#ue4-general

1 messages · Page 273 of 1

manic pawn
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the ark one is straight up unusable - everything takes years and it ran out of memory on 32GB

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the bus simulator one is completely broken

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only robo recall seems to work well

grim sinew
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The kite demo can run out of memory on 32gb as well, that doesn't mean much

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Unreal is a memory killer on big projects

manic pawn
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I was only looking at some blueprints lol

next ivy
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At least memory is really cheap

manic pawn
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what world are you living on where memory is cheap

next ivy
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And most computers come with four slots

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Comapred to video cards and processors

manic pawn
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memory is 2-3 times as expensive now than it used to be 2 years ago

grim sinew
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"At least memory is really cheap" Hahahahaha no it's not

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Memory prices skyrocketed

next ivy
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It has gotten expensive yes - but its still better than processors/video cards

grim sinew
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They're double the cost they were last year, for the exact same parts

next ivy
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Though video card prices about to go way down

grim sinew
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They already have

next ivy
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Well Nvidia is making like a crapton of 11-series this time around

manic pawn
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they have? 1080ti is still 800€ here

next ivy
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way more than 10 series which was a disaster

manic pawn
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which is the same price I bought it on launch day

next ivy
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Plus the stock markets seem to indicate that mining was overblown (which was predictable)

grim sinew
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They have a huge excess of 10 series GPUs

next ivy
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They didn't

grim sinew
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I think like 300k sitting around in some warehouse

next ivy
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Its still cheaper to buy a prebuilt than build your own if ones available

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Their stock is still gonna skyrocket

manic pawn
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where are you seeing prebuilts that are cheaper

next ivy
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I'm currently eyeing an $1150 GTX 1070 16gb i7 8700 w/ SSD

manic pawn
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lol

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comparable ones in germany start at 1700€

next ivy
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yea

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US is the place to be when it comes to tech

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Germany has great sound engineering though

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Beyerdynamic and such

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The one I'm looking at is from the dell store the inspiron gaming

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Maybe check to see the pricing on it since I assume dell ships international

manic pawn
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which one

next ivy
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5680

manic pawn
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not seeing any with a 1070

next ivy
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you have to hit next page

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Unless they dont have it in germany

manic pawn
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all 12 have a 1060 6gb

manic pawn
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it says $1299 tho

next ivy
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It went up $100.00 this week I guess and there was a $50.00 coupon

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there's also a few $1100-$1200 of similar specs at the micro centers around here but you wouldnt have those in germany

high stone
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Wrong chat. What I meant to say is it's getting cheaper to buy a new PC.

manic pawn
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not here lol

high stone
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If I wanted to build a PC in January, $2k. now it's $1.3k.

manic pawn
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prices dropping everywhere, meanwhile, nothing changes here...

high stone
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What are you looking to get? High end CPU? GTX 1080?

manic pawn
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nothing atm, maybe the gtx 1180 when it releases

high stone
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Good luck! That's like finding gold.

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Prices will be obscene.

manic pawn
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the 1080ti was 800€ on launch and is still 800€ today

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0 improvement

high stone
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Yeah. I went with the 1060 for that very reason.

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I thought I was getting ripped off. Got it on sale for $200 before the bitcoin craze.

manic pawn
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still not good enough to play modern games on 3440x1440 100fps

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:(

high stone
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Bah, emulate NES Tetris. 8k 240 fps!

bitter iris
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800 euro for a 1080 ti?

high stone
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Anyone have an 8k monitor that can confirm that works?

next ivy
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Nah Nvidia's stock is way up on the 11 series

bitter iris
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people are selling them here for £510-£550

next ivy
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1080 wont be hard to find

manic pawn
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do 8k monitors even exist?

next ivy
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even at launch

high stone
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Yes, Tim has an 8k. Owner of Unreal.

next ivy
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You wouldnt want an 8k monitor

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For pretty much anything lol

manic pawn
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what do you do with it? lol

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can't play any game on it

high stone
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Tim's probably working on Unreal 7 or something. Mind blowing graphics.

manic pawn
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just call it real engine then

high stone
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Don't give Mega64 any ideas.

next ivy
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Windows would look like shit on it

high stone
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Yeah, you pretty much have to use Linux by that point.

manic pawn
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I guess you could have ultra sharp text

next ivy
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Wish we could all use LInux

manic pawn
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how would windows look bad

next ivy
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But Maya doesnt have linux

high stone
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The zoom would need to be 10000%

next ivy
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so I have to use windows

manic pawn
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dpi scale works just fine

next ivy
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Plus from what I hear UE4 doesnt run on linux that well

bitter iris
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considering a 1080 can bearly get 90 fps on gta 5 i have no hope for 8k monitors

manic pawn
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you wouldn't use that at 100% scale lol

bitter iris
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ik lol

next ivy
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I mean that might just be GTA V

high stone
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I am curious why he has an 8k. Must be up to something big on it.

next ivy
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Some games are better than other at squeezing performance

bitter iris
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metro last light 4k does 95 fps

next ivy
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Metro last light is incredible

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Graphically

bitter iris
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ashes 45 fps 4k

next ivy
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Their lighting is like top notch

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Best lighting of any game

bitter iris
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BTW these are just 1440p tests

high stone
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I'm getting a 4k monitor. Will 60 fps be fine for most games? Gtx 1060.

bitter iris
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1060 will bearly do for 1080p lol

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play medium or somethin

next ivy
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1060 is kinda a dumb product imo

high stone
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1060 does 1080p easily.

bitter iris
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nope

manic pawn
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60 fps feels like a slideshow after having seen 100

next ivy
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1070 is the safe option

high stone
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Dude what are you running?

next ivy
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1060 is risky

bitter iris
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2 1080 ti's

next ivy
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for some things

high stone
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I had zero issues on my 1060. Dues Ex Mankind ran on max settings no problems.

bitter iris
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1080p?

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what fps

high stone
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yeah

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60

next ivy
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what fps?

bitter iris
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capped ?

next ivy
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consistant?

high stone
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Constant.

bitter iris
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hmm

high stone
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Maybe you got a bad 1060?

next ivy
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I mean I'm running a 660m lol

bitter iris
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i have 2 1080 tis dude

high stone
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I'm serious. You should have no issues on 1080p with a GTX 1060.

bitter iris
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never owned a 1060

next ivy
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I'm sure you will with some games

grim ore
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I am using a 1060 on a 7300hq laptop right now and no problem with any games I tried

high stone
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Black Desert max settings. Only lag with 100 players on screen. Luckily there's a turn off extra players option.

grim ore
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sure I can't do insane quality but high works most of the time

high stone
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Agreed

bitter iris
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looking at benches for Deus Ex (I5 7500, 1060, gets 45-62 fps

next ivy
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Yea it'll work on high

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I thought we were talking like maxed out graphics

high stone
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I have no idea how you're going below 60 fps on Deus Ex Mankind on a GTX 1060.

grim ore
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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 =/

high stone
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It's all about hiding the players Mathew.

next ivy
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Sometimes its the games fault

bitter iris
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not bad

next ivy
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Did we ever decide if hairworks-gate is a real thing?

bitter iris
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@high stone what cpu you got

high stone
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I'll pick up a GTX 1160, or 1170 next year. Just hope my 4k screen looks good.

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I will be getting a 8700k.

next ivy
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Is the 8700's extra 2 cores really good for ue4?

bitter iris
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got now

high stone
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8700k is a real upgrade in CPUs. Intel hasn't done crap with their processors in a long time.

next ivy
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yea cause amd

high stone
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Thank god for AMD.

bitter iris
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meh lol

next ivy
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Intel is still better lol

bitter iris
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ipc is low af on amd

next ivy
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AMD just nudges them sometimes

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same with nvidia

high stone
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Also they fired the CEO. So bright times ahead. The CEO had issues gallore.

bitter iris
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huh?

next ivy
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Assuming the new ceo is better

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And assuming CEOs have all the power in a public company

high stone
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Intel CEO was the reason for the price fixing, lack of upgrades and bizarre decisions to push tech no one wants.

next ivy
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Im interested in the recent partnering with AMD and Intel

grim ore
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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.

high stone
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My family used to work at Intel. I was told the CEO ran the company like Retail. Glad he's gone.

next ivy
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They made a integrated graphics chip together

bitter iris
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Raja left on leave then went to intel was never fired

high stone
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We should see really good stuff in the CPU world in the next few years.

next ivy
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Will the "Game Development with C++" Visual Studio package let me compile my project?

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Had to uninstall because whatever I currently had wasnt working

polar hawk
next ivy
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or do I need "Desktop Development..." too

bitter iris
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To package your project?

next ivy
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Yea

bitter iris
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I have Visual Studios 2015 and Windows SDK 8.1

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do you not have them or

next ivy
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Yea see IDK why it wouldnt let me

polar hawk
next ivy
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It shouldnt have had an issue I had 2017

bitter iris
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you need 2015

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mine never worked for 2017

next ivy
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I always used epic game's version before but I'm doing dedicated servers this time around and apparantly I need a source version

polar hawk
next ivy
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Should work with 2017

polar hawk
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birdupvote

grim ore
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2017 should work fine for 4.18 and later, 4.20 actually switches to windows 10 sdk and VS 2017 by default

next ivy
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running 4.19

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Interesting on 4.20 tho

polar hawk
grim ore
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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

polar hawk
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next ivy
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Heh alright thanks

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I didnt mind epic game's system

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it loaded pretty quick

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But I need source now I guess

grim ore
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yeah the game dev for C++ is intended to give you all you want so it really shouldnt hurt

next ivy
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I will never understand how visual studio takes so long to install

high stone
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Computers live on C++. Amazed we've been using it since 1999.

next ivy
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A friend of mine was trying to install it and he had an old computer and it literally took him like 24 hours

polar hawk
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💵

next ivy
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Well fortran was a mess

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I still really enjoy python but obviously its not made for this kind of stuff

polar hawk
next ivy
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But man for doing scientific calculations python is awesome

grim ore
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yeah I installed VS 2017 for work on a pentium J machine and it was annoyingly slow with the 5400rpm hdd

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well python editor scripting is in 4.20 so have at it

next ivy
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Oh really?

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O.O

high stone
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I've used basic, pascal, unix, C to C++, Visual C++, etc. C++ FTW.

next ivy
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Is it a wrapper?

grim ore
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yeah you can use python in the editor for utilities and automating stuff

high stone
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Never used python. Where does it rank?

next ivy
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Its very high level

polar hawk
next ivy
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Yea you can use swig in python to call C++ classes which is great for things like matricies

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though iirc fortran still processes matricies faster than c++

polar hawk
high stone
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So if I were to hire a programmer for using the Unreal engine. Should I require python?

next ivy
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So I imagine ue4 just uses the wrapper

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No python would be a behind the scenes thing if its not coming till 4.20

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We need to rewrite UE4 in fortran

grim ore
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yeah python is just for helper stuff, its not for actual game code

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like if you want to automate importing and stuff like that

polar hawk
next ivy
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Oh its editor only

high stone
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Phew.

next ivy
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You couldnt like use scipting like a blueprint

polar hawk
next ivy
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Like Skyrim has their own scripting editor

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that they use on quests

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I thought it was like that

polar hawk
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🚷

grim ore
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nah that would be something like skookumscript

high stone
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Got to see the coder of Skyrim at GDC. He was very 'confident' in his work. It was an interesting presentation.

next ivy
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I'm guessing this is mostly kinda like batch operations +

safe rose
next ivy
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I dont know why he didnt just copy python

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or something

polar hawk
next ivy
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From the documentation :::
Imports a Datasmith file
Replace Material
Merge Actors
Level Editing
Content Browser
Convert Actors
Join Actors

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Basically just advanced batch operations

polar hawk
high stone
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GDC should be a requirement for everyone. Makes it easier to find new applicants.

polar hawk
next ivy
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I dont think they could fit everyone

polar hawk
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high stone
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Just annex the nearby buildings and that should cover the space issue.

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Put up pirate flags.

polar hawk
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🇺🇲

next ivy
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Technically you could set up swig to work with ue4

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But idk why you would

polar hawk
next ivy
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I think Allar likes emotes

polar hawk
next ivy
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Visual studio - the only program that takes longer to install than it does to download no matter what your internet connection is

high stone
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I didn't have any problems with Visual Studio. Looks back at his copy from 2008.

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I should probably upgrade.

next ivy
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Probably dont remember how long it took

high stone
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That could be it. I need to reinstall a ton of stuff when I get my new PC.

next ivy
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VS is like the only microsoft product that I think has gotten better with age

high stone
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What about Silverlight? /wink

storm venture
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The lightmaps look good, I'm using the gpu lightmass, hoping I just missed something simple

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It's so weird, the glow is on the wall, baseboard, and floor. All separate meshes with simple lightmaps

high stone
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That's... sec. I think caustics for light bleed.

naive forge
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@somber tundra owo

somber tundra
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uwu

winged crypt
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any gamelift users?

next ivy
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Finally building project

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Microsoft -_-

next ivy
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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 ?

weak peak
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hello again guys, got a cople a dumb newbie questions

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im trying to make an inventory system for an RPG game that will have a ton of diffrent items types.

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in this case would it be better to use various arrays to store the diffrent item types to help sort them in catagories?

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or should i just use one super array for all the items?

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logic tells me to use various arrays for the various item types/catagories

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but i figured id ask just in case

cinder iron
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One array and filter by tag/byte.

weak peak
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ok thanks

gaunt frigate
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Does anyone know a good place to learn PBR Texture Creation in Unreal Engine?

grim sinew
gaunt frigate
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I don't know where to ask texture questions. Those three made sense.

grim sinew
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It's not only overkill, but it's against server rules.

wary wave
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textures = graphics

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unreal chat is also possible

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why would it go in level design :/

sudden agate
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just ask where to post first and everything is fine :D

cloud cobalt
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People outside the industry don't know the terms. game design channel gets plenty of tech questions all the time

wary wave
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more often than not, which is a bit depressing tbh

gaunt frigate
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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.

grim sinew
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Level designers worry about gameplay, not the visuals, a lot of the time

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Figuring out how to make a space play well and how to make a space look nice aren't exactly the same

gaunt frigate
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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.

grim sinew
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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.

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Just put questions where they're best suited.

frank escarp
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and finding level artists that actually know how to make good flow is HARD

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most artists can take a greybox and make it pretty

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but having it be well designed and fun to play? much harder

gaunt frigate
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What is "well designed" and "fun to play"?

grim sinew
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And vice-versa, level artists will just throw boxes and chest high walls everywhere with no regard for how it looks in the end.

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The two professions are directly at odds with each other a lot of the time

gaunt frigate
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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.

high stone
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That's why I lectured my class mates in college the value of technical know how, even for artists.

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Then got chewed out. ):

tranquil bloom
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How safe are blueprints that are being packaged? Will hackers be able to extract blueprints (.uasset) from the .pak files?

whole quarry
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if they try hard enough, probably

cloud cobalt
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@tranquil bloom Anything in your game is somehow extractible, to a point

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Heavily optimized C++ code, nativized Blueprints are probably quite hard to extract

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You need to ask yourself what's the risk here

plucky reef
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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

cloud cobalt
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If you're going to hide your database identifiers in there, don't

tranquil bloom
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Yeah, that's what I thought, we don't put anything valuable on the client-side though

whole quarry
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Just never, never, trust the client 😛

tranquil bloom
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Exactly

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I was just wondering if the original state of a blueprint could be extracted from a pak file

plucky reef
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@tranquil bloom was wondering about that too, and can they extract the mesh and materials from .pak, i really don't know

tranquil bloom
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I know they can extract assets (animations, models, meshes, textures, ..)

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In it's pure form

whole quarry
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I've seen whole games being reversed engineerd, I'm sure its possible with .pak and .uasset files too

cloud cobalt
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My understanding is that Blueprint graphs are not included in cooked assets

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Reverse engineering is always possible

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Not straight up extraction

tranquil bloom
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Stranger, ty!

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Was going to ask that

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So stranger, if they don't have the Blueprint graphs how usable are the blueprints then?

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If you just have the bytecode ...

cloud cobalt
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Blueprints get compiled to bytecode (or C++, with nativization)

frank escarp
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@cloud cobalt have you seen that ue4.19 has an encryption setting?

cloud cobalt
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So you have the bytecode that's extractible, again, if you're reverse-engineering the thing

frank escarp
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it can encrypt the fuck out of the .pak

cloud cobalt
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Encryption on PC is worthless

frank escarp
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seems to work for fortnite

tranquil bloom
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Exactly encryption is worthless

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It's client-side lol

frank escarp
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at least it makes it so much harder to just pop open the .pak

tranquil bloom
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The key is stored somewhere

cloud cobalt
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It's a cool first line of defense but it's literally impossible to have user-tamper-resistant software on PC

frank escarp
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of course the users can attach a debugger to grab the 3d models

cloud cobalt
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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

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Stuff like that

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Like what's going on with the sky in Fortnite

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Encryption works well enough for that because it prevents snooping around easily

plucky reef
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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?

tranquil bloom
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Stranger, do you know the method in Unreal Engine core responsible for cooking the assets?

plucky reef
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i dunno if this should be put on blueprint or level-design

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so, my advance apology

cloud cobalt
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@tranquil bloom Cooking is a fairly involved process, depends quite a bit from asset to asset

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I don't know much about its internals

tranquil bloom
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Okay, I can tell assets are being cooked differently

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For example audio file vs blueprint, it's cooked in a different manner

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I want to know the internals :p

whole quarry
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@plucky reef there is a article on the ue4 docs about merging maps

tranquil bloom
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I would like to change the behavior of cooking.

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Can't find it in the UnrealEngine release source though 😒

plucky reef
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@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

rose quartz
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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>

honest vale
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need to see the actual error message

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compiler output

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whatever

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"car is broken what do" doesn't help much

rose quartz
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'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>>'

whole quarry
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can you make a print screen of your "Blueprint Variable Map" ?

rose quartz
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The Values of the Map in Bleuprint

whole quarry
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enum and structure?

rose quartz
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yes

whole quarry
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why not put the enum in the structure, and not use map? 😬

rose quartz
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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

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I have a Example in bleuprints the game and i want to set it to C++ some functions

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can you wee what i mean @whole quarry

paper kernel
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I don't recall giving launcher a permission to launch on it's own 🤔

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Epic pls, stop trying to fish data

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if you want my dxdiag, ask nicely

cloud cobalt
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You probably did when accepting some 45-pages EULA

whole quarry
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there should be a max of 2 pages on EULA's

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nobody reads more than that

cloud cobalt
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That's not how things work.

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Especially something financially binding like the UE4 agreement

whole quarry
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So what if thats not how it works. If we all continued how things are, we would still push people in the fields

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45 pages is way to much

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¯_(ツ)_/¯

cloud cobalt
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That's still not the point

grim sinew
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And 2 pages is too little to be watertight in court

cloud cobalt
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Read what you agree to

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That's it

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If you get sued by Epic asking you for $5M you're not going to say "TLDR"

whole quarry
#

You're missing the point Stranger...

regal mulch
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42. Accepting our EULA grants us the right to sell you our new "Epic Games Washingmachine!".

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Or rather

whole quarry
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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..

cloud cobalt
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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

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And it's not really 45 pages either

regal mulch
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42. With accepting our EULA blindly like you do with all others, you also bought this nice new set of knifes!

cloud cobalt
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The point is, even if it was 500 pages, you still really should read that ¯_(ツ)_/¯

regal mulch
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Correct

grim sinew
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Or get a lawyer to make a TL;DR for you

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If it's 500 pages

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Because no possible way are you going to comprehend 500 pages

regal mulch
#

It's like agreeing to Epic's EULA and then crying that they take money from your Kickstarter.

pine parcel
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@regal mulch Hahaha

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I do need a new set.

cloud cobalt
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The UE4 EULA is something like 5-10 pages printed, looking at it

regal mulch
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UE4's EULA is fine. The wording could be a bit better but that's it

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It's the usual laywer talk

pine parcel
#

It's really not that bad. Write your own terms and conditions for something and the jargon becomes like reading anything else.

regal mulch
#

Where you aren't sure wtf they actually want

cloud cobalt
#

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

whole quarry
#

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 :/

pine parcel
#

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.

whole quarry
#

it wasnt a new installation, its there for 2 years+

#

never started on its own, until yesterday

cloud cobalt
#

I've had the engine for 4 years, never had the launcher auto-launch. Check the setting, might have been a bug

pine parcel
#

Oh, interesting.

valid dew
#

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?

cloud cobalt
#

Don't believe so, but I'd love to know

#

If not, branches in source control can work well

whole quarry
#

@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

vale halo
#

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)

valid dew
#

@whole quarry thank you. gonna check this out later

whole quarry
#

I wish it was easy to make a own OnlineSubsystem 😛

warm mountain
#

does shader complexity take into account number of polygons as well?

#

or is it solely material?

languid shard
#

@warm mountain you mean the shader complexity debug view ?

warm mountain
#

yup

languid shard
#

nah material only

cloud cobalt
#

Nah it's only shaders

warm mountain
#

gotcha

languid shard
#

care for overdraw though

cloud cobalt
#

Poly count is hardly a big thing these days, unless you're on mobile, or you're doing nonsense

warm mountain
#

fair enough

#

i'm just making some modular assets and some higher poly versions

#

that would be needed for close up in the future

languid shard
#

how about using lods ?

cloud cobalt
#

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

warm mountain
#

gotcha

#

well they are mostly pretty low poly as it is

languid shard
#

you could use LOD0 as your ultra high poly model, and cap it at LOD1

warm mountain
#

but the one of the left

#

i might create a lower LOD for it

languid shard
#

hmm

#

dont bother unless you want a mobile platform 😅

warm mountain
#

ah nah

languid shard
#

this isnt highpoly at all

warm mountain
#

i'm not doing mobile

#

just a simple zombie killing game

#

but with super powers haha

cloud cobalt
#

To be clear, it's fine to have thousands of triangles on assets

#

For LOD0

warm mountain
#

gotcha

cloud cobalt
#

If they're needed obviously

languid shard
#

you wont make LODs for a cube for example

#

occlusion culling will do the work at long distances

warm mountain
#

should i do LOD for textures though?

#

or nah

cloud cobalt
#

That's automatic

languid shard
#

the engine will do it

cloud cobalt
#

It's called mipmaps

warm mountain
#

ah

languid shard
#

mipmapping

warm mountain
#

nice

languid shard
#

😄

warm mountain
#

very cool haha1

cloud cobalt
#

It's a staple of 3D graphics really, not even handled by the engine

#

Driver does it

warm mountain
#

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?

cloud cobalt
#

Yeah, that's called culling

warm mountain
#

ah

#

that makes things a lot easier

#

i was wondering on that for a while haha

languid shard
#

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

warm mountain
#

that is good

languid shard
#

you can actually freeze the culling in your editor if you want to check how it looks like

cloud cobalt
#

Not to mention culling volume to cull object based on apparent size

languid shard
#

yeap

warm mountain
#

wow

languid shard
#

have they ever fixed bad performance with HZB occlusion culling btw ?

#

That feature is so hit and miss depending on the scene

cloud cobalt
#

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

languid shard
#

blergh

#

I wonder if there's any custom culling solutions on the marketplace

#

unity had a few nice custom solutions

cloud cobalt
#

What I mean is that it's not the culling

languid shard
#

ah yes read your answer a bit too fast

frank escarp
#

unreal culling is very sophisticated, it works great

#

but it doesnt cull lights, remember that

cloud cobalt
#

Lights are huge fucking mess in UE4

frank escarp
#

becouse they dont need them for fortnite

#

other than some fairly basic features

cloud cobalt
#

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

languid shard
#

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

fair violet
#

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

languid shard
#

well, when I meant RTX shadows, I meant only that

#

should be too much to only use the shadow part

fair violet
#

Oh yeah it'll be much cheaper then right?

languid shard
#

yup

fair violet
#

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

languid shard
#

Metro Exodus will have RTX bits here and there

#

if we get results like HBAO+ or something similar for lower performance impact

#

🤤

fair violet
#

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

cloud cobalt
#

Mostly I'm just waiting for GPU lightmass now

#

Static lighting is underrated

fair violet
#

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

languid shard
#

progressive gpu lightmapper please

#

pleassse

cloud cobalt
#

That too

#

Though I'll settle for a higher-quality, seamless, faster Lightmass

fair violet
#

Can't wait to see what they do

cloud cobalt
#

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

fair violet
#

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

cloud cobalt
#

Can't really well make it worse !

frank escarp
#

Dynamic GI now is perfectly fine it if allows the option to bake it

mystic veldt
#

after years and years...

frank escarp
#

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

mystic veldt
#

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

mystic veldt
#

someone?

digital anchor
#

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)

plush yew
#

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?

mystic veldt
#

@plush yew

silver crown
#

Was about to give a lmgify link 😢

plush yew
#

thank you I will check

mystic veldt
#

@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

plush yew
#

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

silver crown
#

lol

#

Didn't know 1030 was a thing

plush yew
#

me too

#

my father boutgt me

#

from where I can check it?

languid shard
#

oh no

#

not the 1030

mystic veldt
#

set them for low resolution

#

doesnt matter how EPIC is ur editor

plush yew
#

why?

languid shard
#

is it the DDR5 1030 ?

plush yew
#

yes

#

2GB DDR 5 64 bit

languid shard
#

damage control

#

if it was the DDR4 one well 😅

silver crown
#

384 CUDA cores lol

#

Well

#

At least it's pretty cheap

wet epoch
#

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!

plush yew
#

but my ram is DDR3 8GB Ram DDR 3

grim ore
#

It might not help to fix it but you can disable auto save in the settings for now

wet epoch
#

Yeah, I've done that

flat scroll
#

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?

hot ledge
#

in visual studio how do i compile my code without opening unreal engine and compiling in there

cloud cobalt
#

F7

gleaming star
#

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?

mystic veldt
#

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

grim ore
#

so W is always forward for the camera?

mystic veldt
#

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

next ivy
#

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

mystic veldt
mystic veldt
#

i give up

grim ore
#

😦

#

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.

plush yew
#

can anyone suggest me a tutorial on procedural textures

#

I want to make a grass like texture

next ivy
#

I always like the epic wikis

plush yew
#

everything just went off my head @next ivy

next ivy
#

how far will I get on a 256gb ssd for OS and UE4...?

worn granite
#

source or launcher?

next ivy
#

source

#

I have a 1tb hdd for backups and such

manic pawn
#

it might work

#

depending how large your project is

#

and how much other stuff you try writing to the ssd

next ivy
#

Wouldnt be too difficult to migrate later if I need to I guess

#

Just getting tired of loading screens xD

manic pawn
#

just play it safe and get a 500 one

next ivy
#

prebuilt I'm looking at

#

no 500gb option

sudden agate
#

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

harsh tiger
#

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

next ivy
#

@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

rose quartz
gleaming lotus
#

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?

plush yew
#

my favorite part of unreal is that you can crash it by spamming ctrl+z

next ivy
#

Don't make mistakes

manic pawn
#

ctrl z undoes all your work at once by crashing

next ivy
#

I've never had it crash

plush yew
#

it's a feature not a bug

#

i love unreal

next ivy
#

Its either UE or Cry

#

Cause unity is a modifiable game

#

I'd switch to cry if it had more developed blueprints like UE

teal tulip
#

what you mean by modifiable game ?

errant lintel
#

Is there an approximative release date for 4.20 ?

teal tulip
#

when is ready

#

by what I notice should be released between this month and september as limit

manic pawn
#

several people are going around saying it's going to release this week but I have not found any source for that assumption

grave nebula
#

Tomorrow. Unquestionably.

manic pawn
#

why

grave nebula
#

Mercury is in first house. All major engine releases are timed to astrological events.

manic pawn
#

🤔 🤔 🤔

silver crown
#

Obviously

#

Can't you see @manic pawn ?

harsh tiger
#

can someone tell me the name of this node? its in the material bp

grave nebula
#

OneMinus

harsh tiger
#

thats it haha thanks

high stone
#

Anyone know the typical lifespan of a SSD? I only use half of it's capacity.

paper kernel
#

about 10 years

high stone
#

I got mine in 2012. I should probably get a new one in 2 more years?

paper kernel
#

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

high stone
#

Everything is backed up on 3 other drives. No worries there.

#

I mostly use it for programs, windows.

bleak heron
#

is unreal engine possible to use to create a voxel based game? (cubes / pixels)

silver crown
#

I only use half of it's capacity Why that?

manic pawn
#

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

high stone
#

@bleak heron Talk about timing. I'm working on that very subject. It's expanding out with shadows, particle effects.

paper kernel
#

Capacity does slightly affect the usage%, which lowers the lifespan

high stone
#

@silver crown No need. Just use the SSD for programs.

silver crown
#

👌

#

@bleak heron What kind of voxels do you want?

high stone
#

@bleak heron I'm going to start reaching out to them on the same subject.

#

Are we talking Magica Voxel type?

bleak heron
#

YES

#

EXACTLY

paper kernel
#

Voxels? Yes, and no it's not easy

high stone
#

Sec... I know a guy.

silver crown
#

aka as minecraft type?

high stone
#

minddesk is the website, Quibicle.

bleak heron
#

yeah similar to minecraft, but less quality.

high stone
#

Quiblicle is the way to go and it works with Unreal.

teal tulip
#

how a tool can be similar to Minecraft

#

oh lord

#

Voxels as you say voxels are different things

high stone
#

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.

teal tulip
#

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

high stone
#

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.

grim ore
#

so.... this does not bode well for 4.20 this week ```Unreal Engine

Verified account

@UnrealEngine
2m2 minutes ago
More
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.```

plush yew
#

anyone here really good with maya? I have some questions

torpid onyx
#

I chamfered a cube once

next ivy
#

Unbelievable

#

@teal tulip I mean Unity isnt very open

#

You cant just do whatever you want as much as you can with ue4

hollow crescent
#

Hi I'm reading an old Unreal Engine book and it requires UE4.4.3

#

Anyone know where I can download VS2013 compiler?

silver crown
#

IMO you shouldn't do that

hollow crescent
#

why not?

silver crown
#

Outdated

#

As hell

hollow crescent
#

yeah I figured

silver crown
#

Lots of stuff changed

hollow crescent
#

but I didn't want to ditch the book

silver crown
#

Maybe you should

#

¯_(ツ)_/¯

grim sinew
#

Challenge yourself to update the lesson to the current version of VS and UE4

hollow crescent
#

good idea

#

I'll see how that turns out

#

the book is pretty small

#

plus pictures lol

#

12 chapters 300 pages

obsidian nimbus
#

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

high stone
#

@plush yew I am.

plush yew
#

Okay, I need some help with exporting a model

#

Ill show you whats going on

high stone
#

Opening my version of Maya...

plush yew
#

it looks like this

#

I can send you a .mb file that you can look at

high stone
#

Maya does strange things with pngs. Let me check my hypershade

plush yew
#

wait

#

ill send you the .mb file

high stone
#

I have a pretty old version, 2008.

finite vault
#

Hi is this the section if I want to ask a question?

hollow crescent
#

@obsidian nimbus did you say, "pictures"?!?! I'm there!

gentle crypt
#

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?

manic pawn
#

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

grim sinew
#

There's also literally a flatten normal node you can use.

gentle crypt
#

@manic pawn Im confused. so using 0,0,1 will give the same result?

manic pawn
#

no

grim sinew
#

Use the flatten normal material function

#

It's built into the engine

gentle crypt
#

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.

hollow crescent
#

My eyeeeeeeeeeeeeeeeeeeeees

grim sinew
#

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.

copper tangle
#

Is it possible to create a button within a menu to change the graphic APIs?+
DirectX 10, 11, 12 etc...

gentle crypt
#

i changed it to 0,0,1 but thanks for the help. i was getting confused.😉

grim sinew
#

Probably, but there's no point. DX10 isn't supported anymore and DX12 isn't ready for use.

manic pawn
#

should be 0.5 0.5 1 tho

grim sinew
#

No, it shouldn't.

high stone
#

Is DX12 locked to Win10?

grim sinew
#

Yes.

manic pawn
#

p sure the material works in the 0-1 space with normals up till the normal output?

grim sinew
#

Normals are -1 to 1

#

0 is the middle

high stone
#

Compared to DX11 is it still a buggy mess or is DX12 ironed out?

crude jasper
#

Hi everyone 😃

grim sinew
#

DX12 is not ready in UE4. Period.

#

Unless you're on xbox one

crude jasper
#

im new to the server, started using UE4 like one week ago and i have a question

high stone
#

Buggy mess still. /:

manic pawn
#

they are in the end of course but if you get a normal input from a texture it'll be 0-1

grim sinew
#

No APIs currently work properly on the UE4 for windows except DX11

#

And no, @manic pawn the engine remaps it

crude jasper
#

Can anyone help me ?

high stone
#

Ask away Dudawar.

manic pawn
#

I might be confused when this remapping happens

grim sinew
#

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

crude jasper
#

Okay so if you know Pubg, im trying to do something similar

grim sinew
#

And if you make a normal input 0.5 0.5 1 it clearly doesn't look right if you try it

crude jasper
#

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

high stone
#

I'd recommend switching it to another key. Alt is used on a lot of things.

crude jasper
#

the Break rotation doesnt work

#

cause it doesnt show the values of rotation2

#

thx but does anyone know what im doing wrong ?

high stone
#

Yaw, pitch, roll?

manic pawn
#

oh didn't realize what that screenshot was. you're right of course @grim sinew

crude jasper
#

ye

#

Basically that thing i set up

#

is supposed to

high stone
#

Gimble lock?

crude jasper
#

??

#

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

high stone
#

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.

crude jasper
#

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

next ivy
#

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

grim ore
#

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

next ivy
#

Oh so I don't have to update the server with the game?

winged crypt
#

Is there a known issue with 4.19 and WMF Media Player?

#

Using VS 2017

remote roost
#

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

manic pawn
remote roost
#

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

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lol

manic pawn
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go to the last page

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it should be fixed in 4.20

remote roost
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oh

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i'll install that, thanks

manic pawn
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don't just randomly try to use a preview version

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wait for the release

remote roost
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alright

leaden garnet
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Now that you mention it I get those hiccups frequently...

remote roost
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ye it's annoying as fuck because sometimes I can't tell if I programmed something poorly and it's causing a memory leak

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lol

leaden garnet
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I get those hiccups in a codeless project while placing stuff into the level

plush yew
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260mb for a dynamic lighted map
what the hell....

grim sinew
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landscapes are big

hollow crescent
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nvm

grim sinew
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The docs are more up to date than a 4 year old book

hollow crescent
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just hat to restart the engine

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well that's definitely true(in most cases 😃 )

grim ore
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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.

remote roost
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the c++ docs also have less content than a kindergarten book

hollow crescent
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@remote roost havent had a look, i just trusted itd be worth it. any suggestions?

grim sinew
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Temporal AA causes stuff like that sometimes.

grim ore
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That was my thought as well

uneven fractal
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Can post process volumes blend instead of the one with higher priority disabling all the others?

remote roost
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@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

astral marsh
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guys

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can anybody help

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me

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for making my crowbar destroying the

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plank

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any tutorials?

tepid bronze
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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?

honest vale
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@tepid bronze bake lights

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that's the GI

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lightmass does GI

tepid bronze
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Sorry, I meant real time. Not baked lighting.

honest vale
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there's no such thing in UE 4

tepid bronze
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Uh... what?

honest vale
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only option you have is light propagation volumes

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but they're crap, slow and really short range

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and they only do one bounce

tepid bronze
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Oooooh. Apparently DFGI was abandoned. That's what I was referring to. Was gonna see if it had any significant progress made.

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Nope. 😦

honest vale
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yea that was abandoned years ago

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for a good reason imo

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considering how slow simple DFAO is

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"simple"

frank escarp
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@honest vale slow enough to run at 60 fps on ps4 base

honest vale
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what, in fortnite?

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the cost is still measured in milliseconds

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it is relatively slow

tepid bronze
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So can anyone point me in a decent direction to learn about hyper realistic lighting?

grim sinew
tepid bronze
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Thanks. I'll check it out. 😄

safe solstice
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Is steam the only major platform for creators to publish games? If not can someone link me?

wary wave
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there are multiple platforms

safe solstice
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Thank you

cloud cobalt
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Mostly Steam has 80% market share and GOG 20%

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itch isn't known to generate sales

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GOG picks their games too

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So Steam is usually the only choice

plush yew
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what should i select for unreal engine i7-8700K or Ryzen 7 2700x ?

tall pendant
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does gog actually has 20% market share? 😄

frank escarp
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@plush yew you gonna do programming?

plush yew
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im using unreal engine visual studio

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sometimes blender

remote roost
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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

tall pendant
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for code / lightbuilding i think the ryzen would be the better choice

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for gaming almost nothing beats the 8700k in that range imho

wary wave
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I'd be surprised if GoG's market share was anywhere near 5%, let alone 20

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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

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so even for their own game, they only sold less than 20% of copies on their own platform

cloud cobalt
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True

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What I really meant was - if your game happens to be on GOG you might have 20% there

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Because it offers much more visibility

teal tulip
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GOG 20% sure no

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Humble Bundle sells more than GOG

wary wave
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a game like the Witcher 3 doesn't exactly suffer from visibility issues though

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I mean, maybe you'd get more on GoG simply by being there and being visible

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but I'd hazard a guess people are much less likely to buy incidentally discovered games through a non-Steam platform

cloud cobalt
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Humble sells but you're also very likely to have half the keys resold on G2A after the fact

teal tulip
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Steam > Humble Bundle > GOG > Every single store on the net with discounts > Itch.io

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Itch developers don't even calculate the sales price based on the VAT

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as result the games on sale are even more expensive than the same game on Steam at no discount

cloud cobalt
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I think we agree that itch is worthless economically

teal tulip
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Told they, but these guys give a shit

wary wave
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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?

cloud cobalt
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@wary wave You mean unit sale, or bundle sale ?

wary wave
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either

cloud cobalt
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Was thinking of bundles here

wary wave
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because you've agreed to the terms of the Humble sale already

teal tulip
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I'm talking about no Bundles Store from Humble aswell the Widgets that every single indie add on their web

cloud cobalt
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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

wary wave
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but you agreed to sell it at that price

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and you still sold it

cloud cobalt
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Well yeah, I'm just saying it's not 100% a good idea

teal tulip
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People use the Humble Widget in their web, the wiki says was the 5% split Humble / Developer

wary wave
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but the whole indie devs complaining about Humble keys being sold on other storefronts after the fact is massively disingenuous

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you sold the game at the price you agreed to sell it at

teal tulip
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well, if you sell the game at Humble Store and Steam at same price, they can take as many keys as they want

wary wave
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I also don't believe many Humble keys actually end up on key sites anyway

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mass purchasing Humble keys isn't exactly easy

cloud cobalt
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Yeah I'm not saying you should complain about resale on bundles, I'm saying you should expect it as par for the course

safe solstice
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I don't want any money atm, I just want a way to beta my game privately with a few friends and colleagues.

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Will humble or GOG do that?

whole quarry
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you can do that on itch too

safe solstice
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Thank you, I'm new to this if you can't tell lol.

cloud cobalt
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GOG won't

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GOG is the hardest store to get on

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For private sharing you might as well use dropbox or something 😃

tall pendant
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Itch or Steam offer feature for alpha/beta testing

buoyant pine
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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!

cloud cobalt
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@tall pendant On Steam you'll need to pay $100 before that though

cedar snow
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how many games release on GOG?

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curious how it compares to steam in that regard

tall pendant
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@cloud cobalt Oh. He asked for free options? Totally missed that.

cedar snow
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like strict curation vs. open flood gates

cloud cobalt
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He didn't, but he said it was for playing around with friends

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Guessing $100 is a but much for that

rose quartz
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Can i Disable with error From Generated with a pragma ?

cloud cobalt
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@cedar snow Way less games, strict curation, we actually can't get there ourselves 😃

cedar snow
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uh ok 😦

cloud cobalt
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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

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itch is fully open

cedar snow
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https://www.gog.com/indie
amazing, no listed requirements, nothing

cloud cobalt
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Yeah, they don't require anything - just mail them, wait two months for feedback, if you have a great game you might get through

cedar snow
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do they actually tell you why your game didn't make the cut?

cloud cobalt
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In our case, they said it was a bit rough around the edges and too small

tall pendant
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tho on Steam we already had "games" without an executable

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so my guess is Valve doesn't check at all

cedar snow
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that's at least some feedback

cloud cobalt
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@tall pendant Valve really does check your executable

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You can have your store page up without one, sure

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Once you upload it and ask for their confirmation (required for release), they'll test that it does run

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We failed the first test because one of the VS redist was missing

tall pendant
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Sterling also did videos iirc

cloud cobalt
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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

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@tall pendant Dunno how that happened - they might have had the game working at one point and then removed it

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All I can say is that Valve does check once before you can actually sell your game

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I can also confirm that Valve does not check any subsequent update, so there's that

sudden agate
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i've just read the thread about Quats in Blueprint and how everyone bashed Epic for stripping functionality away from Blueprints :o

cloud cobalt
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Epic simply doesn't use quats all that much

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So they probably never even saw the need

leaden dust
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can anyone help me with blender

wary wave
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quats in BP 😦

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still don't have 'em

whole quarry
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@leaden dust why the IGN tag?

leaden dust
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@whole quarry I usually am in game discords so I put that there for that, I forget to change usernames

sudden agate
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would like to have everything exposed to blueprint (except helper functions)

whole quarry
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so no Imagine Games Network affiliation?

leaden dust
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nope

whole quarry
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by redoing the topology

cloud cobalt
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@leaden dust Well, might want to have this triangle-junction not be a junction

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Really, you might want to avoid 45° angles alltogether on a car mesh

leaden dust
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@cloud cobalt First time

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new to blender

cloud cobalt
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Yeah, that's fine, we all start somewhere 😃

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Locally, at the face level, faces should look basically like squares

leaden dust
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kk

whole quarry
cloud cobalt
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Then you need to look at reference topology solutions - people figured out plenty of ideal solutions to usual nasty problems

leaden dust
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@cloud cobalt srry was doing something

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thx for the help

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I actually have done the above tutorial

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till the texturing part

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I don't really like texturing and stuff so I let my friend handle that

cloud cobalt
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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.

leaden dust
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@cloud cobalt best way to remove loops?

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I gotta go

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see you around

cerulean nova
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Any 3D Artists wants to team up ? 😬

cloud cobalt
cerulean nova
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i think its abit unpersonal with the bot at first place ¯_(ツ)_/¯

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even tho im a huge fan on Machinelerning and AI in general i hope they wipe us out one day westworld style 😄