#ue4-general

1 messages ยท Page 259 of 1

fluid swallow
#

ahh

#

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

digital anchor
#

(and a decent cpu)

fluid swallow
#

^

#

Both

#

Even with C++, you'd most likely need the editor in order to complete your game/project

amber holly
#

for scene editing? I'm loading like objects for levels in my own level format

fluid swallow
#

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

errant chasm
#

how do I make my atmostpheric fog not affect my skysphere?

vivid girder
#

Is there a way to update Editor Preferences and track it in source control?

amber holly
#

@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?

vivid girder
#

no

#

You need to pay if your game sells

amber holly
#

how much?

plush yew
#

@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

#

๐Ÿ›’

amber holly
#

what about custom how the assets work like not pack them or use uasset, just normal files?

#

I'm making my game in c++

plush yew
#

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.

amber holly
#

I plan on using my own archive format with compression

plush yew
#

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.

amber holly
#

I wanted to custom where my gamedata is loaded from not content folder like gamedata

plush yew
#

i got like 500 muzzle flashes lol

#

i hope my project doesnt bloat up to like 2gb after i add this stuff in

amber holly
#

and when build does unreal pack the assets into files like asset1.bin asset2.bin asset3.bin?

plush yew
#

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.

odd pike
#

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

plush yew
#

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

odd pike
#

nvm I figured it out, I need regular impulse not radial impulse, all radial impulse does is spin the ball

plush yew
#

ahh. i thought i would remind you to turn physics on but i thought you proabably already tried that.

grim sinew
#

FBX, yes. DDS, no.

grim ore
#

in theory you can do whatever you want if you re write the code that handles that stuff

grim sinew
#

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.

fluid swallow
#

@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

amber holly
#

I don't think I will need the editor much since I using my own data for levels, cut scenes, etc.

grim sinew
#

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.

amber holly
fluid swallow
#

๐Ÿ˜ฆ

grim sinew
#

Nothing about that cutscene looks good.

fluid swallow
#

Unreal renders the cut scenes by using tools within the editor...

grim sinew
#

You could do that with the UE3, let alone UE4.

fluid swallow
#

If you don't have the editor, you probably won't be able to render the cut scene within Unreal Engine :x

amber holly
#

I downloaded the engine in the launcher

grim sinew
#

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"

amber holly
#

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

fluid swallow
#

@.@

#

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?

grim sinew
#

Can't you just use an old version of the editor (around 4.15) that supports DX10 in the first place?

fluid swallow
#

Yea I believe 4.12 supported it

grim sinew
#

It used to support it, it was taken out a while back

#

Because nobody really used it

fluid swallow
#

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

grim sinew
#

More than just the last 5 years

fluid swallow
#

My biggest issue with supporting old cards was the memory on them

amber holly
#

what does my level editor have todo with unreal upgrading my hardware?

#

it just a tool for editing my levels for my game

grim sinew
#

Nothing

fluid swallow
#

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

amber holly
#

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?

grim sinew
#

DX9 isn't in the engine

#

Hasn't ever been

#

Even early on, DX10 minimum

amber holly
#

does unreal support DX12?

#

can I switch to DX10? so I can use ue4?

grim sinew
#

DX10 was removed recently

#

DX11 and DX12 only right now

#

Vulkan and DX12 are both experimental

shrewd raven
#

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.

sage hinge
#

how to make a sniper zoom

hidden heart
#

focal length

brave lark
#

Get blender

#

It has a Maya mode

shrewd raven
#

Thing is i have started to get the hang of maya already, but i guess i can switch to blender

hidden heart
#

the fundamentals are the same

#

nothing wrong with blender

shrewd raven
#

alright then

#

thanks

#

๐Ÿ˜ƒ

hidden heart
#

sure thing ๐Ÿ˜ƒ

brazen bobcat
#

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

plush yew
#

Hey do I need to create a project in C++ to launch it? Or can I just use Blueprints?

brazen bobcat
#

you can just use blueprints?

plush yew
#

I can? Or was that a question as well?

brazen bobcat
#

if u wanna use c++ you will need a c++ projects

#

if you want to use blueprints go ahead

plush yew
#

okay

brazen bobcat
#

although you will need a install of vs to build

plush yew
#

while I study and learn the engine I want to do it quality not ugly

brazen bobcat
#

@plush yew ???

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

brazen bobcat
#

nah you're fine

weary basalt
#

@plush yew Use the Launcher, you can create BP Projects.

plush yew
#

Thank you satan

weary basalt
#

@brazen bobcat You can Edit the Engine as much as you see fit.

brazen bobcat
#

@weary basalt thanks!

weary basalt
#

๐Ÿ‘

brazen bobcat
#

@plush yew you dont need to use the project launcher to use blueprints but using their templates might help

weary basalt
#

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.

cyan grove
#

Are there any 2d developers around in this discord? it seems like unreal is only getting used for 3d projects

#

?

brazen bobcat
#

yeh i think the best way is c++ for base classes and blueprints for anything involving assets

#

@cyan grove why

weary basalt
warm mountain
#

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?

south ridge
#

@warm mountain we do that last bit

#

1 concrete and 30 decals sorta thing

warm mountain
#

Gotcha

#

I just find that might be easier

south ridge
#

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

warm mountain
#

As adding a large array of decals and material instances with large shader instruction

#

Would slow performance

#

Ah

south ridge
#

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

warm mountain
#

Do your decal have normals and other maps as well?

#

Ah

south ridge
#

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

warm mountain
#

Gotcha

south ridge
#

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

warm mountain
#

Fair enough

#

I guess thats where the shader complexity comes from

#

As opposed to a simple semi transparent plane that is pasted on.something

south ridge
#

The shader complexity comes from blending many different things together yeah

warm mountain
#

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

south ridge
#

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 ๐Ÿ˜„

warm mountain
#

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

languid patrol
#

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

tame stag
final owl
wary wave
#

@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?

tame stag
#

@wary wave thank you ๐Ÿ˜ƒ

wary wave
#

no problem

rocky breach
ancient wave
#

pee pee xdddd

final owl
#

xdddd

bitter iris
#

Can anyone help me with some information about copyright?

grim sinew
#

Probably better off asking a lawyer if it's not something very self evident you can find on google

bitter iris
#

Its basically apperently theres a movie that is the same as my game title, but i didnt know about

small oar
#

is the game already out?

bitter iris
#

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

small oar
#

is it a lot of work

bitter iris
#

Yep

small oar
#

oh the game is based around the name?

bitter iris
#

Yeah the game is called PatientX: Survivalist

small oar
#

it got 4.5/10

#

theyre probably bankrupt meaning u cant get sued so go for it

grim sinew
#

If it's important enough, find a lawyer to consult.

small oar
#

lol im joking ask a lawyer for sure

wary wave
#

you'll want to look to see if someone holds trademarks

#

if they don't have a name mark, you're likely fine

bitter iris
#

ill search trademarks now

#

cant find any

#

found Patientxt but thats about it

plush yew
#

Lawyer will do a more thorough search

bitter iris
#

Okay

plush yew
#

Best not to risk it

wary wave
#

yeah, an intellectual property lawyer will be able to conduct a suitably thorough trademark search

bitter iris
#

Thanks

cloud cobalt
#

@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

bitter iris
#

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

cloud cobalt
#

You mean the publisher who owns the rights

#

Directors etc don't have any say on that stuff

bitter iris
#

ahh

#

Might just change it now, as its GMA Films / Viva Films

cloud cobalt
#

But again, if someone else has already used that name, then you should definitely change it

bitter iris
#

Yeah ill go ahead an change things i think

vale osprey
#

Just for feature - โ€œchecking is itโ€™s fineโ€ is not enough. You need to have a legal agreement that can stand in court if things go sour

bitter iris
#

Yeah like every indie developer has a legal team that hasnt launched

cloud cobalt
#

Exactly

#

Which is why you can't use anything remotely used before

crisp fable
#

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

grim sinew
#

Correct

crisp fable
#

ok

grim sinew
#

And the most important one should always go in green

#

Higher quality than red and blue

crisp fable
#

ok good to know

frail sun
#

Is it possible to refresh the content browser?

cloud cobalt
#

That's done in real time

frail sun
#

Doesn't seem to be the case for newly added directories outside of the ue4 editor

cloud cobalt
#

@frail sun The content browser only shows imported assets

frail sun
#

Interesting

cloud cobalt
#

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

vale osprey
#

@bitter iris selling products or services is a business and should be treated as such. You donโ€™t need your own legal team for such things. There are plenty of law firms that provide all kind of services.

kindred viper
#

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.

plush yew
#

anyone check #mobile for an issue im having?

#

By the way, can you use the splatmap(red,green,blue channel) to color?

cloud cobalt
#

Sure

errant nacelle
#

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

plush yew
#

@errant nacelle from code? Sometimes thats a problem with plugin declaration in build files

errant nacelle
#

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.

plush yew
#

Oof i feel ya

errant nacelle
#

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

cloud cobalt
#

@errant nacelle Paste the actual output log

plush yew
#

Delete saved+intermediate+binary folders?

errant nacelle
#

Right, one sec

cloud cobalt
#

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

errant nacelle
#

Good point, let me try another build really quick so I can paste the output log

plush yew
#

@errant nacelle use pastebin

cloud cobalt
#

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

plush yew
#

-waitmutex code 5/3 maybe

errant nacelle
#

Waitmutex -5 was a good guess, but none of the files seem to be readonly

#

The folders however keep resetting

cloud cobalt
#

Forget about that

errant nacelle
#

That can't be the issue though can it?

cloud cobalt
#

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

errant nacelle
#

That is practically what I'm trying to do :P

cloud cobalt
#

Well this isn't a rebuild, it's just a build

errant nacelle
#

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

cloud cobalt
#

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

grim ore
#

If that doesn't work, set the machine on fire and buy a new one!

#

buy a mac, I heard they are good.

cloud cobalt
#

Nah, just work with prebuilt engines

#

That's the real problem-solver

errant nacelle
#

I'd love to get behind the issue and fix it though instead of moving away from it :P

cloud cobalt
#

Also don't use previews, though at least previews should build ๐Ÿ˜ƒ

errant nacelle
#

Just hate that I always suspected that the update owuld birng issues

#

And voila, it did :D

grim ore
#

well if it helps I updated a good half dozen machines here and no issues

#

but I guess that doesn't help ๐Ÿ˜›

errant nacelle
#

Just hope that there's just some kind of oversight from my side

grim ore
#

tho the update on the 2 slower machines with mechanical drives literally took over 3 hours each...

errant nacelle
#

Doing a clean state right now and also reinstalling VS just to e sure

cloud cobalt
#

No point in reinstalling anything

grim ore
#

Reinstall World of Warcraft and call it a day?

errant nacelle
#

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..."

grim ore
#

well fixing it will probably be the last thing you try

cloud cobalt
#

There's nothing complicated here - the engine is very likely to build when built from scratch, as long as you have all the dependencies

errant nacelle
#

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

cloud cobalt
#

Yeah you still need Visual Studio, up to date, with the Windows SDK etc

#

But really, this is C++ here

errant nacelle
#

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 !

cloud cobalt
#

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

uncut hill
#

hey folks, where do you reckon the best channel to ask profiling related questions would be?

cloud cobalt
#

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

errant nacelle
#

Nah don't hate it :) Just hate not knowing what the issue is. But what you say makes a lot of sense

cloud cobalt
#

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

errant nacelle
#

But thats also partly why it's so satisfying once everything is working smoothly again :)

cloud cobalt
#

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

wild kestrel
#

New Smash runs on UE4 guys :p

#

Unreal dominated fighting game scene

amber holly
#

can I add new features to the ue4 like new formats?

grim ore
#

you can add whatever you want with the source code

amber holly
#

If I made a update how do I contact for making a update to the engine?

grim ore
#

You would put a pull request into the system, the instructions are on the github page

glossy wraith
#

im trying to make a very simple racing game as a concept

grim ore
#

You can do whatever you want with your property, if its for 3d stuff it might be better suited in another channel tho.

wild kestrel
#

Asset system is simply UObject saving system, it saves all properties so you can do anything ๐Ÿ˜ƒ 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?

grim sinew
#

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.

wild kestrel
#

YYou can release it as a plugin

#

why editing engine just for that

grim sinew
#

And yeah, plugins would work

wild kestrel
#

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

#

???

grim sinew
#

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

wispy wraith
#

Is portrait + landscape supported for IOS yet?

errant nacelle
#

@wild kestrel Whats your source on that? That it is running on unreal engine?

cloud cobalt
#

It's fairly old

plush yew
#

I don't think they're using it for smash though

cloud cobalt
#

Yeah, my bad it's apparently Pokรฉmon

plush yew
#

is Blender is hard program, not hard heavy program because my computer is dual ore with shit video card?

wild kestrel
#

@errant nacelle There was UE4 logo on Smash presentation credits

frank escarp
#

@plush yew blender is by far the 3d program with the least performance overhead. It runs on literally anything

glossy wraith
#

It'll be hard to use the real time rendering

frank escarp
#

and it you cant run it, you can go back to an old version

errant nacelle
#

I think you're mistaken Shadowriver, those were the credits of the whole nintendo presentation

plush yew
#

I download the last version-is tha problem?

glossy wraith
#

But like it'll take some more time to render out and that's about it

wild kestrel
#

does not matter really

glossy wraith
#

The other previews should be find

errant nacelle
#

Would've been pretty cool if smash would be running on UE4 though =D

plush yew
#

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

wild kestrel
#

it does i think it shows all copyright for all character they used so it was definitly smash presentation credits

plush yew
#

is that is for me or no?

wild kestrel
#

@errant nacelle hmm myou knwo you may actully be right :>

cloud cobalt
#

@plush yew No, don't render in Blender

wild kestrel
#

there copyright for other stuff

cloud cobalt
#

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

plush yew
#

okay @next panthernger but I don't nderstand for what is render??

cloud cobalt
#

(and at least two others UE4 games)

wild kestrel
#

i just noticed :p

plush yew
#

I know to import to FBX

cloud cobalt
#

@plush yew Then do that

#

That's how you use Blender with UE4

plush yew
#

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

grim ore
#

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.

plush yew
#

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?

grim ore
#

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.

plush yew
#

okay

#

what you meen under "that does support that"??

grim ore
#

you need a model that was created in parts

#

or separate models you can put together in the engine

plush yew
#

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?

grim ore
#

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

plush yew
#

okay

#

so when I create a character I make the skeleton together but accesories separate-??

cloud cobalt
#

@plush yew You should start simple

#

Crates, barrels, etc.

#

Character creation is stuff you attempt with years of experience

plush yew
#

I know but my classmate ask me to assk here because he will make

grim ore
#

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

plush yew
#

he doesn't know so ask me to aks you

grim ore
#

lots of reading/research then for him

plush yew
#

okay

cloud cobalt
#

Really, start with something simple if you're asking that kind of stuff

#

Like, do a Mario game with blocks you can jump onto

plush yew
#

no I don't wan this

#

i will make basic things in blender but I work on serious project in unreal

cloud cobalt
#

@plush yew If you're serious, you'll do something simple you have an actual shot at making well

#

Simple games are very serious

hoary charm
#

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

plush yew
#

I am seriuous

celest merlin
#

Anyone else ahving issue with SSAO in 4.20? I upgraded my project and SSAO stopped working

pallid compass
#

Well its a preview isent it

#

4.20 is a little bnroken everywhere

#

I hope you backed your stuff up

celest merlin
#

Yes I did

pallid compass
#

Yeah you prob wann go back

#

and wait till 20.2/3

#

If you want stability

celest merlin
#

But is it an known issue or am I "the only one" ?

pallid compass
#

ITs prob a known issue

#

alot of shit is broken

#

and i mean

#

ALOT

cinder iron
#

as a recommendation, never update to a preview

celest merlin
#

huh, usually their previews are pretty solid

cinder iron
#

no they aren't XD

celest merlin
#

done it every preview before without issues

cinder iron
#

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

celest merlin
#

well I never make misstakes so I never needed to ctrl z ๐Ÿ˜‰

cinder iron
#

nice

celest merlin
#

well I will just wait with 4.20 then

#

ty for your help ๐Ÿ˜ƒ

cloud cobalt
#

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

pallid compass
#

Obviously you must be using the bare basics of the engine then :p

cloud cobalt
#

What ?

pallid compass
#

not u stranger him

#

I dont think iv never used a preview and not had issues with it haha

cloud cobalt
#

Ah, well, I think it's more about which features Epic was using

pallid compass
#

ah yeah thats true, that would hold a large reflection on it

manic pawn
#

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?

grim sinew
#

@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.

fluid swallow
#

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.

keen pawn
#

anyone know where to change the highlight colour

#

of the yellow etc

#

on the geometry

cloud cobalt
#

@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

manic pawn
#

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?

cloud cobalt
#

The opposite

#

Rebase the 4.20

manic pawn
#

you mean I should rebase the 4.20 engine branch to the one with my changes? I'm even more confused now ๐Ÿ˜…

pallid compass
#

dw im always confused

manic pawn
#

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

glossy wraith
#

wait like the default unity shader?

plush yew
#

has anyone made anything with the first person template? When I spawn another player in I can only see the gun floating there...

pallid compass
#

no arms?

grim sinew
#

The first person template has no third person model by default. You need to add one.

plush yew
#

not even arms

grim sinew
#

Exactly. Why would you have arms if you didn't have a third person model?

plush yew
#

hmm

grim sinew
#

The arms your player has are for your first person model.

plush yew
#

so basically if I add a third person character i need arms to match

#

ideally

grim sinew
#

Well presumably your third person character would have arms.

#

Unless your game is about amputees.

plush yew
#

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

bleak junco
#

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

plush yew
#

i did hear of one it costs money though

#

looked really easy

#

i cant even remember the name sorry

errant nacelle
#

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! =)

plush yew
#

Why is everyone here so polite...

#

I don't like it

#

something is fishy...

grim sinew
#

We start out polite

#

๐Ÿ˜ƒ

plush yew
#

I assume then ur brain starts to overheat and melt and ur body goes haywire and accidently smashes me to bits

grim sinew
#

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.

plush yew
#

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

grim sinew
#

People don't like talking

#

Nobody even uses the one we have

plush yew
#

๐Ÿ˜›

#

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

grim sinew
#

I make pretty pictures.

plush yew
#

I see

#

you should send one so i can see ๐Ÿ˜„

grim sinew
#

That involves minimizing zbrush, too much work. ๐Ÿ˜ƒ

plush yew
#

k

pallid compass
#

come on zero

brittle gulch
#

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?

pallid compass
#

whip out your granite scene

grim sinew
#

Alright, one moment while I whip it out. alex

#

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.

proven aurora
#

Does UE4 take forever to load up for anyone else?

grim ore
#

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

pallid compass
#

lmao

proven aurora
#

Lol I've got an SSD and an i7

#

Takes me ~5 minutes to load

grim sinew
#

Should usually be about 30 seconds

grim ore
#

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?

bitter plover
#

I have a sprinting blend space that i have no idea how to implement into the game. Any ideas c++ please

grim ore
#

"it" is never descriptive enough for anyone to help

sharp crest
#

whens the summer sale ending?

grim ore
#

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

sharp crest
#

rip

#

ty

#

anything cool worth buying?

plush yew
#

I wish I had a super brain that understood all this stuff I would create a entire video game. ๐Ÿ˜›

#

But no my dream is impossible

worn granite
#

You know how you get a super brain that understands all of this?

plush yew
#

๐Ÿ˜ฎ

#

Go on

fluid swallow
#

Super reading

plush yew
#

TELL MEH

worn granite
#

one tiny lil bit of knowledge at a time. bit by bit.

plush yew
#

yes but even the internet is restricting me they want money for these knowledges

worn granite
#

I have invested maybe a total of $40 in learning UE4.

plush yew
#

you could have used that 40$ to buy that 200$ package since its now on sale for like 25-50$

worn granite
#

which one?

plush yew
#

๐Ÿ˜

#

You want to know de way?

#

DO YOU

#

?

worn granite
#

oh

plush yew
#

there de way

#

I want it so bad but no monies

fluid swallow
#

What is the phrase about teaching a man to fish?

worn granite
#

this is normally $200?

plush yew
#

yes

worn granite
#

wtf

fluid swallow
#

It's not on sale, @plush yew

plush yew
#

no that must be the wrong one i must find zee way its on sale for like 5-10 mor ehours

fluid swallow
#

๐Ÿ˜ฌ

manic pawn
#

udemy stuff is always on sale

#

it's how they trick you into buying it

#

usually this one costs $15

worn granite
#

yeah its never full price

plush yew
#

but it looks like its really the way

pallid compass
#

udemy be a big ol scam

#

well not scam

worn granite
#

actually

plush yew
#

oh well i thought i knew the way

pallid compass
#

but the offer system is a scam

worn granite
#

usually its $10

#

usually everything there is $10

plush yew
#

:/

manic pawn
#

it's not a scam since it's pretty good and for that price

plush yew
#

but it looks real

worn granite
#

its ok

frosty bloom
#

it is legit, its just the price offer that is a scam

worn granite
#

wait for it to dip back to normal price

#

eg

#

$10

manic pawn
#

btw it shows $10 for me right now not $25

worn granite
#

probably inflated for e3

#

or not

plush yew
#

I'm Canadian thats why u must American or European

manic pawn
#

oh wait it's actually 10โ‚ฌ

cinder iron
#

all right, so udemy is weird. But the courses are worth the price. Just the offers as @frosty bloom pointed out seem sketchy

manic pawn
#

not $

frosty bloom
#

Yeah, I own the c++ course since quite a while back. I do recommend it if your a beginner.

cinder iron
#

I'd wait for them to be at a normal price

frosty bloom
#

But any ONSALE offer from that site is just bs

plush yew
#

Is there any free courses to teach zee way

frosty bloom
#

depends on how far along the way you aim to get

plush yew
#

so many categories its hard to know which way is zee way

weary basalt
#

@plush yew Sorry i only just woke up

plush yew
#

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.

grim sinew
#

@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.

plush yew
#

ok

#

โ™ป ๐Ÿท =๐Ÿฅ“ ๐Ÿคฆ

#

So uh guys is there a way to create custom bones in unreal engine or must it be done with blender

pallid compass
#

Do it in blender

plush yew
#

rawr

pallid compass
#

Virtual bones do not function like you would think

plush yew
#

tyty

#

Thats why i was stuck

pallid compass
#

Because you dont google first :p

plush yew
#

hehehe

#

so i tried opening zee file in blender and it shows empty in zee folder ๐Ÿ˜ฆ

pallid compass
#

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.

plush yew
#

OK

#

Let us fight about it

pallid compass
#

What?

plush yew
#

Sigh

#

Nvm

pallid compass
#

You will need to explain what you mean

plush yew
#

I just don't like ur approach towards me

#

Fair enough

pallid compass
#

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.

plush yew
#

OK

#

Thanks

pallid compass
#

no worries

plush yew
#

Hakuna Matata

pine parcel
#

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.

pallid compass
#

SetActorLocation

pine parcel
#

(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.

pallid compass
#

no worries man

pine parcel
#

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.

glossy beacon
#

yes

#

if it isn't replicated you dont deal with it

pine parcel
#

right on

plush yew
#

@grim sinew Have you ever tried making a puzzle game?

#

Since you make pictures.

grim sinew
#

lol, not quite

#

And to be more precise I'm an environment artist

frosty bloom
#

Welp, I can't change the material instance used on an Image in a Widget, blueprints will be the death of me

grim ore
#

because it's racist

worn granite
#

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.

#
Unreal Engine

Hi everyone! Iโ€™m Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, soย maintaining a high frame rate is largely important for the game exper...

grim ore
#

and or it's literally racist and we have no control over what someone else did to make it work on your hardware.

limpid lodge
#

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?

grim ore
#

not to be too obvious but different settings

#

did you check that the location for start is the same on client and player?

limpid lodge
#

hmm, it should be starting from the front of the players gun. if im replicating it, do i need so specify which player?

grim ore
#

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?

limpid lodge
#

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

grim ore
#

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

limpid lodge
#

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

plush yew
#

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

grim ore
#

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?

plush yew
#

i havnt. but i will do that right now.

next jewel
#

๐Ÿ‘‹

plush yew
grim ore
#

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

ivory prism
#

My unreal keeps crashing. I dont know why

plush yew
#

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

ivory prism
#

Im in 19.2

#

I need help

grim ore
#

well you can always just drag a new one in and see what happens before nuking the rest

ivory prism
#

I do simple actions like adding a spring arm and it crahses

grim ore
#

there are hundreds of reasons it could be crashing, install the debug files from the launcher and what does it say when it crashes?

ivory prism
#

Ill send an image

plush yew
#

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

grim ore
#

that is super weird

ivory prism
#

i just made a character blueprint

#

and this happened

grim ore
#

yep but that's not going to work without the debug symbols which I mentioned

ivory prism
#

ok, ill install the debug files tomorrow and Ill see what happens. I have to go now

pseudo void
#

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++

weary basalt
#

Changing it to C++ shouldnt cause issues

pseudo void
#

cool, thanks

elfin stream
#

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.

frosty copper
#

IIRC, they're still migrating everything over, so some links are borked but the information should still be there.

visual hollow
#

Does light need to be inside the lightmass importance volume when using the Lightmass Imp Volume?

frosty copper
#

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~

plush yew
#

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

visual hollow
#

thanks for the info

plush yew
#

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

small oar
#

anyone know a good cutscenes tutorial?

#

im only finding matinee stuff which looks like its probably legacy by now

brittle gulch
#

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?

languid shard
#

@brittle gulch nah they let go of Simplygon a while ago, you dont need any licencing

brittle gulch
#

@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! ๐Ÿ˜…

small oar
#

doing my googles

#

looks like a steep learning curve, is it a new language?

cloud cobalt
#

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 ?

manic pawn
#

lua is super simple to integrate in stuff

cloud cobalt
#

The point is, UE4 has plenty of tools and two languages already

#

Integrating a Lua interpreter on top is just asking for problems

manic pawn
#

whether integrating it makes sense, is the real question lol

#

for a cut scene you just use sequencer

small oar
#

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

cloud cobalt
#

@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

manic pawn
#

why would you reinvent the wheel when you don't have to?

small oar
#

all good

#

appreciate the responses

cloud cobalt
#

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

wary wave
#

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

small oar
#

sequencer is working great ty everyone

devout gulch
#

@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

plush yew
#

unreal engine is best engine

#

everything else is poop

frosty lotus
#

So Iโ€™ve 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)

whole quarry
#

Try google

tranquil sierra
#

Annybody following the E3?

cloud cobalt
#

Everyone I guess

grim sinew
#

Not a single person

#

Why would we follow E3

tranquil sierra
#

What about ghost of tsushima

#

What graphics!!!

cloud cobalt
grim sinew
tranquil sierra
#

Bullshit

#

Unreal chat is ok to

#

Chat..

grim sinew
#

About Unreal

languid shard
#

about unreal

tranquil sierra
#

I wanted to make a brdige

grim sinew
#

Stop reading my mind @languid shard

tranquil sierra
#

Annybody created that kind of art?

#

In unreal

languid shard
#

hush @grim sinew

grim sinew
#

Got a screenshot of what you want to make?

tranquil sierra
#

I donโ€™t need to make anything

#

Wanted tot know they also using the same programs as we

grim sinew
#

"I wanted to make a bridge"

tranquil sierra
#

For 3D dev

#

A brdige from ghost of to unreal

#

Not a bridge to walk over

#

:p

grim sinew
#

Also kinda sorta, not really. They use Maya for everything, even level design.

tranquil sierra
#

Yes??

grim sinew
#

They only barely have an editor for their games

tranquil sierra
#

Maya is op?

#

Over powerd?

grim sinew
#

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

tranquil sierra
#

Ok.

whole quarry
#

I havent seen anything yet of the E3, I heard something about Fallout 76. Is that made in Unreal?

tranquil sierra
#

Crazy

digital anchor
#

nope

tranquil sierra
#

They made super smash in unteal

#

Unreal

cloud cobalt
#

They didn't

grim sinew
#

The new one is

tranquil sierra
#

Yes

cloud cobalt
#

Nope

#

It's not

tranquil sierra
#

IT was in the bottom

whole quarry
#

There was somethint about a new Halo game too. I doubt that was made in Unreal tho

tranquil sierra
#

Ah

#

IT Saรฏd unreal

#

:p

digital anchor
#

doubt it

grim sinew
#

Guys, not everything here is done in Unreal. Halo had a brand new enigne

cloud cobalt
#

It wasn't in the bottom - it was in the bottom of the Nintendo Direct presentation

tranquil sierra
#

Aaaah

cloud cobalt
#

Which included Fortnite

tranquil sierra
#

Ok

whole quarry
#

Well.. need to keep it about unreal, so... ๐Ÿ˜€

cloud cobalt
#

Pokรฉmon might be UE4-based, Smash is unlikely to be so

tranquil sierra
#

Stupid to show This at the end of the bros showdown

#

Mmhm pokemon is fuxked

#

They had way more better things to do

cloud cobalt
tranquil sierra
#

:p

cloud cobalt
#

Really, #lounge for non-development talk

bitter iris
#

I'm pretty sure Smash was made on Havok? Could be wrong

grim sinew
#

Smash isn't Havok

languid shard
#

havok isnt a rendering engine ๐Ÿค”

grim sinew
#

Havok's engine is dead

tranquil sierra
#

#lounch

grim sinew
#

#yourFaultPiensken

tranquil sierra
#

I know

languid shard
#

you started the chit chat here @tranquil sierra

digital anchor
#

xd

tranquil sierra
#

Hahaha. Everybody was sleeping

#

๐Ÿ˜‰

languid shard
#

๐Ÿ™„

#

anyways, UE4 related stuff, should switching from deferred to forward, then back to deferred make any performance impact at all ?

grim sinew
#

Nope, it just recompiles a bunch of shaders

#

There's no harm in it

languid shard
#

cause I had decently good perf on deferred yesterday, today I switch to forward and perf gets hammered

#

back to deferred, still shitty perf

grim sinew
#

Probably unrelated

#

Try cleaning up your DDC and see if it helps, maybe something derped

cloud cobalt
#

Check in source control if other settings were altered by the switch, or if you broke something without looking

languid shard
#

got no source control :v

whole quarry
#

Perf? Perforce?

languid shard
#

it would be a nightmare with our stuff

cloud cobalt
#

Then you deserve it ๐Ÿ˜ƒ

grim sinew
#

lmao

languid shard
#

fucking CAD models

whole quarry
#

Perfranco?

#

Why are you fucking CAD models? #lounge please

languid shard
#

on another note

#

trying to import a model with datasmith right now, 32 702 pieces

#

bracing for editor crash

cloud cobalt
#

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

digital anchor
#

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

cloud cobalt
#

@digital anchor I've done that

languid shard
#

@cloud cobalt also SC requires a lot of space right ? To keep track of all the changes

#

need moar storage ๐Ÿ˜ฆ

digital anchor
#

:o

cloud cobalt
#

@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

digital anchor
#

that makes sense

cloud cobalt
#

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

digital anchor
#

yeah im already sending deltatime so thats gotta be simple

#

thanks my dude

#

๐Ÿ‘

cloud cobalt
#

@languid shard A 1TB hard disk costs what, $50 now ?

#

Get source control today

grim sinew
#

@languid shard Get VSTS, even if you're the only one that makes commits. Free for up to 5 people and unlimited storage.

languid shard
#

IT is in the way sadly

grim sinew
#

How?

languid shard
#

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

cloud cobalt
#

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

languid shard
#

well we are pretty advanced compared to other companies in the building industry

#

but sadly still 10y behind on a lot of stuff

cloud cobalt
#

No, not 10 years

#

More like 50

languid shard
#

eh

cloud cobalt
#

Source control existed way before 10 years ago

whole quarry
#

Hmm good old CRT screens

languid shard
#

current SSD storage

cloud cobalt
#

CVS is 25 years old

languid shard
#

this machine has only one disk

whole quarry
#

469 gb? Thats not bad

#

Or is it mb?

grim sinew
#

Do source control in a way that it holds the files remotely

languid shard
#

frenquently have to offload projects in a .zip on our servers

cloud cobalt
#

Go tell IT today that you need two more $50 hard drives

grim sinew
#

Or yeah, a $50 hard drive

languid shard
#

I need a whole new machine tbh

#

CPU isnt really good

grim sinew
#

Just grab an external hard drive, not even internal. Abuse that USB 3.0 speed.

languid shard
#

lack of storage, lack of ram for big projects like point clouds

whole quarry
#

Well.. dont get any more Dell's

languid shard
#

we're tied to them, IT again @whole quarry

whole quarry
#

Dell is good for normal office usage

languid shard
#

for maintenance and stuff

cloud cobalt
#

We're not talking about good CPU here, we're talking about absolutely required, vitally important tools that you can't work without

whole quarry
#

Anything else meh

cloud cobalt
#

YOu can't work without source control

#

You can pretend to change files somewhere

#

YOu're not working though

languid shard
#

guess I can, did it for a whole year already

whole quarry
#

Well.. you can work without SC

languid shard
#

nobody uses source control here

#

very few people even do code stuff

whole quarry
#

Just when things go wrong..

cloud cobalt
#

You're not working, you're praying your way into maybe not losing your work

languid shard
#

kinda yeah :/

whole quarry
#

Sounds like life. Go for it and pray it works out

cloud cobalt
#

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

languid shard
#

๐Ÿ˜…

whole quarry
#

I would love to see that compile

cloud cobalt
#

Honestly I'd rather write C++ on toilet paper and compile it myself than not have source control

#

Being very serious here

languid shard
#

how the damn do you compile toilet paper code

#

flush it ?

cloud cobalt
#

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

whole quarry
#

@languid shard tell IT to start Non-Standard Change procedure to get something else than a Dell

languid shard
#

I know I know @cloud cobalt

#

they'd say "not corporate"

#

last HW we bought was a mixed reality headset

whole quarry
#

Also demand space on a filestorage server to store the SC data, then it will be included in backups

languid shard
#

I'll let you guess the brand

#

"go corporate"

whole quarry
#

NSC doesnt care about corprate standards

cloud cobalt
#

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

languid shard
#

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

whole quarry
#

Its just for SC, only on commit and download

cloud cobalt
#

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

whole quarry
#

On a LAN connection it shouldnt be slow at all

languid shard
#

well it is slow, and I have no clue why

#

could be i/o on the disk

whole quarry
#

If they run a G3 server, then its ok to be slow..

#

Which would be like 15+ years old

languid shard
#

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 ?

whole quarry
#

I currently use a older version of Perforce (since it can run on WinXP 32bit)

languid shard
#

never used perforce, only stuff like tortoise so far

#

I heard that its a lot more adapted to UE4 sc though

whole quarry
#

I found turtoise to add more mess than usefulness to me

frank escarp
#

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

languid shard
#

are you freaking kidding me

#

firewall blocks allar's blog now T_T

#

bullshit

#

they restrained web usage even more recently

grim sinew
#

Use your phone

languid shard
#

and I had to ask for a "VIP" account to just get access to steam, Epic servers for the launcher and social networks

whole quarry
#

Lol

languid shard
#

the company was attacked not long before I joined, and they have their butts clenched now as they almost lost everything

plush yew
#

i need some help with graphics cards

#

what is a "Feature Level 5 Video Card"

whole quarry
#

Is that a question?

cloud cobalt
#

@plush yew DX10-compatible GPU

#

Meaning most GPUs on the market, basically all GPUs since 2014 or so

plush yew
#

why doesnt my Quadro FX 3800 work with the software

languid shard
#

'cause its a shader model 4 card

tall pendant
#

It supports only dx10

languid shard
#

says it right in the official specs

frank escarp
#

wow thats old

languid shard
#

one whole giga of memory

frank escarp
languid shard
frank escarp
#

a QUADRO with 1 gb of mem

plush yew
#

is it old?

frank escarp
#

quadros usually have insane amounts of memory