#ue4-general

1 messages Β· Page 262 of 1

plush yew
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and its very hard to make games when getting 5 fps

cloud cobalt
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Tried letting it run for an hour or two ?

plush yew
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@cloud cobalt yes

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more than 2 hours

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but my comp always gonna freeze

cloud cobalt
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But sure, get a better computer if it's too slow, gamedev doesn't work with older machines

plush yew
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sadly

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i have no money :/

cloud cobalt
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Story of our lives

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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

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I made myself a $1000 machine 5 years ago, only changed the GPU and added some disks drives since

plush yew
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and ther is a another problem

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in my country economy sucks

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1 Dollar = 4.7 Turk Liras

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and that makes the computers expensive

paper kernel
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I would recommend looking into last gen gaming laptops if you're looking for cheap work computer

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resale value on those things burn faster than dollar bills

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something like i7+GTX970m as used would probably go for 300$ and is perfectly capable of running GTA5 at medium settings

frank escarp
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@paper kernel no way in hell it goes that cheap

paper kernel
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you get new i5 1050 for 700

frank escarp
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pretty sure 970m is equal if not better

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and thats on an i7 not an i5

paper kernel
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+2% faster

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so something equal in power without warranty can't have more than half of that value

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  • you could potentially get ddr3 sodimms at sale bin
cloud cobalt
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Laptops are always the worst choice

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An old tower with a decent i7 and a GTX960 is plenty good to run UE4

wary wave
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I had a 965m laptop a couple of years back and it was garbage

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the graphics set was just nowhere near up to par with desktop offerings

cloud cobalt
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laptops are always garbage for performance

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And cost

long crown
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Guys best way/software to make realistic houses??

languid shard
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only laptops with good performance nowadays are the GTX1070/1080 based ones

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and not the MaxQ versions

plush yew
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@long crown the first unreal forum link on unreal arch viz system requirements google search yields something for me in the unreal forums page

long crown
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Thanks

plush yew
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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.

paper kernel
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@cloud cobalt see, that's all superstition nowdays that laptops are less performing

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the margin is really small now

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it used to be +30% difference, now it's like 5%

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or less

wary wave
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the difference is enormous

paper kernel
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used to be

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that's old tech

wary wave
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that's the most common card set out there, so it's not really 'old tech'

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the difference is big

cloud cobalt
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@paper kernel NVidia marketing would love you to think that

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But really, you can't have the same level of performance - it's just not technically possible

paper kernel
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yes I'm a cock sucking fanboy who has never seen a benchmark chart in my life

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and disregard the total absence of CPU affecting the test results

cloud cobalt
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The reality is that for the same total cost, a laptop is always going to perform 30-50% worse

paper kernel
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4K results

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5-15%, not 30%

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again, superstition

cloud cobalt
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Kingdom Come : 33%

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Far Cry : 19

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So yeha, the average is around 10%

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It's definitely not 30%

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But it's nothing near 5%

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In the case of Fortnite it's never under 10%

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Hell, mostly no game achieves less than 10% difference, at all

paper kernel
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yea, you said 50%

cloud cobalt
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I said 50% for the overall platform comparison for the same price - 800$ tower vs $800 laptop and I definitely stand by that

wary wave
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^

paper kernel
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with these ram and gpu prices, I doubt

cloud cobalt
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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

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The point is, they won't cost the same

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You'll never get a laptop that is competitive because it's heavily constrained by the most important factor - power

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Hell, power is 100% the limitation for desktops

paper kernel
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not power, but thermal

cloud cobalt
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It's why no one breaks 5GHz

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Power is exactly thermal for a PC

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100% of power goes into thermal

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Well, 99,5% - discounting the wind & LEDs

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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

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That a 90W laptop performs worse than a 400W tower is just physics

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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

unborn matrix
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What kind of model / pack do you want on the marketplace?
I have a team that does really really nice low poly stylized stuff

frank escarp
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@cloud cobalt meanwhile intel

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28 at 5 ghz

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-20 celsius cooling loop

languid shard
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@cloud cobalt the 1080 is the only card that performs the same between laptop and non OC desktop versions

unborn matrix
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Wait really?

frank escarp
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its nearly the same chip

unborn matrix
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10 series is that good?

frank escarp
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but clocked lower

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it does

languid shard
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at the price of a very high temperature yeah

frank escarp
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i have a monstruous laptop with a 1070

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runs faster than desktop 970

languid shard
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your laptop will blow like a jet engine

frank escarp
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benchmarked

unborn matrix
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we use a 1060 on a laptop and its still better than a desktop 970 i think

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or at least very little difference

languid shard
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bunch of other cards in the benches

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in some cases it even performs better than the desktop one

frank escarp
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they are higher binned chips

languid shard
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probably

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might explain these completely stratospheric prices

paper kernel
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not necessarily anymore, thanks to boost 2.0

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but that doesn't stop them for asking little extra for it

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I wish Intel could get their shit together with laptops, last 2 generations have been absurdly overvolted

languid shard
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I wish nvidia gave us a bone on the new gen gpus

paper kernel
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3D memory

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they did some tests with volta(?) with that memory, astronomical performance gains

languid shard
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HBM2 you mean ?

paper kernel
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ye

languid shard
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I wonder if the performance gains are worth the lesser memory quantity

lost ember
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I wonder

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do you think it would be possible to have a game with AI that taught itself through machine learning?

paper kernel
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I doubt however they would release HBM2 chips any time soon, since there's no competition

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@lost ember already done

languid shard
lost ember
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saw this one, but it isn't too complex

paper kernel
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if I'm not totally crazy, original Unreal Tournament had learning AI?

lost ember
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what about an open world game?

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wait did it

frank escarp
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that sethbling thing is cool, but it can only really do 1 level

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that technique is essentially a genetic mini-neural network

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it ends up with like 10-20 neurons to finish the level

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the Mariflow neural driving net is a lot more interesting

frank escarp
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@paper kernel unreal never had learning AI

paper kernel
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really

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because there are papers written about it

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again, I might be crazy

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oh yea, it was a competition

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similar principle to MarI/O

slender mist
grim ore
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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?

slender mist
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in the editor

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during design time

grim ore
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should work fine changing the transform unless you have something else changing it, like a BP script.

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like the construction script for that object perhaps setting it as well

slender mist
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I seeeee

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Thanks!

opaque salmon
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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...

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can I not edit my character cpp from the editor in any way?

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new to the cpp project but not new to cpp

grim ore
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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

opaque salmon
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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

grim ore
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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.

opaque salmon
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πŸ€”

zenith flower
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Why delete the rip python joke?

graceful grove
opaque salmon
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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?

frank escarp
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ive writen some hilariously overkill bots @graceful grove , for heavy gear assault

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sadly, i couldnt finish that masterpiece

graceful grove
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@frank escarp I'll have to look into that sometime, game AI has always been of interest to me

frank escarp
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the best book

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of all

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is this one

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of all the game AI books ive ever seen

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this is the best by far

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and its C++

opaque salmon
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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?

graceful grove
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@opaque salmon I think a BlueprintFunctionLibrary might be an easier way to do that

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e.g. write functions that operate on whatever data in CPP and expose those only to your blueprint classes that need them

frank escarp
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careful with blueprint function library

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try to avoid using hot reload with it

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becouse it can break builds very easily

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shit is extremelly buggy with hot reload and blueprint function library, NEVER use hot reload when changing a blueprint function library

opaque salmon
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ormigord why is this so complicated

frank escarp
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becouse its C++

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thats just how it is

cloud cobalt
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Hot reload is an insult to how C++ even works

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That it works well in the safe cases (no Blueprint-related changes) is already amazing and frankly unparalled

frank escarp
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indeed

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hot reload is 100% absolute black magic

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not a single engine has C++ hot reloading

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not a single one

lucid jetty
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I just hate the fact that packaged builts can contain bugs that pie doesn't 😦

frank escarp
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cryengine and havoc anarchy had C++ dlls for game code. many other engines support C++ game DLLs

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only unreal has hot reload

lucid jetty
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I am struggling with so many stuff right now its not even funny

frank escarp
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some indie games managed to implement game dll hot reload, but with a huge work, and with very considerable limits

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and yet unreal is automatic

opaque salmon
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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

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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

graceful grove
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What data operation are you even doing? πŸ€”

frank escarp
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@opaque salmon pro tip

sacred grove
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Guys I need helpp

opaque salmon
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like simple db lite stuff, lists of all types of objects, there's probably an even easier way

frank escarp
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allways do your base classes, and structs, in C++

sacred grove
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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.'

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Please help😭

opaque salmon
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all types of object x, like a running archive of a particular generated object

sacred grove
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?

graceful grove
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@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

frank escarp
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GetAllActorsOfClass is faster than you would think

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if you need faster, you need to cache it

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i use the caching for specific cases where im calling the GetAlllACtorsOfWhatever every tick multiple times

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for example, enemies or bullets

graceful grove
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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

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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 😒

sacred grove
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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

sacred grove
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@graceful grove have already read and tried everything in it

graceful grove
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@sacred grove Try deleting and reinstalling the engine. These errors are hard to debug 😡

sacred grove
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@graceful grove its veryy hard to reinstall for me😭

graceful grove
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Sadly there's nothing to be done for it than reinstalling

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nobody saw that grammatical error

tall pendant
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AFAIK thats an known Windows OS issue. So it not even fits the topic, since not UE4 related.

graceful grove
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Probably a bad DLL

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despise debugging those

sacred grove
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@tall pendant can you please tell what to do with my windows?

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Any help will be awesomely appreciated

turbid sand
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[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...
mighty pivot
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Hey guays

karmic igloo
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Hey guavas.

hidden heart
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Hola Guapos

karmic igloo
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こんにけはグをバ

ivory gate
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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!

karmic igloo
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@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.

twilit gate
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4.20 is coming out

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so many memes...

manic pawn
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4.20 better not be coming out any time soon

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way too many bugs

twilit gate
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well the preview is available

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according to mails

karmic igloo
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Yeah I've downloaded the preview. Haven't had the chance to check it out though...

tough barn
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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?

grim ore
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what video?

tough barn
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In client under unreal engine 4 you click on learn then on the title. Wants to take me to come. Is that normal?

grim ore
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Is it trying to log you into the unrealengine site?

turbid sand
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i'

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I've compiled 4.20 and it's fine what bugs are you seeing?

grim ore
sonic glacier
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Hey I need a little help with merging the truesky branch with my gameworks one

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So I've been trying to get this to work for the past week and keep running into errors

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I think I'm merging the files wrong or something

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Because whenever I try to build the engine it gives me errors :/

mighty pivot
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Hi

grim juniper
plush yew
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is there a spatialOS integration with ue4?

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nvm there is

lusty merlin
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whats the difference between spatialOS and Cloudgine?

bitter iris
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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?

karmic igloo
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@bitter iris As in a tiled landscape?

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If it's that, then it should work fine on just the main level.

bitter iris
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Yeah tiled

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So would I put it on persistant? as its blank?

karmic igloo
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I think putting it on persistent works.

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And then it automatically generates the navigation while you're playing afaik.

bitter iris
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My map is huge

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so im guessing its gunna take a while

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is it just 1 volume for the whole map?

karmic igloo
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Yeah, and then it should just work. I've done it before and it worked for me, and it wasn't even that slow.

bitter iris
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Okay has the Z scale gotta be the same height as mountains

karmic igloo
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Yeah it should cover everywhere you want to walk.

bitter iris
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Okay

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well fuck

karmic igloo
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Oh.

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Okay.

bitter iris
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Some reason the XYZ was wrong majorly

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4k turned to 86k lmao

karmic igloo
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Hopefully it should go quickly though.

bitter iris
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Well it does 1,000 every 7 seconds

karmic igloo
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So only, what? a minute for the whole scene?

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Faster than lightmass.

bitter iris
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75 minutes

plush yew
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@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

bitter iris
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If my calculations are right which they most likely are itll be 70 minutes until the 660,000 is done

karmic igloo
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Oh okay.

plush yew
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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

karmic igloo
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Well then I'm probably wrong about the navigation. There's probably a better way...

bitter iris
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ill just wait the hour lol

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i got 3 pcs to play on

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πŸ˜‚

storm venture
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howdy folks, anyone know of a nice way to make a 3d widget glow?

plush yew
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do people do collaborations here?

karmic igloo
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@plush yew I haven't seen any.

plush yew
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ok

karmic igloo
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Though collaborations do happen in the UE4 community sometimes I think.

plush yew
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where?

karmic igloo
plush yew
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wow, crowdforge has a discord login

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so progressive

flat stump
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what kind of collaboration are you looking for? or just asking in general?

delicate needle
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Are there people who will do remote desktop 1 on 1 Unreal help/traning?

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Not looking for free.

karmic igloo
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@delicate needle I've done that before, what do you need help with?

bitter iris
karmic igloo
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XD

grim sinew
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Are you building navigation for a planet?

flat stump
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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 )

Stage Mechanic
Scope of project
We are creating a game engine that allows one to create, share, and play block-based games including both block-pushing games in the spirit of Catherine, Robo5, and Pushmo as well as simple block-based platform games in the spirit of Bloxels.
T...

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@karmic igloo thanks for mentioning them I hadn't heard of that site before!

karmic igloo
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np! I just happened to remember that they talked about it in a Game Jam talk before.

bitter iris
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@grim sinew It was 700k earlier

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It just finished

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and i accidently moved it

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kill me

grim sinew
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My god, why.

karmic igloo
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gg

grim sinew
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Do what Epic did on the kite demo, onyl generate navmesh around the player

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It might help

bitter iris
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i want ai?

grim sinew
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I don't know how they did it off the top of my head, but a livestream showed it

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And yes, I get that. But you likely don't need AI 10 miles off from the player's location

plush yew
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@slow relic @glacial arch it's a ue4 plugin on the marketplace, ue4 engine editor

grim sinew
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It might be better to generate the navmesh in the immediate area around the player at runtime instead

bitter iris
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Is there a doc on this

grim sinew
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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

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It was how they did their deer AI

bitter iris
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you still have to put a nav mesh down

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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.

faint cedar
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hm

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anyone know how I could calculate the camera boundary points?

karmic igloo
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Yeah but that way it generates navigation at runtime instead of building beforehand.

bitter iris
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Just change it to dynamic

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then place nav volume

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then itll be fine?

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no upfront build?

solid scroll
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found this in the unreal sample shooter project

karmic igloo
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Also add a navigation invoker component to your player @bitter iris

bitter iris
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What about my AI?

karmic igloo
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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.

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Generally you only simulate AI within a certain distance of your player.

bitter iris
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Ive changed it to dynamic

karmic igloo
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Add what to beginplay?

bitter iris
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navigation invoker component

karmic igloo
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No, it's a component you add to your character.

bitter iris
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What happens to my AI

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so confused never done this

karmic igloo
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The AI will probably not move unless it's near the player.

bitter iris
karmic igloo
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Oh I guess?

faint cedar
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Anyone have any ideas how I might check if an object is intersecting the near-clip plane?

plush yew
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@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

faint cedar
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hm, that would be possible, but it feels like a dirty hack

worn granite
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general case or testing if a particular actor is

plush yew
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@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.

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do you think that might work? i am novice at CPP but thought maybe it might do it πŸ˜ƒ

visual hollow
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what can you do to add a copyright thing in your VR project so no one use it for commercial purpose?

grim ore
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how will you be distributing it to other people?

visual hollow
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exe

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but I'm afraid they will use it commercially for their profit. its a college project of mine.

grim ore
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thats not how you will be giving it to them tho. website, usb drive, floppy disk. are you distributing it somehow?

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if so put your license on that location saying it can't be used for whatever and include it with your files as well

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or just you know don't let people have a copy of it

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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.

cerulean nova
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How does the UE4 Automatic LOD creation affect performance compared to making your own?

visual hollow
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Thanks for suggestion.

turbid sand
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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

cerulean nova
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so u think it doesnt look good at some times ?

turbid sand
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9 times out of 10 handmade LODs look better but not everyone has time for that

cerulean nova
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mhm πŸ€”

grim ore
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9 out of 10 times the handmade LODs will take 10 times longer to make πŸ˜›

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so pick quick or good and move on to the next part of the project lol

cerulean nova
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but it will not affect the performance of the game ?

turbid sand
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Again, diminishing returns, less time spent on each asset is a net gain

grim ore
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using LODs will positively affect performance yes, doesn't matter if they are hand made or automatic

turbid sand
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As opposed to not having LODs? Or...

cerulean nova
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time isnt the biggest problem its more of lods simply arent fun to make

turbid sand
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No it's definitely time, I assure you

cerulean nova
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nah no lods would ruin performance pretty quick

grim ore
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well he might be using all cubes or planes

turbid sand
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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

grim ore
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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 πŸ˜ƒ

cerulean nova
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but the LODS it self dont need any performance later right? it doenst calculate the lods later in the game right?

trim oar
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I am having some problem with my lods

#

I created them in ue4 only

grim ore
#

LOD generation is normally done at design time yes, it wouldn't calculate them at runtime and would only benefit performance

trim oar
#

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

cerulean nova
#

has to do with minimum lod u set ooor? not to sure tho

trim oar
#

Pls say clearly

grim ore
#

it sounds like your saying its showing the LOW LOD at close range and HIGH LOD at long range, backwards than normal?

cerulean nova
#

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 πŸ˜‚

grim ore
#

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

cerulean nova
#

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 ?

cloud cobalt
#

At this point you might as well use the smooth LOD transition

paper kernel
#

engine running on gpd win

quasi lake
#

Now run a kite boy demo

paper kernel
#

Legend tells a tale there is a PC out there that can open the Kite demo

languid shard
#

@paper kernel emphasis on open

cerulean nova
#

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

languid shard
#

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

honest vale
#

@cerulean nova yea it looks a bit rough

paper kernel
#

shame they discontinued shield handheld

languid shard
#

well it kinda lives through all these pocket devices like the GPD

#

the new asus phone I guess too

plush yew
#

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

paper kernel
#

I'm not seeing the asus rog phone taking off as dedicated gaming machine

#

way too expensive

visual hollow
#

Can I use VS2017 to build exe with UE 4.19?

real pasture
#

Is there any assets you guys recommend getting for a beginner making a FPS project?

visual hollow
#

Depends on type of project.

wary wave
#

I don't think any version of UE supports VS2017 yet

#

4.21, maybe

honest vale
#

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. We’ve also added support for the Windows 10 SDK."

#

and I've been using VS2017 with 4.18 for ages

real pasture
#

@visual hollow It will be a FPS project.

honest vale
#

though I'm not sure how the whole compilation process works with multiple visual studios installed πŸ€”

plush yew
#

Can anyone help me with my problem?

plain nebula
#

You can do this in the Appearance tab on the button

#

@plush yew

plush yew
#

I did this but you saw my picture how it looks but WHEN I chooses it the picture will become black

#

Why

plain nebula
#

What format is your picture?

#

I mean filetype*

plush yew
#

he can make it .png right?

#

with alpha

plain nebula
#

yes

visual hollow
#

@real pasture then Weapons are imp assets

plain nebula
#

I am asking because it seems he want to add a Canvas render target not a texture which are two different things.

plush yew
#

The picture is of or jpg

#

I don't know now and I can't check because I am outside

devout gulch
#

I used VS2017 since like 4.17

#

idk what you mean by not supported

#

(and no don't have installed VS2015 on side)

plush yew
#

it is jpg file

#

now what?

#

what to do to can drag it in UI??

storm venture
#

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

languid shard
#

it should be just facebutton I think

storm venture
#

beauty! thanks a bunch man

languid shard
#

oh

#

no

#

thumbstick

#

this is the input you are searching for

storm venture
#

@languid shard yup! exactly what i needed, thank you πŸ˜ƒ

fiery harbor
paper kernel
#

could it be legal thing?

fiery harbor
#

all other relevant branches are available on github

honest vale
#

I really doubt it's a legal thing since they just merge the branch to master from time to time

cloud cobalt
#

Probably just annoying

#

BTW I doubt that's the only missing branch

fiery harbor
#

its the only relevant missing branch

cloud cobalt
#

Should be a dev-fortnite branch too, and as a dev I expect thousands more branches

fiery harbor
#

fortnite wouldnt belong on the ue4 github

bitter iris
#

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

cloud cobalt
#

@bitter iris That's pretty much unrelated to UE4

#

You'll need to look at how to get the info from Kickstarter

rose quartz
#

If i want o export a building from blender is it possible to do all sepperate parts?

cloud cobalt
#

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
#

what?

#

just wanting to know if there is documentation on account inventories

cloud cobalt
#

@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

paper kernel
#

I could imagine the simplest way (if using Steam) to hand out exclusive dlc keys to kickstart backers which can be checked in game

cloud cobalt
#

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

paper kernel
#

a bit, but could be useful if it's for everyone who participates in early access

cloud cobalt
#

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.

paper kernel
#

I have never understood the eat-the-cake-while-baking-it funding

cloud cobalt
#

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

winged crypt
#

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?

plush yew
#

hey, does anyone know how spatialOS integrates with Unreal Engine?

bleak remnant
#

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)

plush yew
digital anchor
#

use a version control system, it will create much more lightweight data, as it only saves whats changed

#

@bleak remnant

cloud cobalt
#

@bleak remnant Zipping is absolutely loss-free

bleak remnant
#

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

marble spire
#

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

river breach
#

yes, it is, and it's better in unreal

marble spire
#

k then, thanks! πŸ˜„

#

how can i make my gadgets to vertical screen?

silver crown
#

@marble spire For 2D I'd say Unity should be easier

#

Way more tutorials

plush yew
#

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.

wary wave
plush yew
#

Already checked

wary wave
#

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)

plush yew
#

Yeah I know its pretty low, but its worth a try

marble spire
#

should i use unity 2D?

#

@silver crown

fossil ore
#

Otaco, for?

marble spire
#

a android click game

#

like cockie clicker etc

#

with some turn fights

fossil ore
#

hm

#

I guess UNITY would be easier for that project

#

THere are thousand of tutorials

marble spire
#

is unity 3D/2D the same program

#

?

languid shard
#

yup

marble spire
#

sorry to ask that

#

k then thanks

languid shard
#

you can also do 2D with unreal

#

its just that you use different libraries within the engines

cloud cobalt
#

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

frank escarp
#

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

marble spire
#

i really adore then, but if its better, then its fine

#

it should be better for me learn more things anyway

paper kernel
#

it's not impossible to do 2D, but there's no particular support for it either

cloud cobalt
#

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

languid shard
#

unity works a lot better on mobile for this exact reason

cloud cobalt
#

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

languid shard
#

yeah

frank escarp
#

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

languid shard
#

in unreal ?

#

'cause that would be nice for unreal

cloud cobalt
#

Unity

languid shard
#

daw

cloud cobalt
#

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

frank escarp
#

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

languid shard
#

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

unreal spoke
#

how can I make additive animations that I can use later as assets? Montage? Composite? Blend/1d?

delicate needle
#

My unreal scene is crashing on save after I do a lightmass build. Does this sound familiar?

glad vessel
#

Can you recommend me a book to learn unreal engine 4 from? I am good at C++ but want to learn the UE4 workflow.

paper kernel
#

boy, that's a hard question

#

I wonder are there books that are up to date

silver crown
manic pawn
#

wtf where did this thing come from

past zenith
#

Hi

#

I'm new here

#

whenever I launch the unreal engine, steamvr launches

grim ore
#

You can disable the steam VR plugin in the editor to try and stop that.

past zenith
#

ok, thanks

sacred grove
#

Can anyone please provide me the Unreal Engine 4 OFFLINE Installer?
I cant download online in my pc! :(

manic pawn
#

there is none

sacred grove
#

😭😭

#

I can't download 6GBs in my PC :(

manic pawn
#

however

#

you can download on another pc and copy the engine folder

#

or make a source build

sacred grove
#

The only option i have is to download on my mobile and transfer the file to PC:(

manic pawn
#

could use usb tethering so your pc can use the mobile internet?

sacred grove
#

I can but my problem is that firstly my internet is slow and secondly i only get 3GB a day

manic pawn
#

I'm pretty sure the launcher is able to pause and resume downloads

paper kernel
#

^

cloud cobalt
#

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

sacred grove
#

For assets or samples too i can use ONLY PC?

manic pawn
#

what kind of weird internet setup is that anyway

#

normally mobile internet is limited and crap, while you have unlimited and fast home internet

sacred grove
#

I don't know why Unreal don't support offline install, whereas Unity does but it is hard

cloud cobalt
#

Use Unity if it suits you better

manic pawn
#

they expect people to have a reasonable development setup with good hardware and internet

#

which makes sense

cloud cobalt
#

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

paper kernel
#

πŸ€” 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?

cloud cobalt
#

Public wifi to download something 10GB ? Nah

paper kernel
#

some libraries have pretty good connections

cloud cobalt
#

Source version is lightweight, though it starts the build by fetching GBs worth of dependencies

#

And you need VS and the Windows SDK

sacred grove
#

Guys guys!

#

I have found this thing

paper kernel
#

that does not sound legit

sacred grove
#

Can you guys please check?

cloud cobalt
#

Sounds sketchy as hell

sacred grove
#

@paper kernel why

manic pawn
#

that's a portable virus factory

sacred grove
#

@cloud cobalt why :(

paper kernel
#

"beauty, health..." and other crap on top bar

sacred grove
#

@paper kernel that may be ads u are seeing

tall pendant
#

<@&213101288538374145> could you please remove that obv. warez link?

paper kernel
#

yea, sketchy sites have sketchy ads

manic pawn
#

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

sacred grove
#

:(

cloud cobalt
#

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

sacred grove
#

πŸ˜ͺ

paper kernel
#

yea, that data cap has to be solved for long term solution

cloud cobalt
#

If you want to work with a team you'll be syncing GBs pretty much every day too

sacred grove
#

I'm completely demotivated now

#

I am just wanting to learn UE

#

Am a beginner

cloud cobalt
#

Yeah, I feel for you

sacred grove
#

Everyone elsw i had talked motivated me alot (FB groups)

#

But now 😫

cloud cobalt
#

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)

sacred grove
#

Ok tell if i can download assets too from my mobile and transfer to PC?

cloud cobalt
#

no

sacred grove
#

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

cloud cobalt
#

Use your phone as a wifi

tall pendant
#

also note using source builds and code plugins is sadly not comfy.

cloud cobalt
#

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

sacred grove
#

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 :(

grim ore
#

Unreal is not unity tho so comparing them again for this won't help

cloud cobalt
#

@sacred grove Can't get a better Internet line where you live ?

sacred grove
#

I can get a wifi but being a student my parents wont allow me

#

3Gb a day is for my country cellular network

cloud cobalt
#

Then talk to your parents about it, or use Unity if that works

#

UE4 is not going to become lighter by talking about it

sacred grove
#

I can't do unity as it requires complete codind skill

#

But UE4 has blueprint system πŸ˜›

#

So I think i can do it!!

tall pendant
#

Unity also has an node based system.

grim ore
#

Blueprints are still coding they are just obfuscating the code behind pictures. The basics are still there.

tall pendant
#

plus you still need to know how it works

grim ore
#

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.

worn granite
#

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.

tall pendant
#

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

ashen brook
#

@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.

sacred grove
#

Huh

honest vale
#

hmm, how do I preview occlusion culling in a viewport? πŸ€”

#

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
cloud cobalt
#

@sinful mesa What's your question ?

sinful mesa
#

?

cloud cobalt
#

You just linked a website, I mean, hopefully not just for advertising ?

sinful mesa
#

no

#

tehre is no resources channel here

#

and i found dis site

delicate needle
#

Some of the materials do not seem to be loading in my 64bit Windows Deployment. What could be going on here?

sinful mesa
#

it offers free pbr textures so i thought id would be cool tos hare it

#

her

#

e

cloud cobalt
#

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

sinful mesa
#

Who see then will see

ashen brook
#

@honest vale there was for sure in earlier versions of UE, but I'm honestly not sure if that still works

sinful mesa
#

i dont use UE4 forums since noone is seem to responding there πŸ˜„

cloud cobalt
#

@delicate needle Open the material and check the error

sinful mesa
#

its a dead forum to me

cloud cobalt
#

@sinful mesa Maybe, but it's actually not allowed here

ashen brook
#

@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

delicate needle
#

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.

winged crypt
#

any1 have exp with splines?

ivory gate
#

anyone know good way to think of game idea plz dm me

weary remnant
#

@winged crypt, what are you trying to do with splines? there are a few different, very kool, types.

next jewel
#

hey boiz

#

πŸ‘‹

winged crypt
#

@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

tardy ocean
#

Who know when is the next jam pleaze? πŸ˜ƒ

weary remnant
#

@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.

delicate needle
#

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?

storm venture
#

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

worn granite
#

herringbone?

storm venture
#

thats the name, thank you!

sacred swan
#

hello can I get help in here

#

I have a packaging error, what a surprise...

#

lol

#

PackagingResults:Error: Error Launch failed! Unknown Error

pallid compass
#

try packaging channel

tough barn
#

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

pallid compass
#

prob about 4 months in the engine

#

faffing around

#

watching video's

#

doing tutorial's

#

have a good basic grasp

tough barn
#

Ok. 3 more months then ty.

pallid compass
#

Thats assuming ur faffing about all day everyday

#

There is ALOT to soak in

tough barn
#

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.

inner yacht
#

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

paper kernel
#

there's blendspace 1D

#

I think that would work just fine for turning wheels

inner yacht
#

Thanks for the tip

#

just workin out the bugs

#

lol

marble spire
#

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

grim ore
#

Change the part that's says screen size to what you want

marble spire
#

like

#

if its 1270x720

#

to make portrait i make it reversE?

#

like 720x1270?

plush yew
#

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.

real pasture
#

Anyone want to join me in voice?

lofty nest
#

I have a question, when you attach static meshes together, do they attach pivot point to pivot point?

pine parcel
#

Finally understanding landscape blending a bit better. This was hell 6 months ago.

bleak remnant
#

nice

#

how did you achieve that @pine parcel

tall basin
#

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 πŸ˜ƒ

glossy flame
#

If you just want the distance between two locations, do A - B and get its length.

tall basin
#

hmmm i think i need a more basic explanation than that. i'm not sure how to poll objects and get that info

safe rose
#

Get actor location

tall basin
#

ok, so get actor location on both the player, and the thing they are getting closer to?

pine parcel
#

@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.

glossy flame
#

@tall basin yep.

thorny cipher
#

Is there a way to keep crash logs from shipping builds?

tall basin
#

Thanks @glossy flame & @safe rose πŸ˜ƒ i'm gonna try and get it working

plush yew
#

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?

grim ore
#

the pivot points on the items are the 0,0 point in your DCC program

plush yew
#

okasy

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okay^

grim ore
#

@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

void palm
#

would it be possible to make something where it automatically places meshes based on what colour an image is

#

for example

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on every black line a wall

storm venture
#

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

honest vale
#

I don't think backwards compatibility works like that

storm venture
#

i need it to 😦

#

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

grim sinew
#

You can try copying and pasting the code, but there's nothing you can do to step back engine versions for uassets

cloud cobalt
#

@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.

storm venture
#

I know, but unforeseen workplace issues caused some problems and left us with some in 4.19, some in 4.18

cloud cobalt
#

Well now you know that can't happen

storm venture
#

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

cloud cobalt
#

Well do they crash, or do they fail to compile ? That's very different

storm venture
#

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

cloud cobalt
#

Okay, well, feel free to post complete info if you need help

storm venture
#

thanks

pine parcel
#

Anyone here know much about Amazon gamelift?

cloud cobalt
pine parcel
#

thanks

storm venture
#

@cloud cobalt hey, you still around?

cloud cobalt
#

Yes

storm venture
#

Could I pick your brain about those compile errors I mentioned earlier? πŸ˜ƒ

cloud cobalt
#

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

storm venture
#

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

cloud cobalt
#

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

storm venture
#

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?

cloud cobalt
#

Well, probably yeah

storm venture
#

So I just got word I can actually remove the ahsan plugin

#

I assume 'Yes'

cloud cobalt
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Yeah

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I would buld from Visual Studio really

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First build on update is likely to fail with some methods to need updating

storm venture
#

hallelujah, she works

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thanks πŸ˜„ that pesky plugin just had to get purged, everythings good now πŸ˜„

tight sun
#

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?

paper kernel
#

you probably need to make a disk with propeller texture on it

#

if you want that realistic blur effect on it

sudden agate
#

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

paper kernel
#

rotating mesh really fast won't produce that effect you see in real life

languid shard
#

Heck even a quad and a masked material would work

sudden agate
#

^

paper kernel
#

and that's an extra complex answer to simple question πŸ™ƒ

languid shard
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Complex ? thonk

tight sun
#

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

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not a real game

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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

sudden agate
#

tfw . GPULightmass won't make it in 4.20 :(

cloud cobalt
#

@sudden agate You mean it's going to be in the engine ? That's great news

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I never saw the announcement

sudden agate
#

isn't it confirmed in the GPULightmass thread?

cloud cobalt
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As of two days ago no, but I haven't looked

#

Well no I see no official announcement

grim sinew
#

The guy works at Epic now, it's inevitable

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Won't be 4.20 though it's probably already feature locked

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4.21 soonest, 4.23 most likely

languid shard
#

@cloud cobalt a lot of things are going to change sooner or later with lightmass

sudden agate
#

Lightmass baking at real time kappa

languid shard
#

they just built an awesome team with rendering/lighttracing brains

#

tbh I would not be surprised @sudden agate

cloud cobalt
#

@grim sinew Also zero official confirmation of that

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Guys, I want to believe

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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

languid shard
#

@cloud cobalt search more :p

grim sinew
#

There is official confirmation.

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He said in a forum thread.

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He has the Epic tag.

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New account though

grim sinew
#

And yeah, that

languid shard
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the guy from Maxwell Render

cloud cobalt
#

Ah, indeed

languid shard
#

also confirms luoshuang joined the team

cloud cobalt
#

Thanks for the link

languid shard
#

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

grim sinew
#

You're welcome! >:D

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I take full credit.

languid shard
#

looks like there's more people that the two of them

#

yo

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give me back my credits β„’

cloud cobalt
#

Well, i'm more hopeful about getting GPU lightmass

sudden agate
#

inb4 VXGI built-in inUE

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realtime prebaked preview

languid shard
#

likely that studio and enterprise are boosting unreal lightmass dev

#

a new lightmass is very needed for archviz and cinematogrphic stuff

cloud cobalt
#

I'd settle on a 10x faster lightmass

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tbh

languid shard
#

10x

#

think big !

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100x !

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πŸ˜„

sudden agate
#

instant Lightbuild for a 32kmx32km landscape with red Lightmap resolution PogChamp

languid shard
#

for now it seems to be around 10x/15x faster

#

compared to CPU lightmass

sudden agate
#

everything is better than the current state of Lightmass

fair violet
#

Ohhh that is awesome news

#

Can’t wait to see what they come up with

fair violet
#

@languid shard is the quality comparable to CPU lightmass?

honest vale
#

of GPU lightmass?

#

it's better

cloud cobalt
#

Yeah looks better

honest vale
#

it doesn't bake each mesh separately light cpu lightmass does

cloud cobalt
#

The only blocker with GPU lightmass right now is the fact it's not OSS

honest vale
#

and works only on nvidia at the moment

languid shard
#

does it ?

honest vale
#

afaik yes

languid shard
#

GPU lightmass on top, CPU lightmass on bottom

#

same settings

#

different calculation types

fair violet
#

Damn that’s awesome

languid shard
#

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.

fair violet
#

With him hired and other GI specialists working together, I bet the result will be very exciting

languid shard
#

no doubt

fair violet
#

Have pretty much avoided lightmass recently just because of the wait times

#

But 10x faster would be no problem

languid shard
#

yep

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roughly, depending on your GPU power

#

also, the prototype Luoshuang made uses multi gpu and swarm agents

fair violet
#

This guy seems very talented

#

Good that Epic snatched him up and it won’t be another dead community project

languid shard
#

finally a nice use of all these mining rigs πŸ˜…

fair violet
#

πŸ˜„

languid shard
#

I like to show this experiment I did with the gpu lightmass

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each lighting scenario was baked in 8 minutes with a GTX 1080

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one HDRI skylight only, no other lightsource

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lightmap density in the reds, so probably around 256 for small objects to 1024 for big ones

fair violet
#

Looks really nice!

cloud cobalt
#

Yeah it does

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Just need to be made properly available

languid shard
#

which is now just a matter of time

sudden agate
#

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

tall pendant
#

the GPU thingo doesn't support all features tho

#

afaik IES profiles among other stuff are still not supported right?

languid shard
#

yeah IES wont work

fair violet
#

@languid shard Thanks!

languid shard
#

@sudden agate noise is prolly related to the indirect lighting quality value in your lightmass parameters

sudden agate
#

isnt gpulightmass hardcoded?

languid shard
#

some settings are ?

#

I'm not sure which

cloud cobalt
#

Some are yeah

#

It's still early

#

It's been literally two months

trim granite
#

Is there a hotkey to find my lvl back? I zoomed out o far, it happens to often.

cloud cobalt
#

Select something in the outliner and press F

trim granite
#

thanks!

fair violet
#

@trim granite also it’s useful to create camera bookmarks (ctrl + number between 0 and 9), then when you hit that number again, you’ll jump to that camera position

#

Good to create a few around points of interest to quickly get to where you want to be

languid shard
#

ooh good intel

plush yew
#

how can i have one skeletal mesh with 4 changeable parts (head, torso, arms, legs)?

whole quarry
#

but that sets 6 different meshes to the same mesh?

ivory gorge
#

@plush yew a single skeletal mesh for each possible combination

#

i think it's what they did in UT3

plush yew
#

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

wary wave
#

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

ivory gorge
#

when & how were they stiched?

plush yew
#

How does unreal engine hold up for 2D development?

manic pawn
#

not very well, other engines like unity have far better 2d tools now

regal mulch
#

I would recommend not using UE4 for a full 2D game

manic pawn
#

it's mainly a 3d engine 🀷

plush yew
#

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

regal mulch
#

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

plush yew
#

the problem is that if the base/master mesh is hidden, the animations don't play

languid shard
#

use an empty skeletalmesh for your master

plush yew
#

if the skeletal mesh is set to "None", i can't set an animation blueprint

languid shard
#

I mean using the same skeleton ofc

regal mulch
#

Well with 6 comps that have each their animbp

plush yew
#

also somehow crashes when i use setmasterpostcomponent

languid shard
#

just no mesh attached to it

plush yew
#

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

regal mulch
#

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

plush yew
#

i don't have access to the raw 3D files

regal mulch
#

And the anims are all for the rig anyway

#

Ah well, then rip

plush yew
#

or rather

#

i don't know how to use maya

#

so

#

so i'm looking for ways to do it within ue

regal mulch
#

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

plush yew
#

i mean, i just want to disable meshes in the skeleton

regal mulch
#

Scale the bones?

plush yew
#

should be simple to do in ue either by code or what not

regal mulch
#

I mean if you are already hacking it together

#

Just scale the bone to 0,0,0

plush yew
#

i could try

#

i think the simplest way really is to bother my 3d guy to export the skeleton without mesh

regal mulch
#

Or just export the mesh parts one by one with the same rig