#ue4-general

1 messages ยท Page 249 of 1

keen birch
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More or less

plush yew
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hold on

keen birch
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It's easier in code than I'm making it sound :/

plush yew
#

I need to be able to pick up the old weapon again if i need to

wary wave
#

we line trace to a collision component

plush yew
#

wait

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I have an idea

keen birch
#

Basically what ambershee said

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And then just swapping out the actors

plush yew
#

could attach the blueprint from spawn

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wait

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ugh this is confusing

keen birch
#

There's like fifty different ways to do this

whole quarry
#

@plush yew the texture is deformed because of bad UV mapping

keen birch
#

And all of them are fine

whole quarry
#

@plush yew I would suggest/advise you to watch a few UV mapping tutorials from CG Blender or Blender Guru

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Its a field or expertise of its own, but its very, very useful to learn at least the basics

plain forge
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I hated UV mapping more then anything lol

plush yew
#

oh ok ill go with just colors for now

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But will definitely look into that later thanks

whole quarry
#

I generally don't like it too, but on some occasionals I'm going for pixel perfect ๐Ÿ˜›

keen birch
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UV-mapping is fun

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(Said no-one ever)

plush yew
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its a pain

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ii was about to say

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if you like uv mapping

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your legit crazy

whole quarry
#

@plush yew The sooner you start UVing the better, I wouldnt wait with it

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Modelling -> UV mapping -> engine

plain forge
#

well you need to learn texturing then too

whole quarry
#

sounds like a lot of work already, but you're skipping LODing and baking already

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ofcourse

keen birch
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SO let's go the full thing right

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Concept art -> Low-poly -> High-poly -> Retopo and bake -> Rig -> UV -> Texture -> Animate -> Engine

whole quarry
#

isnt it high poly -> low poly

keen birch
#

With concept art possibly being split into more phases

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Ehhh

tall pendant
#

he means the base mesh

plush yew
keen birch
#

In my experience it's equally often low-poly -> high-poly -> low-poly

plush yew
#

for open beta good

keen birch
#

First is basemesh, last is retopo'd

plain forge
#

what is retopo'd?*

whole quarry
#

oooh, but thats with claying too

keen birch
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But some artists skip the basemesh

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For some reason

tall pendant
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the "retopo'd" is the mesh you use in-game

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like the low poly you bake detail into

plain forge
#

is that like the optimized but still good looking model basically?

whole quarry
plain forge
#

oh ok

keen birch
#

Retopo is sort of like with 2D art

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Doing a sketch

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Then going over that sketch to make it really detailed

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And then retopo is the phase after that

plain forge
#

ah I get the name now lol

keen birch
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Where you look at it and remove all the unnecessary stuff

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And just make it look good with as little as possible

whole quarry
#

the more tris, the more performance costs, with retopolgy and baking the high poly to the low poly, you get high graphic looks with minimum amount of tris

keen birch
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Sculpted meshes need to have a waaaay lower poly-count to be useable in-game\

tall pendant
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a good retopo also helps a lot with animation. e.g having an proper edgeflow, support edge loops etc

keen birch
#

^

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Good topology can make joints look natural

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Instead of a knee sort of bending inwards and stretching

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Which isn't quite how knees usually work

plush yew
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holy fuck

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that topology

whole quarry
#

so my knee isnt support to stretch?

wary wave
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my knee stretched once

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the ambulance ride was expensive.

fierce tulip
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<_< when you see some night vision goggles video and you think "man, the shader complexity is all green" you know you deved too long :p

keen birch
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๐Ÿ˜›

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Lol, Luos

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Get a life

whole quarry
#

@fierce tulip Thats what I had when I stopped to look at a tree bark thinking of "holy shit thats some awesome material work"

keen birch
#

^

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Had that not too long ago

fierce tulip
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my animator friend once kept complaining about the hair of the woman in front of us because it wasnt moving realistically

whole quarry
#

๐Ÿ˜‚

keen birch
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Lol

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I do that sometimes

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Just looking at stuff and going

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"That doesn't make sense, it shouldn't work like that"

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But ya know

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It's real life

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Doesn't get more realistic than that

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Or does it

whole quarry
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At some point I found that the roads look better than the roads in real-life

whole quarry
#

"wanna bet I can jump over that?"

fierce tulip
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world aligned texture :p

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apparently its a flat floor hehe

whole quarry
#

oh oh oh @fierce tulip I question you might be able to understand, its PFX related

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I want to make a PFX that looks like it forms a cube (plans appear and move to a center point to a cube)

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ez, i know

keen birch
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Had to think about what pfx meant for a minute

whole quarry
#

but, would you spawn a cube after that and delete the planes? Or spawn the cube in the BP

tall pendant
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i thought Popcorn FX for a fracture of an second ๐Ÿ˜„

keen birch
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I'd probably do that in materials?

fierce tulip
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really depends on the needs. could do it in one mesh and just move the vertices trough material :p

whole quarry
#

that sounds like magic to me ๐Ÿ˜›

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going to look in to that, thanks!

whole quarry
#

its autodesk, need to see if I can adept it to Blender

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definitly a good jump start, thanks again ๐Ÿ˜„

fierce tulip
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I think someone made a plugin for it for blender

whole quarry
#

oooh that was some time ago in one of those community streans, totally forgot ๐Ÿ˜ฎ

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thanks for the 3rd time, you're too kind ๐Ÿ˜„

fierce tulip
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np hehe

keen birch
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You could just do it as a morph target

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Or have unwelded vertices on the cube

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And just manipulate those linearly

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Lots of possibilities

fierce tulip
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yea

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or a skelmesh anim

keen birch
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Lots of options here

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None of them too complex

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So you should be able to figure that out

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Enjoy :3

whole quarry
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My initital idea was just use a plane 6 times and make it moving in particle system, once close enough, destroy the particle emitter and spawn a cube mesh

viral herald
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guys

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when i jump

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this happens

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the character shrinks and all the animations have root mothing enabled

plush yew
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And i just figured out how to do weapon swap

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When overlapping with gun, switch on enum to hide the other guns and use the variables set for that specific gun, same with the anim blueprint

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Could work, havent done it yet though

keen birch
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Could also do switch on int with each int referring to a row in a data-table

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But that's maybe unnecessarily complicated ๐Ÿ‘€

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Easier to manage in the long run, though

plush yew
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I dont have that many weapoms

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I have maybe about 5 different ones

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I could see that working on something like Battlefield where theres 50+ weapons

keen birch
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Yeah, then it's a bit overkill

whole quarry
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if you have 50+ weapons, I think you need to rethink they way you want to handle the weapon actors

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i.e. a Weapon_Master with all the basic functionality (pick up, drop, switch), and with the child actors the weapons own charactistics and specs

keen birch
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But with that amount the thought is warranted

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For just five weapons it isn't

whole quarry
#

I would still do it in the way I described, making additions even easier

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even if there are only 2 weapons

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but im lazy, i want it in a way that later on requires the least amount of work ๐Ÿ˜›

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probably ending up using a datatable for the weapon stuff

fierce tulip
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when a particle effect just doesnt want to show up in the animation tab

whole quarry
#

maybe its waaaay to huge?

fierce tulip
#

nah exact same as player, works when I place it in level

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works when I move it to another emitter O_o

whole quarry
#

did you check if the "Annoy Luos" boolean is unchecked?

fierce tulip
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must be it

whole quarry
#

๐Ÿ˜„

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So if I understand correctly, the current particle system is Cascade and the new one is Niagra

wary wave
#

yes

whole quarry
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When will the latter replace Cascade?

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or will they run next to eachother?

wary wave
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when it's done (tm)

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they'll co-exist for a while

whole quarry
#

but its been in the workings since... 4.7? ๐Ÿ˜„

tall pendant
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i think they will not phase out cascade overnight.

wary wave
#

Niagara is still only partially working

whole quarry
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im so curious for it

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I saw some screens, looking like BP/Material editor

wary wave
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there's a demo of it on Epic's Youtube channel, I think

whole quarry
#

I just found Programmable VFX with Unreal Engine's Niagara | GDC 2018 | Unreal Engine

fierce tulip
#

yea its rather hnng

terse stag
#

Hey all! Newest member here ๐Ÿ˜ƒ
I am an animator and I've been meshing around with UE4 for the last couple of weeks hoping to be able to create a mini game or something one day. I have been watching all kinds of turorials on youtube and I've learned a lot so far but I have one question that remains. Do you think that making a game by using only blueprints is feasible? (yes, I am trying to avoid coding with C++ or any programming language) I know it depends on the kind of game and many other things but lets say a simple 3rd person action game with opponents to kill and tasks to complete.

fierce tulip
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blueprints are fine

plush yew
#

yes

fierce tulip
terse stag
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Haha! I can't say that I know what the profiler is but at least I know that there is light at the end of this tunnel and that really helps! Thanks and I hope to be able to help in the future maybe with some animation or something. ๐Ÿ˜‰

whole quarry
#

damned, I want to watch that, but without sound at the moment.. :sigh:

tall pendant
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It really depends tho. BP's do have their limits.

keen birch
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They do

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But you'll know once you run into them

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For starters you don't need C++

tall pendant
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sure. no doubt.

whole quarry
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Tho, the limitation of BP that appear late during development could mean the death of the project due to lacking C++ knowledge

terse stag
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The one thing that helps in my case I guess is that I've been working on 3D projects for a few years now and I have professional experience in animation.

keen birch
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@whole quarry In that case you either get over the restriction and make do, or you learn C++

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The first generally works fine

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You can usually work around things

whole quarry
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For how far its possible, I try to google C++ code snippets that let me make a plugin to get what I want, or I ask someone to help me

keen birch
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๐Ÿ˜›

terse stag
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I guess if you really want to bypass a problem you can do a lot of googling and researching.

whole quarry
#

google is always step 1 in finding awnsers (or Bing if you prefer that)

keen birch
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Yup

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@silent kraken

silent kraken
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There was something I needed that BP wouldn't allow, so I added it myself using C++

whole quarry
#

in some cases I need to know what expierenced people would do, those you cant really google

keen birch
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Great name you got there

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I'm going to tag you from now on, so you can be my google

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๐Ÿ˜›

silent kraken
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I used to have a MC plugin that allowed you to Google inside MC on my server

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I have some C++ knowledge

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I developed a reporting program for my college using it

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Then upgraded it and used C# the 2nd time

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But yes, Google is your friend ^_^

keen birch
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Quickly, spam him friend requests

silent kraken
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Crashes Discord

whole quarry
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Google isn't my friend. They're a forced stepbrother

silent kraken
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Who said Google is Male. It could be female :)

plush yew
#

Why there are open betas but not open alphas when alpha is first letter?

keen birch
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Because alphas are generally not opened up

whole quarry
#

why even beta or alpha when Omega is more powerful?

keen birch
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Alphas are generally so early they're not done openly

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Beta is just final testing

silent kraken
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Alpha is normally too unstable to be open

plush yew
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Lol

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Ok ill be the first

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With Open Alpha

whole quarry
#

so Charlie is the full release? ๐Ÿ˜„

keen birch
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Nah you're not

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Steam Early Access made Open Alpha a thing

whole quarry
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Echo is the first DLC

plush yew
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Oh

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Where do i get people

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to play open alpha

keen birch
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Since it gave indies a platform to sell there Alpha releases

whole quarry
#

you can buy people kappa

keen birch
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^

frosty bloom
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Release a game as early access, later release the finished game as a DLC Kappa

plush yew
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oh good idea

silent kraken
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^ Paid DLC

plush yew
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but for early access i need steam account

keen birch
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And you need to invest $100 in Steam Direcy

plush yew
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Yes

keen birch
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DIrect*

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That said

plush yew
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so i cant

silent kraken
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Then create one.

plush yew
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Ill just create website

keen birch
plush yew
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And trailer

silent kraken
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Also you need a bank account

keen birch
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How can you run a website but not have a steam account?

plush yew
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I need promotional video

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I have steam account

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but player one

whole quarry
#

how can you not have a steam account? is like thรฉ question

keen birch
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So you make a second one

silent kraken
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You pay $100 for Steam Direct. Upload, add a few pictures then easy

whole quarry
#

second one? I did it under my main ๐Ÿ˜ฌ

plush yew
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i dont have 100 usd

whole quarry
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@plush yew euro's are accepted too

tall pendant
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theres are multiple ways to get yout game (or empty folder) onto steam

silent kraken
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How are you going to provide a download link then

plush yew
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i dont have xd

whole quarry
#

then get a job? ๐Ÿ˜„

keen birch
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He's trying

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But he needs to pay $100 first ๐Ÿ˜›

frosty bloom
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job? Like in working? Unacceptable ๐Ÿ˜ฎ

whole quarry
#

who said about working?

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1 month should be enough

silent kraken
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Ikr, I work

whole quarry
#

get hired, be present, play around, get fired, first paycheck is sufficient

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that got you thinking, right? ๐Ÿ˜„

frosty bloom
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^ Man with the plan

keen birch
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Or

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Orrrr

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Remco

frosty bloom
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D:

keen birch
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You do that

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And then give me the money

silent kraken
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It is pretty hard to get fired from this company. Someone screwed up yesterday and cost the company a lot of money and they still don't want to get rid of him

keen birch
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How about that

whole quarry
#

I know even a better and quicker way, it's what we get tought in RPG games. Get a bat, find a animal, bat it down, take loot!

silent kraken
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Tbh, I have to work cause my mum forces me to xD

keen birch
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Isn't life awful

whole quarry
#

how bad must death be then? ๐Ÿ˜ฆ

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no UE4 in heaven afaik

frosty bloom
#

Body->SetCollisionProfileName(Fname("Ragdoll")); time to walk out in the street

whole quarry
#

Don't forget to enable Simulate Physics

frosty bloom
#

Thats dangerous๐Ÿค–

fathom gale
#

watchu guys think

manic pawn
#

it's a gun

fathom gale
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its a sniper rifle

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but do u think it looks good?

terse stag
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looks great! I've made a couple of circles on the areas that I think could be improved

grim sinew
fathom gale
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thanks

terse stag
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but then again doesnt it depend on the level of detail you want? If there are functional parts I guess you would need to add more detail. Like the scope.

fathom gale
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why did u circle that

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this part

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this is my reference image

grim sinew
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So why isn't that cloth onn the back modeled in? Or the thing at the very back with the holes?

fathom gale
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still working on it

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im not planning on adding that cloth

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wanna kind of give it a modern style

grim sinew
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Also the front of the scope is wrong if you'er going off that reference

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The barrel lost its compensator, and it lost that cut-out

fathom gale
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i tried add my own things that i thought i will make it look better(and remove)

grim sinew
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Okay. What did you add?

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I'm only noticing things missing

fathom gale
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tried

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sad

grim sinew
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Also the back of the scope, the lens is too far out, it would get scratched immeditately

whole quarry
#

He said its a reference image, makes sense its not identical

fathom gale
#

no need to attack me

grim sinew
#

You asked what we think, nothing about this is attacking you.

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Do you want me to be honest, or do you want me to be unconditionally supportive? I can only do one of the two.

whole quarry
#

He askes of opinion, not to find the differences

fathom gale
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well

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this is my first time making a sniper model

grim sinew
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And I'm giving that opinion. I'm pointing out things that looked wrong, and then comparing it to the reference to see why it looks wrong.

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Like the scope. No scope, on any gun, is symmetrical from the front to the back.

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And I looked at the reference to pinpoint where the mistake was.

terse stag
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I can't be sure because this is just an image (consider something like sketchfab to show off your models next time maybe) but it looks like on the original gun there was a better grip for the hand (this might be only a detail). I've tried to make a sketch of what I mean here:

fathom gale
#

ah

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@grim sinew

grim sinew
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Right. Exactly.

fathom gale
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i see it

grim sinew
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See how the angle in the front is much more shallow, and how it goes on a much longer area?

fathom gale
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ill change it

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yea i saw

grim sinew
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There's also those mechanical clasps, that's how it was assembled. When making manmade objects, you always need to think about "How was this put together", even if it's a fictional interpertation

fathom gale
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yea

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ill see

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@terse stag dont know what to do for the grip

terse stag
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If you want to get the same grip as the reference I believe you need to fix your topology around that aread. Then again if the character is holding the gun from there, maybe you dont need to worry about this. As I said it's only a little detail.

grim sinew
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Unless you ever see it on the ground or with another player/ai holding it

fathom gale
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ill see

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what i can do

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what about this hand painted texture i made

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is it bad

plush yew
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Uhh

terse stag
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I think you need to finish your model and ask for feedback after you fully texture it, otherwise it can be complicated for you and not so pleasant for others.

plush yew
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For a gun, no

fathom gale
#

ok

plush yew
#

For anything else, yes

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Gj

terse stag
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and maybe post this in wip channel?

fathom gale
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wiP/

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?

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o

terse stag
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#work-in-progress

bitter plover
#

@fathom gale is that de same elpupper in yaseens server?

fathom gale
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yes

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xd

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@bitter plover

drowsy fox
#

i need help packaging android.. is this error useful? i get a full build and port, it just crashes upon startup

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LogPlayLevel: --------- beginning of main
LogPlayLevel: --------- beginning of system
LogPlayLevel: --------- beginning of crash
LogPlayLevel: 05-23 13:15:17.421 1524 3027 D Debug : !@DumpState : SHIP
LogPlayLevel: 05-23 13:15:17.421 1524 3027 D Debug : !@DumpState : debug level:0x4f4c
LogPlayLevel: 05-23 13:15:17.422 1524 3027 D Debug : !@Dumpstate : Finally, system will skip dumpstate
LogPlayLevel: Took 0.1473924s to run adb.exe, ExitCode=0
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s ce091719832b4b2a037e logcat -d
LogPlayLevel: Took 0.2125644s to run adb.exe, ExitCode=0
LogPlayLevel: ********** RUN COMMAND COMPLETED **********
LogPlayLevel: BUILD SUCCESSFUL
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 102.842190
LogPlayLevel: AutomationTool exiting with ExitCode=0 (Success)
LogPlayLevel: Completed Launch On Stage: Post Launch Task, Time: 0.000017
LogPlayLevel: Launch On Completed. Time: 953.357433

regal mulch
#

If it crashes when you play, then the LOG of the game is important

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Not the build log

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@drowsy fox

viral herald
#

how do you connect the oculousroghnessmetal in unreal?

digital anchor
#

R in occlusion, G in roughness, B in metal

bitter plover
#

@fathom gale my boi

viral herald
#

thanks takain

tame stag
#

hey guys, can anyone recommend a good screen sharing software for working with UE4?

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teamviewer is too laggy^^

regal mulch
#

You can share your screen in private discord calls

tame stag
#

oh ok nice ๐Ÿ˜ƒ

fierce tulip
#

alternatively, google hangouts

plush yew
#

Hello

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Any Unreal Engine 4 programmers interested in working on a project?

frank escarp
#

@plush yew only if paid

plush yew
#

@frank escarp We use revshare

frank escarp
#

lol

broken shadow
#

Revenue Share is practically the R-word(s?) here :P

fierce tulip
stoic agate
#

I've asked this in #linux but its pretty quiet in there. ... I'm upgrading our engine from 4.18 to 4.19, updated the linux toolchain, updated the environment vars, and regenerated project files. No Linux target is available ... what did I miss?

bitter iris
#

Got no idea why but nothing is forcing the server list to make it wonky, its just doing it on its own. Any ideas guys?

lavish basin
#

can anyone help

plush yew
#

lmao

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so stop looking down

lavish basin
#

not helpful

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can't seen to position the sprite properly

urban meadow
#

@lavish basin perhaps your camera near plane?

plush yew
#

Where do I find beginners tutorials on getting a vehicle in game?

bitter iris
plush yew
#

thanks for the links, will check them out

bitter plover
#

do u guys compile in visual studio or unreal

modern kite
#

Is there a need for dynamic quest systems on the ue4 marketplace?

manic pawn
#

hot reload is death

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always compile from vs with editor closed

modern kite
#

Jus thinking if i should publish my system

drowsy fox
#

@regal mulch do you know how i access my Game Log?

regal mulch
#

Your game is saved on your Phone

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Just check the files

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Think there is a folder called Unreal Engine or Epic Games or so

drowsy fox
#

theres no options to tick then?

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when building

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i saw something that said "include debug files"

regal mulch
#

Debug Files is for something else

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It's the same as on your PC

drowsy fox
#

alright thank you ill give it a go

regal mulch
#

There is Saved/Logs folder on the phone for your project

drowsy fox
#

also, if the nvpack builds right, does that mean its the right one? im currently installing a new nvpack from the engine files. before i used the one from the android site

regal mulch
#

Not so sure

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Not really mobile deving

drowsy fox
#

sorry haha

vale osprey
#

how one can have sequencer animation with physics?

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not even sure if that is a right question

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basically, college of mine, recorded a sequence of vehicle moving

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but we have procedural animation on suspension

paper kernel
#

apply the animation only to the chassin maybe?

bitter plover
#

soo visual studio or unreal for compiling??

vale osprey
#

I have to "enable" it by a key press first :D
man, this is confusing

#

I've set sequencer camera as preview in viewport, but can't find how I did that ๐Ÿ˜„

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ok, that one is fugred out

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it looks like Event Tick, in which calculations for animation are done - is not being executed

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so basically vehicle is moving like a brick on rails

plush yew
#

how to make better looking ground in ue?

tired urchin
#

Hello everyone,
I hope you're doing well.
I found this chat, since I was trying to make a little game on my own and hit a problem, to which I didn't seem to find an (understandable?) answer and was hoping to find some help here.

Basically I have 2 widget blueprints and want to make them "communicate?". I want a function from 1 blueprint to be available for another one too. I tried casting it, but didn't know what object to use. I don't even know, if it's the right way to do so.

plush yew
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make reference?

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idk

candid cypress
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How would I set these up to have the A be the lead car and the others follow with limiting how much the others would rotate off the back end?

plush yew
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@tired urchin there's a good pinned blueprint communication tutorial in #blueprint . do keep in mind you can also use interfaces to have communication between blueprints. if you would like to have access to a global repository of functions and code, you can use the gameinstance blueprint class, and have your function inside there. then what you'd do is use (get game instance) -> (cast to gameinstance) -> access function here in the blueprint you want to access your function in.

nova wyvern
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How's things going?

plush yew
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bad

nova wyvern
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Lol.. Good to hear :)..

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Anything one can help with?

plush yew
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uh im invited home by some girl tommorow but shes shady i dont feel like going

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and yes i have a very big project in unreal

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goes very slow

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but i do it 8h per day

nova wyvern
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If you don't feel it, don't do it ;)..

plush yew
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i want it

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but i just dont trust her

manic pawn
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don't get yourself murdered

nova wyvern
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Yeah, was going to say.. Unless she's going to stuff you in a bag don't worry about it..

bitter plover
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just made my own tps controller in c++(ah im so proud of myself

nova wyvern
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I need to ask all a question if you'd be so kind? I've been using Unity and Unreal for about 5 years now, I've been dev'ing games for nearly a decade and a half.. I'm trying to create my magnum opus as such which is a semi-openworld RPG.. I honestly can't decide which is the lesser of two evils between Unity and Unreal..

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Graphically, with some shader expertise I can match the two:

plush yew
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@plush yew i thought you said you already had a gf..

manic pawn
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with this amount of people who can't decide which engine to use, they must both be doing something right

nova wyvern
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Unity's terrain system is appauling, when it comes to Unreal you do anything outside of what epic want's you to do and you're in for a world of pain.. Also to say the QA and recent releases have been somewhat underwhelming.. I'm all for engine work but I don't want to spend most of my time fixing the damn thing..

plush yew
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Shadow, i had that choice when i made my 6dof game. i decided to go with unreal because i didn't really have a strong cpp background a year ago when i started. plus the graphics features and toolsets are out of the box very strong for my needs. also the turnover time is faster with unreal. you will spend less time devving toolsets that are already existent.

bitter plover
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Dude the end of the day unreal and unity can both get amazing graphics. Sure itll take way longer in unith but if u enjoy c# then go for it. Unreal is a little less versatile but still more powerfull. U get most of the power from unreal straight outta da box but in unity prepared tk spend most ur time coding shader and stuff

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C++ compile times are way too long though

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Compared to unity that is

nova wyvern
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I could give two shits about graphics, that picture I posted is what I made in Unity..

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It's all the bugs and arbitrarity walls you hit making large games that becomes an issue.

plush yew
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Gj good effect

bitter plover
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Fairs

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Use what ever has a better workflow for u

plush yew
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yep. btw unreal has a great rpg template that i found on the marketplace not too long ago, i think they took it down though. it had a guy with a sword running around and it had hit detection and everything, user interaction and dialogue. some enemy chars as templates.

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Their templates use code :(

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Or maybe im blind

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maybe.

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lol

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But vehicle template

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Had lot of code

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And i clicked on bl

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Bp

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well what i usually do karol is i go and research stuff and try to understand what i am doing before i come talk about it on the chat.

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I do the same

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good

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I need to do rpg with cars

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So ffirst i need to make car physics

nova wyvern
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Wish it was that simple, I'm not some noob asking which engine is better.. I know they both have their share of issues, I've worked on an MMO called lifeless in UE4 and two RPG's in Unity. I'm almost tempted to try and roll my own solution again, the biggest issues with Unreal is at the moment QA and static lighting..

plush yew
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why not just start with both engines and see how you like it?

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you might drift to one. it kinda has to be a personal thing i suppose. i definetely found a home with unreal.

nova wyvern
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Already done three prototypes in both, I have to admit I think it'll come down to a compromise.. More of a static lit batman style game than trying to re-invent the wheel..

lyric mural
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Hello @Everyone :), I am currently building a Bloodborne style arena fighter. I would like to know if anyone has any tips or tutorials for creating a great combat experience. As of now, it is a very simple 3 motion combo.

drowsy fox
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The #mobile then was seems dead. Has anyone here successfully packaged an android project?

livid haven
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Huh. Anyone tried to enable/disable a log category from the console before?

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Can't seem to get this log category to actually display anywhere. Definitely hitting my code to log out, but the verbosity must be off

plush yew
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Unreal Engine is so much fun

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I'm loving it so far

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Glad its free though, I remember when it was 10 bucks or something

manic pawn
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it was much better back when it wasn't free and fortnite hadn't exploded yet... epic people actually talked on the forum and stuff

nova wyvern
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Don't disagree there, when I was back in the beta you got real time one to one responses from the epic staff..

gleaming sluice
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hello, I was wondering if anyone knew how to stop unreal from crashing on start up?

plush yew
weary basalt
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@gleaming sluice UE4 can crash for ALOT of reasons, asking how to stop that as an general question is not helpful to anyone. Please elaborate on how its crashing. Please provide as much detail/screenshots as you can manage, posting the Crash Logs (which you can find in the Saved folder) is also helpful.

gleaming sluice
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it's kinda hard to figure out what's wrong. I literally press launch, it loads then crashes before anything can even open

plush yew
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Well

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If it wasn't for fortnite

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I wouldn't have found out that you can use it for animation making

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Fortnite trailers showed that to me

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Actually, the fact that I could use a game engine for realtime rendering is amazing in itself

kindred viper
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I cant wait for the engine to benefit from the massive increase in revenue. That money is gonna get soaked back in en masse and thats good for everyone..

drowsy fox
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hey guys can someone explain this error? is it trying to load amazon services on an android device?..

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oi one sec too long

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--------- beginning of crash
05-23 23:40:54.973 32413 32413 E AndroidRuntime: FATAL EXCEPTION: main
05-23 23:40:54.973 32413 32413 E AndroidRuntime: Process: com.developmint.mobilesurvival, PID: 32413
05-23 23:40:54.973 32413 32413 E AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: library "libAmazonGamesJni.so" not found

bitter iris
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Guys so I have my multiplayer stuff done from advanced sessions

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how do i host a steam game

gleaming sluice
plush yew
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@bitter iris [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=480 you need to place this in your defaultengine .ini file and look at the other config options to add a test app id, then you need to use the create session advanced on host and join session on client. it should work.

bitter iris
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@plush yew when ive packaged or before

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[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

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my engine .ini already has it

plush yew
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when you launch standalone, do you see steam connection logo on bottom right?

bitter iris
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Yeah

plush yew
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okay, connection established. then you can test it on two different PCs with two separate steam accounts. you need two pcs to test

bitter iris
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I have 2 pcs

plush yew
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or you can use dedicated

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ok

bitter iris
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But if me and a friend who lives in america and i live in uk how does he connect to a server

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Also when I packaged the game, it just sends me back to main menu

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but it works in editor

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(standalone)

plush yew
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ok To use it in a shipping build you need to add an app_id.txt file in the .exe directory (not the first launcher exe, the actual .exe) that contains your appid or in the case of testing, the default 480 one.

You can package in development to test without doing that if you wish.

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so keep that in mind

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you can try switching to packaing for shipping

bitter iris
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So id actually need to upload it to steam?

plush yew
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well

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yes

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test server with 480 app id is local Lan test only

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for actual game you need steam perm

bitter iris
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ahh i get you

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So if i upload it to steam it would work for other people

plush yew
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yes - you will upload a build to your steam pipeline page - and then

bitter iris
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okay

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ill go ahead and upload it

plush yew
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you can test dl it on ur machine - then you tell your friend and they load it up

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keep in mind.. that's another long process

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(best way for steam pipeline upload is batch file btw)

bitter iris
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Ill get it on steam then hopefully it should work in theory

plush yew
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i have a .bat that i use. so i literally package for shipping in unreal 4.19.2, then i run my bat.

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you can DRM wrap files with one batch file, and build the file with another.

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that build will send the entire thing to valve server

bitter iris
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ive got the sdk from steam thats how i upload?

plush yew
bitter iris
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okay

plush yew
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if possible

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ok

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Wait

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How come I can't see the inside of a cube

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Nvm

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Ill google it

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Hi guys, I know its not the right channel, but I can't write it on #looking-for-work because its not really related for what the bot is asking

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So here it is:

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Hi everyone, I'm creating a FPS game in Unreal Engine 4, and I would like to collaborate with programmer(s). You do not have to know coding or something else, because its easy and to code it we will be using Visual Scripting. (I can help you if that's not easy enough for you). About the revenue: For now, I'm creating the game for fun and learning, but if it will be good enough, I'm going to publish it. the revenue will be from the game such as: The game will cost money, micro-transactions advertises and more (Just maybe, It depends on what we want to do)
I can communicate in a lot of ways.

Please send me a message if you want to be a programmer in the project. thank you ๐Ÿ˜„

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@plush yew two sided material - the normals of the object have to face in proper direction for what you want. then y ou disable two sided.

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in this example, i set the normals to be facing all the same direction - inwards. i need the player to be able to see the walls when he's flying in my level,m so i face the normals inwards.

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oh okay

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Thanks

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so in your mesh you make in another program, make sure all normals are facing in teh direction the player sees it, and then deselect "two sided" in the material you apply to the mesh

bitter iris
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VERY FUCKING INAPPROPRIATE

drowsy fox
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That has to be the most inappropriate game I years..

bitter iris
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How did it even get on steam....

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its pathetic

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Valve are loosing their touch

drowsy fox
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That is quite mind blowing

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Quick question related to my last unanswered question

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Should you disable plugins before distributing to a platform that the plugin isn't for?

plush yew
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At first, I thought I was a game training to take down shooters

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but... >_>

drowsy fox
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Even if its unused

plush yew
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unacceptable

worn granite
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if you care about it being packaged (such as physical space), yes.

drowsy fox
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I'm having a crash upon startup

worn granite
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only when you disable it?

drowsy fox
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The only thing I see in my self printed log is related to Amazon

worn granite
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Can you get away with not?

drowsy fox
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But I'm building for android

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Yea it was only in there from an old project

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I don't think I even enabled it for this one..

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Android is so difficult to deploy onto

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I have all my ndks and sdks installed and all my signatures signed

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Deploys fine, and is on my phone. But start instantly crashes

worn granite
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I don't do ue4 mobile stuff, or mobile stuff in general.

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Sorry.

drowsy fox
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Seems like nobody does haha

whole quarry
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Then you havent googled ๐Ÿ˜€

bitter iris
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I cant believe this, there are people defending the game...

worn granite
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I mean, you have a right to be offensive, but that's just lazy.

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its even lazy in its choice of music

drowsy fox
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Haha Google is always helpful, I'm just struggling to find my exact error. And I'm having trouble getting a crash log without manually creating one

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And with manually creating one its keeping track of everything going on with my phone

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So I have to search, etc. But I'll figure it our :) hopefully that guy that made the active shooter game gets removed soon

plush yew
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@bitter iris Are you serious?

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I swear

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People are so fucking ignorant until it happens to them

bitter iris
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What do you mean "Are you serious"

plush yew
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I mean who would defend that type of thing

bitter iris
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Sick fucks thats the type of people

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One person said "whats the problem" another is saying if the game doesnt release hes gunna shoot up his school...

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How did it even get on steam is the real question

plush yew
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Ikr

bitter iris
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Just shows how fked valve is atm

plush yew
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Don't it have to go through greenlight?

bitter iris
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no you pay $100 to get a game on steam now

plush yew
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Ya, valve is fucked up

bitter iris
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Someone at valve personally approved this game.. As the games get accepted apparently by moderation

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But hey im apperently wrong according to people

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Aperrently the video doesnt show people getting shot inside of a school building

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"Its a SWAT game"

plush yew
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Bruh

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Oops

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We are in the wrong channel

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Where's the line when it comes to video game violence.

bitter iris
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Dunno i just posted a video about it in lounge

wary wave
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Games on steam aren't moderated

plush yew
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God damnit

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I keep getting lighting build failed

grim sinew
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Any errors with it?

plush yew
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Um

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idk man

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Ya ig

whole quarry
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See the error log?

plush yew
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Now I did

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No errors

grim sinew
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Are you building lighting in the regular shading model view mode?

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If it's mobile preview, I know that breaks it.

plush yew
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No mobile

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regular

keen frigate
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morning everyone:)

grim sinew
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Are you sure it's static lighting? It's too pixel perfect, it could be dynamic. And the aliasing would just be from you running it at minimum settings.

tranquil sierra
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morning

plush yew
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Piensken r u here all the time

fathom gale
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yo

tranquil sierra
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yes ๐Ÿ˜„

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working time on laptop

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otherwise on mobile ๐Ÿ˜„

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die hard community guy

dark sparrow
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is it good practice to promote function inputs to a local variable?

whole quarry
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Morning

dark sparrow
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morning

whole quarry
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I often use local variables

vale osprey
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@dark sparrow since something like 4.15 you can get direct reference to function inputs

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Just start typing โ€œget [name of input var]โ€

dark sparrow
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awesome

tranquil sierra
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when I have 2 copie's of something, and I need those 2 every time together, can I create something of it? to call it instead of creating all the nodes again and again..

whole quarry
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@tranquil sierra what?????

tranquil sierra
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๐Ÿ˜„ for my game I have 2 camera's that are in there for transmission. I need 4 copy's of those 2 camera's with there function and I alsno need 4 times the same interaction (on collision of box A enable overlap, on collsion of box B disable overlap) can I create (maybe a function) that instead of 4 or 5 nodes to perform the action I only get 1? combining these.. (maybe I need to google more)

whole quarry
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Why do you need 8 cameras tho?

tranquil sierra
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its 1 camera doing 8 different stuff depending where I collide.

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I ment camera states?

whole quarry
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Its kind of important to be full, else i think you need 8 cameras

tranquil sierra
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ok sorry

whole quarry
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So why dont you make it more abstract

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So you can use it different situations

tranquil sierra
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how do I make it more abstract?

plush yew
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hire davinci

whole quarry
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@tranquil sierra avoid hard coding

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@plush yew davinci isnt really known for doing abstract.... not at all actually..

plush yew
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how can you know

whole quarry
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I attended school

plush yew
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and u still remember?

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i forgot everything

whole quarry
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That explains a lot..

plush yew
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maybe u have some supercomputer in your brain

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that your remember all data

whole quarry
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No, just a normal avarage brain

plush yew
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I tried to work on my game without coffee

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but there was like no force at all

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so im making it now

whole quarry
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remember, 2 scoops per cup

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for extra motivation, 3 scoops

plush yew
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for extra diarrhea*

whole quarry
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then you're not making it right

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or you have cheap coffee

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(someone is writing his or hers lifestory)

fleet arrow
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Hi! I'm on the way to try out UE but I have a question that is bothering me. I'm reading that there isn't much difference or that the graphics in UE4 is technically better than in Unity and this is probably just me but when I'm comparing graphics in games created in these two engines and UE4 maybe is more realistic but it looks very "candy", I just have a feeling that graphics in Unity is looking more natural, what can be a reason of this feeling?

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Is it just because post processing is using in that way?

whole quarry
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UE4 can achieve a wide range of realistic to super sci-fi'isch look, it depends on the artist

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you can make it real-life like, or very bloomy with lots of lights, or very minimalistic

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in the end, UE4 is just better

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ยฏ_(ใƒ„)_/ยฏ

surreal viper
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you can do that with both tbh ยฏ_(ใƒ„)_/ยฏ
it's not that much on the engine

whole quarry
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ssst, ue4 is better ๐Ÿ˜›

plush yew
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on ue4 u have some nice 3d ootb

fleet arrow
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Hehe, maybe it is, I'm just starting in UE so I don't have my opinion for now. I spend some time with Unity but I just have no nerves for some graphical tools in this engine, UE4 seems to be more full.

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But I always liked Unity because somehow it looked more natural for me. I will spend some time with UE4 and will have some fun with graphics, thanks for help ๐Ÿ˜›

whole quarry
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I find ue4 more intuitive

plush yew
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@vague ore Well, I currently working on a project, but yeah, I want to a programmer in your team

tranquil sierra
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with a trigger box, how come OnActorBeginOverlap starts from the beginning of the level? so It activates when the game starts and when I hit the trigger box.. can I disbale that?

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nvm :p

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I found a work around.. ๐Ÿ˜„

fathom hollow
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Hi guys! I'm really new to this entire thing and I'm having a bit of an issue. I've imported a model from Maya to Unreal and everything seems fine besides the lighting on the hair. I don't know why the shadows are appearing in these places, but this clearly wasn't my intention. Does anyone know a way I can fix this?

tranquil sierra
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place of the light? :p just guessing

fathom hollow
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Haha yeah, I thought that was the case too. The light is infront of her though

whole quarry
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@fathom hollow did you use the Hair type in the Material settings?

fathom hollow
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Hair type?

paper kernel
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specular looks bit low ๐Ÿค”

fathom hollow
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Forreal. It's not my model and I was wondering if I was being noob-ish for thinking that also

paper kernel
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try adding power to it

fathom hollow
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It helped the colour, but not the shading. Also, I'm looking for the "material" tab but everytime I double click the material, it brings me to the material editor

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Can't remember how to access it lmao

whole quarry
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not sure what you're trying to access

fathom hollow
whole quarry
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click eneywhere in the material graph

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on the left side, that navigation menu gets visible

fathom hollow
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Wow, oops

whole quarry
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under the preview viewport

fathom hollow
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Overlooked it

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Right, so here's the result. It's made it look a lot more realistic, but the lighting problem is still there. I've also lost the vibrancy to the colours ๐Ÿ˜ฆ

whole quarry
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I think a Skylight is missing in your scene

fathom hollow
whole quarry
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add a skylight with it

fathom hollow
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It's added a very nice bloom, but the problem still exists

smoky pilot
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unchecking doesnt seem to work

whole quarry
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sounds like a bug

fathom hollow
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:^(

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Well, at least you helped me add something nice to my scene. Thanks for the help!

keen frigate
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@smoky pilot There doesn't seem to be an option other then the show background and that doesn't seem to work. It does work in the mesh editor but not in the material. Weird.

plush yew
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Hows everyone

whole quarry
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this channel is ment for ue4 related chat only

tranquil sierra
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does a cube count as a platform?

keen frigate
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@tranquil sierra A platform is something you can stand on so it can be anything you like.

tranquil sierra
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ok thx ๐Ÿ˜ƒ

prime grove
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challenge try tryping 4 stars without any break

whole quarry
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starstarstarstar

plush yew
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Anyone knows why my vehicle is not moving? I followed epic tutorial. it spawns but i cant move and i dont think its blocked by anything, i even spawned it in air https://i.imgur.com/ioKAhVq.png

whole quarry
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Did you disable the handbreak?

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@plush yew

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@plush yew Did you set the Input keys? Enabled physics?

plush yew
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enabled physics of what?

whole quarry
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the vehicle?

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its physics based with thrusters right?

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@plush yew fixed it yet?

plush yew
next badger
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funny thing, in ue4 two scale parameters for camera speed exist...one can be changed while in flight mode by scrolling the mouse wheel (no visual representation of the value exist)

tough sierra
#

Whats your guy's approach to developing a game? As a lone indie developer I find myself bouncing between different things from modeling 3d assets one minute to blueprint scripting the next. Is it better to focus on one aspect of the game first like making all graphical assets first then working on game mechanics or vise versa?

tall pendant
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depends on what the projects focus is

next badger
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@tough sierra not sure if there's certain answer...but making a playable demo/mockup first is better imo

tall pendant
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e.g a walking sim doesn't need/have involved mechanics

plush yew
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on my note4 it works fine on .apk install. anyone know what'sup?

tough sierra
#

I guess a better way to ask the same question would be: when implementing a new feature say adding jumping to a character would you start with the mechanics behind it and then model/animate the character?

whole quarry
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Functionality > Graphics

cloud cobalt
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What I would suggest is : do the pure, mechanical gameplay elements first with as little art as you can manage, because most of the gameplay will end up heavily changed after trying it out

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Then move on to a vertical slice with real graphics, and then you can actually complete the game with all levels, characters, etc.

digital anchor
#

<@&213101288538374145> AkaN00B#3226 is trolling on job boards

wary wave
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unrelated see also: post above that one and similar in marketplace

whole quarry
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@primal matrix delete please, you can post it in #work-in-progress , if you're here just to spam, dont post it at all. #old-rules

teal tulip
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@whole quarry posted on #fab is actually stolen content

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uploads from marketplace content

whole quarry
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oh he spams it in multiple channels...

frosty bloom
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  • it's leaking marketplace assets - illegal
whole quarry
#

new on discord, spams that stuff, and is offline now...

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@fierce tulip easy ban on a golden platter? ๐Ÿ˜„

teal tulip
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aswell the guy at job boards

whole quarry
#

<@&213101288538374145> are taking their time :E

upper heart
#

He's gone โ˜‘

whole quarry
upper heart
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right, yeah I'm on that too

whole quarry
#

sweet

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no free time for mods ๐Ÿ˜„

wary wave
#

fun fun fun

regal mulch
#

I'm at IKEA :D sorry, hopefully banned the right one, cheers.

whole quarry
#

if not, then we pretend you got the right one ๐Ÿ˜›

regal mulch
#

I blame discord

whole quarry
#

enjoy the swedish meatballs!

wary wave
#

did you know they sell their food at a loss?

whole quarry
#

no? they're expensive ๐Ÿ˜

wary wave
#

it's all a cunning trap

whole quarry
#

like 4 euro for a few balls

wary wave
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it's customer acquisition

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and also psychological manipulation; if the food is cheap, the other products must be too

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Investopedia

A business strategy in which a business offers a product or service at a price that is not profitable for the sake of offering another product/service at a greater profit or to attract new customers. This is a common practice when a business first enters a market; a loss lead...

frosty bloom
#

And that was the last anyone ever heard of ambershee

whole quarry
#

oeh, netherlands #6 on cheapest list

#

well, got my baby room for a few hundred euro from ikea, so that sounds about right

next badger
#

my country is the 4th...from the end...

plush yew
#

wow my country is #1 at something

fierce tulip
#

<_< im preparing dinner and cant rush to discord when I need to take delicate care of the heat for mah steak

tall pendant
#

90-120 seconds each side, then a few minutes resting in a oven.

fierce tulip
#

I prefer it almost with a heartbeat hehe

tall pendant
#

hehe

whole quarry
#

@plush yew got it working yet?

#

or is the car still a static prop?

plush yew
#

i gave up

#

and copeid sedan from tutorial

whole quarry
#

thats quick

plush yew
#

i copied the working sedan

#

vehicle

whole quarry
#

you should've fixed it instead

#

for maximum learning

#

debugging is an essential proces

plush yew
#

it was impossible

#

to fix

#

because everything was done like in tutorial

whole quarry
#

its only impossible because you don't know

plush yew
#

y

whole quarry
#

so by trying things out to solve it, you learn what things do and once you fixed it, you know a solution

#

adding to the knowledge, ready to be used in the future

plush yew
#

Exactly

#

thats why i first went through tut again

#

before copying example

gleaming sluice
#

Unreal editor is crashing on start up

whole quarry
#

that is one tiny image... cant read that

plush yew
#

android .apk results in this white box with black text on one of my devices, but LAUNCHING to the device allows all broken sprites to load properly. anyone have a lead for fix?

gleaming sluice
#

I'll open it again and take a better screen shot

whole quarry
#

@soft garden checked if the material is compatible for mobile?

gleaming sluice
#

I dunno what to do

whole quarry
#

install them

tall pendant
#

install them

#

^^

gleaming sluice
#

instal what?

whole quarry
#

the debugging symbols!

gleaming sluice
#

how?

plush yew
#

google 'how to install debugging symbols ue4'

tall pendant
#

should be an option on the engine launch button.

plush yew
#

assuming i have armor blueprint and car blueprint, how do i set this armor to car?

tall pendant
#

not using the binary version tho. so could be different by now.

plush yew
#

i mean it should be displayed relatively to car model

#

location

whole quarry
#

@plush yew components are your friend

#

perhaps your best friend

grim sinew
#

Or just try another engine version, see if that works

plush yew
#

@whole quarry but it should be separate object so i can assign it to enemy cars too

whole quarry
#

components can be added .. read in to them, they're a time saver

plush yew
#

oh ya

#

thanks

topaz quest
#

hi guys im wondering where do people save audio, video setting changes etc so it is accessible between game modes and also in the main menu?

#

im thinking it is the game instance but im not sure if that would be correct?

grim ore
#

There is the Game User Settings which can be used for the Video Settings. Audio settings can be saved out to a save game object. If you just want it persistent in the game then yes you need the Game Instance which is the only real object saved between level loads

wary wave
#

I'd have it all managed through config files, but this may mean making some adjustments in native code

topaz quest
#

gotcha thanks ya i would like it persistent through the game or any game modes the user plays

kindred viper
#

anyone know if its possible to hook a UObject::Rename event so I can intercept any overridden functions that call it?

#

without editing source btw ๐Ÿ˜ฆ

#

engine source *

topaz quest
#

btw @grim ore thank you for your help again yesterday super useful thing to be able to do with materials

wary wave
#

might be able to access it from somewhere, but it depends where it lvies

#

*lives

#

and what kind of access you actually have (i.e how it's encapsulated etc)

kindred viper
#

well its based on Obj.cpp and overriden in UObject.cpp and each implementation overrides its own

#

im thinking I cant do it unless there is a delegate defined, because I kind of need to delegate the function with either BindObject() or AddDynamic()

#

ahh screw it ill get a brew and debug it for a while before I realise its not possible and I cry

wary wave
#

hehe

topaz quest
#

so currently i have the logic for my menu access done in the character should i be moving that to the game instance ?

kindred viper
#

if its multiplayer I like to keep it in the game instance. Probably because thats how I learned it during multiplayer training

#
UE_CLOG(!CurrentInitializer, LogObj, Fatal, TEXT("No object initializer found during construction."));

^^^ Looks like the Dutch have their own logging system.

wary wave
#

heh

topaz quest
#

right yes its a mp game, im trying to figure out where would be the correct place for storing portions of game logic.

#

for example i plan on adding a map widget to the screen and should i move as much of that logic to the game instance or is it ok to have it in the character bp

kindred viper
#

im not sure it matters too much in the case of create/remove widgets for a menu that is only relevant to the local client. If there were some replicated menu stuff (like interactive chat system menu) then I would definitely put it in the game instance

topaz quest
#

ah right that does make sense.

grim ore
#

@topaz quest awesome glad the material stuff got worked out ๐Ÿ˜ƒ

#

there's no real right or wrong place to put stuff, just good bad and sometimes really wrong lol ๐Ÿ˜›

topaz quest
#

lol thats both worrying and nice to know ๐Ÿ˜„

grim ore
#

I usually use the HUD class for widgets in MP personally because it's client side only and most UI stuff is client side so it's easy enough to make sure i am only doing that stuff on the client that way.

kindred viper
#

if you cared about bytes in memory to the point you had to squeeze everything out of it, then its probably better to keep it in the game instance rather than have several instances of the function created on a per client basis. But then its minimal really

grim ore
#

MP is one of those things where there is so many ways to do it that you pretty much just pick your poison and go with it lol

topaz quest
#

if say i wanted to add a marker on a map that would be shared with other players would the hud still be ok in that case or just move that separate piece of logic to the game instance ?

wary wave
#

I don't think I've ever heard of UI stuff not being client side :p

topaz quest
#

ya i guess mess it up real bad and try to fix it along the way somehow ๐Ÿ˜„

#

ya i was thinking of being able to share hud data like a map marker for example with other plauers

grim ore
#

well the logic for tracking the marker would be somewhere central I would think if everyone is supposed to have it, somewhere the server can push it to everyone else. the logic for showing the marker could be in the HUD or the player or the controller or a separate game object or uh... the level if bored lol ๐Ÿ˜›

kindred viper
#

the UI stuff is client side, but there is a method to have the creation/removal functions on the game instance. Its how Wes Bunn did it in the multiplayer tutorial he made so I think its kind of become something people think is standard now

grim ore
#

^^^

#

I think the GI is used for alot of stuff due to being persistent in the game

topaz quest
#

googling this Wes Bunn guy ๐Ÿ˜ƒ

kindred viper
#

yeah. Its nice to be able to create plugins/modules that persist too if you need multiple singletons to keep things tidy

#

sounds wrong that... multiple singletons ๐Ÿ˜„

grim ore
#

wes is one of the neato people at epic ๐Ÿ˜ƒ

kindred viper
#

yeah hes easy to follow in tutorials. seems to just get on with it

topaz quest
#

nice thanks guys i got myself something decent to watch now that the expanse is cancelled ๐Ÿ˜ฆ

kindred viper
#

aaaand im sadfaced again

grim ore
#

aww

topaz quest
#

me too. i was so looking forward to some studio making a game out of it also

kindred viper
#

they did mention they were gonna try sell it to another producer. Which could be worthy or ruin it entirely

#

"Next week on SyFy .... mediocre CGI and budget issues in ... The Expanse season 3"

cloud cobalt
#

They're very much in the process of looking for a new home, with a fanbase that actually just sent a miniature ship in space for advertising

kindred viper
#

its just odd it was cancelled when it was acclaimed

topaz quest
#

wow

cloud cobalt
#

If that's not dedication I don't know what is

topaz quest
#

I do hope it gets a new home. its an awesome series

kindred viper
#

I said to my Dad once, "Dad... One day I want to be shot into space".
He replied "You would've been son if I hadn't been so drunk"

topaz quest
#

lol

#

I want to specify two color values in a material and subtract all the colors between those values from a texture to use as a mask. I asked a few days ago and got some good feedback but im just wondering if anyone had any other ideas?

wary wave
#

I'm still not entirely sure why you'd want to do this or what you'd expect the results to be :p

#

but as mentioned before, your first problem is defining what a 'range of colours' actually is

cloud cobalt
#

Extract hueA from color A, hueB from color B, test if it's inbetween

#

Which is tricky because defining what's "between" two hues, on a circle, isn't obvious

grim sinew
topaz quest
#

Ya it would seem that defining the range is the key problem.

#

ok so, currently i just pick a color and subtract that from the texture and get my output. is there a way to add several colors i select to an array instead of specifying each color separately ?

gleaming sluice
#

Unreal editor says d3d device is lost, I'm still googling for answers but if you guys have any idea what I should do to fix it I'd be greatful

fierce tulip
#

when I had that issue I had to downclock my gpu

#

ยฏ_(ใƒ„)_/ยฏ

whole quarry
#

Did you try to turn it off and on?

gleaming sluice
#

turn what off and on?

whole quarry
#

Your computer

gleaming sluice
#

I can try, kinda scared tho because once it said it wasn't installed anymore after restarting

whole quarry
#

Never let your computer running 24/7

plush yew
#

can anyone check #mobile , see if they know what'sup with this image glitch

gleaming sluice
#

yea, but my key board gets messed up every time I turn off my laptop so I tend to leave it on

#

still crashed

#

what's clockdown gpu?

plush yew
#

@whole quarry why not?

#

i run it 24/7 just hibernate for night

#

laptop

whole quarry
#

Because the hardware is running, wearing it down, making its lifespan shorter

plush yew
#

nah battery will die first

#

but i guess u r right + it takes electricity

#

thats why i use hibernate

#

omg found great RPG tutorial for ue4 onYT โค

whole quarry
#

Electricity gets magnatic, pulling in more dust, increading the risk for a short circuit

plush yew
#

oo ye

#

possibly

whole quarry
#

Another risk it the glogging of fans, less cool air and increases heat, adding to possible short circuit

#

And overal loss in performance

gleaming sluice
#

Fatal error: [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

worn granite
#

also its windows most likely

#

windows needs regular, proper, naps

whole quarry
#

Like a human ๐Ÿค”

worn granite
#

and just like a normally functioning human, you have to occasionally drag it out of its bed in order to replace it with a clone of itself (reinstall).

pallid compass
#

Immutable

#

You got 5/10 mins sometime today, i would like you to roast me on something

worn granite
#

hehe

#

sure, probs best to do in a PM

pallid compass
#

will do

plush yew
#

is it truth that Notch (minecraft creator) has more money than Bill Gate?

whole quarry
#

Sure..

plush yew
#

Sarcasm?

#

Someone said it

gleaming sluice
#

it seems like a lot of people have the d3d device lost problem

#

but no way to resolve it? a lot of people say it's a gpu thing

kindred viper
#

@gleaming sluice I had that from the utterly crap Nvidia drivers in the last release. I rolled back one version and it was fine. Im not updating again ๐Ÿ˜„

whole quarry
#

@plush yew Don't believe everything you read on the internet - Nicola Tesla 1720

fierce tulip
#

teehee Remco crashed and had to load an autoback

#

@whole quarry

#

<_< hides

whole quarry
#

Uhh? What happend with my name?

fierce tulip
#

I loaded a backup version of the .Uasset :p

whole quarry
#

Omg xD

fierce tulip
#

sorry, just had to do it

#

and now people have no clue what we are talking about

whole quarry
#

I lauphed because of that while my wife messed something up

#

And that i was lauphint her out

fierce tulip
#

O_o

#

your what

#

ah

#

poor wifey

gleaming sluice
#

so I found out, you can't under or over clock intel graphics

grim sinew
#

Why would you even try

gleaming sluice
#

so I'm still stuck, even if that was a soluton

grim sinew
#

Wait were you trying to use the UE4 on intel graphics?

gleaming sluice
#

Unreal editor is crashing because d3d device is lost

#

yea

#

so I dunno what I should do, can I even use Unreal editor?

grim sinew
#

By yea, you mean yes, intel graphics only?

#

Because if yes... no.

gleaming sluice
#

intel hd graphics

grim sinew
#

Yep, that's not happening.

gleaming sluice
#

uuuugh

grim sinew
#

UE4 requires DX11 GPU minimum, onboard graphics isn't going to cut it

gleaming sluice
#

this is disheartening, I'll have to wait for my brother to get home to ask if his old computer has a compatible graphics card and if not, buy one and see how to install it

grim sinew
#

installing a GPU in a desktop is easy. installing one in a laptop is impossible, they're soldered onto the motherboard.

#

putting a GPU in a desktop is maybe the easiest thing you can do

gleaming sluice
#

good to know, that eases me a bit

fierce tulip
#

easier than plugging an usb stick into a usb port without looking at the sockets

gleaming sluice
#

XD

whole quarry
#

Be sure to have at least 8gb ram when youre at it

grim sinew
#

And a mouse. You'll need one of those.

next badger
#

Unreal Audio: Features and Architecture

#
Aaron McLeran - Lead Audio Programmer - @minuskelvin
Tim Slager - Community Manager - @Kalvothe
Amanda Bott - Community Manager - @amandambott```
maiden swift
#

Gonna be a good stream! ๐ŸŽน ๐ŸŽต

pallid compass
#

What are they streaming today?

maiden swift
#

Audio features and architecture. Alexey just linked it right above.

pallid compass
#

Ah yeah i see

#

hmmm wonder if its worth watching for the audio features

maiden swift
#

If you work with audio in UE4, then hell yes.

grim sinew
#

I don't and still want to see it. The new audio system seems awesome

pallid compass
#

i took a chance and asked about GAS audio hookup since this guy works in audio

serene shale
#

What collision setting would cause an AI's hit to knock me back?

#

nvm was physics asset related

plush yew
#

im naughty programmer

pallid compass
#

same

tranquil bone
#

Anyone know anything about low poly planet generation im trying to do procedurally generated planets and its my first time doing it anyone help?

#

Just need some tips like what i should use for the generation and how to do it

#

Like if its materials or something IDK

pallid compass
#

Planets you can talk on?

#

or just planets

plush yew
#

procedurally?

#

what it means

#

planets like earth?

pallid compass
#

It means to generate something from data

plush yew
#

oh

tranquil bone
#

yea

#

walk on and shit

#

so i dont know if i can just use tessalation

plush yew
#

Lol you lazy

tranquil bone
#

How?