#ue4-general
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Yea you have integrated graphics
Hmm, I'm not sure Unreal Engine will run on that chipset
It's significantly slower than a 650gtx (which was released 6 years ago or so)
No
yours seems to support a maximum of SM4
You'd need a dedicated GPU to run UE4
(and a decent cpu)
^
Both
Even with C++, you'd most likely need the editor in order to complete your game/project
for scene editing? I'm loading like objects for levels in my own level format
If you ever wanted to view it graphically, yes
But you wouldn't need to use unreal engine 4 to create a text-based game
^ Please don't take offense to that if someone in this discord is using UE4 for that
how do I make my atmostpheric fog not affect my skysphere?
Is there a way to update Editor Preferences and track it in source control?
@fluid swallow I would just make my own runtime editor for my levels
in unreal can I custom my gamedata? like not pack any assets I would want to use cpk
and another thing do I need to pay unreal for selling my game?
how much?
@amber holly epic takes 5%, steam teakes 30% if you go to that platform.
very fair bargain.
plus any MP assets you buy are yours for life, no licensing restrictions.
just can't use it in other systems other than unreal engine.
don't forget to hop in on the MP sale, now through the 12th. i went on a spree! weeee
๐
what about custom how the assets work like not pack them or use uasset, just normal files?
I'm making my game in c++
you should turn on compress package in packaging settings for sure. or your steam customers will complain that your filesize is too large.
umm most files are uasset.
i believe.
I plan on using my own archive format with compression
time to deploy too high, why reinvent the wheel
use .sav files for saving, use .ini files for writing single values, and use .uasset files as normal.
anyways. can't wait to add in my mp stuff i just bought into my game. it's really good stuff. excited.
I wanted to custom where my gamedata is loaded from not content folder like gamedata
i got like 500 muzzle flashes lol
i hope my project doesnt bloat up to like 2gb after i add this stuff in
and when build does unreal pack the assets into files like asset1.bin asset2.bin asset3.bin?
its 550 MB right now on steam.
@amber holly if you turn on create compressed cooked packages, then you will find the file as a .pak file in PackagedGameFolder\Content\Paksmy file is about 500 MB.
Anybody know why this isn't applying an impulse to my ball?
even when x=1500 it still doesn't do anything at all to the ball
the script is attached to a ball blueprint and I dragged the ball blueprint out to make the ball
and the blueprint has physics enabled, gravity is pulling it and it is bouncing right now
you shouldn't have any need to access compiled files in your game, your internal game code should do all the accessing interanally. most people only access .ini files at runtime, .txt files, or .sav files to load and save games.
the pipeline in UE is to have assets in BPs. if you are doing something custom like that, i would probably recommend importing all the models in as FBX files and re-loading textures on to them. any textures you have in custom binaries won't likely render properly because the materials aren't native.
all of my pawns, characters, powerups, are all blueprint classes with static meshes in them, with materials and textures assigned to those materials in the basse color, spec, etc.
Anyone know about the Euphoria physics in unreal? like on the marketplace or free or something?
/\ If not devs should really have a Euphoria physics engine
nvm I figured it out, I need regular impulse not radial impulse, all radial impulse does is spin the ball
ahh. i thought i would remind you to turn physics on but i thought you proabably already tried that.
FBX, yes. DDS, no.
in theory you can do whatever you want if you re write the code that handles that stuff
Right, but when someone asks a question, generally it's a good idea to assume they're not looking to rewrite a huge chunk of the engine.
Technically you could do literally anything you want if you were up to rewriting the engine to accommodate.
We're not talking about game code, we're talking about engine code
As in modifying the engine itself, a bit deeper than that.
But yes, if you're using C++, if you're desperate enough, you can do anything you want.
@amber holly I'd still strongly recommend making sure the editor can open or possibly upgrading to another computer first. You will need to make some large changes in order to get the engine to load on SM4
I don't think I will need the editor much since I using my own data for levels, cut scenes, etc.
If you're advanced enough to do what you propose, you probably don't need to ask us what you can do.
You have the full source, go for it.
can unreal do this good hq rendering in-game cut scenes? https://youtu.be/ct4f8dY_Q84?t=64 or do I have to prerender my cut scenes to make it look good
One of the best villains in sonic history.
๐ฆ
Nothing about that cutscene looks good.
Unreal renders the cut scenes by using tools within the editor...
You could do that with the UE3, let alone UE4.
If you don't have the editor, you probably won't be able to render the cut scene within Unreal Engine :x
I downloaded the engine in the launcher
It sounds like they want to make an entirely new editor for some reason, which I guess nothing's really stopping them from doing so
As long as you don't try and call it a new engine, that is
Any modifications no matter how extensive are still "Unreal"
no I would make a runtime editor just for adding objects and saving data and program the game to read the data and create objects
@.@
That sounds like quite a bit of work just to get it to run on SM4
Perhaps it would be easier to upgrade to a SM5 graphics card?
Can't you just use an old version of the editor (around 4.15) that supports DX10 in the first place?
Yea I believe 4.12 supported it
Yea most cards made within the past 5 years support SM5
And even if you add fallbacks for SM4, you're still running into issues with cards that old not having enough memory
More than just the last 5 years
My biggest issue with supporting old cards was the memory on them
what does my level editor have todo with unreal upgrading my hardware?
it just a tool for editing my levels for my game
Nothing
Nothing, if you have the skills/time it's a great portfolio piece
I was just stating that if you were aiming to work on a game, it'd probably be easier to get a version of the engine that supported your hardware
Because you'd spend an enormous amount of time coding your own editor
all the editor tool would be is adding objects and saving data which has nothing to do with ue4 only in the game code for reading that data and creating objects.
isn't a config file to change the settings to use directx 9 or 10?
DX10 was removed recently
DX11 and DX12 only right now
Vulkan and DX12 are both experimental
Hi guys, i was wondering where i should ask a question about Maya and if someone maybe has a way to get it cheaper. I would love to buy it, but its to darn expensive, right now im using a trial.
how to make a sniper zoom
focal length
Thing is i have started to get the hang of maya already, but i guess i can switch to blender
sure thing ๐
noob c++ question:
are you supposed to edit the default engine c++ files for custom utility functions and stuff
or are they there just for reference
Hey do I need to create a project in C++ to launch it? Or can I just use Blueprints?
you can just use blueprints?
I can? Or was that a question as well?
if u wanna use c++ you will need a c++ projects
if you want to use blueprints go ahead
okay
although you will need a install of vs to build
while I study and learn the engine I want to do it quality not ugly
@plush yew ???
lol
Honestly I know there is a huge chance this is for nothing, but I have been enjoying the use of the engine although it seems like people who went to class for this stuff would do much better lol
nah you're fine
@plush yew Use the Launcher, you can create BP Projects.
Thank you satan
@brazen bobcat You can Edit the Engine as much as you see fit.
@weary basalt thanks!
๐
@plush yew you dont need to use the project launcher to use blueprints but using their templates might help
If you have an C++ Project you are not restricted to just using C++
Infact an combination of C++ and BP is usually the best development method.
Are there any 2d developers around in this discord? it seems like unreal is only getting used for 3d projects
?
yeh i think the best way is c++ for base classes and blueprints for anything involving assets
@cyan grove why
Is it right to say that decals of.the same resolution as a texture are less in space and processing cost?
So instead of maybe 30x concrete texture files
1x concrete and 30x decals would be better?
We do it to achieve high pixel density (using tiled textures & non-tiling overlays) and save up on VRAM
Also it simplifies art workflow for us a little
As adding a large array of decals and material instances with large shader instruction
Would slow performance
Ah
This is all done at a cost of runtime complexity, our materials are all way more expensive
Well, not too expensive, but they are still way above what you'd normally expect
For what you have in mind, we use mesh decals. They have normals and other stuff, yup
Actually most of those decals are two-step kinda thing
Gotcha
They have a texture that defines the actual texture of the decal, but they also have a texture that masks them out
So we can generate more different decals by shifting the actual texture of the decal (it's also tiling) against a fixed mask
So then even if two masks are sitting together and are fully identical, they do not look the same
Fair enough
I guess thats where the shader complexity comes from
As opposed to a simple semi transparent plane that is pasted on.something
The shader complexity comes from blending many different things together yeah
Understood
Ill test it out for a bit my game consist of a single large map
So theres a bit of a challenge there
Its not openworld though
With that stuff we can maintain something like 0.5 mm per pixel resolution on textures
Which looks so insanely satisfyingly sharp
And it feels great to rub camera/face against it ๐
Nifty! Im still in the phase of developing the modular meshes haha but i think.will be reaching the texturin part in 2 weeks
I would love to rub my face on some of the textures haha
Got some small.closed interior.instances in the map
Where things are.more detailed
hey, any quick way to replace a reference without it doing checking assets for root set ?
nvm, restarted ue4 and the few asset references went by quick
can anyone see this post in the the job offerings section in the forum? because i can't... https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1487873-myths-and-mazes-is-looking-for-skilled-and-motivated-team-members
Project Title:
"Myths and Mazes" or "Maze Games", i hope we will find a better name. :D
Description:
To describe the Game in terms of genre

@tame stag - forum bug has dropped it to the last page - give it a bump and it'll jump to the top
anyone know why skeletal meshes might have woefully inaccurate bounds?
@wary wave thank you ๐
no problem
@dawn linden Eat it... Epic replied!
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1486942-docs-search-no-longer-has-filters-a-huge-step-back
So I used to use docs.unrealengine.com for all of my search activity for UE4 content, and have directed all students I've ever taught UE4 as well as coworkers I've
pee pee xdddd
xdddd
Can anyone help me with some information about copyright?
Probably better off asking a lawyer if it's not something very self evident you can find on google
Its basically apperently theres a movie that is the same as my game title, but i didnt know about
is the game already out?
No, i havent finished the game
But im worried now as ive spent so long on it an i may have to change the title now
is it a lot of work
Yep
oh the game is based around the name?
If it's important enough, find a lawyer to consult.
lol im joking ask a lawyer for sure
you'll want to look to see if someone holds trademarks
if they don't have a name mark, you're likely fine
Lawyer will do a more thorough search
Okay
Best not to risk it
yeah, an intellectual property lawyer will be able to conduct a suitably thorough trademark search
Thanks
@bitter iris In any case, no matter how legal it might be - my advice would be to not use a name that already exists, for referencing purposes alone
Ive got a backup name, if it needs to be changed
i might just email the person who created the movie, see if its fine
You mean the publisher who owns the rights
Directors etc don't have any say on that stuff
But again, if someone else has already used that name, then you should definitely change it
Yeah ill go ahead an change things i think
Just for feature - โchecking is itโs fineโ is not enough. You need to have a legal agreement that can stand in court if things go sour
Yeah like every indie developer has a legal team that hasnt launched
hey guys
this one time i heard someone say using the alpha channel is effectively creating a new texture, memory wise
so if i have 8 channels to pack, am i better off doing it RGB, RGB, RG
rather than RGBA, RGBA
Correct
ok
And the most important one should always go in green
Higher quality than red and blue
ok good to know
Is it possible to refresh the content browser?
That's done in real time
Doesn't seem to be the case for newly added directories outside of the ue4 editor
@frail sun The content browser only shows imported assets
Interesting
The usual workflow is to have a Content dir (assets), a source dir for source assets (fbx, textures, etc)
You can set UE4 to auto-import stuff from a dir
You'll usually never touch the Content dir manually
@bitter iris selling products or services is a business and should be treated as such. You donโt need your own legal team for such things. There are plenty of law firms that provide all kind of services.
interesting thing I learned recently. The asset registry actually has a tick. I dont often think of things outside the gameworld having a tick but there you have it.
anyone check #mobile for an issue im having?
By the way, can you use the splatmap(red,green,blue channel) to color?
Sure
FFS - Windows updated the system and now I get "Please verify that you have sufficient rights to run this " whenever I try to compile something
I managed to ignore the update for soo long and now I know why I did
@errant nacelle from code? Sometimes thats a problem with plugin declaration in build files
I've downloaded a complete clean state of the UE4 source code to verify that it wasn't my project
getting the same error there
UAC is completely disabled, I'm running VS as administrator. Windows can be so damn annoying at times
Everything was working fine, boom update, nothing works anymore.
Oof i feel ya
From the looks of it many others had the issue as well
And the solutions seem to be different each time
So worst case scenario atm xD
@errant nacelle Paste the actual output log
Delete saved+intermediate+binary folders?
Right, one sec
I'm getting the feeling you're using VS error window here
Which is useless and wrong
The "rights" warning is unrelated to your actual problem
Good point, let me try another build really quick so I can paste the output log
@errant nacelle use pastebin
Well, if it's the one I'm thinking of, it's really just wrong code and unrelated to Windows, VS or anything
Just misleading in default VS layout
-waitmutex code 5/3 maybe
Waitmutex -5 was a good guess, but none of the files seem to be readonly
The folders however keep resetting
Forget about that
That can't be the issue though can it?
First rule of C++ : only look at the first error
Everything after that is 100% bullshit
Your issue has nothing to do with rights
2>ERROR : UBT error : Failed to produce item: D:\ue420\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\UnrealHeaderTool-Core.lib
that's the real one
Now the hard part is understanding why that didn't work. If you updated Windows, or VS, it's possible that the build is compromised because it doesn't detect changes made in system libraries / includes
I'd start by doing a clean rebuild of the engine
That is practically what I'm trying to do :P
Well this isn't a rebuild, it's just a build
Ah I see, yeah I just clicked build to sped up the process, but it came up in a rebuild as well
Just hit rebuild
Crossing fingers
If that doesn't work, then you'll need to move to the step of removing all generated files (build binarie sintermediate folders, + UE4 sln etc)
And start over
Make sure you have an up-to-date VS, too
If that doesn't work, set the machine on fire and buy a new one!
buy a mac, I heard they are good.
I'd love to get behind the issue and fix it though instead of moving away from it :P
Also don't use previews, though at least previews should build ๐
Just hate that I always suspected that the update owuld birng issues
And voila, it did :D
well if it helps I updated a good half dozen machines here and no issues
but I guess that doesn't help ๐
Just hope that there's just some kind of oversight from my side
tho the update on the 2 slower machines with mechanical drives literally took over 3 hours each...
Doing a clean state right now and also reinstalling VS just to e sure
No point in reinstalling anything
Reinstall World of Warcraft and call it a day?
Nevar!
I'm gonna fix this! And if it's the last thing I do!
Queue 50 years later "So guys I think I found the issue..."
well fixing it will probably be the last thing you try
There's nothing complicated here - the engine is very likely to build when built from scratch, as long as you have all the dependencies
Mhm anything beyond running setup.bat thats recommended in terms of that?
I've got the proper vs dependencies, windows sdk/.net dev kit/game dev kit etc
Yeah you still need Visual Studio, up to date, with the Windows SDK etc
But really, this is C++ here
I mean I had this exact same setup running 2 days earlier, the only thing thats changed is that the windows updated force-installed itself
But there's always something I could miss
So any help is appreciated =)
So thanks for the tips so far !
I am not surprised at all that an update of anything could break iterative build
It's routine to remove the generated files and start over from source when you change anything
For VS updates, that's 100% mandatory all the time
It's surprising for Windows but not shocking at all
hey folks, where do you reckon the best channel to ask profiling related questions would be?
This is very much because of how C++ works - getting stuff built with slightly different environments to link together is never automatic
If you hate that, work with prebuilt releases
Nah don't hate it :) Just hate not knowing what the issue is. But what you say makes a lot of sense
The problem is that C++ is only standardized up to compiling a single file
Builds systems are absolutely not covered in the standard at all
Compiling tens of thousands of files, keeping them built, rebuilding those who need to and linking them, without breaking all the time, that's a hard challenge
But thats also partly why it's so satisfying once everything is working smoothly again :)
Yeah
I'm very happy I don't need dedicated server, I haven't touched a source UE build for years
At least a full rebuild is only 3 minutes now
can I add new features to the ue4 like new formats?
you can add whatever you want with the source code
If I made a update how do I contact for making a update to the engine?
You would put a pull request into the system, the instructions are on the github page
im trying to make a very simple racing game as a concept
You can do whatever you want with your property, if its for 3d stuff it might be better suited in another channel tho.
Asset system is simply UObject saving system, it saves all properties so you can do anything ๐ you can also alter serialization process
oh you eman support new format?
as long as license allows, you can also relese it as plugin
you mean oyu want it to be added to main relese of engine?
If it's a format you created, it's unlikely Epic would make it an official feature. You can still use it in your own branch though.
And share that branch with the forums, if you choose to.
Might get traction there.
And yeah, plugins would work
it defintly work, ebcause there really no diffrence between adding modules ot engine, plugins or gamep rojhjects
they all the same just diffrent way od distributing them
???
What, like replace the currently existing way the engine stores models?
If you're releasing something, the forums are your better bet than Discord. It'll get more visibility
Here it'll be gone never to be seen again in a day or two
Is portrait + landscape supported for IOS yet?
@wild kestrel Whats your source on that? That it is running on unreal engine?
It's fairly old
I don't think they're using it for smash though
Yeah, my bad it's apparently Pokรฉmon
is Blender is hard program, not hard heavy program because my computer is dual ore with shit video card?
@errant nacelle There was UE4 logo on Smash presentation credits
@plush yew blender is by far the 3d program with the least performance overhead. It runs on literally anything
It'll be hard to use the real time rendering
and it you cant run it, you can go back to an old version
I think you're mistaken Shadowriver, those were the credits of the whole nintendo presentation
I download the last version-is tha problem?
But like it'll take some more time to render out and that's about it
does not matter really
The other previews should be find
Would've been pretty cool if smash would be running on UE4 though =D
Am I must to render?? I want to creating materials and building and then to move it to Unreal because I downloaded farm house but I can't make door animation
it does i think it shows all copyright for all character they used so it was definitly smash presentation credits
is that is for me or no?
@errant nacelle hmm myou knwo you may actully be right :>
@plush yew No, don't render in Blender
there copyright for other stuff
Just export to FBX and import in UE4
And it's not Smash
The Smash video itself does not end with UE4 credits
The Nintendo Direct did
The one that included Fortnite
okay @next panthernger but I don't nderstand for what is render??
(and at least two others UE4 games)
i just noticed :p
I know to import to FBX
But when I create something as house I must to create it oin parts or whole once because I want to make the animation of the ouse adnd these things but when I downloaded the farm house from the internet I can't move the door and other
You can create the entire thing in your 3d program and animate the door as an animation if you want. You can create it in parts in the 3d program and animate the door in the engine.
yes I want to animate the door in Unreal but to animate the door mustn't I to have alone the door not whole building?
which is what I said in the second sentence, create it in parts and then animate it in engine. If you are getting the model from somewhere else and it's not like that then you need to fix it or find a model that does support that.
you need a model that was created in parts
or separate models you can put together in the engine
okay
thank you
I have one more question about this that we talking about
when I create character I must to follow these steps that I create it in parts or - because then to make naimations an etc?
a character is normally a skeletal mesh, a mesh with a skeleton attached to it, that is one piece and you animate it based on the skeleton. accessories might have to be separate but that is up to your design
things like capes can be part of the original model or attached for example
okay
so when I create a character I make the skeleton together but accesories separate-??
@plush yew You should start simple
Crates, barrels, etc.
Character creation is stuff you attempt with years of experience
I know but my classmate ask me to assk here because he will make
if your classmate can make characters then he should already have this information
there is nothing different in making an animated and rigged character for UE4 then any other engine, it's pretty much industry standard practices
about the only real difference is if you want to use pre made animations you would want to rig it to the default UE4 skeleton
he doesn't know so ask me to aks you
lots of reading/research then for him
okay
Really, start with something simple if you're asking that kind of stuff
Like, do a Mario game with blocks you can jump onto
no I don't wan this
i will make basic things in blender but I work on serious project in unreal
@plush yew If you're serious, you'll do something simple you have an actual shot at making well
Simple games are very serious
Why can't I view my uvs?
If I move the toolbar to the right, the UVS are then zoomed in and I still cannot see the full sheet
I am seriuous
Anyone else ahving issue with SSAO in 4.20? I upgraded my project and SSAO stopped working
Well its a preview isent it
4.20 is a little bnroken everywhere
I hope you backed your stuff up
Yes I did
But is it an known issue or am I "the only one" ?
as a recommendation, never update to a preview
huh, usually their previews are pretty solid
no they aren't XD
done it every preview before without issues
4.19 crashed at ctrl z
as an example
every single preview has had major issues, because they are not meant to be used in a production level
well I never make misstakes so I never needed to ctrl z ๐
nice
Previews are 100% for testing purposes
Like all engine upgrades, use a branch & rebase
Work on stable release, check on new releases when you feel like updating - do the update on a branch you rebase onto your main dev branch perioically
When you've tested enough, you can merge your branch
Obviously you must be using the bare basics of the engine then :p
What ?
not u stranger him
I dont think iv never used a preview and not had issues with it haha
Ah, well, I think it's more about which features Epic was using
ah yeah thats true, that would hold a large reflection on it
how do you go about do the update on a branch you rebase onto your main dev branch perioically?
rebase would change your branch instead of making a copy of the changes on the new version to test, right?
@celest merlin Yeah usually it's fine, but 4.20 is abnormally broken because they merged in about two years of side projects all at once. Wait for a normal release on it.
SSAO is only one of a very large list of issues. Granted, not all preview builds are unstable, but 4.20 has surprised me. I agree with everything said here, though with 4.20, I would probably only use it on a test branch to test things periodically and stick with 4.19 for development.
anyone know where to change the highlight colour
of the yellow etc
on the geometry
@manic pawn Yes, basically the "portability to next version" changes are usually very small, so you just rebase that onto the main trunk of development that's always bigger
That way, no loss of work can ever happen
Worst case you don't update to that version and you just keep the branch for the next one
hmm not sure I'm getting it
currently I have a branch off 4.19.2-release with my changes
if I rebase this to the 4.20 preview won't it kill the current one?
you mean I should rebase the 4.20 engine branch to the one with my changes? I'm even more confused now ๐
dw im always confused
I guess what I actually want to do is create a new branch off 4.20 and then "duplicate" the commits from my branch there
which doesn't seem to be a thing git does
wait like the default unity shader?
has anyone made anything with the first person template? When I spawn another player in I can only see the gun floating there...
no arms?
The first person template has no third person model by default. You need to add one.
not even arms
Exactly. Why would you have arms if you didn't have a third person model?
hmm
The arms your player has are for your first person model.
Well presumably your third person character would have arms.
Unless your game is about amputees.
so basically unless i am about to create a character from scratch etc, i want to start in third person template and adjust the camera for less work sakes
is there a best practise for creating landscape material? Iยดve got 10 layers now and my flow chart looks like a total mess O.o
i did hear of one it costs money though
looked really easy
i cant even remember the name sorry
Hey @cloud cobalt just thought I'd give you a quick update: Running TotalUninstaller for Visual Studio and then cleanly building the engine again did the trick. Got a working project again and nothing is lost, just some nerves and time.
Thanks for the help! =)
I assume then ur brain starts to overheat and melt and ur body goes haywire and accidently smashes me to bits
Eventually. People here are only human, sometimes people get frustrated and tempers rise. Everyone that takes the time to answer though always means well though.
I understand
I wonder why there is only one chat channel... The text chats should be voice channels I think sometimes its easier to talk then type it out
๐
lol
Hey ZeroNight how much experience do you got with this launcher? Like for example what is ur specialty or you a jack of all trades
*engine
I make pretty pictures.
That involves minimizing zbrush, too much work. ๐
k
come on zero
Hi guys, I have a question about the LOD system in UE4. It's powered by Simplygon right? If I understand well, I don't need a license anymore to ship projects that use it? It's delivered with UE4 right out of the box?
whip out your granite scene
Alright, one moment while I whip it out. 
Actually surprisingly I don't think I saved any pictures of it
Those were all screenshots
Ah well, maybe I'll post something when I'm actually finished with it
Something else came up that's taken my focus for a bit so even though the final asset is done sculpting, I didn't bake or texture it yet.
Does UE4 take forever to load up for anyone else?
it can take forever the first time you load a project as it creates the DDC
it can take forever any other time if you are running a pentium 4 as well
lmao
Should usually be about 30 seconds
by load do you mean the first time or every time the same project? and by project do you mean a third person template or the kite demo?
I have a sprinting blend space that i have no idea how to implement into the game. Any ideas c++ please
"it" is never descriptive enough for anyone to help
whens the summer sale ending?
You can get started with your shopping at 12:00am EDT tonight by heading right here. The Summer Sale runs for just one week and will end on June 12 at 11:59pm EDT,
~6 hours from now
I wish I had a super brain that understood all this stuff I would create a entire video game. ๐
But no my dream is impossible
You know how you get a super brain that understands all of this?
Super reading
TELL MEH
one tiny lil bit of knowledge at a time. bit by bit.
yes but even the internet is restricting me they want money for these knowledges
I have invested maybe a total of $40 in learning UE4.
you could have used that 40$ to buy that 200$ package since its now on sale for like 25-50$
which one?
๐
You want to know de way?
DO YOU
?
oh
What is the phrase about teaching a man to fish?
this is normally $200?
yes
wtf
It's not on sale, @plush yew
no that must be the wrong one i must find zee way its on sale for like 5-10 mor ehours
๐ฌ
I FIND
I FIND ZE WAY!
I Found it
uhh @weary basalt can i link something that has a big link its related to unreal sale
from unreal engine 4 its the way
๐ may i
ok its on sale for 25$ originally 200%
200$*
people must know zee way!
udemy stuff is always on sale
it's how they trick you into buying it
usually this one costs $15
yeah its never full price
but it looks like its really the way
actually
oh well i thought i knew the way
but the offer system is a scam
:/
it's not a scam since it's pretty good and for that price
but it looks real
its ok
it is legit, its just the price offer that is a scam
btw it shows $10 for me right now not $25
I'm Canadian thats why u must American or European
oh wait it's actually 10โฌ
all right, so udemy is weird. But the courses are worth the price. Just the offers as @frosty bloom pointed out seem sketchy
not $
Yeah, I own the c++ course since quite a while back. I do recommend it if your a beginner.
I'd wait for them to be at a normal price
But any ONSALE offer from that site is just bs
Is there any free courses to teach zee way
depends on how far along the way you aim to get
so many categories its hard to know which way is zee way
@plush yew Sorry i only just woke up
honestly i just got stuck on my project, i imported a gun to a character attached it, now i can get his other arm to hold the vertical forgrip
@weary basalt No prob, I thought I found something useful but I didn't I was just asking if I could post a large link.
@plush yew That tutorial series is great, I've gone through it myself, but don't stress about the price. It's always on sale.
ok
โป ๐ท =๐ฅ ๐คฆ
So uh guys is there a way to create custom bones in unreal engine or must it be done with blender
Do it in blender
rawr
Virtual bones do not function like you would think
Because you dont google first :p
Little hint, if you type properly you will most likely get a better response off people, as so many kids and wann be mmo makers and potato's come in and out of here within a week
Presentation goes along way as this place is filled with hobbyists to industry professionals
But most likely your export has not worked correctly.
What?
You will need to explain what you mean
Im just letting you know, if you type like someone who is rather young in here, people wont take you seriously and you are less likely to get help.
no worries
Hakuna Matata
Hey guys I've been having an issue for a while now can't seem to figure it out. I have my pawn set up with a dummy mesh and a camera for top down purposes. How do I set the location/rotation properly? The player start seems to be what's controlling the actual location/rotation.
SetActorLocation
(I set relative locatioon/rotation in the pawn and it works when auto possessing but not with player start)
@pallid compass appears to have worked, thank you.
no worries man
One more question if I may. So I have my default top down pawn working and a bunch of units placed into the world. These units are selectable and stored in an array on the player controller. I'm looking to draw a decal under the selected units but only have it shown for the player controlling those units. What class would this best be handled in? And how would I go about only drawing it selectively?
Hmm... I think maybe it behaves that way by default if I don't replicate it. Will try it from the player controller for now and see how it works.
right on
Welp, I can't change the material instance used on an Image in a Widget, blueprints will be the death of me
because it's racist
clearly its homophobic
its really simple, actually.
the editor takes more resources to run than the game.
And/or the game has enabled a lower end renderer.
and or it's literally racist and we have no control over what someone else did to make it work on your hardware.
Anyone know why a replicated line trace would be correct when fired from the server, but really short and stubby when fired from the client?
not to be too obvious but different settings
did you check that the location for start is the same on client and player?
hmm, it should be starting from the front of the players gun. if im replicating it, do i need so specify which player?
well I guess you don't have to but then it might not be the correct one. and since you are saying you can see it from the server I am assuming you are using a listen server?
yeah, its a listen server. it seems to be starting in the right spot, and going in the right direction, but it's really short
well the line trace node is stupid, it's only going to do what you tell it. If it's starting in the correct spot on client and server then it sounds like the distance is wrong for some reason.
and is this a line trace on say player 1 on both screens or a line trace for each player
oh interesting... it is the right length when viewed from the server
but its short when viewed fro mthje clietn
wow had a stroke mid type hahaha
so none of my spotlights are working in my level. when i start the game its just dark not one of them are lit. do i need to do something with bp's to get them to turn on. or has something changed with those. i thought they were just on to start with https://i.imgur.com/oN9OtHv.jpg
welp if its starting in the correct spot on each client then what are you using to determine the end point?
they should work, have you tried a new spotlight in a new blank level to see if your engine broke or it's the level settings?
i havnt. but i will do that right now.
๐
it works as intended in a new level. https://i.imgur.com/VFvxU3n.png
darn my next idea was too many stationary lights but I don't see the X in the lights so that should not be it
maybe the lights are working but your materials are not accepting lights
well assuming your did check to make sure they are turned on as well lol, they should by default especially if you just drag a new one in to check
My unreal keeps crashing. I dont know why
i'll write down my color code i was using and delete all of them and drag some new ones in. maybe they're just faulty
well you can always just drag a new one in and see what happens before nuking the rest
I do simple actions like adding a spring arm and it crahses
there are hundreds of reasons it could be crashing, install the debug files from the launcher and what does it say when it crashes?
Ill send an image
the new one i just put in worked right away. so i guess i'll delete all the others and make new ones. thats just weird
that is super weird
yep but that's not going to work without the debug symbols which I mentioned
ok, ill install the debug files tomorrow and Ill see what happens. I have to go now
if you create a c++ class in a blueprint project to make it a c++ project can it mess up any hidden settings or is it alright? I just did like 30 minutes of work and realized I accidentally made a bp project instead of c++
Changing it to C++ shouldnt cause issues
cool, thanks
Is all the Unreal documention totally borked now? Not referring to the API ref but all the guides/tutorials seem to just land on the index page.
IIRC, they're still migrating everything over, so some links are borked but the information should still be there.
Does light need to be inside the lightmass importance volume when using the Lightmass Imp Volume?
No.
@visual hollow
LIVs basically mean:
lights inside a LIV will bounce up to the specified count.
lights outside a LIV will bounce up to, but not more than, twice.
someone feel free to correct me if I'm wrong. But from memory, this is correct.
So for instance: The scene is in a hilly/mountain area. The playable area is a small enclosed area.
You'd have a LIV around the enclosed area. Not the entire map. So an outpost building far away with a light on it won't get the same detailing as the lights in the playable area.
hope that makes sense~
in the open level screen, if you name levels a1 a2 a3 etc, it goes a1 a10 a11 a12 a2 a3
is that how it's suppppposed to work
im talking about in the engine
thanks for the info
anyone seen this shit before? it's supposed to be a power of 2 issue supposedly but i dont think that's the case
i've tried changing lots of texture options in the packaging settings, only happens on one of my android devices which is running 7.11
anyone know a good cutscenes tutorial?
im only finding matinee stuff which looks like its probably legacy by now
Hi guys, I have a question about the LOD system in UE4. It's powered by Simplygon right? If I understand well, I don't need a license anymore to ship projects If I use it? It's delivered with UE4 right out of the box?
@brittle gulch nah they let go of Simplygon a while ago, you dont need any licencing
@languid shard Ouf thank you! I started making all my LOD with it and then I saw this licensing thing my heart skipped a beat! ๐
Though there is no official support for Lua in the engine
Better keep to stuff that's here out of the box, in case you need to port on a platform that's not supported by a Lua plugin
Are you working with UE4 here ?
lua is super simple to integrate in stuff
The point is, UE4 has plenty of tools and two languages already
Integrating a Lua interpreter on top is just asking for problems
whether integrating it makes sense, is the real question lol
for a cut scene you just use sequencer
yeah @cloud cobalt thats what i was thinking
im a super newb just started using unreal like a week ago so im trying to do things as simply as i can
@amber holly What are you even talking about ? Just use sequencer
There are built-in tools for cutscenes
This is a specific UE4 Discord, it sounds like you're talking about creating your own engine here
why would you reinvent the wheel when you don't have to?
At least please don't answer to people asking for support with "custom" thing @amber holly
Start with the UE4 way
Then if it doesn't suit your needs, look into enhancing them
Guy asks for how to create cutscenes
There is a cutscene tool in UE4
So obviously that should be the first think to look at
Not "use Lua", which really means "do it yourself with another language"
You might have valid reasons to reinvent the wheel but please at least don't act like UE4 doesn't have a tool for that
Then please don't answer to such questions if you're not sure you have an accurate answer :/
No one cares what other engines do, you don't integrate an entirely different language just for cutscenes
That doesn't make any sense
Good for you
Look, I don't know how this is complicated
Don't answer to beginner questions if you don't know the default, built-in way of doing it
people who are new to the engine (and development in general) don't need to be confused by recommendations for setting up complicated manual processes, when for their requirements the built in tools are going to work just fine
sequencer is working great ty everyone
@amber holly yes and Unral have build in tools for all of it
WTF, why are you not using Godot or some other simple engine
So Iโve been working with the crowd manager for hours now, and barely have any understanding of it. Is there an explanation of what all those properties are. (Using detour ai controller)
Try google
Annybody following the E3?
Everyone I guess
About Unreal
about unreal
I wanted to make a brdige
Stop reading my mind @languid shard
hush @grim sinew
Got a screenshot of what you want to make?
I donโt need to make anything
Wanted tot know they also using the same programs as we
"I wanted to make a bridge"
Also kinda sorta, not really. They use Maya for everything, even level design.
Yes??
They only barely have an editor for their games
Yeah. You can look at their papers for Infamous Second Son and how they did that
It's just this massive Maya scene with references everywhere
Ok.
I havent seen anything yet of the E3, I heard something about Fallout 76. Is that made in Unreal?
Crazy
nope
They didn't
The new one is
Yes
IT was in the bottom
There was somethint about a new Halo game too. I doubt that was made in Unreal tho
doubt it
Guys, not everything here is done in Unreal. Halo had a brand new enigne
It wasn't in the bottom - it was in the bottom of the Nintendo Direct presentation
Aaaah
Which included Fortnite
Ok
Well.. need to keep it about unreal, so... ๐
Pokรฉmon might be UE4-based, Smash is unlikely to be so
Stupid to show This at the end of the bros showdown
Mmhm pokemon is fuxked
They had way more better things to do
:p
I'm pretty sure Smash was made on Havok? Could be wrong
Smash isn't Havok
havok isnt a rendering engine ๐ค
Havok's engine is dead
#yourFaultPiensken
I know
you started the chit chat here @tranquil sierra
xd
๐
anyways, UE4 related stuff, should switching from deferred to forward, then back to deferred make any performance impact at all ?
cause I had decently good perf on deferred yesterday, today I switch to forward and perf gets hammered
back to deferred, still shitty perf
Probably unrelated
Try cleaning up your DDC and see if it helps, maybe something derped
Check in source control if other settings were altered by the switch, or if you broke something without looking
got no source control :v
Perf? Perforce?
it would be a nightmare with our stuff
Then you deserve it ๐
lmao
fucking CAD models
on another note
trying to import a model with datasmith right now, 32 702 pieces
bracing for editor crash
Seriously though, just use source control, even if "it doesn't work well', it's always 50,000 times better than not having it
You have to be crazy
If only because of that exact scenario of moving back and forth with options
Source control would tell it to you in literal seconds
still lookin for a technique to smooth movement on listen server, how can i interpolate if its supposed to have the original server state, wondering if its even possible, as CMC doesnt even do it
@digital anchor I've done that
@cloud cobalt also SC requires a lot of space right ? To keep track of all the changes
need moar storage ๐ฆ
:o
@digital anchor What I do is process client moves at the speed of the server, on server tick. Like, client sent a move with 33ms delta time, server has 17ms delta time, so you process the move over 17ms, keep the move in memory with 33-17ms left
that makes sense
If server has 20ms and the move was 17ms, I process all the move and 3ms of the next
I have some additional magic in there like time dilation + some reserve time to work well in bad conditions
@languid shard Get VSTS, even if you're the only one that makes commits. Free for up to 5 people and unlimited storage.
IT is in the way sadly
How?
our machines are dell stuff
every hardware change needs back and force with them
they have to send the machine
etc...
if I had the control I'd buy a few SSDs and do it in two days
If your IT isn't capable of providing a hard drive large enough for required software then your company deserves the death it will get
well we are pretty advanced compared to other companies in the building industry
but sadly still 10y behind on a lot of stuff
eh
Source control existed way before 10 years ago
Hmm good old CRT screens
CVS is 25 years old
this machine has only one disk
Do source control in a way that it holds the files remotely
frenquently have to offload projects in a .zip on our servers
Go tell IT today that you need two more $50 hard drives
Or yeah, a $50 hard drive
Just grab an external hard drive, not even internal. Abuse that USB 3.0 speed.
lack of storage, lack of ram for big projects like point clouds
Well.. dont get any more Dell's
we're tied to them, IT again @whole quarry
Dell is good for normal office usage
for maintenance and stuff
We're not talking about good CPU here, we're talking about absolutely required, vitally important tools that you can't work without
Anything else meh
YOu can't work without source control
You can pretend to change files somewhere
YOu're not working though
guess I can, did it for a whole year already
Well.. you can work without SC
Just when things go wrong..
You're not working, you're praying your way into maybe not losing your work
kinda yeah :/
Sounds like life. Go for it and pray it works out
I would quit on the first hour of the first day if I couldn't get source control on the work machine
Just like if I was told to write C++ code on a stone tbalet
That would make more sense than no source control
๐
I would love to see that compile
Honestly I'd rather write C++ on toilet paper and compile it myself than not have source control
Being very serious here
With a paper print of the C++ standard and five years of work per line
Still better than no source control
Go talk to IT now
Go buy a drive and put it in the case while taking hostages so that no one stops you
Just don't spend any more time not using source control
@languid shard tell IT to start Non-Standard Change procedure to get something else than a Dell
I know I know @cloud cobalt
they'd say "not corporate"
last HW we bought was a mixed reality headset
Also demand space on a filestorage server to store the SC data, then it will be included in backups
NSC doesnt care about corprate standards
If you're in building industry, really, you can tell them it's like building a skyscrapper without a plan because doing that is actually much better than not using source control
well I do have access to space on a local server, but having worked with it a few times on unreal, it makes the editor slow as fuck
saving takes ages, even if we are linked with gb ethernet
Its just for SC, only on commit and download
I'd rather have my skyscrapper collapse onto thousands, killing by the score, devastating the economy because at least it's not a problem I could have solved in 5 minutes
Source control is
On a LAN connection it shouldnt be slow at all
If they run a G3 server, then its ok to be slow..
Which would be like 15+ years old
well they recently upgraded with SSD bays
and full gigabyte
because people were complaining about very slow data transfers
it got better for sure
but not enough to put the project files on it
I'll give a shot at SC on it though
yall use external source control, not the one included in UE right ?
I currently use a older version of Perforce (since it can run on WinXP 32bit)
never used perforce, only stuff like tortoise so far
I heard that its a lot more adapted to UE4 sc though
I found turtoise to add more mess than usefulness to me
you have literally no excuse to not use source control
you can run a 100% online perforce server
on a raspberry pi
costs 30-40 euros
you just plug it straight into the router, and follow Allars guide about how to put a perforce server
are you freaking kidding me
firewall blocks allar's blog now T_T
bullshit
they restrained web usage even more recently
Use your phone
and I had to ask for a "VIP" account to just get access to steam, Epic servers for the launcher and social networks
Lol
the company was attacked not long before I joined, and they have their butts clenched now as they almost lost everything
Is that a question?
@plush yew DX10-compatible GPU
Meaning most GPUs on the market, basically all GPUs since 2014 or so
why doesnt my Quadro FX 3800 work with the software
'cause its a shader model 4 card
It supports only dx10
Preferred among Fortune 1,000 companies and featuring NVIDIAยฎ CUDATM parallel computing architecture, 30-bit color fidelity, and automatic configuration of application display settings, Quadro FX 3800 delivers a power efficient, full featured, ultimate performance experience...
says it right in the official specs
wow thats old
one whole giga of memory

a QUADRO with 1 gb of mem
is it old?
quadros usually have insane amounts of memory