#ue4-general
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wat, never saw this before
it's reverse engineering the shaders
Any idea why when I built lighting it made my entire landscape white? I have a grass material on it.
question: how can i change this image to an actual image in my content folders or a material? in tutorials i am watching there is a material/image selection box under the appearance tab
yeah
U have to click on BRUSH
in appearance tab
@plush yew
omg i helped someone
woah
thanks
cant believe i did not notice that
Man, I thought the marketplace was somewhat empty compared to Unity, but after finding out about all the features it has built in it's no wonder heh
I know a lot that say that when they first move from Unity to UnrealEngine4. A lot of tools on the Unity marketplace are available within the engine already (or as plugins).
Hey guys, I want to make a first person pickaxe animation, but I have no idea where to start. I'm a programmer so I've been making everything with physics so far. Where do I start?
Not here.
youtube, blender, google
But you can see if anyone in #animation would like to help ya out with any technical support
Is it possible to have the spline mesh tool not just use a random mesh in the list, but rather all of them?
Anyone know why I get these errors on project launch but the files are there? The actors referencing them even have them applied and I can see the materials just fine.
have you tried cleaning up the references?
Fix up redirectors?
yeah that
cuz those errors are normally the ones that show up when you move things in the File explorer
they show up regardless if the asset is in the right place or not from my expierence
Wait yeah, the file paths are wrong, there's an extra folder in there somewhere that's missing
But redirecting doesn't fix that
Do I have to move them back and then move them again (hope not)
you can try doing that from within unreal
make a new folder and move then
and then fix redirectors and see if the problem persists
Ehi guys! Is there a command or something to find all subtractive brushes in the scene?
is there a good channel for discussing modeling?
there isn't a channel for console discussion is there?
Console discussion is NDA'd, so no. It's rare you'll find someone talk about it often.
There's a reason the forums for that are private
anyone else make cars in unreal
Does anyone know how to make the one stroke of a kick that has 50 or 80 damage blow an enemy ...? ... a boost
someone knows how to do that
Hello guys I have a problem I retargeted some animations to my character but now I get this weird pose. My body parts keep going into weird places haha
Who has questions?
JoJo, is it you?
is it possible to make RayTrace cone or somthing?
Like "ViewCone" for enemies
You're trying to create AI sight sensing?
yep
I finished https://t.co/DBSzTqsE6q
Then add some pretty stuff and now I wanna make it like in other games
Add it and take a look
ou, yeah, wrong drop down
Who else has questions?
And how to render this sight volume?
thanx
You need to press the numpad to toggle parts of the debug menu
debug menu?
I check AI Debug checkbox
I really didn't get
All I've found is "press ' then 4"
But nothing happened
_EnableGDT _cheat
Doesn;t work
ok, it works, but only in simulate
@robust grove Hey mate, so i exported the mesh from ue4, stuffed it into 3DS to check the axis. Its got z=up and x=forward. Not sure where to go from here
I made a character and place it in level. How can I possess him at start?
Or how it happen in TopDown template?
@plush yew Its quick and dirty but you can just set the auto possess player to player 0 for testing.
Make sure you setup the game mode if you want a more permanent solution
Anyone got any tips for reducing the time on lighting builds
@jaunty zephyr Setup a lightmass importance volume, may help a little
And lower resolution lightmaps.
@drowsy basalt yeah, thnx, already found it
Anyone good with skeletal meshes, got a second? Trying to setup a vehicle movement component
Specifically my wheels aren't turning on the correct axis. Not sure why
Any idea how i would go around using charactermovementcomponent to be able to walk on walls and ceilings?
rotate your whole scene \ o /
*in multiplayer ๐
Make the other players deal with it \o/
"Make the other players pay for it" fixt it ๐
i think i may have figured out a way though. still figuring out the implementation now. there's surprisingly little documentation about custom movement modes and what's possible and what isn't possible with how charactermovementcomponent works. and writing a custom component that plays well with multiplayer maaaaay just be (far) beyond my skill level
Yeah u wont get custom multiplayer movement unless u understand how it works under the hood
well, you'll learn on the way
from what i understood it's generally a bad idea to try and replace charactermovement component with something custom if you're going multiplayer as it holds a bunch of network prediction code
pretty much
if ur going multiplayer and not experienced , dont fuck around with the CMC
it's not like it's even mandatory for most games
absolutely zero understanding of multiplayer related coding is certainly stopping me ๐
Yeah then dont touch it otherwise fuck storm
which is why i'm thinking of still using cmc but in a way that i want
i.e. i wanna be able to basically able to walk on all sides of a cube
nah be realistic if u dont know fuck all about netcode dont try and build ur own prediction, common sense really
skipping steps is bad, u end up with trash
it's only a matter of do you wanna learn it
actually taking the middle approach here, i won't screw with cmc for this project but i will sure as hell be playing with netcode outside of it
but as far as this project i don't want to overcomplicate things, i want to actually get it running
sole reason I ever started doing custom cmc is because the latency compensation code kept screwing me over
thing is, i have unlimited time. so i will just keep hammering at it until i get it, but i also don't want to get stuck in something that is a book's worth of skill and eventually give up on a project
btw: life isn't infinite so no, you don't really have unlimited time. ๐
pffft!
again with the negative attitude ๐
i mean as it stands now i can literally dedicate my entire daytime to just this
having an actor with a hierarchical instanced static mesh component on it didn't reduce the draw calls
what am i doing wrong?
@drowsy basalt , i haven't done any ue/max/vehicle setups since UT3 but the workflow is the same, in max select the bone/wheelmesh and at the top of the mod panel click the hierarchy tab / affect pivot only, this way you can double check the axis is correct
i have a load of older videos on my youtube channel which might help https://www.youtube.com/user/ut40kgeodav?feature=mhee
This Channel is about learning from 3ds max, blender, UT3, UDK , Unreal Engine 4 and more to come I support my tutorials on this thread https://forums.unreal...
Cheers will definitely have a look, the mesh does seem to be importing properly however the wheels (from the movement component) seem to be off and there is no rotation adjustment
Does anyone know If there is a plugin/fix/anything that can copy whole transform data and transfer it to the other object?
I know that you can duplicate object... but question remains
hmmm.. in charactermovement component, the blueprint version, there's a dropdown for movement mode including 'custom', but i can't find any info on that elsewhere. where am i not looking?
i think its only for defining custom movement settings in c++
i could be wrong tho
if it's that, it may very well be exactly what i need ๐
Not you posting this in this channel. Go to #share-your-stream
Creating slate editor interfaces
custom movement? ๐
apparently subclassing ucharactermovementcomponent is the way to go, in case anyone else looks into this that seems to be the solution.
@bold schooner is that with the PhysCustom override? i noticed the SetBase() can set what the character is "walking" on, but i don't know how that works with different gravity direction... i'd also like to know how to do it properly, because i'd like to have character walking around on a ship that can fly upsidedown etc
@agile notch i don't know the specifics yet, but from what i understand subclassing from the movementcomponent is the way to go if you don't wanna write your own from scratch
anyone had the issue that UE4 does not compile shaders. I mean its stuck on for instance 700 shaders left to compile
and it doesnt go down at all
just stuck
and from what i see
UE4 does not spawn ShaderCompiler processes
I saw it can be the incredibuid i accidentaly installed with VS
but i completlu deleted dis package from the installation, then completly removed VS with cleanup of the leftowver files, reinstalled VS without this stupid package and it still hangs -.-
wtf
the shader compilation works perfectly fine on second PC
as u can see it spawns 0 shader workers.
Hi maybe noob question but this thing works inside character blueprint but not from certain item blueprint, how to fix it? https://i.imgur.com/xYn5JmE.png
Your character is associated with a player, which is where input is routed from.
Putting input related logic in any old blueprint won't just work automatically.
It's easy to think it would, until you consider how that wouldn't make sense if supporting multiple local players, like on a console.
I don't recall how you get an object added on to the stack of things that can receive input.
I think only actors can do it and they have to have an input component, maybe?
i think it's pawns getting possession of the input controller
Can't be pawn-based, since you can put input components on non-pawns too, like the PC.
Can I cast it to character?
IF you want to get input on a BP that can accept input, look for the Input section on the Class defaults and set it to Auto Receive Input for player 0 https://i.imgur.com/DuegCI3.png
Alternately if you are just arbitrarily having random items accept input you might want to consider changing that idea as you will run into issues later if you have to manage the input
because it didnt work when i casted character to item
sure you can cast it to the character and that wont work
no i mean
you cant just cast stuff to stuff because why not
you mean you will take the input in the character then talk to the item and tell it to do something?
yes
that definitely sounds more reasonable
if i make it work, i always wonder what to put as object in casting
object is a thing
casting turns the thing into a specific thing
so casting a cat to a dog would be silly
casting an animal to a dog would make sense
casting a car to a boat would be silly
so animal is object?
casting a car to a honda would make sense
and object is a thing and it can be pretty much any base thing
you would put the correct thing in the object input that would then become a specific type of object when you cast it
that would be whatever you called it, bp_sword, sword, BP_SWORD, SWORD
whatever it is is what it is
if you have 2 swords on the ground, 1 is bp_sword1 and the other is bp_sword2
when you pick one up the game has no idea what you are picking up, just that it's something.
character is a pawn, which is an actor, which is an object
when you cast that something you pick up to something else you are saying hey this item i picked up is actually literally this other thing
so if you pick up sword1 and cast it to sword2 its going to fail because thats not correct
the object exists because its the base class for stuff, sword1 and 2 are both objects but sword1 and 2 could both be different types of objects
y but if i cast from character to sword, what would be the object?
the object would be whatever you are working with/on
casting is like going from actor to character, or from object to actor... generally you don't need to cast the other way because you already inherited all the base stuff
you need to start from the beginning and figure it out. How are you getting this object? are you doing a line trace and hitting it. Are you randomly getting it at random. Are you getting an item from your inventory.
a large part of programming is literally just thinking how you are doing stuff before or when you are doing it. start from the beginning and go from there or go backwards from the end till you get to the start but you have to do one or the other.
"I want to do something with this sword" is not helpful because what is something, where is the sword, how did you even know about the sword, etc..
Hey, im new to the engine and im gonna be working with a friend. We're gonna be using git but i'd also like to know if there is a tool that would allow us to work on the same project in real time (maybe a VisualStudio thing)
not really
UE4 really does not support same time same stuff but you can use source control, you can use level streaming to work on separate parts at the same time.
aww ok. another question i have (dont know if it should be directed towards cpp or blueprint) but I've researched and came to the conclusion that the best is to use both technologies. my question is, when to use one and when to use the other? do i make cpp classes for everything and then BP for each of them?
There is no right answer
some things should be done in blueprints, like animation BP and uhm... particles lol
some things should be done in C++ like complex math
despite that you can do it all in C++ or BP
and when I say "should be" I just mean are more performant
or easier to do, like doing UMG/UI in C++ is just weird but doable
i think that is my biggest issue: what to do in what. i feel like i dont want to do something because i fear i might be doing something wrong and because of that i dont really do anything
well I can say doing nothing is definitely wrong
at the worst if you do it all in C++ and then decide you wanted to do it in BP you learn both ways
vice versa the same learning experience
like, i create some individual stuff but i cant seem to start thinking bout the actual game that we wanna make
if you are learning and you get it working I don't think you can say you even did it wrong at that point
search for a good Game Design Document or GDD and outline it all. break it down into parts. implement parts. make parts work together. publish on steam. see 0 sales. repeat.
the first couple parts are critical, breaking it down into your design then making your parts. the rest is just optional lol
i dont think that we are gonna be selling the game on steam tho, or at least thats not the goal xD
I recommend making a wiki, rather than a traditional, linear document for game design.
well then you can't fail ๐
But you can definitely adapt a traditional GDD into a wiki format and improve on it
yep. simply getting something is better than nothing. you lose too much if its all in your head and you don't have a place to start.
like right now I am trying to get 4.20 to compile on the laptop so I can learn niagara in bed today lol. Epic kinda forgot to release the preview =/
i have a kind of "dumb" question... if i change the quality of my game (when you create a new project you are able to choose high quality or resizeable or something) will it reduce my project space? And what about the graphics will they be extremly bad if i change that option to resizeable ?
in terms of space not really, when creating a project the template you choose and the starter content are what uses extra space
as for graphics all it does it change some default settings. They can be changed at anytime individually or you can even go and change the setting later after the project is created and it will change the entire group
ok thank you sir so far
there is a video tutorials section on the UE4 site that actually covers that question ๐ might be some others in there it can cover as well https://www.unrealengine.com/en-US/video-tutorials
the Editor Basics and the Projects and File Structures series
hm, do you know what the smallest build size is? mine seems maybe a bit bloated for what's in it
i guess unused plugins could be disabled?
the smallest build size is not that small. There is a post on the forums with some stuff you can remove and change to get a smaller size.
yeah plugins are a good one, only building out the shaders you need, including on maps, remove pre requisites, things like that.
i casted successfuly but to red node (action event overlap)
i mean with this node as object
@grim ore i need a small size cause i am going to create a game for android
yep mobile is a downside of UE4 right now in terms of size.
Are you just starting in UE4 or are you experienced in it?
experienced in it
ah
but only in windows games XD
There is a doc page for tappy chicken and the other mobile stuff on how to optimize it a bit for smaller size
k i will search for that maybe if i finished my project xD
yeah i was trying to find it but I know it's out there. A few people have put up posts on the forum as well for optimizing. Android/IOS build size is a "big" issue out of the box lol
meanwhile the unity guys have demoed sub 1 mb builds
yeah that liteweight runtime is a bit misleading but still way smaller than UE4
Unity going the route of being able to basically replace key parts of the engine at will is the way to go tho =/
its a very serious refactor
yeah, ECS is OP as hell
becouse you can switch out implementations easily
and you can calculate wich systems never run when you package game
and then dont compile them
yeah the render system being replaceable is pretty fun so far
too bad its brooooken
as expected ofc
Lightweight Pipeline for VR, they say
cant use any postprocess
so you cant even have tonemapping
yeah some of the out of the box renderers are a bit limited for sure, it's still super beta
but having the ability to basically add in just the feature you want will be nice one people get it understood
didnt install C++ toolchain in the laptop,, no 8.1 sdk, VS had to update. This goal to compile 4.20 is not going well today lol ๐
Don't know where exactly to ask this, but Is UE4 capable of reading 16 bit color depth bitmaps at runtime without compressing to 8bit color (without needing to create a texture from the read file) using it's FFileHelper?
looks like a question to Dr Gadget
My unreal project always fails while packaging it, can someone help me if i give you the project
kek
does anyone know why this is happening?
I tried importing this model from C4D to Unreal in many ways and I always get this "missing" faces
am i exporting it incorrectly or...?
it looks less like missing faces and more like inverted normals on that face
Im still very new to these programs so I have no clue about what's that xD
but does it have a solution?
the normal is the direction that is "out" for that face or vertex
basically it looks like that face is facing the other way and since they are 1 sided you are seeing thru it
maybe go into the DCC program you are using, C4D, and check if you can see the direction normals are facing
You can also open up the static mesh in UE4, and click normals at the top and it will show you the direction they are facing
it's probably because C4D draws polygons two-sided.
Either you create a Two-Sided Material or you need to model both sides of the polygons
bah. can't seem to get 4.20 stable enough to actually try Niagara ๐ฆ
Hey i need help
Which source engine is better Perforce or SVN?
I know SVN has unlimited space if the host can handle it
But perforce is better for accessibility?
Perforce seems to be better for full projects based on what people mention in here, plus perforce is directly supported in the engine. With that said I have never used Either and I use GIT lol
@tired island We have an #source-control channel where you can freely discuss such topics
Sorry
Its just Im setting programmers for my game
And when we stated that we were using git
They said like we are out
So now im trying to find alternatives
In my professional opinion as an programmer, Perforce is much better than SVN if you can manage to find an hosting solution.
lmao
That seems a bit extreme lol
Perforce has an 5 user free license. Anymore than that and you are limited to 10GB of space from memory.
yeah using LFS normally displays a massive amount of exp in team management due too the shit storm of issues it can bring
Not actually its 1 gb
In SVN its unlimited or so i heard xD
Well yeah i could talk with a dev from perforce
Perforce is fine for small teams.
Right well in that case you either need to pay or find an free solution such as SVN
Dont change source control solutions on an whim. Find one and stick to it
Yeah i should do that
SVN seems like your best solution.
๐
so since I am learning LFS what should I be worried about? so far it seems easy enough
Lfs?
Git-LFS
the solution to large binary files when using GIT
what your supposed to use rather than storing binaries in straight git... like I do.... lol ๐
seems super simple so far using sourcetree
but I bet it's just due to me being solo
Ive not used it before, however the entire GIT workflow is distasteful for me. Ive been using P4 for years. Im biased ๐
ah yeah I've used git for years and never P4 so I am biased. I only use for for source control so never really need advanced stuff and it works well for that
If thats what your used to and you understand its pros/cons then im in no position to tell you otherwise.
nah someone earlier mentioned LFS is a pain in the bum and I was curious why
Ive heard similar but again, never used it, so dont know.
I just know that its rare for me to have an issue with P4 and when i do its really obscure because im doing something silly lol
I should learn P4 at some point probably. Would you recommend a super simple windows client for idiots?
know of a free hosted server I could use to learn with?
I use bitbucket for my git stuff
You can install it on your own machine and have a local server.
I run my own Server on my Build Server which sits in my Garage
yeah that's the next option if I can't find someone else to do it for me lol ๐
I dont know of any free hosting solutions since i run my own Server or are connecting externally to others
aye aye
hey guys would you know if there is a fortnite channel
@livid umbra if you're seeking support go through the official channels - this isn't one. If you mean for like the UE4 dev community to play FN together... I don't think there are any channels for that sort of thing, but #lounge is a catchall
i just want to know why fortnite is randomly crashing on load screen. @worn granite
on pc
yep might be best for the official UE4 forums then
Oh that's cause I need to clean my desk, sorry.
which channel is that @grim ore
thanks for the link @grim ore
Anyone know how normal maps work in Unreal?
They ever use more than 256 color values?
Trying to determine whether i need PNG-24 vs 8
@grim ore I have a good article on source control if you're interested
BC5 is 8 bit in R and G channels, with no B or A. So it'll never use 16 or 32 bit HDR color.
Stick to 8 bit images for normal maps when you import, it sometimes gets weird results otherwise. Unreal doesn't tonemap 16 bit to 8 bit properly a lot of the time.
Meanwhile, in the material editor itself, -that- stores all values as float, so you can do things like multiply the normal map by 0.534, 0.534, 1 and it'll work.
hi i have a problem with the editor and i'm not sure where i can troubleshoot it
i deleted a blueprint when it had a memory reference and now i can't open the BP editor at all
actually nvm, resetting layout fixed all of it
Anyone know if timeline finish plays if timeline stop is called?
@grim sinew speaking of color depth, what if I store textures in 16bit png?
or any other 16 bit format. Does UE downgrade them to 8bit?
Yo everyone ๐
guyz how can I group all the actor in my scene?
Select Actors-> Right Click-> Groups -> Group Actors
ok thanks
@keen frigate hows it going
almost got ded servers working ๐
i spun up an ec2 instance and uploaded my pacagked game with sever binary and it ran
mneh getting pissed at people defaming other people's work on the marketplace, especially high quality ones.
problem is the memory was 1 gb and my game is 4 gb ded lol
@sudden agate they are now grouped but is thier any option to see them as one in world outliner also. like having a black actor as a parent
@plush yew Oh so that was causing the det server issue?
@visual hollow you can put them in a folder in the World Outliner
so i axed all steam code from my defaultengine.ini file
alright
hay goth let's go private we're messing up the chat
@sudden agate still there?
no
๐
hey you have been around the block right raildex? have you made a game before?
you seem pretty knowledgeable about your stuff.
@sudden agate Unreal will attempt to downgrade them to 8 bit, but it doesn't do so perfectly. The values get messed up sometimes, and things won't always look correct. As a general rule, anything should be 8 bit before you import unless you're specifically making something HDR like a render target or a skybox.
@plush yew i made many games. i make the best games.
From what I can tell, last time I saw it happen, my suspicion is Unreal actually messes up when it imports because of something SRGB related, and HDR images are always stored in linear. The consequence is things get double gamma corrected.
still on my first myself ๐
There is a Legacy Gamma checkbox for textures. Shouldn't that correct this?
No, that's to try and emulate how pre-UE4 textures were handled I think, totally different
It's better to store things in Linear space anyway and not mixing it up imo.
" There is a new advanced property on textures, "Use Legacy Gamma". All existing textures will maintain their sRGB space as Gamma 2.2, as to not invalidate all DDCs everywhere. Unchecking that will change your textures if set to bSRGB=true, to use the new sRGB conversion and not Gamma 2.2." Yeah, different
And no, it's important to use SRGB when necessary. That's just how computer monitors and electronics work
SRGB is a hack to get around a problem with how monitors display color data, it's actually an improvement
wait, you use sRGB for normal maps? is that even possible?
Normal maps obviously stay linear
You don't use SRGB for normal maps, that's stored in linear.
Normal maps and greyscale textures are linear
yeah. but why should I check srGB for anything different than Color Maps?
8 bit linear
Anything that represents a color should be sRGB
I didn't say you should.
Anything that's not a color should probably be linear
I keep sRGB unchecked for everything except BaseColor/Albedo
Right. As you should. That hasn't changed.
UE4 picks the correct setting based on the texture type FWIW. Normal maps, masks, all defaults to sRGB off
Ok, i got confused a bit :D
All I'm saying is, Unreal when trying to handle colors gets confused when you import a 16 or 32 bit image and it's expecting an 8 bit image.
Stick to 8 bit for the final output, unless you're using something for rendertarget data or a hdr skybox.
Maybe post a bug report
No point, there's no benefit in using 16 bit anyway
even for normal maps?
All the compression options will require 8 bit anyway
Debatably, even for normal maps. There ARE some engines that use 16 bit normal maps, not just a 16 bit normal gbuffer, but multiplying your texture data 10x is often a very stupid thing to do when dithering does the same job.
Even if you ignore the memory constraints, it would make textures load in significantly slower and chug the texture streaming
Even for HDR it's debatable whether 16 bits source assets have value
In that case, I would say, why on earth are you using a normal map to begin with
looks ugly af tbh
Model that shit.
It's actually more efficient to dump normal maps for something like that and just have the polygons.
Beveling 3 edges is cheaper than a normal map
@sudden agate Is that with UE4 ? because UE4 has very powerful smoothing that makes this issue nil
aren't normal maps generated to show the detail without the added polys though?
Normal maps are expensive @plush yew and shouldn't be used to just bevel an edge
Smooth normals on the model reduces vertex count and largely compensates for the cost of beveling.
i remember always being taught that you export normal maps from zbrush and keep your edge flow good and your polys low
More geometry + UE4 smoothing is much cheaper than a 16bit normal map
^^^^^^^^^^^^^^^
wait normal maps are expensive? what? lol
^
A 16 bit normal map is
Yes. They are the most expensive type of texture, short of HDR textures.
They are 4x the memory cost of regular textures and add shader complexity.
make everything high poly. problem solved. No Normal Maps 
That's not what we're saying here
However, it's definitely true that geometry is much cheaper now that it was a decade ago
In particular, I'm willing to say that smoothing surfaces in UE4 shouldn't be done with normal maps
For something like that car body example, YES. You will actually reduce your vertex count by having smooth normals and vertex count matters just as much, if not more than polycount. If you smooth your normals and just bevel an edge or two, it'll not only look better but it'll run better.
Hard edges are costly
They double the vertex count
One hard edge basically has the same cost as a single-face bevel
Exactly. So for a model like that piece of the car body, it'll look and run better to bevel it.
A two-segment bevel in UE4 looks better than hard edge + normal map, and if you only use the normal map for that, it's also cheaper
i guess you guys do a lot of hard surface modeling then
because im used to models that have detrails engrained like in zbrush models.
organic stuff.
No, I do. All the time. And it's not as cut and dry as you say it is.
There's a lot of grey area as to when you should and shouldn't use a normal map.
that was from my days in the film biz tho. i actually transitioned entirely to hard sruface with my most recent proj.
I'm not saying normal maps are useless either, just that UE4 has amazing smoothing built-in, and that geometry is quite cheap today. You get million-triangles scene on consoles.
i think probably like every single one of my models has a normal map on it
It's just a balance you have to strike. If you're having issues like on that car body piece, because that is a -perfect- example of what I'm talking about, just model it. You don't need micro detail on car paint's normal maps.
with the exception of flat shaded stuff
Also welcome to games, even today not every mesh has normal maps in AAA games
You still fake it a lot of the time
Sometimes because you have to, sometimes because you choose to.
so objects close to the camera dont have normal maps? ๐ฎ
Why on earth would you want a CAR BODY, something that needs to be perfectly smooth and have clean lines, to have hard edges up close to the camera?
Normal maps are great for actual detail that can't be geometry, no one's arguing against that. Normal maps are useless if you're just trying to smooth objects, however - geometry will look much better, and will be cheaper.
It's counterproductive, even if you bake that car body panel, you'll see a hard edge if you look for it up close
It looks WORSE and you pay MORE
Having the polygons actually there is always going to look better visually
agreed stranger ๐
normal maps are good for curved surfaces
ok let me ask you a question then i am curious now, what is the smoothingfunction you are referriung to? how do i use it?
but UE4 doesn't support them with a high enough bit-depth
@plush yew Basic smoothing on import
@wary wave https://cdn.discordapp.com/attachments/225448446956404738/453121117641768960/va58okfw6oqb.png This is the example I'm talking about, btw.
It's higher up in the chat log
It's obviously not good quality
if you take something like a BMW side panel where they have strong lines with subtle curves
If you're focusing on this vehicle, it needs a lot more polygons. There's faceting at the top, and you can bevel the hard edges closer to the camera.
^
and yeah, this is way too low poly
This model, as it is right now, in this picture, would do better with no normal map and getting all that in geo
yup
but once you're into the hundreds of thousands of tris, you're reaching the point where you need decent normals to get the detail you want in
Right, for the micro detail, but larger detail you can always just keep like this
At least, for this specific model
Stranger is it in here ?
Like tiny scratches, you would have only the scratches on a normal map by themselves
i dont see it in there
It's not an option
was looooking thru docs cant find basic smoothing
It's built-in
Have you imported a mesh in UE4 ? Look at the smoothing
If the polycount is anything decent, you should already have great-looking smoothing
and here i thought that was anti aliasing! ๐
any idea why floating pawn movement doesn't accept input unless local controller is present?
@paper kernel Sounds like by design
Why would there by input if there is no controller ?
because it takes in only vector3
so I hardly assumed it would need an actual controller to handle it
Well, controllers are the one to provide inputs in the first place so I don't get it
speaking of Normal maps and Polycount. Is there a way to have modular LODs?
For example my character has a total of ~200k polygons on LOD0.
However in cinematics, mostly the face is important. Is there a way to have the Face behave differently in regards of LODs without actually splitting the mesh?
@sudden agate Outside of tesselation, I don't think so
as in, replicated vec3 from client isn't sufficient for it
@paper kernel Let's talk in #multiplayer
@sudden agate Usually you would have a separate 'cinematic' model if you needed to do that used specifically for cutscenes. The advantage is you can also throw more complexity on top of it, like adding in additional bones for better face animation control that you wouldn't need in regular gameplay.
@grim sinew That makes sense.
I created an model in 3ds Max with some polygon having color, exported and imported in UE4 but during lighting build it gave me error enable error coloring to visualize
Guys can anyone check #packaging channel please help me on that packing problem
Any solution ? I tried going to static mesh and the uv channel thing but didn't worked
@visual hollow try google
tried but I didn't found any solution which I can understand. One solution said that apply UV unwrap did that but still getting it
@visual hollow you need to properly unwrap your model if you want to use static Lighting
Hey can someone link me a good video or explain me how to create an Ai that (Moves , Deals Damage , Takes Damage , Dies) and how to Setup the animations for him?
I created an ai that can Do all the above but has the Default animations (I already have the enemy model and the animations)
my build failed because I don't have visual studio 2015.. but what I DO have is visual studio 2017..
any ways to fix this without finding an outdated download for visual studio?
@errant chasm You can install VS 2015 compiler in VS 2017, that might help
hey guys, i need to ask a stupid question and maybe somebody of you can guide me in the right direction!
I want to spawn an object when the player clicks an item
that works fine but i suck at maths and vector calculations.
lets say i want to spawn the object a bit in front of my player pawn, do i just add the offset i want onto the forward axis of the player? will this work in negative areas?
made a small pic for understanding
Negative areas?
as i said, i might sound dumb with that, but im not good at math
for example when my location would be -137/-42/0
Negative x y z
i guess so
You can get the forward vector and add some to the x y or z?
Multiply the ForwardVector with your distance
yeah
^
and add it to the actor location
I can send you a print screen of something similar on what you want to do
so i simply get the Forward vector, multiplay it by lets say 500 (if i want 500 units offset) and then i set it to the actor?
@somber pendant that would be really nice of you!
also another thing.
i probably need to have a function that prevents the object from being inside a wall etc.
my approach would be to do line tracing and check for blocking volumes. if it hits a wall id just reduce the offset until its not hitting it anymore.
does that sound okay? ๐
ue4 version haven't change
VS version then
I use Vs code
Doesn't matter really though, open it in Visual and compile
can't find .sln file
How did you compile before ?
yes
I add some c++ file
And can't compile, then I close it , when I open again , It show that
If it's the first time you add C++ files, then you need to set your project up for C++, be sure you have the required dependencies
Look for a UE4 C++ tutorial
UATHelper: Packaging (Windows (64-bit)): ERROR: Editor target not found!
whats causing this packaging error?
tried the google advice but nothing worked so far
just a quick question from me - if you have an actor that has a component that uses rigid body physics, said component needs to be the root, right?
have you tried youtube @tired oracle
have you tried emailing their support?
huh. for some reason my project got unloaded in VS lol
thats probably it
nvm still not packaging
Tracing
Let me add more info: you can use a cone trace to check if the player can see something
actor forward vector - normalize(vector 2 - vector 1) < error margin i guess
@thorny cipher
this will include z tho
may want to zero it
hm
probably
does that even work?
this is the kind of principle you're looking for
you'll also need to do an additional test to work out if the object is behind the player
yeah that's what i want to figure out
It'd be something like
dot(playerForwardVector, normalize(playerLocation - targetLocation))
Result should be value between -1 and 1 where -1 is behind player, 0 is to either side and 1 is in front
Might be the other way around with -1 being in front and 1 behind
I always get the values mixed up
Nah pretty sure it'd be the same value
Since dot product uses all commutative operations
@wary wave it has to be root to drive actor but otherwise no
Itโs just simulating component will detach automatically
Working good!
ta, yeah, worked that out with some quick experimentation
more or less what I expected
which means your scripters have fun when they use a native base class and try to make a physics enabled version ๐
Now my players can't pickup items behind them 
duh drag and drop is so hard to make
seems it only applies to widgets
so ill have to spawn a widget each time i try to drag n drop item from ground to inventory
File that under "everything is hard in game dev"
not everything
By the way you can absolutely do drag & drop without using widgets
yeah but i want to use their built in functions
Well yeah in that case everything needs to be widgets
you mean something like removing item on the ground and spawning similar one at cursor location when attempting drag n drop?
that would follow mouse
And the object is part of the world ?
object is actor
In that case yeah, it's tricky, because you can't have 3D objects shown on top of the interface
or maybe id use widgets instead of actors?
or maybe thats bad idea
for items lying on ground
oh ok
Here's what you can try - for each object you can pick up, associate a 2D image - screenshot, or drawing of it
When you start pressing the mouse over the object, hide it, create a new UI widget on top of it with the 2D image - which you can now drag&drop
yeah i wanted to do similar thing
If you stop pressing outside the drop zone, remove the 2D widget and make the 3D one appear back
Not sure how hard it is to create a drag&drop widget during the drag& drop though.
so ill need an image for each of item
apart from their models
if there was way to create it automatically would be nice
The image is the easy part, you can take a few minutes to do a screenshot for each object, import it as an image, and then put the image as a property of the lootable
yeah i can do that too
You can also set up a render target + camera to do it automatically (harder to set up, less time in the long run)
But the hard part is the create widget + drag & drop it part
Do it iteratively - dumb drag&drop with two widgets, then creating widget at mouse loc, then all together
yeah im reading docs cause other guides didnt work out for me
@plush yew Then again, you could also have a key mapped to "take" the hovered item
Almost instantly implemented, same functionality
My "everything is hard" line is about how every functionality has a development time, which, since you can only spend so much time in dev, is time taken from other features
Be sure to spend time on stuff that is important to the game
its just really not intuitive
in game maker you didnt even need tutorial, you knew instantly what to do. in ue4 theres drag and drop node but without looking on guide/doc you have no idea
what to do with it
but thats probably because ue4 is more complex and bigger
Well yeah, it's also because UE4 is a world-class tool meant for large teams of developers to create the top games
Working alone on a game is hardly how it's meant to be used
"in game maker you didnt even need tutorial, you knew instantly what to do"
I opened GM Studio not that long ago, looked at it and bawked
GM Studio is far from intuitive
6.1 (many years ago) was however
Lol
I always saw Game Maker as Music Maker on Playstation
Crappy if you want to do something serious
yeah
you can do some pretty good stuff with Game Maker if you ignore the drag and drop part
I can't see anything unreal bot posts?
@plush yew #looking-for-talent ?
yeah
Its full to me
idk nothing shows up for me
So the channel is empty?
ah someone else had this problem in the past and it randomly resolved itself
it's weird, because the bot should be like any other user :/
i see everything
Try reinstall your computer :E
thats not gonna help
Hi people, how do i fix the offset that i get from the cameraangle, when i use the topdown template for a shooter and use the cursor for rotation input ?
I mean, the guy is not exactly looking at the cursor, i am assuming thats because the camera has a 60 degree angle
It says UMG, is this still correct way to do it in UE4 or its deprecated? https://docs.unrealengine.com/en-us/Engine/UMG/HowTo/DragAndDrop
UMG is the Blueprint UI system in UE4
@tired island Yeah, the first one didn't have my folio link: https://www.ibrahimakinde.com
Oh lol
hi guys
I believe it stands for UnrealMotionGraphics (Don't take my word for it though) @plush yew
do you guys have any advice about good notebooks for ue ?
generally 'don't' is my advice
Don't get one and get a desktop instead ? Unless you really really need the mobility
i already have a goo desktop
but if you must, go big, get a cooling station, and ensure you have a 1070 or 1080 (as they are 'proper' GPUs rather than gimped notebook editions)
hey guys, does somebody know where i find some documetnation on how to use a widget/umg as a material? or anything related?
im trying to make an interactive PC screen
the biggest issue with notebooks tends to be thermal throttling murdering performance, so the larger models tend to have better cooling
@wary wave uhm, 1070... no way to get it work properly with a 1050 ti ?
either that or the components cook themselves to death within a year or two
1050ti might be okay
I'd consider that a bit low-spec, but it'll be functional
for cooling issues, idk, maybe i should go for gaming notebooks, usually they have good coling system
it'll almost certainly be a gaming notebook, yeah
just not one of the cheaper, smaller form factor ones, that's usually the mistake
what's the root component of a data only actor BP ?
@wary wave thank you
AudioComponent->SetupAttachment(GetRootComponent());
yeah, that should be fine
i construct and attach the audio component in the actor's CTOR
An Actor always has a SceneComponent as Root
an actor does not always have a scene component as the root
it has
^
it has a transform, i can move it
which is a scenecomponent
so, any idea why the field is null after the CTOR?
well, they're subclasses of scene component, so in a polymorphic sense, yes
:D
@cedar snow make sure you correctly create your component
just because you declare a variable of type Component doesn't mean the Component is constructed
AudioComponent = PCIP.CreateDefaultSubobject<UAudioComponent>(this, TEXT("MyAudioComponent "));
AudioComponent ->bAutoActivate = false;
AudioComponent ->SetupAttachment(GetRootComponent());
AudioComponent ->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
stepped through the code, it's getting constructed and assigned to the instance var
it was a different position earlier
fair
does it?
UPROPERTY(BlueprintReadOnly, Category = "Audio")
UAudioComponent* AudioComponent ;
^
i see it on the actor
which is placed in level
I'm now questioning that notion @wary wave but yeah ? Or are components like actors which are owned by the world until destroyed ?
I assumed components don't require ownership in the same manner as actors
so long as they are attached to something, they are fine, UProperty or not
I actually have no idea
i guess there;s an owner field in the component?
could check that out after construction
You're right @wary wave
According to the programming guide
Also I don't know why it's null @cedar snow
Have you tried closing the project and compile & then restarting? Because UE4 Magic
lets say i wanted to have a kind of interactive widget, some kind of manual that the player can open up and read information in it.
and lets say i wanted to use a pdf for that.
so basically just take the pdf/hyperlink that pdf and let the player scroll through it
is that possible? any info on that? cant seem to find anything
i just noticed i can have spaces in variable names in ue4
@gaunt void Specifically PDF is a problem
doesnt need to be exactly that
A web page is definitely more straightforward
And I believe that's supported in UE4
so id just go and set up a page where my info is sourced and then oben up that page in ue4
@cedar snow If your class derives directly from AActor and you don't create any other scene components, you should make the audio component itself the root.
At the point the constructor is run, GetRootComponent will return nullptr.
@dawn linden oh, i'll try that
yeah, just found exactly the same link, thanks!
For what it's worth, I would look into a more minimalist approach - UMG has some pretty great tools, and performance might be better
You can design some pretty great stuff
But I guess it depends a lot on the style you want
will look into it, just researching options right now. also depends on what exactly has to be in the "manual" later on, thanks a lot!
heh web browser in game
and make a quest where they have to give u positive comment or rating on steam for free gold
but they would probably remove game from steam for that lul
^ that part is actually explicitly forbidden by Steam
y
Because Valve doesn't want developers manipulating votes
but sharing with friends its not
so a quest "get 5 friends to play our game" would be great
You can try, but you're just asking to be removed
but thats not steam related
Valve might not care.
If it turns into people on steam spamming their friends list
And people start reporting it
i might not even use steam
If you don't use steam then do whatever you want
y, if it will be the only skin they can get for free, then a lot of people would do it
If you don't see why people spamming dozens of users as part of an ingame quest is going to be a problem, no explanation I can give you will be sufficient.
but game will not be on steam, so i assume they will just give the link to one or two fb friends
of course they wont spam on facebook
cuz people might think badly about them
When you assume stuff regarding playerbase you should always assume worst case scenario
But that is literally what happened to facebook games. People spammed everyone they knew, EVERYONE, and everyone started hating facebook games
yeah but they were connected to facebook
idk about others but i always hated the person who spammed these things, not the game
hmm then i will include some limitation like they can invite one person per week
Spam will be spam, no matter how you coat it. May it be steam, FB, email or whatever
You are the most naรฏve person I know if you think anyone isn't going to spam stuff like that. Maybe 1 in 200 people you send the message to will actually follow up on it, the system practically requires it.
setting the audio component as RootComponent didn't work either, but having the default scene component in the actor and then adding the audio component, did work in the end
maybe the UAudioComponent thinks that it's SPECIAL ๐ค
le sigh ๐
i know im naive
@rich sparrow Trying to DM you but don't know how
you have to search them or tag them like you've done, then you can right click them and message. @maiden relic
its kinda dumb, the bot could tag the person who posted the listing so you wouldn't have to copy their name and search them.
Other than that, it'd be pretty limited in terms of what it can do.
Its just weird how it doesn't even bother trying to give you an ID you can actually use to DM them.
ImmutableLambda#0862 < like that.
You can take that and go to the "Find or start a conversation" thing
But nope, if there's more than one person with that name on discord, gl.
I keep getting an error when trying to launch. "error C2338: Visual Studio 2015 Update 3 is required to compile on Windows" even after I installed that update.
Regenerate project files ?
which release from the source code is currently the most reliable to download? running linux so this is how i gotta install it[i dualboot, but blender only works on linux for me and i'd just generally prefer to run it on linux]
4.19-2
mk thanks ^^
@cloud cobalt How do I do that? Sorry I'm new to Unreal.
Says I don't have any C++ files heh
BP only project you were trying to package?
Yeah
Ah thanks, sorry for asking in the wrong channel.
so im following a tutorial but they say this https://i.imgur.com/Vrht8v4.png
but theres no such thing as "dragAndDropOperation node" and they are showing some extended create widget form
see if there's drag drop
and also the class "widget drag" is a blueprint, not a widget, so it cant even be there
cause its widger creator
and also, that class isn't meant to be a widget
yeah i found it
idk how
oh yeah I skipped the "and" word
thanks @worn granite
you saved me lol
Don't multipost
Still don't, keep to #packaging for packaging issues
no ones seems to want to help and ive been working on it for days
Still don't
Seriously starting to consider making some of my Components into UE4 Marketplace Assets.. For the sole reason of buying assets with whatever gets generated
Quick question, after I recompile a project code are all Blueprints created from C++ classes updated?
Seems like it does ๐
what do you mean created from C++ classes ?
This
I was wondering about components but would be great if you know if it's the same for other class members
Methods always updated, defaults updated, non-overriden defaults updated
hello guys.. is there any documentation on the USplineComponent class and the maths behind it? I can't seem to find any documentation on it
the best docummentation would be checking the engine if anything
Working fine on my end.
Often like that with UE websites
Like I can't see the MP prices outside Incognito sometimes
How to fix gibberish?
- Don't hot reload
- if you're going to do anything with text at all, use the TEXT() macro.
- Yeah don't hot reload.
what a helpful error message
Today Apple announced ARKit 2 at #WWDC18, and we are shipping support for it in an Unreal 4.20 preview this month! Learn more: https://t.co/tMV3vIhFr4
๐
Ok, I fixed the gibberish, just compile it on vsCode
I think there are some issues in UE4Editor
That in engine rigging demo looks awesome
i'm thinking of getting into UE and I've 0 experience with this kind of stuff, design, c++, etc
i just feel randomly ambitious
any good tuts or good starter basic projects for getting familiar?
is it just me, or does the member-list here in discord have no more a slide to scroll down?
@keen birch been trying to reach informative ue4 c++ api docs for years but still not managed to do it 
can anyone help me with my cinema
howdo imake the lighting so the carpet dosent looks like its so bright
and the doors
hellow i have a problem because in my blueprints i set the visebility to false than i cange the map and set the visibility to true but in game its not visible! sorry for the bat english im from germany!
*Hello
@cursive dirge The feels
If i want to use the nvidia how can i do that?
The nvidia what ?
Edge
You want to use nvidia edge ?
Well im just looking around
I mean, edge is a competition
Well i see some youtube about Plugins you have to compile with the code
Well im only Did start about 4 months ago with unreal engine and loving it.
You just need to post images of your work on social media with nvidia & unrealengine hashtags
That's it
Oke 1 question more Then i know enough for today i think :D, Compiling a Dedicated server do you need a Github Unreal engine version or can i use the Launcher installer "Unreal engine" and add a C# script to the code?
yes you need to build from the source on github
oke and how do i hold it up to date with the versions like if i got 4.19 and i need to go to 4.19.1 do i need to download it all again or do something else?
You probably shouldn't worry about dedicated servers if you're beginning with UE4. Multiplayer makes everything much more complicated.
Try a simple project first to get a grip of how the engine work
I did get a little bit with the Bleuprints ai, healthsystem, Dragdrop and Spells, so i like to learn it and get more advange with it ๐
hm i have a weird problem... my array index for waypoints for ki works perfect in viewport (first waypoint/array number 0) but in standalone he choose the second waypoint... but the index for selecting the waypoint in standalone and viewport are 0
(im on 4.19.2 version) someone has a idea?
ups totally forgot to mention it here... i forgot to sort it... 
Unreal Engine - Awsome ๐
Unreal Engine - Good Graphics
Unreal Engine - Free & Free Assets
Unreal Engine - Good Tools
Unreal Engine - Better Than Unity :))
Unreal Engine - Scratch
Unreal Engine - Blueprints
Unreal Engine - Less Coding (That Gives Time To Us)
Unreal Engine - Good Marketplace
Unreal Engine - Works On Low Systems
Unreal Engine - Foliage Editing
Unreal Engine - Visual Studio
Unreal Engine - Thank You :))
wat
Apparently, one of the members of emerging Cult of The Engine.
Hey, I create topdownBP project, then replace character with one made by me. But he doesn't rotate when he runs
And I can't find anything that rated to rotation of mesh/actor in controller and character blueprints
fixed
Yes Please
Can you stop spamming this channel ?
yes
Lol
That's very off-topic
Unity is a great engine that other devs use for other projects, and that's fine, and irrelevant to the topic of UE4 support
No. UE is the only engine people should use because UE> Unity
sigh
If you really want to have a discussion of which engines are best, then do that in #lounge imho. I for one couldn't care less which engines people like - Unity is a good tool for some projects, UE4 is a good tool for some projects, and I even heard people were actually fine with some other tools.
Yup it always depends on the project which tech you choose. But i agree thats off-topic and doesn't belong here.
@cloud cobalt - we don't talk about those other people xD
Is there a planned release for 4.20?
june/july iirc
Hopefully june :P
Apple kinda semi-confirmed preview this month at the very least
Hey dudes, sorry if this is the wrong place, but where can i post for some advice?
just on unreal engine
Ask your questions here if they're not super specific
Okay thanks ๐ I'm looking for a way to import a google map into unreal engine with terrain height as well - pretty much how geo location works in sketch up - I'm just wondering if you're able to point me in the right direction to find any resources so I can learn about this
ty again
Well, I had no idea google maps had height information
@pulsar fractal check virtus learning hub out. Hes got a vid on that
Thankyou @bitter plover !!!
Np @pulsar fractal
so it doesn't look like unreal itself does it right? you gotta use other 3d software in order to create the heightmap, then import it as terrain
how does one then section the terrain so I'm able to colour stuff with like a paintbucket tool rather than just brushing grass etc
I'm not sure about satellite imagery, but I know you can get real world height maps from this awesome site https://terrain.party/
tyty
i'll have a look, not entirely sure if this is what I would need - I already have the maps with the height markers etc however when I import them into Unreal it turns into a mesh rather than terrain
Just looking for a way to mass colour stuff rather than having to hand paint everything
Hello Ladies and Gentlemen. Where did my star go? https://lh3.googleusercontent.com/-F8pGWNA0fqY/WxaAt9DXPsI/AAAAAAAADNM/f19ENObG-oIq67J3IgkhBasinqE8fpLiACHMYCw/s0/UE4Editor_2018-06-05_14-23-17.png
I can't even use WASD