#ue4-general
1 messages ยท Page 292 of 1
its not 100% accurate and I dont believe surface materials are taken into account, but it still works great
(overwatch messes with the audio mix beyond that, so that sounds you care about (enemies) are given higher priority over sounds you dont care about (your own feet))
Jetpack Blueprint System [Update 1.2] https://www.unrealengine.com/marketplace/jetpack-blueprint-system any body have this message me
Hello - has anyone noticed UE4.20 doesn't import collision from fbx files? I have SM_Mesh and UCX_SM_Mesh and it refuses to even recognise there is collision - this worked perfectly in 4.19
Billboard component created on the fly doesn't appear in the inspector when I pause the game. It's there in the 3D view and the parent actor itself is there but the billboard is not in the list of components of the actor. Is that normal?
In fact I don't need to pause the game, just F8 does the same. The billboard is in 3D but it's not in the hierarchy of the actor
I tried to detach and then attach again and no luck. It's there but doesn't show up in the hierarchy
heya guys. If I wanted to test the time it took to say generate a grid of 1000 hex tiles using correct maths sqrt(3)r/2 instead of .866r to see if there's a noticeable performance drop how would I put in a check for that?
Profiling
I mean yeah I know its profiling. I'll dig into it when I get there in more detail. was just curious if there was a common way to see how long a blueprint takes or a how to watch 1 process. I've watched a few profiling tutorials but I haven't dug in deep yet.
Hi! Has anyone tried using a shared Derived Data Cache before? Our studio are considering using it to potentially save some time. Unreal docs doesn't say much: https://docs.unrealengine.com/en-us/Engine/Basics/DerivedDataCache
We're also using Perforce, so we're considering just placing the DDC inside the project folder and see how that works. Anyone had any experience with that?
are you in the same office?
yes
ok, perfect. p4 or shared network location should be fine?
i don't know if p4 is best place as you won't really need any kind of source control on it
hopefully ๐ current issue atm is that if we move the DDC to p4, then we end up filling up the space on our server quite quickly. Using a cloud service for p4 atm, but we're going to move it to a local server instead
yeah it shouldn't be on p4imho, local server would be better. as you'll have faster access speeds to it right
if p4 is external
I read on the documentation that "there will occasionally be stalls when assets need to be processed" which worries me a bit
if it slows down the process, there's no point imo
i think the payoffs are worth it. previous studio had a version of DDC, and it saves designers and programmers and artists, everyone really lol, a lot of time when lots of large new assets are added. like shaders don't need to be compiled by each person etc. a huge time saver. the difference was incredibly noticeable when you had to clean your DDC for whatever reason and had to rebuild all the local stuff without pulling down from the DDC, it took forever. so I mean, no harm in trying it.
on that note: we had a batch file to clean out a local DDC incase there were errors on an individuals' PC, came in handy, but i don't know entirely how epics' DDC works or if that's needed
hi all
does that mean you had one DDC on a network server/pc and copied it over to each individual pc in the studio? because I'm considering just having the DDC on a network drive we all use
do you guys know how can i create gridded world in ue4 so one grid would be a small area, and as long as player is on that area it would display him position of the grid like 1:1 or 32:0 or 32:353 (position of grid on whole map)
yeah we had it copied to local, but it was a different system, not actually DDC, not pertinent to DDC i imagine, apologies for the confusion
@plush yew you would have to do some maths with some clamps, or make a shitload of box triggers to update location grid
do maths
or well, depends on your usecase really
oh like actually draw a box
wait
thanks for your help @sturdy star ! I'll experiment a bit with a local Perforce server first to see how well it goes, ideally for us it would be great if we can just "get latest" and everything is ready to go (including the DDC), alternatively we'll just use a shared DDC on our network ๐
yeah good luck man!
I want to draw lines like these on map where each of these boxes is like one grid https://i.imgur.com/hrXuOkG.jpg
@sturdy star
but im not sure how to paint anything like this on map, even if i know at what position it has to be painted, for example 500x 500y draw a 10pixels border, but no idea how to do that in ue4
i tried to make these lines with cube but it drowns in landscape lol https://i.imgur.com/iUSGjt7.png
Possibly a dumb question but is there a way to keep the effects of volumetric fog without it looking like there are two suns?
surrealism
is cool
Generic question: Did they add the folder favouriting in 4.20?
If they did, how do I favourite a folder?
never mind
first few times I looked at right click I didn't spot the "add to favourites" Could really do with a star Icon in that menu entry
speaking about design, how would you guys implement level boundaries? In the picture would be the grayed out area. There are several approaches for this but I want to hear cooler ones! (Not volume based if posible)
who made u graphics @cinder iron
DICE
what
DICE made that in the picture
how
bf is not 2d
what exactly do you want? Do you just want to visualize the Level boundaries on your map or in 3D?
I don't need any visualization
I need to be able to make custom shapes for this playable area
@plush yew It's the overhead map for BF4
I don't want to rely on blocking volumes
I would need pairs
one for inner and another one for outer
there are several approaches, but I am looking for specific ones not based on volumes at all
for example, drawing with a spline the boundaries and determine wether a point is inscribed inside the area created by the spline
or outside
z is not a problem for me
I would like to know how titles like battlefield, cod or even battlefront solved this issue
maybe it is just solved by using volumes
but for me seems like something else
the setup I have rn is using volumes
and its a bit tedious in the placement phase
@cinder iron To determine if a point is inside a polygon, you can intersect a ray with every edge. If number of intersections is odd, point is inside.
with every edge...
mh, seems cheap for the cpu
so is the spline thing all right? you think so? or would you approach this problem in another way @grave nebula
@cinder iron Yes a closed spline. I would not handle the logic part differently. For visual part you can just render a polygon,
visually will be only reflected on the minimap
as soon as the spline can be accessed by it its fine
the logic would need to be on tick then, movement doesn't necesarily mean input axis
there is a problem with that solution, which probably is not very relevant and a technical limitation
you cannot create curves
since you are getting locations from every edge
and calculating wether a point is inside a spline a curve between two edges will not be posible
It is irrelevant. The same applies. But instead of finding intersection between ray and a segment, you would do so for ray and interpolated spline segment.
Logic is still same. No intersections- outside. Even number of intersections- outside. Otherwise, inside. Special case when exactly on the border.
you mean this?
I am not sure what I am looking at
purple point isa soldier, pentagon is the defined area by the spline
each edge represents each vertex of the spline
red lines represent the distance between the soldier to the vertex
I am not sure how the drawing is relevant though.
it is for me to undertand what you are trying to explain
ray direction is arbitrary, but same for tests against all edges.
mh...
what exactly are you trying to achieve ?
what I said before
now... defining a ray on a 2D space for a spline would be easier, but having a ray for a 3D space? I would need to have a way to solve all of this with vector math
Kinda remains the same, but segments turn into triangles.
besides, I can't imagine you needing an arbitrary shaped volume.
thing is I wanted to avoid volumes
there are several approaches to sort this out using volumes
If yours is defined by a polygonal prism, you can keep the test 2d, but add a simple check if third coordinate is within the limits.
but it is just nor very comfortable
I could actually
great idea
I can transform the problem to a 2D plane
tracing imaginary lines in one direction from where the soldier is
yes?
you know you mentioned to change my multicast firing events to server, right? run on server, and then set the projectiles to replicates / replicates movement
does this save network bandwidth?
no, you are spawning replicated bodies onto the world
what you save is the multicast
and you spawn the projectile on the server
where it should be
@grave nebula thank you so much rey <3
@cinder iron o7
I'll give it a go and post something out there
all right, thanks. trying to optimize it now.
I was sick of these volumes hahaha
you can't imagine how tedious is moving them all to cover all the map
is there a key shortcut to progress by one frame
<_< lately i hear everyone talk about fortnite in my local vincinity, and to make it worse, they always ask me if I worked on fortnite or pubg, and when I say no, they tell me i should so i can make millions
.#thatsnothowitworks
Yeah, and working on a commercially successful product usually doesn't give you a percentage either
hehe, I often ask them if they get a cut when their bosses make a million euro deal.
"oh.. yea.. right"
is there a key shortcut to progress by one frame when paused
Hey guys! o/ I'm getting this error while trying to login the ue4 launcher:
any suggestions on how to solve this?
I couldn't find the AS-0 reference in the knowledge base
you want to know whether an object is inside an area defined by a spline?
@cinder iron
yes
that would be essentially impossible, but you can sample points along the spline and define that as a primitive
I am sorting it out already dw
hehe, ok
thank you anyways
it was a problem I was looking at with the air drop on Vigor not that long ago - if you have a particularly complex spline it's basically impossible xD
I have a hand held item that I have placed a HUD screen in. I made this item a blueprint because it needed to have code for the HUD. Now I cant seem to pick the item I made it a blueprint for a character
did I do something wrong
will I be able to pick up this item? or I cant because I made it a blueprint character?
@wary wave I ended up not allowing curved lines
yeah, that's a sensible solution
but basically this https://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/
so spline loop' starts at 1 and lines are paired
i check each one of those to count up num of intersections
then mod(2)
to see if its even or odd
I don't like having to loop for this on tick
but couldn't find any other better solution
however I imagine my playable area to be something like this
so doable i think
@tawdry raptor you should be able to pick up anything if it's set up properly for collision and physics and however you are "picking" it up.
any way to manually refresh a navmesh without using the console command? my game moves the player infinitely forward and simply moving my dynamic navmesh forward via setactorlocation doesn't update unless i manually click and drag it.
would it make a difference in game if I used a blueprint character for my hand held item vs a blueprint actor? I dont want to lose performance all it is is a hand held item
with a HUD on it
@rocky kayak - nav mesh isn't intended for that kind of purpose
ah what would i use instead then?
is a weapon switching system hard to make?
nothing that's built in
aw man i gotta do actual work then
nav mesh is intended to be static, and work with largely static environments
what kind of game are we talking about?
Clicker Heroes 2 is a game about the feeling of getting amazing powerups. You will embark on a never-ending journey to defeat mythical creatures, progressing through an infinite number of worlds. There will always be another upgrade. 1.52e394+ Hours Of Gameplay!FeaturesHop fr...
$29.99
802
similar to this
infinitely runs forward
in games like this the character itself doesn't move
yea i actually thought about that approach
in an infinite runner style game, the environment moves past the player instead
you can't really move a player infinitely in one direction because you'll reach the bounds of the coordinate system
you could teleport them back again, but it makes more sense to just keep the player at the origin
hah that was what i had planned to do
in any case, you're going to need a custom system if you need path finding
got it, thanks amber
would it be hard to make a weapon selection system using the number keys (not the numpad ones)?
I plan on adding stuff like keycards and guns, so I somehow need to select them
sounds simple
@native kite it would be no different than any other input. You set up the keys in the input manager and then have the keys do stuff when you press them.
wow that is one slow site
because characters aren't rigid bodies
I do not like this 'academy' website
it's a good resource in that it's all the old tutorial streams in a sensible place
but it's organised in a way that pretends it's something else
it looks like a lot of the videos are just shoved in random categories with little regard for their content too
for example Hourences session on how UE4 renders a scene is in the "game designer" role section, which is nonsense
i had a tut
where the guy came back with a fully lit scene without showing us the steps
that's relevant to people who want to know how the renderer works, which is more or less most people except designers
he just said I did this that and this
prototyped the boundary system on bp, since it needs to loop on tick I'll convert it to c++ soon, in case anyone is interested or have any suggestion to improve it feel free to do so https://blueprintue.com/blueprint/6e13nbtk/
nice
looks reasonable at a glance
heh couldn't find a cheaper way to do it smh
it's not a particularly cheap operation
the two ways to do it generally include either the boundary tracing method or winding - and winding includes a lot of trig, which means it's usually expensive
don't make me sweat even more XD
just wondering how triple A titles solve this problem
but battlefield to me seems straight spline
so prob same method
it's not unlikely they do something similar yeah
how come I cant grab my object I always get pushed back
i made my object a blueprint character
I cant even grab a mesh
weird yesterday i could
https://www.unrealengine.com/en-US/blog/announcing-unreal-engine-online-learning
comments too harsh?
Good morning Unreal Slackers! Hows the grind going this morning?
great
preparing our minds for the game jam
im so excited , we had 7 members, but then we had to kick 2, which was heart breaking
felt like a real ceo for a second there
i even got to fire somebody
Which game jam is this? Would love to start collaborating but I imagine you kind of have to have a group already
Oh cool, they have an in-built team building function. That's actually really nice
Thanks Imagine, will see what I can find ๐
you r welcome
I'm not ready to be in a game jam yet but I would love to sit in on one. I think that would be a massive learning experience for me.
why arent you ready? how long you been working with ue4 and what areas do you prefer doing?
i honestly dont know what the official rules for people "sitting" in and just watching the process but i wouldn't mind having you there and seeing us chop it up on discord and trello.. im just afraid of getting disqualified though
I'm just generally familiar with the editor. I haven't really made anything yet. I like to learn my way around first. Right now I'm learning how to make hex grids ๐
yeah I don't wanna cause any problems. Just observe ๐
What kind of team you running Imagine, and are you still recruiting?
(If you don't mind me asking)
it says his team is full on the link
yea we are full, its 5 max
@sonic pagoda well if there's a way I can observe I would love to watch your team in action if its allowed by the rules.
will anyone be streaming the progress for your team? I've noted in the past some people try to stream their gamejams
@wary wave why so savage?! ๐
i think i could stream some parts
i also have a kid though, so interuptions will definitely occur
eh, it just rubbed me the wrong way - it's like all the entire page was designed to be disingenuous
it could have been a filterable list where you could check boxes for things like 'blueprint scripting', 'rendering' or whatever
but instead it's a user-unfriendly list of nonsense categories that each have just about every video shoved in them
it's like it's been deliberately made that way to make it look like there's way more content than there actually is
haha
I also dislike that they call them 'courses' and track which ones you have 'completed' - as if there's anything to complete
they're just videos
I gotta get busy on the hex grid math but my brain is crying out "please nooooot yet"
it's really good material, but eh, this isn't Coursera, haha
funnily enough I dug out my early hex grid stuff just last night
How is everyone doing today?
I love unreal engine don't get me wrong. I think its amazing and the community is awesome and I'm so happy all this material is out here. But lately I've found myself watching unity tutorial videos because thats where people actually make great tutorials and break down game design mechanics and code. Unreal does a really great job on releasing videos on engine features but I need to learn how to program, design and implement mechanics and the unity fan base has a MASSIVE amount of material on that.
@elfin jacinth Fantastic. Just getting on the grind and learning me some hex grids mappings ๐
Very awesome
Unity is much easier, also it was more accessible for a longer time
We're always trying to improve that. The first iteration of the page you guys saw today is obviously something we're super proud to release, but will always improve upon.
Oh I have a question about the game jam. Is it okay to observe a team without participating for learning? @sonic pagoda offered to let me observe his team in action so I could learn a little bit but I don't want to put his team in jeopardy of being disqualified.
I know we just brought in some amazing talent from the education space that will help us design and improve the way we teach and share lessons.
@elfin jacinth 1 of our artists also had a question: if we use Quixel Megascan textures does that count as pre-made content, we are trying to see how deep this premade content hole goes
hi
idk if anyone has ever watched Khan Academy but there is a lot that could be learned about teaching from that site. Its my personal gold standard in online learning.
can anyone help me
everyone can, if they know the question
@dire storm have you ever watched this series: https://www.youtube.com/watch?v=1pmPb_TWG-8
This video introduces the Twin Stick Shooter project and shows the end result. In order to follow along, you should get the TwinStickShooterContent.zip file ...
I have at one point watched pretty much every tutorial video once
theres a lot of people with bad videos for unreal engine, that just waste your time with stuff that wont help you in your game... i learned that the hard way
its only when you really start getting out and trying to figure stuff out yourself, failing, going to forums and asking questions that you really start to get it all
I've heard good things about the Khan Academy stuff, though tbh I usually avoid videos
it can take a lot of time to present simple information that could have been much more easily digested with some text and pictures, hehe
@wary wave i agree with that, a lot of people just like the sound of their voice
Good ol Khan Academy. Explain something and then slowly write it out while repeating it three times
@sonic pagoda I would assume as the assets are sourced from a 3rd party not part of your team they would be disclosed as 3rd party and not original from your team. If you used something like substance designer it would be original from your team but mega scans are just textures right?
I agree there is no better teacher than experience. But at the same time I came to the conclusion that by cramming insane amounts of tutorial videos my general "understanding" of the vocabulary, workflows, and how all the parts of the editor work together would be a solid foundation to work from. Then I go back, as I am doing now, and start working on my own mechanics and whatnot. When I have a question now alot of times I have a vague memory of having seen it before somewhere and have a general idea where to look. But before my hundreds of hours worth of tutorials I had zero idea about any of it.
oh yeah, definetly lvl1, i forgot to mention there are hundreds if not thousands of great ue4 tutorial videos
i actually have a hard time keeping up with all that i do want to learn, and stuff i have to finish
@wary wave I'm a visual and hands on learner. Thats why I go to Khan Academy for all my mathematic learning. I have terrible reading comprehension.
but the forums is also a great source of learning, i generally find some1 has already asked the same question i had
I dunno - I find a resource like this:
https://www.redblobgames.com/grids/hexagons/
is infinitely more useful than a video
idk I avoid forums unless they show up in a google search. I find it to be a huge time sink with little gain for me personally unless a really good post pops up on a search that has great material in it which in that case I usually save it
@wary wave I love that site. I have it open now
and unlike 5 hours of videos, if there's something I want to reference, I can just CTRL+F right to it
but yeah, that was the site I referenced for my own hex stuff
what do you guys need hex math for?
It took me a while to find it. I think I stumbled across it on reddit. I also picked up a hex asset pack from the marketplace because I wanted to see working code examples and bp implementation. From there I could gut it and play with it. Unreal engine marketplace is like buying someone else lego creation to smash it and see what you can make. I really do love UE4 and the community
What would be a appropiate vertex render count for a high end game. I know this is a stupid question but still I want to know
Number of vertices rendering at one time
I'm glad you asked. @sonic pagoda . I'm toying with a prototype idea of mine and I wanna see how far I can push it once I learn everything about hex generation. I'm taking it slowly one step at a time. But basically in a nutshell I want to replicate civ or endless map tiles however I want every single tile on my map to be a clickable level that opens into a smaller hex map.
I don't care if there's loading. I'm not making civ or endless. I just want to see what I can do with it. I'm just learning the basics of it right now but I'm in love with hex grids and I have some concepts I wanna do and everything evolves around hex so here I am. Hexing it up ๐
@leaden dust thats a hard question to answer... and i dont think you should worry about that right now..... just experiment with scenes, build a game, see how the fps / gpu stats are and try adding removing stuff and measuring...
I was really sad to see ShardBound fail. That game looked really beautiful and it was an UE4 title. I found them on the forums and posting on the UE4 fb page. The art style they had with hexes was so beautiful
this game?
Shardbound is a Tactical Collectible Card Game. As you play, youโll collect hundreds of units and build armies to compete head-to-head with other players in matches of cunning and skill. Use positioning, the terrain, and your unitsโ unique abilities to achieve victory.
993
@elfin jacinth Are there any plans to release more Paragon stuff (characters/anims/animBPs , VFX, sounds, etc.) in 2018 ?
@wary wave You dug out your Hex stuff because you were grinding Endless Legend for like 8 hours last night thats why ๐
haha, nah, unrelated
oof, free to play
that's a bold move if you're virtually unknown
I'd never head of them until today
@sonic pagoda Thats the one. Have you looked at the tile artwork for it? Its so purdy
yea it looks nice, the comments are anything but though
The studio flopped apparently from what I gathered off google. The price tag on purchasing ingame content was pretty high from what I gathered. regardless, I loved alot of the work that went into it and the style of the hex boards they were using.
Is a Multicast event enough to show all clients my attached equipment or should the client run an event also?
free to play is a death sentence unless you have significant ability to advertise, afford running costs long term whilst initial onboarding is ongoing, and have the investment into metrics to understand your game
I honestly wouldn't try doing free to play unless my budget was into seven digits
hello
@vale silo We have another Paragon asset release later, yep!
Oh no. Dog just completely shredded my nephews new teddy bear. Stuffing is everywhere. I'm gonna be on the Nephew naughty list big time. RL problems
Oh love the Paragon Assets. Such an amazing learning resource. Thank you so much for that!
lol
I just hit the end of each video
since it doesn't care
But overall, I mean, it's nice that they did this, looks like they put a little bit of effort
Guess this is one of many reasons to not have to do Tuesday streams anymore
I was trying to find my favorite training streams on there like the proc generated room and the rpg one.
@dire storm hmm that's not going to be here
AFAIK, this is more of a "curated" thing
with some of these being new content
Since Zak was the OG BP Senpai
yes he was/is?
I'm trying to decipher what this means for hex grid calculations.
What does it mean to use each edge as a graph between nodes.
Familiar with graph theory ?
No. I guess that means I gotta put another something in my queue ๐ฆ I love learning, I love learning...
What he's saying is, treat the map as a graph, in terms of graph theory. You'll be able to apply nice pathfinding tools on it.
Obviously easier to say than do
I have a ton of reference material gathered up. I'm just working on the understanding ๐
This makes sense to me but how do you handle the edge coordinates for tiles not generated. How do those values get populated?
The code loop just stores the coordinates in the array anyways even though the outside tiles don't get generated I guess?
@livid haven Since you worked on the Localization Dashboard. Do you know how to get a .po file imported successfully? Tried Google Toolkit, POEdit and POEditor, nothing's working. Rather not do this manually, but if i have to, I'll do it.
@safe rose I did
The process is to gather ; export ; edit as a .po ; import ; compile
The import dir has to be the root localization dir - not the specific language dir or po file
I use Poedit too
Aye
I figured it out by accident
Thanks though @cloud cobalt ๐
They really need to update the docs
Especially since it's like 4 workarounds
To do it
Yeah, it's not trivially set up
Works fairly well after that as long as you never do anything stupid
Yeah, I am excited
I am trying to not have to do it all manually
๐
And have everyone localize it online
So I don't even have to worry about that myself either
We only localized in our native language, and english, and didn't try to have people do it
Just too many obcure texts in complex UI that would be nigh impossible to translate without real guidance
Heh
It's actually not that complex, but a general overview of each part would be nice to newbies
As is, it took me 2-3 hours to get to the point of importing .po files
It's not that bad, but still, if it wasn't for the wiki and the answerhubs letting me know about all the bugs and workarounds
I'd be screwed
@safe rose We're working on revamping streaming, so Tuesday may be coming back.
@elfin jacinth Sweet because it used to be one of the best parts of Unreal
Unreal Learning/Education I guess
As long as it stayed on point and didn't go to questions on twitch within 15 minutes
We talking about Official Epic Tuesday Streams @elfin jacinth ?
Absolutely love the official Tuesday training streams.
The Community ones were...alright, very much hit or miss.
Stuff like this: https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
Freaking golden
Is there anyone in here who maintains an active github repo that contains an engine build from source + a game project using git + lfs that isn't a direct fork from Epic Games?
Hit me up or #source-control
I could imagine dependencies could be an issue when hosting elsewhere
Correct, Victor.
Anyone use the procedural foliage generator im having a issue with mine it says "Unable to spawn instances. Ensure a large enough surface exists within the volume"
Anyone know how to fix this since my landscape is big enough and im very confused
The main complaint I tend to see pop up when epic does programming stuff is "not enough C++, why is this not C++, Blueprints killed my cat". I am genuinely curious at what percentage UE4 users that use C++ are that would need tutorials like these.
People who only know BP but whose curiousity about C++ hasn't been killed off by all the avoid C++ undertone.
I'm slowly learning C++ and I enjoy any content that further helps open the door.
I'll grant you, those people would be better served by just digging into C++ and getting into the spirit of reading source to understand it.
The door may be heavy and slow to open, but its unlocked.
You don't have to have somebody unlock it for you.
sadly, C++ is very hard to show in a stream
TBH, if they did more C++ tutorials, you'd see a lot oh happy folks
Like, if they had done Tanks vs Zombies right
For example: If I want to write a hex generator and wanted to use the actual math using sqrt(3) to calculate my hex grid locations over using .866 multiplier to generate lets say 1000 hex instanced meshes. How much of a performance difference is that? I know that when I get to that point I'll have to use the profiler but I'm not experienced enough to know off the top of my head.
The new Action RPG demo is a good place to start.
Handmade seems to do alright showing code on stream
BatteryCollector is a pretty nice project series still
probably their best one
@cloud cobalt Hmm, is there some trick to switching the language in game ? Changing cultures doesn't actually change the the text in game sadly ๐ญ Only does the editor
@dire storm most of the benefit to switching from BP to C++ is avoiding when you jump into/out of the BP layer.
I doubt you get any significant gains on the math ops themselves
you do becouse the compiler can actually optimize it
specially important in loop
do not loop in blueprints
okay thanks for that feedback. I recalled reading somewhere that using sqrt math operations over thousands of operations could cause performance issues so I put that on my radar.
please just dont
if you need to loop put it in C++, it will be much more efficient
modern cpus love looping
I will be putting it all in C++. It will a great learning process
Don't loop in BP. Just have your C++ loop and then call into the BP graph for your actual body implementation. ๐บ
please thats even worse
ik
The problem usually is not your math or if it is BP. It is the Engines C++ that kills it regardless. If you code smart, using BP is not a problem at all and it will save a lot of time.
for events, blueprints are fine
for math and/or loops, they arent
also, blueprint tick is really expensive
really, really, really expensive
what should bp tick even be used for
See now, this is the kind of thing I meant with avoid C++ undertone.
Using BP absolutely introduces a cost.
Yo, I am never going out of my way to code a fucking loop call in c++ instead of doing it in bp
Truly, if you care about performance enough, you'd use raw C++. That doesn't mean the difference doesn't exist.
even if you care you shouldnt use C++ for everything
I am finding that I am limited by other things like AI controller and number of draw calls not what I do in BP but I agree there is some improvement with C++ but not much in some cases.
@gaunt raptor bp tick all actors of class obviously
im running DWVR at 120 fps on a ps4 with blueprints for enemies/ai and a bunch of other stuff
c++ is too slow. Assembly or riot. Is that what we are doing here?
actually you cant outspeed C++ with assembly
hey you do you
naw just binary.
becouse C++ has a thing called an optimizing compiler
so its very likely that you wont write assembly code faster than the compiler
thats cool. didn't know that
there is only 1 real exception
vectorization
and then you can just use the intrinsics
The gains you can get, that compiler will have been optimized to do.
blueprint ticks are expensive, but whats your target? are you making something to run on an arduino or something
i still stick by my super noob advice that isnt actually good advice: if it runs at 60fps its efficient enough
i dont have to run at 120 on ps4pro
but i do it
becouse i can
there is pretty much no other reason
Well I am going through 200+ actor array 10 times a second so any increase would help.
okay, that makes sense
i can't imagine what kinda games you guys are making, but for my cases, i've pretty much gone blueprint the entire way except for when something wasnt exposed to blueprints
and ive never had a perfomance issue related to cpu
althought i havent driven too far into multiplayer...
online multiplayer
I use a mid grade android device to test on. Help with testing fps issues.
@frank escarp i test my game out on a wafer thin pc with no gpu
and it works at 30fps... it still is limited to gpu, and not cpu
still stronger than a ps4 for game code
im not gonna argue that c++ isn't better, because we all know it is.... im just saying.. whatever gets the job done, especially for a solo game developer
I can agree with that, ImagineGames.
@frank escarp i guess ill just wait for the ps5 then lmao
Everything is set up perfectly in the Action RPG demo. They are still limited to the amount of ai move to calls. It is around 50 calls a second. I just wanted to know the limits of the engine before I got to much into it. Rendering is a big issue for me right now since I got a handle on the amount of ai calls. I don't think the engine is optimized for using to many flip books on screen. Knowing the limits rely does help with your game design.
lol that's not even a real problem. replace that with not that you had a dangling pointer which you couldn't troubleshoot
And yeah, I agree. Go with what's the best for you to be productive. But I think C++ will continue to have a place, and that you're doing yourself a disservice if you go out of your way to ignore/avoid it.
wonder what they're waiting for with releasing 4.20.2
@worn granite i actually want to learn c++ but the book is so heavy i literally have no place to study lmao... true story
heavy book nice
You do have a place to study. Start with the Action RPG demo by Epic Games it is free all set up and ready to go.
@manic pawn Where did you see they were doing a 4.20.2?
there's been a ton of commits on the 4.20 branch after 4.20.1
@versed spear thanks I will check it out
Hello guys! Just started to learn UE4 through internal tutorials and documentation. May you please recommend some nice tutorials with sample projects?
Just did not find anything like that on official website
They are still working on some issues for 4.20.2 https://issues.unrealengine.com/issue/search?q=fix%3A4.20.2&resolution=unresolved&component=&sort=
@sonic pagoda if you want to learnC++
dont touch unreal
seriously dont
learn C++ by itself first
@jolly coral https://docs.unrealengine.com/en-US/GettingStarted
@upper heart nice. I typed in fixed:4.20.2 and that wasn't it
hmm this article I'm reading is suggesting using hash tables for storing hex grids. Everything I've seen just uses arrays with enums and such to store tile info
Just in case anyone searches for Localization Dashboard, Importing Localization, Cultures not importing, cultures not switching, .po not importing, po files:
https://answers.unrealengine.com/questions/778661/localization-po-import-failed.html?childToView=818258#answer-818258
BTW, this makes testing Localization in VR ... basically never happening
https://www.redblobgames.com/grids/hexagons/#map-storage I cannot wrap my brain around the axial storage section or its significance at all.
Hi, In the game ARK survival evolved (made with UE4.5) players can be transferred from one server process to another, there are limitations in that each server process must be running on the same physical hardware. Any tutorials on how to setup something like this, and is it possible to achieve similar results but with servers running on different physical hardware?
@barren coyote do you know C++ really well?
The thing you're asking for is something you don't need a tutorial for
You just design it and implement it. It's not a trivial task
I don't know what ARK does specifically, but transferring state is not hard, but overall it's not a trivial thing
Like... basic way to transfer state is to have all servers be linked to a single database, storing some base player state (inventory, stats etc)
And whenever player connects up, you just initialize him from that database
I konw C++ but would not say really well, and I have Ue4 blueprint experience modding ARK, adn now wish to make a small game for fun. So really looking for tips along the lines of "No thats is imposisble" and "Yes, it can be done " etc ๐
Yes. It can be done.
No, there are probably no tutorials on the subject. Yes, there are tutorials on linking up database to UE4
thanks,. I am thinking of having a server process for a player lobby, players choos a map for a FPS type match and then get transferred to the server process running that map/match and then back to the lobby when it is over.
@barren coyote Welcome to the show :P
I'm gonna be getting my keyboard dirty with C++ As well
I'm interested in making a counterpart to the capsule component that better fits animal characters
Currently digesting UE4's character related source code to see what's up
I dub it project AnimalComponent
@broken shadow ๐
I'm just a bit over ARK modding so looking to make a toy game, not a game a bout toy's but just a for fun project with no real purpose of future other than being fun to make
I'm not interested in putting together a game but I've seen people ask "hey how should I handle collision for my animal character?"
Always the answer is accept the limitations of the capsule component, or C++ up your own solution.
have fun
yup lol
Whats the best way to add an clickable overlay to the game? Should I use the HUD class or the UMG class? I am asking because a HUD is just for displaying data, normally.
As far as I recall reading there isn't much reason to use the HUD class anymore
Use widgets
Alright. Are HUD classes deprecated?
now the hud is mostly used as a manager for your umg widgets
more separation I guess
ideally the character would never directly call ui
That makes sense to use the hud as a manager, but what concern is there managing all player related widgets on the player?
Probably get this question a lot but apart from quixel megascans where would you get realistic free materials textures ?
Google, make them yourself or get someone to make them for you
@broken shadow ive had some things ive done regarding animals, such as setting the capsule as the center of the body and then via construction script attacthing other spheres or boxes with collision to bone sockets
Ah man, I do not want to do QA
14 videos to watch, localized to 12 languages = watching the same 14 videos 12 times each
20 minutes per language * 12 languages = 240 minutes = 4 hours. Uuuuugh
can someone please help, I bought a script from the store and followed the directions but its giving me errors
does anyone know what this means
the guy I bought it from is russian
@tawdry raptor If there are issues with an Marketplace asset you purchased you should talk with the Author first.
oh
The Author will know the pack inside and out and will be more able to assist you with its usage.
Try emailing them first.
They are required to give you support with problems in direct relationship to their assets.
im also trying to learn
seems like Blueprint Runtime Error: Accessed None trying to read property is a common error
i dont want to have to crawl to this guy every time i have a simple problem
Yes it basically means, you tried to access something that isnt there.
Yes im saying if his Asset has errors, you should eemail him.
well I dont know if its because something I did
im trying to put a display on an object
well it doesnt give any errors on his map
the demo map just mine
maybe I should just start building my level ontop of his
right or wrong?
if I remove all the stuff and build on his I should be ok
should I build my game ontop of his world?
or his level?
Let me start out by saying I'm new to UE4 ( not new to programming ) and realize I have a lot to learn before i'm going to be able to finish making a good game. Currently following lots of tutorial and experimenting with code. For the RPG I'm wanting to create in the future I was planning a free move system like point click for the party when moving and switching to turn based movement when hostiles are close. I'm curious how this would be implemented in UE4... would I set up some sort of state machine called from the project settings game start or does UE4 already have a way to handle it or am I completely off on how to handle it?
@cerulean perch will the turn based combat be on the same map or switch like classic Final Fantasy games do? If so you just use separate game modes to handle how things are between exploration and combat and you can use separate player controllers to control how players are ... controlled during combat lol.
the plan in most cases would be for the level not reload or change when the hostiles get close as combat will not be final fantasy style more like classic D&D RPG with everyone taking their turn to move and attack on their initiative....
yeah you might basically just handle that with a simple toggle setup. A bool on each control that forks off to what should happen based on your state like you suggested
a simple start might be to have the game mode handle the current state, exploration or combat or such. The controls can check the state when they trigger and branch based on the state to handle if they should move or handle the combat movement type. another way that might be weird as well is to kinda make it context sensitive. Like when your moving your clicking on the map would hit just terrain and then it would know to move. If you get into your combat state you would overlay your combat grid or something similar and then when you click you would hit the grid instead and the controls wold know to do something based on combat
dunno how feasable the second one might be but it would be fun (for me lol) to try and figure out atleast
Hey guys, been working on a procedural dungeon generator, and have it at a place im pretty happy with. However, for AI navigation, whats a good way of generating a nav mesh, since its different every time?
Guys
is there a way to change the folder of the projects?
my ssd is running out of space
but after if i delet the original one, it will desappear from the ue4 menu, right?
then i gonna need to open from the file?
then you just double click on the uproject in the new location
it will add itself back to the list. the act of opening it up is what adds it to the list in the first place
cleaning this folder periodically
and i searching the way how to change this setting in UE
Thank you MathewW. This gives me some ideas to think about before I get to implementing it as I said still a little ways off yet but learning lots from RPG tutorials.
dont delete the old one until you are sure the new one is working for a day or two.. i've migrated root game project directories many times and never had any problems but it's good to test with standalone and maybe a packaging to make sure everything is okay.
@bleak widget you can change it from the .ini file for the project, the .ini file file for the engine, or in the settings for the project itself in the editor
im using an example map and am trying to delete everything on the map when i hit play alot of other things show up on the map level, how can I delete everything so I can build my level from a non buggy one?
why is the first person coming back after I deleted him
when you hit play the Game Mode will spawn in defaults. you can try to change those to none or just make a new map?
MathewW thanks
What's the "Version=?" supposed to be inside this file?
I found old forum posts saying it would =5 but maybe that's specifically for an older engine build
Depends on the engine version your using?
4.19
I'm not sure how the Version= would be 5 in a forum post from 2015, I don't understand what version # it refers to
why wont unreal tell me what i need to do ti fix my problem
Probably because your problem is to generic. Research and experience.
Is it still the Access None issue?
yes
Blueprint Runtime Error: "Accessed None trying to read property RadarBounds". Blueprint: BP_RadarSettings Function: Execute Ubergraph BP Radar Settings Graph: ForEachLoop Node: Branch
That its talking about
An variables called "RadarBounds" didnt exist when it was trying to be used inside a ForLoop
the guy told me to make a radar bounds so the enemies will show up on this its a capsule
You will need to use an IsValid node on the variable RadarBounds before you use it.
Ok well why havent you done that?
i did
but the error comes from a section of code I never touched
I never went into Blueprint: BP_RadarSettings Function: Execute Ubergraph BP Radar Settings Graph: ForEachLoop Node: Branch
its a macro
Yes thats fine.
But its telling you that it expected an reference inside something called RadarBounds to be valid.
Meeaning that you probably didnt setup somethign correctly as per the asset requirrements.
Is there a tutorial you can follow for the Asset you purchased?
yes
Well if you followeed the tutorial and wasnt paying attention then you miss vital details.
let me start all over
you have a thingy thats not actually a thingy at all but you're like hey thingy do this but nothing happens because you're yelling into the void and not at a thingy and thus the error
so get a thingy
Such a sage
I just started working with UE4 like 2 days ago, and this is hard AF to use
jesus
compared to Unity3D anyway
lmao
yeah i agree
wanna make a door
jfc allar is this what youre doin with your life? I mean I shouldn't judge...
thats just how epic DO oml
@polar hawk so we got this little ball thing, that doesnt help us... lmao.... too bad that is so true when im trying to make a small actor
seems like I attached something to my guy
oh no the guy who sold this radar ripped us all off
i just realized
its not a real radar
he doesnt tell us how to add our OWN ememies....this is barbaric
when we add his we get errors
hey, you guys know that default sphere that sometimes appears where a player's camera was? any idea on how to get rid of a rogue one of those?
why cant we delete character movement componets from the screen? its all greyed out for delte
delete
Allar - your door tutorial is missing 1. a one minute shitty aftereffects sweeper logo intro 2. "Hey guys, Allar here, before we get started go ahead and hit that like button, and get subscribed"
It's not me it's unreal
Why won't unreal let me delete
These are the issues nobody ever talks about
you cannot delete the movement component because it is inherited from the parent class that your character uses
if you don't want a movement component, use a pawn class instead
it sounds so simple in theory
Yeah, you can't really have a character without a character movement component. That's sort of the point of the character class.
soon we will see you convulsion ๐ฌ
Nah, just complain the chat is blaming you, and insist that unity doesn't have this problem.
@tawdry raptor Have a look at this article https://www.howtogeek.com/207754/how-to-use-the-snipping-tool-in-windows-to-take-screenshots/
anyone know if there is a sig graph livestream or rewind to watch. they just tweetered about real time collab in UE4 being shown
did he rage? what did i miss?
Yeah i really dont miss Unity lol
they are so bad, that all tech and other sample scenes Unity provided so far make the whole engine look bad
when most of the issues are only in the char controller
it makes everything look choppy
nothing would really prevent one building own char controller there
nor would prevent doing the same on ue4
issue with that is the modern game development approach tho
people want complex char feats and multiplayer
most people using these engines wouldn't know how to even start building such themselves
I have a HUD on my screen and on a hand held object. I would like to remove the HUD off my screen but keep it on the hand held object. Is this possible?
It's a tricky situation
Because the I used the HUD from a project file but it puts it on the screen
look for add to viewport or add to player screen and remove the node
this is what i could find you say remove that?
Anyone got an Unreal Engine icon as a PNG with a black background?
I'd like to run it through an image-to-ascii converter so I can experiment with my video editing software and make a "powered by Unreal Engine" intro movie for my game
it didnt work
That is a reference that is being set
try the player blueprint or player controller to see if its being added to the viewport or player screen
no its not being added I only added it to the hand held item
When does the Unreal streaming begin tomorrow. @grim ore post just reminded me. Hopefully I don't sleep through. I'm quite burned out from studying
I noticed that when I dont add the item to the level the radar doesnt show uo
How does Ben Tristam learn all these damn engines and able to explain how it all works. Just trying to survive a few more videos and not crash
when i add the hand held radar to the level it adds it to my screen
no its a serious question
how can a person remove a HUD from screen and not the object
I guess ill ask on the unreal forum
i miss the days of MIRC
these discord era is to barbaric
i know
but if you were faced with the same situation from a client you would be lost
where is the blueprint bible
I need to read it when im on the toilet
because blueprints has so many commands
if a person doesnt get fimilar with them they are french
i did but they dont go over my issue
of removing the hud ill just post the code on the forums maybe someone can help
Or I need a tutorial on how to make the radar go to an item or material
there are no tutorias for hand held radars
everything is a HUD
which i think is strnage
even a pipboy tut would do i guess
im almost done with my game
believe it or not this is all i need
the gun is already there and ill just make some AI
removing the hud is a problem!
Anyone know if it's possible to change the pivot point of a mesh via blueprint?
@limpid star Trying to work out how to snap objects together that are not regular shapes. I'd like to be able to snap them based on source & target faces - what i've seen so far is that everyone seems to use the pivot point as the snapping point and the ray-trace hit point as the place to snap to
I'm pretty new to all this actually so I'm not sure what you mean by making a root/child node?
ok - the mesh I want to snap will only snap from it's pivot to that node correct? If so, i am still limited to how the to actors snap together.
agreed. I'd really like to be able to (1) Find face midpoint on object A and snap that to either the mid point of another object's face OR a vertex. Dunno how to get vertex info tho either.
ok, so if i want to snap a cube to something else, that cube would have child nodes at say each of the 8 verts and maybe also at each of the 6 mid-face points? Then, I choose which child node to use for the snapping. Is that what you mean?
hmmm! interesting.
What would these "marker" nodes be? Can they be simple points or do they need to be actual 3d objects like spheres or cubes?
Would the direction the arrow is pointing = the normal of the arrow? If so, I might need a lot more arrows to allow for normals in several directions ... or maybe just do that with math.
That's kinda the idea ... it's all just hyperthetical atm until I get the algo sorted out in my head
How easy (hard) is it to position these child nodes exactly on a vert or somewhere else like the middle of a face?
But if the attachment point are the things controlling the snaps, shouldn't they need to be place exactly?
ok, that sounds like the way to go. I'll just have to figure out how to implement it.
The concept I'm thinking of is a bit like the game crossout where you build different vehicles but snapping different chunks together
cool, thx
can I move a hud off the square grid or is it stuck there?
hey @tawdry raptor have a look here: https://academy.unrealengine.com/
you know what i think
i think if I cast to actor instead
of the canvas
it should bring everything to the actor
hmmm since I dont know much, you know what im going to try, to flip the picture like a paper so you could barley see it
How do you lock objects in the editor so you don't accidentally change them?
@midnight oar Would this help? https://answers.unrealengine.com/questions/40500/can-you-lock-an-object-in-the-3d-view-so-its-not-s.html
lol - i was just reading that. Thanks. It's been 3 more years and they still have not added a freeze/unfreeze feature. Disappointing.
The topic is also closed so I can't ad my 2c worth.
Ahh well atleast you can't move your object that way ๐
I just added a post about it - any luck the devs might see it and/or others will respond and add weight to the request for future updates.
Although I don't think it will help ... just look at the threads requesting support for 3D mice.
LOL! not this 'lil black duck.
Haha
I have another issue with ue4 myself..
Like ehh, 100% when applying a material ๐ and that can take up to 30 seconds sometimes
It's quite annoying
I imagine it gets exponentially worse as the project grows.
new stage of developing my game - dynamic landscape material๐ฌ and i noob
@midnight oar I added the kite demo open world assets to my project so I can quickly block out some ideas for levels and such
But if I drag in a tree for example (the first time) it literally freezes the editor and I have to wait 4 minutes ๐
@bleak widget Sounds good!
I had a similar issue ... i read somewhere that the problem is the very high res textures and lowering them makes it a lot faster with little or no impact - certainly not for just testing purposes.
I can help with it
For very complex meshes, there are a few options on import that can speed it up A LOT
My teammates say it has to do with the dynamic cache thingy
i found some tutorial how to make the material depends from slope surface. But the material function is unknow
@south ridge If you would have an idea I would be glad to hear it and try it out ๐
When importing meshes, it builds some additional data that speeds up stuff like tessellation
It's not like I'm throwing slow hardware at UE haha
You can disable that to speed up import of large-poly 3d models
The importing itself goes quite fast to be honest! It's just when I drag it into a scene for the first time
THe Kite assets are just not to be used for production
Use TGA instead of PNG as an intermediate for textures - compressed PNG will carry a decompression overhead that is considerable
Ah
When you drag it into the scene for the first time, it build platform-specific data
And TGA too, sure - just a way better format for textures that PNG
I know they aren't @cloud cobalt but 65k poly's is not too much right?
@cloud cobalt i agreed. Kite demo not usability
You can't really optimize that. In our game we have zoo levels with all meshes so we can quickly re-generate cache for those and not have random freezeups on new platforms
65k tris is quite high, so it will slow a bit
Yeah but 4 minutes to drag it into my scene for the first time?
it targeted on hi end extremely hardware
@cloud cobalt uncompressed PNG is pretty much same as TGA, but lots of tools don't offer you fine control over png saving ๐ฆ
After that I can just drag them in very quickly
I never compress my png's (when I export from substance)
Take a look at the textures - I remember a long time ago i went through and converted all the hi-rez ones down to 2K or less (via Photoshop macro) and everything went really faset after that.
PNG can compress and decompress fast with a good compression ratio on 1-3 quality (from 1..10 range), but you can't always set that quality proper
Hmm okay
Alien sprout, what else to say? - Alien sprout - 3D model by MadModel (@madmodel)
For example this one
I have an internal tool that saves lightly-compressed PNG's (TGA's don't support dimensions over 32k)
PNG can be fine, but TGA is all around a simpler, safer choice imho
If I try and change the material a bit it can take up to 40 seconds for me to see the change in editor
TGA doesn't support some exotic bit widths and doesn't support dimensions over 32k pixels - that's usually not relevant to game textures, TGA is indeed a very good intermediate format
@plush yew What kind of hardware are you running ? Updating materials is kind of slow generally
Since they need to be recompiled - materials are actually programs
Also Photoshop apparently can't read TGA format properly hurr
i7 7820hk
32gb ram
GTX1080
2x nvme pcie ssd (in raid UE and projects are here)
1x 1tb hdd for general data storage
@cloud cobalt This is my hardware
It only reads and writes subset of TGA. Though, it also writes a subset of PNG...
recently somebody get bug with a PNG. It issues by TGA
@plush yew so one thing that can speed up the initial lag on drag n drop is making textures uncompressed
I don't know if there's a way to temporarily force that globally
But it will remove DXT compression overhead which is considerable too
Hmm okay
most gamers have a calculater๐
Well the issue with the sprout model is that it consists of 2 parts, the outer shell and the inner core. Wheras the outer shell has a opacity map and the core an emissive one ๐
I found out that if I have them together (all in one) Unreal applies the opacity to the entire model instead of to what my map says, which gives quite the wierd results
@bleak widget Haha. That's not a slang word in English. In English, that'd be a potato (computer) instead
You are probably seeing depth sorting issues if this thing has just one material
This is what I sent to our other teammembers. As in.. "GUYS! Finally got the material right" haha
With translucency, the drawing order is determined by depth of the bounding box to the camera
Not Z-buffer like with normal masked translucency or opaque rendering
@south ridge ok my English not perfect๐ฉ and i learning๐ฌ
It has 5 maps
diffuse
ambient occlusion
normal
opacity
emissive
So sometimes you need to break up mesh into several chunks (if the mesh has insets that are rendered with translucency shader, they should be split off into a separate mesh section)
More drawcalls, but no sorting issues
Still need to figure out this tho
The core needs to glow, but now it's so strong it just blasts through the outer shell, ignoring the dirt ๐
This is what happened when everything was one, instead of seperated
glow potato๐
Kinda ๐
Multiply emission map by the dirt mask to modulate the glow and give it some pattern (dirt pattern)?
Can't do that ๐ The dirt is on the outer shell only so it's a seperate material now
This was kind of right (with the dirt)
And this when the scene lighting was normal
Ahh well we have much to learn!
anyone know what the white pipe signs in the sequencer track view are supposed to represent?
guys in Game Mode there is even call "PostLogin" is this even work if the new player is client? or only the server?
I am having an issue with 4.20.1 and the "Attach To" process not working as in earlier versions.
I have a cube with a socket at the centre of one of it's faces and I have a quad-pyramid with nothing added. When I Attach the pyramid to the cube and choose the cube's socket as the attach point, nothing happens! The pyramid becomes a child of the cube but it does not "snap" to the cube as it used to. Is this a bug?
... or is there some setting that I now need to toggle on for it to work right?
Is there any free alternatives to world machine, im a $0 budget ๐
yep! ... Seems the socket attach/snap thingo is broken in 4.20 coz it works fine in 4.18
guys
wanna ask something
is there any realtime multiuser function for unreal engine?
if use perforce, that one not realtime
is there any realtime version control existed yet?
I have a lot of thumbnails from meshes and I dont know how to name the folder. Actually I am following this guide: https://wiki.unrealengine.com/Assets_Naming_Convention
Any suggestions?
@trim night https://github.com/Allar/ue4-style-guide
@steel shuttle Just saw this, don't know how far away it is though: https://twitter.com/mworch/status/1029548851584294913
In case you missed it, we just demoed fully integrated multi-user collaboration in UnrealEd, coming to #UE4! We showed a vision for how these tools may be used for the real-time film production; collaboration is just as useful for making games and other interactive content.
Hi .... I just want to ask something about shaders in UE4 is this the right room for that ?
thanks
hello
is there a way to set the view distance of a 3d widget component?
or i have to use some overlap or traceline to flip/flop the visibility
something like, the player is near the actor with the widget, show the widget
I have a question about triangles and quads in 3D. can anyone tell me why the mesh gets triangulated when I import it into my game engine like unreal? why does the engine need triangles and not quads? quads are better for modeling but whatยดs the purpose of the triangulation?
Because of rasterization
Easier to work with triangles all around
Quads are better for modeling because of smoothing
yea
Everything is triangulated in the end, by the way. Even in offline rendering, they render tris.
hmm..so itยดs because they can be rendered more quickly? or why? still havenยดt understand the purpose :/
Triangles have plenty of great properties like always having a clear normal, for example
A triangle has a normal, discounting obviously wrong cases
A quad almost never does
aaah I see!
@sonic pagoda When I tried attaching a box component in the character BP to simulate the longer body of most creatures, it worked great for actor to actor collision but did nothing for interactions with world objects. But I wasn't doing it via construction script, I was just adding another component
ty for your answers ๐
@bitter iris Restarting the editor might helps you.
Okay
Doesnt help that the engine just chokes it self when just resizing the window :/
Any way to get a Ray Depth/ Transmission Depth/Bounce parameter in a material or Volume Absorption? I found nothing on Google
that feel when you try to make a lookin' for talent post but instead of typing "Shoot (my name) a message" you just type "Shoot (my name)" so you accidentally put a hit on yourself
does anyone want to make me a radar system that doesnt stay on the HUD and can be displayed on a hand held item
@tawdry raptor Have you checked the Marketplace? If nothing there match what you are looking for I suggest using the #looking-for-talent channel
Any Terrain gurus around? I'm curious if its possible to use a hexagon based heightmap for terrain. Like basically is there any way to make any of the generators (world machine) spit out a heightmap in hexagon shapes and would unreal engine even work with it properly if it did
ty. That saved me alot of time ๐
how do I set a particular camera to be used when running the game, as opposed to using the viewport camera?
I dropped a MotionControllerPawn from the VR assets into my level, but whenever I run the game the camera won't switch to the one of the pawn
I can't figure out what's different from the example level
you need to set it as the default camera in the player controller
how do I do that?
In this tutorial I go over how to add a camera system that switches cameras to show the player something or the point of view of a NPC conversation. In this ...
search for a tutorial either on unreals tutorials or youtube is usually the fastest option. This one might work
open the player controller blueprint and in the top left corner will be your default camera pawn. You can add the camera you want to use and remove the one you don't
but shouldn't the MotionControllerPawn be the PlayerController?
I don't understand why it wouldn't work in a new level if I use the same controller
oh maybe. I would just open whatever controller I'm using and change its camera pawn. Have you tried googling it yet? Thats where I get 90% of my answers
not yet, figured I could get an answer here
well there was nothing on google so I'm hoping someone here knows what's going on
I figured it out, it was auto possess
it's disabled by default
do you know how to get a HUD widget off the screen and into an object
all the radars they make are childish ones that go on the screen
and they all cast to the canvas HUD
Does anyone know good landscape creators or heightmap creators for free?
Good or free. Pick one.
how about no
๐ฆ
hello
is there a way to set the view distance of a 3d widget component?
or i have to use some overlap or traceline to flip/flop the visibility
something like, the player is near the actor with the widget, show the widget
use toggle visiblity
like
first add box collision to your mesh
and then add a component called Widget
select your widget
@plush yew
Why does my vertex color turn out to be different in UE4? Model made in Blender. Other models seem to work.
Solved
what was it?
i have a flat white when use alpha channel mask. But it working in tutorial
@dire storm I dont even know, reimporting did somehow not import the new model. I deleted it and imported it new.
Is this lightmap bleeding? And if so how could it occur when the UV Map looks like this. I set the margin on way too much, recent uv maps look the same with lower margin. Resolution is 512.
It is lightmap bleeding, and your lightmap is terrible
It's not the worst I've seen but it's pretty close.
I used Blender's "Lightmap Pack" function and the margin is way too much.
Packing isn't your problem, your UVs to begin with aren't suitable for lightmaps
You need to re-UV the mesh.
@grim sinew Thanks for the advice, I will try making better ones, though a fast generation of lightmap uvs would still be the best.
When the fast method doesn't work, you do the correct method.
You tried doing it fast. It gave you trash. Now do it better ๐
Yo
anyone who can lend me a lvl 30 euw acc?
what's euw
wrong server mate
What would be the best channel for some advice on level streaming?
blueprints? level-design? game-design?
Realtime raytracing be like...
@junior frost I've recently done a decent amount of learning in that area. I highly recommend you watch the UE4 level streaming videos and watch a few on youtube. There's a ton of well explained tutorials avaible
Thanks for your response, I've had a look at them and learned a lot. I understand there is the LoadStreamLevel, LoadLevelInstance and GetStreamingLevel->CreateInstance, each have their pros and cons
My questions relate to dynamic level instances and level transformations. If you have time for a few questions i'd greatly appreciate it.
If not then no stress
I'm a complete nub as the name implies but shoot away and I'll see if I can find what you need with my AI Overlord named Google
Haha, maybe your google-foo is greater than mine
I have over a thousand tutorials saved
So my prototyping something in the style of the arcade game Outrun, where the player races through a level and at the end of the level, there is a transition level that moves the player between level 1 and level 2.
And the player has a choice between two paths at the end of each level.
That's a lot of tutorials ๐
I'm essentially trying to find the best performance approach and design to accomplish this.
I recall playing that game when I was much younger
If i use the LoadStreamLevel i have problems that the level transform doesn't apply in Editor which limits my developing speed
Well you have the option of using the title screen or your persistent level to this. The other option to me would be to put the map selection on the UI. So when the race is complete a pop up from the UI allows the player to choose the next map
So i've been testing the PerisistentLevel design which has some success, but i have that problem as mentioned earlier
so use the UMG to make it selectable on the UI after a race is complete. Add Event kinda style. So when RaceEvent is complete. User interface spawns 2 boxes: Race 1 and Race 2 to choose from. Clicking on either will load the full map for that level if that makes sense
So the idea is a seemless transition, i'll find a youtube clip so i can show you what i mean
then you don't have to worry about level streaming giant race maps. You can make each map its own and selected at the end of the race or the main load screen however you wish. From there you can use level streaming to segement each map however you wish
https://youtu.be/W-0fT1-SMKQ?t=341 This is an example of what i mean
Original Xbox Game,Played On Xbox 360 With Microsoft Wheel
The player has a choice between the left or right path, and each path loads a different level seemlessly
But each map in the race is a different level, so depending on the game mode, different levels will be available at the transition stage. At no point during the race does a player get taken out control
The video shows actual loading please wait in the bottom right between maps. I'm having a hard time picturing what you want. You don't want a UI option to just pop up as you end the race?
You want to continue driving continuously into the next level of your choice?
Hey guys, anyone here that could help me out with achieving sweet godrays with True Sky? I've followed a tutorial that sets it up, I'm just not getting the right look of it. The godrays are there, but they don't pop. Pretty faint and unnoticeable haha.
@dire storm Yeah I'm not talking about Volumetric fog. I'm talking about True Sky which has an inbuilt Godrays system which generates godrays in the haze that the plugin provide, outside of the UE4 fog system.
In True Sky's setup tutorial on Youtube they just make a basic set-up in the clouds and haze to get amazing godrays that shine through the clouds. I'm getting that to, but it's superfaint.
And they haven't responded on my support e-mail for a week hehe ๐ Thanks for linking those tuts though, they're super useful for whoever needs to get into volumetric fog ๐
in that case I'll delete my spam
could I cast the HUD to an actor component does anyone know if this is possible?
well how can I make something cast to something other then the HUD
I dont want my screen cluttered up but I do want a hand held radar system
so how Beta is git in ue4editor for source control... do you guys not recommend it?
are we talking constantly crashing beta and ill be a guinea pig beta or is it super stable
really want to get this up and running for the gamejam
It is "not touched in 4 years" beta
Found it
I am absolutely new to all this and i was wondering, what you guys would suggest about what would be the right strategy to get hired? What would i need to do?
make impressive stuff. Get cracking
make a portfolio showing off said impressive stuff
step 3. Make Monies

What do you consider impressive and how does a good portfolio look like?
hey guys, ive just recently started learning how ue4 works, ive made a fps character and found a map design online, so i imported the content folder of the fps character into the project with the map design. the problem i have is, i cant control the character when i press play
how can i fix this?
@boreal shadow if you import a content folder that contains things like game mode and gameplay settings and controller settings to go along with a possessed pawn, it may not work properly. what i usually do is i import any and all environment / asset / weapon / map data to my main game folder that contains my possessed pawn (in your case a character). you might try importing the map data to the fps character game project and stick to one root game project folder for your work.
thanks @plush yew ill try and see if i can get it to work!
Unreal Siggraph stream where are you? ๐
what does Desired Filling Percentage do on the HLOD setup actor?
@grim sinew I did, it isn't helpful, it just says it calculates the filling factor but doesn't define what that means
Anyone here got experience with admob displaying ads in ue4?
I hope this is the right place, but Iโm looking for some good YouTube channels for basics of UE4. Any recommendations?
@shy silo
Blender too
All of the official material on unreal engine website is very good starting place. There's 10 million hours of tutorials there.
The official UE4 youtube channel also good start.
Virtus Learning another one
Why is my pc hacked I downloaded only one thing(ram)
Mathew Wadstein's series on WTF is or HTF is a gold mine. You now have 365 days worth of tutorials
Can anyone tell me why my pc has a virus
I dont watch that thing
Pc is brand new havent done anything just downloaded the ram
The guy on the internet told me to download more ram
STD? i have a sexual transmitted disease ... but i don't have sex! ..... that is what they all say, but your STD tells us a different story.... no comment ;P
Is there a way to disable realtime for all of the tabs in the editor?
