#ue4-general
1 messages Β· Page 262 of 1
Tried letting it run for an hour or two ?
But sure, get a better computer if it's too slow, gamedev doesn't work with older machines
Story of our lives
The good news you only need a good machine once every 3 years or so, and then even a good chunk of it is still good
I made myself a $1000 machine 5 years ago, only changed the GPU and added some disks drives since
and ther is a another problem
in my country economy sucks
1 Dollar = 4.7 Turk Liras
and that makes the computers expensive
I would recommend looking into last gen gaming laptops if you're looking for cheap work computer
resale value on those things burn faster than dollar bills
something like i7+GTX970m as used would probably go for 300$ and is perfectly capable of running GTA5 at medium settings
@paper kernel no way in hell it goes that cheap
you get new i5 1050 for 700
+2% faster
so something equal in power without warranty can't have more than half of that value
- you could potentially get ddr3 sodimms at sale bin
Laptops are always the worst choice
An old tower with a decent i7 and a GTX960 is plenty good to run UE4
I had a 965m laptop a couple of years back and it was garbage
the graphics set was just nowhere near up to par with desktop offerings
Guys best way/software to make realistic houses??
only laptops with good performance nowadays are the GTX1070/1080 based ones
and not the MaxQ versions
@long crown the first unreal forum link on unreal arch viz system requirements google search yields something for me in the unreal forums page
Thanks
Also if you are interested in VXGI, dynamic lighting, and/or trying to avoid baking lighting, get a standard 4 core i7 and a GTX 1080. no problem.
@cloud cobalt see, that's all superstition nowdays that laptops are less performing
the margin is really small now
it used to be +30% difference, now it's like 5%
or less
the difference is enormous
that's the most common card set out there, so it's not really 'old tech'
but if you want current generation:
http://gpu.userbenchmark.com/Compare/Nvidia-GTX-1070-Ti-vs-Nvidia-GTX-1070-Mobile/3943vsm164129
the difference is big
@paper kernel NVidia marketing would love you to think that
But really, you can't have the same level of performance - it's just not technically possible
yes I'm a cock sucking fanboy who has never seen a benchmark chart in my life
and disregard the total absence of CPU affecting the test results
The reality is that for the same total cost, a laptop is always going to perform 30-50% worse
Kingdom Come : 33%
Far Cry : 19
So yeha, the average is around 10%
It's definitely not 30%
But it's nothing near 5%
In the case of Fortnite it's never under 10%
Hell, mostly no game achieves less than 10% difference, at all
yea, you said 50%
I said 50% for the overall platform comparison for the same price - 800$ tower vs $800 laptop and I definitely stand by that
^
with these ram and gpu prices, I doubt
That Nvidia provides GPUs named the same that perform the same on laptop & mobile is one thing - it's really not the same GPU but okay
The point is, they won't cost the same
You'll never get a laptop that is competitive because it's heavily constrained by the most important factor - power
Hell, power is 100% the limitation for desktops
not power, but thermal
It's why no one breaks 5GHz
Power is exactly thermal for a PC
100% of power goes into thermal
Well, 99,5% - discounting the wind & LEDs
We're not making 1KW GPUs because no one wants a 1KW heating device in the living room, and because it's very expensive to dump all that thermal power out
That a 90W laptop performs worse than a 400W tower is just physics
And the fact they don't perform 4x slower is tribute to the die area for more cores, to the process for better perf/watt - but both of these are expensive
What kind of model / pack do you want on the marketplace?
I have a team that does really really nice low poly stylized stuff
@cloud cobalt the 1080 is the only card that performs the same between laptop and non OC desktop versions
Wait really?
its nearly the same chip
10 series is that good?
at the price of a very high temperature yeah
your laptop will blow like a jet engine
benchmarked
we use a 1060 on a laptop and its still better than a desktop 970 i think
or at least very little difference
bunch of other cards in the benches
in some cases it even performs better than the desktop one
they are higher binned chips
not necessarily anymore, thanks to boost 2.0
but that doesn't stop them for asking little extra for it
I wish Intel could get their shit together with laptops, last 2 generations have been absurdly overvolted
I wish nvidia gave us a bone on the new gen gpus
3D memory
they did some tests with volta(?) with that memory, astronomical performance gains
HBM2 you mean ?
ye
I wonder if the performance gains are worth the lesser memory quantity
I wonder
do you think it would be possible to have a game with AI that taught itself through machine learning?
I doubt however they would release HBM2 chips any time soon, since there's no competition
@lost ember already done
https://www.youtube.com/watch?v=qv6UVOQ0F44 @lost ember
MarI/O is a program made of neural networks and genetic algorithms that kicks butt at Super Mario World. Source Code: http://pastebin.com/ZZmSNaHX "NEAT" Pap...
saw this one, but it isn't too complex
if I'm not totally crazy, original Unreal Tournament had learning AI?
that sethbling thing is cool, but it can only really do 1 level
that technique is essentially a genetic mini-neural network
it ends up with like 10-20 neurons to finish the level
the Mariflow neural driving net is a lot more interesting
@paper kernel unreal never had learning AI
really
because there are papers written about it
again, I might be crazy
oh yea, it was a competition
similar principle to MarI/O
this is probably a really stupid question, but how do I move a skeletal mesh? changing location/rotation doesn't do a thing
https://i.imgur.com/cpBzCmx.jpg
Change it in the BP editor? change it at runtime with Blueprints? change it at runtime with C++? change it during design time in the editor?
should work fine changing the transform unless you have something else changing it, like a BP script.
like the construction script for that object perhaps setting it as well
I've gotten myself confused, something happened in my project so that now playerstart starts a cpp character object "gamecharacter" but I also have a bp character that appears to be a subclass of my character cpp, should I just be doing everything from the cpp? I'm not sure that makes sense...
can I not edit my character cpp from the editor in any way?
new to the cpp project but not new to cpp
The default pawn in your game mode is what determines what is spawned from a player start, might start by looking there to see what it is set up for. beyond that shrug
previously it was using the bp character I think but it switched to the cpp character so now my controlling character doesn't have a sprite assigned and the bp one that did have a sprite no longer moves and I'm not sure if I should just set the sprite in cpp and just continue only using cpp, it doesn't seem to let me change the default pawn to the bp, maybe from the cpp game mode
well the game mode should let you do it even if you created one in C++. definitely weird if you are using your custom game mode and it does not.
π€
Why delete the rip python joke?
Unrelated to earlier discussion on learning AI but somebody wrote their thesis on Quake 3 bots and it's an excellent read http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf
ok, so if I set up a blueprint project, I can later add a cpp class that say handles semi complex data structures and any functions/methods to manage that data and then create an object of that class in a gameinstance blueprint so that it's persistent throughout my game?
ive writen some hilariously overkill bots @graceful grove , for heavy gear assault
sadly, i couldnt finish that masterpiece
@frank escarp I'll have to look into that sometime, game AI has always been of interest to me
the best book
of all
is this one
of all the game AI books ive ever seen
this is the best by far
and its C++
and then through my gameplay blueprints I can access that cpp object through the game instance blueprint, and add/modify the data from the gameplay blueprint via cpp calls exposed to the blueprint, is that how the workflow would go for a blueprint project using a little bit of cpp?
@opaque salmon I think a BlueprintFunctionLibrary might be an easier way to do that
e.g. write functions that operate on whatever data in CPP and expose those only to your blueprint classes that need them
careful with blueprint function library
try to avoid using hot reload with it
becouse it can break builds very easily
shit is extremelly buggy with hot reload and blueprint function library, NEVER use hot reload when changing a blueprint function library
ormigord why is this so complicated
Hot reload is an insult to how C++ even works
That it works well in the safe cases (no Blueprint-related changes) is already amazing and frankly unparalled
indeed
hot reload is 100% absolute black magic
not a single engine has C++ hot reloading
not a single one
I just hate the fact that packaged builts can contain bugs that pie doesn't π¦
cryengine and havoc anarchy had C++ dlls for game code. many other engines support C++ game DLLs
only unreal has hot reload
I am struggling with so many stuff right now its not even funny
some indie games managed to implement game dll hot reload, but with a huge work, and with very considerable limits
and yet unreal is automatic
I think I just need to read how the cpp blueprint interaction works, I don't understand how this is supposed to work and it's just getting more complicated the more I look into it
maybe I should just learn how to make a 9000 node blueprint to handle simple data structures that would take a few minutes to make in cpp
What data operation are you even doing? π€
@opaque salmon pro tip
Guys I need helpp
like simple db lite stuff, lists of all types of objects, there's probably an even easier way
allways do your base classes, and structs, in C++
Heyy!!
I need SERIOUS HELP!!
When i try to open Unreal it gives me error 'this application was unable to start correctly (0xc000007b), Click ok to close the app.'
Please helpπ
all types of object x, like a running archive of a particular generated object
?
@opaque salmon It seems to be most easily handled with BlueprintFunctionLibrary, assuming you are trying to get actor references then you can define a new blueprint node using UGameplayStatics::GetAllActorsOfClass
GetAllActorsOfClass is faster than you would think
if you need faster, you need to cache it
i use the caching for specific cases where im calling the GetAlllACtorsOfWhatever every tick multiple times
for example, enemies or bullets
Also consider it might be easier to just have the specific Actors/Objects pass a reference to some manager class on construction and remove the ref on destruction
Entirely unrelated but AGGGHH I'm so dumb, was debugging code for a solid 30 minutes until I realized I had commented a line that was assigning a default value π’
Heyy!!
I need SERIOUS HELP!!
When i try to open Unreal it gives me error 'this application was unable to start correctly (0xc000007b), Click ok to close the app.'
PLEASE READ THIS
@graceful grove have already read and tried everything in it
@sacred grove Try deleting and reinstalling the engine. These errors are hard to debug π΅
@graceful grove its veryy hard to reinstall for meπ
Sadly there's nothing to be done for it than reinstalling
nobody saw that grammatical error
AFAIK thats an known Windows OS issue. So it not even fits the topic, since not UE4 related.
@tall pendant can you please tell what to do with my windows?
Any help will be awesomely appreciated
[12:50 AM] Yadda: I've cleared intermediate, started completely blank projects and performance is still horseshit. I can run projects that use earlier versions with no performance hitches why this and why now?```
Just wanted to report that I managed to fix my performance issues by clearing the data caches in %localappdata%. In case any of you wanted to know...
Hey guays
Hey guavas.
Hola Guapos
γγγ«γ‘γ―γ°γ’γ
ok so when i make an object in blneder like a wall with empty spot for door the player cant pass through the empty spot.PLEASE HELP!
@ivory gate The collision is probably set up wrong. If you don't want to have that wall simulate physics you can just have it use complex collision, but if you want it to simulate then you'll have to do either some convex decomposition or UCX hulls. I can elaborate more if you need me to.
Yeah I've downloaded the preview. Haven't had the chance to check it out though...
So when I go to use tutorial from unreal engine through the client it tries to make me sign up for video. Is that normal?
what video?
In client under unreal engine 4 you click on learn then on the title. Wants to take me to come. Is that normal?
Is it trying to log you into the unrealengine site?
well if you go off this, there is a few still, https://issues.unrealengine.com/issue/search?q=affects%3A4.20%2C4.20.0&resolution=unresolved&component=&sort=votes
Hey I need a little help with merging the truesky branch with my gameworks one
So I've been trying to get this to work for the past week and keep running into errors
I think I'm merging the files wrong or something
Because whenever I try to build the engine it gives me errors :/
Also this is the forum that I followed https://forums.unrealengine.com/community/general-discussion/1430784-nvidia-gameworks-and-simul-truesky-integration
Place for NVIDIA Gameworks and Simul trueSky discussion and information about the integration of gameworks and truesky into ue4 and its progress.
Instructions
Hi
Man, I was excited to check out the "custom road editor tools" in the Bus Simulator 18 kit, but it turns out it's just this plugin http://talos-studio.com/road-editor/
whats the difference between spatialOS and Cloudgine?
I'm wanting to use nav mesh bound volume, however my map is tiled, is it okay if i just put it on 1 level or do i have to put it on all?
@bitter iris As in a tiled landscape?
If it's that, then it should work fine on just the main level.
I think putting it on persistent works.
And then it automatically generates the navigation while you're playing afaik.
My map is huge
so im guessing its gunna take a while
is it just 1 volume for the whole map?
Yeah, and then it should just work. I've done it before and it worked for me, and it wasn't even that slow.
Okay has the Z scale gotta be the same height as mountains
Yeah it should cover everywhere you want to walk.
Hopefully it should go quickly though.
Well it does 1,000 every 7 seconds
75 minutes
@lusty merlin spatialos hosts different clients based on their position in the game world, allowing for massive environments with little strain on a specific server
If my calculations are right which they most likely are itll be 70 minutes until the 660,000 is done
Oh okay.
allowing a client to move throughout a massive game world, while only rendering the necessary players and models from the server, required to play the game
Well then I'm probably wrong about the navigation. There's probably a better way...
howdy folks, anyone know of a nice way to make a 3d widget glow?
do people do collaborations here?
@plush yew I haven't seen any.
ok
Though collaborations do happen in the UE4 community sometimes I think.
where?
I'm not sure, I think crowdforge.io has some good stuff.
what kind of collaboration are you looking for? or just asking in general?
Are there people who will do remote desktop 1 on 1 Unreal help/traning?
Not looking for free.
@delicate needle I've done that before, what do you need help with?
still going
XD
Are you building navigation for a planet?
Alright well my project is officially project #420 on crowdforge now too bad I do not smoke marijuana or I would have to celebrate that ( https://crowdforge.io/projects/420 )
@karmic igloo thanks for mentioning them I hadn't heard of that site before!
np! I just happened to remember that they talked about it in a Game Jam talk before.
@grim sinew It was 700k earlier
It just finished
and i accidently moved it
kill me
My god, why.
gg
Do what Epic did on the kite demo, onyl generate navmesh around the player
It might help
i want ai?
I don't know how they did it off the top of my head, but a livestream showed it
And yes, I get that. But you likely don't need AI 10 miles off from the player's location
@slow relic @glacial arch it's a ue4 plugin on the marketplace, ue4 engine editor
It might be better to generate the navmesh in the immediate area around the player at runtime instead
Is there a doc on this
I've never had to do it, just look at the streams they did when the kite demo came out, it was one of them
It was how they did their deer AI
Answer here might be helpful https://answers.unrealengine.com/questions/425015/what-is-the-lightest-way-to-use-navmesh-in-an-open.html
you still have to put a nav mesh down
First thing's first, we're going to want to enable a few settings in the Project Settings. Go to Edit->Project Settings->Navigation System and enable the Generate Navigation Only Around Navigation Invokers setting. Then, go into Project Settings->Navigation Mesh and set the Runtime Generation to Dynamic.
Then, we'll need to place a Nav Mesh Bounds Volume in the level. Ensure that it covers the entire space that you'd like the Nav Mesh to be able to generate in, as this is required for the Invoker to be able to generate its section of Nav Mesh.
Yeah but that way it generates navigation at runtime instead of building beforehand.
Just change it to dynamic
then place nav volume
then itll be fine?
no upfront build?
Also add a navigation invoker component to your player @bitter iris
What about my AI?
It should generate navmesh within a certain distance of your player at runtime, so as long as you don't want all the ai in the level to be constantly doing navigation it should be fine.
Generally you only simulate AI within a certain distance of your player.
Add what to beginplay?
navigation invoker component
No, it's a component you add to your character.
The AI will probably not move unless it's near the player.
is it just that?
Oh I guess?
Anyone have any ideas how I might check if an object is intersecting the near-clip plane?
@faint cedar i was thinking about this for a while, couldn't you have a proxy plane with visibility off and only detect collision for the actor object with certain tag type is intersecting? and make the proxy plane a child of the camera you are using
hm, that would be possible, but it feels like a dirty hack
general case or testing if a particular actor is
@faint cedar might be able to use this FVector::PointPlaneDist if you are checking the distance to a plane X units away you can set the normal of the plane to face away from the camera, and then check to see if the distance to the object is less than or equal to the distance to the plane . i found it at https://api.unrealengine.com/INT/API/Runtime/Core/Math/FVector/PointPlaneDist/index.html
Calculate the signed distance (in the direction of the normal) between a point and a plane.
do you think that might work? i am novice at CPP but thought maybe it might do it π
what can you do to add a copyright thing in your VR project so no one use it for commercial purpose?
how will you be distributing it to other people?
exe
but I'm afraid they will use it commercially for their profit. its a college project of mine.
thats not how you will be giving it to them tho. website, usb drive, floppy disk. are you distributing it somehow?
if so put your license on that location saying it can't be used for whatever and include it with your files as well
or just you know don't let people have a copy of it
I mean I guess if you are super paranoid you could make it check the date on startup and close itself if it's past that time. You could also put a splash screen when it starts that says it's not for commercial use. You could make it do a http call back to a server and have it only run if it get a valid response and then set up a web server just for the project turn in and then close the website once it's done so it never runs properly again.
How does the UE4 Automatic LOD creation affect performance compared to making your own?
Thanks for suggestion.
I mean it's not the performance you should be worried about imo, you should be more concerned with the look of the result than anything
so u think it doesnt look good at some times ?
9 times out of 10 handmade LODs look better but not everyone has time for that
mhm π€
9 out of 10 times the handmade LODs will take 10 times longer to make π
so pick quick or good and move on to the next part of the project lol
but it will not affect the performance of the game ?
Again, diminishing returns, less time spent on each asset is a net gain
using LODs will positively affect performance yes, doesn't matter if they are hand made or automatic
As opposed to not having LODs? Or...
time isnt the biggest problem its more of lods simply arent fun to make
No it's definitely time, I assure you
nah no lods would ruin performance pretty quick
well he might be using all cubes or planes
There shouldn't be that much of a perf difference between handmade LODs and generated LODs. A good looking asset with minimal pop-in that operates with reduced # of triangles is the goal
the auto lod stuff isn't half bad, it's got some fairly decent options for tweaking and it's pretty quick to get it up and running. If LOD Quality ends up being an issue toss money at it later π
but the LODS it self dont need any performance later right? it doenst calculate the lods later in the game right?
LOD generation is normally done at design time yes, it wouldn't calculate them at runtime and would only benefit performance
But when i go away it sets to high lod
And when i come bear it sets to low lod
How to fix the problem
has to do with minimum lod u set ooor? not to sure tho
Pls say clearly
it sounds like your saying its showing the LOW LOD at close range and HIGH LOD at long range, backwards than normal?
could be a game design xD u have to look at it from distance and when u get close u have to puzzle and say what it was π
well if using Auto LOD it should just work right, I just tested it again. make sure its on auto lod, set the LOD group, then apply changes and it should be done
most people use ~3 LODs is it a point of deminishing return or "could" someone take the work and make ~10+ for example for a realy smooth tansition between the lods ?
At this point you might as well use the smooth LOD transition
Now run a kite boy demo
Legend tells a tale there is a PC out there that can open the Kite demo
@paper kernel emphasis on open
i might sound like an asshole right now but isnt it crazy how "bad" State of Decay 2 looks if there would not be the UE4 Logo infront i would have sayed thats not UE4
I'd buy a GPDwin... but I already have 2 laptops, an Nvidia Shield Tablet, and a Switch..
and my last experience with a windows tablet was fun to tinker with but horrible from a user perspective
@cerulean nova yea it looks a bit rough
shame they discontinued shield handheld
well it kinda lives through all these pocket devices like the GPD
the new asus phone I guess too
hello guys I have a problem with drag my logo in youtube in UnrealEngine
I have a problem
this logo I want to drag it here
I'm not seeing the asus rog phone taking off as dedicated gaming machine
way too expensive
Can I use VS2017 to build exe with UE 4.19?
Is there any assets you guys recommend getting for a beginner making a FPS project?
Depends on type of project.
I though 4.20 defaulted to VS2017
"Visual Studio 2017. UE4 will now use the Visual Studio 2017 compiler, and generate project files for Visual Studio 2017 by default. Weβve also added support for the Windows 10 SDK."
and I've been using VS2017 with 4.18 for ages
@visual hollow It will be a FPS project.
though I'm not sure how the whole compilation process works with multiple visual studios installed π€
Can anyone help me with my problem?
I did this but you saw my picture how it looks but WHEN I chooses it the picture will become black
Why
yes
@real pasture then Weapons are imp assets
I am asking because it seems he want to add a Canvas render target not a texture which are two different things.
I used VS2017 since like 4.17
idk what you mean by not supported
(and no don't have installed VS2015 on side)
sorry to interrupt, who here knows the name of the vive's face button in the ue4 input section?
I thought it was FaceButton1 but that doesnt appear to work
im looking for the input when you press the centre of the giant circle on a vive controller
beauty! thanks a bunch man
@languid shard yup! exactly what i needed, thank you π
we need to remind Epic that Dev-Rendering is still the only major branch missing on Github: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1491051-dev-rendering-branch-still-missing-on-github-any-update-on-that-please
1.5 months ago, you finally made it so that the individual branches are available on Github. What a great change, finally! It took a few days for most branches
could it be legal thing?
all other relevant branches are available on github
I really doubt it's a legal thing since they just merge the branch to master from time to time
its the only relevant missing branch
Should be a dev-fortnite branch too, and as a dev I expect thousands more branches
fortnite wouldnt belong on the ue4 github
Is there any tutorials / documentation on how to setup account inventories, so say for instance if someone backs us on kickstarter they get a kickstarter exclusive tshirt or outfit in game
@bitter iris That's pretty much unrelated to UE4
You'll need to look at how to get the info from Kickstarter
If i want o export a building from blender is it possible to do all sepperate parts?
Then, probably, people will have to login in some way from your game
@bitter iris Depends on lot on whether you already have a login system in your game with a database server / account system for players
If you don't, then you might implement some kind of basic key system, generate keys for your Kickstarter users, etc
@bitter iris Such a thing does not exist as a built-in thing
There is simply no concept of accounts in UE4
Or inventories
You need to entirely create that
I could imagine the simplest way (if using Steam) to hand out exclusive dlc keys to kickstart backers which can be checked in game
Steam DLC is quite heavy handed for that, not to mention it's going to be publicly visible and tied to a full store page on Steam, etc
a bit, but could be useful if it's for everyone who participates in early access
My take on the feature itself would be, don't do that. You're an indie so you just don't have the manpower to create plenty of content. Don't create exclusive content because that should be going out to the main game for everyone.
I have never understood the eat-the-cake-while-baking-it funding
If you need Kickstarter tier rewards, make it the timing people get a key for the game
High tier get alpha access, lower tier get beta, others get Early Access key when the game goes publicly on sale
That's three levels of rewards that don't cost you anything
Not to mention you want an alpha, beta and EA with three separate pools of players
Other KS mainstays would be the soundtrack, concept art
Can I change the default UE4 preview camera's near clip plane to something lower so I can get closer to objects but not affect any gameplay cameras?
hey, does anyone know how spatialOS integrates with Unreal Engine?
Regarding backing up our games, is compressing the project totally fine? Will unzipping a zipped game project cause any quality loss or anything like that?
I'm thinking of zipping my game and uploading it to AWS Glacier (awesome cloud archive service, costs $0.004/gb per month)
I'll move this to #multiplayer
use a version control system, it will create much more lightweight data, as it only saves whats changed
@bleak remnant
@bleak remnant Zipping is absolutely loss-free
woop woop @cloud cobalt sweet
@digital anchor i've been using Git and Git LFS to store everything on GitHub
this morning I met with horror
I tested downloading the project from GitHub
I unzipped it then
I built the project and none of my
uassets are loading in the content browser
but all my files are present
so this just totally freaked me out so now I'm doing manual backups just in case
backing up my game now using AWS Glacier
hey guys!
is it possible to make a clicker game in unreal?
like coockie clicker
and if its better to make a game like that in unreal or unity
yes, it is, and it's better in unreal
Does anyone know any programmers/developers that might work for 15 dollars per hour?
Doing unreal engine, I checked the looking for work, but couldnt find anyone.
Already checked
post in looking for talent and you might find someone
FYI though, $15 an hour would be considered low even here in the arse end of Eastern Europe
(and you generally get what you pay for)
Yeah I know its pretty low, but its worth a try
Otaco, for?
yup
you can also do 2D with unreal
its just that you use different libraries within the engines
For mobile 2D you might as well use Unity
UE4 is really much more geared toward heavyweight games with world-class 3D, you'll make no use of that, and you'll get a fairly heavy, lower-performing game
unreal 2d has been abandoned for ages
its really not a good choice
unless you absolutely ADORE blueprints and are willing to fuck yourself to use them
i really adore then, but if its better, then its fine
it should be better for me learn more things anyway
it's not impossible to do 2D, but there's no particular support for it either
It's not impossible at all
But stuff like the minimal game size is kind of an unfixable issue
You can't workaround having millions of lines of code
unity works a lot better on mobile for this exact reason
That, and mobile games are mostly very simple games where Unity's "no features" approach works fine
You don't need an incredible landscape system with complex skylights & real-time dynamic lighting for trees if you're going to have a 2D clicker game
yeah
even more with the render pipelines
you will be able to implement a 2d only render pipeline, that just renders sprites with no lighting
and have a game that uses 0 battery
becouse it uses 0 gpu
they plan to do something they call "ECS for small games"
where they use the ECS stuff engine-wide, and then just compile exactly what the game needs
the game doesnt have terrain? the whole terrain part of the engine doesnt get compiled in the first place
they demoed a small 2d game exported in under 1 megabyte
full build, engine + assets
Unity
daw
Unreal has a completely different approach with a single, monolithic approach that has pretty much constant cost for most 3D games
It's not going to run at 120fps anywhere no matter what you feed it, but it's going to run fine everywhere too
And the tools are incredible compared to Unity
It's really about what kind of game you're doing
unreal just builds literally everything every time
thats why something like flappy bird its still a huge thing
meanwhile, unity can build flappy bird in under 1 megabyte
yeah this is kinda a problem when you want to ship stuff
the point cloud viewer I've setup has absolutely nothing in it, only code and a few materials
yet it still weights around 400megas
how can I make additive animations that I can use later as assets? Montage? Composite? Blend/1d?
My unreal scene is crashing on save after I do a lightmass build. Does this sound familiar?
Can you recommend me a book to learn unreal engine 4 from? I am good at C++ but want to learn the UE4 workflow.
@glad vessel https://www.blaenkdenum.com/notes/unreal-engine/
AKA Blaenk Denum
wtf where did this thing come from
You can disable the steam VR plugin in the editor to try and stop that.
ok, thanks
Can anyone please provide me the Unreal Engine 4 OFFLINE Installer?
I cant download online in my pc! :(
there is none
however
you can download on another pc and copy the engine folder
or make a source build
The only option i have is to download on my mobile and transfer the file to PC:(
could use usb tethering so your pc can use the mobile internet?
I can but my problem is that firstly my internet is slow and secondly i only get 3GB a day
I'm pretty sure the launcher is able to pause and resume downloads
^
You'll definitely need to download plenty of volume regularly though. Demos or samples or marketplace assets often do multiple GBs
Engine updates also download that kind of volume
For assets or samples too i can use ONLY PC?
what kind of weird internet setup is that anyway
normally mobile internet is limited and crap, while you have unlimited and fast home internet
I don't know why Unreal don't support offline install, whereas Unity does but it is hard
Use Unity if it suits you better
they expect people to have a reasonable development setup with good hardware and internet
which makes sense
UE4 is definitely not a tool for you if you have a low-end PC, laptop, or an average connection
It's a tool to create large, heavy 3D games with a team
None of that is anywhere remotely network-friendly
π€ I wonder if
with full package installer you could at least download it on a phone using public wifi(if you find one) and transfer it to computer
source version perhaps?
Public wifi to download something 10GB ? Nah
some libraries have pretty good connections
Source version is lightweight, though it starts the build by fetching GBs worth of dependencies
And you need VS and the Windows SDK
that does not sound legit
Can you guys please check?
Sounds sketchy as hell
@paper kernel why
that's a portable virus factory
@cloud cobalt why :(
"beauty, health..." and other crap on top bar
@paper kernel that may be ads u are seeing
<@&213101288538374145> could you please remove that obv. warez link?
yea, sketchy sites have sketchy ads
that is not an official site, if you download garbage from there you are on your own lol
it may work, it may explode your pc
:(
Look, @sacred grove - you'll need heavy downloads with UE4 no matter what. I have 30GB of marketplace assets here and I'm not a heavy MP user by a long shot. My game is 10GB big just for versioned assets. The day you need to debug your project you'll need a 15GB download
Not to mention Visual Studio or its dependencies
πͺ
yea, that data cap has to be solved for long term solution
If you want to work with a team you'll be syncing GBs pretty much every day too
Yeah, I feel for you
I'm not here to motivate you though, I'm here to be honest and give you serious advice
Look into fixing that network problem
If not, you might want to look into the source version
Much much harder to set up, plenty more steps
But in the long run you'll need less bandwidth
(at the expense of much more hard drive space and much more work for updates)
Ok tell if i can download assets too from my mobile and transfer to PC?
no
I'm completely fine till i can download things from my mobile and transfer to PC
But downloading gb's of asset from pc is painful
Use your phone as a wifi
also note using source builds and code plugins is sadly not comfy.
If your phone has no data cap, just use your phone as a wifi hotspot for your PC
It's what I do on travel
Im saying this because when i tried unity i can download everything from my mobile and transfer to pc (even assets)
@cloud cobalt I have, 3Gb a day :(
Unreal is not unity tho so comparing them again for this won't help
@sacred grove Can't get a better Internet line where you live ?
I can get a wifi but being a student my parents wont allow me
3Gb a day is for my country cellular network
Then talk to your parents about it, or use Unity if that works
UE4 is not going to become lighter by talking about it
I can't do unity as it requires complete codind skill
But UE4 has blueprint system π
So I think i can do it!!
Unity also has an node based system.
Blueprints are still coding they are just obfuscating the code behind pictures. The basics are still there.
plus you still need to know how it works
And unity doesn't reauire complete coding skills. You can make stuff work with the basics And then learn the note advanced stuff as you go along.
Blueprints are definitely still using logic to solve problems. Logic won't write itself, but you also don't have to know everything to get started.
Yep. I would actually say you can "just do a game" in Unity more easily than you can in UE4.
depends on your idea ofc
@sacred grove please refrain from posting pirated software. UE4 is free, and the only legitimate source for it are the official unreal engine website and GitHub.
Huh
hmm, how do I preview occlusion culling in a viewport? π€
like, I have top viewport open alongside perspective
and I'm pretty sure that it's possible to have the top viewport update in real time and show what's being culled and what not
@sinful mesa What's your question ?
?
You just linked a website, I mean, hopefully not just for advertising ?
Some of the materials do not seem to be loading in my 64bit Windows Deployment. What could be going on here?
The reason there isn't a resource channel is that it's a Discord, not a forum, so it doesn't work as a list of links
Who see then will see
@honest vale there was for sure in earlier versions of UE, but I'm honestly not sure if that still works
i dont use UE4 forums since noone is seem to responding there π
@delicate needle Open the material and check the error
its a dead forum to me
@sinful mesa Maybe, but it's actually not allowed here
@delicate needle check your game log for errors and warnings
If a material fails to compile, that's where it'll say
Sometimes materials work great in editor, but fail to cook
Cant find the log, which log is this? I just remembered that the materials that don't load via the EXE are also ones that take longer to load when I open the map.
Also, this was all imported via DataSmith into my map.
any1 have exp with splines?
anyone know good way to think of game idea plz dm me
@winged crypt, what are you trying to do with splines? there are a few different, very kool, types.
@weary remnant
Basically trying to set up a spline to have this curve and then a linear line backwards down the bolt of this rifle
While keeping the rotation of every spline point facing forward simultaneously
I was able to get the spline shape working but not the rotations
When I tried to manually adjust the rotation of a single point, changing the Z axis automatically changed the X axis and getting them back to 0.0 was a hassle, I had to keep doing 0 > enter > 0 > enter until they defaulted whilst randomizing between values
Who know when is the next jam pleaze? π
@winged crypt can you share your project? Is it C++ or Blueprint based? Against either solution? I'm not saying I can help but I can at least take a look at it.
My .PAK is rather large. In the future I'll work to optimize, but for now I want to break it up. I enabled chunks, but that did not split up the .PAK files like I assumed it would.
Can .PAK files be broken into smaller .PAK's?
hey, sort of an emergency, does anyone know where i can get a high quality version of a pattern like this?
i dont know the name of the pattern or a good source to use, in a pinch with limited time
herringbone?
thats the name, thank you!
hello can I get help in here
I have a packaging error, what a surprise...
lol
PackagingResults:Error: Error Launch failed! Unknown Error
try packaging channel
So let me ask here. What basics should someone know before they ask to be included in on a project to gain more experience? ( talking unpaid free labor in return for mentorship). I've gotten basics down
prob about 4 months in the engine
faffing around
watching video's
doing tutorial's
have a good basic grasp
Ok. 3 more months then ty.
Yeah. Right now I feel like I'm trying to take in too much at once. Following a video series but. Part of me thinks I should focus one one aspect. Prob is I have no coding exp so I'm trying to learn in my free time.
Hey all, How can I use a blendspace just for left or right animations?
Im driving a vehicle want to make the arms turn the wheel
I was thinking the input turn right + and - or something
Then im confused by the direction and speed varible in the anim graph blueprint
Guys, since im making a portrait scale game in unreal
how can i set the widget maker to portrait too?
he show me a landscape editor
even with my game all set to portrait
Change the part that's says screen size to what you want
hello everyone. i got a simple question and it might sound like a no brainer. When i make a model in C4D say...a...chest...how do i export that to unreal engine with the pivot points still intact to animate in engine...because i end up with a solid obj. and i can't animate my chest...my brain tells me to rig it with a skeleton but part of me thinks there is an easier way.
Anyone want to join me in voice?
I have a question, when you attach static meshes together, do they attach pivot point to pivot point?
Finally understanding landscape blending a bit better. This was hell 6 months ago.
Hey all, how would I go about getting a float variable based on how close the player is to a specific spot?
i'm a sound designer trying to get better at Unreal by prototyping some stuff, so I'm not sure how to approach some things π
If you just want the distance between two locations, do A - B and get its length.
hmmm i think i need a more basic explanation than that. i'm not sure how to poll objects and get that info
Get actor location
ok, so get actor location on both the player, and the thing they are getting closer to?
@bleak remnant Using height-based landscape blends and adding in some tesselation
And a grass output for the swaying grass-blades/foliage. I just used the infinity blade dirt & grass textures and the grass/fern meshes, but it would be easy enough to do with similar textures from quixel.
@tall basin yep.
Is there a way to keep crash logs from shipping builds?
Thanks @glossy flame & @safe rose π i'm gonna try and get it working
ill ask my question differently. say i modeled out a complex model with multiple independent potentially moving parts. i don't want to pre-animate them (asset packs) i want the purchaser to animate what they wish in engine (unreal engine) how do i maintain individual pivot points of those independent parts to be animated in engine as the user wishes?
the pivot points on the items are the 0,0 point in your DCC program
@marble spire If you choose the screen size drop down you can try and find the closest match to your target hardware. There is a button to the left that swaps between portrait and landscape after you choose the screen size. Alternately yes you just put in your correct dimensions for portrait and use that
would it be possible to make something where it automatically places meshes based on what colour an image is
for example
on every black line a wall
im in desperate need of help, i have blueprints from 4.19 that i need in 4.18, they dont appear, deleting asset cache doesnt fix it, and i cant do any project cloning tricks
I don't think backwards compatibility works like that
i need it to π¦
i can convert a 4.19 project to 4.18 and use the blueprints just fine. but when i migrate them to another 4.18 project after that, they dont show up, wow
You can try copying and pasting the code, but there's nothing you can do to step back engine versions for uassets
@storm venture Doesn't work, no. Any asset in a version can only work in future versions.
Copy paste it, etc
This s why it's important to carefully update engine versions, by the way. Branches in source control are perfect for that.
I know, but unforeseen workplace issues caused some problems and left us with some in 4.19, some in 4.18
Well now you know that can't happen
yup, just gotta make sure everyone else knows as well, lol
i would love to update the 4.18 proj to 4.19, but then the plugins in it crash and cant be compiled
such a fun adventure
Well do they crash, or do they fail to compile ? That's very different
a mix of both, they used to crash, i dont remember what changed but now its the fail to compile
something something about building engine from source
Okay, well, feel free to post complete info if you need help
thanks
Anyone here know much about Amazon gamelift?
thanks
@cloud cobalt hey, you still around?
Yes
Could I pick your brain about those compile errors I mentioned earlier? π
Sure, put them on pastebin or right there if they're short enough
You need to update the ahsanEditorPlugin.Build.cs file with the new syntax
You can check other plugins in 4.19 to look how they do it now
I honestly am super lost when I dig into C++ stuff with UE, so there's a good chance I break things more
I dont even know how to edit the plugin to be honest
Well, isn't that your own work ? If it's not, ask the author to fix it
Plugins need to be updated with every engine version, generally
The guy who wrote it is gone, nothing I can do now :\
My coworkers have a project using these same plugins on version 4.19
So could I take the plugins from that project?
Well, probably yeah
Yeah
I would buld from Visual Studio really
First build on update is likely to fail with some methods to need updating
hallelujah, she works
thanks π that pesky plugin just had to get purged, everythings good now π
OK dumb stupid question but here goes, I've modelled a little 'drone' and i want to animate the propellors so they spin constantly in UE4. I actually made the model in autodesk 123d design then exported it as an obj and opened it in blender. Then I exported it from blender to ue4. I still need to learn how to texture but I just have no idea which program I should do this in? Should I try remodelling it in 3dstudiomax and animating the props and then try to import that to UE4? I'm seriously leaning to just hiring someone to do it for me but I want to learn. I just need a hint in the right direction! Thanks
Should I try importing the propellors separately then animating them in ue4?
you probably need to make a disk with propeller texture on it
if you want that realistic blur effect on it
depends what you want to use. You can fake the properllors with texture or with actual geometry. You need skinning if you want to use geometry
rotating mesh really fast won't produce that effect you see in real life
Heck even a quad and a masked material would work
^
and that's an extra complex answer to simple question π
Complex ? 
complex to me maybe. I'm a total noob, I'm actually only using UE4 to make a short movie and its all in the sequencer
not a real game
Thanks for the info guys but I think I'll just pay someone to help me apply the texture and animation to my model, cheers
tfw . GPULightmass won't make it in 4.20 :(
@sudden agate You mean it's going to be in the engine ? That's great news
I never saw the announcement
isn't it confirmed in the GPULightmass thread?
The guy works at Epic now, it's inevitable
Won't be 4.20 though it's probably already feature locked
4.21 soonest, 4.23 most likely
@cloud cobalt a lot of things are going to change sooner or later with lightmass
Lightmass baking at real time 
they just built an awesome team with rendering/lighttracing brains
tbh I would not be surprised @sudden agate
@grim sinew Also zero official confirmation of that
Guys, I want to believe
But there isn't any official stuff on this AFAIK
At least in that thread, all was said that he moved to the same town Epic works in, which might be about working at Epic
Which in turn might mean official GPU Lightmass, or not at all
@cloud cobalt search more :p
There is official confirmation.
He said in a forum thread.
He has the Epic tag.
New account though
Global Illumination in other engines [ UNIGINE ]
And yeah, that
the guy from Maxwell Render
Ah, indeed
also confirms luoshuang joined the team
Thanks for the link
Luoshuang (Yujiang Xang) is also part of the team now, together with more great folks that joined the team recently. As Ken said we have staffed up a team with a strong background on global illumination techniques and we are working very hard to achieve great things soon!
no probs :p
looks like there's more people that the two of them
yo
give me back my credits β’
Well, i'm more hopeful about getting GPU lightmass
@cloud cobalt https://i.imgur.com/BkB7EHg.png
likely that studio and enterprise are boosting unreal lightmass dev
a new lightmass is very needed for archviz and cinematogrphic stuff
instant Lightbuild for a 32kmx32km landscape with red Lightmap resolution PogChamp
everything is better than the current state of Lightmass
@languid shard is the quality comparable to CPU lightmass?
Yeah looks better
it doesn't bake each mesh separately light cpu lightmass does
The only blocker with GPU lightmass right now is the fact it's not OSS
and works only on nvidia at the moment
does it ?
afaik yes
GPU lightmass on top, CPU lightmass on bottom
same settings
different calculation types
Damn thatβs awesome
GPULightmass uses Brute Force as its Primary GI Engine and some form of radiosity caching as its Secondary GI Engine, which is very similar to vray. Brute force is much more accurate than Irradiance Caching (Lightmass's primary GI engine) but it is also slower. It is also more sensitive to lightmap resolution since it actually calculates each lightmap texel, while irradiance caching is more or less resolution independent. You may want to tune down your lightmap resolutions firstly then slowly tune them up when working with GPULightmass.
With him hired and other GI specialists working together, I bet the result will be very exciting
no doubt
Have pretty much avoided lightmass recently just because of the wait times
But 10x faster would be no problem
yep
roughly, depending on your GPU power
also, the prototype Luoshuang made uses multi gpu and swarm agents
This guy seems very talented
Good that Epic snatched him up and it wonβt be another dead community project
finally a nice use of all these mining rigs π
π
I like to show this experiment I did with the gpu lightmass
each lighting scenario was baked in 8 minutes with a GTX 1080
one HDRI skylight only, no other lightsource
lightmap density in the reds, so probably around 256 for small objects to 1024 for big ones
Looks really nice!
https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass @fair violet if you want to make some tests
Click image for larger version Name: image_138398.jpg Views: 1 Size: 82.0 KB ID: 1478783
Disclaimer:
This is a very simple and early version of my GPU lightmap
which is now just a matter of time
how does GPU Lightmass behave with small lightmap sizes?
in the gif above everything looks noisy
or choppy
and doesn't look too well in the comparison shot above
the GPU thingo doesn't support all features tho
afaik IES profiles among other stuff are still not supported right?
yeah IES wont work
@languid shard Thanks!
@sudden agate noise is prolly related to the indirect lighting quality value in your lightmass parameters
isnt gpulightmass hardcoded?
Is there a hotkey to find my lvl back? I zoomed out o far, it happens to often.
Select something in the outliner and press F
thanks!
@trim granite also itβs useful to create camera bookmarks (ctrl + number between 0 and 9), then when you hit that number again, youβll jump to that camera position
Good to create a few around points of interest to quickly get to where you want to be
ooh good intel
how can i have one skeletal mesh with 4 changeable parts (head, torso, arms, legs)?
this seems to work
but that sets 6 different meshes to the same mesh?
@plush yew a single skeletal mesh for each possible combination
i think it's what they did in UT3
what i did was 6 different meshes but it only has mesh for their respective parts
@ivory gorge "for each possible combination" is not possible since we want players to be able to mix and match parts
still looking for better options
also, it isn't what UT3 did, so
UT3 used skeletal mesh merging
i.e took multiple meshes with the same skeleton, and stitched their geometry together to create a single skeletal mesh
when & how were they stiched?
How does unreal engine hold up for 2D development?
not very well, other engines like unity have far better 2d tools now
I would recommend not using UE4 for a full 2D game
it's mainly a 3d engine π€·
this is exactly what i'm trying to do: https://www.youtube.com/watch?v=Wg-Kziqiwu0
but i can't seem to figure out how to properly merge the parts together, so far, the setmasterposecomponent is the only method that worked
If it works, then what's the problem?
Just better options?
I assume I would have rigged all parts to the same skeleton.
And then added 6 components with each a part
And use the same AnimBP for all
something like that
Not a 3D person though
the problem is that if the base/master mesh is hidden, the animations don't play
use an empty skeletalmesh for your master
if the skeletal mesh is set to "None", i can't set an animation blueprint
I mean using the same skeleton ofc
Well with 6 comps that have each their animbp
also somehow crashes when i use setmasterpostcomponent
just no mesh attached to it
oh
yeah i figured i need to do that
but idk how to remove meshes from within ue4
i might need to reimport it without mesh or just have a "sticks" mesh
Why can't you just have a simple rig for the bot
The meshes in the end are just weighted to it or not
So if you export the mesh, the rig comes with it
i don't have access to the raw 3D files
or rather
i don't know how to use maya
so
so i'm looking for ways to do it within ue
Things like these should be setup properly by the 3D artist
UE4 isn't a modeling tool
You'll have a hard time with that
i mean, i just want to disable meshes in the skeleton
Scale the bones?
should be simple to do in ue either by code or what not
i could try
i think the simplest way really is to bother my 3d guy to export the skeleton without mesh
Or just export the mesh parts one by one with the same rig