#ue4-general

1 messages · Page 256 of 1

digital anchor
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click on the components, check their transforms

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check if you actuially assigned a static mesh

pulsar fractal
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ty @digital anchor

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okay will do

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will check now

digital anchor
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wait...

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meant for the other guy but if i helped u somehow np =d

pulsar fractal
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oh okay

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my bad

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sorry

plush yew
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xD @pulsar fractal

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@digital anchor the static meshes are there when i place the BP in the world

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o.o spooky

plush yew
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ok i just crated new bp..

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another question: how is it called when the ball still rolls, but it's not moving?

pulsar fractal
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static?

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@plush yew

plush yew
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what

pulsar fractal
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the answer to ur question

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rolls but not moving

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if you have no idea what im on about just ignore me

plush yew
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i mean the i move the balll and i stop but it still rotates itself

vast pine
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Any tips for ingame repeating vids acting as tutorials. Things to consider?

fossil ore
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Anyone knows how to fix "double clicks" in Windows 10?

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I've changed my mouse several times, but It's not mouse fault

pulsar fractal
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what do you mean @fossil ore?

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like every click is a double click or?

fossil ore
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not every click is a double click

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but when you select something, for example Level Sequencer actor in viewport

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It often selects the the billboard rather than actor in general

pulsar fractal
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have you tried actual mouse settings?

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press windows key - type mouse - going into the settings

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check additional properties too

fossil ore
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I dont see anything special there

pulsar fractal
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double click speed etc

fossil ore
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ok

pulsar fractal
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can't think of anything else it might be unless there's a specific setting within Unreal

oblique coyote
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Anybody has a idea if i animate a scroll box with sub classses that im not able to interact with the button anymore ?

grim ore
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Maybe you dont have translucency selection and it's going thru the object to the billboard?

oblique coyote
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gonna check that

grim ore
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well that was more for the other person but maybe it would help with you lol, guess I should have tagged it with a name

oblique coyote
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xD

grim ore
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can you interact with the scroll box normally?

oblique coyote
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give me a minute and ill check

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cant interact with the scrollbox @grim ore

grim ore
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so there is a basic problem then somewhere =/

oblique coyote
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and its all on default settings

grim ore
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so its a normal scrollbox with some custom widgets in it?

oblique coyote
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yep

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but that scrollbox cant be scrolled

grim ore
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have you tried a normal scrollbox with just some buttons or images in it to eliminate the base ui as the problem?

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even if you have custom widgets in it, it should still scroll

oblique coyote
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gonna try quickly

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that works

grim ore
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about the only thing I can think of is the hit testing but normally that shouldnt matter

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oh. so now what if you add one of your widgets to that scroll box that does work with the buttons

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so you have buttons and widgets

oblique coyote
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aparently its a widget problem ?

grim ore
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well it seems to be but does adding one to an existing scrollbox that does work break it

oblique coyote
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in the sense of a child widget issue

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it breaks it

grim ore
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and its not just mouse wheel scrolling but the scroll bar doesnt work either?

oblique coyote
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no i tried manually clicking

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also the child button is not clickable

grim ore
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yeah that could be do to your hit testing on the parent on that object, it might not be letting it drop thru

oblique coyote
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but why ?

grim ore
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see what your hit testing is on each object and make sure they accept hit testing

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which I assume they do as they work outside the scroll box right?

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hmm and if the button doesnt take clicks I am assuming the mouse over effect is not working as well?

oblique coyote
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yep

grim ore
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damn. well I can't see how the widget it set up completely but I guess you would have to debug down to see if part of your widget is causing it =/

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I mean personally at this point I would just recreate it step by step and test it each step in the scroll box

oblique coyote
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hmm imma check some things

vague raptor
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Hi. Whenever i compile it takes a long time (2mins up). it didnt take this long this morning. idk what might have happened.

grim ore
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That's a bummer

vague raptor
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i think it has to do with the fact that i added "UMG" to the build.cs file

silver crown
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@vague raptor You're in DebugGame?

vague raptor
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i think

silver crown
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That has a big impact

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2x faster for me

vague raptor
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its in development

rocky kayak
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I wanted to put a "on death -> cast to level bp -> input into function" on my monsters but casting to levelbp isnt a thing apparently. I wanna put it on a blueprint function library but apparently I can't spawn actors in there! i feel weird putting a blank actor into the level and casting to it for the function but is that the only go-to?

grim ore
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what are you trying to do on death?

rocky kayak
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on death, spawn the same actor, then give it tags according to the killer's team

grim ore
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sounds like a good spot for the game mode to handle the death event

rocky kayak
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ooooh

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ive yet to dabble with game modes besides selecting default stuff, thanks for the tip!

grim ore
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yep. Game Mode is a per level object that is good for stuff like that. The only "downside" is if the game is networked the Game Mode is only valid on the server.

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If that won't work for you then the Game State is usable instead

knotty lagoon
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hm, anybody knows what is "profile data visualizer" UE4 window that accepts .profviz files?

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i thought its something that would take performance profiling logs and show graphs

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but apparently it's not

paper kernel
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manual position set of actor should update actor velocity unless teleport is checked, correct?

pallid compass
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Set pos does not effect velocity

paper kernel
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`Final position is as specified by user.

Velocity changes based on the final position.

Colliding objects react to implicit velocity `

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from docs

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when sweep&teleport are false

pallid compass
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Yeah, when i built my Pathfinding system

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using SetLocation

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instead of add velocity

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All my animation state machines based on velocity broke

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Setting actor positon does not appear to touch velocity

paper kernel
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🤔

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bloody hell, how do I get the velocity now

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or more like, how to get it to calculate

pallid compass
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no idea but it makes sense to me

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Why would setting an actor Pos effect velocity

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since velocity is additive right?

paper kernel
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what does the teleport do then

last loom
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So cool to load up chat and see Matthew wadstein had asked questions in here

pallid compass
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Teleport is to do with collison

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if it will trigger shit

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or not

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i think

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or is that sweep?

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i cant rmemeber

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lemi check

paper kernel
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sweep does collision check, teleport says it doesn't affect physics states

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both still do collide

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teleport can appear inside objects tho

pallid compass
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oh i see what u mean

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hmm

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lemi grab the comments out 1 sec

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think i crashed my vs trying to go to it

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     *                        If equal to ETeleportType::TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location).
     *                        If equal to ETeleportType::None, physics velocity is updated based on the change in position (affecting ragdoll parts).
     *                        If CCD is on and not teleporting, this will affect objects along the entire swept volume.```
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hmmm

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only seams like they are mentioning rag doll effects

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not very helpful

paper kernel
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ye, I was wondering does it only affect child components?

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and not root

pallid compass
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its only root

paper kernel
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🤔 💥

pallid compass
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there was a mention in the comments about it

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not touching children

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trying to reopen it

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oh i think the child thing is only for sweep

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But in general

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most stuff for velocity does only effect root

paper kernel
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I figured, since component velocity is separate thing

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wait, maybe I can use that 🤔

pallid compass
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wonder if u could store velocity

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then set it after tp

paper kernel
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that would double the distance traveled

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tried manually setting the linear velocity

urban meadow
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this has good info on what to expect with moving stuff

paper kernel
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yes, I just read that

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anything attached to physics constraint as child gives out (nearly) expected velocity

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and it ignores the teleport flag

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I disabled the physics sim on root

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and now it reports velocity value

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(╯°□°)╯︵ ┻━┻

cinder iron
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┬──┬◡ノ(° -°ノ)

wintry raptor
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has anyone here used Launchpad as a launcher?

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or know of another tool to create a launcher?

cloud cobalt
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I've created my own in the dark days before Steam Greenlight

wintry raptor
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I'm way too out of my league to figure out how to do it and I'm having hella issues with getting Launchpad to actually work.

cloud cobalt
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Why not use Steam directly ?

wintry raptor
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steam will patch your game for you?

cloud cobalt
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Yeah of course

wintry raptor
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ok. wot.

cloud cobalt
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Patching is actually super great with Steam

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You just run a tool on your packaged directory on your PC

wintry raptor
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does it have to be public though?

cloud cobalt
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No, works fine before release too

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You'll need to pay the submission fee though

wintry raptor
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and the tool comes from steam as well?

coarse wigeon
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Looks like Unreal Engine 4.20 might have better Vulkan support?

azure shore
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hey guys havent been here in a while but say I made a car and I wanted to make it move at the same angle as the ground it's on, whats that called?

urban meadow
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you would sample the normals beneath the car

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raycast into the ground and get the impact normal

azure shore
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0_0

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oh uh

tawdry hedge
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Hey, guys. Is vertex snapping not working for you correctly in 4.19 as well?

azure shore
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no idea where to start with that hahah

urban meadow
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look into the line trace node. you can trace a line for a distance and it will tell you anything you hit. from that hit result it will have the normal of the surface that you hit

azure shore
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thanks

storm venture
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hey system messages are disabled in a project im working on right now

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whats a good way to tell if a part of code is being executed

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i usually print a message or play a sound

upper heart
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Does anyone know if there is a way to hide the text that shows when you use the in game debug camera via apostrophe + tab ?

quartz grotto
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Is there a better approach to importing assets and stuff from third party sources - perhaps an approach that doesn't throw all of the imported content into the root of my Content directory?

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Is it possible for me to put all third-party stuff under some common directory?

frosty bloom
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@upper heart Disable everything except NavMesh or Perception & the text should be out of the way

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Not really a solver but it works

upper heart
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Do you know the console commands? I'm talking about a packaged debug build

frosty bloom
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Ah not really, I use the regular command keys :p

upper heart
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okay

echo summit
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I'm new to unreal engine, can someone maybe suggest me an online tutorial that will teach me the basics

mossy kettle
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Hey there

echo summit
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Hi

mossy kettle
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The official tutorials are pretty good

echo summit
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Where can I find them

mossy kettle
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here

echo summit
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Thank you

mossy kettle
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No problem 😃

echo summit
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I'll check it out

mossy kettle
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@plush yew cool

plush yew
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@mossy kettle 😄

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i know

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i am pro

mossy kettle
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Good for you 😄

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I'm just starting out

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Since you're a pro and are here I could ask you a question 😃

plush yew
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xxDD

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no pro

mossy kettle
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Oh, you liar 😁

wintry compass
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Hello there! I just posted the first trailer for the game that a students team is developing in UE4!

It is a racing multiplayer game that is coming out on steam on june 14 in early access, I really hope you like it <3

(If you want to know anything else from the game or its development don't hesitate to contact me 😃 )

https://www.youtube.com/watch?v=fi7YYH8HquQ&feature=youtu.be

plush yew
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@wintry compass your first game? 😃

wintry compass
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Yes!

plush yew
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textures are unsharp 😄

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the rocks for example

wintry compass
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Oh I know! They are not the final game though...

plush yew
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and vehicles are so detailed, and everything else isn't.

tired island
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@wintry compass something i would love to play though

plush yew
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@tired island and of course you'd pay for it.

wintry compass
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Thanks for the feedback @plush yew 😃

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That is lovely @tired island, thanks ❤

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No need to pay, it will be free to play haha

tired island
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Nice

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@plush yew if needed xD

plush yew
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20 BUCKS!! OK

tired island
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Lol

plush yew
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not much oö

wintry compass
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I'd pay

tired island
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Me too

wintry compass
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😛

tired island
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Anyway i have a question for you

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Why every unreal programmer hates Git?

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The best source engine is SVN and Perforce thats for sure

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But also git is available

wheat sand
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has anyone had a problem where your vault gets emptied? If so what's the fix? All my marketplace assets and such are gone.

pallid compass
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Because it runs like shit

tired island
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Lol

manic pawn
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git is made for source code, not binary assets, and unreal projects have thousands of binary assets

stoic sentinel
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I'm having a weird issue with things being black in my scene after I rebuild. I think it has something to do with using vertex coloring on my models. Has anyone here come across this problem?

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Not sure where the best place to go to ge t help with this is.

bitter plover
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I literally spent an hour making a character pawn from an empty c++ project but when i play the game the player camera component isnt used and i get the scene view camera! Its so annoying! The code is perfect aswell.

pallid compass
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Obviously not perfect code :p

stoic sentinel
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Ok so I've found out it has to do with using vertex color at all. I've found a lot of people saying that I need a UV for the lightmap and that's why my models are black. How would I add uv to a model with vertex coloring? Baking the vertex color to an image is not using the vertex color in game. I have tried that and it work with smaller models but not bigger ones. : / still stuck scratching my head with this one.

umbral kraken
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From a 3d model file standpoint the models themself should contain UV data (aka texture coordinates). Try accessing the models UV and use those.

visual hollow
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can some check it out and tell me what can I do on it to solve the Enable error coloring to visualize. I tried a lot of the solution on net but nothing worked

plush yew
plush yew
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@plush yew whhat happened to your materials?

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everything looks so dull

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plastic o.o

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like it's not even PBR or so

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looks like matcap XD

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i am sorry to say this

visual hollow
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guyz When I play the viewport a sphere is coming where my player start is

wary wave
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that's probably the player

visual hollow
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How can I remove it? I want to use the third player character

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@wary wave

wary wave
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set the game mode default pawn class to the character, I think

ancient thorn
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Morning all 👋

plush yew
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hello my lovely mirror

gaunt void
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hey guys, i need some help.
one of my triggers stopped working in the packaged version of my game, but all works fine in editor

rose quartz
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Can somebody tell me how its possible that im getting Preview on the texture?

wary wave
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unbuilt lighting

rose quartz
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oke thx

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same thing i did buy a A enviroment but when i use the Mesh on the outside the walls are visible but if im inside the building the walls are gone :S

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like this Same building 1 on the outside and same building on the inside

gaunt void
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if you are looking onto the backside of a mesh, and the material is not 2 sided you will look through it

rose quartz
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oke so i need to export it and Apply the material on it

gaunt void
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either model some gemoetry for the backside, or go the quick/dirty way and set the material thats applied to 2 sided (inside the material editor)

rose quartz
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oke thx i wil try that

ancient thorn
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is it possible that there is a material on the back and its flipped the wrong way? its possibly worth checking?

rose quartz
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How can i do that i did buy this Environment

ancient thorn
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you would have to export that piece to a package and flip it I think. don't know if Ureal has a means of flipping Normals? perhaps someone can advise?

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I would personally send a message to the makers and let them send you a fix

rose quartz
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oke

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oke i did imported into maya and see that there is no backside

ancient thorn
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Then in maya copy that piece of wall, move the copy in place and set x or y scale to -1. or get them to sort their own error out 😛

wispy comet
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@rose quartz make sure all your normals are facing outwards

rose quartz
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I did see that they are all planes and not has a back side attach to it so i need to make a plane on the other side and connect it

knotty lagoon
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I have question about performance profiler - i want to display graph containing data of "stat unit" console command over time

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but idk how are the specific stats named in the list for respectively "frame, game, draw, gpu" in profiler window

ancient thorn
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is there a way to tell exactly how far in the distance something is UE4?

gaunt void
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what do you mean @ancient thorn

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like the distance between playerpawn and an object?

knotty lagoon
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mmm

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what does "Game" thread in Unreal Engine consist of?

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i know that it handles script logic

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any detailed description?

ancient thorn
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yes that is what I mean @gaunt void 👍

plush yew
gaunt void
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@ancient thorn see the pic above, one of these should help you out

ancient thorn
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Thanks @gaunt void 👍

young bane
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🏳️‍🌈🤑

cursive dirge
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what are those plants supposed to be?

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don't tell grass

whole quarry
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Tim Burton grass

inland lily
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why is the landscape blue?

grim ore
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It is probably having a bad day so it's feeling sad.

inland lily
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ha ha

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i restarted the engine and it wont go away

languid shard
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@inland lily bake your lighting

inland lily
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build it?

languid shard
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yup

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build lighting only

grim ore
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or be super lazy and swap your lighting to movable and never have to build lighting again 😛

languid shard
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well thats also an option 😄

plush yew
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I am sorry if i am breaking your discussion @languid shard xD why is this saying that i need to intall visual studio altought i have installed it ?

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its nvidia Codework

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ok i think i know how i can handle that ... i just need to intall visual studio 2015... going to try that out

graceful grove
cloud cobalt
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Reminder not to update right away, use branches in your version control software, etc

grim ore
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You can uncheck the Nsight stuff in the android installer, it's not really used

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yay 4.20, only 3 weeks late lol

cloud cobalt
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"late" lol

grim ore
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looks like some neato stuff tho, hopefully p1 is more stable than the 4.20 release branch on github 😃

plush yew
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@grim ore how can i remove nsight? xD

grim ore
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you should be able to uncheck it when installing

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check custom at the top then uncheck it

plush yew
grim ore
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yeah

plush yew
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kkk thx

grim ore
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all the android installers just confuse me, I wish they could just make one standard one instead of making it the sdk manager, codeworks, android studio now =/

plush yew
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xD

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because of those things and of the size (of the apk) i sometimes wish to use unity XD But in my opinion ue4 is better than unity 💪

mint swan
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Hey there. I only just downloaded the latest web installer for the launcher EpicInstaller-7.9.2-unrealengine.msi and tried to install it. However i want to install it to a different drive than the installer seems to desire https://i.imgur.com/Moy50MT.png
The searches i did came up saying that the launcher should indeed offer a way to change the path, which mine obviously doesnt. Does anyone have a clue how to change that?

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I do not have an old version installed, running windows 7.

grim ore
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that is super weird, I installed it recently and it asked where to install

mint swan
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Maybe it is some old relic from a previous Unreal Dev Kit from 2014 i had installed.

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Some regedit remnant i have to delete.

grim ore
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It shouldnt be and that is the latest launcher

mint swan
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I found an old regedit entry with the C: path

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I will just wipe all the traces for the unreal launcher and see if it is successful or if it messes current games/tools up in the process.

grim ore
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I just tried installing it on this clean machine here and it won't let me change it as well lol

mint swan
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If not, this installation is a few years old and setting a fresh one up would be fine anyway :-3

grim ore
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sooooo.... yay epic

mint swan
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Oh that is odd.

grim ore
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yeah it's super weird as I installed it not too long ago on another machine and it was fine, I never install to the default

plush yew
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@grim ore thank you sir the installation worked very well

frosty bloom
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First bug of 4.20 Preview 1, as soon as you start a blank project you have no control over the camera, it goes straight upwards and starts spinning 😂 How fun!

safe rose
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Here's hoping 4.20 goes through 20 previews

frosty bloom
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Bug two of 4.20 Preview 1, Do not press the + on Emitter inside Niagara System. It will, 100% of the time (Multiple tries) crash

stoic sentinel
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Hello all, I was here yesterday talking about a strange problem I'm having. Has to do with vertex coloring in Unreal. I can apply my vertex coloring very easily but when I build the scene my models go black. I understand that a model need UV for the lighting to be baked in UE4 but my model do not have a UV layer. I have tried baking the vertex colors to images but that only works for smaller models. Is there a way to add UV's without messing up my vertex coloring?

frosty bloom
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Cross my previous comment and add in ANY instead of Emitter

grave nebula
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sigh.. 4.20p1 is still leaking memory on newer nvidia drivers.

silver crown
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Crap

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Sucks

grave nebula
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Anyone knows how to import volume textures in 4.20 btw ?

silver crown
mint swan
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@grim ore it was indeed some remnants of an old installation in the regedit. I wiped most of it and now got this :D

graceful grove
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The bug with Niagara Systems crashing if you try to add an Emitter without any potential Emitters to add was quashed in dev-niagara branch, I guess what got merged into 4.20 preview1 is older

grim ore
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@mint swan awesome, weird that it does that but glad to know there is a fix

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man releasing 4.20 with a serious niagara crash was no bueno, I figured the delay was them trying to get it usable for p1 lol

graceful grove
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Niagara is still taking baby steps

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But it's a good thing it's getting more exposure. More bug reports means more bug fixes

grim ore
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sure but if you literally cant even start using it, then baby steps or not, it's useless in the preview 😦

frank escarp
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@graceful grove it is time

grim ore
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they had an actual feature go broken in 4.19 release so I have no hope for 4.20 at this rate 😦

frank escarp
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for ECS Space battle, even more overkill edition

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last version was able to run 6000 missiles

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lest see if i can push 20.000

graceful grove
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@frank escarp I'm looking forward to what's possible

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Apparently Niagara should be up to date with commits on the 4th of this month so I'm surprised to see that bug has returned

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@frosty bloom If you could replicate the bug and write down the steps to reproduce it, that would be grand. you could post it here or forward it to shaunkime

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I'm guessing the bug is a result of some other engine behavior with UI changing after the merge to 4.20 as on latest dev-niagara build all of the "+" parameters options should be grayed out in an empty Niagara System

frosty bloom
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1: Create blank project
2: Create Niagara System
3: Press any + on the Parameters
4: Crash

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I also tried with several Modules created and sitting in same folder as the Niagara system. Still crashed

graceful grove
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Ouch. I'll find some space to download the preview and replicate it. Thanks for reporting that

frosty bloom
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No problemos. The modules themself was fine thought. Didn't experience any bugs there.

grim ore
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that's the same issue I had on the 4.20 release branch yesterday so it makes sense it's still broked

graceful grove
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It used to be that the Niagara System would crash if you tried adding anything through Parameters panel without having tracked an emitter, so you can try pressing "+ Track" in the bottom left and adding an emitter beforehand.

grim ore
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well one would assume pushing the + button at any point any where at any time shouldn't crash the system lol. Testing this seems easy enough 😉

graceful grove
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Yeah, this bug was fixed in dev-niagara but it seems to have risen from the dead

grim ore
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yep the best part of the previews is seeing what bugs got added that are not on the list

graceful grove
frank escarp
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@graceful grove niagara + multithreaded ECS that i was able to improve

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definiteely should push 20.000 flying missles and 3.000 spaceships

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need to make a niagara input module tho

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to send all those positions + material color

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if i make the spaceships NOT actors and implement my own collisions, could get to 100.000 missiles and 20.000 spaceships i think

#

but at that point it would be cooler to have more than 1 type of ship, and have a few of them, maybe one just lazors every enemy ship that comes close

graceful grove
#

@frank escarp I'm not sure about the technical complexity of writing a new dynamic data input but the NiagaraDataInterfaceHoudiniCSV class should be a good stepping stone.

#

I've done the bare minimum and duplicated the NiagaraDataInterfaceSimpleCounter and changed it count backwards so I can say there's not a ton of interdependencies to worry about.

#

Actually I'm not sure whether you would really need to write your own data interface in any case, it's dependent on how the ECS system is implemented

wicked tiger
#

@silver crown - thanks! They've been updated.

azure shore
#

Im getting really frustrated

#

when I use spawn actor from class, the spawned actor in frozen in place and doesnt do any scripts

#

a little help?

grim ore
#

is this an AI?

azure shore
#

no (if you were talking to me)

wicked tiger
#

@trail plume - Eagle eyes. On it 😃

azure shore
#

its a car and when I get in it works fine (it deletes the car actor and uses a fake one attached to the player) but if I get out its supposed to spawn the original car actor back, but it floats in the air and it wont delete when I use it like the first

#

actually, it might, but it spawns two and only deletes one

#

help me please

grim ore
#

I dont know how much we can help without any real code. uhm so it does spawn the new one but it's in the air?

azure shore
#

yeah, and it doesnt seem to follow any of its own scripts

#

the one to 'get in it' is in the character bp detecting when they touch it

grim ore
#

so if you put a breakpoint on the new car in the begin play it never fires?

#

or maybe something is just blocking it like collision

azure shore
#

I tried on an empty actor making it delete two seconds after spawn (and it had physics enabled) but when I used a key to spawn it its floating and doesnt delete

maiden swift
#

Aw yiss. Downloading 4.20 Preview 1. peachyParty

#

Can't wait to dig into the blueprint graph and hunt for interesting new API changes. 👀

azure shore
#

🤦

maiden swift
#
Scripted Extensions for Actor and Content Browser Context Menu. The context menus for actors and content browser items can now be extended using Blutilities.

😍

rustic panther
#

Niagara?

karmic igloo
#

I think that's a new effects system.

rustic panther
#

ya I know

#

I was asking if it's in the preview

karmic igloo
#

Yeah it is.

maiden swift
#

Yes it is. I posted a link to the release notes in #unreal-news.

rustic panther
#

thumbsupblob thanks

fair violet
#

Anyone else getting lots of outline distortion / artifacts using the new DOF at resolutions higher than 1080p?

#

Happens to some extent at 1080p too but at 4K the outlines bounce a good bit away from the source

#

An example on one of the paragon characters- it's a really noticeable pixelated outline

#

I'll make a bug report post, if anyone finds a workaround, please @ me!

#

Seems to have replaced the old CircleDOF so you can't roll back

sudden agate
#

Area Lights broken af

pallid compass
#

i wonder how many people will upgrade to 4.20 and not back there project up

maiden swift
#

More than I would like to admit.

#

Which is why I always add a reminder not to do that when announcing preview builds.

#

Epic goes out of their way to warn you, too, but some people still do it.

#

Oh well. Best not to dwell on it.

#

Ohhh. There's a new Lists category of widgets in UMG now.

pallid compass
#

I just warning my whole ex uni class in our discord not to do it, i put money on it that one of them does it anyway, i wish epic would make that warning and suggestion to backup the project even bigger

#

like

maiden swift
pallid compass
#

"NO BUT SRSLY DUDE U REALLY WANN MAKE A COPY OF THE PROJECT BECAUSE SOMETHING IS GONNA BREAK TRUST US FAM"

#

lmao

#

oh that is nice 😮

maiden swift
#

Lol! I feel ya! I try to drill it into people's minds that preview builds are for previewing, exactly what it says on the tin.

pallid compass
#

When i was in uni right, u suggested to our tutor to take 4.16.3 because it was stable instead of shifting 4.17 on all the machines right and he did it

maiden swift
#

Maybe Epic should save a step and somehow disable cloning if you have a preview build installed. 😛

pallid compass
#

and within 1 weeks, everyone was like "WHY MY PROJECT NO LOAD IN UNI?" they had all installed 4.17 at home, it was a nightmare

#

same thing with maya as well actually

#

yeah lmao

maiden swift
#

Figures. I see a lot of people who are obsessed with having the latest and shiniest, regardless of whether or not they actually have a use for it.

pallid compass
#

I know it sounds silly to stress the warning but you know, alot of people just assume its gonna be okay, and in general you cant take bp assets back a ver

#

You know whats just popped in to my head actually which would be an amazing feature

#

When you go up to a new engine version

#

the Engine takes the txt version of any blueprint you save to a higher engine version, and stores that in saved

#

So if u save your Char.bp from 4.16 to 4.17

fair violet
#

I know some people that work on a single copy of a project with no backups and convert in place

pallid compass
#

it stores a Char.bp.4.16.backup.txt

fair violet
#

They will run into so many issues at some point

pallid compass
#

So that u can kinda rollback

fair violet
#

Months of work gone

pallid compass
#

at least roll back the blueprint node stuff lmao

maiden swift
#

Interesting idea for text backups. Sounds useful.

#

Would be nice to have some sort of failsafe to protect people like that from themselves, so to speak. lol

fair violet
#

It's a good general life lesson I think haha

#

You'll lose work, get burned and then never ever do it again

maiden swift
#

Omg. Mesh editing features finally on the way soon?

#

Both enabled by default and marked as version 1.0.

#

👀

pallid compass
#

whatttttt

#

😮

#

OPEN IT BOI

#

SHOW US

maiden swift
#

I'm hunting for it!

pallid compass
#

also just a flaw with text backup

#

i just realised

maiden swift
#

Not in the Modes panel.

pallid compass
#

If ur gonna do that

#

why not just backup the whole bp LOL at a prev version

grim sinew
#

Yeah I found them a while back and couldn't figure out how to enable it

#

If you figure it out, @ me 😛

pallid compass
#

wonder if u can hunt down in the source code

#

how to get them up

maiden swift
#

A while back? I didn't see them in previous versions of the engine.

grim sinew
#

It wasn't showing up in either the modes panel or the VR editor

#

It was merged into 4.20 like 2 weeks ago

maiden swift
pallid compass
#

If your familiar with c++ pfist take a dive in the engine, see if u can find how the editor window is enabled

maiden swift
#

I'm not. I use Blueprint exclusively.

grim sinew
#

But yeah, the dev-modeling branch is fully integrated into 4.20

maiden swift
#

That's very exciting.

grim sinew
#

It is, now if only anyone knew how to use it

cursive dirge
#

did they ever improve it from the GDC?

maiden swift
#

I'm guessing the new mesh format mentioned in the release notes is related.

cursive dirge
#

or did they just dump it in so they don't need to maintain it separately?

grim sinew
#

There's been a few commits, but it got largely lost in a swarm of "Let's commit 4632649823423 changes at once"

cursive dirge
#

heh

grim sinew
#

Made it impossible to keep track

cursive dirge
#

lets hope we'll get the rest of the dev streams soon

#

still missing rendering and physics dev streams

grim sinew
#

And yeah that's my guess too, that they wanted to support sub-d mesh types

pallid compass
#

Whats the module name again?

#

going digging

frank escarp
#

@maiden swift houdini tools in unreal

maiden swift
#

Getting somewhere.

#

Editable Mesh is available as a data type in blueprints.

pallid compass
#

vblanco u got a copy of 4.20?

frank escarp
#

this is all to actually build procedural meshes in-game

#

ofc

pallid compass
#

can u take a peak and see if u can locate how the Editable Mesh editor window is enabled?

#

i dont have a copy yet

#

gonna try and find it in the git tho

grim sinew
#

It's a plugin, so you can find it in the plugins folder of course

pallid compass
#

oo

frank escarp
#

this is a different thing mate

#

this is to edit meshes through blueprint

#

think houdini type stuff

pallid compass
#

oh 😮

maiden swift
#

EditableMesh data type is expecting a Mesh Ref asset, I don't think can be created yet.

pallid compass
#

I thought it was like maya sorta thing

grim sinew
frank escarp
#

this would allow devs to build very basic modelling tools in their games

#

without too much effort

#

like, actually INGAME

grim sinew
#

There is a maya sorta thing with the "Mesh Editor"

#

That's this.

#

It's the thing they showed for GDC 2017

#

The VR/modes panel mesh editor

pallid compass
#

oh fuck

#

Mesh editor has editor polygon modelling tools

grim sinew
#

Editable Mesh may be something else, but Mesh Editor is that.

pallid compass
#

i found it

grim sinew
#

WHERE

maiden swift
#

Right. Mesh Editor is the thing they showed last year, and Editable Mesh is a separate but - I assume - related class that works with the mesh editor.

pallid compass
#

its polygon modelling

grim sinew
#

"I found it" helps nobody, tell us where

pallid compass
grim sinew
#

Where is this magic button

pallid compass
#

hang on i gotta dive in and find how we turn it on

#

if we even can

maiden swift
#

We knew it was polygonal mesh editing.

#

They're basically building mesh creation tools into the engine.

pallid compass
#

Bare with me

maiden swift
pallid compass
#

Im trying to track how how to get it on with slate

#

found the viewport

#

now how the hell do u get it on

#

yo

#

pfist

#

u got ur engine open

maiden swift
#

Yep.

pallid compass
#

Try this

#

MeshEditor.Enable

#

in the command line

#
        bIsEnabled( false ),
        MeshEditorEnable( TEXT( "MeshEditor.Enable" ), TEXT( "Makes MeshEditor mode available" ), FConsoleCommandDelegate::CreateRaw( this, &FMeshEditorModule::Register ) ),
        MeshEditorDisable( TEXT( "MeshEditor.Disable" ), TEXT( "Makes MeshEditor mode unavailable" ), FConsoleCommandDelegate::CreateRaw( this, &FMeshEditorModule::Unregister ) )
    {
    }
maiden swift
#

THAT WORKED

pallid compass
#

found constructor for it

#

LOL

maiden swift
#

It came up in autocomplete, even.

pallid compass
#

print screeeeeen

maiden swift
pallid compass
#

YEAH BOYS

#

HACKER SQUAD

#

STOP HIDING GOOD STUFF EPIC

maiden swift
pallid compass
#

OH SHIT BOI

#

HERE HE GOES

maiden swift
#

Duuuude.

#

Looks very promising!

pallid compass
#

oh nice

#

fml installing 4.20 lmao

worn granite
#

oh yea that thing

pallid compass
#

@grim sinew @frank escarp

Try this
MeshEditor.Enable```
grim sinew
#

#

Downloading right now to try it

pallid compass
#

btw just a learning

#

its prob disabled for a reason LOL

grim sinew
#

pff, as if that ever stopped me before

pallid compass
#

@maiden swift do u see a bunch of options at all

#

like

#

bSeparateSelectionSetPerMode

bOnlySelectVisibleMeshes

#

bOnlySelectVisibleElements

maiden swift
#

Where would those options be?

pallid compass
#

Yeah thats what im wondering

#

I think there might be HUD missing

#

I see these options but i didnt see them in ur HUD

#

however

#

UCLASS(config=EditorPerProjectUserSettings)

#

So try ur project settings

#

UMeshEditorSettings() maybe

worn granite
#

that'd be editor pref

pallid compass
#

Ahh editor pref my bad

maiden swift
#

Yep.

pallid compass
#

Ahh nice

#

does the ugh

#

auto quad

rustic panther
#

so could editable mesh be used to create editable landscapes?

pallid compass
#

stop it all being tri's?

rustic panther
#

like digging

pallid compass
#

because modelling with tri's is NASTY AF

#

Doubtful

rustic panther
#

not good for massive surfaces?

pallid compass
#

Editable landscapes has alot behind it

#

This system does not

#

But

#

in theory

#

u could prob use the tools to shift a landscape in runtime

#

with some hacks

rustic panther
#

if you know the game Wurm Online, that's what I'm thinking of

pallid compass
#

but ur prob gonna have a bad af time

#

I would not recommend it

grim sinew
#

I wonder if I can import subd surfaces like this.

#

That'll be interesting

pallid compass
#

let me look for export stuff one sec

maiden swift
#

@pallid compass Yes, Quadrangulate turns all tris into quads it seems.

pallid compass
#

omg thank god jesus

#

Modelling in full tri's takes so long

#

and does not let you keep flow properly

rustic panther
#

it makes a lot of tools useless

pallid compass
#

I hope they aim the kit towards quad workflow

maiden swift
#

So.

#

I think I discovered why it's off by default.

pallid compass
#

oh?

#

btw lemi list what i see is in the source

maiden swift
#

Yeah one sec. Hilarious gif incoming.

pallid compass
#

Beveling,
edit vertex edges, normals,
extend,
extrude,
harden/soften,
insert edge loops,
remove edge, vertex,
split Edge,
split polygon,
tessellate

#

Not bad for a starter barebone kit

maiden swift
#

Yeah that's all here I think.

pallid compass
#

If they get this good it will nock maya right out the god dam world

#

so no tools hidden at least

grim sinew
#

@pallid compass Well the solution is just don't model in full tris and triangulate your quads when you're done modeling with quads >.>

pallid compass
#

Yeah i mean i dont like modelling in tri's

grim sinew
#

The editor they showed off at GDC 2017 was all sub-d workflow

pallid compass
#

i hope the kit is built towards quad workflow

grim sinew
#

That's why I was wondering, hey, can you import them now

pallid compass
#

maybe tessellate polygon is the subdiv?

#

lemi check because i dont see any subdiv stuff

#

/** Tessellates selected polygons into smaller polygons */

#

ugh maybe?

#

someone try using tessellate on cube

maiden swift
#

Sorry, finally got a gif encoded.

pallid compass
#

np

#

nvm tessellate appears to have no level's system to it, so its prob not sub div

maiden swift
#

So about being disabled by default...

#

I need a new gif pipeline. This 2s gif is huge.

#

lol

pallid compass
#

the fuck

worn granite
#

ah yeah

pallid compass
#

and i say the fuck because

#

that seams like

#

an easy af thing to fix

#

lmao

maiden swift
#

Yeah. Polygon Move... it moves everything in the world. lmao

worn granite
#

it edits the mesh itself, meaning any instance of the mesh is also updating

#

Oh,no wait the walls move

#

wtf

pallid compass
#

yeah lmao

#

lemi check it

maiden swift
#

Actually I think you nailed it @worn granite. The wall is using the same source mesh.

#

All mesh edits are actually editing the source mesh. Yikes.

pallid compass
#

wait wth i dont see anything called MoveVertex lmao

worn granite
#

hahaha, oh man.

pallid compass
#

maybe its extend vertex

worn granite
#

I know how you could solve it, but that's definitely a yikes moment there

grim sinew
#

It's fine that it edits the source mesh, otherwise it would need to make duplicate mesh assets for every single thing you change.

#

That's not really a problem

pallid compass
#

was prob just not committed in time

worn granite
#

@grim sinew aye, but it could have the option to do so

grim sinew
#

Well just duplicate it in the content browser first.

worn granite
#

¯_(ツ)_/¯

karmic igloo
#

Or you could just manually duplicate it.

worn granite
#

but muh UX

karmic igloo
#

ctrl+w

#

Downloading it now, unfortunately won't have time to mess with it until this weekend probably.

pallid compass
#

I cant even find the move command lmao

random mulch
#

Does anyone know where I can find the .ini for the Editor Keyboard Shortcuts? Somehow, even after resetting, the 2nd Curve Editor panel doesn't show up for me.

worn granite
#

@pallid compass welcome to finding anything at all in slate

pallid compass
#

Lmfao

#

Alll the files are named right but

#

Nothimg resembles mov3

worn granite
#

yeh I know what a maze it can be

maiden swift
#

It's a UX problem for sure. Typical UE4 semantics dictate that editing assets is only one way. Editing the source asset should update all instances, but editing an instance only changes that particular instance.

pallid compass
#

So its ptob inside something else

#

Ahh yeah good point

teal tulip
#

oh no that tool still the same of 1 year ago 🤦🏽 feedback direct to the trash

pallid compass
#

Lmao

#

Inb4 we complain and get a reply

maiden swift
#

I'm just glad it's in launcher builds now so we can play with it.

teal tulip
#

still the same toy for VR users

pallid compass
#

"U guys stupid it was disabled for a reason"

teal tulip
#

you can enable or disable per mesh edit nick

#

so you edit it directly to the mesh

#

and edit all the replicas

pallid compass
#

Dam im gonna read all the doc tonight because iv alwaya wanted to make my own modelling kit

#

also dont forget guys

teal tulip
#

but there is a checkbox to edit per isntance on the world

maiden swift
#

There's currently no setting that I can see.

pallid compass
#

before this comes, it needs UV tools, and there is 0 mention of UV tools in the kit just so u know, so might be awhile off

teal tulip
#

there should be a checkbox in the same panel of edit Nick

pallid compass
#

at least in the current 4.20 source

teal tulip
#

a checkbox or combo box

#

in the same panel

maiden swift
#

There isn't.

#

There are no checkboxes.

grim sinew
#

UVs are overrated

#

😛

pallid compass
#

Basic UV toolkit & vertex painting & masking by polygon

#

would be sooooo nice

#

dude imagine this

#

Mask by polygon && the new layer system

#

AHHHA

#

it be so good

grim sinew
#

Right now I just see it as a blockout tool

pallid compass
#

not as good as substance

maiden swift
#

I don't know how they'd handle base UVs, but I'd love if lightmap UVs were just automatically generated on the fly.

pallid compass
#

but imagine for blocking and testing

teal tulip
#

@maiden swift can you take a screenshot of the panel please ?

grim sinew
#

Unreal won't ever be useful for anything high poly modeling, so it's not a tool to get production models. It's a great way to block things out with some dynamic lights.

maiden swift
#

@grim sinew Same. Gotta keep in mind this is replacing the old BSP tools.

pallid compass
#

Can u imagine if in 2 years though they had a decent toolkit together

#

Auto desk would take a massive punch too the face, it would be great

#

OH

#

THERE IT IS

#

ADD SUB DIV LEVELS

grim sinew
#

This will never replace modeling in autodesk's tools

#

It can't

#

It's not meant to either

pallid compass
#

Companies already start switching to ue4 for renderer and stuff over maya/max

#

I mean dont get me wrong right now its a piece of trash

maiden swift
pallid compass
#

But think about it

#

How god dam nice would it be for indie people

karmic igloo
#

Wow that's good looking.

pallid compass
#

omfg

#

10/10

karmic igloo
#

100/10

maiden swift
#

Ship it.

karmic igloo
#

(100/10)/10

grim sinew
#

Maya/Max isn't just a modeling tool, it's a production tool. There are scripts and plugins that every company has that Unreal will never replicate, and Unreal can't handle polygon counts like those two can.

pallid compass
#

"quick i better go make a support plugin that lets u turn it on and fix's the linked editing and sell it on the market place!!!"

karmic igloo
#

Other than the lack of a super accurate dynamic shadow system (like HFTS) UE4 is basically comparable to any other renderer.

#

Like Max/Maya

#

Except that it can do real-time VR and stuff.

pallid compass
#

True that zero, but ue4 can handle a good amount and you can render movie level quality stuff in ue4 now

grim sinew
#

It doesn't matter if you -can- model in Unreal, if it's slower than modeling in something else then it won't matter

pallid compass
#

I mean u wont get realistic marvel movie char cgi level

#

But you get good stuff

#

idk man

karmic igloo
#

I just really want to see HFTS in UE4.

pallid compass
#

id rather pay 5% on my modells than £200 a month for maya LT with no plugins

#

lmao

maiden swift
#

The modeling tools will be good for someone like me who's games usually have minimal abstract level geometry with hard shapes.

worn granite
#

yeah I mean just look at how many people dismiss blender, and that's a full fledged software

pallid compass
#

£200 a year*

grim sinew
#

At this point you're just making the blender argument. Literally nothing changes

maiden swift
#

And for quickly blocking out levels with real meshes instead of BSP.

grim sinew
#

You can use blender and get better modeling tools than this if that's what you want

#

This is just for blockout

maiden swift
#

I don't see this ever competing with dedicated DCC apps.

pallid compass
#

Yeah im aware, but this toolkit will improve

grim sinew
#

So can every toolkit

pallid compass
#

Yeah but here is the thing right now, and this problem fits in to unity alot

#

this is why i love ue4

#

Its a game engine made by people who make games

maiden swift
#

It will definitely improve, and for people like me, it will probably be enough most of the time to not need Blender.

#

Especially for game jams.

grim sinew
#

Look at Cryengine. They've had this for years, and it's largely worthless for any sort of production. It's a blockout tool.

pallid compass
#

Sometimes when i use maya or max, it feels like the kit is made by someone who does not model

maiden swift
#

But I'm the exception, not the rule.

#

I make tiny games on my own or with one other person and I'm not a great 3D artist.

pallid compass
#

Im not saying its gonna put autodesk out of business, im saying that if they improve on the toolkit with the input of there modellers, its going to become really god dam good if they decide to take it further

rustic panther
#

they just need basic marquee vert pushing tools and sculpting 🤷

maiden swift
#

I agree, and for game jammers or solo indies, this could easily replace Blender etc. for simple projects.

pallid compass
#

I mean blenders great it only has a few major issues

maiden swift
#

It's one more tool to make it easier to get into UE4.

pallid compass
#

FBX support & its axis system is the opposite to ue4

grim sinew
#

I get it, you have stars in your eyes, and I can't really win an argument against unbridled optimism, but it's just not realistic. I'm going to leave it at that. Think what you want.

rustic panther
#

the landscape tool is a good start for a full fledged sculpting tool

pallid compass
#

Its not stars in the eyes, the point i was making is that because the modelling toolkit is free to get in too, with improvement and if they use it internally it could be really fucking good

#

I mean i cant name one modelling toolkit i actually like

#

I hate them all to some degree

#

to me neither, maya, max or blender feels like its been made by someone who model's

#

Actually blender has the slight acceptation there,

#

Its mainly maya and max

#

They feel clunky af

#

(coming from a major maya user)

#

But fair enough zero if you want to leave it there

teal tulip
#

that is rare

grim sinew
#

I was able to import a mesh and use it with the subdivision levels, but it's not exactly being treated as a sub-d surface. It's baked in polygons to the mesh and I had to quadrangulate it which as everyone knows is a super unreliable process in general. As far as I can tell there's no way to import it as quads.

pallid compass
#

There is an option

#

in ur editor

teal tulip
#

still looks more like a toy than a proper tool right now

pallid compass
#

to default use quads

#

and not tri's

teal tulip
#

that arrows and all are the ones they made for VR

#

that are 5x5m arrows

#

ready for kids in order to don't lost them

#

no idea why in 1.5 years they didn't had time to change it

#

cause even the menu is the same

grim sinew
#

Didn't see it in the import options for a standard static mesh, is it a different menu?

pallid compass
#

its in the eidtor option's

teal tulip
#

aren't default meshes ?

pallid compass
#

not project, editor

grim sinew
#

It looks like it's just running the quadrangulate process automatically, not importing it as such

#

Still, it's a step in the right direction. I hope they work on it more

pallid compass
#

Yeah thats what i was saying before i hate the idea of working in a tri's by default ugh

grim sinew
#

They're just doing an unnecessary extra step. There should be an option to mark a mesh as sub-d on import, skipping triangulation for when it renders and store the mesh as quads.

#

If they work on it at all, it's probably one of the first things they'll fix. There's no question that they have to do it

teal tulip
#

that is from more than 1 year ago

#

@maiden swift that bottom at the top right

#

allow me to edit per instance or per mesh

maiden swift
#

I see.

#

Looks like it's missing in the current build.

#

Or it's been moved.

teal tulip
#

back in the time when I used radiant/hammer liked to use it as is faster than a 3D editor with control

#

Like you can edit from the 2D viewport without actually select the faces

#

etc

#

here this tool don't have any of that

upper heart
#

Has anyone had an issue with uncapped fps in 4.20 causing crashes? (packaged game)

pallid compass
#

4.20 be shaky af atm, everyone appears to be full of issues

grave nebula
#

I had 3 random and unrelated crashes plus that memory leak of unknown origin. 4.20 is a no-go for upgrade so far.

tall pendant
#

i can't get AL's to work as i want them..

teal tulip
#

no comments

grim sinew
#

4.20's material editor doesn't even show instructions, it thinks the window's an invalid object or something. So yeah, this is either going to be the most buggy release of all time, or it's going to have a ton of time sitting in preview

grim ore
#

shh... buggy releases don't happen....

obsidian coral
#

Guys I need some help.

#

So

#

What engine should i choose unity ir ue4?

#

IDK

#

I made a game on unity but then got stuck and quitted.

#

Then i decided to try out ue4

#

But I didn't understand the blueprint system and i was more used to coding

#

Ao

#

So

safe rose
#

Go with RPGMaker

obsidian coral
#

Im so stuck here can anyone help me?

#

@safe rose ugh.

safe rose
#

I wish you all the best with 4.20 P1

grim ore
#

there is no right answer as each game and person has different requirements and different engines meet different requirements

safe rose
#

It's obvious Epic QA's priorities are not with Unreal Engine

grim ore
#

Epic's general UE4 priorities have been on the game for sure recently which kinda sucks for the general community

safe rose
#

I am very curious on how they do their releases though

#

I mean, can't someone just build ONE project?

plain flicker
#

Anyone here using Datasmith on 3ds max 2018?

safe rose
#

Start to finish, gamejam style

#

They would be able to see most of these issues right away

obsidian coral
#

I kinda want to go with unreal but i dont understand it like unity

grim ore
#

they don't spend the money on that anymore Victor 😦

safe rose
#

I know 😭

#

But really, it take maybe one-two days, tops to create a simple project by the QA team

grim ore
#

Epic pivoted into the Enterprise arena a few years back and we are not seeing the results of that. less community and testing for the general audience

safe rose
#

Tons of issues averted

plain flicker
#

Unreal Engine 4 is the move. It is so Epic, developing on it is so fun, anything goes, the sky is the limit, with YouTube and forums, you can learn it all, and nothing is impossible

grim ore
#

There is no real QA team anymore =/

final owl
#

=/

obsidian coral
#

Hmm..

safe rose
#

We are the QA team

obsidian coral
#

Okay

safe rose
#

Unpaid

grim ore
#

a QA team would not let a bulletpoint feature ship on a release build 100% broken but they did in 4.19 so shrug

safe rose
#

Perma-alpha testing

obsidian coral
#

When my laptop gets fixed im gonna try to learn unreal for a few months

#

And if I dont like it i gotta return to unity

safe rose
#

That's the way to do it

#

Keep trying out new things until you find one for you

plain flicker
#

Both are good! I think Unity is good for lighter applications, like AR, iOS/Android, but Unreal for realism, heavy graphics and VR

#

but you can really do anything in both, its preference, I try to learn a bit of both. Unreal for 3 years. Unity for 2 months now

obsidian coral
#

Do you like unity?

frank escarp
#

unity is horrible for any half serious project

#

unity does NOT test their features on a real production

safe rose
#

Hmm

grim ore
#

At this point UE4 and Unity can do pretty much anything if you spend the time and money

frank escarp
#

so stuff breaks everywhere

plain flicker
#

Coming from a 3D graphics background, since I was 14, I am still new to programming, so C# in Unity is a bit hard to me, but Unreal's Blueprint system is wild. I am making a VR social network, with Amazon AWS infrastructure integrated, full databases and more, did it all with Blueprint and never touched code. Unity is cool, I respect those who use it and make experiences with it, but I love Unreal cause I know how to use it, it feels like a tool

safe rose
#

@plain flicker You used the Amazon Plugin?

#

Gamelift one?

#

Or something else?

obsidian coral
#

@plain flicker Well i tried out unity first and blueprint is a very new thing to me and I don't understand it lol

safe rose
#

I need to decide eventually, what provider I'm going to use for my Dedicated Servers

obsidian coral
#

But i am very good at coding

#

Especially in c#

plain flicker
#

Nope, I started with CodeSpartan's MMO Kit. I compiled source and started with that template, removed all of the RPG aspects and then started fresh

safe rose
#

If you know C#, stick with Unity

plain flicker
#

and @obsidian coral yes, if you know C#, Unity is the way

obsidian coral
#

Idk.. I just got stuck in unity and i felt like.. I couldn't go forward and therenwas way too many things so i don't exactly want to return to unity

#

There was*

plain flicker
#

Do you have any ideas of games or experiences you want to make in Unreal yet?

obsidian coral
#

Not yet.. but in unity i almost made a successful game. Its basically like geometry dash but in 3d and ultra graphics

#

I had a menu, a few levels and stuff

cursive dirge
#

meanwhile

#

if you find a bug with Unity

#

their QA is super responsive

obsidian coral
#

But I never finished it.. i lost all my files and i quitted

cursive dirge
#

I don't think I've reported single bug they haven't reproduced in single working day

#

or fixed within one month

#

😄

grave nebula
#

Can confirm that Unity response to severe issues is much swifter.

cursive dirge
#

they do have some priorities

#

so if your issue isn't huge priority, it might get left unfixed for a long time

#

there are few horror stories on this 😄

#

it depends on the feature and team too

#

if it's a new thing, it's more likely to get more attention

grave nebula
#

On the other hand, I haven't ran into an issue severe enough to report with Unity. But that is a bit biased.

cursive dirge
#

I've reported 3 this spring alone

#

they fixed them all

#

it's funny tho

#

how biased these servers are

obsidian coral
#

I GOTTA GO WITH UNREAL

#

IDK

cursive dirge
#

not surprising tho 😄

obsidian coral
#

I don't want to return to unity

cursive dirge
#

people tend to like the engine they work on daily basis more

obsidian coral
#

I didn't have the best experience

cursive dirge
#

if you mention unity, vblanco will tell immediately you can't use it for serious projects, if you mention ue4 on unity discord, they will tell you need AAA team to pull a game project off there

grim ore
#

if you lost all your work then your gonna have a bad experience with UE4. Neither one holds your hand they just enable you to learn and make stuff.

cursive dirge
#

same things repeats month after month

#

neither of these angles are 100% correct

grim ore
#

UE4 is no more friendly than Unity out of the box to be honest lol

obsidian coral
#

I almost cried when I lost my game i had worked on for a long time

#

Lol

grim ore
#

And then you learned about source control and it will never happen again right?

cursive dirge
#

two words: version control 😄

obsidian coral
#

Source control?

cursive dirge
#

perforce, git, svn etc

#

whatever lets you save individual steps into version control

grim ore
#

"I lost all my work, I hate this engine for it" , move to UE4, "I lost all my work, I hate this engine for it", move back to Unity...

cursive dirge
#

that way you can always return in time to get last version that still worked

#

or track your progress

obsidian coral
#

I dont hate unity...

cursive dirge
#

or sync your work across other team members if you do such thing

obsidian coral
#

I have never said jt

grave nebula
#

When you hate an engine, you gotta remember, that the engine might not like you either.

cursive dirge
#

😄

obsidian coral
#

Ugh i guess I need to return to unity..

cursive dirge
#

because you lost your work?

#

well, in unreal, there's a painpoint I've had with blueprints

#

as I've always been really good at corrupting them

#

you'd definitely want to have backups (use that version control)

obsidian coral
#

Same

cursive dirge
#

I actually moved to almost pure c++ on unreal while I still used it

#

mainly because of this

#

it kinda sucks as blueprints would be really handy way to setup actors as prefabs

obsidian coral
#

Like what inspires me to use unreal is i see so many ppl and so many good games made with unreal

#

And it seems so ez

cursive dirge
#

it really depends on what you need to do with the engine

#

some things are really easy

tall pendant
#

The appearance is deceptive

cursive dirge
#

others are almost impossible without years of research and development 😄

tall pendant
#

Its not easy and it probably takes quite a few team members with a strong skillset

cursive dirge
#

gamedev in general requires some skills that you only acquire after doing this stuff for years

tall pendant
#

on any engine

frank escarp
#

whatever engine, whatever project, USE SOURCE CONTROL

#

and use it well

#

@cursive dirge 100% right about that

grave nebula
#

When you dislike something about UE4, or Unity, or whatever, just think for a second, that their editors have a graphical user interface. That alone makes them top notch products lol.

cursive dirge
#

my eyes still burn in unity editor 😄

frank escarp
#

@cursive dirge btw, just salty becouse ive had plenty of bugs on late stage unity projects, where they hired me to do stuff, and i eventually spent HOURS against ENGINE bugs that, becouse they are closed source, i cant do shit about

#

im too spoiled by getting a crash, and just attaching VS debugger to unreal engine to see wtf happens

cursive dirge
#

yeah, I can see those scenarios happening

#

especially on mobile

frank escarp
#

the fact that build systems are closed source is criminal

#

the latest bug i had made me waste a day of work, and was a 100% blocker bug

#

only fixed thanks to arcane knowledge intervention from a dev i knew

#

i was doing a GearVR build, and there was conflicting with the AndroidManifest.xml merging

#

something was fucking it up, basically

cursive dirge
#

I really wouldn't want to do mobile dev at all to be honest

frank escarp
#

in unreal, on a similar bug, i would just breakpoint that, and see exactly when it fails

cursive dirge
#

had I full source code or not 😄

frank escarp
#

to see where does that error come from

#

in unity, i could just tinker randomly

obsidian coral
#

Fuck im gonna return to unity

frank escarp
#

hoping to find a solution by pure luck

grave nebula
#

@obsidian coral Hold on a minute. Maybe you will change your mind.

cursive dirge
#

😄

obsidian coral
#

Wdym?

#

I have already made a choice

cursive dirge
#

sleep over night

obsidian coral
#

Wait I forgot

#

Im gonna use unreal for some time

frank escarp
#

you know what the true best engine is?

#

the engine im coding right now

cursive dirge
#

that being said, if you feel less frustrated with other tool, I dunno, just use the one you like

frank escarp
#

can you render half a million cubes at 60 fps in unreal, NOT REALLY

obsidian coral
#

And if i DON'T like it ima return to unity

#

@frank escarp?

frank escarp
#

im joking

cursive dirge
#

best engine is what you are making progress with

frank escarp
#

im writing my own engine for some portfolio stuff and "for the hell of it"

#

the only thing it does is draw cubes

#

literally the only thing it does

#

except it does that fast

grave nebula
#

Name, is what defines the engine. Do you have one for yours? @frank escarp