#ue4-general
1 messages · Page 273 of 1
The kite demo can run out of memory on 32gb as well, that doesn't mean much
Unreal is a memory killer on big projects
I was only looking at some blueprints lol
At least memory is really cheap
what world are you living on where memory is cheap
memory is 2-3 times as expensive now than it used to be 2 years ago
It has gotten expensive yes - but its still better than processors/video cards
They're double the cost they were last year, for the exact same parts
Though video card prices about to go way down
They already have
Well Nvidia is making like a crapton of 11-series this time around
they have? 1080ti is still 800€ here
way more than 10 series which was a disaster
which is the same price I bought it on launch day
Plus the stock markets seem to indicate that mining was overblown (which was predictable)
They have a huge excess of 10 series GPUs
They didn't
I think like 300k sitting around in some warehouse
Its still cheaper to buy a prebuilt than build your own if ones available
Their stock is still gonna skyrocket
where are you seeing prebuilts that are cheaper
I'm currently eyeing an $1150 GTX 1070 16gb i7 8700 w/ SSD
yea
US is the place to be when it comes to tech
Germany has great sound engineering though
Beyerdynamic and such
The one I'm looking at is from the dell store the inspiron gaming
Maybe check to see the pricing on it since I assume dell ships international
which one
5680
not seeing any with a 1070
all 12 have a 1060 6gb
Ah
it says $1299 tho
It went up $100.00 this week I guess and there was a $50.00 coupon
there's also a few $1100-$1200 of similar specs at the micro centers around here but you wouldnt have those in germany
Wrong chat. What I meant to say is it's getting cheaper to buy a new PC.
not here lol
If I wanted to build a PC in January, $2k. now it's $1.3k.
prices dropping everywhere, meanwhile, nothing changes here...
What are you looking to get? High end CPU? GTX 1080?
nothing atm, maybe the gtx 1180 when it releases
Yeah. I went with the 1060 for that very reason.
I thought I was getting ripped off. Got it on sale for $200 before the bitcoin craze.
Bah, emulate NES Tetris. 8k 240 fps!
800 euro for a 1080 ti?
Anyone have an 8k monitor that can confirm that works?
Nah Nvidia's stock is way up on the 11 series
people are selling them here for £510-£550
1080 wont be hard to find
do 8k monitors even exist?
even at launch
Yes, Tim has an 8k. Owner of Unreal.
Tim's probably working on Unreal 7 or something. Mind blowing graphics.
just call it real engine then
Don't give Mega64 any ideas.
Windows would look like shit on it
Yeah, you pretty much have to use Linux by that point.
I guess you could have ultra sharp text
Wish we could all use LInux
how would windows look bad
But Maya doesnt have linux
The zoom would need to be 10000%
so I have to use windows
dpi scale works just fine
Plus from what I hear UE4 doesnt run on linux that well
considering a 1080 can bearly get 90 fps on gta 5 i have no hope for 8k monitors
you wouldn't use that at 100% scale lol
ik lol
I mean that might just be GTA V
I am curious why he has an 8k. Must be up to something big on it.
Some games are better than other at squeezing performance
metro last light 4k does 95 fps
ashes 45 fps 4k
BTW these are just 1440p tests
I'm getting a 4k monitor. Will 60 fps be fine for most games? Gtx 1060.
1060 is kinda a dumb product imo
1060 does 1080p easily.
nope
60 fps feels like a slideshow after having seen 100
1070 is the safe option
Dude what are you running?
1060 is risky
2 1080 ti's
for some things
I had zero issues on my 1060. Dues Ex Mankind ran on max settings no problems.
what fps?
capped ?
consistant?
Constant.
hmm
Maybe you got a bad 1060?
I mean I'm running a 660m lol
i have 2 1080 tis dude
I'm serious. You should have no issues on 1080p with a GTX 1060.
never owned a 1060
I'm sure you will with some games
I am using a 1060 on a 7300hq laptop right now and no problem with any games I tried
Black Desert max settings. Only lag with 100 players on screen. Luckily there's a turn off extra players option.
sure I can't do insane quality but high works most of the time
Agreed
looking at benches for Deus Ex (I5 7500, 1060, gets 45-62 fps
I have no idea how you're going below 60 fps on Deus Ex Mankind on a GTX 1060.
man I cant even keep a stable 60fps in wow in raids on a 1080. Not even the best GPU can give you max on every game =/
It's all about hiding the players Mathew.
Sometimes its the games fault
Did we ever decide if hairworks-gate is a real thing?
@high stone what cpu you got
I'll pick up a GTX 1160, or 1170 next year. Just hope my 4k screen looks good.
I will be getting a 8700k.
Is the 8700's extra 2 cores really good for ue4?
got now
8700k is a real upgrade in CPUs. Intel hasn't done crap with their processors in a long time.
yea cause amd
Thank god for AMD.
meh lol
Intel is still better lol
ipc is low af on amd
Also they fired the CEO. So bright times ahead. The CEO had issues gallore.
huh?
Assuming the new ceo is better
And assuming CEOs have all the power in a public company
Intel CEO was the reason for the price fixing, lack of upgrades and bizarre decisions to push tech no one wants.
Im interested in the recent partnering with AMD and Intel
I've got a 5820k which is 6 core on the desktop and the extra 2 are definitely noticeable when doing shader compiles or light bakes.
My family used to work at Intel. I was told the CEO ran the company like Retail. Glad he's gone.
They made a integrated graphics chip together
Raja left on leave then went to intel was never fired
We should see really good stuff in the CPU world in the next few years.
Will the "Game Development with C++" Visual Studio package let me compile my project?
Had to uninstall because whatever I currently had wasnt working

or do I need "Desktop Development..." too
To package your project?
Yea
Yea see IDK why it wouldnt let me

It shouldnt have had an issue I had 2017
I always used epic game's version before but I'm doing dedicated servers this time around and apparantly I need a source version

Should work with 2017
⬆ 
2017 should work fine for 4.18 and later, 4.20 actually switches to windows 10 sdk and VS 2017 by default

I personally never install the game packages in the vs installer, I just install the desktop dev stuff and the 8.1 SDK as an extra option but thats because I dont want the epic installer again
✅
Heh alright thanks
I didnt mind epic game's system
it loaded pretty quick
But I need source now I guess
yeah the game dev for C++ is intended to give you all you want so it really shouldnt hurt
I will never understand how visual studio takes so long to install
Computers live on C++. Amazed we've been using it since 1999.
A friend of mine was trying to install it and he had an old computer and it literally took him like 24 hours
💵
Well fortran was a mess
I still really enjoy python but obviously its not made for this kind of stuff

But man for doing scientific calculations python is awesome
yeah I installed VS 2017 for work on a pentium J machine and it was annoyingly slow with the 5400rpm hdd
well python editor scripting is in 4.20 so have at it
I've used basic, pascal, unix, C to C++, Visual C++, etc. C++ FTW.
Is it a wrapper?
Never used python. Where does it rank?
Its very high level

Yea you can use swig in python to call C++ classes which is great for things like matricies
though iirc fortran still processes matricies faster than c++

So if I were to hire a programmer for using the Unreal engine. Should I require python?
So I imagine ue4 just uses the wrapper
No python would be a behind the scenes thing if its not coming till 4.20
We need to rewrite UE4 in fortran
yeah python is just for helper stuff, its not for actual game code
like if you want to automate importing and stuff like that

Oh its editor only
Phew.
You couldnt like use scipting like a blueprint

Like Skyrim has their own scripting editor
that they use on quests
I thought it was like that
🚷
nah that would be something like skookumscript
Got to see the coder of Skyrim at GDC. He was very 'confident' in his work. It was an interesting presentation.
I'm guessing this is mostly kinda like batch operations +


From the documentation :::
Imports a Datasmith file
Replace Material
Merge Actors
Level Editing
Content Browser
Convert Actors
Join Actors
Basically just advanced batch operations

GDC should be a requirement for everyone. Makes it easier to find new applicants.

I dont think they could fit everyone
✅
Just annex the nearby buildings and that should cover the space issue.
Put up pirate flags.
🇺🇲

I think Allar likes emotes

Visual studio - the only program that takes longer to install than it does to download no matter what your internet connection is
I didn't have any problems with Visual Studio. Looks back at his copy from 2008.
I should probably upgrade.
Probably dont remember how long it took
That could be it. I need to reinstall a ton of stuff when I get my new PC.
VS is like the only microsoft product that I think has gotten better with age
What about Silverlight? /wink
Hey, any ideas about fixing this light issue?
The lightmaps look good, I'm using the gpu lightmass, hoping I just missed something simple
It's so weird, the glow is on the wall, baseboard, and floor. All separate meshes with simple lightmaps
That's... sec. I think caustics for light bleed.
@somber tundra owo
uwu
any gamelift users?
Should it say "staging-4.19" at the bottom right even though I want the release version or did I get the wrong one :S ?
hello again guys, got a cople a dumb newbie questions
im trying to make an inventory system for an RPG game that will have a ton of diffrent items types.
in this case would it be better to use various arrays to store the diffrent item types to help sort them in catagories?
or should i just use one super array for all the items?
logic tells me to use various arrays for the various item types/catagories
but i figured id ask just in case
One array and filter by tag/byte.
ok thanks
Does anyone know a good place to learn PBR Texture Creation in Unreal Engine?
@gaunt frigate You don't need to post the exact same message in #level-design , #graphics , and #ue4-general
I don't know where to ask texture questions. Those three made sense.
It's not only overkill, but it's against server rules.
just ask where to post first and everything is fine :D
People outside the industry don't know the terms. game design channel gets plenty of tech questions all the time
more often than not, which is a bit depressing tbh
Why would it go into Level Design? Because in my experience a lot of level designer has the required knowledge to answer the question. That was mainly why.
Level designers worry about gameplay, not the visuals, a lot of the time
Figuring out how to make a space play well and how to make a space look nice aren't exactly the same
Yes, normally. But I am also aware that they tend to do more than just that when they are not professionals. They often have to tweak things, and learn these things as they are often alone in doing their levels.
Even still, the wrong place for a question like that and you're not really meant to post in multiple channels for the same thing to cut down on spam.
Just put questions where they're best suited.
and finding level artists that actually know how to make good flow is HARD
most artists can take a greybox and make it pretty
but having it be well designed and fun to play? much harder
What is "well designed" and "fun to play"?
And vice-versa, level artists will just throw boxes and chest high walls everywhere with no regard for how it looks in the end.
The two professions are directly at odds with each other a lot of the time
I think most people people do that, despite how good they are technically in something. They do not learn or understand the basics of composition and other skills.
That's why I lectured my class mates in college the value of technical know how, even for artists.
Then got chewed out. ):
How safe are blueprints that are being packaged? Will hackers be able to extract blueprints (.uasset) from the .pak files?
if they try hard enough, probably
@tranquil bloom Anything in your game is somehow extractible, to a point
Heavily optimized C++ code, nativized Blueprints are probably quite hard to extract
You need to ask yourself what's the risk here
so guys I got a noob question, I just started playing about UE Maps/landscape/level or whatever you call it, so I got a map and my friend got another terrain/map is there a way to merge those two? I don't wanna rebuild his map and put it in my map
If you're going to hide your database identifiers in there, don't
Yeah, that's what I thought, we don't put anything valuable on the client-side though
Just never, never, trust the client 😛
Exactly
I was just wondering if the original state of a blueprint could be extracted from a pak file
@tranquil bloom was wondering about that too, and can they extract the mesh and materials from .pak, i really don't know
I know they can extract assets (animations, models, meshes, textures, ..)
In it's pure form
I've seen whole games being reversed engineerd, I'm sure its possible with .pak and .uasset files too
My understanding is that Blueprint graphs are not included in cooked assets
Reverse engineering is always possible
Not straight up extraction
Stranger, ty!
Was going to ask that
So stranger, if they don't have the Blueprint graphs how usable are the blueprints then?
If you just have the bytecode ...
Blueprints get compiled to bytecode (or C++, with nativization)
@cloud cobalt have you seen that ue4.19 has an encryption setting?
So you have the bytecode that's extractible, again, if you're reverse-engineering the thing
it can encrypt the fuck out of the .pak
Encryption on PC is worthless
seems to work for fortnite
at least it makes it so much harder to just pop open the .pak
The key is stored somewhere
It's a cool first line of defense but it's literally impossible to have user-tamper-resistant software on PC
of course the users can attach a debugger to grab the 3d models
Encryption is only viable as a tool for, say, prevent people from leaking the incredible endgame plot points in the first week of your MMO
Stuff like that
Like what's going on with the sky in Fortnite
Encryption works well enough for that because it prevents snooping around easily
excuse me bros,sorry to interrupt but sirs do you know how to connect 2 different map? I got a jungle map and my friend got a beach map, can I connect them without manually placing assets to imitate the other map?
Stranger, do you know the method in Unreal Engine core responsible for cooking the assets?
@tranquil bloom Cooking is a fairly involved process, depends quite a bit from asset to asset
I don't know much about its internals
Okay, I can tell assets are being cooked differently
For example audio file vs blueprint, it's cooked in a different manner
I want to know the internals :p
@plucky reef there is a article on the ue4 docs about merging maps
I would like to change the behavior of cooking.
Can't find it in the UnrealEngine release source though 😒
@whole quarry thanks sir, I guess I just have to find it out, thanks! At least I know it's possible, I wanna make it a sub level for my map, thanks again
@plucky reef some links I quickly found on google:
https://forums.unrealengine.com/development-discussion/content-creation/50719-merging-multiple-terrains
and
https://docs.unrealengine.com/en-us/Engine/LevelStreaming/WorldBrowser
and
https://answers.unrealengine.com/questions/73123/how-to-combine-2-levels.html
Im trying to use the Blueprint Variable Map and If im right its TMap in c++ but i added it and somehow im getting Conversion error in c++ how is that possible?
TMap<EStats::Stats, FStatsData>
need to see the actual error message
compiler output
whatever
"car is broken what do" doesn't help much
'void UStatsFunctionLibrary::GetStatFromMap(EStats::Stats,TMap<EStats::Stats,FStatsData,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<KeyType,ValueType,false>>)': cannot convert argument 2 from 'TMap<TEnumAsByteEStats::Stats,FStatsData,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<KeyType,ValueType,false>>' to 'TMap<EStats::Stats,FStatsData,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<KeyType,ValueType,false>>'
can you make a print screen of your "Blueprint Variable Map" ?
enum and structure?
yes
why not put the enum in the structure, and not use map? 😬
Then i will have a Array i know what you mean but i wanted to try map with this because its for some functions in the Bleuprint easyer
I have a Example in bleuprints the game and i want to set it to C++ some functions
can you wee what i mean @whole quarry
I don't recall giving launcher a permission to launch on it's own 🤔
Epic pls, stop trying to fish data
if you want my dxdiag, ask nicely
You probably did when accepting some 45-pages EULA
That's not how things work.
Especially something financially binding like the UE4 agreement
So what if thats not how it works. If we all continued how things are, we would still push people in the fields
45 pages is way to much
¯_(ツ)_/¯
That's still not the point
And 2 pages is too little to be watertight in court
Read what you agree to
That's it
If you get sued by Epic asking you for $5M you're not going to say "TLDR"
You're missing the point Stranger...
42. Accepting our EULA grants us the right to sell you our new "Epic Games Washingmachine!".
Or rather
Im not saying you shouldnt read it, or scrap it. Im just saying 45 pages is too much for an EULA, should be like 2 pages..
Sure we never read most of that stuff, but you really do need to read it when you release your game, because there is plenty of required stuff in there
And it's not really 45 pages either
42. With accepting our EULA blindly like you do with all others, you also bought this nice new set of knifes!
The point is, even if it was 500 pages, you still really should read that ¯_(ツ)_/¯
Correct
Or get a lawyer to make a TL;DR for you
If it's 500 pages
Because no possible way are you going to comprehend 500 pages
It's like agreeing to Epic's EULA and then crying that they take money from your Kickstarter.
The UE4 EULA is something like 5-10 pages printed, looking at it
UE4's EULA is fine. The wording could be a bit better but that's it
It's the usual laywer talk
It's really not that bad. Write your own terms and conditions for something and the jargon becomes like reading anything else.
Where you aren't sure wtf they actually want
And sure enough, here it is @paper kernel - "You acknowledge that, as a default setting, the Engine Code will collect and send to Epic anonymous hardware and usage data from end users of Products"
Not exactly what you were talking about (this is for your users, not you directly) but you get the idea
I know not everyone is doing a commercial product, but I still have no idea why people don't pay more attention to stuff like that
I was surprised yesterday too that Epic Launcher launched on its own when I booted up my computer. I've never set it to auto start :/
Can't say I'm ever surprised when a new program auto-launches. Mostly every new installation seems to have at the very least a background process started on boot.
it wasnt a new installation, its there for 2 years+
never started on its own, until yesterday
I've had the engine for 4 years, never had the launcher auto-launch. Check the setting, might have been a bug
Oh, interesting.
Is there an easy way to customized the DefaultEngine.ini to use multiple different Online Subsystems based on the targeted platform the game gonna be currently packaged for?
Don't believe so, but I'd love to know
If not, branches in source control can work well
@valid dew there is a plugin tool, not sure if it can do that, it was developed by @vale halo and is available on the marketplace
I'm afraid it doesn't currently have that functionality, but it does sound interesting so I may look in to that in the future (no promises though)
@whole quarry thank you. gonna check this out later
I wish it was easy to make a own OnlineSubsystem 😛
does shader complexity take into account number of polygons as well?
or is it solely material?
@warm mountain you mean the shader complexity debug view ?
yup
nah material only
Nah it's only shaders
gotcha
care for overdraw though
Poly count is hardly a big thing these days, unless you're on mobile, or you're doing nonsense
fair enough
i'm just making some modular assets and some higher poly versions
that would be needed for close up in the future
how about using lods ?
My take on polycount is, make it as high poly as it needs to not have visible polygons in intended use, while still being careful
LOD does the rest
just practicing UV mapping and texture density right now
gotcha
well they are mostly pretty low poly as it is
you could use LOD0 as your ultra high poly model, and cap it at LOD1
ah nah
this isnt highpoly at all
i'm not doing mobile
just a simple zombie killing game
but with super powers haha
gotcha
If they're needed obviously
you wont make LODs for a cube for example
occlusion culling will do the work at long distances
That's automatic
the engine will do it
It's called mipmaps
ah
mipmapping
nice
😄
very cool haha1
nice
does it also handle the camera view as well? In the sense that it would lower or remove objects that are not viewable in the camera?
Yeah, that's called culling
unreal does occlusion culling too, meaning an object not being visible by the camera (by being behind another, bigger object for example) will not be rendered
that is good
you can actually freeze the culling in your editor if you want to check how it looks like
Not to mention culling volume to cull object based on apparent size
yeap
wow
have they ever fixed bad performance with HZB occlusion culling btw ?
That feature is so hit and miss depending on the scene
It's more complicated than that
The profiler entry for HZB is kind of a catch all
It's not specifically bad, it's more than other stuff gets marked as HZB
IIRC
blergh
I wonder if there's any custom culling solutions on the marketplace
unity had a few nice custom solutions
What I mean is that it's not the culling
ah yes read your answer a bit too fast
unreal culling is very sophisticated, it works great
but it doesnt cull lights, remember that
Lights are huge fucking mess in UE4
It's really annoying. Basic features are there, but anything advanced comes with massive holes
Skylights look amazing but basically behave as an environment map ignoring geometry, lighting channels are great but are handled in 1/3 of the engine
RTDF has some weird requirements too
Not to even mention the fucking dynamic shadow acne of doom
eh
with RTX we'll at least get good looking shadows
and wont have to tweak the fuck of the lighting to get decent results
The day RTX can run at 30FPS on a single GPU will be a happy day
Will be insane for visuals and non game applications
well, when I meant RTX shadows, I meant only that
should be too much to only use the shadow part
Oh yeah it'll be much cheaper then right?
yup
They plan on just implementing the things that will most dramatically increase quality
That is great
If SSAO can be replaced, I'll be very happy
Metro Exodus will have RTX bits here and there
if we get results like HBAO+ or something similar for lower performance impact
🤤
The future is insanely bright
All this great tech is on the way
Very shortly it'll be possible to get realism in UE4 that could be comparable to offline renders in many ways
Just seeing how much time is spent rendering single frames of offline renders, this makes me so excited
As I can't wait more than a few minutes without being too impatient
UE4 has spoiled me
Yeah that is huge for me too
Can't wait for that
Their tease posts have got me very hyped
Seems they have a good team on that
Can't wait to see what they do
Looks like the lighting team at Epic was teasing more than that
Hopefully this time it's less flashy "dynamic GI now, promise" and more production tools for today
Yeah it seems that way
With some of the names on the team, it will be very cool for sure
And seeing Niagara / Sequencer, Epic know how to properly replace a legacy system!
I'm sure they'll one up the old system by a large margin
Can't really well make it worse !
Dynamic GI now is perfectly fine it if allows the option to bake it
after years and years...
even if the dynamic GI runs at 5 fps
its still great as previews
then you hit bake and it bakes in a min or two
this would be a huge boost
i have a question...how can i sync player movement with camera in TopDown Example?
like...when i press W my character start move forward but when i rotate my camera 90 Degree
the character move right or left(depend of rotation)
instead of changing direction
someone?
idk how topdown looks like but seems you just want to move to the same rotation as the camera is?
instead of applying movement to the player foward vector, apply to the camera Up vector (or whatever fits)
helo guys I have a mew computer and I install my unrealengine
but I have a problem
where I can setting my graphics settings as far epic and these?
can you say me the steps?
Was about to give a lmgify link 😢
thank you I will check
@digital anchor
yea something like u said
but idk how to do that
so i will figure it in 1-2 hours...
or i will search for a video on yt
tank you I checked it
my settings are on epic and I work with 120 fps-cool
I am with Core I 5 and Nvidia Geforce 1030
why?
is it the DDR5 1030 ?
damage control
if it was the DDR4 one well 😅
Heh, I doubt anyone here can help me, but my project is crashing every time it auto-saves these days. Here's what the log says when I crash:
[2018.07.11-13.37.10:389][645]LogWindows: Error: Assertion failed: !Export.SuperIndex.IsNull() [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SavePackage.cpp] [Line: 4659]
[2018.07.11-13.37.10:389][645]LogWindows: Error: Export Struct (/Game/GameLogic/PlaceableObjects/MovingProp_SlidingActor.MovingProp_SlidingActor_C) of type (BlueprintGeneratedClass) inheriting from (/Engine/Transient.REINST_MovingProp_GridBased_C_1794) of type (BlueprintGeneratedClass) has not mapped super struct.
If you have any ideas at all please let me know!
but my ram is DDR3 8GB Ram DDR 3
It might not help to fix it but you can disable auto save in the settings for now
Yeah, I've done that
The bindings menu in the project settings is pretty iffy, stuff folds by itself when you want to rename and generally is annoying. Anyone else has that issue?
in visual studio how do i compile my code without opening unreal engine and compiling in there
F7
Guys do you know why after 4.19 the right click drag scrolling, in the content browser or any other scrolling area, no longer keeps its scrolling momentum?
I only found another guy that asked the same question... but nothing else. https://answers.unrealengine.com/questions/801702/419-right-click-drag-in-content-browser-no-longer.html
i have a question...how can i sync player movement with camera in TopDown Example?
like...when i press W my character start move forward but when i rotate my camera 90 Degree
the character move right or left(depend of rotation)(edited)
instead of changing direction
come one man
so W is always forward for the camera?
camera is above my character
and i can rotate with q and e at 90 degrees
but character sill move forward if i press W
You could use a variable
not sure if thats the most efficient way
You could also just check the direction the camera is facing in the blueprint
i give up
😦
I don't know what you tried but just using the default third person project and moving the camera seems to work the way you want it. The default Top Down template does not have keyboard control so we have no way of knowing how you are doing your movement code to help.
can anyone suggest me a tutorial on procedural textures
I want to make a grass like texture
There's a wiki https://wiki.unrealengine.com/Procedural_Materials
I always like the epic wikis
everything just went off my head @next ivy
how far will I get on a 256gb ssd for OS and UE4...?
source or launcher?
it might work
depending how large your project is
and how much other stuff you try writing to the ssd
Wouldnt be too difficult to migrate later if I need to I guess
Just getting tired of loading screens xD
just play it safe and get a 500 one
Epic is so fucking stupid. They change the Initialization Order of Animation and Component every other version.
4.19:
Component Activated (Dispatcher) first,
Event Blueprint Initialize Animation second
4.20:
Event Blueprint Initialize Animation first,
Component Activated second
does anyone know how i can move the AK around? its stuck in that position no matter where i move it too. its also a skeleton mesh and it only moves when i move its location in maya and then reimport it
@sudden agate That's cause they're trying to improve animation
UE4 has a great animation management system
Its usually best not to update your engine to a new version unless you're starting a new project or need a particular feature
@whole quarry
@whole quarry
@whole quarry Got it working and showing it on screen 😄
Since dropping in materials on my landscape, I'm experiencing some lag/freezing when I release my mouseclick when sculpting / painting my landscape. Its becoming quite frustrating - any ideas how to get rid of this lag?
my favorite part of unreal is that you can crash it by spamming ctrl+z
Don't make mistakes
ctrl z undoes all your work at once by crashing
I've never had it crash
Its either UE or Cry
Cause unity is a modifiable game
I'd switch to cry if it had more developed blueprints like UE
what you mean by modifiable game ?
Is there an approximative release date for 4.20 ?
when is ready
by what I notice should be released between this month and september as limit
several people are going around saying it's going to release this week but I have not found any source for that assumption
Tomorrow. Unquestionably.
why
Mercury is in first house. All major engine releases are timed to astrological events.
🤔 🤔 🤔
can someone tell me the name of this node? its in the material bp
OneMinus
thats it haha thanks
Anyone know the typical lifespan of a SSD? I only use half of it's capacity.
about 10 years
I got mine in 2012. I should probably get a new one in 2 more years?
You can check the health status with various programs
but for that 10 year target, you need cap out the transfer amounts daily
which are in scales of terabytes
Everything is backed up on 3 other drives. No worries there.
I mostly use it for programs, windows.
is unreal engine possible to use to create a voxel based game? (cubes / pixels)
I only use half of it's capacity Why that?
the one I've been using to compile unreal on like 100+ times only reports 13% of its estimated lifetime used so far after 1 year
@bleak heron Talk about timing. I'm working on that very subject. It's expanding out with shadows, particle effects.
Capacity does slightly affect the usage%, which lowers the lifespan
@silver crown No need. Just use the SSD for programs.
@bleak heron I'm going to start reaching out to them on the same subject.
Are we talking Magica Voxel type?
Voxels? Yes, and no it's not easy
Sec... I know a guy.
aka as minecraft type?
minddesk is the website, Quibicle.
yeah similar to minecraft, but less quality.
Quiblicle is the way to go and it works with Unreal.
how a tool can be similar to Minecraft
oh lord
Voxels as you say voxels are different things
I do have a question also regarding voxels for Unreal staff. This is a bit more advanced. It's something already being worked on. So it's not unfamiliar territory. But the questions are specific.
Minecraft isn't a real Voxels game, but cubes, and that cubes are generated, no meshes
As second point you can't do a Minecraft like game with that but looking like voxels thing
Hybrids are pretty much the norm at this juncture.
@bleak heron You'll be set with Quibicle. Industries of Titan if you want to see it in action. On YT or Steam.
so.... this does not bode well for 4.20 this week ```Unreal Engine
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Join us on Thursday at 2:00 PM ET for our weekly live stream! This week we'll be sitting down with Senior Technical Writer @wes_bunn to discuss Maya Live Link which was introduced in 4.19. We'll also discuss some of the upcoming changes coming in 4.20.```
anyone here really good with maya? I have some questions
I chamfered a cube once
Unbelievable
@teal tulip I mean Unity isnt very open
You cant just do whatever you want as much as you can with ue4
Hi I'm reading an old Unreal Engine book and it requires UE4.4.3
Anyone know where I can download VS2013 compiler?
IMO you shouldn't do that
yeah I figured
Lots of stuff changed
but I didn't want to ditch the book
Challenge yourself to update the lesson to the current version of VS and UE4
good idea
I'll see how that turns out
the book is pretty small
plus pictures lol
12 chapters 300 pages
but was it any good when 4.4 was still relevant?
cuz u might have a bad book thats allso outdated 😛
let of self proclaimed UE4 gods that state things as fact that is just straight up the wrong way of doin things
UE4 docs prolly has more than 300 pages might be a good place to start
it also has nice pictures
@plush yew I am.
Opening my version of Maya...
https://cdn.discordapp.com/attachments/390214835444383746/461365319978450965/unknown.png in the original .mb file, the model itself is transparent and blends into the other model (note that the texture does not have an alpha channel, so it can not be transparent). when I export it
it looks like this
I can send you a .mb file that you can look at
Maya does strange things with pngs. Let me check my hypershade
I have a pretty old version, 2008.
Hi is this the section if I want to ask a question?
@obsidian nimbus did you say, "pictures"?!?! I'm there!
Hi i want to flatten normal map by lerping into a plain normal map but im a little confused with the default colour. I checked the flatten normal node and that uses pure blue (0,0,1) colour and i used the colour picker tool from photoshop to pick the background colour for an example normal (0.5,0.5,1). which one should i use?
the 0 to 1 in your color is mapped to -1 to 1 for the normal vector
so to get one that is going straight up you want the vector to be 0 0 1, which means a color of 0.5 0.5 1
There's also literally a flatten normal node you can use.
@manic pawn Im confused. so using 0,0,1 will give the same result?
no
Use the flatten normal material function
It's built into the engine
All you're ending up doing is recreating it. There's no point.
im not using the flatten normal node because of this mateial function im trying to create . I need to add lerp default normal colour and wanted to know what the default colour is.
My eyeeeeeeeeeeeeeeeeeeeees
0 0 1. You have it. You're done.
You're not doing anything the material function wouldn't already do, but there you go, you did it manually.
All you did was flip A and B in your lerp, it's identical otherwise.
Is it possible to create a button within a menu to change the graphic APIs?+
DirectX 10, 11, 12 etc...
i changed it to 0,0,1 but thanks for the help. i was getting confused.😉
Probably, but there's no point. DX10 isn't supported anymore and DX12 isn't ready for use.
should be 0.5 0.5 1 tho
No, it shouldn't.
Is DX12 locked to Win10?
Yes.
p sure the material works in the 0-1 space with normals up till the normal output?
Compared to DX11 is it still a buggy mess or is DX12 ironed out?
Hi everyone 😃
im new to the server, started using UE4 like one week ago and i have a question
Buggy mess still. /:
they are in the end of course but if you get a normal input from a texture it'll be 0-1
No APIs currently work properly on the UE4 for windows except DX11
And no, @manic pawn the engine remaps it
Can anyone help me ?
Ask away Dudawar.
I might be confused when this remapping happens
Why are you arguing when I literally had a screenshot of how Epic made their material function, of all people I think they would get it right
Okay so if you know Pubg, im trying to do something similar
And if you make a normal input 0.5 0.5 1 it clearly doesn't look right if you try it
Basically i want to Have a key (Alt) when i press it, its supposed to disable Yaw but if i hit a certain angle it enables it again
I think i did everything right but
when i run it
I'd recommend switching it to another key. Alt is used on a lot of things.
the Break rotation doesnt work
cause it doesnt show the values of rotation2
thx but does anyone know what im doing wrong ?
Yaw, pitch, roll?
oh didn't realize what that screenshot was. you're right of course @grim sinew
Gimble lock?
??
When i press Alt it sets the location where i pressed Alt / Yaw and pitch then it adds Max and Min volumes
then i need a value so i used event tick and rotation2 to set the value
If value goes over max or min
To avoid overlap I would set a another local group to do exclusively one thing, yaw? Any devs on want to give a crack at this? I'm more of a Maya person.
it enables yaw
hmmmm.... anyone?
Also when i hit play and clicked Alt (my event key) everything worked but the second break rotation (the one that is connected to rotation2) it showed random values....
Im going off soon ... if someone could help me i'd apreciate if you would DM me 😃 thx
so if my game is using a dedicated server, I have to package the game every time I make a change?
Or at least every time I want to test using a server
Shouldnt have to. You can test with the editor against a dedicated server unless you mean you have to build the dedicated server to test the change
Oh so I don't have to update the server with the game?
i'm getting weird framerate drops in 4.19 randomly in editor, anyone know what's up with that
nothing to do with my code since it's happening even when the game isn't running, whole engine will just start running bad after a few hours of being open and then I have to restart my computer
usually getting 120fps and it'll start tanking after a few hours
didn't happen in 4.18
4.19 & 4.20 Editor & Packaged Games Have Hangs/Hiccups Constantly
After hours of detective work and deleting BP and everything but the kitchen sink out of the Project - the problem was the kitchen sink, the free Epic ShooterGamePack Particles:
don't have those tho
lol
alright
Now that you mention it I get those hiccups frequently...
ye it's annoying as fuck because sometimes I can't tell if I programmed something poorly and it's causing a memory leak
lol
I get those hiccups in a codeless project while placing stuff into the level
260mb for a dynamic lighted map
what the hell....
landscapes are big
@obsidian nimbus Yeah now I remember why I bought a book: the online docs are always outdated or don't work. This isn't the first one I've found.
https://docs.unrealengine.com/en-us/Programming/QuickStart?utm_source=launcher&utm_medium=ue&utm_campaign=uelearn
nvm
The docs are more up to date than a 4 year old book
what is that effect that really blurs the game when you turn in a heavy alpha area. Its not motion blur itself, I almost want to say its an AA setting that does it. It's almost like the game is smearing or lagging behind in rendering if that makes sense.
the c++ docs also have less content than a kindergarten book
@remote roost havent had a look, i just trusted itd be worth it. any suggestions?
Temporal AA causes stuff like that sometimes.
That was my thought as well
Can post process volumes blend instead of the one with higher priority disabling all the others?
@hollow crescent The UE4 docs mainly have focus on Blueprint as they want people new to programming to be able to jump in with relative ease and get around with lots of hand holding, so the C++ docs have taken a hit because of that. It's good for finding stuff like the IWYU headers but for actual implementation it's lacking
guys
can anybody help
me
for making my crowbar destroying the
plank
any tutorials?
Dunno if this is the right place to ask this, but can someone please help me get global illumination to work? Do you still have to mess with the .ini file or is it on by default?
Sorry, I meant real time. Not baked lighting.
there's no such thing in UE 4
Uh... what?
only option you have is light propagation volumes
but they're crap, slow and really short range
and they only do one bounce
Oooooh. Apparently DFGI was abandoned. That's what I was referring to. Was gonna see if it had any significant progress made.
Nope. 😦
yea that was abandoned years ago
for a good reason imo
considering how slow simple DFAO is
"simple"
@honest vale slow enough to run at 60 fps on ps4 base
what, in fortnite?
the cost is still measured in milliseconds
it is relatively slow
So can anyone point me in a decent direction to learn about hyper realistic lighting?
This is the place to show, share, and link to your stuff!
Thanks. I'll check it out. 😄
Is steam the only major platform for creators to publish games? If not can someone link me?
Thank you
Mostly Steam has 80% market share and GOG 20%
itch isn't known to generate sales
GOG picks their games too
So Steam is usually the only choice
what should i select for unreal engine i7-8700K or Ryzen 7 2700x ?
does gog actually has 20% market share? 😄
@plush yew you gonna do programming?
hmmm, I've been pretty hard strict on just using C++ and only using blueprint when it would be like 10x harder to do something in C++, but it is pretty fun to tie shit into blueprint using C++ I have to admit
for code / lightbuilding i think the ryzen would be the better choice
for gaming almost nothing beats the 8700k in that range imho
I'd be surprised if GoG's market share was anywhere near 5%, let alone 20
they don't give out a lot of numbers, but they've apparently sold 0.75M units of the Witcher 3 on GoG, which compares with 5M on Steam - but that's just one game, and it's their own
so even for their own game, they only sold less than 20% of copies on their own platform
True
What I really meant was - if your game happens to be on GOG you might have 20% there
Because it offers much more visibility
a game like the Witcher 3 doesn't exactly suffer from visibility issues though
I mean, maybe you'd get more on GoG simply by being there and being visible
but I'd hazard a guess people are much less likely to buy incidentally discovered games through a non-Steam platform
Humble sells but you're also very likely to have half the keys resold on G2A after the fact
Steam > Humble Bundle > GOG > Every single store on the net with discounts > Itch.io
Itch developers don't even calculate the sales price based on the VAT
as result the games on sale are even more expensive than the same game on Steam at no discount
I think we agree that itch is worthless economically
Told they, but these guys give a shit
if you sell a copy of a game on Humble, you've sold a copy of a game, so tbh, who cares if it gets sold on G2A afterwards?
@wary wave You mean unit sale, or bundle sale ?
either
Was thinking of bundles here
because you've agreed to the terms of the Humble sale already
I'm talking about no Bundles Store from Humble aswell the Widgets that every single indie add on their web
Bundles aren't a great deal, you're going to sell at -80% for a high chance to have the key resold and undercutting you
Well yeah, I'm just saying it's not 100% a good idea
People use the Humble Widget in their web, the wiki says was the 5% split Humble / Developer
but the whole indie devs complaining about Humble keys being sold on other storefronts after the fact is massively disingenuous
you sold the game at the price you agreed to sell it at
well, if you sell the game at Humble Store and Steam at same price, they can take as many keys as they want
I also don't believe many Humble keys actually end up on key sites anyway
mass purchasing Humble keys isn't exactly easy
Yeah I'm not saying you should complain about resale on bundles, I'm saying you should expect it as par for the course
I don't want any money atm, I just want a way to beta my game privately with a few friends and colleagues.
Will humble or GOG do that?
you can do that on itch too
Thank you, I'm new to this if you can't tell lol.
GOG won't
GOG is the hardest store to get on
For private sharing you might as well use dropbox or something 😃
Itch or Steam offer feature for alpha/beta testing
Hey everyone!
I got a question about class variables, and I posted it in the blueprint channel, if anyone knows about the subject or is willing to help, do check it out
thank you!
@tall pendant On Steam you'll need to pay $100 before that though
@cloud cobalt Oh. He asked for free options? Totally missed that.
like strict curation vs. open flood gates
He didn't, but he said it was for playing around with friends
Guessing $100 is a but much for that
Can i Disable with error From Generated with a pragma ?
@cedar snow Way less games, strict curation, we actually can't get there ourselves 😃
uh ok 😦
Steam does minimal checking, manually reviews your store page, ensures your game runs on a clean Windows machine, and has a third party review your tax status for real companies
itch is fully open
https://www.gog.com/indie
amazing, no listed requirements, nothing
Download the best games on Windows & Mac. A vast selection of titles, DRM-free, with free goodies, customer love, and one fair price for all regions.
Yeah, they don't require anything - just mail them, wait two months for feedback, if you have a great game you might get through
do they actually tell you why your game didn't make the cut?
In our case, they said it was a bit rough around the edges and too small
tho on Steam we already had "games" without an executable
so my guess is Valve doesn't check at all
that's at least some feedback
@tall pendant Valve really does check your executable
You can have your store page up without one, sure
Once you upload it and ask for their confirmation (required for release), they'll test that it does run
We failed the first test because one of the VS redist was missing
Valve requires a working game, a store page that's not misleading, and a real tax status if applicable - they're serious about that, the rest they don't care
@tall pendant Dunno how that happened - they might have had the game working at one point and then removed it
All I can say is that Valve does check once before you can actually sell your game
I can also confirm that Valve does not check any subsequent update, so there's that
i've just read the thread about Quats in Blueprint and how everyone bashed Epic for stripping functionality away from Blueprints :o
Epic simply doesn't use quats all that much
So they probably never even saw the need
can anyone help me with blender
@leaden dust why the IGN tag?
@whole quarry I usually am in game discords so I put that there for that, I forget to change usernames
would like to have everything exposed to blueprint (except helper functions)
so no Imagine Games Network affiliation?
by redoing the topology
@leaden dust Well, might want to have this triangle-junction not be a junction
Really, you might want to avoid 45° angles alltogether on a car mesh
Yeah, that's fine, we all start somewhere 😃
Locally, at the face level, faces should look basically like squares
kk
@leaden dust check out this series: https://www.youtube.com/watch?v=yi87Dap_WOc
It will address those basics 😃
Blender modelling tutorial, showing you how to model an anvil. Part 2: https://www.youtube.com/watch?v=WxMwa0njGSM Reference Photo ZIP: https://drive.google....
Then you need to look at reference topology solutions - people figured out plenty of ideal solutions to usual nasty problems
@cloud cobalt srry was doing something
thx for the help
I actually have done the above tutorial
till the texturing part
I don't really like texturing and stuff so I let my friend handle that
Finally, be careful with your polygons - try using as less as you can. This isn't about optimization - it's about having surfaces you can change easily. Your care seems fairly dense right now, I think plenty of loops could go.
Any 3D Artists wants to team up ? 😬