#ue4-general

1 messages ยท Page 290 of 1

pallid compass
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Do you think they do it all by hand?

heavy falcon
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No they only have one server and as soon as the master server is up they let go all IT personel </irony>

pallid compass
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Who maintains it then

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jfc

digital siren
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Did I perhaps brake something here? xD

heavy falcon
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The server ofcourse

pallid compass
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Even ur sarcasm is wrong af

heavy falcon
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Stop being so cloudy

pallid compass
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@obsidian nimbus bet your loving this

obsidian nimbus
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๐Ÿ˜›

pallid compass
#

Your mixing up login / backend / master manager

heavy falcon
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I'm mixing jack with coke

pallid compass
#

Critical blow right there.

versed spear
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That explains it

polar hawk
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There is no rule that they have to be different

obsidian nimbus
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Im a master surfer

pallid compass
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ofc not, we where originally talking about back end manager

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omg

digital siren
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ALRIGHT! so, one master server to maintain everything (even can interact with the API to check login details (?) ) but what can manage the regional servers ?

polar hawk
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Load balancers

digital anchor
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if youre using a big provider, let them do it,

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loads of tools

polar hawk
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Manual workers flipping switches

digital anchor
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to set this up

polar hawk
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A python script

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Etc

pallid compass
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Yeah id say let a provider handle it

heavy falcon
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I'd say it depends on what a regional server is, if it's cloud based probably the master can spin them up and take them down live from an image, otherwise probably people

pallid compass
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u normally get a nice control pannel with em

polar hawk
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For 20% overhead

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Or more

pallid compass
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yeah haha

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Also it really depends on wtf u are doing

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ALLAR

digital siren
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Alright so I have region servers, lets say players can create "rooms" on those servers, what happens next. Just sessions that move them to actual game servers ? or hwat ?

pallid compass
#

u ever used AStarGraph.h?

polar hawk
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No

pallid compass
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god dam it

heavy falcon
pallid compass
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Golden

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U might just wann define what your actual scope requirements are

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you know, MMO, fortnite style, lobbies, etc

digital siren
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Alright the game:

heavy falcon
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Here we go

obsidian nimbus
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spoiler alert

pallid compass
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omg

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new name

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best

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even better

digital siren
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HA!

pallid compass
#

owninator il give u 50p to explain GraphAStar to me

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its just

obsidian nimbus
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i got 1080p allready

heavy falcon
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lel

pallid compass
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a Template with 3 templates in it, with 1 of the 3 templates linking too the other using a typedef

digital siren
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No alright so:
Its a FPS game, after post login, please can choose the best regional server for their ping. After joining the regional server they'll travel towards the "main lobby" which holds every room with maps (sessions) when joining an waiting room, they just see an list of people getting ready to play and eventually the room master can start the game

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and than the game just happens

heavy falcon
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It Just Happensโ„ข

pallid compass
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Client > login > lobby > games

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u dont even need a regional server

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u can just feed it basic data via web info

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or just deploy static information for them

digital siren
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But its FPS xD

pallid compass
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so?

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Why dedicate a whole server to pointing to regional login servers

digital siren
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So that would mean I ill host it on a potato server you get massive lagg ?

pallid compass
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wat no

digital anchor
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the games themselves are by region he means

pallid compass
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Yeah thats fine

digital anchor
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no need for a 'regional server' then a 'game server'

pallid compass
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But u dont need to rent a regional server to point to region login servers

digital anchor
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just... a game server

pallid compass
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The client can loint to regional login servers them selfs

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point*

heavy falcon
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What do you need a regional login server for you can use the master and have the regional server host the game?

digital siren
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Alright, so lets say we take out the regional server

plush yew
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galaxy in turmoil

digital siren
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What would happen if I host the actual servers at a DC in murrica and ill go a head and wanna join the room in a NA server

pallid compass
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then u join the room in the na server?

digital anchor
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well, you dont allow or you dont suggest servers with high ping

heavy falcon
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But the room is in DC

digital siren
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That would give me an huge disadvantage since I ah further away of the server than someone else in murrica

digital anchor
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simply dont show them

pallid compass
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well dont join a dc server then?

digital siren
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So thats why I want region servers xD

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Not a domaincontroller kty

digital anchor
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, _ ,

pallid compass
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i never said dont have regional servers

digital siren
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I mean Data center

heavy falcon
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Why can I play on NA Overwatch server from EU with 150 ping without lag

pallid compass
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Because of overwatches prediction system

digital anchor
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well lets not compare overwatch to an indie game

heavy falcon
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@digital siren get a prediction system

obsidian nimbus
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in the old days i played 150ping all the time, every1 did

pallid compass
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Pro tip, if this is your first game stop, or hire someone to handle your back end or its gonna be a mess

digital siren
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Hmm

heavy falcon
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Hire me and Rei we got this

digital siren
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I can do backends ๐Ÿ˜ฆ I built the API login system everything

pallid compass
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thats ez stuff

digital siren
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Yeah I know

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but now I get confused since I don't want to use steam as subsessionsystem thingy

pallid compass
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Then you need to really know wtf ur doing

digital siren
pallid compass
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wat what really

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Then u really need to stop making a multiplayer game

digital siren
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"You can also create your own Subsystem/Master Server, but that requires a lot of coding outside of UE4."

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So I was like okay np

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But there is literally no info about a "master server" whatsoever

pallid compass
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Cedric's compendium is kids start stuff

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not trying to put you down or anything

heavy falcon
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Lol I think I know that guy!

pallid compass
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But if your having a little issue there, then you need to rescope

heavy falcon
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From 15 years ago ... ๐Ÿ˜ฎ

digital anchor
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a master server really depends on the implementation of your provider, gcloud have tools to see what servers are open and where

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so you just see: whats the next empty server in Europe

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good, lets choose this one to match the players

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now the match is over: kill it

pallid compass
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Yeah you really want scalability

versed spear
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I rely need to find a better engine ๐Ÿ˜ฆ

pallid compass
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But most likely ur game will tank

digital siren
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tank wot ?XD

pallid compass
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You will bleed money

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until u cant afford servers

heavy falcon
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tank like go under

pallid compass
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Theres a formula you see

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if no players online = no one players
if no one plays = no players

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then to top that off

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You need like 100 players cycling 24/7

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otherwise u will bleed money

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vblanco or someone else can explain this better

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I cant remember it off the top of my head

digital siren
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Unless I have like my own servers? xD

pallid compass
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Then that is fine

heavy falcon
pallid compass
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But you better have EPSU's and business line

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otherwise any issues and players will just leave

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people have 0 tolerance for bs these days, unless its a super addictive game

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also Mattxor ue4 is easy mode i swear to god

obsidian nimbus
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put the good servers in gambling lootboxes , ppl like this stuff

versed spear
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So true. Currently there is a whole community waiting to jump ship but there is no game that compares.

digital siren
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Well if the game I am trying to (re)make would just use Unreal Engine there would be just more and more players

pallid compass
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What

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how does that even work

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"game i remake + ue4 = players"

heavy falcon
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Is this not how it works?

obsidian nimbus
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the logic is sound!

versed spear
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It is if there is a whole community begging for a game like the one they have played for the past 15 years

digital siren
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Well, I am still in contact of the old player base. We have still our community...

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Lol

obsidian nimbus
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is it postal?

heavy falcon
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Like Battlefield Heroes?

pallid compass
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so what like 10k people or?

digital siren
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No

pallid compass
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then again thats a super small number of people i guess

versed spear
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The game I am trying to recreate is Ragnarok online but how it was over 10 years ago.

heavy falcon
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Is it Ark: Survival Evolved?

digital siren
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Mwah around 220

pallid compass
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wait

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the MMO?

digital siren
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Can I link here an wiki page with the actual info of the game ?

obsidian nimbus
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those didnt have regional, it was all in japan or korea or something

pallid compass
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yes

digital siren
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War Rock (Korean: ์›Œ๋ก) (also commonly spelled as WarRock) is a multiplayer first-person shooter made by the South Korean company, Dream Execution. The game is distributed as a free-to-play, a common form of freeware EULA and available through online downloading. Outside of...

digital anchor
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now im confused as fk

heavy falcon
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Is it Club Penguin?

digital anchor
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oh ok

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for a second i though g0lden23 was making ragnarok on ue

digital siren
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They have their own "engine" which was declared finished back in 2006. (Imagine how bad it was then, it has not changed anything). People are craving for such a game, thats why the created private servers ๐Ÿ˜„

heavy falcon
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@digital anchor that would have been something

versed spear
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lol Takain sorry for derail

digital siren
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I would end up killing my self since I did not figured out how to even get info about a "master" server xD

pallid compass
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id just use steam honestly, ur giving ur self extra work

digital siren
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I am up for a challenge tbh if there would be any information

pallid compass
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Put it this way

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The amount of people who come through here similar to you, about 95% of the flop and never even finish there game

heavy falcon
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With 200-300 people just set up two servers and let them choose

pallid compass
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let alone getting it up and running with quality

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So make it as easy as you can on your self.

manic pawn
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just have players host the servers and then it costs nothing ๐Ÿค”

digital siren
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I have built in 3 weeks my own API, Login system and exp counter. I am not knowing such thing as fail. of course perhaps something as this cannot run but it will be an great experience for me.

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And I really like it that you are taking the time to answer me and every "development" community has like 90%+ of people that are quiting because "its to difficult" or whatever reason, I don't have that mindset unfortunately. This project is not something I want to get finished in 3 days, 3 weeks or 3 months. I can surely say I want to take the time to understand it all! and would love input and suggestions from this community!

versed spear
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They are quiting because they spend so much time on a crap engine that is only meant for single player games.

digital siren
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And that is not reflecting on UE4 right? xD because otherwise I am fucked too

versed spear
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It is unless. you want to edit the UE4 source code and bend it to your games needs.

digital anchor
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if youre expecting 10-20 players in multiplayer, ue4 is not only doable but really good for multiplayer

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you will only need to do extras if youre aiming 100-200 players

versed spear
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That is correct and makes me sad.

obsidian nimbus
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pubg does 100, i doubt they changed the source

digital siren
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The "extras" is it something that is explained in the documentation or information I can obtain ?

obsidian nimbus
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but hey, it runs like a turd ๐Ÿ˜›

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im never gettin a job at bluehole ๐Ÿ˜ฆ

versed spear
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G0lden23 the whole object movment needs to be rewritten. Replication is a joke.

heavy falcon
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@obsidian nimbus neither is a good developer

obsidian nimbus
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ouch, burn!

digital siren
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So you come back at creating your own engine ?

obsidian nimbus
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they need some better ppl in their legal department too ๐Ÿ˜„

digital siren
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They need better people overall xD

heavy falcon
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But they don't take good people!

digital anchor
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the extras would probably making a simpler movement component, a prediction that works on large scale.... that stuff

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replicating only whats needed...

digital siren
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Such as the position of the friendly and enemy team ?

obsidian nimbus
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they drop update to players far away compared to closeby on fortnite

digital anchor
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yeah, like that

digital siren
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@ Bluehole if you are a farmer and would like to be a game developer you get hired... otherwise you are rejected

heavy falcon
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That's why we won't have a chance

obsidian nimbus
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did u just insult BLue? ๐Ÿ˜›

digital siren
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Sorry @fiery wharf i don;t know you buuut!!!! the mention was not intended.. sorry โค

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settled xD

heavy falcon
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Bluehole is like Bohemia Interactive and Player Unknown is Dean Hall

digital siren
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Hahah alright I laughed.. busted

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Alright who has any experience in the rebuilding of prediction system ?xD

obsidian nimbus
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do so when needed

heavy falcon
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@Blizzard guys

obsidian nimbus
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its something u can tweak later

digital siren
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Alright so, thats not a priority ?

obsidian nimbus
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you cant do this w/o any actual playtesting

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๐Ÿ˜›

digital siren
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I go just further to create the game haha

versed spear
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Should be fine for your game style.

heavy falcon
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Gonna leave, bye guys xD

versed spear
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lata

digital siren
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Thanks for the information! and the amusing discussion โค

obsidian nimbus
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np, GL ๐Ÿ˜›

steady hinge
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Today I'm going to set my AI to stop walking around when the player talks to them, and then go back to walking as soon as the conversation is done.

Should be simple enough.

graceful grove
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Setting small, achievable goals is a good way to keep a project scope in focus ๐Ÿ‘

steady hinge
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If I add one thing every day, by the end of the year I might have a game.

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Or I'll at least know a lot more about blueprints.

pallid compass
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finally

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after 4 hours

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solved my issue

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ez

versed spear
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nice!

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mine normally takes 2 days or more ๐Ÿ˜„

pallid compass
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i just hate templates

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it wont let me post an image o_O

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foof! there we go, world grid path finding based on defined tiles working with procedurally generated dungeon's, no nav mesh

graceful grove
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Well done, is this an extension of that new tile pathfinding module?

pallid compass
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wait what

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WHAT TILE PATHFINDING MODULE

worn granite
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ykno

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the one

graceful grove
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@pallid compass Look for GridPathFollowingComponent, NavLocalGridData, GridPathAIController, etc.

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I think this stuff was new as of 4.18 although I haven't inspected it myself

pallid compass
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well gonna kms

graceful grove
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I was 99% sure you were fixing up that implementation

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On the bright side doing stuff by hand is great for learning

worn granite
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Rei did this for 2d, then got it working in 3d

pallid compass
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2.5d master race

graceful grove
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I've bumped this article a lot, but I did a writeup on implementing 2d a* pathfinding integrated with RecastNavMesh https://unrealingens.wordpress.com/2018/05/02/overriding-default-ue4-pathfinding-behavior-through-recastnavmesh/ Would like to revisit this one someday and get jump point search and some other misc improvements

pallid compass
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oh thats kinda cool

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Im avoiding NAV mesh's because they are heavy as fuck on mobile

graceful grove
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I haven't personally tested it but since it integrates with CMC and pathfollowing component it should work straightaway with network replication and other benefits

pallid compass
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for dynamic nav mesh's

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My path finder does not use nav mesh

graceful grove
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Yeah, I suspect it would be more efficient to do runtime pathability checks rather than dynamic navmesh for some circumstances. Interesting problem to have ๐Ÿค”

plush yew
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any tips for ai?

muted kraken
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Anybody here know anything about making underwater vehicles in UE4?

tawdry raptor
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please help we hit rebuild lighting and now our project has been hanging with the messeage "building reflective captures" we have spent over 200 hours on this map and we dont know what to do!

weary basalt
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How many reflection probes does the level have?

tawdry raptor
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oh wait it seems to have stopped

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wow that was scary

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anyone ever see this problem? I have a vent and its see through I need it to be able to see the inner walls if you walk into the vent it turns invisible

plush yew
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@tawdry raptor you gotta make the material two sided if the mesh has an inner face that you want to see like a tunnel

steady hinge
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The blueprints now talk to each other. Now I just have to put in the instructions.

tawdry raptor
grim sinew
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it's always at world origin at export

tawdry raptor
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is there anyway to make it closer, I have been editing this way for 3 hours

grim sinew
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that's just how you exported it

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cannot be changed in-editor

tawdry raptor
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so I have to edit this way for good?

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how do I make it normal?

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this is barbarric to have to work like this

grim sinew
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Fix it yourself and reimport the mesh

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As I just said, it's exported at world origin. So move the mesh so where you want the pivot to be is at 0,0,0 in your DCC tool when exporting.

plush yew
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photon : center your object pivot in your 3d app, set the world pos to 0,0,0 like zero said, and then move it to UE

tawdry raptor
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but there are 300 vents

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do I have to edit 300 of them in blender ?

plush yew
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if you are making a level, you should do the entire thing in the 3d app and then import the outer level into UE

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and then place objects like decor and stuff in UE manually

tawdry raptor
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really?

plush yew
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yea taht is standard pipeline

tawdry raptor
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im making everything in unreal

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rut row

plush yew
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or if you spawned the tiles in unreal it's possible

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like level gen

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@tawdry raptor here is an example of a level i did in 3ds, and i UVed it in the same tool

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applied mats in UE, and then placed decor

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i tried doing the placement like you are doing in UE, but it took too long for me if i wanted to do multiple levels, so i switched workflows

tawdry raptor
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after feeling like i have accomplished something, i now find out, 200 hours later im doing it all wrong...

grim sinew
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There's nothing wrong with making the whole map in engine

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Most UE4 devs do

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You just need to fix your pivot once, and it'll apply to every instance of the mesh.

plush yew
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it's a bit faster if you model the entire thing outside if it has details. for outside envs like forests and stuff you can place all the meshes like that sure.

grim sinew
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The way gothic does it is certainly not standard in Unreal 4, the engine isn't built that way.

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It won't let the engine cull things properly

plush yew
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huh? lol i just set my normals properly

grim sinew
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Setting normals has nothing to do with culling objects behind the camera

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Fratsum culling and proper normals are two separate things.

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And building it as 1 mesh makes it more difficult to increase fidelity later.

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What you're doing is what people normally do for a blockout, before scrapping the entire thing for the production art.

plush yew
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yeah i mean as an outside environment mesh.. and normals have a lot to do with what shows up in front of the camera

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yea, blocking

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again, if i get critism here i jsut want to be respectfully criticised please ๐Ÿ˜ƒ

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i work hard and think of you as my collaborators

grim sinew
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This. You can't do it with how you do it.

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What you're doing with making it as 1 mesh stops this from functioning

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I'm not criticizing you, I'm stopping you from spreading bad information

plush yew
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ah ok, well yeah i dont optimize for that

grim sinew
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@tawdry raptor Everything you're doing is fine, just fix the pivots and go about your business.

plush yew
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again please don't accuse me of stuff dude.. i've been through this before with someone else

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@grim sinew

grim sinew
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I'm not accusing you of anything except for being wrong. None of this is about you.

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I'm trying to help someone else.

plush yew
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different people have different pipelines and opinions. and my information is not bad or incorrect

grim sinew
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Except for the fact that is objectively wrong that people do things that way, yeah it's not bad or incorrect.

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Some engines can work around working fully in your DCC tool, Unreal is not one of them.

plush yew
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it's really a simple matter of having large chunks of outer mesh environemnts for the optim you were talking about anyways.. simple step of separating meshes if i wanted that

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my levels are fairly small though, so yeah

grim sinew
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Do what you want. None of this was aimed at you. I'm simply stopping the flow of bad information.

plush yew
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if he places like each individual tile in manually, moves and translates them, it takes longer than doing the extrusion in blender @grim sinew

grim sinew
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I don't care what you workflow is or what you do in your game. I just don't want bad habits to spread to people that don't know better.

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You're welcome to have all the bad habits you want, just don't push them on people just starting out. It'll make things harder for them later when they invest 100+ hours into a project and need to redo it.

plush yew
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The thing is i've already been making a game, and I have plenty of good habits.. I just don't like being talked to disrespectfully or rudely.

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That's all.

grim sinew
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I don't know how many more times I need to say this, this isn't about you or your project. At all.

plush yew
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And again, modelling in a 3d program is faster than manual placement for 200+ tiles dude. think about what you write.

grim sinew
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I do not care. In the slightest. What you do.

plush yew
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you've gotten caught up in technical stuff so much you might be forgetting what's time optmized here.

grim sinew
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Just don't push bad habits on others.

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Right, and that's why it's what people do for a blockout. Not when you're placing final assets in a scene.

plush yew
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i don't disagree with that at all. yes it's standard practice for blocking out.

grim sinew
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Right. And then you delete the whole thing and do it properly.

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You're missing that whole second step from your explanation, and he was placing objects like final assets and just wanting to fix pivots.

plush yew
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but 200?

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how is that optimal

grim sinew
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Because you're not rendering all 200

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If you do what you do, you -are- rendering all 200

plush yew
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with the frustrum thing you said, sure. i get that.

grim sinew
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And culling in general

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There's a reason culling has been a thing in 3d games for like 30 years now

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this isn't a new concept

plush yew
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how about this - if he models chunks of the level, it will still allow for the frustrum culling. just transforming and duping tiles 200 times is not optimal. i can assure you.

grim sinew
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Not if you can see them all at once, but if you can't see them all at once, it is.

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Have you even ever looked at a production 3d scene?

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Ever?

plush yew
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sure, models a balcony, models a main hall, models a nice path, has chunks. then adds some detail in UE. all that stuff makes sense

grim sinew
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Have you seen how they're broken down?

plush yew
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production like in a game?

grim sinew
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Yes, like a finished, released game.

plush yew
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haven't worked in a real studio so not yet, but i saw some crysis stuff

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like crysis models

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so IK what u are talking about with separating your meshes

winged crypt
#

Anyone else get hiccups / stutters every few seconds after prolonged use of UE? Even my mouse itself stutters every time it happens as long as UE is open. And in-game, it drops my FPS from 90 to 30 or lower for a split second when it happens. Something to do with garbage collection maybe?

grim sinew
#

You mean the thing they did in that game?

plush yew
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i had the crysis engine and i remember a while ago

grim sinew
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For everything?

plush yew
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going into levels

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i saw each asset

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yes

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palcement

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placement*

grim sinew
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Yeah. And?

plush yew
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i remember it was modular

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like you said

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but it was not like TILE by TIILE by TILE.

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๐Ÿ˜›

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it was not each polygon separated.

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there wa s arock here

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or a hall there

grim sinew
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He's not doing each polygon god dammit. He had a single mesh for the vents. He was building them modularly, like you should

plush yew
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come on at least meet me halfway here ๐Ÿ˜›

grim sinew
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Did you even LOOK at his problem?

plush yew
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it's called compromise ๐Ÿ˜› chunks arefine ๐Ÿ˜›

fervent stag
#

Hello everyone.

grim sinew
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Hi, don't mind us

plush yew
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lol

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hello wrangler ๐Ÿ˜›

fervent stag
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I'm hoping to get some help on an issue and thought this may be a good place to ask

grim sinew
#

Probably is

steady hinge
#

I have the hypothesis that it is no longer necessary to even use Max/Maya/Blender to do level design...

grim sinew
#

I'll be honest, I completely forgot people with that opinion exist in the world

fervent stag
#

It about Clothing, using them in UE4. We have characters and limited clothing. If we bought some clothing are they usable without too much tinkering?

plush yew
#

@grim sinew ok let me ask you a question. how can you get like level structure without doing modelling. unless you are referring to that being in the blocking phase? is your idea that you block out the level, then place tiles to fit?

grim sinew
#

@fervent stag Clothing usually needs to be placed deliberately on your character, it's very hard to have generic clothing that works for anything

#

It's a part of the character rig and everything

fervent stag
#

for some that works, but for the player characters the ability to change clothes, add protection and storage capacity, is kind of important

steady hinge
#

That is very possible, but not an easy task by any means.

grim sinew
#

It's possible, but the easier way is just to have entirely separate torsos for every variant, like a fully modular character

steady hinge
#

But you will have to do a lot of setup on each of the assets to make sure it is compatible with your main skeleton.

fervent stag
#

@steady hinge we kind of figured that but before I layout any money I need to be sure that its 1) do-able and 2) not going to cause all sorts of issues

#

better to ask first...

grim sinew
#

@plush yew And what you would normally do is make the level like you did, spend maybe a day on it, and then go through and replace the entire thing with modular pieces.

steady hinge
#

If it was me I would probably just chop up the mesh and have interchangeable parts.

grim sinew
#

What you have right now, that you're saying should be the final product, is honestly maybe a day of work for an actual level designer, before putting hundreds of hours in to making it look good.

#

Nobody would ever use that for a final level

#

That's step 1 out of hundreds

plush yew
#

@grim sinew all right, and if you spend all the time placing hundreds of little meshes, even in a modular way, I am just saying that if you model out CHUNKS it is more organized and a bit better workflow.

steady hinge
#

But... if you are paying money for 3d models, does that mean you don't have someone on your team that knows how to do this?@fervent stag

plush yew
#

but I see what you mean about the frustrum thing, so point taken there.

steady hinge
#

Maybe I am assuming too much from your original question...

fervent stag
#

@steady hinge Unfortunately we lost our primary modeler

grim sinew
#

Making the pieces too big isn't viable for anything with a high fidelity target, since you simply run out of texture memory or things start looking bad because you tile them too much. The only 'large mesh' in any production environment is the landscape itself.

#

Everything else is modular both for memory constraints and because it's easier on the artists.

fervent stag
#

so we have solid characters, supplemented with some purchased characters and now we lack clothes

plush yew
#

@grim sinew that's kinda what i am talking about! landscape!

#

you saw my 3ds pic earlier right?

#

that was like my landscape

#

then i place props in

#

like you said

steady hinge
#

Can you explain what you want the final product in game to be?

Are you wanting to have a character that the player can customize with different outfits?

grim sinew
#

You are aware that landscapes are broken up into hundreds of components, right?

#

It's not even 1 massive mesh in that case.

plush yew
#

sure

fervent stag
#

@steady hinge Yes, that what we're looking for

plush yew
#

IK that, i mean landscape mesh, like grass plane

steady hinge
#

So you currently have 3d models for these characters?

grim sinew
#

And it's not exactly the same, since because when it's broken up into those components, you have fewer lights per component, fewer texture samples, you can occlude parts of the landscape behind itself, etc.

steady hinge
#

And you want to add more outfit possibilities?

fervent stag
#

right, a new one replacing the old

grim sinew
#

It may be one object you control but to the engine, it's hundreds or thousands of objects.

plush yew
fervent stag
#

perhaps separating the character into parts if the way to go

grim sinew
#

So?

plush yew
#

are you talking about engine splitting it into polys?

#

what do you mean hunderds of obejcts?

grim sinew
#

The engine handles that for you. It even tells you how it does it when you construct it.

fervent stag
#

@plush yew I live in Phoenix Az, those are great colors for the scene

steady hinge
#

How many different articles of clothing make up each character? shoes, pants, shirt, hat?

plush yew
#

ty wrangler

grim sinew
#

You remember seeing something about landscape components?

#

Those components are how many individual objects the landscape has internally

fervent stag
#

yes, plus whatever gear he/she needs

grim sinew
#

They can be culled like anything else

#

A 4k landscape has 1,024 actual objects that make it up

plush yew
#

ohhh wait are you talking about the native UE landscape tool thing?

grim sinew
#

A 1k landscape has either 64 or 256 components, etc

#

And each component has 63x63 quads.

#

So even in landscapes, the biggest "single mesh" ever used in games, it's NEVER just a single massive mesh.

plush yew
#

i haven't used the native landscape tools if that's what youre talking about right now

grim sinew
#

somehow that doesn't surprise me

plush yew
#

because i used world machine or others or just imported from 3d software

#

there's no need to be sarcastic and cynical. please.

fervent stag
#

we used a height map for the primary project 16 tiles x 16 tiles

grim sinew
#

It's better to vent tiny bits of frustration here and there than do it all at once. Trust me.

#

When you import the heightmap form world machine into Unreal and make a landscape, it doesn't matter if you sculpt it in Unreal, it still uses this system

steady hinge
#

Hats don't need to be skinned, neither do glasses or goggles, and even backpacks and such can just be added on as different objects.

I would recommend just cutting you character mesh into 3 sections and swapping pieces.

Might be hard get them to fit together right on the skeleton however, if they are all from different asset creators and you don't have someone on your team who has experience with it. A 3d modeler would have no trouble however. @fervent stag

grim sinew
#

Unless you mean you made a single massive static mesh, in which case, that's actually insanity

#

And you may be the only person in gaming to ever do so

steady hinge
#

World Machine is great.

fervent stag
#

@steady hinge I'm fairly confident that we can manage if it comes down to conforming clothing items to the UE4 skeleton (which is what we used for player character generation)

grim sinew
#

If you like world machine, get the plugin called geoglyph. It helps considerably.

steady hinge
#

Ok, cool.

I am not saying that my way is the only way as well, just throwing my brainstorming out there. For something like you are doing there are probably a lot of different answers.

plush yew
#

well anyways i can completely understand the use of the chunk idea / mesh culling like you were describing if the object is not in view of the camera. i'll maybe try to separate out my levels a bit more. that's what i've taken away from this discussion. ๐Ÿ˜ƒ

steady hinge
#

I'm actually planning to move to World Creator from World Machine pretty soon.

fervent stag
#

@steady hinge We are a small team of friends who decided to make a game. We've had people come and go but the core is still intact but putting a royalty sign on a project understandably deters a lot of people.

plush yew
#

i'm not doubting that you are knowledgable, beacuse you helped me earlier when i was using two sided materials on stuff. just saying. we're all in this together.

#

i'm a smart guy too man.

grim sinew
#

When you get the chance, look at the UT4 editor. DM-Chill is a decent map to learn a lot from. It'll help your level design workflow considerably when you see how it's constructed.

plush yew
#

sacrificed a ton of my life jus to learn and read books all day

#

ok ill look at UT4

fervent stag
#

@steady hinge this is the level at which we work...its friends but its to eventually sell on Steam. ๐Ÿ˜ƒ

grim sinew
#

Everything you could want to know about making good looking levels, you can learn from the UT4 editor. Epic did some insane stuff everywhere in that. It's a really good showcase of how to use the engine to its fullest.

plush yew
#

ok

steady hinge
#

I think your scene needs about 50% more ducks.

fervent stag
#

lol, we have them. We just haven't added the animals yet

grim sinew
#

That level looks great. The water is a little too dark past the reflected treeline though, makes it look like oil a bit

steady hinge
#

Ducks can make or break your Steam sells.

fervent stag
#

It could be my graphic setting TBH

#

I'm not the artsy type

plush yew
#

wow is that a real level? i thought it was a pic lol great job

fervent stag
#

ty, its a work in progress

grim sinew
#

I would also be slightly less aggressive with your tree LODs, things like that are killing the look and it would otherwise probably fool me pretty well

fervent stag
#

and yes DUCKS make it or break it in steam

#

@grim sinew I'll pass that along

#

@steady hinge I'll bring what you suggested to everyone else for discussion. I think what you said would probably make things easier in the long run. Thanks

plush yew
grim sinew
#

Yep

plush yew
#

coo

#

inspecting

grim sinew
#

All the maps and stuff for the whole game are in there

#

The only rule is, the EULA says you can't copy anything from there directly for your own project. But if it's just for learning, everything's open

obsidian nimbus
#

UT editor is kinda big ๐Ÿ˜›

#

last time i wanted to check it i was like mweh, need moar space :P)

plush yew
#

i set the install drive to my archive storage drive

#

so i have space now thankfully haha

#

i had a massive overhaul of my space config a few days ago

#

was really obsessed with getting the engine optimized for time, so i finally moved my source built version to the SSD

#

loads faster now thankfully

#

32 GB, gonna try to look at the levels

grim sinew
#

Takes a while to open them because, well, shader complexity. You'll see what I mean.

#

Epic goes nuts on their materials.

#

Yet still somehow runs incredibly well

leaden garnet
#

^

steady hinge
#

I just realized that you can add inputs and outputs onto a blueprint interface...

leaden garnet
#

now go crazy with it.

steady hinge
#

I'm setting up a sphere trace so I can run around and interact with a whole bunch of different things that nobody would ever actually want to interact with...

analog spindle
#

I could never understand any of the geoglyph macros

#

Couldnโ€™t even find any decent tutorials

analog spindle
#

If any of you guys have found or followed any good tutorials or have any good advice about World Machine and Geoglyph, please @ me

plush yew
#

I have followed a series from Udemy, gumroad and gnomon, I'll DM u the list

mint umbra
#

Anyone here thats familiar with setting up True Sky for UE4? I got it setup, but I'm having an issue where the clouds and rain flicker when I move my camera.

#

It doesn't appear in tutorial videos or showcases, so I'm guessing I've ticked a misfit box off in my Project settings haha. I'll try a clean project when I'm back from work.

grim sinew
#

I last used truesky years ago. I saw your other question earlier about using it in games if it's suitable or not, and a few games use it. Off the top of my head, Ark did..

#

A few console games too, it's fine.

#

It's not the most stable though, at least 3 years ago. It may be better now.

#

The forum thread is pretty active, as is their email support. You can always post there if you have issues.

languid shard
#

lots can happen in 3 years :p

grim sinew
#

Indeed!

frank escarp
#

i saw truesky on a ps4 demo they had with HDR

#

it looked glorious

#

their skies and sun shining with the HDR contrast and fancy TV looked SUPER good

#

they did something like that in Horizon Zero Dawn

tall pendant
#

do note that TruSky takes quite a hit on perf tho

dim arch
#

hi all

#

is it possible to use a console command to fire a keyboard event

grim sinew
#

@frank escarp Now I'm tempted to try it, think it's worth the 1 month resub to see what it looks like? ๐Ÿ˜›

cinder iron
#

Truesky has improved a lot lately

#

Id like to point out that because 1 year ish ago its state was a bit questionable.

#

Thumbs up to the devs ๐Ÿ‘

final owl
#

๐Ÿ‘

grim sinew
#

Is it less buggy? I remember it having visual glitches constantly

cinder iron
#

Its way better in overall

#

Just try it out yourself if posible, a bit hard to tell everything by typing

grim sinew
#

Well yeah, but my trial expired years ago. I would need to re-sub

cinder iron
#

D'oh

#

Then I would say, if you have a side project where you need stunning sky landscapes then try it out again

#

Not sure about patch notes online

grim sinew
#

Performance still horrible?

#

And is the sky editor tool less crash-tastic?

#

As you can tell I had a wonderful experience with it last time. >.>

#

Crashing constantly, had to run it at the lowest possible settings to get a good framerate, etc

cinder iron
#

I had two exepriences with it aswell

#

The last one was way better than my first experience

#

Performance has improved but you have to acknowledge that it is going to add up a bit.

grim sinew
#

Heh, so what, it's not going to be 0.35ms like atmospheric fog?

#

(if only)

cinder iron
#

I dont remember exactly the ms difference but I could calculate it the next time I'll speak with an enviro artist friend of mine.

grim sinew
#

Would be appreciated. There's a certain VR project that I could see a really good use for the volumetric clouds in.

cinder iron
#

I'll ask him straight away, I dont have it seted up rn

grim sinew
#

And not on lowest settings. I want to know what actually looks good, not as pixelated as minecraft. I'm picturing the camera ducking and weaving through these clouds. ๐Ÿ˜ƒ

cinder iron
#

Yeah asked him already on epic settings

#

Is that Okay for you?

#

Or high suffices?

grim sinew
#

Epic would do fine, probably

cinder iron
#

Oki, I'll let you know. But for VR i imagine you are looking for a forward render numbers

#

I'll ask him that aswell

grim sinew
#

Appreciated, thanks!

frank escarp
#

i asked them for their fancy ps4 sky

#

like 4-5 miliseconds

#

so yeah, DEFINITELY not vr ready

cinder iron
#

Hahah yeah thats what I am fearing VR is a field by itself

#

Anyways I'll try to get recent data

grim sinew
#

Ouch, wow

#

I seem to remember them talking about it in regards to VR too, that's a real shame

leaden dust
#

ummmm.... whats trusky?

cinder iron
#

Sky that seems true

mint umbra
#

@grim sinew Getting 120 fps with TrueSky. Looks amazing in still shots, just the moving flickering that bugs me. Got the same issue with my foliage billboards, might ne an opacity issue, dithering or something. I'll update when I tried in a fresh project

#

I didnt check out the ms or the actual perf costs, but 120 fps works for me :)

grim sinew
#

use profilegpu to figure out what it actually costs though, 120fps doesn't tell me much other than your editor's frame capped

mint umbra
#

Hmm roger

#

I'm not too experienced with profiling haha, thanks for enlightening me โœŒ

open lotus
#

I've allready asked in #audio, but nobody anserwed me so, I'll try to ask here xD
Someone know how to use ausio capture trough ue4
I'l trying to make a systeme that could allow players to speak in game and then be eared in a certain area, like in the real life :3
Thanks for your help <3

cloud cobalt
#

Here are some leads

#

Probably outdated as fuck, but might still be close to current

cedar snow
#
LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Prototype/Maps/MainMenu.MainMenu:PersistentLevel' has LevelScriptBlueprint '/Game/Prototype/Maps/MainMenu.MainMenu:PersistentLevel.MainMenu' with GeneratedClass '/Game/Prototype/Maps/MainMenu.MainMenu_C' with ClassGeneratedBy '/Game/Prototype/Maps/MainMenu.MainMenu:PersistentLevel.MainMenu'

everything works as expected, but i have a couple of those log messages i can't make sense of

#

the level doesn't have a level blueprint

cloud cobalt
#

Guessing all levels do

cedar snow
#

i meant no level blueprint made be me ๐Ÿ˜„

#

also that behaviour happens when stopping PIE

#

it's followed by an Early Endplaymap and Late Endplaymap

upper heart
#

@open lotus That is called proximity voice chat

cloud cobalt
#

@cedar snow So what's the problem ? Because that log looks fine

cedar snow
#

i'am seeing such messages for the first time and think they hint at me doing something wrong; they also take up lines in the log window ๐Ÿ˜›

cloud cobalt
#

Looks fine to me

unreal spoke
#

Is possible to swap between different cameras inside an actor?

pallid compass
#

I think so

#

Camera blend

#

or something

worn granite
#

SetViewTargetWithBlend

#

But, thats for an entire actor

unreal spoke
#

@pallid compass Set view target with blend? That requires an actor to get the view info for some weird reason. I cannot find a camera blend.

worn granite
#

Perhaps consider looking into CameraManager?

#

Alternately you can actually override a pair of functions which get the view info

pallid compass
#

oh i forgot about that class lmfao

worn granite
#

the name escapes me

unreal spoke
#

@worn granite I'm going to try to look for those functions. The camera manager doesn't seem to help.

worn granite
#

Ah, remembered @unreal spoke

#

GetFocalLocation and GetFocalRotation for APlayerController.

#

That's what I was thinking of, not sure they'd be useful.

unreal spoke
#

Thanks, I'm going to try that too

worn granite
#

anyway, why isn't the camera manager helping?

unreal spoke
#

@worn granite because I coudln't find any node to blend between.

#

Now I managed to change cameras changing the "active" of the cameras. But now I want to smoothly blend between them.

worn granite
#

Yeah I think you're gonna have to lerp it yourself

unreal spoke
#

Ah... I see

worn granite
#

shouldn't be too hard

pallid compass
#

youtube alot of the time is not the best examples

#

However

#

Mathrew has a super good channel

#

for simple stuff like that

#

with explanation and examples

delicate needle
#

His video TOMATOES are the best!

pallid compass
#

Yeah there really handy

#

I still used them today 3 years later

lilac cobalt
#

hello everybody

#

I need some help

upper heart
#

Ask your question then Omega

astral marsh
#

Can anybody tell me how can i hide my crosshair of game when cutscene is playing and then get back once cutscene is finished

#

of a level sequence

versed spear
#

Do you want this done in blueprint?

#

maybe set hardware cursor node?

astral marsh
#

also

#

when cutscene anim is finish

#

i go suddenly in tpose mode

#

and cutscene finish

tacit plover
#

does anyone know a decent amount aboyt computers

heavy falcon
#

sup

unreal spoke
#

How to rotate a character when I click on it and drag it left or right? Like in most character selection menus. I think my rotatin glogic is fine but I cannot trigger ActorBeginCursorOver,OnCLicked,ActorOnClicked or ActorOnReleased. I added a capsule to make sure it had collision and tried as BlockAll and also as UI

#

I used ShowMouseCursor to, well, show the cursor...

worn granite
#

blueprint? #blueprint - and post what you've tried.

ocean hemlock
#

(80): error C2039: 'Play': is not a member of 'ASWeapon'
14): note: see declaration of 'ASWeapon'
(96): error C2065: 'MuzzleLocation': undeclared identifier

#

Any ideas on these errors

frosty bloom
#

Please pick up a book regarding C++, no offense intended but you keep asking about the very basics. (Googling for 30sec would also work)

ocean hemlock
#

im using a course

frosty bloom
#

Which one? There is one on udemy for UE4 C++ (think it's 15$ ~) that I would recommend to you

worn granite
#

Also we can really only rephrase the error, maybe make guesses as to why you're getting the error. We can't directly show you what you've done wrong.

#

This is like calling a mechanic and saying "oh yeah, it has a problem and I can tell its not normal."

pallid compass
#

Dont be like i was

#

learn ur basic's first

ocean hemlock
#

toom looman

frosty bloom
#

His first error is a function call to something that doesn't exist and the second one is most likely just within a function call that takes a parameter named MuzzleLocation and he didn't insert a FVector of his own

worn granite
#

ok, if you wanna play fix my error without source

ocean hemlock
#

dont worry im deleting the file and starting again

pallid compass
#

Learn non ue4 macro'd c++ first

ocean hemlock
#

i can finish it by today if i go non stop

#

yeah i have gotten a book from library

pallid compass
#

BUCKY MY BOI

#

SAVE THIS CHILD

ocean hemlock
#

i am nuut a child im 13

worn granite
#

I mean, rei was venting earlier and had a good point that we're constantly having to ask for greater context with people's questions.

pallid compass
#

Yeah there needs to be help guidelines

frosty bloom
#

We do, every time

pallid compass
#

Like seriously

#

bunch of guidelines need writing up

#

simple things

worn granite
#

I think in general its better to get people thinking that its always best to help us help you

pallid compass
#

Engine ver, commented blueprints & tidy graph's

#

etc

worn granite
#

that's the point I was driving at with my mechanic quip.

ocean hemlock
#

thanks tho guys

frosty bloom
#

I had to give him some directions since he didn't reply to your statement, which i fully agreed with

pallid compass
#

this is another example

worn granite
#

Ah. Misunderstanding on my part.

pallid compass
#

your telling us sod all

#

How do people expect help if they give us 0 context

#

lemi reword that so u see what i mean

#

My cake has baked really crap, it tastes bad, help?

#

How are you even meant to answer then sort of questions, no context

worn granite
ocean hemlock
#

ok

frosty bloom
#

Most of the time when the context is It's not working, someone help me I believe most of us simply ignore it

heavy falcon
#

@frosty bloom how to ask correctly?

pallid compass
#

With basic context and clarity

#

If you think its too much information, its prob not

frosty bloom
#

^

heavy falcon
#

Oh no it's Rei, hi Rei

frosty bloom
#

The more of basic context and clarity the better

heavy falcon
#

Noted

pallid compass
#

U would be surprised how many times in the past iv thought "this issue has nothing to do with X, so i wont mention it" and that has turned out to be the problem

#

Erik quick off topic

#

Do u know what the overhead for a USkeletalMeshComponent that is empty

heavy falcon
#

Yeah I get the point, I use StackOverflow, just wanted to get sure - because it sounded like "I'm not helping if somethings not working"

pallid compass
#

is it just ptr and some basic allocated memory?

worn granite
#

Any problem is this doesn't do what I want, help

frosty bloom
#

It shouldn't be more than that I think? I mean every character I use that isn't a biped got 10 of those for various equipment slots

#

Almost always empty

worn granite
#

its all a matter of what else you bring to the table

pallid compass
#

alright gotcha

heavy falcon
#

Some problems are "I don't know how to start this" / "what to look out for", didn't get much help in those cases either

pallid compass
#

was just curious

#

is master pose not UMasterPoseComponent?

frosty bloom
#

It's USkinnedMeshComponent I think

pallid compass
#

god dam wiki is still shattered

#

ahh

#

ty

worn granite
#

@heavy falcon Sometimes I answer those

pallid compass
#

u know what annoys me

#

iv got a list of nicely named skel mesh stuff

#

and then there is just

#

that god dam one from the ACharacter

#

can u go away thx

frosty bloom
#

I hear you, been there several times haha

pallid compass
#

could always have a ptr to a ptr so u can use it ๐Ÿ˜‚ in ur nice list

#

but it just get messy af

frosty bloom
#

There comes a time when messy is almost unavoidable.. Glares at nested DataAsset->structs

pallid compass
#

omg lmfao

#

I know what u mean

#

Time for a do construction script for like 12 skel meshs >.>

#

OH WAIT WHAT

#

ERIK

#

@frosty bloom erik

frosty bloom
#

Im back

pallid compass
#

i think u can stop

#

it using a skel mesh

#

the way it creates the mesh in AChar

#

CreateOptionalDefaultSubobject

frosty bloom
#

Is that new?

pallid compass
#

if class derives from it with

#

"do not create default sub object"

#

something something

#

wont be greated

#

๐Ÿ˜ฎ

#

IS IT CHRISTMAS

#

/**
    * Create optional component or subobject. Optional subobjects may not get created
    * when a derived class specified DoNotCreateDefaultSubobject with the subobject's name.
    * @param    TReturnType                    class of return type, all overrides must be of this type
    * @param    SubobjectName                name of the new component
    * @param    bTransient                    true if the component is being assigned to a transient property. This does not make the component itself transient, but does stop it from inheriting parent defaults
    */```
frosty bloom
#

I just checked it, this will come in Super handy ๐Ÿ˜„

pallid compass
#

Whats the chance of me finding that then lmfao

#

thats so good

#

@worn granite

frosty bloom
#

Can't believe I've missed it, going to make a lot of BP SubClasses look smooth ๐Ÿ˜

pallid compass
#

dude that is gonna be super handy

worn granite
#

wut

pallid compass
#

just trying to figure out how u mark ur sub class with DoNotCreateDefaultSubobject

#

u can stop the AChar

#

having a skel mesh

worn granite
#

CreateOptionalSubobject

#

?

#

or w/e

pallid compass
#

U CAN FINALLY CLEAN IT

worn granite
#

Its a thing for OI.

pallid compass
#

OI?

worn granite
#

Ctor::Ctor(const FObjectInitializer& OI) : Super(OI.DoNotCreateDefaultSubobject(""))

pallid compass
#

ohhh

#

dam son

#

DID U KNOW ABOUT THIS?

worn granite
#

yea

pallid compass
#

u mofo

#

keeping secrets

worn granite
#

muwhahahaha

#

flies away

pallid compass
#

im just copying what u have put

#

that better be accurate code

worn granite
#

its not - you need a name

pallid compass
#

ah yeah i got that bit

#

wait, how does the .h go then?

#

i dont ever use : Super

#

constructor

worn granite
#

Ctor(const FObjectInitializer& OI);

pallid compass
#

ty

frosty bloom
#

Well, the TODO list just got longer, wish I saw that code a year back

worn granite
#

I mean, I never really make use of optional subobjects

#

perhaps I should ๐Ÿค”

pallid compass
#

U need a super thing i nthe constructor too dont u?

worn granite
#

not in the decl

pallid compass
#

i mean in the { } of it

#

in .cpp

worn granite
#

only in the definition

#

And no

pallid compass
#

ohh

#

thought it was like begin play

worn granite
#

Nope.

pallid compass
#
void AMob_PlayerHero::BeginPlay()
{
    Super::BeginPlay();
    
}```
#

that sorta thing

worn granite
#

the : Super() IS that.

#

sorta.

#

Its weird.

#

welcome to C++

pallid compass
#

irl cheats

#

lets see if i compile with magivc

#

magic

worn granite
#

A real programmer could explain this properly.

pallid compass
#

dw you are real to me peter pan

worn granite
#

=D

#

also ur name is syntactically erroneous

pallid compass
#

does it not need to be virtual for the dec?

worn granite
#

throw a == in dere

#

a ctor?

pallid compass
#

no im setting it to satan

worn granite
#

nooooooo

#

that'd be invalid

pallid compass
#

yeah its actor one

#

oj

#

oh

#

AMob_PlayerHero::AMob_PlayerHero(const FObjectInitializer& OI) : Super(OI.DoNotCreateDefaultSubobject("CharacterMesh0"))

#

lets see if we win

worn granite
#

CharacterMesh

pallid compass
#

its called CharacterMesh0?

#

FName ACharacter::MeshComponentName(TEXT("CharacterMesh0"));

worn granite
#

mangling

#

wait really

pallid compass
#

ye

#

Lmao

worn granite
#

jfc

#

ok

#

pass MeshComponentName

pallid compass
#
FName ACharacter::MeshComponentName(TEXT("CharacterMesh0"));
FName ACharacter::CharacterMovementComponentName(TEXT("CharMoveComp"));
FName ACharacter::CapsuleComponentName(TEXT("CollisionCylinder"));```
#

rest are named dif

#

lmfao

worn granite
#

like, really, pass that field rather than a string literal.

pallid compass
#

will do

#

omg

#

Yes

#

its gone

#

YES

plush yew
#

I want a dust particle to be everywhere on my level, would attaching the particle onto my character work? does it make any difrence between having every room have its own particle and 1 particle following the character?

pallid compass
#

Yes

#

u would attach it to char, in world space

#

so it does not move with ur char

#

i mean

#

the particle space settings

#

would be world space

obsidian nimbus
#

go in skel asset set to humanoid

#

both need to be set to humanoid

pallid compass
#

where about?

obsidian nimbus
#

retarget manager inside the skel asset

pallid compass
#

oh fuck me

#

i remember now

#

lmfao

#

oh lordy, mixamo stuff has no proper root bone D:

obsidian nimbus
#

you can still retarget em, but i dunno, dont use mixamo

pallid compass
#

was just grabbing some blocking stufff

#

no money for packs atm, and i dont wann pull out mo cap stuff

pallid compass
#

well fuck

#

i cant clear a mesh preview asset for animation viewer

#

LOL

mint umbra
pallid compass
#

what gpu?

mint umbra
#

1080 TI

sage hinge
#

I have two mistakes ... how can I save my health and my weapons and items when I change the level ... and the second error my attack animation does not play ... a help

strong fossil
#

hey can someone help me with collisions its doing my head in i have been trying to figure it out for ages

#

i want to change that box to do a complex collision when i try to tell it to get my static mesh collision it wont work

plush yew
#

Is there anyway I can turn a landscape mat into a texture?

whole quarry
#

@plush yew the textures.. are in the material?

plush yew
#

They are mixed together

#

I want the final result @whole quarry

tawdry raptor
#

Does anyone know if our map Can our map go under the default level squres of a totally blank project

grim sinew
#

Sure why not

plush yew
#

Where can I go to ask questions about unreal?

tawdry raptor
#

Oh ok I guess as long as it has collusion they won't fall though the level

plush yew
#

@plush yew you can look at #more-resources and then see what specific topic you want, and then go to the channel you need and ask there if you like

heavy falcon
#

@plush yew EVERYWHERREEE

plush yew
#

@tawdry raptor hows it going, did you work on your level?

#

Unreal stopped downloading at around 81%

People said to change defaultengine.ini, but I canโ€™t find any defaultengine.ini file anywhere.

#

Thereโ€™s no Unreal Engine folder in Program Files, either.

#

@plush yew each time you install a new engine version, if you look at the install options in the launcher, you can specify where to install it.

#

Whereโ€™s the default download directory?

#

it defaults to C:\Program Files\Epic Games\ or something close to that

#

How do I get it to continue downloading though?

#

Thereโ€™s about 8 different defaultengine.ini files, and even if I do edit one, Iโ€™m not sure if itโ€™ll do anything.

#

Iโ€™d be willing to try editing it, but Iโ€™m not sure which to edit.

#

This timeout thing is quite stupid.

#

the defaultengine.ini files are stored in either game project folders or engine folders

#

if you want an engine version, you just gotta install the engine version you need.

heavy falcon
#

How is the defaultengine.ini reponsible for the download

plush yew
#

not sure on the download error you had. that never happened to me

#

it's not responsible for the download, just answering what he asked haha

heavy falcon
#

This youtube video might help watch?v=DLzxrzFCyOs

plush yew
#

? that's a parody

heavy falcon
#

Did it help though?

plush yew
#

umm no

#

i'm usually pretty serious about things ๐Ÿ˜›

#

despite cynicism

#

@plush yew you may need to update your launcher then and try re-downloading the engine version you need

#

My unreal is actually fully downloaded, yet thereโ€™s still 16% left to go. Whatโ€™s up with that?

#

could be you are using an outdated launcher

#

No.

#

I downloaded it today.

#

ah you have the latest launcher?

#

Yep

#

I donโ€™t understand this. ๐Ÿค”

#

could you post a pic of your launcher or what the download is stuck on?

heavy falcon
#

Ohww damn

plush yew
#

Nice try.

#

@plush yew Itโ€™s taking up 90% of my cpu, so itโ€™s taking a while to upload a picture. Feelsbadman

#

My computer isnโ€™t slow, either.

#

it says 86%

#

if its moving up from 81, chances are it's working and your connection is limiting the speed of the download.

#

you have any kind of ISP throttling or anything? can you access other websites?

#

It also says 0.00B/s all of a sudden. Is it really going that slow now?

#

I can.

#

what i would do is restart it if i was in your situation, but you can do what you like.

#

im not too sure on that one either , sorry man. never happened to me like that before. every single install i ever did worked smoothly

#

I canโ€™t restart. Iโ€™z supposed to have this done an hour ago ๐Ÿ˜†

#

using the latest launcher version

#

Itโ€™s moving fast again. That was weird.

#

that's good

#

could have been a serverside intermittency issue

#

Does anyone have any AI tips?

short dirge
plush yew
#

I have his previous landscape mat

#

Image is too blurry to see

short dirge
#

I couldn't make it more clear it's a screenshot from one of his videos

plush yew
#

Also double click on the function to see

short dirge
#

I can't I don't have it I'm tryna find out how to make it

plush yew
#

Ah

short dirge
#

And I can't buy it because i can't afford it cuz im a broke unemployed 16 year old ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

plush yew
#

Yeah itโ€™s tough affording marketplace items

#

Also the refund policy is shit so if the thing you get is bad your keeping it

short dirge
#

Yea but his are cheap they're like 15 to 30 bucks. But that's still too much

plush yew
#

It spent $80 on one and I canโ€™t get a refund

#

Same with a $50 one I got

#

You should think about his previous mat, itโ€™s cheaper and better

short dirge
#

Well my main goal is to make a auto material

plush yew
#

Ah

#

Itโ€™s hard shit

short dirge
#

And I have all the parts I just need his tessellation control function and I'm finished. Then I can put the textures I downloaded

plush yew
#

Iโ€™ve been talking to the dev for a while

mint sequoia
#

Does anyone have any idea what big companies like Activision or Ubisoft would pay in steam fees? Can't imagine they'd pay 30%

plush yew
#

Idk

short dirge
#

@plush yew oh rlly what about?

plush yew
#

The steam fees

short dirge
#

No i mean like what have u and the dev been talking about

plush yew
#

One of my game landscapes uses the one of reztecs products this is the image

short dirge
#

Looks amazing

plush yew
#

How I can turn the material into textures so that I can sell the landscape without his material on it

#

Thatโ€™s what Iโ€™ve been talking to him about

short dirge
#

Oh wow

plush yew
#

What?

short dirge
#

Like wow that's awesome

#

How long have you been learning ue4

plush yew
#

2-3 years

short dirge
#

Dang I've been learning it for about a month ๐Ÿ˜…๐Ÿ˜…

#

But id say I've learned alot for a month

#

I have a goal so i guess that's what's helping me learn. Rather than trying to learn multiple things

plush yew
#

You probably have much less time than me, Iโ€™m mich younger than you

#

Much not mich

short dirge
#

No way

#

You're younger than 16???

plush yew
#

Yes

short dirge
#

How the heck

plush yew
#

What

short dirge
#

How old are you

plush yew
#

Not open to disclosure on a public discord channel

short dirge
#

Oh sorry

plush yew
#

Itโ€™s fine

short dirge
#

I guess I shouldn't be putting out my age either then lol

plush yew
#

@short dirge you still doing tutorials or are you makin a game yet?

short dirge
#

Uhm I'm still just learning

plush yew
#

ah

#

im glad to be workin on 4.20. so great

#

game migrated well

short dirge
#

I don't think I'll be making a full fledged game for a very long time

plush yew
#

4.20.1 i should say

short dirge
#

Is that the latest version?

plush yew
#

you know what i did? lol

short dirge
#

What

plush yew
#

my game engine was installed on my platter drive

#

and it was slow this whole time lol

#

when i was researching about the 970 evo the idea popped into my head to move it to SSD

#

and everything loads much faster now, it's so great

#

both my game folder and engine folder are now on the SSD, so i would say load times are dramatically improved. really crazy how much difference SSD loading makes. it was slow enough to actually affect my workflow lol. crazy stuff.

mint sequoia
#

If I benchmark mine people will cry

plush yew
#

lol it good?

#

my C is in raid, so it's 1000 or so. two 850 evos

#

970 evo is like 3000 roughly

mint sequoia
#

Raid would decrease my speeds due to the overhead

#

Just running singles

#

I'll run the benchmark

plush yew
#

oh, u got the 970?

#

k

mint sequoia
#

Also you're running your 970 evo < 4x pcie I believe, those speeds are underwhelming

plush yew
#

no i have 850

#

i wanted to get the 970

#

m.2

mint sequoia
#

Ohh

plush yew
#

yea

mint sequoia
#

I see now

plush yew
#

lol

#

it's $180 at best buy. so tempting. my engine speeds so much faster. argh

#

i honestly just wana wait

mint sequoia
#

Fast drives with high storage cost a lot but for me it feels pretty necessary

plush yew
#

and get a new machine with a 1950x or the amd 32 core

#

yea

mint sequoia
#

AMD are a real competitor nowadays, especially when it comes to compiling

plush yew
#

i have a 5960x lol. so bad

#

$1000 cpu

mint sequoia
#

First time in a decade I even considered them

#

And.. running one now after my mobo shorted

plush yew
#

nice

#

that must be 960 or 970

mint sequoia
#

I have a 970 evo 1TB, 960 pro 512GB

#

Evo is a lot closer in speeds this iteration

plush yew
#

that smine

#

i gotta run to a meeting thing in west hollywood lol