#ue4-general
1 messages · Page 251 of 1
better how? I've only ever used maya and I don't have any complaints fwiw
Autodesk makes Maya and Autodesk owns FBX, so yes.
I've never used Blender, so I can't speak to its FBX support, but I've never in my life had a problem with FBX when using an autodesk product.
basically my problem is my minecraft styled rig uses shapekeys runned by drivers
since unreal cant read drivers it only reads the broken shape keys
thats why this looks weird
My first animation test in UE4! 🤤
Had to use a old rig due to it using bones instead of drivers
(UE4 cannot read drivers unless you use its coordinates and make a whole blueprint system off of it)
What I need to fix:
-Broken mesh
-Broken morphs https://t.co/4r...
Well FBX isn't magic, right? If you're using a function that's a blender specific internal thing, and FBX doesn't support it, it can't use it.
mhm
So that's not really an FBX problem so much as, you just need to not use that tool and use something it will support.
hm
Or somehow bake that data down onto something it recognizes
how many polys and vertices UE4 can handle? mine crash after ive imported a 3 million poly and 5 million vertices FBX file
It can handle more than that, your 1gb vram is just terrible and getting capped out.
Get a better GPU, you're probably running out of memory.
That's a problem that'll pop up when using any sort of file type between programs, you need to limit yourself when crossing between them to things that both ends support properly.
Hey zero is it alright if I screenshare and show you what I mean?
Ill only need 30 seconds
You can but it won't help. At all.
https://www.youtube.com/watch?v=Aj_eaclFPWE Not sure if this will help at all, I remember seeing this from a few years ago.
@worn ocean And even if it's not a vram problem, a single mesh being 3 million polygons is pretty terrible practice anyway. Break it up into smaller meshes, and reduce the polycount if possible. The engine itself can handle way more than that, I've imported meshes just as complex at that before with success, but it's very demanding and odds are it's just running out of system resources on your end.
But it is not the engine, it is either your hardware or your content.
Hello everyone. I'm a recent game design graduate who joined this discord for the sake of receiving occasional help and (mostly) to get myself to stop procrastinating on learning this engine. I normally go by LaowPing (might change my name back to it soon). Anyway, I hope you guys are all having an excellent day.
Good to hear
Could a .pak file = a patch/update?
https://docs.unrealengine.com/en-us/Engine/Deployment/Patching Yes, here's how to make one.
@grim sinew Possible to create an installable .pkg file from it?
anyway i got that mesh from Sketchup as a Collada file then imported it on 3DS Max it turns out it got around 27,000 of meshes not welded together hence why it got 3mil polys and 5mil vertices
so far my solution was to add a ProOptimizer modifier to reduce those polys and vertices
Is there any good save/load fundamentals info?
Because stuff from tutorials is lame
I think I should have acces to "in level spawn data" for all actors and then change it with data from save-file, so it can be applied naturally
not like "set this, then change"
also I wanna use inheritance of structures, but dunno how to do it in Blueprints
Is it possible to set UE4 that when my texture has suffix Packed so it imports it with Masks settings ?
No, Unreal doesn't look at names
Ok so is there a possibility to extend texture importer ?
I mean if i can extend it and write my functionality ?
The source code is there, you can do anything you want to extend it
ue sets NormalMap for _N suffix
UE looks at the blue channel and guesses off of that if it's a normal map
I get false positives when importing packed masks all the time
As far as I can tell, it's just looking at the colors
oh, yeah...seems so
It will compress purplish textures as a tangent space normal map, true.
tested and no matter suffix it imported as normal
Hey, what means "Accessed None trying to read property SaveGameFile"
I dunno BP errors
so kinda "null pointer"?
Try setting a default and see if it still gets the error
Yep
otherwise you need to make a reference to it
I wanna set some variable in GameInstance
And I thnk it because of it
ok, I got it. It doesn't have constructor to be initialized on start
How to rotate FirtPersonCamera from FPTamplate?
So general question.. when you have one of those “install to engine” things and are working with someone in source control. How’s one ensure they get the stuff they need to be able to work?
Maybe term is just misleading
guys, anyone have that error where you renamed your bp, and then when you try ot rename it abck to what it was first named, it says it cant be renamed as there is already something with that name
might need to restart editor
fix up redirectors
rightmouseclick on the folder, fix up redirectors
np 😃
is there a way to set ue4 to "popup" viewport after u click play?
im managing blueprints, i press play then i have to minimize blueprints
each time
but on youtube i saw it pop ups
hey guys!
i have a question
does the UV scale of a mesh affect performance?
for example you have a mesh with a mat that has some 512 textures and the uv's are scaled at 1:1
versus same material but the uv's are scaled 0.01
or 1000
Nah
Shaders (materials) look the texture up for every pixel on the screen that feature the mesh
Whether they need to look always the same texture pixel up or another is irrelevant
um...how does it work? if you have uv scale 0.01 it means all uvs packed into cell 0.01 x 0.01 (5px x 5px) and all the rest of uv space is not used...
I'm guessing he wants to scale the UV coordinate in material
oh ok then
compressing uvs (material 1000, mesh 1) have drawbacks tho...aliasing and moire may appear
Sure, visually it can easily look weird
i'm using uv transforms for texture bombing
using this for the inside material of destructible wood meshes
thanks
if theres no difference, i can use the same material as the normal mesh uses thus saving a material
anyone knows where to ask 3dsmax specific questions?
what is the good way to make 3d graphics ? like character skin, weapons, etc
it doesnt have to be pro level but i want to make it myself so whole game graphcs is consistent
@plush yew I'm waiting on Blender 2.8
i cant wait
is photoshop good for it or gimp ?
im making models in blender
but i need colors/textures too
is it free
$10 per month I think
I think for general UI and textures and stuff, if you can only get one thing, I'd get PhotoShop - but that's only my opinion
oh noes
ok so i will try to find tutorial
so graphics ill make will "fit" the model i made
like face on face position, leg on leg etc
you know what i mean
ill use photoshop or gimp
sounds good
i want to get this style of graphics but in 3d: http://4.bp.blogspot.com/-_zswyPxseQQ/VbzD0vMiGtI/AAAAAAAAAy8/r8dEtvO6Qz4/s1600/FOnline5.jpg
@plush yew so fall out style?
yes but fallout 3 and 4 have good graphics so im not gonna replicate it
i just need to make quick 3d graphics
Someone Confirm that tessellated Landscapes do not cast dynamic shadows from stationary Lights on dynamic objects
How can i spawn random clouds (sphere static mesh with a material) randomly in the Sky+moving it
Any good tutorial?
i assume you need to boil a lot of water to get clouds
quick 3d graphics that look good are not a thing my boy
tibia is not 3d
Tibia HAD 10000's of players, it was GOOD for its TIME
there is a big difference
Like in most cases, if u planned to release a game at the same platform as tibia, now with similar graphic's
u would most likely flunk hard as fuck
Nah that's not how it works. Tetris has bad graphics and had 10000s of players!
And pong!
lmao
@pallid compass y thats why I go 3d. im just saying there are many successful games with bad graphics like terraria or runescape
hello all! is it possible to spawn an actor and have it ignore specific actors for collision?
That is due to them being made back in past
okay
So people have connections with them, nostalgia or they are very refined games
yes
My mom pays for electricity
You think a server in your mum's place is gonna cut it?
I find it hard to believe you have cluster equipment & internet to support consistent up to 100 players
in your mums
If your net is bad then u have no chance
Iv got some dual xeon's in mine, fat servers with 100mb/s connection
everything download in 1 sec
i dont want global
My point being is, and most other people in here will tell you this
You are out of scope
to be realistic
What sort of connection do you have in your mums?
how to check it?
il tell u an estimate of how many players ur connection could hold
lol
damn thus isp
So assuming
perfect conection
no one else touching it
u dont do anything at all
that gives you what 400 players on 10kb/player
so divide that by 10
40 players
then u can half that again
for download throttling upload
and any other bs
thats going on
20 players maybe
This is assuming your game is optimised too the bone
maybe other internet
100 players = 10 000 buyers
y but not all data gonna be sent through server right
Yes.
there is no peer2peer
its all through server
no peer2peer for dedicated that is
i see
Making a game. Need other coders to help out. DM for info;
Roles needed:
2x coders
2x Musician's
poland
try do some speed tests too other countries
uk
germany
etc
see what speed and ping u get
50ping for germany
y i have 50ms in league of legends
and get worse and worse
and its ok
Ping isn't the issue, basic market reality is
Everyone in here prob tell you the same thing anyway, id go for small single player game first otherwise your framework and game is just gonna be a massive fucking mess
Been there, done that
The reality is that only 1% of players actually get games on Steam, the huge majority has one, two, maybe three huge titles that they play all day
Your median Dota2 player has a single digit number of games total
Now Steam does have millions of online players, but 1% of that has a chance to consider maybe looking at games on Steam - that's the indie market
100 online players is really way above what most indies get
i played 7 yrs only league of legends xd
Just like most Steam players, they'll never care about anything else
last thing il say on the matter btw
100's of people come in here with the same mind set like yours
cant name 1 person who is still here in the past 2 years who was doing what u wanted to do
they all end up flopping or giving up
This article should probably be pinned : https://galyonk.in/steam-in-2017-129c0e6be260
Median average number of games per user on Steam : 2
TWO games total owned, average
0.5% of games get 50% of players
but im not getting players from steam
then its gonna prob be x50 harder
Yeah but dota and tf2 skew that number so hard
A lot of that's just internet cafes and stuff, or people that play literally nothing but TF2/DOTA
ANother number is 1700 average sales for indies released in 2017
2018 being way worse because Direct
That includes Poland too
that was joke
The point is : 100 online players is not realistic for an indie game
That's it really
truth
where name indie comes from
Independant
independent developer
aka not owned or financed by an editor
so you guys are saying people wont want to play my game? 😒
possible
Doubtful that you will break even on your first game for what your trying to do.
Do you have any experience working in a studio or any sort of dev exp?
If it takes 100's of people to make online games then honestly
How the hell do u expect to do it decently?
i think it can be bad at first
He has a week of tutorials though. Do those 100s of people have that?
I wish my game had an "Upgrade game" button
You would have to be insane to try and upgrade shit
It has, its on the right side of the 'Make MMO' button
you want to start again
I guess thats how you can tell right away you have no engineering exp
Thinking you can make crap then polish iy
it*
it is definitely possible to polish crap
(by throwing it out and rewriting that system)
Lmfao
I hate doing that so much
feels like u waste so much time
But you know you gotta do what u gotta do
yeah
but first doing other projects just for the sake of getting better is also a waste of time
so might aswell do that in the main project
then it's more fun
I would disagree a little there
Gamejam's are good
working on shitty groups / small studio's
i agree with Zeblote
can also be good for you
making random projects u dont want to make is tough
but starting with your main project is great cuz u actually want to create it
It is literally what you need to do
IF you try and make your dream game first go
Its gonna be beyond awful
you'd chose random projects you are interested in ofc
Yeah. Like... two years.
Or a year and a month.
lol
also it's interesting to compare your new approach to the same problem with the crappy one you made before
Yeah it is, but you get better faster by scoping things you can barely do, then by scoping shit there is no way you can do
if you think your gonna be making models and animation's and everything as well
u can bumb that 2 years to 6-8
To be a decent generalist
If you're desperate enough and have a good teacher 2-3 years to at least learn to be a 3d generalist is possible... but good luck doing that -and- coding
It's a 3d artist that knows how to do everything that entails. Which is really, really, really hard to do, since knowing everything and being mediocre at it doesn't count.
Can i get sued if i copy these skills?
these things on the right
and the way they do it
y but i find it amazing idea
if you have the money to support defending yourself then feel free to try, if not then it might not be best to even try.
can you post the UAT_Log.txt ?
honestly ive never had to debug packaging or patching error stuff before so im just guessing if I give advice here sorry :/
I notice two red flags though that are probably non-issues. The difference between your PSVR SDK versions (its packaging based on the older one which "may cause unknown issues") and the staging directory has an empty value so maybe its not putting the files there ready for archiving?
someone is removingmessages
dont worry, the NSA has logged it
omg
Hey guys, I just started using Unreal Engine. Is there a special channel thatI can ask "newby" questions in?
every channel ever on subject pretty much
I have searched very long and very hard but I cannot find any answer online. Is there any tutorial/example of how to use a mouse click event to draw in the "air" if you will
depends what you mean by drawing. You mean spawning 3d objects in the air that combine as some kind of paint or lines? Like the VR painting apps?
No, I mean imagine yourself being in a top down game. Then using your mouse pointer to "draw" shapes. The shape you draw triggers an event
Very hard to explain, and even harder to explain that to google haha
Yes exactly, you have to draw specific shapes to trigger specific events in game
dang i liked naruto when i was younger xd
gonna copy some of their skills to my game
i mean jutsus
@fathom frost that is a pretty complex thing to code from scratch as far as shape detection goes. Spawning splines and spline points is easy enough though.
Okay so if I cut out the shape detection for now, and I just want to do the drawing and the animation of the shapes you draw
Is that the splines you speak of?
yeah. You could use several methods but splines will be the easiest for simple drawing. Im not sure but there used to be drawing tools in the HUD class for making UI stuff with the canvas. That might still be there if you wanted something 2d in screenspace
I'll start there and look at it. Thank you very much
quick question
when i record with sequencer it seems to be kinda partially ignoring some of my post process volume settings
like it seems like its recording not in " gamemode"
@kindred viper hey! did u ever fix ur code issue u had?
@plush yew nope im still doing workarounds trying to get a workable solution. im currently trying to access the WidgetBlueprintEditor instance so I can bind some delegates to listen for changed properties. Im having trouble accessing it though because its all protected and the tsharedptr is passed through the chain via construct of items that require it.
ahh ok. just thought to ask i remember you were working on that.
im not even sure im meant to do this and im pretty sure Nick Darnell would tell me im doing it wrong, but Ive tried everything lol
did you try asking on the forums?
no if I see him in discord at any point ill ask but otherwise ill keep trying
cool.
i myself am doing texturing work and have to get a bunch of polys textured for my singleplayer campaign
got the sci fi textures done, now i gotta do rock textures. i have a lot of sample packs with normals, diffuse, and spec maps. i just gotta put them together into materials and use them. not too big of a deal, just a little time consuming.
i really hope to get into CPP one day, it sounds really fun and i wana start using it for complex stuff.
i just hope i dont run into those crazy issues lol
its fun if you are a masochist
I mean ive given up a lot of my time on this planet to trying to solve issues that never seem to get me paid. one day though... one day.
and with that, im gonna go for a walk in the sun and see if I can't inject some endorphins into the system
anybody else experiencing issues with answerhub?
@elfin jacinth I cant post anything, and my admin-status is gone.
Follow along as Arvin from GameTextures demonstrates the super simple process of enabling Material Layers inside of Unreal Engine 4, update 4.19. This is par...
only that there is nothing at all about the WidgetBlueprintEditor in regards to information. 😦
sure thing
the problem is I couldn't show it on the request
would you like to receive it through pm or here?
Hrm.
what about the payout structure
Is that something you've thought about or is it everyone will be compensated kinda deals
Well we have a system to separate the earnings
A sec
100%-10%(Taxes)-10%(Studio Earn)=80%
80%/Sections(5)=16%Earnings(Donations and funds monthly)
16%+(100%-30%-10%)/Sections(5)=28% In total(Full game+Funds monthly)
10% Taxes as Patreon, Unreal engine 4, Gitlab, Country, etc...
10% Studio Earn for improving of equipment and have bigger studio.
10%+30%=40% Total costs
I see.
where will studio be based
Im looking for some out source work maybe to improve my skills
It will have as source control Svn
we have a discord private server to communicate better
You got any footage or anything to show? me and immutable are engineers who can work in a pair perhaps
scroll up and you will see a thing from each category
oh
We are on progress of it
We have directors, managers and writers for it
as well as 3d artists
Total team count?
In total we are 28 people
final question, do you have a lead engineer and how many engineers are you missing
General engineer or lead engineer experienced?
general engineer
Il speak with immute and get back to you soon, tomorrow at latest
@pallid compass mind talking with our manager as well?
sure
I will dm you
no worries
@fierce tulip We had to adjust somne settings with GDPR - that may have impacted your admin access
GDPR ftw
my legit spam is getting dwarfed by GDPR spam in my email box =/
can someone identify this logo
Gumroad
you rock, thanks
Can I have 2 collision primitives for a single bone in a physics asset? I can duplicate them but they are exactly the same and if I modify one the other one gets modified too. Maybe it's a bug?
unreal is giving me a error when I import a rig
:/
"multiple roots"
But when I check in maya there is no multiple roots
can someone help me out?
@plush yew Do you want to share the FBX? Can take a look. But what I'm going to do is just open it to see if I can locate 2 or more root bones...
ok, then pm it to me if you want
I gotta ask this question to find out if I'm being a dodo or not..
I said a specific rendering solution looks flat and said it's most likely to be due to the projection matrices..
Someone said that nobody could mathematically tell the difference between a 2D triangle and a 3D triangle without knowing the mathematical dimensions of said triangle..
I said that's bullshit, even if you were to draw a cube on a piece of paper you should be able to determine depth by the angular division..
Can you not tell the difference between a plane (or square) written on a piece of paper and a cube drawn on a piece of paper? Or would you need the maths involved to be able to accurately determine it?
a square is very different from an arbitrary triangle
We also said the same about square's / cubes so lets go with that one..
I mean
a square is always going to be distorted
unless you view exactly from the top
But you should be able to grasp that it's a cube..
If you view it from the right angle.
Changing the shape of it's cheating but you can still tell on both they are a 3D object :)..
Neither of them look orthagraphic in projection.
I mean the first could also just be 3 random faces
Yep because you can't see the back or bottom you don't know if they exist or not..
the only thing you can base it being a "cube" on is shading
How would you know if it's the shading or the projection matrices math that's screwed up though?
If something looks "flat"..
You wouldn't without checking right?
I have no idea how you would go about figuring that out lol
:D, thanks you've been helpful.
has anyone got some good free road templates?
anyone?
Nah I don't
damn
Been a while since I took on a decent sized project in Unreal but I'm rather enjoying it so far..
Hey anyone here setup a multiplayer movement correctly? If someone could look at the #multiplayer thread that would be awesome :)
Been rather straightforward :)..
I'm trying to avoid the remote stutter
It's been a long time since I did anything network related, but the server needs to track moments and collisions because how would you then distribute it to the rest of the players?
I have a lot of knowledge of multiplayer, I've spent a lot of time with Cedric. I'm wondering if the local movement should happen before letting the server know, or letting the server know first
I finally got my android packaged and running and crossplatform for PC and android working too this evening :)
Well you probably know more than me but I don't remember an advantage to have the local clients track transforms..
Stuttering :/ waiting for the server response is too slow. It's best to give the idea of movement and simulate its destination
Just trying to wrap my head around the best way to go about that
I guess the same way as always.. trial and error lol
Unreal backend lol. Nothing tricky.
Using built in subsystems
I'm using advancedsessions for server names and server passwords as I have self hosted servers
Eventually some dedicated but not at the moment
So as far as I understand it again there's no real advantage to manual tracking locally because it's already done, replication is supposed to be done automatically via a call of PerformMovement which is then updated to ServerMove which marks the final transform and timestamp..
PerformMovement is done on the client yes?
I have a top down style game using click to move, maybe I'm doing something wrong? But the host moves fine
I'm going to look more into simulating movement, for now I think I should sleep. I got up for work 20 hours ago haha
I suppose you could try upping the netfrequency updates, it kinda depends on how many players and how much bandwidth it's taking up already..
That's the thing Unreal default solution already kinda does that.
I'm testing in a blank map for that purpose
Itll be fine haha I've read about it before just can't find the article anymore
I appreciate your help though
:)
It was such a satisfying feeling drop trading an item from my phone to my PC.. haha
This is why I stick to single player games, there was a dedicated network guru on an MMO project.
I came up with an mmo solution in my head. We will wait and see how it succeeds.
Unreal wasn't built for MMOs
Didn't they make a MOBA with it?
Anyway I believe on that project we used Photon..
Hey guys, does clothing materials in UE4 have a specific type of materials that can be used? I.e I'm applying a dynamic material (Masked) to disintegrate my character's cloth, but it goes grey. It works properly for the rest of the mesh's material slots, except for material slot 3 which is the cloth piece. If I set it to a basic material it also goes grey.
nice
I have actors that I've attached to an empty actor in my scene, saved, and when i reload, they're detached. Any help on this?
@mint umbra The tree's seem to be in a very extreme storm?
@whole quarry Yeah, I've been working on a dynamic wind system where the wind changes with strength, speed and direction for grass, foliage, particles & cloth. It's rather extreme as of now for me to debug it easier hehe.
does ue render faces which are not visible for camera?
@plush yew it tries not to, that's what occlusion and frustrum culling are for
Fixed the issue above with the cloth piece: had to tick on "Use with cloth" in the material, and I had to create an isolated material for the cloth.
@mint umbra your movement is super clunky
and you move the camera way too much
you have the camera attached to the mesh, dont you?
@frank escarp Yeah, it's horrendous. Any suggestions on how to improve it? If I don't attach the camera, the camera clips into the face and it looks even worse. I've been reading up on the issue, but so far I haven't found the perfect solution
The movement is the default third person movement. Haven't done any specific work with the camera & character movement yet
@mint umbra dont
just dont
there is 1 game
in all of history
that has done that technique well
and thats star citizien
do you have the budget to spend millions of dollars on R&D tech to write super custom animation and AI blending techniques to have that work well?
I wish
btw, look at how other games do it. In general, you can do it by designing your animations so they work for first person, not third
if the head clips, remove the head mesh completely
and then make sure that your animations dont affect the head
in the case you are bent on having a full first person body
if thats not as important, make a typical FPS rig
arms only mesh
with the attack animations
Hmm yeah. I'm using mixamo animations to prototype. I see. Yeah I need a full first person body. It's going for multiplayer, and I want the ability to see the legs etc.
and then the arms rig is attached to the camera
thats not needed @mint umbra
chivalry used different rigs
for first person and third person
they were designed to have similar animations, but they actually werent the same animation
Yeah, I know there's a tutorial that sets up so you only use the firstperson mesh, and then other players see the whole mesh
and if you remember from chivalry, the characters swinged the sword a lot, but didnt move the head and torso much
Yeah exactly
having truly synced animation is pretty much impossible to do well
some games try, and every one of them ends up clunky as shit
for example, the ArmA series
or kingdom come deliverance
where ALL the movement is super clunky
becouse they wanted to have the first person animations be a 3rd person rig
Hmmm, okay. What do you recommend then?
separated 3rd person and first person rigs, chivalry style
you make the animations twice, but fairly similar
Yeah
to avoid huge desync, you make sure that the 3rd person animations dont move the head too much
Can anyone please point me in the right direction as to where to begin with animation like this? https://www.youtube.com/watch?v=cz7ybx2C_xk
This video shows how to use spline to draw any shapes of items you want,It is useful in VR games
I'll give that tutorial a go. I gotta re-do some animations then
It's a converter
You get it when you drag a vector output into a transform input
I.e:
Anyone know how to line trace for a specific actor instead of ignoring a few actors?
the light's effect on my mesh is a lil weird
reckon its a uv problem?
too little faces or tris? maybe?
or maybe i need a light portal of sorts?
im not sure but this uneven shading comes up randomly on some of my pieces
these are the UVs
i suspect the source of the problem might lie in them and i should break those tris apart
hey guys,! i have a material for my static mesh with one new emissive map
but the emissve doesnt show up
i dont get why
i got it 😃
hmm
64 kb
138 shader+vertex instructions
vs
6mb
5 shader+vertex instructions
which one would you reckon would be better?
is it for mobile console or desktop?
if you dont care about space go for the 6mb one
if you really care about space go for the 64kb one
on my pc the game is good. a friend tested it and the ball was slower.
he said gpu was on100%. mine was on 40%
he has a gtx 670. game should run smootly
If something in your game is slower at a lower framerate, make sure you're not doing game logic on the framerate.
Might want to double check that
Can I ignore level blueprints and just add an invisible actor to count level stats?
@grim sinew no "every tick" is running.
You can always ignore level blueprints if you choose to.
@plush yew Are you using the delta time from tick in your calculations ?
no
Is it actually slower or just not running smoothly
If you're ignoring the delta time then it makes sense the speed changes with performance
Tick is called every 16.67ms at 60fps, every 33ms at 30fps, etc
If you use tick for movement then you need to use delta time
i dont see a tick.^^
there is no every tick.
so its the gtx 670
anyone take a look in #mobile about this issue im having with a flipbook ?
hey guys!
i just put a level terrain that goes in parts below the Zero of the Grid (Z) and when baking light theses parts are dark. I understand why but how can i fix it ? is there any setting for this ?
thks a lot !
Can anyone help me? My I have movement blueprint that works in the engine but not when I export it into a full executable
I'd post it in blueprint but I'm not sure if it would go there
perhaps the executable is using a different map than the editor?
It's not moving from one map to another, just one location to another
Instead of moving me to the location, it pushes the character to undernath the map
So this isnt a character movement but something else?
ah so its just some code to move a player from one location to the other?
assuming the map you are using in the editor is the same as in game it should be working, but obviously it's not, so have you tried debugging out the start and end locations to make sure they are the same?
changing the actors position should work the same built and in editor
how can I debug a build of a game?
use print strings, or since I believe those are stripped out of release builds, use some UMG or something else
I think print strings should work in a dev build
I can't see the code but I wouldnt see why it would fail in build and not in editor if the scenario is the same so my first guess is it's not the same
How to get a row from a table if I know the value of one specific cell and the name of its column?
Might have to just loop thru them all until you get it
oh... well, that will work. Thanks
I'm pretty sure even if there was a node to do it, it would just do that under the hood lol. A few BP nodes are just loops behind the scene heh
ok, thanks, it worked 😉
@grim ore hey! love your tutorials!
was able to use the behavior trees one to help with my ai
yay! Glad to hear 😃
hey everyone Im trying to build lighting and Im stuck all the time around 99% I dunno where the problem came from any idea ?
Is there a reason the front orthogonal view in the mesh editor is really the side view in terms of world space?
because epic has no idea which way is forward lol
lol probably to accommodate artists
Ello lads
Hi, I'm not sure if anyone's experienced this: I have an empty actor that i am attaching other actors to. When I save and reload the level, some of them are no longer attached.
It only happens with actors of a particular class though, so is there some component or functionality that might cause this to happen? (Only on reload; if I re-attach them after the level is loaded and run the game, they stay attached correctly.)
yeah, there's nothing like that that I've found so far
here lemme help out
Hmm, I had an empty Mesh component on my blueprint (inherited from C++) and I just removed it to test
that seems to have fixed the issue
I was trying to get rid of the DefaultSceneRoot, so I added a Mesh component, made it the RootComponent, and then that seems to be when the problem started
morning!
thanks for the attempt weasxl
hey guys
whenevert i select anything my landscape gets this weird blue tint
did anyone encounter an issue like that?
more importantly it appears when plyaing in editor as well, which is a bummer since i need to gather somes images for a presentation in 2 hours 😄
how you achieved this quality? your own graphic assets?
I want to create a character in an mp fps where you can change clothing. Different pants, different tops, shoes, etc. The way I'm thinking of doing this is by having my character stiched together with lots of different meshes. So a legs mesh, and a torso mesh, and so on, all bound to the same skeleton. When I want to switch from "nude torso" to "check shirt torso", I simply switch out the torso meshes. Is this the proper way to do it, or is there a better way?
i dont know but i wanted to do same thing with armor of cars where u can switch like wooden bumper to metal bumper
That's probably easier than what I want to do. There's no deformation for a big metal truck. You can just put your bumper on.
yea but how? xd
by putting components on your truck and changing the mesh at runtime
oh ya but it will not be a bumper specific place
they will be able to apply bumper on any part of car
and other metal parts too
for defence
i guess i can still apply your solution lol
well, you simply have to specify the location of the component, too and you have it
ok thanks ❤
[2018.05.28-10.17.06:697][207]LogMemory: Virtual Memory: 5766.95 MB used, 19613.81 MB free, 134217728.00 MB total what the hell? 😄
134217728 MB total memory? xD
black hole powered computers are a thing 😛
hey @turbid jewel what assets did you using
@plush yew kiteDemo mostly
@turbid jewel does it disappear when you type G key at Viewport?
Super quick question.
What's the node called where it's like Lerp, but you can set the input for the alpha
Hard to describe for me
I have a value of -1 to 1 for the alpha. Should I just add 1 and divide by two for it to be usable?
you can map the range to 0-1, yeah
haha
Thanks for the help
no problem
Never really used it before. Setup correctly?
hi, i was asking myself.. is it more heavy to have 100k blueprints with static mesh actors or just static mesh actors?
yeah, just plug your values in and go 😄
Awesome! Thanks
@dim merlin - what's the purpose?
@wary wave ive got some meshes i need to have a special collision mesh on it to supply positions for climb / vault
i was also thinking about LOD perhaps (like a special lod part of mesh)
gotcha - then yeah, you probably will have blueprints with both components in
the collision mesh won't be rendered, so LoDs will likely not be a problem
Can you instance all of the meshes and only spawn in blueprints for the ones close enough to interact with?
Don't know what kind of overhead that many BPs would have
but is it possible i create the special collision mesh (as part) in 3dsmax and import it and then make a collision channel on it?
it shouldn't have much overhead at all if they don't actually do much except have the components
yeah
and yeah, it should be possible to do it in max
hhm, i rather do it in max
Ahh neat. Didn't know that
its kinda difficult to create complex shapes in ue
aye
(if it wont be a box)
in our case we have a system that works with an array of vertices we export from max
but that's a bit more complex and would involve a fair bit of code
ah
so pretend i just create a simple lod mesh inside 3dsmax, and group it to LOD..
how can i access and set the collision channel in UE ?
I think it would need to be a separate asset, rather than an LoD or whatever
I might be wrong
@wary wave Thanks again!
Works perfectly
https://www.dropbox.com/s/zury9cpdovj9tk6/2018-05-28_08-13-16.mp4?dl=0
ah VR goodness ❤
It can be a pain in the ass, but it's soo fun to see stuff work
hehe
All this is, is a BP taking in inputs and an AnimBP driving a skeletal mesh I threw together in 3ds. Have no idea what I'm doing but it's working lmao
@plush yew when we had our own custom animations to match the controller states it felt so good just looking at it moving parts around 😃
all animations were just translations, rotations inside UE though, no skeletal mesh at all 😅
Oh for sure. I only have three buttons mapped and I've already been playing with it for 10 minutes
Ooof. I tried that way a year ago and it was too hard to handle. Taught myself how to move pivots in 3ds so I just put the pivots for each button where they're mounted.
Now it's super easy to drive them with bone transforms. (Still working on the math for the trackpad pip 😂 )
hmm we may have changed the model a tiny bit with the pivots yeah
Oh hey you're the gameworks guy i talked to.
I'm still crying that there's no vrworks yet 😂
For 4.19 yeah
VRworks will never be in the main branch
'cause proprietary tech from nvidia
even if you could disable it for amd users
uh, the 4.19 branch got uploaded on their repo a few weeks ago
or not my bad
it was the VXGI2.0 one
Yup. And flow and volumetric lighting. So they'll probably update vrworks too
God I wish I get away with vxgi in vr. It looks SOOO good
2.0 is twice as fast, but still won't use it myself
twice the results from VXGI1 is still not enough 😄
I know I know. 😂
I've got powerful sli cards. If I could merge vxgi and vrworks (most likely not)
I'd want to test sli performance lmao
I tried a while ago
problem is, the vrworks branch touches the renderer a lot
same with VXGI
Yeah A LOT
That's why I said most likely not
But if someone else does it, fuck yeah I'll try it
have you tested VRsli with your setup ?
Not realllyyyyy. Been using 4.19 pretty much since it came out
Too lazy to compile 4.18 vrworks
I am i am
cmon that's like a few hours to compile :p
About 40 minutes. But ugh I can't be bothered lmao
Also want to update my cpu for better compile times. Been an Intel fanboi for years...but ugh ryzen looks juicy
beurgh
with the unofficial gpu lightmapper I don't really see how a bigger CPU would help for standard UE4 dev (well aside from building sources and project exes)
yo have you been living under a rock ? 😄
PRetty much
luoshuang is at it again
New girlfriend. Had to take time away lmao
after improving the lightmass with skylight bounces, he made us an early GPU lightmapper
and it crushes the old lightmapper (with a few problems here and there)
attachment
Disclaimer:
This is a very simple and early version of my GPU lightmap baker. Don't expect much from it! =)
Binary Installation:
4.19.1:
Oh my god I'm creaming
It doesn't support some stuff, like it has no area light support at all, but it's otherwise great
@plush yew some early tests I made when it was released
Wtf can I just marry Luoshuang
one single skylight HDRI
Woah
bakes in 8mn
8mn?
What is 8mn
8 minutes. He missed an i
this shot uses a lot of 1024/2048 maps, production settings, 10 bounces on the skylight
Ahh fuck I'm dumb
ah yeah, I'm using "mn" by habit 😅
Is it open-source yet ?
7mn bake, same lighting setup
No
Anyone know anything about TrueSky and static lighting?
It pretty much uses a default directional and sky light so it should work with this too, but idk how to keep truesky from updating every frame. Only used it in dynamic scenarios
well it depends
I haven't used truesky in like a year and a half, I just know it's possible
if the lights are static/stationary it should cause much trouble
they probably use a stationary skylight and movable directional light
Why won't my lighting build?! Oh I have force no precomputed lighting enabled
oooof
wat am i a gonna doooooo
Ok so if the lights are static, truesky cries.
They work if they're stationary.
Is that baked lighting?
God I should just read this stuff
stationary is baked with dynamic lighting on movable stuff afair
but there's a limit of overlapping stationaries
tis alright then
you're gonna get an error if it doesn't like the overlapping anyways
your light will have a red X on it
Do touching lights affect each other exponentially or something?
Lmao good enough
stationary lights are dynamic lights
but they have their "shadow" baked
they do have a cost
and its hefty
per pixel
So for vr, I should get static working?
you can also change the color and intensity after the bake
static is the best for VR
be sure to use the forward renderer too
for MSAA and performance improvements
Rip AO
Oh wait
I was using dynamic back then
Ok back to forward
Ok so the directional light works as static, but the sky light does nothing unless stationary.
Still bad?
I don't think that a stat skylight casts any dynamic shadow
it will cast some nice bounces though for your baked AO needs
God thank you guys for the help. Already starting to work. Just need to teach myself resolution and bounces, etc... Only ever worked with dynamic light.
hmm and it doesn't cast any shadows on the second screenshot ?
The sun is below the horizon, but my plain is too small to tell
oh or is it just blending with the skylight shadow color ?
The second is only skylight and baked AO
aah alright
That's just Truesky's default for that time of day
In forward now.
Shadows look like this and no AO
yeah forward doesn't have realtime AO
Not sure where to start
you need to bake it
and if your resolution or quality is too low you won't really see it
yeah the "use AO" tickbox in the lightmass parameters doesn't do shit :p
Whattt 😂
ok you up it on the mesh itself
yeah you can up it here
and also tweak your lightmass settings
try to use at least 3 bounces on your skylight
and use a static lighting level scale of 0.5 or lower
(it'll add some bake time though)
uh
I mean
this is the baked lighting I got with just a skylight HDRI
twas a very quick test too
Yeah you're right
The light map?
Sphere is 32. Cube is 1024. Cranked that shit to test. No change
up the floor resolution too
looks better yeah
Not sure what AO should look like
hmm it lacks depth on the shadow though
What's that mean
Yeah I thought that. Didn't know what it would be though
hmm
can't get the results I had with the sphere test
trying with a stationary skylight
ah yes
now it casts a shadow
the AO isn't really obvious though
Hmm. Copying Robo Recall's lightmass settings for a test
At least with HDRIs it gives a bit of "AO"
Ahh yeah a little haha
but I'm not sure if this can be referred to as Ambient Occlusion
I neeeeed AO for vr. Makes it look soo much more juicy. Trying everything
you certainly won't get any in forward without baked lighting
Yeah I'm using baked
I wonder if it's possible to make settings objects you could apply to the lighting system. Unity is adding that stuff to the rendering system and having a drag/drop/select solution for UE4 would be awesome for art inept people like myself.
I know it would need tweaking but being able to select different lighting profiles and have it set the base settings would be a great start
would be nice to have "preset" assets indeed
maybe .ini files ?
HDRI is kind of a start for skylight setups
yeah ini files is what you can use
but nowadays most of the relevant settings are exposed in editor
yep but no way to set them thru code or bp right?
would have to just make a good setup, save the ini somewhere and repeat then you might have some premade setups
nah, you have to set them manually or by ini
Until I get good HDRs that match my scenes, TrueSky does a damn good job of controlling the skylight
but man you could totally do that in the engine since it's all just setting stuff to stuff.
Woah baking lighting from command link is sick too
ok yeah now I am curious if I could use a template to achieve the same result. not as clean as you would have to choose it on startup but it might work. I don't think you can overwrite engine settings with a feature pack.
it would be a nice feature request but I have a feeling Epic is in another time zone when it comes to features like this. Adding in nice to haves like this is far off on their radar
Anyone here also familiar with Unity? Is there a way to animate certain properties of a blueprint or actor like you can in Unity?
@frail sun Do you have an example?
you can use a timeline or a sequence or an animation if its umg
^
I think sequencer is what you are looking for as the most comparable tho
Ah okay
Is that mostly for cinematic stuff though? Or could I use it in gameplay as well? Say I wanted to take a static mesh, spin it 720 degrees over 1.2 seconds, move it in the world to a specific relative position over 0.2 seconds, and then interpolate an "EmissionIntensity" material instance parameter from 0 to 1.0.