#ue4-general
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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>
Did I perhaps brake something here? xD
The server ofcourse
Even ur sarcasm is wrong af
Stop being so cloudy
@obsidian nimbus bet your loving this
๐
Your mixing up login / backend / master manager
I'm mixing jack with coke
Critical blow right there.
That explains it
There is no rule that they have to be different
Im a master surfer
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 ?
Load balancers
Manual workers flipping switches
to set this up
Yeah id say let a provider handle it
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
u normally get a nice control pannel with em
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 ?
u ever used AStarGraph.h?
No
god dam it
Wow realm server
Golden
U might just wann define what your actual scope requirements are
you know, MMO, fortnite style, lobbies, etc
Alright the game:
Here we go
spoiler alert
HA!
i got 1080p allready
lel
a Template with 3 templates in it, with 1 of the 3 templates linking too the other using a typedef
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
and than the game just happens
It Just Happensโข
Client > login > lobby > games
u dont even need a regional server
u can just feed it basic data via web info
or just deploy static information for them
But its FPS xD
So that would mean I ill host it on a potato server you get massive lagg ?
wat no
the games themselves are by region he means
Yeah thats fine
no need for a 'regional server' then a 'game server'
But u dont need to rent a regional server to point to region login servers
just... a game server
What do you need a regional login server for you can use the master and have the regional server host the game?
Alright, so lets say we take out the regional server
galaxy in turmoil
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
then u join the room in the na server?
well, you dont allow or you dont suggest servers with high ping
But the room is in DC
That would give me an huge disadvantage since I ah further away of the server than someone else in murrica
simply dont show them
well dont join a dc server then?
, _ ,
i never said dont have regional servers
I mean Data center
Why can I play on NA Overwatch server from EU with 150 ping without lag
Because of overwatches prediction system
well lets not compare overwatch to an indie game
@digital siren get a prediction system
in the old days i played 150ping all the time, every1 did
Pro tip, if this is your first game stop, or hire someone to handle your back end or its gonna be a mess
Hmm
Hire me and Rei we got this
I can do backends ๐ฆ I built the API login system everything
thats ez stuff
Yeah I know
but now I get confused since I don't want to use steam as subsessionsystem thingy
Then you need to really know wtf ur doing
http://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf < This pdf got me confused af
"You can also create your own Subsystem/Master Server, but that requires a lot of coding outside of UE4."
So I was like okay np
But there is literally no info about a "master server" whatsoever
Lol I think I know that guy!
But if your having a little issue there, then you need to rescope
From 15 years ago ... ๐ฎ
a master server really depends on the implementation of your provider, gcloud have tools to see what servers are open and where
so you just see: whats the next empty server in Europe
good, lets choose this one to match the players
now the match is over: kill it
Yeah you really want scalability
I rely need to find a better engine ๐ฆ
But most likely ur game will tank
tank wot ?XD
tank like go under
Theres a formula you see
if no players online = no one players
if no one plays = no players
then to top that off
You need like 100 players cycling 24/7
otherwise u will bleed money
vblanco or someone else can explain this better
I cant remember it off the top of my head
Unless I have like my own servers? xD
Then that is fine
But you better have EPSU's and business line
otherwise any issues and players will just leave
people have 0 tolerance for bs these days, unless its a super addictive game
also Mattxor ue4 is easy mode i swear to god
put the good servers in gambling lootboxes , ppl like this stuff
So true. Currently there is a whole community waiting to jump ship but there is no game that compares.
Well if the game I am trying to (re)make would just use Unreal Engine there would be just more and more players
Is this not how it works?
the logic is sound!
It is if there is a whole community begging for a game like the one they have played for the past 15 years
Well, I am still in contact of the old player base. We have still our community...
Lol
is it postal?
Like Battlefield Heroes?
so what like 10k people or?
No
then again thats a super small number of people i guess
The game I am trying to recreate is Ragnarok online but how it was over 10 years ago.
Is it Ark: Survival Evolved?
Mwah around 220
Can I link here an wiki page with the actual info of the game ?
those didnt have regional, it was all in japan or korea or something
yes
now im confused as fk
Is it Club Penguin?
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 ๐
@digital anchor that would have been something
lol Takain sorry for derail
I would end up killing my self since I did not figured out how to even get info about a "master" server xD
id just use steam honestly, ur giving ur self extra work
I am up for a challenge tbh if there would be any information
Put it this way
The amount of people who come through here similar to you, about 95% of the flop and never even finish there game
With 200-300 people just set up two servers and let them choose
let alone getting it up and running with quality
So make it as easy as you can on your self.
just have players host the servers and then it costs nothing ๐ค
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.
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!
They are quiting because they spend so much time on a crap engine that is only meant for single player games.
And that is not reflecting on UE4 right? xD because otherwise I am fucked too
It is unless. you want to edit the UE4 source code and bend it to your games needs.
if youre expecting 10-20 players in multiplayer, ue4 is not only doable but really good for multiplayer
you will only need to do extras if youre aiming 100-200 players
That is correct and makes me sad.
pubg does 100, i doubt they changed the source
The "extras" is it something that is explained in the documentation or information I can obtain ?
G0lden23 the whole object movment needs to be rewritten. Replication is a joke.
@obsidian nimbus neither is a good developer
ouch, burn!
So you come back at creating your own engine ?
they need some better ppl in their legal department too ๐
They need better people overall xD
But they don't take good people!
the extras would probably making a simpler movement component, a prediction that works on large scale.... that stuff
replicating only whats needed...
Such as the position of the friendly and enemy team ?
they drop update to players far away compared to closeby on fortnite
yeah, like that
@ Bluehole if you are a farmer and would like to be a game developer you get hired... otherwise you are rejected
That's why we won't have a chance
did u just insult BLue? ๐
Sorry @fiery wharf i don;t know you buuut!!!! the mention was not intended.. sorry โค
settled xD
Bluehole is like Bohemia Interactive and Player Unknown is Dean Hall
Hahah alright I laughed.. busted
Alright who has any experience in the rebuilding of prediction system ?xD
do so when needed
@Blizzard guys
its something u can tweak later
Alright so, thats not a priority ?
I go just further to create the game haha
Should be fine for your game style.
Gonna leave, bye guys xD
lata
Thanks for the information! and the amusing discussion โค
np, GL ๐
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.
Setting small, achievable goals is a good way to keep a project scope in focus ๐
If I add one thing every day, by the end of the year I might have a game.
Or I'll at least know a lot more about blueprints.
i just hate templates
it wont let me post an image o_O
foof! there we go, world grid path finding based on defined tiles working with procedurally generated dungeon's, no nav mesh
Well done, is this an extension of that new tile pathfinding module?
@pallid compass Look for GridPathFollowingComponent, NavLocalGridData, GridPathAIController, etc.
I think this stuff was new as of 4.18 although I haven't inspected it myself
well gonna kms
I was 99% sure you were fixing up that implementation
On the bright side doing stuff by hand is great for learning
Rei did this for 2d, then got it working in 3d
2.5d master race
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
oh thats kinda cool
Im avoiding NAV mesh's because they are heavy as fuck on mobile
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
Yeah, I suspect it would be more efficient to do runtime pathability checks rather than dynamic navmesh for some circumstances. Interesting problem to have ๐ค
any tips for ai?
Anybody here know anything about making underwater vehicles in UE4?
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!
How many reflection probes does the level have?
oh wait it seems to have stopped
wow that was scary
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
@tawdry raptor you gotta make the material two sided if the mesh has an inner face that you want to see like a tunnel
The blueprints now talk to each other. Now I just have to put in the instructions.
why is my control too so far away from my mesh?
it's always at world origin at export
is there anyway to make it closer, I have been editing this way for 3 hours
so I have to edit this way for good?
how do I make it normal?
this is barbarric to have to work like this
Fix it yourself and reimport the mesh
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.
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
if you are making a level, you should do the entire thing in the 3d app and then import the outer level into UE
and then place objects like decor and stuff in UE manually
really?
yea taht is standard pipeline
or if you spawned the tiles in unreal it's possible
like level gen
@tawdry raptor here is an example of a level i did in 3ds, and i UVed it in the same tool
applied mats in UE, and then placed decor
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
after feeling like i have accomplished something, i now find out, 200 hours later im doing it all wrong...
There's nothing wrong with making the whole map in engine
Most UE4 devs do
You just need to fix your pivot once, and it'll apply to every instance of the mesh.
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.
The way gothic does it is certainly not standard in Unreal 4, the engine isn't built that way.
It won't let the engine cull things properly
huh? lol i just set my normals properly
Setting normals has nothing to do with culling objects behind the camera
Fratsum culling and proper normals are two separate things.
And building it as 1 mesh makes it more difficult to increase fidelity later.
What you're doing is what people normally do for a blockout, before scrapping the entire thing for the production art.
yeah i mean as an outside environment mesh.. and normals have a lot to do with what shows up in front of the camera
yea, blocking
again, if i get critism here i jsut want to be respectfully criticised please ๐
i work hard and think of you as my collaborators
This. You can't do it with how you do it.
What you're doing with making it as 1 mesh stops this from functioning
I'm not criticizing you, I'm stopping you from spreading bad information
ah ok, well yeah i dont optimize for that
@tawdry raptor Everything you're doing is fine, just fix the pivots and go about your business.
again please don't accuse me of stuff dude.. i've been through this before with someone else
@grim sinew
I'm not accusing you of anything except for being wrong. None of this is about you.
I'm trying to help someone else.
different people have different pipelines and opinions. and my information is not bad or incorrect
Except for the fact that is objectively wrong that people do things that way, yeah it's not bad or incorrect.
Some engines can work around working fully in your DCC tool, Unreal is not one of them.
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
my levels are fairly small though, so yeah
Do what you want. None of this was aimed at you. I'm simply stopping the flow of bad information.
if he places like each individual tile in manually, moves and translates them, it takes longer than doing the extrusion in blender @grim sinew
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.
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.
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.
That's all.
I don't know how many more times I need to say this, this isn't about you or your project. At all.
And again, modelling in a 3d program is faster than manual placement for 200+ tiles dude. think about what you write.
I do not care. In the slightest. What you do.
you've gotten caught up in technical stuff so much you might be forgetting what's time optmized here.
Just don't push bad habits on others.
Right, and that's why it's what people do for a blockout. Not when you're placing final assets in a scene.
i don't disagree with that at all. yes it's standard practice for blocking out.
Right. And then you delete the whole thing and do it properly.
You're missing that whole second step from your explanation, and he was placing objects like final assets and just wanting to fix pivots.
Because you're not rendering all 200
If you do what you do, you -are- rendering all 200
with the frustrum thing you said, sure. i get that.
And culling in general
There's a reason culling has been a thing in 3d games for like 30 years now
this isn't a new concept
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.
Not if you can see them all at once, but if you can't see them all at once, it is.
Have you even ever looked at a production 3d scene?
Ever?
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
Have you seen how they're broken down?
production like in a game?
Yes, like a finished, released game.
haven't worked in a real studio so not yet, but i saw some crysis stuff
like crysis models
so IK what u are talking about with separating your meshes
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?
You mean the thing they did in that game?
i had the crysis engine and i remember a while ago
For everything?
Yeah. And?
i remember it was modular
like you said
but it was not like TILE by TIILE by TILE.
๐
it was not each polygon separated.
there wa s arock here
or a hall there
He's not doing each polygon god dammit. He had a single mesh for the vents. He was building them modularly, like you should
come on at least meet me halfway here ๐
Did you even LOOK at his problem?
it's called compromise ๐ chunks arefine ๐
Hello everyone.
Hi, don't mind us
I'm hoping to get some help on an issue and thought this may be a good place to ask
Probably is
I have the hypothesis that it is no longer necessary to even use Max/Maya/Blender to do level design...
I'll be honest, I completely forgot people with that opinion exist in the world
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?
@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?
@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
for some that works, but for the player characters the ability to change clothes, add protection and storage capacity, is kind of important
That is very possible, but not an easy task by any means.
It's possible, but the easier way is just to have entirely separate torsos for every variant, like a fully modular character
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.
@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...
@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.
If it was me I would probably just chop up the mesh and have interchangeable parts.
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
@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.
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
but I see what you mean about the frustrum thing, so point taken there.
Maybe I am assuming too much from your original question...
@steady hinge Unfortunately we lost our primary modeler
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.
so we have solid characters, supplemented with some purchased characters and now we lack clothes
@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
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?
You are aware that landscapes are broken up into hundreds of components, right?
It's not even 1 massive mesh in that case.
sure
@steady hinge Yes, that what we're looking for
IK that, i mean landscape mesh, like grass plane
So you currently have 3d models for these characters?
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.
And you want to add more outfit possibilities?
right, a new one replacing the old
It may be one object you control but to the engine, it's hundreds or thousands of objects.
@grim sinew i did this in world machine and used it as a landscape b4
perhaps separating the character into parts if the way to go
So?
are you talking about engine splitting it into polys?
what do you mean hunderds of obejcts?
The engine handles that for you. It even tells you how it does it when you construct it.
@plush yew I live in Phoenix Az, those are great colors for the scene
How many different articles of clothing make up each character? shoes, pants, shirt, hat?
ty wrangler
You remember seeing something about landscape components?
Those components are how many individual objects the landscape has internally
yes, plus whatever gear he/she needs
They can be culled like anything else
A 4k landscape has 1,024 actual objects that make it up
ohhh wait are you talking about the native UE landscape tool thing?
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.
i haven't used the native landscape tools if that's what youre talking about right now
somehow that doesn't surprise me
because i used world machine or others or just imported from 3d software
there's no need to be sarcastic and cynical. please.
we used a height map for the primary project 16 tiles x 16 tiles
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
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
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
World Machine is great.
@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)
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.
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. ๐
I'm actually planning to move to World Creator from World Machine pretty soon.
@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.
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.
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.
@steady hinge this is the level at which we work...its friends but its to eventually sell on Steam. ๐
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.
ok
I think your scene needs about 50% more ducks.
lol, we have them. We just haven't added the animals yet
That level looks great. The water is a little too dark past the reflected treeline though, makes it look like oil a bit
Ducks can make or break your Steam sells.
wow is that a real level? i thought it was a pic lol great job
ty, its a work in progress
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
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
@grim sinew is this the one?
Yep
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
UT editor is kinda big ๐
last time i wanted to check it i was like mweh, need moar space :P)
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
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
^
I just realized that you can add inputs and outputs onto a blueprint interface...
now go crazy with it.
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...
I could never understand any of the geoglyph macros
Couldnโt even find any decent tutorials
If any of you guys have found or followed any good tutorials or have any good advice about World Machine and Geoglyph, please @ me
I have followed a series from Udemy, gumroad and gnomon, I'll DM u the list
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.
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.
lots can happen in 3 years :p
Indeed!
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
do note that TruSky takes quite a hit on perf tho
@frank escarp Now I'm tempted to try it, think it's worth the 1 month resub to see what it looks like? ๐
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 ๐
๐
Is it less buggy? I remember it having visual glitches constantly
Its way better in overall
Just try it out yourself if posible, a bit hard to tell everything by typing
Well yeah, but my trial expired years ago. I would need to re-sub
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
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
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.
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.
Would be appreciated. There's a certain VR project that I could see a really good use for the volumetric clouds in.
I'll ask him straight away, I dont have it seted up rn
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. ๐
Epic would do fine, probably
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
Appreciated, thanks!
i asked them for their fancy ps4 sky
like 4-5 miliseconds
so yeah, DEFINITELY not vr ready
Hahah yeah thats what I am fearing VR is a field by itself
Anyways I'll try to get recent data
Ouch, wow
I seem to remember them talking about it in regards to VR too, that's a real shame
ummmm.... whats trusky?
@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 :)
use profilegpu to figure out what it actually costs though, 120fps doesn't tell me much other than your editor's frame capped
Hmm roger
I'm not too experienced with profiling haha, thanks for enlightening me โ
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
Here are some leads
Probably outdated as fuck, but might still be close to current
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
Guessing all levels do
i meant no level blueprint made be me ๐
also that behaviour happens when stopping PIE
it's followed by an Early Endplaymap and Late Endplaymap
@open lotus That is called proximity voice chat
@cedar snow So what's the problem ? Because that log looks fine
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 ๐
Looks fine to me
Is possible to swap between different cameras inside an actor?
@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.
Perhaps consider looking into CameraManager?
Alternately you can actually override a pair of functions which get the view info
oh i forgot about that class lmfao
the name escapes me
@worn granite I'm going to try to look for those functions. The camera manager doesn't seem to help.
Returns the point of view of the actor.
Ah, remembered @unreal spoke
GetFocalLocation and GetFocalRotation for APlayerController.
That's what I was thinking of, not sure they'd be useful.
Thanks, I'm going to try that too
anyway, why isn't the camera manager helping?
@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.
Yeah I think you're gonna have to lerp it yourself
Ah... I see
shouldn't be too hard
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
His video TOMATOES are the best!
Ask your question then Omega
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
also
when cutscene anim is finish
i go suddenly in tpose mode
and cutscene finish
does anyone know a decent amount aboyt computers
sup
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...
blueprint? #blueprint - and post what you've tried.
(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
Please pick up a book regarding C++, no offense intended but you keep asking about the very basics. (Googling for 30sec would also work)
im using a course
Which one? There is one on udemy for UE4 C++ (think it's 15$ ~) that I would recommend to you
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."
toom looman
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
ok, if you wanna play fix my error without source
dont worry im deleting the file and starting again
Learn non ue4 macro'd c++ first
i am nuut a child im 13
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.
Yeah there needs to be help guidelines
We do, every time
I think in general its better to get people thinking that its always best to help us help you
that's the point I was driving at with my mechanic quip.
thanks tho guys
I had to give him some directions since he didn't reply to your statement, which i fully agreed with
this is another example
Ah. Misunderstanding on my part.
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
@ocean hemlock since rei didn't link what he was talking about - https://www.youtube.com/playlist?list=PLAE85DE8440AA6B83
ok
Most of the time when the context is It's not working, someone help me I believe most of us simply ignore it
@frosty bloom how to ask correctly?
With basic context and clarity
If you think its too much information, its prob not
^
Oh no it's Rei, hi Rei
The more of basic context and clarity the better
Noted
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
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"
is it just ptr and some basic allocated memory?
Any problem is this doesn't do what I want, help
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
its all a matter of what else you bring to the table
alright gotcha
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
It's USkinnedMeshComponent I think
@heavy falcon Sometimes I answer those
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
I hear you, been there several times haha
could always have a ptr to a ptr so u can use it ๐ in ur nice list
but it just get messy af
There comes a time when messy is almost unavoidable.. Glares at nested DataAsset->structs
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
Im back
i think u can stop
it using a skel mesh
the way it creates the mesh in AChar
CreateOptionalDefaultSubobject
Is that new?
if class derives from it with
"do not create default sub object"
something something
wont be greated
๐ฎ
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
*/```
I just checked it, this will come in Super handy ๐
Can't believe I've missed it, going to make a lot of BP SubClasses look smooth ๐
dude that is gonna be super handy
wut
just trying to figure out how u mark ur sub class with DoNotCreateDefaultSubobject
u can stop the AChar
having a skel mesh
U CAN FINALLY CLEAN IT
Its a thing for OI.
OI?
Ctor::Ctor(const FObjectInitializer& OI) : Super(OI.DoNotCreateDefaultSubobject(""))
yea
its not - you need a name
ah yeah i got that bit
wait, how does the .h go then?
i dont ever use : Super
constructor
Ctor(const FObjectInitializer& OI);
ty
Well, the TODO list just got longer, wish I saw that code a year back
U need a super thing i nthe constructor too dont u?
not in the decl
Nope.
A real programmer could explain this properly.
dw you are real to me peter pan
does it not need to be virtual for the dec?
no im setting it to satan
yeah its actor one
oj
oh
AMob_PlayerHero::AMob_PlayerHero(const FObjectInitializer& OI) : Super(OI.DoNotCreateDefaultSubobject("CharacterMesh0"))
lets see if we win
CharacterMesh
its called CharacterMesh0?
FName ACharacter::MeshComponentName(TEXT("CharacterMesh0"));
FName ACharacter::MeshComponentName(TEXT("CharacterMesh0"));
FName ACharacter::CharacterMovementComponentName(TEXT("CharMoveComp"));
FName ACharacter::CapsuleComponentName(TEXT("CollisionCylinder"));```
rest are named dif
lmfao
like, really, pass that field rather than a string literal.
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?
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
wth my retarget drop down my skels is blank o_O
where about?
retarget manager inside the skel asset
oh fuck me
i remember now
lmfao
oh lordy, mixamo stuff has no proper root bone D:
you can still retarget em, but i dunno, dont use mixamo
was just grabbing some blocking stufff
no money for packs atm, and i dont wann pull out mo cap stuff
Anyone encountered this issue before? Using v. 4.19.2. Left the PC in sleepmode over the night, came back to these grids that don't go away unless I restart the engine. Happened a few times in the past. https://gyazo.com/df41d023cb940ee866f7547ae21c11e5
what gpu?
1080 TI
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
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
Is there anyway I can turn a landscape mat into a texture?
@plush yew the textures.. are in the material?
Does anyone know if our map Can our map go under the default level squres of a totally blank project
Sure why not
Where can I go to ask questions about unreal?
Oh ok I guess as long as it has collusion they won't fall though the level
@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
@plush yew EVERYWHERREEE
@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 canโt find any defaultengine.ini file anywhere.
Thereโs 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.
Whereโs the default download directory?
that's what i have mine set to
it defaults to C:\Program Files\Epic Games\ or something close to that
How do I get it to continue downloading though?
Thereโs about 8 different defaultengine.ini files, and even if I do edit one, Iโm not sure if itโll do anything.
Iโd be willing to try editing it, but Iโm 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.
How is the defaultengine.ini reponsible for the download
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
This youtube video might help watch?v=DLzxrzFCyOs
? that's a parody
Did it help though?
umm no
i'm usually pretty serious about things ๐
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 thereโs still 16% left to go. Whatโs up with that?
could be you are using an outdated launcher
No.
I downloaded it today.
ah you have the latest launcher?
Yep
I donโt understand this. ๐ค
could you post a pic of your launcher or what the download is stuck on?
Did you try the beta launcher ? https://bit.ly/1Tqcwn7
Artist: Rick Astley Title: Never Gonna Give You Up Difference with original: nothing but the quality of audio and video. all rights belong to their respectiv...
Ohww damn
Nice try.
@plush yew Itโs taking up 90% of my cpu, so itโs taking a while to upload a picture. Feelsbadman
My computer isnโt 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 canโt restart. Iโz supposed to have this done an hour ago ๐
using the latest launcher version
Itโs moving fast again. That was weird.
that's good
could have been a serverside intermittency issue
Does anyone have any AI tips?
Need help finding out what's in this function created by reztech studios (you find him on youtube). It's from his landscape auto material. Can anyone find a good guess as to what might be in this function?
I couldn't make it more clear it's a screenshot from one of his videos
Also double click on the function to see
I can't I don't have it I'm tryna find out how to make it
Ah
And I can't buy it because i can't afford it cuz im a broke unemployed 16 year old ๐ญ๐ญ๐ญ๐ญ
Yeah itโs tough affording marketplace items
Also the refund policy is shit so if the thing you get is bad your keeping it
Yea but his are cheap they're like 15 to 30 bucks. But that's still too much
It spent $80 on one and I canโt get a refund
Same with a $50 one I got
You should think about his previous mat, itโs cheaper and better
Well my main goal is to make a auto material
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
Iโve been talking to the dev for a while
Does anyone have any idea what big companies like Activision or Ubisoft would pay in steam fees? Can't imagine they'd pay 30%
Idk
@plush yew oh rlly what about?
No i mean like what have u and the dev been talking about
One of my game landscapes uses the one of reztecs products this is the image
Looks amazing
How I can turn the material into textures so that I can sell the landscape without his material on it
Thatโs what Iโve been talking to him about
Oh wow
What?
2-3 years
Dang I've been learning it for about a month ๐ ๐
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
Yes
How the heck
What
How old are you
Not open to disclosure on a public discord channel
Oh sorry
Itโs fine
I guess I shouldn't be putting out my age either then lol
@short dirge you still doing tutorials or are you makin a game yet?
Uhm I'm still just learning
I don't think I'll be making a full fledged game for a very long time
4.20.1 i should say
Is that the latest version?
you know what i did? lol
What
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.
If I benchmark mine people will cry
lol it good?
my C is in raid, so it's 1000 or so. two 850 evos
970 evo is like 3000 roughly
Raid would decrease my speeds due to the overhead
Just running singles
I'll run the benchmark
Also you're running your 970 evo < 4x pcie I believe, those speeds are underwhelming
Ohh
yea
I see now
lol
it's $180 at best buy. so tempting. my engine speeds so much faster. argh
i honestly just wana wait
Fast drives with high storage cost a lot but for me it feels pretty necessary
AMD are a real competitor nowadays, especially when it comes to compiling