets for the other zones

keen birch
#

Or that

warm mountain
#

for example zone 1 is this low land area

#

and zone 2 will be like a single lift up to a set of skyscrapers

#

gotcha

#

you won't be able to see the other zones in detail

#

and i'm planning to load them in detail as the character enters lifts/subways

whole quarry
#

ay, so it becomes a backdrop piece to simulate the area being there (while we secretly know its like LOD6)

warm mountain
#

haha

#

yups

#

i'm using stuff like clouds and large buildings

#

to hide details haha

#

so i don't have to do too much

tranquil sierra
#

😄 I love this kind of work

#

I do the same at my job :p

warm mountain
#

a bit cheesy but i'll try to block it tastefully

tranquil sierra
#

ahh what are you doing? euhm c++

#

:p

warm mountain
#

just regular blueprints

whole quarry
#

bvs is pure love

#

c++ is like living with a dominating wife

tranquil sierra
#

its a code name to fool my boss I am actully playing around wiht unreal :p

whole quarry
#

always errors and you're not sure why and when they're gone you don't know why

tranquil sierra
#

😄

#

mmhm true :p

#

then you see kind of porn..

#

perfect game, all assets inside

#

everything works

#

its like porn

#

until you have the engine and you have to start yourself

#

:p

whole quarry
#

😄

tranquil sierra
#

play with anus

#

error

#

:p

whole quarry
#

"In what hole do I put this pin?"

tranquil sierra
#

hmm bluepinclass

#

:p

#

indeed

#

like this :p

#

at the end you have 10% of the pornstar/finished game and youre don't give a fuck annymore

#

bc ofthe issues :p

#

where did you guys learn unreal??

whole quarry
#

I started with 0 knowledge (did some design and website stuff before, and did a lot with music (produce and DJ)

tranquil sierra
#

im a musician to

whole quarry
#

some friend told me "hey, ue4 is free"

tranquil sierra
#

guitarist

whole quarry
#

so I went to the chamber of commerce, registred a studios like all impulsive noobies

#

and start learning as we go

keen birch
#

How awful is the character controller for client performance if you're running a server with... Idk, 50 people on it?

tranquil sierra
#

youtube @whole quarry ?

whole quarry
#

youtube, awnserhub, ue4 docs, people in here helping

tranquil sierra
#

its a hard school 😃

whole quarry
#

i've a big IT background, so it comes easy to me

tranquil sierra
#

easy to learn hard to master

whole quarry
#

just dont ask me to do any c++ stuff 😄

tranquil sierra
#

oh 😃

steady sequoia
#

I used to write in C# until I switched over to Blueprints in Unreal

tranquil sierra
#

hehe myeah everytime i see the light I get a new issue

keen birch
#

I came from Unity with C# knowledge and a bit of art knowledge, moved to UE4 and learned it by just trying stuff

tranquil sierra
#

here also a little of c#

steady sequoia
#

Blueprints have caused my normal coding skills to dteriorate at an almarming rate lmao

keen birch
#

Lots of Unity knowledge transferred pretty well

#

Just needed to get used to the different API