#ue4-general

1 messages ยท Page 292 of 1

true ledge
#

overwatch has a good sound system, and the way they do it is fairly simple: if you can see the audio source, dont occlude; if you cant, use the navmesh to propagate sound through the environment; add reverb (based on where the listener is, I think?)

#

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))

tawdry wyvern
sturdy star
#

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

unreal spoke
#

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

dire storm
#

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?

cloud cobalt
#

Profiling

dire storm
#

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.

grim flower
#

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?

sturdy star
#

are you in the same office?

grim flower
#

yes

sturdy star
#

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

grim flower
#

hopefully ๐Ÿ˜„ 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

sturdy star
#

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

grim flower
#

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

sturdy star
#

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

plush yew
#

hi all

grim flower
#

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

plush yew
#

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)

sturdy star
#

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

plush yew
#

oh

#

i think displaying is the easy part

sturdy star
#

or well, depends on your usecase really

plush yew
#

but i want to draw

#

lines

#

on map

#

on land

sturdy star
#

oh like actually draw a box

plush yew
#

wait

grim flower
#

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 ๐Ÿ˜ƒ

sturdy star
#

yeah good luck man!

plush yew
#

@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

plush yew
#

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

obtuse path
#

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

cinder iron
#

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)

plush yew
#

who made u graphics @cinder iron

cinder iron
#

DICE

plush yew
#

what

cinder iron
#

DICE made that in the picture

plush yew
#

how

cinder iron
#

just Battlefield 4

#

google it out

plush yew
#

bf is not 2d

sudden agate
#

what exactly do you want? Do you just want to visualize the Level boundaries on your map or in 3D?

cinder iron
#

I don't need any visualization

#

I need to be able to make custom shapes for this playable area

sudden agate
#

Ah I see

#

Blocking Volumes Lul

cloud cobalt
#

@plush yew It's the overhead map for BF4

cinder iron
#

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

grave nebula
#

@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.

cinder iron
#

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

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,

cinder iron
#

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

grave nebula
#

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.

cinder iron
grave nebula
#

I am not sure what I am looking at

cinder iron
#

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

grave nebula
#

I am not sure how the drawing is relevant though.

cinder iron
#

it is for me to undertand what you are trying to explain

grave nebula
cinder iron
#

ah

#

now I get it

#

I understood something else hahaha

grave nebula
#

ray direction is arbitrary, but same for tests against all edges.

cinder iron
#

mh...

sudden agate
#

what exactly are you trying to achieve ?

cinder iron
#

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

grave nebula
#

Kinda remains the same, but segments turn into triangles.

#

besides, I can't imagine you needing an arbitrary shaped volume.

cinder iron
#

thing is I wanted to avoid volumes

#

there are several approaches to sort this out using volumes

grave nebula
#

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.

cinder iron
#

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

plush yew
#

@cinder iron hey

#

can i ask a quick question

cinder iron
#

yes?

plush yew
#

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?

cinder iron
#

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

grave nebula
#

@cinder iron o7

cinder iron
#

I'll give it a go and post something out there

plush yew
#

all right, thanks. trying to optimize it now.

cinder iron
#

I was sick of these volumes hahaha

#

you can't imagine how tedious is moving them all to cover all the map

remote roost
#

is there a key shortcut to progress by one frame

fierce tulip
#

<_< 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

cloud cobalt
#

Yeah, and working on a commercially successful product usually doesn't give you a percentage either

fierce tulip
#

hehe, I often ask them if they get a cut when their bosses make a million euro deal.
"oh.. yea.. right"

remote roost
#

is there a key shortcut to progress by one frame when paused

whole turtle
#

any suggestions on how to solve this?

#

I couldn't find the AS-0 reference in the knowledge base

wary wave
#

you want to know whether an object is inside an area defined by a spline?

#

@cinder iron

cinder iron
#

yes

wary wave
#

that would be essentially impossible, but you can sample points along the spline and define that as a primitive

cinder iron
#

I am sorting it out already dw

wary wave
#

hehe, ok

cinder iron
#

thank you anyways

wary wave
#

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

tawdry raptor
#

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?

cinder iron
#

@wary wave I ended up not allowing curved lines

wary wave
#

yeah, that's a sensible solution

cinder iron
#

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

wary wave
#

yeah

#

there's also the winding number algorithm if you need more accuracy

grim ore
#

@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.

rocky kayak
#

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.

tawdry raptor
#

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

wary wave
#

@rocky kayak - nav mesh isn't intended for that kind of purpose

rocky kayak
#

ah what would i use instead then?

native kite
#

is a weapon switching system hard to make?

wary wave
#

nothing that's built in

rocky kayak
#

aw man i gotta do actual work then

wary wave
#

nav mesh is intended to be static, and work with largely static environments

#

what kind of game are we talking about?

rocky kayak
#

similar to this

#

infinitely runs forward

wary wave
#

in games like this the character itself doesn't move

rocky kayak
#

yea i actually thought about that approach

wary wave
#

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

rocky kayak
#

hah that was what i had planned to do

wary wave
#

in any case, you're going to need a custom system if you need path finding

rocky kayak
#

got it, thanks amber

native kite
#

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

digital anchor
#

sounds simple

lusty carbon
grim ore
#

@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.

manic pawn
#

wow that is one slow site

tawdry raptor
#

why cant I stimulate physics on my blueprint charactor?

#

its all greyed out

wary wave
#

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

tawdry raptor
#

i had a tut

#

where the guy came back with a fully lit scene without showing us the steps

wary wave
#

that's relevant to people who want to know how the renderer works, which is more or less most people except designers

tawdry raptor
#

he just said I did this that and this

cinder iron
wary wave
#

nice

cinder iron
#

super duper ugly

#

just a prototype ๐Ÿ’ฆ

wary wave
#

looks reasonable at a glance

cinder iron
#

heh couldn't find a cheaper way to do it smh

wary wave
#

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

cinder iron
#

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

wary wave
#

it's not unlikely they do something similar yeah

cinder iron
#

aight <

#

<3*

tawdry raptor
#

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

wary wave
dire storm
#

Good morning Unreal Slackers! Hows the grind going this morning?

sonic pagoda
#

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

marsh valley
#

Which game jam is this? Would love to start collaborating but I imagine you kind of have to have a group already

sonic pagoda
#

you can join a team

marsh valley
#

Oh cool, they have an in-built team building function. That's actually really nice

#

Thanks Imagine, will see what I can find ๐Ÿ™‚

sonic pagoda
#

you r welcome

dire storm
#

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.

sonic pagoda
#

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

dire storm
#

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 ๐Ÿ˜ƒ

#

yeah I don't wanna cause any problems. Just observe ๐Ÿ˜ƒ

marsh valley
#

What kind of team you running Imagine, and are you still recruiting?

#

(If you don't mind me asking)

dire storm
#

it says his team is full on the link

sonic pagoda
#

yea we are full, its 5 max

dire storm
#

@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?! ๐Ÿ˜ƒ

sonic pagoda
#

i think i could stream some parts

#

i also have a kid though, so interuptions will definitely occur

wary wave
#

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

dire storm
#

I'm still waking up and haven't browsed around it yet

#

I need a caffeine drip

wary wave
#

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

dire storm
#

I gotta get busy on the hex grid math but my brain is crying out "please nooooot yet"

wary wave
#

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

elfin jacinth
#

How is everyone doing today?

dire storm
#

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 ๐Ÿ˜ƒ

elfin jacinth
#

Very awesome

heavy falcon
#

Unity is much easier, also it was more accessible for a longer time

elfin jacinth
#

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.

dire storm
#

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.

elfin jacinth
#

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.

sonic pagoda
#

@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

tawdry wyvern
#

hi

dire storm
#

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.

tawdry wyvern
#

can anyone help me

digital anchor
#

everyone can, if they know the question

sonic pagoda
dire storm
#

I have at one point watched pretty much every tutorial video once

sonic pagoda
#

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

wary wave
#

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

sonic pagoda
#

@wary wave i agree with that, a lot of people just like the sound of their voice

plush yew
#

Good ol Khan Academy. Explain something and then slowly write it out while repeating it three times

grim ore
#

@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?

sonic pagoda
#

@grim ore yea

#

just textures

dire storm
#

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.

sonic pagoda
#

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

dire storm
#

@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.

sonic pagoda
#

but the forums is also a great source of learning, i generally find some1 has already asked the same question i had

wary wave
dire storm
#

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

wary wave
#

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

sonic pagoda
#

what do you guys need hex math for?

dire storm
#

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

leaden dust
#

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

dire storm
#

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.

sonic pagoda
#

oh wow

#

that sounds really cool

dire storm
#

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 ๐Ÿ˜ƒ

sonic pagoda
#

@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...

dire storm
#

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

sonic pagoda
#

this game?

vale silo
#

@elfin jacinth Are there any plans to release more Paragon stuff (characters/anims/animBPs , VFX, sounds, etc.) in 2018 ?

dire storm
#

@wary wave You dug out your Hex stuff because you were grinding Endless Legend for like 8 hours last night thats why ๐Ÿ˜ƒ

wary wave
#

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

dire storm
#

@sonic pagoda Thats the one. Have you looked at the tile artwork for it? Its so purdy

sonic pagoda
#

yea it looks nice, the comments are anything but though

dire storm
#

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.

inner yacht
#

Is a Multicast event enough to show all clients my attached equipment or should the client run an event also?

wary wave
#

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

plush yew
#

hello

elfin jacinth
#

@vale silo We have another Paragon asset release later, yep!

dire storm
#

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!

safe rose
#

@wary wave these "Training Classes" are op

#

Took like a minute

wary wave
#

lol

safe rose
#

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

dire storm
#

I was trying to find my favorite training streams on there like the proc generated room and the rpg one.

safe rose
#

@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

dire storm
#

yes he was/is?

#

What does it mean to use each edge as a graph between nodes.

cloud cobalt
#

Familiar with graph theory ?

dire storm
#

No. I guess that means I gotta put another something in my queue ๐Ÿ˜ฆ I love learning, I love learning...

cloud cobalt
#

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

dire storm
#

I have a ton of reference material gathered up. I'm just working on the understanding ๐Ÿ˜ƒ

dire storm
#

The code loop just stores the coordinates in the array anyways even though the outside tiles don't get generated I guess?

safe rose
#

@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.

cloud cobalt
#

@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

safe rose
#

Aye

#

I figured it out by accident

#

Thanks though @cloud cobalt ๐Ÿ˜ƒ

#

They really need to update the docs

#

Especially since it's like 4 workarounds

#

To do it

cloud cobalt
#

Yeah, it's not trivially set up

#

Works fairly well after that as long as you never do anything stupid

safe rose
#

Yeah, I am excited

#

I am trying to not have to do it all manually

#

๐Ÿ˜ƒ

#

And have everyone localize it online

#

So I don't even have to worry about that myself either

cloud cobalt
#

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

safe rose
#

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

elfin jacinth
#

@safe rose We're working on revamping streaming, so Tuesday may be coming back.

safe rose
#

@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 ?

dire storm
#

Absolutely love the official Tuesday training streams.

safe rose
#

The Community ones were...alright, very much hit or miss.

#

Freaking golden

polar hawk
#

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?

cursive dirge
#

I could imagine dependencies could be an issue when hosting elsewhere

elfin jacinth
#

Correct, Victor.

tranquil bone
#

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

grim ore
#

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.

worn granite
#

People who only know BP but whose curiousity about C++ hasn't been killed off by all the avoid C++ undertone.

dire storm
#

I'm slowly learning C++ and I enjoy any content that further helps open the door.

worn granite
#

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.

frank escarp
#

sadly, C++ is very hard to show in a stream

safe rose
#

TBH, if they did more C++ tutorials, you'd see a lot oh happy folks

#

Like, if they had done Tanks vs Zombies right

dire storm
#

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.

versed spear
#

The new Action RPG demo is a good place to start.

safe rose
#

Instead of "shadow coding" offline

#

That could have been a great series

worn granite
#

Handmade seems to do alright showing code on stream

safe rose
#

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 ๐Ÿ˜ญ Only does the editor

worn granite
#

@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

frank escarp
#

you do becouse the compiler can actually optimize it

#

specially important in loop

#

do not loop in blueprints

dire storm
#

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.

frank escarp
#

please just dont

#

if you need to loop put it in C++, it will be much more efficient

#

modern cpus love looping

dire storm
#

I will be putting it all in C++. It will a great learning process

worn granite
#

Don't loop in BP. Just have your C++ loop and then call into the BP graph for your actual body implementation. ๐Ÿ‘บ

frank escarp
#

please thats even worse

worn granite
#

ik

versed spear
#

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.

frank escarp
#

for events, blueprints are fine

#

for math and/or loops, they arent

#

also, blueprint tick is really expensive

#

really, really, really expensive

gaunt raptor
#

what should bp tick even be used for

worn granite
#

See now, this is the kind of thing I meant with avoid C++ undertone.

#

Using BP absolutely introduces a cost.

polar hawk
#

Yo, I am never going out of my way to code a fucking loop call in c++ instead of doing it in bp

worn granite
#

Truly, if you care about performance enough, you'd use raw C++. That doesn't mean the difference doesn't exist.

frank escarp
#

even if you care you shouldnt use C++ for everything

versed spear
#

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.

dire storm
#

@gaunt raptor bp tick all actors of class obviously

frank escarp
#

im running DWVR at 120 fps on a ps4 with blueprints for enemies/ai and a bunch of other stuff

dire storm
#

c++ is too slow. Assembly or riot. Is that what we are doing here?

frank escarp
#

actually you cant outspeed C++ with assembly

worn granite
#

hey you do you

versed spear
#

naw just binary.

worn granite
#

....

#

do you even?

frank escarp
#

becouse C++ has a thing called an optimizing compiler

#

so its very likely that you wont write assembly code faster than the compiler

dire storm
#

thats cool. didn't know that

frank escarp
#

there is only 1 real exception

#

vectorization

#

and then you can just use the intrinsics

worn granite
#

The gains you can get, that compiler will have been optimized to do.

sonic pagoda
#

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

frank escarp
#

i dont have to run at 120 on ps4pro

#

but i do it

#

becouse i can

#

there is pretty much no other reason

versed spear
#

Well I am going through 200+ actor array 10 times a second so any increase would help.

sonic pagoda
#

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

frank escarp
#

and becouse you are on PC

#

the thing is that a Ps4 is 5 times weaker in game code

versed spear
#

I use a mid grade android device to test on. Help with testing fps issues.

frank escarp
#

5 times

#

@versed spear that code should get into cpp

sonic pagoda
#

@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

frank escarp
#

still stronger than a ps4 for game code

sonic pagoda
#

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

worn granite
#

I can agree with that, ImagineGames.

sonic pagoda
#

@frank escarp i guess ill just wait for the ps5 then lmao

safe rose
#

Yup

#

Worry about making that $$$$

#

Not that you forgot to dereference a pointer

versed spear
#

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.

worn granite
#

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.

manic pawn
#

wonder what they're waiting for with releasing 4.20.2

sonic pagoda
#

@worn granite i actually want to learn c++ but the book is so heavy i literally have no place to study lmao... true story

native kite
#

heavy book nice

versed spear
#

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.

safe rose
#

@manic pawn Where did you see they were doing a 4.20.2?

manic pawn
#

there's been a ton of commits on the 4.20 branch after 4.20.1

sonic pagoda
#

@versed spear thanks I will check it out

jolly coral
#

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

upper heart
frank escarp
#

@sonic pagoda if you want to learnC++

#

dont touch unreal

#

seriously dont

#

learn C++ by itself first

thick ridge
safe rose
#

@upper heart nice. I typed in fixed:4.20.2 and that wasn't it

dire storm
#

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

safe rose
dire storm
barren coyote
#

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?

south ridge
#

@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

barren coyote
#

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 ๐Ÿ˜ƒ

south ridge
#

Yes. It can be done.

#

No, there are probably no tutorials on the subject. Yes, there are tutorials on linking up database to UE4

barren coyote
#

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.

broken shadow
#

@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

barren coyote
#

@broken shadow ๐Ÿ˜ƒ

#

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

broken shadow
#

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.

barren coyote
#

have fun

broken shadow
#

yup lol

trim night
#

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.

mint raptor
#

As far as I recall reading there isn't much reason to use the HUD class anymore

#

Use widgets

trim night
#

Alright. Are HUD classes deprecated?

manic pawn
#

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

mint raptor
#

That makes sense to use the hud as a manager, but what concern is there managing all player related widgets on the player?

finite vault
#

Probably get this question a lot but apart from quixel megascans where would you get realistic free materials textures ?

whole quarry
#

Google, make them yourself or get someone to make them for you

sonic pagoda
#

@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

cunning umbra
#

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

tawdry raptor
#

can someone please help, I bought a script from the store and followed the directions but its giving me errors

#

the guy I bought it from is russian

weary basalt
#

@tawdry raptor If there are issues with an Marketplace asset you purchased you should talk with the Author first.

tawdry raptor
#

oh

weary basalt
#

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.

tawdry raptor
#

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

weary basalt
#

Yes it basically means, you tried to access something that isnt there.

#

Yes im saying if his Asset has errors, you should eemail him.

tawdry raptor
#

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?

cerulean perch
#

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?

bleak widget
#

what about MMO RPG like a Linage II ? ๐Ÿ˜ผ

#

hi guys

grim ore
#

@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.

cerulean perch
#

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....

grim ore
#

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

buoyant compass
#

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?

marble spire
#

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?

grim ore
#

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

bleak widget
#

and i searching the way how to change this setting in UE

cerulean perch
#

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.

plush yew
#

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.

grim ore
#

@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

tawdry raptor
#

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

grim ore
#

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?

bleak widget
#

MathewW thanks

winged crypt
#

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

weary basalt
#

Depends on the engine version your using?

winged crypt
#

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

weary basalt
#

6 is the latest

#

AFAIK

tawdry raptor
#

why wont unreal tell me what i need to do ti fix my problem

weary basalt
#

Probably because your problem is to generic. Research and experience.

#

Is it still the Access None issue?

tawdry raptor
#

yes

weary basalt
#

Ok so see the words that are underlined

#

They take you to those areas

tawdry raptor
#

Blueprint Runtime Error: "Accessed None trying to read property RadarBounds". Blueprint: BP_RadarSettings Function: Execute Ubergraph BP Radar Settings Graph: ForEachLoop Node: Branch

weary basalt
#

That its talking about

tawdry raptor
#

but which one is broken>

#

it tells me 3 different sections

#

if I click on them

weary basalt
#

An variables called "RadarBounds" didnt exist when it was trying to be used inside a ForLoop

tawdry raptor
#

the guy told me to make a radar bounds so the enemies will show up on this its a capsule

weary basalt
#

You will need to use an IsValid node on the variable RadarBounds before you use it.

#

Ok well why havent you done that?

tawdry raptor
#

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

weary basalt
#

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?

tawdry raptor
#

yes

weary basalt
#

Did you watch it?

#

Did you follow it exactly?

tawdry raptor
#

yes I guess I should start all over

#

but it took me so long to get here

weary basalt
#

Well if you followeed the tutorial and wasnt paying attention then you miss vital details.

tawdry raptor
#

let me start all over

polar hawk
#

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

weary basalt
#

Such a sage

neon ivy
#

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

polar hawk
#

wanna make a door

worn granite
#

jfc allar is this what youre doin with your life? I mean I shouldn't judge...

#

thats just how epic DO oml

tawdry raptor
#

Oh I fixed my first problem!

#

My error is gone

sonic pagoda
#

@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

tawdry raptor
#

seems like I attached something to my guy

#

oh no the guy who sold this radar ripped us all off

#

i just realized

polar hawk
#

its not a real radar

tawdry raptor
#

he doesnt tell us how to add our OWN ememies....this is barbaric

#

when we add his we get errors

storm venture
#

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?

tawdry raptor
#

why cant we delete character movement componets from the screen? its all greyed out for delte

#

delete

delicate needle
#

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"

tawdry raptor
#

It's not me it's unreal

#

Why won't unreal let me delete

#

These are the issues nobody ever talks about

storm venture
#

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

tawdry raptor
#

it sounds so simple in theory

worn granite
#

Yeah, you can't really have a character without a character movement component. That's sort of the point of the character class.

bleak widget
#

soon we will see you convulsion ๐Ÿ˜ฌ

worn granite
#

Nah, just complain the chat is blaming you, and insist that unity doesn't have this problem.

barren coyote
grim ore
#

anyone know if there is a sig graph livestream or rewind to watch. they just tweetered about real time collab in UE4 being shown

storm venture
#

did he rage? what did i miss?

cursive dirge
#

re: unity

#

they got the shittiest character controllers ever made

weary basalt
#

Yeah i really dont miss Unity lol

cursive dirge
#

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

tawdry raptor
#

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

inner yacht
#

look for add to viewport or add to player screen and remove the node

tawdry raptor
inner yacht
#

dont take my word just trying to help make sure to backup first in case

#

not sure

plush yew
#

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

tawdry raptor
#

it didnt work

inner yacht
#

That is a reference that is being set

plush yew
#

nvm, found one. :P

inner yacht
#

try the player blueprint or player controller to see if its being added to the viewport or player screen

tawdry raptor
#

no its not being added I only added it to the hand held item

dire storm
#

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

tawdry raptor
#

I noticed that when I dont add the item to the level the radar doesnt show uo

dire storm
#

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

tawdry raptor
#

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!

midnight oar
#

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

tawdry raptor
#

can I move a hud off the square grid or is it stuck there?

barren coyote
tawdry raptor
#

you know what i think

#

i think if I cast to actor instead

#

of the canvas

#

it should bring everything to the actor

tawdry raptor
#

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

midnight oar
#

How do you lock objects in the editor so you don't accidentally change them?

midnight oar
#

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.

plush yew
#

Ahh well atleast you can't move your object that way ๐Ÿ˜›

midnight oar
#

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.

plush yew
#

Would be nice if they did

#

Maybe you can write your own editor plugin for it?

midnight oar
#

LOL! not this 'lil black duck.

plush yew
#

Haha

#

I have another issue with ue4 myself..

#

Like ehh, 100% when applying a material ๐Ÿ˜› and that can take up to 30 seconds sometimes

#

It's quite annoying

midnight oar
#

I imagine it gets exponentially worse as the project grows.

bleak widget
#

new stage of developing my game - dynamic landscape material๐Ÿ˜ฌ and i noob

plush yew
#

@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 ๐Ÿ˜›

#

@bleak widget Sounds good!

midnight oar
#

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.

south ridge
#

I can help with it

#

For very complex meshes, there are a few options on import that can speed it up A LOT

plush yew
#

My teammates say it has to do with the dynamic cache thingy

bleak widget
#

i found some tutorial how to make the material depends from slope surface. But the material function is unknow

plush yew
#

@south ridge If you would have an idea I would be glad to hear it and try it out ๐Ÿ˜„

south ridge
#

When importing meshes, it builds some additional data that speeds up stuff like tessellation

plush yew
#

It's not like I'm throwing slow hardware at UE haha

south ridge
#

You can disable that to speed up import of large-poly 3d models

plush yew
#

The importing itself goes quite fast to be honest! It's just when I drag it into a scene for the first time

cloud cobalt
#

THe Kite assets are just not to be used for production

south ridge
#

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

cloud cobalt
#

And TGA too, sure - just a way better format for textures that PNG

plush yew
#

I know they aren't @cloud cobalt but 65k poly's is not too much right?

bleak widget
#

@cloud cobalt i agreed. Kite demo not usability

south ridge
#

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

cloud cobalt
#

65k tris is quite high, so it will slow a bit

plush yew
#

Yeah but 4 minutes to drag it into my scene for the first time?

bleak widget
#

it targeted on hi end extremely hardware

south ridge
#

@cloud cobalt uncompressed PNG is pretty much same as TGA, but lots of tools don't offer you fine control over png saving ๐Ÿ˜ฆ

plush yew
#

After that I can just drag them in very quickly

#

I never compress my png's (when I export from substance)

midnight oar
#

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.

south ridge
#

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

plush yew
#

Hmm okay

#

For example this one

south ridge
#

I have an internal tool that saves lightly-compressed PNG's (TGA's don't support dimensions over 32k)

cloud cobalt
#

PNG can be fine, but TGA is all around a simpler, safer choice imho

plush yew
#

If I try and change the material a bit it can take up to 40 seconds for me to see the change in editor

south ridge
#

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

cloud cobalt
#

@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

south ridge
#

Also Photoshop apparently can't read TGA format properly hurr

plush yew
#

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

south ridge
#

It only reads and writes subset of TGA. Though, it also writes a subset of PNG...

bleak widget
#

recently somebody get bug with a PNG. It issues by TGA

south ridge
#

@plush yew so one thing that can speed up the initial lag on drag n drop is making textures uncompressed

plush yew
#

Yeah I am already doing that ๐Ÿ˜›

#

I never compress textures

south ridge
#

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

plush yew
#

Hmm okay

bleak widget
#

most gamers have a calculater๐Ÿ˜…

plush yew
#

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 ๐Ÿ˜›

#

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

south ridge
#

@bleak widget Haha. That's not a slang word in English. In English, that'd be a potato (computer) instead

plush yew
south ridge
#

You are probably seeing depth sorting issues if this thing has just one material

plush yew
#

This is what I sent to our other teammembers. As in.. "GUYS! Finally got the material right" haha

south ridge
#

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

bleak widget
#

@south ridge ok my English not perfect๐Ÿ˜ฉ and i learning๐Ÿ˜ฌ

plush yew
#

It has 5 maps

diffuse
ambient occlusion
normal
opacity
emissive

south ridge
#

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

plush yew
#

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 ๐Ÿ˜›

#

This is what happened when everything was one, instead of seperated

bleak widget
#

glow potato๐Ÿ˜„

plush yew
#

Kinda ๐Ÿ˜›

south ridge
#

Multiply emission map by the dirt mask to modulate the glow and give it some pattern (dirt pattern)?

plush yew
#

Can't do that ๐Ÿ˜› The dirt is on the outer shell only so it's a seperate material now

bleak widget
#

instead snowballs

#

some idea for game

plush yew
#

This was kind of right (with the dirt)

#

And this when the scene lighting was normal

#

Ahh well we have much to learn!

dim arch
#

anyone know what the white pipe signs in the sequencer track view are supposed to represent?

plush yew
#

guys in Game Mode there is even call "PostLogin" is this even work if the new player is client? or only the server?

midnight oar
#

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?

tranquil bone
#

Is there any free alternatives to world machine, im a $0 budget ๐Ÿ˜ƒ

midnight oar
#

yep! ... Seems the socket attach/snap thingo is broken in 4.20 coz it works fine in 4.18

steel shuttle
#

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?

trim night
#

Any suggestions?

grim sinew
dawn linden
#

@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.

prisma dagger
#

Hi .... I just want to ask something about shaders in UE4 is this the right room for that ?

grave nebula
prisma dagger
#

thanks

plush yew
#

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

chrome cedar
#

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?

cloud cobalt
#

Because of rasterization

#

Easier to work with triangles all around

#

Quads are better for modeling because of smoothing

chrome cedar
#

yea

grim sinew
#

Everything is triangulated in the end, by the way. Even in offline rendering, they render tris.

chrome cedar
#

hmm..so itยดs because they can be rendered more quickly? or why? still havenยดt understand the purpose :/

cloud cobalt
#

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

chrome cedar
#

aaah I see!

broken shadow
#

@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

chrome cedar
#

ty for your answers ๐Ÿ˜ƒ

bitter iris
#

any ideas why its not letting me change this, it lets me add letters after

#

weird

trim night
#

@bitter iris Restarting the editor might helps you.

bitter iris
#

Okay

#

Doesnt help that the engine just chokes it self when just resizing the window :/

plush yew
#

Any way to get a Ray Depth/ Transmission Depth/Bounce parameter in a material or Volume Absorption? I found nothing on Google

tame bluff
#

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

tawdry raptor
#

does anyone want to make me a radar system that doesnt stay on the HUD and can be displayed on a hand held item

frosty bloom
#

@tawdry raptor Have you checked the Marketplace? If nothing there match what you are looking for I suggest using the #looking-for-talent channel

dire storm
#

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

grim sinew
#

There is no such thing as a hexagonal pixel.

#

So no. You need to use static meshes.

dire storm
#

ty. That saved me alot of time ๐Ÿ˜ƒ

torn canopy
#

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

dire storm
#

you need to set it as the default camera in the player controller

torn canopy
#

how do I do that?

dire storm
#

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

torn canopy
#

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

dire storm
#

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

torn canopy
#

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

tawdry raptor
#

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

tranquil bone
#

Does anyone know good landscape creators or heightmap creators for free?

grim sinew
#

Good or free. Pick one.

manic pawn
#

how about no

tawdry wyvern
#

๐Ÿ˜ฆ

plush yew
#

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

astral marsh
#

use toggle visiblity

#

like

#

first add box collision to your mesh

#

and then add a component called Widget

#

select your widget

#

@plush yew

plush yew
#

Why does my vertex color turn out to be different in UE4? Model made in Blender. Other models seem to work.

#

Solved

dire storm
#

what was it?

plush yew
#

Ok

#

what is the velocity of an event tick

#

1millisecond?

dark depot
#

Depends on for and things

#

Google what is game tick

bleak widget
plush yew
#

@dire storm I dont even know, reimporting did somehow not import the new model. I deleted it and imported it new.

plush yew
#

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.

grim sinew
#

It is lightmap bleeding, and your lightmap is terrible

#

It's not the worst I've seen but it's pretty close.

plush yew
#

I used Blender's "Lightmap Pack" function and the margin is way too much.

grim sinew
#

Packing isn't your problem, your UVs to begin with aren't suitable for lightmaps

#

You need to re-UV the mesh.

plush yew
#

@grim sinew Thanks for the advice, I will try making better ones, though a fast generation of lightmap uvs would still be the best.

grim sinew
#

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 ๐Ÿ˜›

plush yew
#

Yo
anyone who can lend me a lvl 30 euw acc?

heavy falcon
#

what's euw

tall pendant
#

wrong server mate

junior frost
#

What would be the best channel for some advice on level streaming?

#

blueprints? level-design? game-design?

plush yew
#

maybe its time to get a new computer

sinful umbra
#

Realtime raytracing be like...

dire storm
#

@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

junior frost
#

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

dire storm
#

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

junior frost
#

Haha, maybe your google-foo is greater than mine

dire storm
#

I have over a thousand tutorials saved

junior frost
#

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 ๐Ÿ˜„

#

I'm essentially trying to find the best performance approach and design to accomplish this.

dire storm
#

I recall playing that game when I was much younger

junior frost
#

If i use the LoadStreamLevel i have problems that the level transform doesn't apply in Editor which limits my developing speed

dire storm
#

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

junior frost
#

So i've been testing the PerisistentLevel design which has some success, but i have that problem as mentioned earlier

dire storm
#

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

junior frost
#

So the idea is a seemless transition, i'll find a youtube clip so i can show you what i mean

dire storm
#

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

junior frost
#

The player has a choice between the left or right path, and each path loads a different level seemlessly

dire storm
#

what outrunners has is not seemless

#

its loading new maps between every race

junior frost
#

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

dire storm
#

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?

mint umbra
#

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 ๐Ÿ˜ƒ Thanks for linking those tuts though, they're super useful for whoever needs to get into volumetric fog ๐Ÿ‘

dire storm
#

in that case I'll delete my spam

tawdry raptor
#

could I cast the HUD to an actor component does anyone know if this is possible?

pallid compass
#

I guess?

#

but does not sound so healthy

tawdry raptor
#

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

sonic pagoda
#

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

grim sinew
#

It is "not touched in 4 years" beta

dry perch
#

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?

dire storm
#

make impressive stuff. Get cracking

#

make a portfolio showing off said impressive stuff

#

step 3. Make Monies

final owl
dry perch
#

What do you consider impressive and how does a good portfolio look like?

boreal shadow
#

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?

plush yew
#

@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.

boreal shadow
#

thanks @plush yew ill try and see if i can get it to work!

dire storm
#

Unreal Siggraph stream where are you? ๐Ÿ˜ƒ

slow hearth
#

what does Desired Filling Percentage do on the HLOD setup actor?

grim sinew
#

check the documentation

#

or mouse over it and read the tooltip

slow hearth
#

@grim sinew I did, it isn't helpful, it just says it calculates the filling factor but doesn't define what that means

finite vault
#

Anyone here got experience with admob displaying ads in ue4?

shy silo
#

I hope this is the right place, but Iโ€™m looking for some good YouTube channels for basics of UE4. Any recommendations?

#

@shy silo

#

Blender too

dire storm
#

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

rare shadow
#

Why is my pc hacked I downloaded only one thing(ram)

dire storm
#

Mathew Wadstein's series on WTF is or HTF is a gold mine. You now have 365 days worth of tutorials

rare shadow
#

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

dry perch
#

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

weary basalt
#

@rare shadow This is not Unreal Engine related.

azure roost
#

Is there a way to disable realtime for all of the tabs in the editor?