#ue4-general

1 messages · Page 251 of 1

lyric mica
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i'm going to screenshot this and make it my desktop background

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that way I'll never forget

plush yew
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Hey peeps, quick question

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is maya better at exporting FBX than blender?

lyric mica
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better how? I've only ever used maya and I don't have any complaints fwiw

grim sinew
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Autodesk makes Maya and Autodesk owns FBX, so yes.

plush yew
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oh

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thanks

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ill take note

grim sinew
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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.

plush yew
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basically my problem is my minecraft styled rig uses shapekeys runned by drivers

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since unreal cant read drivers it only reads the broken shape keys

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thats why this looks weird

grim sinew
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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.

plush yew
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mhm

grim sinew
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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.

plush yew
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hm

grim sinew
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Or somehow bake that data down onto something it recognizes

plush yew
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the rig wouldn't be usable then

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ya

worn ocean
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how many polys and vertices UE4 can handle? mine crash after ive imported a 3 million poly and 5 million vertices FBX file

grim sinew
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It can handle more than that, your 1gb vram is just terrible and getting capped out.

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Get a better GPU, you're probably running out of memory.

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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.

plush yew
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Hey zero is it alright if I screenshare and show you what I mean?

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Ill only need 30 seconds

grim sinew
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You can but it won't help. At all.

plush yew
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ik

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im just showing

grim sinew
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@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.

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But it is not the engine, it is either your hardware or your content.

low wadi
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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.

plush yew
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you made a good choice

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our procrastination is on a all time low

low wadi
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Good to hear

winged crypt
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Could a .pak file = a patch/update?

grim sinew
winged crypt
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@grim sinew Possible to create an installable .pkg file from it?

worn ocean
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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

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so far my solution was to add a ProOptimizer modifier to reduce those polys and vertices

plush yew
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Is there any good save/load fundamentals info?

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Because stuff from tutorials is lame

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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

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not like "set this, then change"

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also I wanna use inheritance of structures, but dunno how to do it in Blueprints

sinful mesa
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Is it possible to set UE4 that when my texture has suffix Packed so it imports it with Masks settings ?

grim sinew
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No, Unreal doesn't look at names

sinful mesa
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Ok so is there a possibility to extend texture importer ?

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I mean if i can extend it and write my functionality ?

grim sinew
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The source code is there, you can do anything you want to extend it

next badger
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ue sets NormalMap for _N suffix

grim sinew
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UE looks at the blue channel and guesses off of that if it's a normal map

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I get false positives when importing packed masks all the time

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As far as I can tell, it's just looking at the colors

next badger
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oh, yeah...seems so

lime oxide
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It will compress purplish textures as a tangent space normal map, true.

next badger
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tested and no matter suffix it imported as normal

plush yew
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Hey, what means "Accessed None trying to read property SaveGameFile"

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I dunno BP errors

grim sinew
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It means the variable it's trying to look at was empty

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I think

plush yew
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so kinda "null pointer"?

north epoch
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Try setting a default and see if it still gets the error

grim sinew
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Yep

north epoch
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otherwise you need to make a reference to it

plush yew
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I wanna set some variable in GameInstance

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And I thnk it because of it

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ok, I got it. It doesn't have constructor to be initialized on start

plush yew
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How to rotate FirtPersonCamera from FPTamplate?

vast pine
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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?

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Maybe term is just misleading

viral herald
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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

plush yew
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might need to restart editor

viral herald
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let me check

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nope

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still gets the same error

fierce tulip
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fix up redirectors

fierce tulip
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rightmouseclick on the folder, fix up redirectors

viral herald
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k

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let me try

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nice

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that did it

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thanks man

fierce tulip
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np 😃

plush yew
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is there a way to set ue4 to "popup" viewport after u click play?

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im managing blueprints, i press play then i have to minimize blueprints

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each time

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but on youtube i saw it pop ups

ionic oxide
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There is an option

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see the arrow near the play button

plush yew
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oh i found it

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thanks

delicate lintel
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hey guys!

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i have a question

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does the UV scale of a mesh affect performance?

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for example you have a mesh with a mat that has some 512 textures and the uv's are scaled at 1:1

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versus same material but the uv's are scaled 0.01

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or 1000

cloud cobalt
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Nah

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Shaders (materials) look the texture up for every pixel on the screen that feature the mesh

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Whether they need to look always the same texture pixel up or another is irrelevant

next badger
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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...

cloud cobalt
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I'm guessing he wants to scale the UV coordinate in material

next badger
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oh ok then

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compressing uvs (material 1000, mesh 1) have drawbacks tho...aliasing and moire may appear

cloud cobalt
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Sure, visually it can easily look weird

next badger
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i'm using uv transforms for texture bombing

delicate lintel
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using this for the inside material of destructible wood meshes

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thanks

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if theres no difference, i can use the same material as the normal mesh uses thus saving a material

dim merlin
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anyone knows where to ask 3dsmax specific questions?

plush yew
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what is the good way to make 3d graphics ? like character skin, weapons, etc

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it doesnt have to be pro level but i want to make it myself so whole game graphcs is consistent

signal field
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@plush yew I'm waiting on Blender 2.8

plush yew
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i cant wait

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is photoshop good for it or gimp ?

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im making models in blender

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but i need colors/textures too

signal field
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Depends what your style is

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if you like more realistic have a look at Substance B2m

plush yew
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is it free

signal field
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$10 per month I think

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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

plush yew
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oh noes

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ok so i will try to find tutorial

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so graphics ill make will "fit" the model i made

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like face on face position, leg on leg etc

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you know what i mean

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ill use photoshop or gimp

signal field
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sounds good

plush yew
plush yew
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@plush yew so fall out style?

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yes but fallout 3 and 4 have good graphics so im not gonna replicate it

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i just need to make quick 3d graphics

sudden agate
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Someone Confirm that tessellated Landscapes do not cast dynamic shadows from stationary Lights on dynamic objects

plush yew
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How can i spawn random clouds (sphere static mesh with a material) randomly in the Sky+moving it

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Any good tutorial?

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i assume you need to boil a lot of water to get clouds

pallid compass
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quick 3d graphics that look good are not a thing my boy

plush yew
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no they dont need to be good

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tibia has bad graphics but has 10000s of players

pallid compass
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tibia is not 3d

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Tibia HAD 10000's of players, it was GOOD for its TIME

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there is a big difference

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Like in most cases, if u planned to release a game at the same platform as tibia, now with similar graphic's

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u would most likely flunk hard as fuck

grim sinew
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Nah that's not how it works. Tetris has bad graphics and had 10000s of players!

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And pong!

pallid compass
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lmao

cloud cobalt
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Let @plush yew try

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Reality is better at convincing

plush yew
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@pallid compass y thats why I go 3d. im just saying there are many successful games with bad graphics like terraria or runescape

pallid compass
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Yeah they are

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but your missing the point

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In most cases

latent moth
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hello all! is it possible to spawn an actor and have it ignore specific actors for collision?

pallid compass
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That is due to them being made back in past

plush yew
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okay

pallid compass
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So people have connections with them, nostalgia or they are very refined games

plush yew
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but im not aiming for 10000s of players

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100 is fine

pallid compass
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I never said you where

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You said u where making online right?

plush yew
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yes

pallid compass
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100 Players will not break you even in cash

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Consider server costs

plush yew
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My mom pays for electricity

pallid compass
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You think a server in your mum's place is gonna cut it?

plush yew
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Yes

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At first

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Later i upgrade

pallid compass
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I find it hard to believe you have cluster equipment & internet to support consistent up to 100 players

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in your mums

plush yew
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y my net is bad

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but its not lagging

pallid compass
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If your net is bad then u have no chance

plush yew
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i once rented amazon vps

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for free

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and their net was awesome

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just w0000t

pallid compass
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Iv got some dual xeon's in mine, fat servers with 100mb/s connection

plush yew
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everything download in 1 sec

pallid compass
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and its not enough to cover global take

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EU sure

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Global? no chance

plush yew
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i dont want global

pallid compass
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My point being is, and most other people in here will tell you this

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You are out of scope

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to be realistic

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What sort of connection do you have in your mums?

plush yew
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how to check it?

pallid compass
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il tell u an estimate of how many players ur connection could hold

plush yew
pallid compass
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fuck

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u are screwed by your upload

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its what

plush yew
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lol

pallid compass
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10kb/sec a player?

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be default

plush yew
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damn thus isp

pallid compass
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So assuming

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perfect conection

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no one else touching it

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u dont do anything at all

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that gives you what 400 players on 10kb/player

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so divide that by 10

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40 players

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then u can half that again

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for download throttling upload

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and any other bs

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thats going on

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20 players maybe

plush yew
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oh

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thats bad

pallid compass
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Im being a little aggressive here as well

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So maybe more, maybe less?

plush yew
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i think i had more on tibia

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but it was 10 yrs ago

pallid compass
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This is assuming your game is optimised too the bone

plush yew
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maybe other internet

cloud cobalt
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100 players = 10 000 buyers

pallid compass
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well tibia is 2d

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so kinda alot less data as well

plush yew
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y but not all data gonna be sent through server right

pallid compass
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Yes.

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there is no peer2peer

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its all through server

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no peer2peer for dedicated that is

plush yew
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i see

pallid compass
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Where are u from

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did u say the uk?

plush yew
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Making a game. Need other coders to help out. DM for info;
Roles needed:
2x coders
2x Musician's

pallid compass
plush yew
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poland

pallid compass
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try do some speed tests too other countries

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uk

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germany

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etc

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see what speed and ping u get

plush yew
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50ping for germany

pallid compass
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That is not bad then

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but on full connection load thats gonna rise

plush yew
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y i have 50ms in league of legends

pallid compass
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and get worse and worse

plush yew
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and its ok

cloud cobalt
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Ping isn't the issue, basic market reality is

pallid compass
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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

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Been there, done that

cloud cobalt
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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

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Your median Dota2 player has a single digit number of games total

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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

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100 online players is really way above what most indies get

plush yew
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i played 7 yrs only league of legends xd

cloud cobalt
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Just like most Steam players, they'll never care about anything else

pallid compass
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last thing il say on the matter btw

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100's of people come in here with the same mind set like yours

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cant name 1 person who is still here in the past 2 years who was doing what u wanted to do

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they all end up flopping or giving up

cloud cobalt
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Median average number of games per user on Steam : 2

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TWO games total owned, average

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0.5% of games get 50% of players

plush yew
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but im not getting players from steam

pallid compass
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then its gonna prob be x50 harder

grim sinew
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Yeah but dota and tf2 skew that number so hard

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A lot of that's just internet cafes and stuff, or people that play literally nothing but TF2/DOTA

cloud cobalt
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ANother number is 1700 average sales for indies released in 2017

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2018 being way worse because Direct

plush yew
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lol xd

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poor indies

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what about poland

cloud cobalt
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That includes Poland too

plush yew
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that was joke

cloud cobalt
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The point is : 100 online players is not realistic for an indie game

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That's it really

plush yew
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Damn

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Harsh man

pallid compass
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truth

plush yew
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where name indie comes from

cloud cobalt
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Independant

pallid compass
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independent developer

cloud cobalt
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aka not owned or financed by an editor

plush yew
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so you guys are saying people wont want to play my game? 😒

whole quarry
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possible

pallid compass
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Doubtful that you will break even on your first game for what your trying to do.

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Do you have any experience working in a studio or any sort of dev exp?

plush yew
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no

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but i was watching tutorials for a week

pallid compass
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If it takes 100's of people to make online games then honestly

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How the hell do u expect to do it decently?

plush yew
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i think it can be bad at first

grim sinew
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He has a week of tutorials though. Do those 100s of people have that?

pallid compass
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Your gonna be bad for about 4 years

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omg

plush yew
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y but if you slowly upgrade

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your game

grim sinew
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I wish my game had an "Upgrade game" button

plush yew
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well im going for my daily tutorials session

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so brb

pallid compass
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You would have to be insane to try and upgrade shit

whole quarry
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It has, its on the right side of the 'Make MMO' button

pallid compass
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you want to start again

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I guess thats how you can tell right away you have no engineering exp

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Thinking you can make crap then polish iy

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it*

manic pawn
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it is definitely possible to polish crap

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(by throwing it out and rewriting that system)

pallid compass
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Lmfao

manic pawn
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I'm doing that over and over

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slowly making my stuff less retarded

pallid compass
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I hate doing that so much

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feels like u waste so much time

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But you know you gotta do what u gotta do

manic pawn
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yeah

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but first doing other projects just for the sake of getting better is also a waste of time

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so might aswell do that in the main project

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then it's more fun

pallid compass
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I would disagree a little there

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Gamejam's are good

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working on shitty groups / small studio's

plush yew
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i agree with Zeblote

pallid compass
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can also be good for you

plush yew
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making random projects u dont want to make is tough

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but starting with your main project is great cuz u actually want to create it

pallid compass
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It is literally what you need to do

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IF you try and make your dream game first go

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Its gonna be beyond awful

manic pawn
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you'd chose random projects you are interested in ofc

plush yew
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y i will just rebrand

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after a year

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and people will not know

pallid compass
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you will still be bad in a year

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Takes ages to get good man

grim sinew
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Yeah. Like... two years.

plush yew
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y and especialyl cuz u also have to make graphics

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to your game

grim sinew
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Or a year and a month.

plush yew
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lol

manic pawn
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also it's interesting to compare your new approach to the same problem with the crappy one you made before

pallid compass
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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

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if you think your gonna be making models and animation's and everything as well

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u can bumb that 2 years to 6-8

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To be a decent generalist

grim sinew
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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

plush yew
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wut is 3d generalist

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is it a guy thatmakes graphics

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and models

grim sinew
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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.

plush yew
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Can i get sued if i copy these skills?

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these things on the right

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and the way they do it

grim ore
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You can get sued for anything.

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will you get sued is different.

plush yew
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y but i find it amazing idea

grim ore
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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.

plush yew
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ohmaybe ill then change names for skills

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but they will work the same

kindred viper
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can you post the UAT_Log.txt ?

kindred viper
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honestly ive never had to debug packaging or patching error stuff before so im just guessing if I give advice here sorry :/

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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?

plush yew
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someone is removingmessages

kindred viper
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dont worry, the NSA has logged it

pallid compass
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omg

fathom frost
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Hey guys, I just started using Unreal Engine. Is there a special channel thatI can ask "newby" questions in?

pallid compass
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every channel ever on subject pretty much

fathom frost
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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

kindred viper
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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?

fathom frost
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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

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Very hard to explain, and even harder to explain that to google haha

plush yew
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oh so like drawing jutsu

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from naruto

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if you do it correctly = you spawn rasengan?

fathom frost
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Yes exactly, you have to draw specific shapes to trigger specific events in game

plush yew
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dang i liked naruto when i was younger xd

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gonna copy some of their skills to my game

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i mean jutsus

kindred viper
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@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.

fathom frost
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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

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Is that the splines you speak of?

kindred viper
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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

fathom frost
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I'll start there and look at it. Thank you very much

pine fjord
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quick question

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when i record with sequencer it seems to be kinda partially ignoring some of my post process volume settings

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like it seems like its recording not in " gamemode"

plush yew
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@kindred viper hey! did u ever fix ur code issue u had?

kindred viper
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@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.

plush yew
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ahh ok. just thought to ask i remember you were working on that.

kindred viper
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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

plush yew
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did you try asking on the forums?

kindred viper
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no if I see him in discord at any point ill ask but otherwise ill keep trying

plush yew
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cool.

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i myself am doing texturing work and have to get a bunch of polys textured for my singleplayer campaign

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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.

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i really hope to get into CPP one day, it sounds really fun and i wana start using it for complex stuff.

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i just hope i dont run into those crazy issues lol

kindred viper
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its fun if you are a masochist

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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.

plush yew
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money is overrated 😛

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ther'll be a universal basic income soon enough

kindred viper
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and with that, im gonna go for a walk in the sun and see if I can't inject some endorphins into the system

fierce tulip
#

anybody else experiencing issues with answerhub?
@elfin jacinth I cant post anything, and my admin-status is gone.

kindred viper
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only that there is nothing at all about the WidgetBlueprintEditor in regards to information. 😦

tired island
#

Looking for programmers C++

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Check looking for talents

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😁

worn granite
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Hrm

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got like.

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any art to show or something

tired island
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sure thing

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the problem is I couldn't show it on the request

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would you like to receive it through pm or here?

worn granite
#

Well you're looking for programmers arentcha

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programmers

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Go all in, post em

tired island
#

3d building

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@worn granite

worn granite
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Hrm.

tired island
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I have more although I think it's enough

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so why hrm?

worn granite
#

what about the payout structure

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Is that something you've thought about or is it everyone will be compensated kinda deals

tired island
#

Well we have a system to separate the earnings

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A sec

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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

worn granite
#

I see.

tired island
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anything else you had like to know?

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@worn granite

pallid compass
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where will studio be based

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Im looking for some out source work maybe to improve my skills

tired island
#

It will have as source control Svn

#

we have a discord private server to communicate better

pallid compass
#

You got any footage or anything to show? me and immutable are engineers who can work in a pair perhaps

tired island
#

scroll up and you will see a thing from each category

pallid compass
#

yeah i seen that

#

Like video footage

tired island
#

oh

#

We are on progress of it

#

We have directors, managers and writers for it

#

as well as 3d artists

pallid compass
#

Total team count?

tired island
#

In total we are 28 people

pallid compass
#

final question, do you have a lead engineer and how many engineers are you missing

tired island
#

for demo we are missing 3

#

we have only one

pallid compass
#

General engineer or lead engineer experienced?

tired island
#

general engineer

pallid compass
#

Il speak with immute and get back to you soon, tomorrow at latest

tired island
#

@pallid compass mind talking with our manager as well?

pallid compass
#

sure

tired island
#

I will dm you

pallid compass
#

no worries

elfin jacinth
#

@fierce tulip We had to adjust somne settings with GDPR - that may have impacted your admin access

silver crown
#

GDPR ftw

grim ore
#

my legit spam is getting dwarfed by GDPR spam in my email box =/

storm venture
plush yew
#

Gumroad

storm venture
#

you rock, thanks

unreal spoke
#

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?

plush yew
#

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?

unreal spoke
#

@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...

plush yew
#

sure

#

Not like is confidence :v

#

Just a simple mc rig with a test animation

unreal spoke
#

ok, then pm it to me if you want

nova wyvern
#

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?

manic pawn
#

a square is very different from an arbitrary triangle

nova wyvern
#

We also said the same about square's / cubes so lets go with that one..

manic pawn
#

I mean

#

a square is always going to be distorted

#

unless you view exactly from the top

nova wyvern
#

But you should be able to grasp that it's a cube..

#

If you view it from the right angle.

manic pawn
#

you can freely change the depth of each point without changing the projected result

nova wyvern
#

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.

manic pawn
#

I mean the first could also just be 3 random faces

nova wyvern
#

Yep because you can't see the back or bottom you don't know if they exist or not..

manic pawn
#

the only thing you can base it being a "cube" on is shading

nova wyvern
#

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?

manic pawn
#

I have no idea how you would go about figuring that out lol

nova wyvern
#

:D, thanks you've been helpful.

golden idol
#

has anyone got some good free road templates?

plush yew
#

I made ring in Blender

#

But inner part of it is blocking

#

How to fix it?

golden idol
#

anyone?

plush yew
#

Nah I don't

golden idol
#

damn

plush yew
#

You can look it up though

#

Look up polygon

#

They got good textures

golden idol
#

seperate like that?

plush yew
#

no

#

on google

#

look up polygon

#

its a website they got textures

#

🙄

nova wyvern
#

Been a while since I took on a decent sized project in Unreal but I'm rather enjoying it so far..

drowsy fox
#

Hey anyone here setup a multiplayer movement correctly? If someone could look at the #multiplayer thread that would be awesome :)

nova wyvern
#

Been rather straightforward :)..

drowsy fox
#

I'm trying to avoid the remote stutter

nova wyvern
#

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?

drowsy fox
#

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 :)

nova wyvern
#

Well you probably know more than me but I don't remember an advantage to have the local clients track transforms..

drowsy fox
#

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

nova wyvern
#

Hmmm??

#

What networking solution are you using?

drowsy fox
#

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

nova wyvern
#

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?

drowsy fox
#

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

nova wyvern
#

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.

drowsy fox
#

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

nova wyvern
#

Lol ok :)..

#

I try at least :)..

drowsy fox
#

:)

#

It was such a satisfying feeling drop trading an item from my phone to my PC.. haha

nova wyvern
#

This is why I stick to single player games, there was a dedicated network guru on an MMO project.

drowsy fox
#

I came up with an mmo solution in my head. We will wait and see how it succeeds.

#

Unreal wasn't built for MMOs

nova wyvern
#

Didn't they make a MOBA with it?

drowsy fox
#

A very early version heavily modified yea

#

It was lineage

nova wyvern
#

Anyway I believe on that project we used Photon..

drowsy fox
#

And they worked on it for years

#

Goodnight bro

nova wyvern
#

Have a good one..

#

I did find this if it's useful to anyone:

mint umbra
#

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.

plush yew
#

nice

real trench
#

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?

whole quarry
#

@mint umbra The tree's seem to be in a very extreme storm?

mint umbra
#

@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.

plush yew
#

does ue render faces which are not visible for camera?

cursive dirge
#

@plush yew it tries not to, that's what occlusion and frustrum culling are for

mint umbra
#

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.

frank escarp
#

@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?

mint umbra
#

@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

frank escarp
#

@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?

mint umbra
#

I wish

frank escarp
#

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

mint umbra
#

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.

frank escarp
#

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

mint umbra
#

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

frank escarp
#

and if you remember from chivalry, the characters swinged the sword a lot, but didnt move the head and torso much

mint umbra
#

Yeah exactly

frank escarp
#

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

mint umbra
#

Hmmm, okay. What do you recommend then?

frank escarp
#

separated 3rd person and first person rigs, chivalry style

#

you make the animations twice, but fairly similar

mint umbra
#

Yeah

frank escarp
#

to avoid huge desync, you make sure that the 3rd person animations dont move the head too much

fathom frost
mint umbra
#

I'll give that tutorial a go. I gotta re-do some animations then

whole quarry
#

@fathom frost first get a name that is tagable

#

then splines and particle fx

fathom frost
#

Sorry for that

#

Thanks a lot

mint umbra
#

It's a converter

#

You get it when you drag a vector output into a transform input

#

I.e:

fathom frost
#

Oh I understand

#

Thanks

trim tapir
#

Anyone know how to line trace for a specific actor instead of ignoring a few actors?

warm mountain
#

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

sacred dune
#

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 😃

warm mountain
#

hmm
64 kb
138 shader+vertex instructions
vs
6mb
5 shader+vertex instructions

#

which one would you reckon would be better?

smoky stream
#

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

plush yew
#

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

grim sinew
#

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

queen arch
#

Can I ignore level blueprints and just add an invisible actor to count level stats?

plush yew
#

@grim sinew no "every tick" is running.

grim sinew
#

You can always ignore level blueprints if you choose to.

cloud cobalt
#

@plush yew Are you using the delta time from tick in your calculations ?

plush yew
#

no

cloud cobalt
#

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

plush yew
#

but o dont have every tick

#

i

cloud cobalt
#

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

plush yew
#

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 ?

sacred dune
#

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 !

brittle fern
vast fjord
#

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

grim ore
#

perhaps the executable is using a different map than the editor?

vast fjord
#

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

grim ore
#

So this isnt a character movement but something else?

vast fjord
#

It's like,

#

when you want to specificalyl teleport a player to another place

grim ore
#

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

vast fjord
#

how can I debug a build of a game?

grim ore
#

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

unreal spoke
#

How to get a row from a table if I know the value of one specific cell and the name of its column?

grim ore
#

Might have to just loop thru them all until you get it

unreal spoke
#

oh... well, that will work. Thanks

grim ore
#

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

unreal spoke
#

ok, thanks, it worked 😉

plush yew
#

@grim ore hey! love your tutorials!

#

was able to use the behavior trees one to help with my ai

grim ore
#

yay! Glad to hear 😃

jaunty folio
#

hey everyone Im trying to build lighting and Im stuck all the time around 99% I dunno where the problem came from any idea ?

pine parcel
#

Is there a reason the front orthogonal view in the mesh editor is really the side view in terms of world space?

grim ore
#

because epic has no idea which way is forward lol

worn granite
#

lol probably to accommodate artists

plush yew
#

Ello lads

real trench
#

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.)

plush yew
#

sounds like a random problem

#

have you tried googling it?

real trench
#

yeah, there's nothing like that that I've found so far

plush yew
#

here lemme help out

real trench
#

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

plush yew
#

I couldn't findd it

#

looks like you got it to work tho :p

tranquil sierra
#

morning!

real trench
#

thanks for the attempt weasxl

turbid jewel
#

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 😄

plush yew
#

how you achieved this quality? your own graphic assets?

tiny pier
#

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?

plush yew
#

i dont know but i wanted to do same thing with armor of cars where u can switch like wooden bumper to metal bumper

tiny pier
#

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.

plush yew
#

yea but how? xd

sudden agate
#

by putting components on your truck and changing the mesh at runtime

plush yew
#

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

sudden agate
#

well, you simply have to specify the location of the component, too and you have it

plush yew
#

ok thanks ❤

latent terrace
#

[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 😛

plush yew
#

hey @turbid jewel what assets did you using

turbid jewel
#

@plush yew kiteDemo mostly

spring sluice
#

@turbid jewel does it disappear when you type G key at Viewport?

plush yew
#

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

wary wave
#

that's a lerp, aka Linear Interpolate

#

there is also VLerp for vectors etc

plush yew
#

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?

wary wave
#

you can map the range to 0-1, yeah

plush yew
#

THATS IT

#

Map range

#

Wow I explained it terribly lmao

wary wave
#

haha

plush yew
#

Thanks for the help

wary wave
#

no problem

plush yew
dim merlin
#

hi, i was asking myself.. is it more heavy to have 100k blueprints with static mesh actors or just static mesh actors?

wary wave
#

yeah, just plug your values in and go 😄

plush yew
#

Awesome! Thanks

wary wave
#

@dim merlin - what's the purpose?

dim merlin
#

@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)

wary wave
#

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

plush yew
#

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

dim merlin
#

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?

wary wave
#

it shouldn't have much overhead at all if they don't actually do much except have the components

dim merlin
#

yeah

wary wave
#

and yeah, it should be possible to do it in max

dim merlin
#

hhm, i rather do it in max

plush yew
#

Ahh neat. Didn't know that

dim merlin
#

its kinda difficult to create complex shapes in ue

wary wave
#

aye

dim merlin
#

(if it wont be a box)

wary wave
#

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

dim merlin
#

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 ?

wary wave
#

I think it would need to be a separate asset, rather than an LoD or whatever

#

I might be wrong

dim merlin
#

ah, right..

#

and then perhaps create a simple collision stuff with it?

plush yew
dim merlin
#

ah VR goodness ❤

plush yew
#

It can be a pain in the ass, but it's soo fun to see stuff work

wary wave
#

hehe

plush yew
#

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

languid shard
#

@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 😅

plush yew
#

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 😂 )

languid shard
#

hmm we may have changed the model a tiny bit with the pivots yeah

plush yew
#

Oh hey you're the gameworks guy i talked to.
I'm still crying that there's no vrworks yet 😂

languid shard
#

haven't touched all this since a few months

#

you mean in the main branch ?

plush yew
#

For 4.19 yeah

languid shard
#

VRworks will never be in the main branch

#

'cause proprietary tech from nvidia

#

even if you could disable it for amd users

plush yew
#

I meant Nvidia's branch

#

Their compiled engine with 4.19

languid shard
#

uh, the 4.19 branch got uploaded on their repo a few weeks ago

#

or not my bad

#

it was the VXGI2.0 one

plush yew
#

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

languid shard
#

performance is still crap though

#

even if it looks a tad better

plush yew
#

2.0 is twice as fast, but still won't use it myself

languid shard
#

twice the results from VXGI1 is still not enough 😄

plush yew
#

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

languid shard
#

I tried a while ago

#

problem is, the vrworks branch touches the renderer a lot

#

same with VXGI

plush yew
#

Yeah A LOT

#

That's why I said most likely not

#

But if someone else does it, fuck yeah I'll try it

languid shard
#

have you tested VRsli with your setup ?

plush yew
#

Not realllyyyyy. Been using 4.19 pretty much since it came out

#

Too lazy to compile 4.18 vrworks

languid shard
#

and you are not curious about how it performs ?

#

😐

plush yew
#

I am i am

languid shard
#

cmon that's like a few hours to compile :p

plush yew
#

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

languid shard
#

beurgh

plush yew
#

Might just build a ryzen server to offload to lmao

#

And keep the 6700k for gaming

languid shard
#

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)

plush yew
#

HOL UP

#

Gpu lightmapper?

languid shard
#

yo have you been living under a rock ? 😄

plush yew
#

PRetty much

languid shard
#

luoshuang is at it again

plush yew
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New girlfriend. Had to take time away lmao

languid shard
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after improving the lightmass with skylight bounces, he made us an early GPU lightmapper

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and it crushes the old lightmapper (with a few problems here and there)

plush yew
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Oh my god I'm creaming

grim sinew
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It doesn't support some stuff, like it has no area light support at all, but it's otherwise great

languid shard
plush yew
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Wtf can I just marry Luoshuang

languid shard
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one single skylight HDRI

plush yew
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Woah

languid shard
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bakes in 8mn

plush yew
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8mn?

languid shard
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yeah

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would take at least an hour with CPU lightmass

plush yew
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What is 8mn

grim sinew
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8 minutes. He missed an i

languid shard
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this shot uses a lot of 1024/2048 maps, production settings, 10 bounces on the skylight

plush yew
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Ahh fuck I'm dumb

languid shard
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ah yeah, I'm using "mn" by habit 😅

cloud cobalt
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Is it open-source yet ?

languid shard
grim sinew
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No

plush yew
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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

languid shard
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well it depends

grim sinew
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I haven't used truesky in like a year and a half, I just know it's possible

languid shard
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if the lights are static/stationary it should cause much trouble

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they probably use a stationary skylight and movable directional light

plush yew
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Why won't my lighting build?! Oh I have force no precomputed lighting enabled

languid shard
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oh, "Force No Precomputed Lighting"

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rofl

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😂

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that edit tho

plush yew
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Ive been up for 28 hours homie

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Expect nothing but blabber

languid shard
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woops

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ain't healthy

plush yew
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oooof
wat am i a gonna doooooo

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Ok so if the lights are static, truesky cries.
They work if they're stationary.
Is that baked lighting?

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God I should just read this stuff

languid shard
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stationary is baked with dynamic lighting on movable stuff afair

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but there's a limit of overlapping stationaries

plush yew
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Oh shit perfect

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I've only got two atm

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Sun and sky

languid shard
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tis alright then

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you're gonna get an error if it doesn't like the overlapping anyways

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your light will have a red X on it

plush yew
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Do touching lights affect each other exponentially or something?

languid shard
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erm

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it doesn't substract at least ¯_(ツ)_/¯

plush yew
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Lmao good enough

frank escarp
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stationary lights are dynamic lights

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but they have their "shadow" baked

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they do have a cost

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and its hefty

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per pixel

plush yew
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So for vr, I should get static working?

languid shard
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you can also change the color and intensity after the bake

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static is the best for VR

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be sure to use the forward renderer too

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for MSAA and performance improvements

frank escarp
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yes

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in vr, stationary will murder your perf very, very fast

plush yew
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Rip AO

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Oh wait

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I was using dynamic back then

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Ok back to forward

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Ok so the directional light works as static, but the sky light does nothing unless stationary.

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Still bad?

frank escarp
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no

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skylight is a special case

languid shard
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I don't think that a stat skylight casts any dynamic shadow

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it will cast some nice bounces though for your baked AO needs

plush yew
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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.

languid shard
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looks like a good start 😃

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wait your directional is baked ?

plush yew
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Yeah

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And skylight is stationary

languid shard
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hmm and it doesn't cast any shadows on the second screenshot ?

plush yew
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The sun is below the horizon, but my plain is too small to tell

languid shard
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oh or is it just blending with the skylight shadow color ?

plush yew
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The second is only skylight and baked AO

languid shard
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aah alright

plush yew
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That's just Truesky's default for that time of day

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In forward now.
Shadows look like this and no AO

languid shard
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yeah forward doesn't have realtime AO

plush yew
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Not sure where to start

languid shard
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you need to bake it

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and if your resolution or quality is too low you won't really see it

plush yew
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Ahh ok I see where to enable AO

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Doesn't seem like it did anything. Hmmmmm~

languid shard
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yeah the "use AO" tickbox in the lightmass parameters doesn't do shit :p

plush yew
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Whattt 😂

languid shard
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try to up your resolution on the cube a bit

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low res = less details

plush yew
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ok you up it on the mesh itself

languid shard
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yeah you can up it here

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and also tweak your lightmass settings

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try to use at least 3 bounces on your skylight

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and use a static lighting level scale of 0.5 or lower

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(it'll add some bake time though)

plush yew
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Just read that. Trying what you said now

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Oh yeahh doubled bake time

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Same result 😂

languid shard
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uh

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I mean

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this is the baked lighting I got with just a skylight HDRI

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twas a very quick test too

plush yew
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Ooof I want

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Trying another build

languid shard
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right

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you got some very early showing of AO here

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you need to up it more

plush yew
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Yeah you're right

languid shard
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what res is it ?

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32 ?

plush yew
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The light map?

languid shard
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yeah on your meshes

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try something like 128 or 256

plush yew
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Sphere is 32. Cube is 1024. Cranked that shit to test. No change

languid shard
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up the floor resolution too

plush yew
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Ahh yeah ok

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1024 everything for the test

languid shard
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1024 on the cube is a tad overkill

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unless its a giant cube

plush yew
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Ik ik

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Just testing

languid shard
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looks better yeah

plush yew
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Not sure what AO should look like

languid shard
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hmm it lacks depth on the shadow though

plush yew
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What's that mean

languid shard
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well you don't have much depth in your indirect lighting

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the back of the cube

plush yew
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Yeah I thought that. Didn't know what it would be though

languid shard
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hmm

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can't get the results I had with the sphere test

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trying with a stationary skylight

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ah yes

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now it casts a shadow

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the AO isn't really obvious though

plush yew
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Hmm. Copying Robo Recall's lightmass settings for a test

languid shard
plush yew
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Ahh yeah a little haha

languid shard
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but I'm not sure if this can be referred to as Ambient Occlusion

plush yew
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I neeeeed AO for vr. Makes it look soo much more juicy. Trying everything

languid shard
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you certainly won't get any in forward without baked lighting

plush yew
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Yeah I'm using baked

grim ore
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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.

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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

languid shard
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would be nice to have "preset" assets indeed

grim ore
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maybe .ini files ?

languid shard
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HDRI is kind of a start for skylight setups

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yeah ini files is what you can use

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but nowadays most of the relevant settings are exposed in editor

grim ore
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yep but no way to set them thru code or bp right?

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would have to just make a good setup, save the ini somewhere and repeat then you might have some premade setups

languid shard
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nah, you have to set them manually or by ini

plush yew
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Until I get good HDRs that match my scenes, TrueSky does a damn good job of controlling the skylight

grim ore
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but man you could totally do that in the engine since it's all just setting stuff to stuff.

languid shard
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I'm not even sure ini would be the answer

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you could make feature request 😃

plush yew
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Woah baking lighting from command link is sick too

grim ore
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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.

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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

frail sun
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Anyone here also familiar with Unity? Is there a way to animate certain properties of a blueprint or actor like you can in Unity?

plush yew
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@frail sun Do you have an example?

grim ore
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you can use a timeline or a sequence or an animation if its umg

plush yew
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^

grim ore
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I think sequencer is what you are looking for as the most comparable tho

frail sun
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Ah okay

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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.