#ue4-general

1 messages · Page 270 of 1

plush yew
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So its 78 tri

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It says that too at the top

cloud cobalt
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Try exporting at 0.01 scale

plush yew
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okie

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Ah

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I see whats wrong. I have two files named Bullet and Basic Bullet

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I should delete the Bullet, as its... not that detailed lol

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Wow, this one worked instantely! lol

vale halo
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I'm pretty new to using Macs/XCode, but I can't seem to find anything about this/figure out how to solve it. So when creating a project, I open my XCode project and it only shows the various UE4 build targets, and "one" for my project, instead of (just) the different schemes for the game/editor/etc. build options (like I'm used to seeing and from what I can tell should be seeing on mac).

I'm using a Source build of 4.18 with OpenGL support bodged in so it works on my mac, but that shouldn't make a difference when it comes to project generation 🤔 Any tips?

wet grotto
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Unreal Docs not working 😦

vale halo
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Can confirm the same is happening here.

crude vale
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@wet grotto yep this started about 1 and half ago

wet grotto
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some pages are on docs

crude vale
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@vale halo I didn't know that existed thanks

sharp crest
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it returns the default physical material

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maybe it's because I changed the physical material after I placed the foliage?
@ me pls

astral marsh
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guyss

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any AI Experts here?

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currently im having some troubles with my AI

sharp crest
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we cant help you without knowing the issue

astral marsh
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like

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i have a object in front of the AI

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which blocks the way for AI to catch me

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but

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he cant even pass through the box

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and catches me

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like

shy silo
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Interestingly enough that’s related to my question. Is it viable to make enemy AIs to play the game if it’s more of a pvp game

astral marsh
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he stays ther

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and catches me

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there*

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anyone willing to help i'll show in screenshare

sharp crest
boreal patrol
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Hello everyone

cloud cobalt
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Everyone @sharp crest

sharp crest
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Ok ty

sudden agate
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Anyone else waiting for Lightmass updates?

balmy sand
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hey, I dont know if this is the right place to post something like this. But I was wondering if someone could help me with an assignment I have due in today. It is just a simple menu using nodes and buttons. I was an idiot and did not attend classes now I am freaking out. I have scene and the main menu sorted I just need help with transitioning from the main menu to the options screen using a cutscene (all ready).

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I am happy to discuss it in voice. This is the last part of my course I need to complete then I am finished and I get my qualifications.

sudden agate
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why a ctuscene though?

balmy sand
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it is to show you know how to use the camera and keyframe in UE

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so the only way I can explain since I am a novice at UE is. There is a 3D scene I created. you start off with the main menu looking at a car (racing game) then when you click options the camera pans over to a monitor which will be used for the options. the cutscene is complete I just dont know how to implement everything

cloud cobalt
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@sudden agate Everyone waiting for GPU lightmass I guess

vague ferry
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Hello!
How to set the path for the DerivedDataCache directly trough EditorPreference Global Settings?

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nwm

sharp crest
cloud cobalt
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Traces don't return physical materials by default

sharp crest
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How to enable that then? @cloud cobalt

cloud cobalt
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In the trace settings

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depends on what you're doing here, you didn't explain

sharp crest
vale osprey
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I think you need to enable it in the object settings too

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it's a part of collision settings

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the other way is to get physics materials from the object reference->component reference, you have both in the OutHit structure

sharp crest
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object settings too GWmiyanoWhat

vale osprey
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I can check home how I do it

sharp crest
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okay thanks

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@ me when you answer xD

vale osprey
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ahh, actually I did it differently, instead of returning material reference you can get enum

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if you go into ProjectSettings -> Physics -> Collision

sharp crest
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yes but the material is the default one

vale osprey
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You will see collision and trace, channels. Underneath them there is another category, don't remember how it's called

sharp crest
vale osprey
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you can add your own custom records there, like wood/stone and etc.

sharp crest
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hm yea I guess that can work

vale osprey
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under presets

sharp crest
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I prefer to just use the physical material tho

vale osprey
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the point is that you assign those categories then to you physical materials and you can retrive them directly

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then you can easily do select and other operations on them

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instead of comparing to a class of physical material

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and it works with any objects - landscapes, static meshes and etc

hoary charm
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Does anyone know why when sometimes you move throughout your scene the exposure changes? I guess the viewport goes from light to dark.

sharp crest
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BoredEngineer, I just want to get the physical material to work lol

hoary charm
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@sharp crest Thanks! It was not turned on as default.

vale osprey
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@vale osprey not sure what you mean by that

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to my understanding you want to know what surface you are hitting - aka is it a wood or a stone or whatever else

sharp crest
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yes, by using the physical material

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I assigned a different physical material to my foliage meshes & foliage component but it still returns the default physical material

dense galleon
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are there any settings to reduce memory usage of PIE? the UE4 itself seems to only use about 800MB of memory when launched initially but it jumps up to almost 4GB after PIE

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it seems to have reduced by a lot after updating to 4.20p5

hoary charm
sharp crest
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Try disabling it and checking? GWllentThinkPika

hoary charm
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Yeah sorry I shouldn't of asked that while I was doing that xD

still island
ancient herald
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First post in this group, has anyone ever had the issue were the editor would lock the frame rate to 30fps? I can't seem to unlock it and its really bugging m

shy silo
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Is sword play hard to add in to a game?

plush yew
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is there any way to combine landscapes?

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i have two landscapes that need to be combined

elfin jacinth
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@wet grotto Still having issues? I just checked it and it lloaded for me

vale halo
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Working for me here too 👍

crude vale
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and offline docs? like pdf staff today the servers were down so if anybody knows where to get the offline documentation can you share?

wet grotto
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@elfin jacinth I've already solved it, anyway thanks!

keen crane
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I have a question. I am debating on using UE4 instead of RMMV for my game. I want to use the top-down like view for exploration, towns, dungeons, world maps and the like. I then want to make the battles 3d. Sort of like a mix of FF6 exploration and FF8 or FF9 battles. Any ideas on the best way to accomplish it on UE4? I'm thinking Paper2d wouldn't allow me to make that kind of battle system.

idle stump
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Do you keep your art source files within your UE project folder? Like right now my models/anims are completely outside my unreal project folder. When it imports them does it only take a reference or does the uasset file store all the data it needs?

manic pawn
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the uasset stores all data

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but you should still keep the source files around and version them

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we just put a folder for them next to Content

idle stump
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👍

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what's the Import folder for? (edit: it might actually be something i added myself, i don't see it in all my projects)

vale osprey
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@keen crane support of paper-2d is kind of dropped

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but you don't have to use it

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it's really for actual 2d cases, with flipbook sprite anomations and etc

idle stump
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@keen crane I think that's 100% doable in UE. Paper2D is really just some helpers for animated sprites and making levels with a tilemap editor. It all still exists in 3d and you can mix the two. I've never worked with any other 2d game engine so I don't know how it compares.

vale osprey
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if we would have something like Spine integration it would be great, I dunno if Paper2D had functionality like that

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but there are other tools like that

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ha, they did made integration

idle stump
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@vale osprey Yeah something like that in UE would be awesome. You could probably make art in that style with regular skeletal meshes in Maya/Blender. Probably wouldn't be as nice of a workflow though.

vale osprey
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yeah, like Spine have a full fledge editor for making and autoring animations, I think it make a mesh cutout too, with skinning and etc

keen crane
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@vale osprey and @idle stump Thank you very much for the info!

fiery harbor
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all wind gets reset for all existing instances

vale osprey
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ouch

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is that speedtree wind?

fiery harbor
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yes

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it was fine in 4.18, that was was introduced with 4.19

vale osprey
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I guess they don't add/remove instances in their pipeline

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I see

fiery harbor
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problem is my game depends on that working

vale osprey
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then there is hope, can be tracked by looking into changes

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theoretically

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practically there will be like 50k changes

fiery harbor
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I dont actually think there were any changes to HISMCs specifically there

vale osprey
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this should be a shader thing

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like speed tree has that "instance random" special node

lime cobalt
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hello, is anyone skilled with android UE4 ?

fiery harbor
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it could be that that somehow gets regenerated, but I looked at the HISMC code and thats definitely correctly specifying that when a new instance is added or updated, the per instance random stuff is not regenerated

lime cobalt
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I have everything installed correctly ( I think ) but UE4 doesn't recognizes my device

vale osprey
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dunno how exactly wind is done, have you looked at vertex shader?

lime cobalt
fiery harbor
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@vale osprey I have not looked at the vertex shader, but I assume it only looks at that per instance random number

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so I dont think theres something wrong in the shader

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UpdateAllInstanceData is called with InUpdateRandomStream = false by the HISMC

storm venture
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hey sorry to interrupt, but where's the camera component in Realistic Render? There's no camera, but the character still sees, lol

vale osprey
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the thing with instances is that you can pack all kind of stuff into instance data, like this is how people do instanced skinning, so under the hood they might be passing more than just using random instance

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just intuition, I might be completely wrong

fiery harbor
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thats the function in StaticMeshResources.h thats called by UpdateAllInstanceData for every instance

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the 4th component of the FVector4 at the top has the random instance ID inside

vale osprey
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hmm, no texture passed, nothing like that?

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might be not SpeedTree falt at all

fiery harbor
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I dont think its speedtrees fault

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its HISMCs fault

vale osprey
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ahhh, the other thing that is needed is time for such animation

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they must be doing some sin(t) cos(t) for movement

silver crown
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Actually

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The seed is the same

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It's the time that's reset

vale osprey
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interesting, shoudn't it use just game time?

fiery harbor
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@silver crown why do you think that?

silver crown
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Look at one tree

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It's the same movement

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Just reset

vale osprey
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yeah, the movement looks the same

fiery harbor
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this is the trees with the PerInstanceRandom hooked into the emissive color:

silver crown
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Ah lol

fiery harbor
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so I think it definitely looks like the PerInstanceRandom that should stay same does change, right?

silver crown
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Can you check in 4.18?

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Just to be sure

fiery harbor
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but there it looks like it only happens for some instances

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I can test 4.18 too, yeah

vale osprey
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it shoudn't reset animation, but no idea how it's used

fiery harbor
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I do agree when looking at the wind, it looks as if the time is reset to 0

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but the Time in a material is something global that doesn't care about what that HISMC specifically is doing

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right?

silver crown
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¯_(ツ)_/¯

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Try in 4.18, if it's different then it's probably the issue 😉

vale osprey
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maybe some other time is used

fiery harbor
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hm

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in 4.18 the perInstanceRandom changes same

silver crown
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hehe

fiery harbor
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but the wind stays consistent, so does it not use the PerInstanceRandom at all?

silver crown
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So it's not that 😛

vale osprey
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it might be using for amplitudes

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but time drives animation

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or random is used to just shift phase

silver crown
fiery harbor
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the Time in the material is definitely increasing correctly for all trees:

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thats Time connected to emissive

vale osprey
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so you think it's not resetting?

fiery harbor
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the time is definitely not resetting, thats something global by the engine

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@silver crown whats there on your screenshot?

silver crown
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Speedtree shader

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Using the position for randomness

fiery harbor
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4.19 has a new speedtree integration, so I assume a lot changed regarding that stuff in 4.19

vale osprey
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that one should be fine as position of instances stays the same, unless, for a single frame it goes into some infinity

fiery harbor
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yeah, using position should be fine

vale osprey
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but if time is not stored per instace, which I doubt it is - as no sense in doing that math in that case, it shouldn't matter

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can it be that you are debugging different time?

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like if game time is replaced with some normalized 0..1..0 curve

fiery harbor
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I don't know

vale osprey
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to keep animation "the same" over time

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@silver crown do you have a git link to that shader?

silver crown
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Speedtree.ush in Engine/Shaders/Private

fiery harbor
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you mean SpeedtreeCommon.ush?

silver crown
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Yes

vale osprey
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thank you! looking at both

fiery harbor
vale osprey
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like comment in line 11

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so there is a data buffer for it

silver crown
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@fiery harbor Can you check with a second speedtree thing in the scene?

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To see if it resets all or just the HISM ones

fiery harbor
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sure, good idea!

silver crown
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As the buffer seems to be global

fiery harbor
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so I'll add the tree as static mesh and see what happenm

vale osprey
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the time is used in so many places there

fiery harbor
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eh

vale osprey
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in shader

fiery harbor
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if I have one static mesh tree placed in the level, the HISMCs do not reset their wind any more 🤔

silver crown
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😂

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😂 😂 😂

vale osprey
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so fix is found 😄

fiery harbor
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I thought I was on 4.18 by accident, so I triple checked that, and this is indeed 4.19

silver crown
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What the hell though

fiery harbor
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if I remove the static mesh from the level, the wind is buggy again

vale osprey
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something to do with how shaders are cooked for istanced and for static

fiery harbor
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tree on the left is the static mesh

silver crown
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Nope @vale osprey

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Adding a second HISM fixes it too

fiery harbor
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both AddInstance and UpdateInstanceTransform works fine with the static mesh placed in level

vale osprey
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lol

fiery harbor
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@silver crown have you tested that?

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only a second HISMC with the exact same tree mesh then I assume?

silver crown
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Yes

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Just spawning one instance

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What could happen is some kind of weird GC

fiery harbor
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just tested deleting the static mesh while the game runs, and once I delete the static mesh the HISMCs instances immediately start the wind bug

silver crown
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Like the scene not detecting any speedtree during the update

vale osprey
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@silver crown do you know where data for these shaders is passed into gpu?

silver crown
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Yes

vale osprey
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I don't even know if usf are responsible for this or some other code

silver crown
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Gonna debug it

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When VA will have finished parsing the engine

fiery harbor
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placing the static mesh at 0,0,100000 still works

silver crown
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@vale osprey FScene::UpdateSpeedTreeWind in Engine\Source\Runtime\Renderer\Private\RendererScene.cpp

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Buffer declared with some black magic macros in Engine\Source\Runtime\Engine\Public\SpeedTreeWind.h

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😃

fiery harbor
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when the static mesh is set to "invisible", the HISMCs do show the bug

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static mesh set to "hiddeningame" also breaks the HISMCs

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@silver crown so you think that reference count is broken in some way?

silver crown
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Nearly there...

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My guess is that when updating the HISM release all the resources

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Hence destroying the speedtree data

vale osprey
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And that buffer^ is getting trashed

silver crown
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Yep

vale osprey
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So it can be some internal speed tree time

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And if objects are reset it starts from 0

silver crown
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Well if the buffer is trashed it's over, the sim is reset

vale osprey
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And that explains why single static mesh or other instance fixes it - it keeps at least one reference

silver crown
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Yep

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Crap, used launcher build instead of source build 🤦

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No wonder breakpoints don't work

vale osprey
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Imho just Report it and use workaround

silver crown
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I want to find a fix 😃

vale osprey
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You don’t want to keep an instance of an object just in case 😄

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I hope it’s easy one, but it can be just unfortunate result of how resources are managed

silver crown
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Yeah

vale osprey
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Like if you have HiSM without instances - just empty - you don’t want to keep an instance of speed tree

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Sorry wind object

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Maybe it’s better to force it to use game time as a starting point

silver crown
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It does that

vale osprey
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It might have been doing that already but some reference in 4.19 broke

silver crown
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But the speedtree ticks

vale osprey
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Ohh, ok

silver crown
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Complex update stuff

fiery harbor
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they somehow broke it between 4.18 and 4.19 without noticing, so it probably has to be some simple problem that can be easily introduced by accident

silver crown
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I guess they might have added the ref count in 4.19

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Ah no

fiery harbor
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no?

silver crown
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Yeah too complicated

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Report a bug + add a static mesh 😉

fiery harbor
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ha, ok 😃

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I have already reported the bug of course

silver crown
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You could add the details

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😉

fiery harbor
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and its not possible to add new info like that static mesh works later

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but hey, thanks so much for having that great idea with adding a static mesh to the scene @silver crown 😃

vale osprey
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could open second issue and ask to merge them

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it can save so much time, or one who will look into it can find issue in few minutes with presented info

silver crown
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Yep ^

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Basically AddInstance call MarkRenderStateDirty

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Which recreates the primitive

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But first destroy it

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Removing the ref

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Don't know why it worked before, maybe they kept some kind of ref somewhere

vale osprey
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maybe that or "time" input is "broken" so it starts internal cycle from 0

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not from current time + something internal

silver crown
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Nah it starts at current time

vale osprey
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I mean if current time is 0 for it, then thats how it will behave

silver crown
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?

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@fiery harbor You have a 4.18 source build?

vale osprey
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let's say you have function like
time = GetTime(); --initialization
and then time+= something --tick

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so if GetTime() fails and returns 0

fiery harbor
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@silver crown no, I don't have one

vale osprey
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then you will always start from zero state

silver crown
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Nah I checked 😉

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It sends the FScene CurrentTime

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Can't be 0

vale osprey
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but then it should work

silver crown
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No, as I said

vale osprey
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then it shoudn't matter if object is re-created

silver crown
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It doesn't work that way

vale osprey
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ahh

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sorry, got lost in my own implmentation 😄

silver crown
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Some complex iterating stuff

vale osprey
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I see

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ftime here should be normalized already

silver crown
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ftime = current time

vale osprey
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but that thing should be staying in some bounds

cinder iron
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Where do you guys recommend me filling an array from a UPROPERTY with a dropdownlist depending on the skel mesh? Post init or oncontruction?

silver crown
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Same unit

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Like seems ok

vale osprey
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the last one is a mapping into 0..1 range

silver crown
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Yep

vale osprey
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if ftime is more than first term, then it won't be 1 anymore

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it will be over 1, so maybe ftime is not normalized but then start and end should be shifting

silver crown
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Seems to be for a direction change

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You don't want it to loop

vale osprey
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makes sense

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m_fElapsedTime? sounds suspicious

fiery harbor
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you know what's really bad? I see there's another HISMC bug in 4.19, which is even worse I'd say 😞

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look at that flickering

silver crown
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lol

fiery harbor
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I think that happens when the bounds of the HISMC change

vale osprey
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this happens with various things

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don't place all blame on HISM, I have it on just flat planes with tesselation

fiery harbor
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is that also a new issue?

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on flat planes?

vale osprey
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I have it since like 4.14 or earlier

silver crown
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That's expected

vale osprey
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it is related to bounds

fiery harbor
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well this issue is definitely not old expected stuff

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since I know that the trees in my game in 4.15 don't flicker

silver crown
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I don't have it

fiery harbor
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I add new instances like that,so that the bounds are getting bigger all the time

silver crown
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Mind copying that to blueprintue?

silver crown
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Same, nothing

fiery harbor
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I do notice the issue is way worse if I'm hovering with my mouse over the stop button at the top

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like I did when I recorded the video

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and I did adjust the timer to spawn new trees every 0.01 s

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so way more often than the 0.5 s before

silver crown
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Right, got it

fiery harbor
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in my packaged game, it seems to be very bad though. so similar to like when you're hovering above that stop button in the editor

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well, not that extreme like on the video

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maybe 40% of that

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it is extremely visible that trees seems to be invisible for 1 frame very often

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not sure if they are inisible, maybe its also their scale being way less for 1 frame or something like that

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I think this is definitely not related to speedtree stuff now but purely HISMCs

silver crown
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Not invisible

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Changing LODs

fiery harbor
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if you look at the tree in the bottom left corner of my video, I think thats definitely fully insivible sometimes?

silver crown
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Ah yes 😃

fiery harbor
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some slight LOD changes always happened from time to time with HISMCs when it adjusted the clusters

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and thats not a problem

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I think this flickering looks more like some... threading issue, where its rebuilding something on 1 thread and the other displays something when its not ready then and ends up displaying nothing?

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or something similar?

silver crown
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Maybe

fiery harbor
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or like I said, wrong scale

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that some instances get scale 0/0/0 for 1 frame sometimes

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do you also see that its way worse when you hover above the stop button?

silver crown
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Yes

fiery harbor
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I've tested 4.18, that's same like 4.19 as far as I can see. and I've also done the exact same in 4.15, where the trees are 100% stable with no flickering ever

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I dont actually have 4.16 and 4.17 installed any more, so I'll have to download those first to see where the issue was introduced

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do you have those installed?

tight sun
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is the cinematic sequencer just hella buggy or am I doing something wrong? so annoying it just to work!

silver crown
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@fiery harbor Nope

fiery harbor
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hm

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epics servers are super slow lately, so downloading 4.16 and 4.17 will take a while for me

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@vale osprey do you have 4.16 or 4.17 available at the moment?

plush yew
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@fiery harbor i always dl releases from github source, works well. i used to use launcher but not anymore now that i am using vs. excited for 4.20 to finally go into qualified release after previews

silver crown
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Launcher is useful if you don't have the time to build the engine & don't want to waste disk space

plush yew
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yeah, hadn't considered that. i always pipeline everything out to minutia lol. i have nothing but time at home. now that i'm finally understanding cpp a bit more it's even more tempting to stay with it. really enjoying it.

silver crown
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  • when you build you can't really do anything else, unless you have > 24 threads 😉
plush yew
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haha yeah

fiery harbor
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building the engine from scratch definitely takes longer than downloading it in launcher

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so for quickly testing a version you don't have, launcher is better

plush yew
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you doing some kinda QA for a company or something?

silver crown
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QA for himself 😃

plush yew
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ah

vale osprey
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@fiery harbor sadly no

fiery harbor
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I need to know when that bug was introduced

silver crown
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Why?

fiery harbor
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would you not like to know that when you see a bug like that?

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it's definitely something that epic would want to know when you report a regression I think

plush yew
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well that's good of you. i only ever reported like 3 or 4 things to epic so far. i might start doing more bug reports

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i don't notice them too much yet. (windows only for me)

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i keep hearing android issues but i never touch the stuff

fiery harbor
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I have reported a huge amount of bugs, mostly 2-4 years ago

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recently not so much

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I stayed on 4.15 for over a year

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so there were not that many bugs in there that were not reported already and fixed in newer versions

silver crown
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So you're downloading 4.16 + 4.17 @fiery harbor ?

fiery harbor
#

@silver crown yes

#

4.16 first

silver crown
#

😂

fiery harbor
#

currently verifying

#

@silver crown whats funny about that? 😃

#

4.16 is ready

#

I do think this issue should be easier to fix since its really only HISMC stuff without any speedtree/shader stuff that could be wrong

#

so maybe just diffing some HISMC files between working version and next non-working one

#

4.16 works fine, no bug there

#

so either 4.17 or 4.18 that introduced the issue, and I do assume its 4.18

idle stump
#

I have a Masked material applied to a plane but I can see a little thin line at the top of the plane's edge where it should be masked off. i've seen this issue before i just can't remember the solution

#

I thought i remembered it having something to do with tiling so i went to the texture's settings and set tiling x and y to Clamp and that fixed it in the Material editor preview but not in game 🤔

#

nvm it seems to have updated...

#

😂

fiery harbor
#

ok, tested 4.17

#

it's 4.17 that introduced the bug @silver crown @vale osprey

silver crown
#

yay

fiery harbor
#

so, something about updating instances became broken with 4.17 that still worked with 4.16

#

4.17 was released august 7 2017

silver crown
#

And?

fiery harbor
#

and what?

#

4.16 was released may 24 2017

silver crown
#

Well why do you give that info 😉

fiery harbor
#

well, the dates are needed to look at the commit history for HISMC code 😃

silver crown
#

@fiery harbor No

#

tags are here for that

#

😛

fiery harbor
#

well I don't use tags that often 😄

silver crown
#

Like

#

git diff 4.18.2-release Engine/Source/Runtime/Engine/Private/InstancedStaticMesh.cpp

#

Easier

fiery harbor
#

I just look at github

silver crown
#

Ah

#

That must be a bit longer 🤔

fiery harbor
#

its very nice that between 4.16 release and 4.17 release there were <2.5 months or so

#

thats all commits that changed HierarchicalInstancedStaticMeshComponent.cpp between 4.16 and 4.17 release:

#

so not a lot 😄

silver crown
#

¯_(ツ)_/¯

fiery harbor
#

the first one is Fixed foliage occlusion culling after world origin was rebased

#

next one is:

Change 3491717 by Michael.Dupuis

    #jira UE-35083:
    The component is now the owner of the PerInstanceRenderData instead of the proxy
    Add an Update path to only update specified instances range
    Always call BuildTreeIfOutdated so we have a standard code path to make sure static mesh are fully loaded before trying to build the tree
    Moved the Instance Buffer aysnc to the base class, as it's not related to UHierarchicalInstancedStaticMeshComponent
    Expose a new property to decide if we require dynamic instance buffer
#

that might very well be related

#

@silver crown why did you remove that screenshot? 😄

vale osprey
#

eula!

#

😄

silver crown
#

@fiery harbor Confidential data

fiery harbor
#

?

silver crown
#

jk, not interesting

fiery harbor
#

ok 😄

#

so the other 2 commits are small

#

I'm quite sure that commit I quoted above is the one that introduced the bug

silver crown
#

Yeah some async building

silver crown
#

🤮

fiery harbor
#

@silver crown do you mean you find the code ugly? 😄

silver crown
#

No, the commit

fiery harbor
#

I thought I linked it so that it automatically jumps to the HISMC.cpp file

#

since all the others are irrelevant

silver crown
#

Nope

#

@fiery harbor Actually it probably won't happen if you do the tree cook on an other thread

#

So should be fine

fiery harbor
#

so you mean I should try to do it async?

silver crown
#

Yeah why not

fiery harbor
#

can I just set bIsAsyncBuilding = true? 😃

silver crown
#

I mean

#

Using AcceptPrebuiltTree stuff

#

Dunno

#

¯_(ツ)_/¯

fiery harbor
#

why do you think it will "probably" not happen when its running the cook on another thread?

silver crown
#

Because it doesn't have to rebuild it

#

¯_(ツ)_/¯

#

idk

remote roost
#

Why does Cryzenx stuff get so popular when it's mainly just reused/ripped assets with basic programming?

#

and bad lighting

#

lol

silver crown
#

hehe

#

True

remote roost
#

"NINTENDO HIRE THIS MAN"

#

nah, i'm pretty sure they have more competent workers already

silver crown
#

Like

#

Why the hell this has 1M views

#

¯_(ツ)_/¯

vale osprey
#

lol

#

that's a success

vale osprey
#

should start working on jiggle physics

remote roost
#

look how bad that super mario sunshine one is

#

lol

vale osprey
#

always wanted to build my own soft bidy sim 😄

remote roost
#

i've tried jiggle physics before

#

they aren't too hard to setup

fiery harbor
#

@silver crown isn't it actually automatically doing the tree build async?

vale osprey
#

depends on features 😄

silver crown
#

How the hell does he have 140k subscribers

#

I hate YT

fiery harbor
vale osprey
#

^ reason why I don't like "fan" projects

remote roost
#

i think people think that cryzenx remakes all the environments and stuff from scratch

#

when they are just ripped

vale osprey
#

they just drive on someone elses IP

silver crown
#

I think people don't think

remote roost
#

i'm technically working on a ""fan-project"" i guess you could say

#

it's a framework in UE4 that allows for easy JRPG development

#

with games in the style of Xenoblade

vale osprey
#

(take a note in "bad people" notebook)

remote roost
#

but it's not really tied to that IP very much

#

lol

vale osprey
#

😄

silver crown
remote roost
#

and it's not graphical focused

silver crown
#

😐

remote roost
#

it's all functionality based

#

mainly just doing it for learning C++ but i'd like to see some more xenoblade x style games which people could use my framework for

silver crown
#

Voxel asset editor

vale osprey
#

Nice! 😄

silver crown
#

Looots of boilerplate

#

As expected for UI stuff

vale osprey
#

@remote roost copying features is a great way to learn, as you can have easier time with the gamedesign part

#

but cases when people just copy art/character - like I really don't see how that can help learning modelling

plush yew
#

yeah. another way is ben's unreal cpp tuts on udemy, really good stuff

vale osprey
#

its like making a copy of the photograph with a pencil, it might help hypotetically with handling pencil, but just as drawing something original will get the same result

#

Ben's tut is good, haven't finished it but it was quite nice

plush yew
#

just got to the part about CreateDefaultSubobject in the tank game. yeah it's incredible

remote roost
#

I'll probably be using a character model from the game because I'm not a 3d modeller

#

animations will be done from scratch tho

plush yew
#

you can look at 3d models from google sketchup or turbosquid too. you probably already know about those though.

remote roost
#

ye

plush yew
#

like all my space ship models in my game are from sketchup lol

remote roost
#

I'm not really a new game dev, I've been using UE4 for like 3 years now and Unity for like 5

plush yew
#

you like ue more?

remote roost
#

uhhhh, for certain things

#

I don't like how plastic the lighting looks a lot of the time

plush yew
#

i havent touched unity lol. i was curious about it but not touched it yet beyond really really browsing the asset store

remote roost
#

but I am interested in learning it to use C++ for better performance

plush yew
#

yes in my game, i am suffering some minor net lag. i am learning cpp to optimize that

remote roost
#

gonna try and make mine mainly C++ because I'm already a programmer who isn't really interested in visual scripting

plush yew
#

that's most likely caused because of either setting too much stuff to reliable or the fact that some of my BP code is lagged. so i have no choice but to look at CPP

remote roost
#

yeah I see it

plush yew
#

it happens every 10 seconds just about or so

#

always at that freq

remote roost
#

shouldn't it be easy to debug with BP and see what's being called when the lag spike happens

plush yew
#

its in binary exe form, and it always runs smooth when its local with spawned actors, i am running a t2.micro isntance and on there once enough powerups get spawned in and another player joins, some spikes happen for me

#

so i have a ded binary i created using the project launcher, and a client binary i run on steam from my local machine once i uplaod the package

#

it connects and everything works out, it's just the lag spikes i am looking at - Zlo was talking about how not to set too much stuff reliable and i thought that could be it for me

#

i set a ton of RPC calls as reliable in my games BP

hot thistle
#

What coould be an unique idea for a 2d side scroller game?
like, any general tips
Want to do something kirby-ish

worn granite
#

Make a 2D sidescroller about being a hangglider or something

hot thistle
#

Being a hangglider?

vale osprey
#

😄

#

ha, actually this guy has a whole collection

silver crown
vale osprey
#

wild west aviation 😃

hot thistle
#

any other tips? xDDD

shy silo
#

That would actually be cool. You hang in the air to make longer jumps

#

I’m trying to look for a guide on sword and shield combat mechanics, any tips?

fiery harbor
#

@silver crown @vale osprey I think the bug might actually be fixed in 4.20!

#

4.20 does crash after 20 seconds or so in that level, but the trees don't seem to flicker at all

plush yew
#

gotta wait until actual release

fiery harbor
#

it pretty much is actual release already

#

but that also doesn't matter

plush yew
#

P5 rn just checked. i am foaming at the gills to get the release though

#

🐟

fiery harbor
#

its great that the flickering doesn't happen in 4.20, if thats really the case then that means I can easily apply the fix in 4.19

plush yew
#

wouldn't that mean you would need to update to 4.20? 4.19 still has it according to what you said

fiery harbor
#

no

#

I could just cherry pick the fix

plush yew
#

k. im learning how to do blueprintcallable rn. fun

fiery harbor
#

ok 😄

#

I should have tried 4.20 earlier. the wind issue still exists though, and its still fixed by having a static mesh in the level

silver crown
#

lol

#

That is good

#

Might drop 4.18 soon then

fiery harbor
#

the wind issue is different in that its not resetting the wind, the HISMC just has no wind at all, ever

silver crown
#

Eh

fiery harbor
#

but adding a static mesh still fixes it the same way

silver crown
#

What

fiery harbor
#

so with static mesh in level, there is wind

silver crown
#

What the hell

#

Oh right

#

They probably don't register in the HISM anymore

fiery harbor
#

I'm super happy that the flickering is not happening in 4.20... I really hope its not just maybe that it works in editor and still broken in packaged or so

silver crown
#

🤷

fiery harbor
#

i've just downlaoded the 19 GB debug symbols for 4.20P6 to see why it crashes when it crashes

#

the output log looks nice in 4.20

#

black background

silver crown
#

Really?

#

That's good

fiery harbor
#

yeah

silver crown
#

What's new in 4.20?

#

Niagara

fiery harbor
#

I liked how it looked in 4.15, in 4.19 (or anything other between 4.15 and 4.19) they somehow increases contrast of the font a lot which I disliked, and in 4.20 the background black is nice

silver crown
#

🤷 , started in 4.17

fiery harbor
#

I dont really know whats new in 4.20 apart from a black background in the output log 😄

silver crown
#

Maybe 4.16 🤔

fiery harbor
#

fixed HISMC flickering is new, best feature ever

silver crown
#

Hehe

#

Who knows, maybe it fixes my crashes too

fiery harbor
#

maybe they had to fix HISMCs due to fortnite lol

silver crown
#

🙃

fiery harbor
#

I cant get 4.20 to crash any more

#

crashed 2 times, always after a few seconds, then I downloaded 19 GB debug symbols, and now it doesnt crash any more

#

I'll complain to epic about why it stopped crashing

#

😄

silver crown
fiery harbor
#

it feels like the editor is starting significantly faster in 4.20

silver crown
#

That's cool

fiery harbor
#

yeah

silver crown
#

You spent your day on HISM?

fiery harbor
#

yes 😄

silver crown
#

lol

fiery harbor
#

and probably a bit more of the "day"

#

I can't just cherry pick all commits to HISMC stuff between 4.19 and 4.20

silver crown
#

Not surprising

fiery harbor
#

so will take a while before I have the 4.20 version running in 4.19 I think

silver crown
#

Why not moving to 4.20?

fiery harbor
#

lol

#

that would kill me

silver crown
#

🤔

fiery harbor
#

I have a shit ton of engine changes and spent the last few weeks with redoing those in 4.19

#

sure, from 4.19 to 4.20 will be easier than 4.15 to 4.19

silver crown
#

That's why engine changes are bad

fiery harbor
#

but I'm happy that I have 4.19 working now

#

engine changes are not bad, they are awesome for improving performance

#

and adding features you want

#

they are bad since it means you spend 3 weeks doing stuff again that you already did for maintenance, yeah

silver crown
#

Pretty convinced this can most of the time be done without changing the engine

fiery harbor
#

will first try to just copy the 4.20 HISMC.cpp and probably also ISMC.cpp and make that work

plush yew
#

really excited about the niagara stuff in 4.20. will be a great opportunity for me to learn cpp more hyiumungo was talkin about it a lot when it came out in preview haha

silver crown
#

Actually @fiery harbor you should copy them in your source folder

#

And rename them

fiery harbor
#

I know nothing about niagara, but I don't think you do much with c++ there @plush yew ?

plush yew
#

yeah you code it in cpp, its not like cascade

#

a lot of it is code based

fiery harbor
#

I thought niagara is about nice material-like stuff

silver crown
#

Yes

plush yew
#

its for particles and stuff

silver crown
#

Yes, but through a node based editor

#

Maybe I should do that 🤔

#

Write my own HISM

#

😅

fiery harbor
#

@silver crown ha, you mean just using them as my own components? I guess thats also working

silver crown
#

Faster compile time + easier to maintain

fiery harbor
#

yeah, and they can't introduce bugs as easily

silver crown
#

And for instance you'll easily be able to switch to 4.21 without doing anything

#

Having the same result

fiery harbor
#

"for instance" lol

plush yew
#

ah ok i saw the niagara node editor lol mb didnt see that recently

silver crown
#

shhhh @fiery harbor

plush yew
#

i meant extending it with cpp. i am a total novice at cpp right now.

#

just figured out blueprintcallable lol and it still confuses me rn

#

like the args you pass in, each of those are actual input pins, think i sorta get it

silver crown
#

It's just hacks

#

UHT is just a collection of hacks 😛

plush yew
#

i am not familiar with UHT. are you talkin about the blueprintcallable thing?

silver crown
#

Unreal Header Tool is the thing parsing those

plush yew
#

i know you gotta include what you use in teh latest unreal builds

#

so if you mean header includes then yea

#

i do that

#

including actor.h to use GetOwner()

silver crown
#

UHT is the program that creates the .generated

plush yew
#

that kinda thing

#

k lol i will figure it out

#

just cooked up 🍤 🐟 and 🥚 so i have enough energy to learn it lol

#

once i get it i get it. its like training wheels for me really

plush yew
#

i think i understood what u said lol

#

looked at doc for UHT

#

apparently its split between UBT and UHT

#

says that both are build tools

#

so i'm guessing that means UHT is invoked compile time as unreal's extension into vs

#

or something of that sort

fiery harbor
idle stump
#

Priorities

#

I'm still a bit confused on Events vs Event Dispatchers. Is the only major difference that Event Dispatchers are sort of 'public broadcast'? Like my enemy can subscribe to know when my Player has died with a OnDeath dispatcher on my player? But what if I also want my player to have an event to do something when it dies? The event on the player can't also be called OnDeath because the name's taken. So I was thinking of having my internal events start with an underscore or maybe "internal_"...not sure if elegant or hacky.

plush yew
#

pretty sure events are local to one BP, while dispatches are used with interfaces

#

and dispatchers can target multiple BPs. i use interfaces to affect enemy properties, or use dispatches to add a powerup to my possessed pawn, etc.

#

if you had all your events start with internal_ it would take a ton of time to prefix all that stuff... so you might wanna think about time management on that lol

#

i use like maybe 500 or so events in my game no way i would prefix all those with internal_

#

but yeah dispatches are like "messages" that's why they have the "little letter" icon. think of them as a bird sending a message to a farway island and back. easy enough analogy 😃

#

oh you can also bind / call event dispatchers

idle stump
#

Right... So I have my base Character class that my player and enemies extend from. In this base class I do lots of boilerplate health and state logic. And I made some Events that get called for things like entering certain states, getting hurt, death, etc. Then in the child classes they can do some custom logic in response to these events.

But now I have a need for OTHER things to know about when stuff like this happens. So I've realized you can't bind to regular events, you bind to event dispatchers. So that made me rethink everything I've done and I think most of these events need a corresponding event dispatcher. Like a 1 to 1 mapping. 🤔

plush yew
#

oh man. lots of recoding??

#

i have to do that to my code for RPCs i set reliable lol

#

i set too many reliable and now my net games lag a bit

idle stump
#

Not to bad for me. I'm early stages. But still a pain. Rather get it right now tho

plush yew
#

that's basically what i do for inter-object calls

#

if i had to make it affect another object i would call another interface message

#

but i only have stuff like ship flies through powerup, it sends a message to ship and that ship acts onit

sage hinge
plush yew
#

@sage hinge haha cool effect you would have to have an anim triggered when in range of get all actors of class "some type of actor" and then execute the animation for both possessed pawn and enemy ai that it matches, and then kill the enemy ai char

idle stump
#

One thing I'm doing now, for example. Is an AI Task for an Attack that takes time. You know, the enemy does a backswing that gives the player enough time to dodge. In the Task begin Execute. I call the Attack function and bind an event to AttackFinished dispatcher. Which will then call Task Finished. I previously had OnAttackFinished event already, and this is where I realized my need for Dispatchers

sage hinge
#

Does anyone know how to do it

idle stump
#

@sage hinge There's no straightforward answer. There's many steps involved.

#

do you have your characters, animations, etc?

sage hinge
#

I have the animations ... but I do not know how to do it@idle stump

idle stump
#

Well have you started at all? What specific thing are you trying to do next?

#

You have to break it into smaller steps

fiery harbor
plush yew
#

@fiery harbor No Visual Assist? Can you actually code in UE without it?

fiery harbor
#

@plush yew I use visual assist

plush yew
#

Okay thats just a screenshot of some other poor soul.

fiery harbor
#

no, thats a screenshot I took

plush yew
#

lol

fiery harbor
#

I have no idea why you think you can see if I use visual assist based on that screenshot

plush yew
#

Its not all orange and pretty.

fiery harbor
#

the visual assist colors (orange etc) are horribly ugly

#

so I disabled those of course

plush yew
#

ahaha Touche.

#

Good stuff, Im going to have to buy it, trials up.

#

Seriously loving UE4, ill probally interject a bunch. Dont mind me.

worn granite
#

You can change the colors of VAX, but its pretty limited in contrast to VS color customization.

#

But you gotta turn on intellisense to use VS's colors

#

@plush yew how dare you be new at unreal

idle stump
#

After I respawn my player with GameMode->RestartPlayer, his animations do not work. He just slides around. Any ideas?

worn granite
#

does your player start out placed in the level?

idle stump
#

Nope, it uses a PlayerStart

worn granite
#

Ok, was gonna suggest using a player start - no real ideas spring to mind though.

#

at least that narrows your testing (both spawns using the same method)

idle stump
#

After double checking the AnimBP is set, i notice it is set to a different name. Like: my character is named Buff. And there is a Buff_AnimBP asset. In the meshes animation blueprint dropdown I can see my asset it's called Buff_AnimBP as normal.

BUT... after I actually select it it says "Buff_AnimBP_C". What's the _C?

plush yew
#

haha :[ Im not new, I have always had an affinty for it, used it here and there to create some stuff. But Im back and using C++ this time around. Full time!

idle stump
#

i have no such asset

worn granite
#

Sure you do

#

_C refers to the generated class - there's a generated class for any blueprint

#

The thing you select is just cleaned up

idle stump
#

Ah, i see. Yeah now that I check my other characters it's like that too. Damn, thought I found a bug.

worn granite
#

@plush yew wut? But ur named noob

#

anyway welcome to UE4++

#

UE4++ best UE4

plush yew
#

Its the best, it really is.. :0

#

I used em all man, in the end, the UE API has so much awesome stuff stashed away..

#

The feature set with the licenesing is what sold me.

worn granite
#

aye its a good combo

plush yew
#

Unity is great, and I like c# but, C++ just faster right?

worn granite
#

Eh, but a game isn't going to be made or broken on that difference.

#

I mean, look at minecraft

#

JAVA

#

like UE4 would be a good choice as you can tinker with the engin e

plush yew
#

Oh right, I just like that it has so much stuff for free, right in the engine. Ive made stuff in construct lol. Its not the engine, its the developer.

worn granite
#

But as for C++'s raw speed

#

Half the things you'll be doing in UE4 will engage with a reflection layer and garbage collector

plush yew
#

UPROPERTY the best

#

Oh heres replication lol...nice.

#

I love how its all setup, I can see why so many AAA titles come from this engine.

worn granite
#

Yeah, fully agree, just saying you shouldn't choose based on lang

plush yew
#

Agreed.

fiery harbor
#

c++ is great

worn granite
#

One thing I'll say about UE4 is that I've never once felt the need to reach for std constructs while writing UE4 code

#

Its really solid

fiery harbor
#

if you never once had it, you just didnt use it enough 😄

plush yew
#

lol

worn granite
#

lol ok where have you used std in UE4

plush yew
#

Not yet.. 🤞

worn granite
#

actually curious

cloud cobalt
#

Yeah I don't have any std stuff here and it's 4 years, 120 000 lines of C++

#

Does that qualify as enough

plush yew
#

Im not sure if this is the place for screenshots, but heres something I made in UE4 with blueprints along time ago, UE version 4.14 or something. Was Just practice to learn ,It will never see the light of day!

cloud cobalt
#

#work-in-progress

fiery harbor
#

I needed std::shared_mutex

#

UE4 didn't have that

#

I think it has now

worn granite
#

Ah might do

plush yew
#

@cloud cobalt Oh thats not WIP thats vapor ware.

worn granite
#

There's FSemaphore

#

no idea how long that's been there

#

nothing by the name of shared mutex

cloud cobalt
#

@plush yew Still, the channel for posting your stuff is #work-in-progress

plush yew
#

@cloud cobalt Alrighty, will do.

cloud cobalt
#

:p

idle stump
#

@cloud cobalt What's this project of yours? Is there a twitter or trailer or anything?

fiery harbor
#

@idle stump he won't tell you here obviously, since "posting your stuff" he only wants in #work-in-progress 😛

noble minnow
#

Hello guys, i need a little guidance, i'm new with Unreal Engine. I want to use it as architectural purposes, my daily software is 3ds max. My problem is that i cant manage to make my character or my camera to pass through the doors or the hallway of my little office

fiery harbor
#

I think it fits same well here in #ue4-general like in #work-in-progress, doesnt matter where you post what you did

plush yew
#

@noble minnow 5179 Make sure every static mesh has a collision Box.

#

Woops, sorry other kevin.

noble minnow
#

yes they are ok i think, cause i can pass through the big windows, but not the door, it seems like my character is kind of big or something

cloud cobalt
#

Posting here to annoy @fiery harbor

plush yew
#

@noble minnow Check the players Collision Capsule Radius, theres two settings that control it.

noble minnow
#

can you tell me where i can find that?

idle stump
#

@fiery harbor Personally, I think there's wayyyy too many channels in here. There should be like, 10 max. Also, I really wish Discord had a "Solo" option, e.g mute everything EXCEPT x/y/z.

fiery harbor
#

I disagree

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there are not too many channels here

worn granite
#

I mean, technically its not a work in progress amirite

fiery harbor
#

you can mute the channels you dont care about

noble minnow
#

i have this "Playerstart" and i've tried to scaled it in "Transform" section but it doesn't help

idle stump
#

@cloud cobalt Very impressive. Size of team?

cloud cobalt
#

Thanks, we're two. (Hence the 4 years........)

fiery harbor
#

@cloud cobalt 95% is great, but only 65 reviews isnt so great

cloud cobalt
#

Sales aren't so great, which is why 😃

#

I think we've got the average 1 review every 50 sale or so

idle stump
#

Seems about normal to me. Do other games have higher review rates?

plush yew
#

@cloud cobalt Amazing, I love space shooters. Must feel good to have "Very Positive". I think subconsiously I dread having that red negative review...
Do you plan to do multiplayer?

idle stump
#

I would expect space sims are a somewhat niche market; I've never gotten into the genre. But it looks very polished from what I can see.

cloud cobalt
#

Nah we're not doing MP

fiery harbor
#

95% is really good for early access

plush yew
#

Everything looks fantastic, Ill defintally pick up a copy.

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Looks fun.

cloud cobalt
#

👍

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Mostly I think we didn't advertise enough, though we'll try to get that into shape for the final out-of-EA release

fiery harbor
#

@silver crown I finally have the 4.20 HISMC and ISMC and ISM running in 4.19, that took a while

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a surprising amount of stuff has changed between 4.19 and 4.20

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I had to disable all nav data stuff in the HISMC

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I don't need that, so its fine

plush yew
#

What does HISMC stand for exactly? I know it has to do with SpeedTree, but what is the acronym?

fiery harbor
#

Hierarchical Instanced Static Mesh Component

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3 years ago I made a SHISMC

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Shared Hierarchical Instanced Static Mesh Component

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surely possible to make that name even longer 😃

plush yew
#

LOL

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I see.

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@cloud cobalt I just got it, I'm gonna check it out! 🚀

cloud cobalt
#

<3

storm venture
#

Has anyone encountered a bug where you're forced to double click to get a response?

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It's not a focus issue, I can click as many times as I want with no success if there is a delay between clicks, it must be a quick double click

plush yew
#

Is your Mouse dying? Could be hardware.

idle stump
#

Hardware bugs are the hardest to squash

storm venture
#

I'm pretty sure it's code related, it only happens when i do a specific string of actions

idle stump
#

I figured out the other day that my keyboard's space key does not fire when holding Shift+W

storm venture
#

i used to have keyboards that did that, super frustrating

idle stump
#

Funny enough i've never noticed it while playing games. I guess I just subconsciously got used to letting off shift for a split second to jump, without really noticing. Then when making my own game I was like "why the hell is the jump not working while you're springint?!?!" ...took a lot of googling to lead me to a review section for my keyboard where a bunch of others had the same problem

storm venture
#

yeah, keyboard like that seem to be picky about which key combinations they allow

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they might let you do A+S+D but not A+S+F, etc

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i think the term is ghosting?

idle stump
#

People were saying it's a purposeful thing, made to force you to buy a "gaming keyboard". I don't know if i buy into that conspiracy but it's possible

storm venture
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Well either way, if I encountered a keyboard that did that, I wouldnt continue buying from the same brand, just to spite them

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So their loss, lol

idle stump
#

Well, Logitech is a pretty huge brand

storm venture
#

oh shit, lol, yeah, i was expecting a more uncommon brand

idle stump
#

It's a $60 or $70 wired keyboard from Logitech. Light up keys. Low-profile or 'laptop' style keys, like i prefer. I've had it for like 6 years. Never noticed that issue until a couple weeks ago. And I play a ton of games that involve that key combo.

storm venture
idle stump
#

After I realized the issue i was like, "how much was this cheap piece of crap?", had to track down my Newegg invoice from when I built my computer and I think it was like $60-70. Which i would fully expect not to have these type of issues.

plush yew
#

@cloud cobalt I did a quick Skirmish, 3v3, just fought by some huge blue planet with a saturn ring. 👾

cloud cobalt
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Eh eh

plush yew
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I won!

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Im going to have to play the campaign, I like the designs of these ships, nice touch with the F1 Ship menu.

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How hard was it to get on steam?

cloud cobalt
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Not much

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Just need to pay $100

plush yew
#

Oh I meant pluggin up the achievments and stuff.

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Pay 100$ and prepare all these beautiful screenshots and trailer and game info.. :p

cloud cobalt
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Yeah lots of pics to provide too.

plush yew
#

Wow, I just got a trading card of one of the ships, cool!

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Ill have to play more tomorrow, good job on the game man.

cloud cobalt
#

Thanks

visual hollow
#

I have used media player in my level, and added a box with a box collision and when my player overlap the box media player should play , its working on my pc with simulator but when I tested it on the pc to which my VR is connected its not playing

storm venture
#

Hey my lighting build is ending after about 60 seconds

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it finishes, but wayyy to fast and it looks terrible

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I'm using the gpu lightmass btw

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any ideas?

cloud cobalt
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Report the bug to the developer

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It's nowhere near production ready

sudden agate
#

terrible in what way? lol

honest vale
#

you need to show pics...

storm venture
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it looks about as terrible as a scene with all meshes set to movable would be

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guess what the issue was too

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i honestly have no idea how they all got set to movable, but the lightbuild takes more than 60 seconds now

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@honest vale pics arent really needed when a lightbuild takes 60 seconds, it's usually several minutes at the least for even small scenes

honest vale
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😄

storm venture
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if i was tweaking a real scene then for sure, but i know i had something totally "off", but its fixed so now hoorah 😄

visual hollow
#

Can someone plz answer my question

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The error I'm getting is the path name and then media player enable not supoort it something error

cloud cobalt
#

First rule of errors

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Paste the actual error

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even better, google it first 😃

cerulean nova
#

anyone a solution for allowing camera to only rotate 90° in all directions from standard while controling it with the mouse? some kind of free rotate look

visual hollow
#

The answer I got is that format should be mp4 or wmv and my video formate is already mp4 and tried wmv but still not working

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Its working on my pc but not the one I am testing

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Version is same 4.19.2

surreal viper
#

might be a codec problem? 🤔

visual hollow
#

I thought may be something is missing on the other pc so I made the package but still not playing.

cerulean nova
#

if it even works because with VR u even loose the ability to use stuff like Normal maps because 2 eyes = 2 cameras or something but VR will never make it same as all these other stuff that came before... Motion tracking and stuff like that

visual hollow
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So is their anyway I can fix it. I want the media player its imp asset in my scene

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Its not working in simulation too on that pc.

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If its a VR thing you saying.

surreal viper
#

do you use H.264 encoded mp4?

visual hollow
#

Well seriously I dont have the knowledge right now. I will check and tell you.

remote roost
#

anyone know why my UE4 initilizing is freezing at 45%

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i installed an older version for a plugin and now I can't get into the editor

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nevermind starting going again right when i said that

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lol

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i guess it was waiting for me to ask for help here

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lol

silver crown
#

@remote roost 45% is the shader compilation

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That's why it's stuck a bit the first time you launch an engine version

sudden agate
#

45% is shader compilation

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just wait

celest merlin
#

FIrst time you start just let it go, it can take 20 + mins

remote roost
cerulean nova
#

in Blueprint i can only place 1 Event tick event is there a way to get around that so i can "clean up" the Blue print

whole quarry
#

nope. only 1 event tick can exist

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you can put stuff in to functions tho

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or make custom events and call them after the event tick

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generally bad practise to use event tick at all tho

storm venture
#

also consider the "Sequence" node, that's fun sometimes

cerulean nova
#

what else could i use instead of a event tick to check on a changing value based on player input?

whole quarry
#

usually, player input gives a tick themselves

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i.e. Input Axis events have continues event trigger

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Input Action events only fire once when the key is pressed

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if the player presses a UI button, there is a Event OnClicked

cerulean nova
#

yeah but i need to "tack" players pitch yaw and roll on camera angle

whole quarry
#

tack?

cerulean nova
#

track*

honest vale
#

swedish for thank you

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😉

cerulean nova
#

🙃

whole quarry
#

does the camera rotation change upon mouse movement?

cerulean nova
#

yes

whole quarry
#

then you have InputAxis event for the Mouse..

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it sets the mouse rotation, you can script the check and function in there that you want

cerulean nova
#

interesting i take a look at it but i also want to check the pitch yaw roll and 0 it by - it with itself to give out a float and then make a limitation based on + and - 90° not to sure how i go on from there but thats kind of the plan ^^

whole quarry
#

you can use 'clamp' to set a minimum and maximum

storm venture
#

Although that won't work as first expected when using that on the Input Events

whole quarry
#

why not?

storm venture
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Input Events don't set the value, they just add or subtract

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so if you wanted to clamp that you would need to do a little workaround, right?

cerulean nova
#

its just to fire the calculation

whole quarry
#

it kind of depends on what you do with the Input Events..

cerulean nova
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instead of event tick

whole quarry
#

InputAxis gives a continues tick, plus the current axis input value

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what you do with that information has nothing to do with the Input event

cerulean nova
#

but forward = up and down ?

whole quarry
#

yes, 1.0 = up, -1.0 = down

cerulean nova
#

so moveright = 1 =right || -1 = left?

#

i saw that its "always" on like event tick is it "slower" then event tick? event tick = fps -> amount of triggers and is that movement lower and there fore more efficient?

whole quarry
#

it depends on how you setup your Input in Project Settings

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afaik its the same amount as event tick

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In both C++ and Blueprints, Axis events will fire every frame passing the current value of the Axis while Action events will have the Pressed and Released outputs fire as the key(s) are pressed.

cerulean nova
#

i have more fun fiddle around with the engine and make a game then playing a actual game 😬

tame bluff
#

Can we all just take a moment to appreciate the real MVP Mathew Wadstein who has a video on basically everything about UE4

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"What does this node do? I'm too lazy to read documentation"

Mathew: I gotch yu

whole quarry
#

@grim ore ^

honest vale
#

too bad I'm too lazy to watch videos

whole quarry
#

they're all short videos

#

wtf is and how tf

honest vale
#

yea I just prefer written tutorials

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easier to browse

silk sleet
#

so I'm trying to make world inventory items to pick up with paper sprites

#

oh wait nevermind it's too hard for me to explain

whole quarry
#

ok

leaden onyx
#

guys, anyone knows how to download UE4 from a PC that has no GPU? Launcher does not cooperate and compiling from source will take a while :(, thanks!

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That's launcher's error message

silver crown
#

😂

leaden onyx
#

I'm afraid I can't, but thanks for the option 😄

silver crown
#

I guess your main PC doesn't have internet?

leaden onyx
#

I wonder if its safe just to copy directory

silver crown
#

Or a slow one?

leaden onyx
#

internet is not a problem, its just that I can't download it through normal means due to launcher not working

silver crown
#

Ah lol

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Then UE won't work either

leaden onyx
#

it says no gpu detected

#

I need it to only run compilation steps

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and package

silver crown
#

What's your PC specs?

leaden onyx
#

just a build machine basically

whole quarry
#

GPU is kinda a requirement..

leaden onyx
#

why

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I'm not going to run game on it

silver crown
#

No it's not

#

PC specs?

leaden onyx
#

it has xeon cpu and some other server stuff

silver crown
#

Which xeon?

whole quarry
#

yep, definitly a GPU in the sys requirements

silver crown
#

And yes UE is self contained @leaden onyx

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You can copy the directory

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@whole quarry Not for a build machine

leaden onyx
#

Xeon E5620

whole quarry
#

doesnt it need to do some cooking?

leaden onyx
#

cooking is done on cpu

silver crown
#

Yes

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Nothing is done on GPU

vale osprey
#

how about shader compilation?