#ue4-general

1 messages ยท Page 295 of 1

plush yew
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okay I'm sorry I really have to post this here

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that is the best coincidence in the entire 2 years of developing this game.

worn granite
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nice

bitter iris
wary wave
#

...does Substance support Linux?

bitter iris
#

Yes

analog blaze
#

Does Substance support Wear OS?

vagrant latch
#

any one here had some experience with collision issues in 4.19 ?

inland seal
#

@vagrant latch haven't used 4.19 yet but what's up

plush yew
#

hmmmmm...Should my game's Machine class be an Actor or just a regular UObject?

worn granite
#

if you want any machine subclass to be an actor, you've got to make the machine an actor

plush yew
#

what I mean is, should any machine even be an actor

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is there any notable functionality I would need from an actor for this

worn granite
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singleplayer, mostly/entirely UI game?

plush yew
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Online multiplayer is planned.

worn granite
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Can't really think of anything.

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Oh.

plush yew
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but, yeah, entirely UI-based

worn granite
#

If you want to use UE4 networking, you'll want actors.

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But if you're going to be doing something like ssh you can probably roll that yourself

plush yew
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ahhh, MP can always be dealt with later

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shipping a functional game is priority.

worn granite
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Basically, actors can have net owners and channels. Its also easy enough to sync which actor you're referencing. Objects get none of that, IIRC.

plush yew
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I'm just thinking that, actors have things like the Tick and BeginPlay events. Which may be useful for government alert, loading the save file for the player, etc.

worn granite
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Aye

wary wave
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If you want to make a multiplayer game, it really wants to be made that way from day one

worn granite
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And I also agree with ambershee.

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especially if you have to restructure the entire thing (eg: moving to actors)

plush yew
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Good point.

wary wave
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Yup, the potential workload is enormous

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And there's huge scope for introducing new issues in the process

plush yew
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I mean it's a two-man operation over here

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Actors it is, then. :P

vagrant latch
plush yew
#

And Machine Services should be actor components I presume?

vagrant latch
#

basically i can't get custom collision meshes to import properly.

worn granite
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@plush yew Aye, that could work

fierce tulip
#

about time unreal livestreams are recorded in 4k :p

bitter iris
#

does anyone know how to update toolchain version with visual studio?

stoic dew
#

How do I go about getting a child of an actor?

timid flame
#

Anyone know a thing about Epic support/getting a real email? I have a problem with logging in due to no password reset email, and their contact form just sends an automated message

stoic dew
plush yew
#

okay I am now frustrated as hell.

timid flame
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Child of an actor? @stoic dew

plush yew
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I've got a c++ actor, and, I have my .generated.h include exactly where it should be

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but I keep getting an "expected include at the top of header file: VirtualMachine.generated.h"

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while I'm literally staring at that exact include

stoic dew
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@timid flame I am not sure what they are called in unreal engine but I clicked and draged one object into another and now its attached. as you can see in my last screenshot i sent just after your message. Now I want to make them visible/invisable in this chunk of code

void AInvaderzPawn::ThrustInput(float Val)
{
    // Is there any input?
    bool bHasInput = !FMath::IsNearlyEqual(Val, 0.f);
    // If input is not held down, reduce speed
    float CurrentAcc = bHasInput ? (Val * Acceleration) : (-0.5f * Acceleration);
    // Calculate new speed
    float NewForwardSpeed = CurrentForwardSpeed + (GetWorld()->GetDeltaSeconds() * CurrentAcc);
    // Clamp between MinSpeed and MaxSpeed
    CurrentForwardSpeed = FMath::Clamp(NewForwardSpeed, MinSpeed, MaxSpeed);
}
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How do I get a reference to the thurster particle in order to do this?

balmy cypress
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@plush yew is it the very first include? If so then you may simply need to regenerate solution files by right clicking the .uproject file (if on windows) and selecting generate solution files

timid flame
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@stoic dew I rarely if ever have attached actors as children via world outliner. Typically I would just contain the particle components within the primary actor itself, or attach it as a variable reference. There's probably still a way to get that though

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You could also add child actor components from your primary actor

stoic dew
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Hmm alright, I will move it as a child component nowwasn't aware this wasn't a common practice

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So from there I would just use uproperty to grab a reference of the child component?

timid flame
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Yea so in your flying pawn you can either add a particle component directly/set its transforms etc. Same goes for if you encapsulated a bunch of particle components in their own actor, in which case you'd add the child actor

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The simplest would probably just be adding the emitter in the flying pawn itself, unless you need things encapsulated differently

stoic dew
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Alright I appreciate the help! Thanks.

plush yew
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@balmy cypress ...that...didn't work at all.

balmy cypress
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@normal pollen hey, who is this imposter? They didn't even have the decency to use only lowercase characters as per my trait

plush yew
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regenerating the VS project did nothing but crash Visual Studio when it tried to reload

balmy cypress
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that's fine, when you re-open it it should all be generated

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did you try compiling it after it crashed?

plush yew
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yeah, I know. but it didn't fix the issue.

balmy cypress
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I have had this a few times, and what i did was delete my intermediate directory (it will get recreated) and then regenerate, then compile. If you want to avoid the crash you can have visual studios closed, it does not need to be open

inland seal
#

@vagrant latch give me a bit. Looking

worn granite
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@plush yew can you share the top of the header, including that include statement?

plush yew
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hang on

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busy figuring out why I can't regenerate the project by right-clicking the .uproject in File Explorer.

balmy cypress
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didn't you do it just a moment ago?

plush yew
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I don't think UE4 ever got a chance to associate .uproject files with itself

balmy cypress
#

oh

plush yew
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I did it within the editor.

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but like

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if I nuke the intermediate folder, it likely won't open in the editor.

balmy cypress
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associate the extension then, you can do it by right clicking, open with, navigating to the UnrealEngine (don't do the launcher by mistake) and then have it save the preference

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time to do some streaming!

bitter iris
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can anyone help me with toolchain visual studio

plush yew
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ugh deleting intermediate and regenerating vs didn't work

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what the hell is UE4 smoking? I want some of it.

#
:P// Copyright (c) 2018 The Peacenet & Alkaline Thunder.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "VirtualMachine.generated.h"

UCLASS()
class PROJECTOGLOWIA_API AVirtualMachine : public AActor
{
  GENERATED_BODY()
  //...
};
manic pawn
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if you're missing the regenerate shortcut for some reason, go to the engine folder and run the binaries/win64/unrealversionselector thing

timid flame
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Anyone know of an issue with being unable to reset their account password? Haven't gotten any emails for the reset after multiple attempts

plush yew
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@manic pawn I fixed that issue

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my issue now is UE4 wants that VirtualMachine.generated.h include exactly where it is right now.

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It's just not finding it.

manic pawn
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what error do you get

plush yew
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Expected an include at the top of the header: '#include "VirtualMachine.generated.h"'
manic pawn
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uhh

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you don't have the :P thing in the file right

plush yew
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?

manic pawn
plush yew
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OH MY FUCKING GOD. How did that get there!? XD

worn granite
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rip

plush yew
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if that caused it, I'm going to scream.

worn granite
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yeah if headers have nonsensical errors, quadrouple check that entire section

manic pawn
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it probably confused uht lol

plush yew
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Clearly lol.

bitter iris
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Cannot use an old toolchain (missing ToolchainVersion.txt file, assuming version earlier than v11) SurvivorX E:\PatientX\PXEditor 4.19 - 2 4.20\Intermediate\ProjectFiles\UnrealBuildTool

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Anyone help with this ?

worn granite
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in 4.21 they should add error: Unexepected emoticon at start of file. This isn't IRC

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I know how it got there, though.

plush yew
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yep, build success. A fucking stuck-out-tongue emoji did all that.

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I'm done.

frosty bloom
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That error reminds me of when I had a mouse with buttons on the side of it. Good times.

worn granite
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You were talking to somebody either on discord or whatever, and literally anything caused VS to get focus. Either loading the sln, or a process within VS finishing.

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You quickly switched focus back to continue your convo, then proceeded to do whatever you were waiting on VS before doing.

plush yew
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I blame YOU, Unreal Build Tool.

worn granite
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A tale as old as time.

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I've had VS fail to open its search dialog in time to catch my search query completely, placing the first part IN THE ENGINE FILE I WAS SEACHING

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MICROSOOOOOOOOOOOOOFT

plush yew
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well now I'm happy again, can start reworking my game's npc system now. :D

stoic dew
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What function hides visibility of an actor?

fierce tulip
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BisPeekaboo

manic pawn
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setting all the engine source files as read only prevented at least 3 accidental rebuilds so far

pallid compass
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omg

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jfc

bitter iris
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Can i delete intermediate folder without problems?

manic pawn
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yes

bitter iris
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okay cool hopefully this will fix the stupid error

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I just keep getting old toolchain

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so annoying man

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has anyone experienced that?

stoic dew
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Is there like a button to mute/unmute sound in ue4. I just randomly lost sound in the game when I pressed something and I can't figure out how to fix it xd

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nvm fixed that but the editor crashed during a hot reload and now my project wont load ๐Ÿ˜ฆ

pallid compass
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pro tip, dont hot reload unless ur brave af

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or unless u understand how hot reload works

stoic dew
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Its enabled on its own

pallid compass
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well what i mean is

stoic dew
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i just hit build the little thing came up and said it was compiling the game mode on the editor window

pallid compass
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dont recomile code with editor open

stoic dew
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it made the sound

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editor crashed and now it wont reopen

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any suggestions?

pallid compass
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Delete umm

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intermidate, binaries & build

stoic dew
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thank you

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its doing a rebuild of the modules now hopefully this fixes the crash ๐Ÿ˜„

pallid compass
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i pray for u

stoic dew
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did not fix it

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feels bad man

pallid compass
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u got git build? or launcher build

stoic dew
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launcher

pallid compass
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dam im no good with launcher shit

stoic dew
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4.20.1

pallid compass
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oh well

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4.20.1

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never use latest ver for that reason

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try deleting everything but

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Source, Plugins, Content

stoic dew
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I have no plugins folder is that a problem maybe?

pallid compass
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nope was just being safe

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after that

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right click uproject

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Generate visual studio files

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If u have some bad code in source

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it will fail to generate

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which means u need to open up ur sln

stoic dew
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generate visual studio files?

pallid compass
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and find out what bad code u have

stoic dew
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how do I do that?

pallid compass
stoic dew
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Should I delete the sln first?

pallid compass
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no

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u can just leave it

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it gets over written

stoic dew
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visual studio files generated correctly

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and project still crashes unfortunately

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hmm

pallid compass
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crashes on start?

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u need check log

stoic dew
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not seeing anything in the log that seems alarming

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oh i found the problem I think

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    LeftThruster = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ThrusterFxLeft"));

    RightThruster = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ThrusterFxLeft"));
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interesting that something like that

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could cause a crash

plush yew
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Just for reference, because this is the next thing I want to implement after I get core gameplay in my game, how would you guys recommend implementing a data-driven mission system?

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Ideally one where the only programming/BP required is to actually write the backend, the data types, and the different types of objectives.

plush yew
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Okay...I think my stomach just got tied in a knot.......

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Please tell me the Asset Registry isn't an editor-only thing and that it will work in a packaged game...

worn granite
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Seems to not be editor only

inland seal
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What did I miss? Who has question?

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@plush yew it's hard to explain but I'd rely on enums and switches have mission types maybe set as functions and having variable for the different types of thongs: mission giver, type, tasks, etc

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I have tables and arrays within tables and arrays haha

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I can show you later

plush yew
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oh come on unreal engine. now I've got a missing public: in one of my classes apparently, and I can't find it.

winged crypt
#

What channel should I post in regarding AA?

grim sinew
plush yew
#

alcoholics anonymous

cerulean perch
#

anti aircraft?

plush yew
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AA batteries?

stoic dew
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Are the sample projects in unreal multiplayer by default or something? I see things in the world outliner like NetworkPlayerStart and stuff.

plush yew
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@stoic dew the player starts are always the same object type, just placed in the world. they may have custom naming but they are the same objects

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yo red ๐Ÿ˜›

high stone
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Still rendering. I need one of those new Nvidia GPUs. Anyone have a spare $10k?

plush yew
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saw you typing โŒจ lol

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the RTX one?

high stone
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Yeah.

stoic dew
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So is that a no then?

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It seems like its here i just am not sure how i'd even check if it is

plush yew
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but i can understand need for a good GPU in ur case

high stone
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I'm eager to see if the GTX 1160 is versus the 1060.

plush yew
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i have a 1060 but i was thinking of getting a 1080 actually

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maybe like a few years lol

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somehow i always put off my gpu upgrades a lot

high stone
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I can get 1080's easily.

plush yew
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what i currently want to get - 1950x / x399 board

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you are doing ue imports still right? or you said you were waiting on a project

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@stoic dew do you mean for the first person project and those example ones?

sudden flax
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Anyone in here good at making somewhat complex AI? If so please DM me! Thanks alot!

stoic dew
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@plush yew I am using the flying one but yes

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I found some setting in the editor somewhere that let me add another player

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and when I press play in the editor

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two of the space ships spawn

plush yew
stoic dew
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but idk if this is like multiplayer as in two player on a single device

plush yew
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yes that's the assigned name, object is still default

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well

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to change that set 1 player

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in PIE dropdown

stoic dew
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alright

plush yew
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like so

stoic dew
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So if I put 2 there and it spawns two ships when I press play

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dos that mean it will work with mp?

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Im not trying to make mp work I just want to make sure i am not wasting any resources on it

plush yew
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that's for testing replication locally before you expand out to standalone and eventually package your game.

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i use 2 player PIE all the time to test my game. it's really useful

stoic dew
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what does pie stand for?

plush yew
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play in editor

stoic dew
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ah alright

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thanks for the information!

sudden flax
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Is it possible to take a project with me to places? Like say I have it on my c drive now, but I wanna put it on an external ssd, if it is possible, would I have to copy all the assets over, like the sounds and models and that? Or are they kept within the project cached?

high stone
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Once it's compiled. There should be a finished version you can take on the go.

sudden flax
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I'm talking about working on, say on college pcs and my laptop

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Like the actual full on project

stoic dew
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source control like

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github/bitbucket

sudden flax
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Hm? What does that do?

stoic dew
#

you'd have to look that up. but for the most part it hosts the project files in one place in the cloud so you can work on it from multiple places, detecting changes made and uploading only files that have been changed

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there is a button at the top of the editor "source control"

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i am sure that will help you get started

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or if not there is prolly a tutorial on setting it up with unreal at the very least

sudden flax
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How much would that cost?

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Or would it be free?

high stone
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Github is free.

sudden flax
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Ik that lol, but I meant cloud server rental, or vps rental to host the files

high stone
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I think that's free, but you lose privacy.

sudden flax
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Hmmm

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I might just be comfortable putting it on my nas

high stone
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If you know your way around coding you could encrypt it.

sudden flax
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I'm code-illiterate lol

stoic dew
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you can set up your own private gitservre

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but tbh

high stone
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Smart FTP should still be available.

stoic dew
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id just use bit bucket

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its free and private

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github charges in order to make your files private

sudden flax
#

Okay, but say if I put the project on say Phsyical storage, the models and assets I've put in, are they saved and cached in the project, or does it still use the original destination (my desktop) to get the assets

stoic dew
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I have not used unreal with source control yet

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but considering it seems to be integrated directly in

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Im guessing it will be alright

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There is prolly certain workflows you have to follow but

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this is how studios keep everyone on the same page when they have 100s of people working on a project so it would be pretty important for what you mentioned to work

sudden flax
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Yes but that still isn't answering the question of, do I need to take my assets with me, or does UE4 cache them

bitter iris
#

anyone good with visual studio?

sudden flax
#

Okie

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Thx

stoic dew
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Id still strongly suggest using something like github/bitbucket instead of doing all that work manually. It pretty much does exactly what you want + gives you cloud backup and tools so you can merge two different versions together incase things go wrong.

vivid girder
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Is there a way to call the super custom event function in a blueprint child

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Like in Tick, construct, etc

stoic dew
#

Error: Currently, only 16 bit WAV files are supported- how do I fix this error?

vivid girder
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import .wav

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not .mp3

stoic dew
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it is a wav file

vivid girder
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Is it 24-bit wav?

stoic dew
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no clue got it in the 30 gb sonnis gdc bundle

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bit rate 2304

inland seal
#

So much I missed

plush yew
stoic dew
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@plush yew thank you for the link, i will try that now

elfin plaza
#

How to remove a post from LFW channel

grim sinew
#

The pinned messages tells you

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In that channel

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Oh you mean remove it.

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Well, just ignore it and it'll go up past where anyone looks soon enough ๐Ÿ˜›

plush yew
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hi zeronight

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another hard working day huh

bleak widget
#

hi everybody! i have problem with loading level. My personage loading faster then landscape collision and going down. How i can to set loading sequence ?

leaden dust
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How do I make a variable which retains its value to the next level

plush yew
#

game instance @leaden dust

leaden dust
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I need some more help lol

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I am making a 3d side scroller character with left and right movement

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with a and d

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but the spring arm is rotating around when my character turns

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I got it

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thx anyways

stoic dew
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How performant is the projectile movement component?

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Can I have say anywhere between 10,000-100,000 in a level at any given time or should I plan for a different solution?

hot drum
#

Can somebody please help me? I placed a cube as a click hit box for a cabinet thing

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Once you click it your player is supposed to zoom into it and be able to interact

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my problem here is that the hitbox only works until I move

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(at playtime)

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Plz

grim sinew
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@stoic dew Also the answer is no.

hot drum
#

; (

stoic dew
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Whats the realistic amount I can have before they will become a problem?

grim sinew
#

Maybe 1/100th of that

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They're physics objects, and it's single threaded. RIP your CPU.

stoic dew
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Is there anything built in I can use that isn't so resource heavy?

grim sinew
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No, there isn't.

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Not even hitscan (line trace) is cheap enough for that

stoic dew
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@limpid star I have a space scene that has tons of random astroids floating around i was suggested in this channel to use projectile movement component so I can have them floating around through space

grim sinew
#

There is absolutely nothing you can do to get that many projectiles without fundamentally changing how the engine works.

stoic dew
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Maybe so

grim sinew
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For 10,000+ objects, I'm not sure there's anything you can do at ALL for that

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Transforming that many objects on tick is insanity

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It would never run

stoic dew
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Yeah i would have to update them in batch

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each one couldn't have its own ontick method

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I have no idea

grim sinew
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I'm going to go give him the realistic answer - give up and do something that won't be a colossal waste of time.

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There is no way to make that work

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Keep them stationary

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Even the spinning ones I guarantee were distance based and only spinning when you were close by

stoic dew
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Yeah no problem xd

static viper
#

you arent lookin deep enough

stoic dew
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Just didn't think it would be a problem in ue4

hot drum
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Again

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It only works up until I move

grim sinew
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It's not an engine problem, it's a hardware problem. CPU single thread performance has not gotten good enough to do that.

hot drum
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I have NO clue why

static viper
#

you can have 10000 asteriods

grim sinew
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There is no game engine on earth that could do what you ask at a good framerate

static viper
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100K

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ofc we can

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we already did that

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in games much older

grim sinew
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100k -transforming- asteroids with -physics-

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Are you insane

stoic dew
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@grim sinew have you not saw the unity demo with 100k animated soliders fighting in reltime?

static viper
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you wouldnt have physics on in that distance true

stoic dew
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I think entt would be a good start

static viper
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but you could generate them via instance mesh

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and LOD is a big thing here

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i am very crazy

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but i totally think its possible ๐Ÿ˜„

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just maybe not super advanced

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you cant have 100k asteriods with physics in 60 fps

grim sinew
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@stoic dew Yes, and that has nothing to do with this particular question. You're free to ignore me and try anyway, it's your life you're wasting.

static viper
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but you can have 100K asteriods

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i dont need to, just look at the minecraft clones

stoic dew
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I think I can very well move 100k objects

static viper
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they spawn lots of blocks

grim sinew
#

Even if you had 100k asteroids, you would hit 2 million polygons on those asteroids if those were only 20 polygons each

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Instancing is not magic, it won't 100% save you

static viper
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not 100%

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but surely its doable

plush yew
#

just keyframe the asteroids spinning slightly, duplicate the meshes in a 3rd party tool of some sort like 3ds max or blender, and have one big ring, rotate the ring slightly or something. using physics for all objects is not practical.

static viper
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yes.

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true

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they use chunks

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we could too

grim sinew
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Let's be realistic. 200 polygons, minimum, per asteroid. There you go, 20 million polys for asteroids alone, you've hit modern GPU polygon limits. Even if we say that somehow you avoid drawcalls being an issue, it'll never work.

static viper
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the asteriods from really far away could be triangles

plush yew
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you could probably have low poly asteroids if there are 10,000 of them..

static viper
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with a picture on it

plush yew
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remember to use textures in a power of 2 though so mips transfer over

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no one here is a "wanker"

static viper
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wankers?

plush yew
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just trying to learn and help each other out

static viper
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i am not giving him hope

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its a massive task

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takes weeks or months

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and you would need special tech

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still doesnt mean its impossible XD

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like some plugin that is designed for asteriods

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a chunk system inbuilt

grim sinew
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Not even Star Citizen, a game with $180 million in funding, has that many asteroids on screen at once in an asteroid belt.

static viper
#

with lods

grim sinew
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@limpid star Oh I've given up, we've got outnumbered by people that won't listen to reason

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We can't convince them, they just need to learn the hard way and waste some time. No big deal.

plush yew
#

look at Stranger's game.. he does a lot of asteroid fields

grim sinew
#

We have been drowned out by people with incomplete information filling in each others' gaps incorrectly. Just let them try and fail on their own, sometimes that's the only option.

static viper
#

they said the same with nms...

#

what!

plush yew
#

you can probably just put the entire asteroid belt on a plane texture TBH

#

if its far

#

enough away

static viper
#

100K projectiles???

grim sinew
#

Yeah that was his idea, he wanted to have each asteroid using projectile physics

#

The original idea.

static viper
#

that is mad

stoic dew
#

I didn't want to

plush yew
#

and i recommended against projectiles or physics set for each one because it's too costly

stoic dew
#

I was suggested

static viper
#

the component isnt designed for that

#

yee thought so. No sane person would do that

grim sinew
#

@limpid star Just back off and let them figure it out, it's not worth the fight.

#

Sometimes you need a hands off approach. Let them burn their hand on the stove and learn the hard way ;P

plush yew
#

he can try to dup the asteroids a few times and test out the utilization using profiling if he wants to.

static viper
#

youre telling people to not try XD in a matter in which experimenting is stated as a bad thing

#

let him try

#

he will learn new awesome stuff

grim sinew
#

I generally respect people's time enough to suggest they don't utterly waste it, but that's clearly not a shared sentiment here

#

If you think you can do it @stoic dew go for it. You'll learn very quickly where game engines struggle.

static viper
#

youre laying words in owls mouth XD

grim sinew
#

And with that, I am leaving this particular discussion. Good luck to you.

#

I am clearly not needed here

plush yew
#

like i said, either try to either get a texture of the asteroids on a plane if it's far, if it's kind of close by, use LODs and try to make sure your textures are set properly and have several instances of the asteroid placed in the level to make your belt.

static viper
#

i am not the owl of the books

#

more like the one from the horror stories

plush yew
#

๐Ÿฆ‰

static viper
#

like the little girl that got lost in the forest

stoic dew
#

I don't think I have ever used a game engine that struggles moving stuff. But alright Zero thank you for your perspective at least.

static viper
#

abd got her eyes eaten out bc owl thinks she is crazy for asking for the way...

plush yew
#

@stoic dew you know what you could do as a nice trade off?

stoic dew
#

Hmm?

plush yew
#

just dup the mesh a ton of times in 3ds max or blender

#

make sure your initial mesh is relatively low poly like ZN said, said 100-200 polys

#

have some kind of a system where you dup them in an array, so it makes the dup process quicker

#

array of 360 degrees, just keep adding more

#

add all of the meshes to a single object

#

and then import as ONE FBX into ue

#

them what you can do is keyframe a global rotation of the entire mesh object in UE

#

very slow rotation

#

of the entire chunk of data

#

so it gives it some movement

#

this way, rotation is not being applied locally to all meshes, but globally to the entire thing.

#

then finally, add in your planet to center and texture with a nice planet material or something, there's marketplace assets for planet textures.

#

maybe make the belt a child of the planet, and add yet another slight rotation to the planet, very subtle rotation.

#

so there is some movement to it

#

this way you are reducing cpu util

#

and still having a good final import

#

can be less if its far or medium range.

stoic dew
#

Yeah that doesn't sound like a bad idea tbh

plush yew
#

if you add some nice normal or texture map you can make the poly count less Narcotic

stoic dew
#

Does ue4 not do frustrum culling smurfies?

#

I dont see how the number of polies spread through a scene matter when not all of them will be on screen at once

#

Ah fair enough

static viper
#

occlusion culling also would be a problem

#

nawww 50 is a bit low

stoic dew
#

I mean I duped 3500 in editor

static viper
#

he could do 500

stoic dew
#

no problem

#

60 fps

#

1200 tris each

static viper
#

3500*

#

he could have 30 ๐Ÿ˜›

plush yew
#

yep thats' why i said consider adding the textures for the asteroids onto a large plane image that you rotate. you can fake some of them and keep the rest in view.

stoic dew
#

doesn't rendering hapepn on a different thread than code?

#

I dont see how me adding gameplay code is going to slow things down any

static viper
#

i think we turned away from projectiles long ago

#

XD

stoic dew
#

yeah xd

#

how does gameplay correlate to rendering?

#

is it not done on a seperate thread?

leaden dust
#

if its instanced stationary then he could have it much higher

#

the problem is translatioln

trim granite
#

Hi, can someone tell me how to delete stuff in the UE world outliner?

stoic dew
#

highlight it

leaden dust
#

@trim granite select stuff and press delete

stoic dew
#

press delete

trim granite
#

hehe, if it where only that easy.

grim sinew
#

It is.

static viper
#

i see

#

make a screen shot of outliner

stoic dew
#

do you mean via code or blueprints rather?

trim granite
#

it just keeps comming back when i go in and out of simulation mode.

leaden dust
#

@grim sinew How do you punctuate your sentences so well everytime

stoic dew
#

save

static viper
#

ah

grim sinew
#

@leaden dust My keyboard isn't broken?

trim granite
#

even after pressing ''keep changes''.

leaden dust
#

@grim sinew I got a 2$ keyboard and it ain't broken 2

grim sinew
#

@trim granite When you sim the game, extra code actors spawn in in order to make the game actually work.

leaden dust
#

But I can't punctuate that well.

grim sinew
#

@trim granite And anything you change during simulation does NOT persist when you stop simulating.

#

It's all temporary.

trim granite
#

hmm

grim sinew
#

"So why do you need this grant?" "Therapy."

plush yew
#

well insulting people isn't sane

#

not really

static viper
#

pls dont XD

#

there are enough meanies in the world. They dont need help

grim sinew
#

I try not to insult people unless they -really- test my patience. And even then I just start messing with them the majority of the time instead of insulting them. "My editor crashed" "Well clearly it's time to burn the computer down"

trim granite
#

yeah, if there is one thing i've learned is to not underestimate people.

plush yew
#

yep

trim granite
#

I am a noob in UE, i admit that, but i have otehr skills.

stoic dew
#

Gonna agree with gothic here smurfies i stopped really taking your opinion serious when you started calling people wankers.

plush yew
#

jbk if you keep working at it you could be better at UE for sure. i'm still learning myself.

#

so not really

grim sinew
#

There are some people that are just aggressively stupid however. Like, you'll tell them how to fix their problem every single week, for a month, and a month later when you ask if they actually tried what you suggest they just say "Eh, didn't feel like it".

stoic dew
#

rofl

grim sinew
#

That's the best way I have to really put it, they're just aggressively stupid at that point. It's self sabotage.

trim granite
#

Yes, but you can't expect everyone to be like that.

#

I do take any advice i can get.

plush yew
#

i do get insulted by that garbage

#

and others do too

#

i don't like being disrespected

#

all in this together

#

after all

grim sinew
#

And, to be honest, if you're on here helping a ton of people, day in and day out, it wears on you. It really does. Sometimes people are just on a short fuse because of it, having good intentions going in but not having the willpower anymore to deal with a confrontation.

trim granite
#

then why don't you let someone else take over?

plush yew
#

yep i come to help when i can, learned some good stuff on here

grim sinew
#

It can be a lot of things, so I try not to judge people on a handful of encounters. You never know what's going on in their lives or what else they've been doing that day.

static viper
#

i know you dont like me XD

grim sinew
#

Unless it's Karol, in which case you know everything he does because he treats the lounge as his diary.

static viper
#

but dont let that blur your mind so much that you think experimenting is bad

trim granite
#

hehe, i don't know.

plush yew
#

there's tons of different approaches to doing this, and honestly my suggestion of grouping into one large object is fine for testing.

#

he can lower the count to something less in the final object if its gets cpu heavy

grim sinew
#

I've been using Unreal for 10 years, I don't think experimenting is bad I'm just jaded. I've seen a ton of times what works and what doesn't and sometimes, you just know going in when something won't work.

static viper
#

you assume

#

you just assume

grim sinew
#

Not assuming. Experience.

static viper
#

experience with the new guy?

grim sinew
#

There's a difference between assumptions, which is a blind guess, and experience.

plush yew
#

i told him to dup the meshes in 3ds max or blender several times , not use projectiles or rotate them locally.

#

and you called me a name

grim sinew
#

It's also why at a certain point I just stop arguing. Experience is the best teacher, some people you need to allow to fail.

plush yew
#

so learn to treat people with respect

grim sinew
#

I didn't call you anything?

plush yew
#

im not talking about you

#

all right

#

k

static viper
#

maybe we should chill now XD the asteriod belt clearly got out of hand

grim sinew
#

@plush yew Just to clarify, did I call you something? Not sure who you meant when you said it wasn't about someone.

plush yew
#

no

#

you did say god dammit to me once but i forgave that

#

lol

grim sinew
#

lmao

static viper
#

isnt god damnit more like a... err... expression of personal feels?

#

like darth vader when he realized his wife ded

#

NOOOOO

stoic dew
#

yo

#

no reason for it to get heated xd

grim sinew
#

When I say it, it's just me shouting into the void to vent without directing it at someone, and to communicate I'm getting frustrated ๐Ÿ˜›

static viper
#

imagine he said

#

YOOOOOOO

stoic dew
#

ye

plush yew
#

sure

#

i've learned some good stuff here

static viper
#

ahoi

stoic dew
#

same

static viper
#

โ›ต

grim sinew
plush yew
#

i might deal with something similar myself.. im going to do an open space environment soon and might need to do a belt. not 100k type belt but a belt. lol

#

lol nice guide

#

and @limpid star i didnt mean to get agitated earlier, sorry if i was getting upset there

static viper
#

so back to gravity gun...

grim sinew
#

See? Hugs all around, this is so much better.

plush yew
#

i just am very careful about personal treatment about things

#

I was blindly hopeful for a long time actually. learned a lot. some of it wasted time though.

grim sinew
#

People learn fast when people are honest. I've seen people make incredible improvement in a short amount of time because of honesty

stoic dew
#

So quick question lets say I create a class that inherits from AActor, do I really have to delete and regenerate my project files in order to get the .generated.h file?

plush yew
#

what you mean @limpid star

#

guided progress ??

grim sinew
#

This was the first sculpture that guy ever did. He only was able to do that because people were honest, from the get go, brutally so, about every mistake he was making.

plush yew
#

ahh

#

google is my guide

#

i never liked my teachers

#

they were teaching me useless fluff in school, and most of that i forgot regardless wasting solid part of my life on it.

grim sinew
#

And because, you know, he put like 160+ hours into it.

plush yew
#

i learn way differently

#

than I did in schools

#

google and internet remade the learning process

#

yeah but you dont learn googling in school

#

at least when i was in school, we never did it

#

very barely we did

#

and polish internet wasnt that fulll of info back then

stoic dew
#

polish internet?

#

Did you not have access to the whole internet back then?

plush yew
#

haha

#

my bad

#

i had

#

google helps me tons in IT or in my own projects (web dev, game dev, other stuff)

#

but barely helped me in school

#

maybe

#

but i will let my son choose if he wants school or not

#

after primary school of course

#

wtf is grade 12

#

XD

#

do you mean 12th year

#

in school

stoic dew
#

yeah

plush yew
#

okay

#

no i meant after 6th grade

#

stop

#

this is when primary schools stops here

stoic dew
#

like when hes 12?

plush yew
#

i think so

#

id give him choice

stoic dew
#

yikes

plush yew
#

why not

#

id give him choice

stoic dew
#

He is going to chose to not go

plush yew
#

yea but i regret going

stoic dew
#

and then we have another degenerate in the world

plush yew
#

it didnt make me smarter

stoic dew
#

school teaches you more than what you learn

#

it teaches you work ethic

#

and responibility

plush yew
#

i liked highschool but i didn't really like college that much

#

i liked highscool, was nice

#

its useless work

#

learning pointless fluff

#

that you wont use in real life

#

but maybe US schools are better

#

than polish

#

so idk

stoic dew
#

something polish people something lightbulb?

plush yew
#

yeah kick them out

#

so u dont have to worry

#

about them

#

i dont have kids

#

when theyre in school

#

i think private schools can be better

#

so you have kids then i suppose

#

i dont. all i do is my gamedev.

#

gothic

#

what

#

how long in gamedev br0

#

10months, 7 years in animation mocap before that. 3dsmax motionbuilder etc.

#

photoshop zbrush stuff

#

oh so you like

#

modelling

#

im creating game too in ue you know

#

cool

#

im few months in ue

static viper
#

yoo cool 3d guy

#

create me free assets pls

#

i promise shares

#

โค

plush yew
#

dont

static viper
#

itll be a huge boost for your fame

#

i have trillion followers

plush yew
#

smurfies

#

do you still do games without marketing

#

yep i agree with your earlier conversation about how if the quality of the material is high enough you can sell it despite marketing Smurfies

#

comes from hard work

#

did you ever make a succesful title without team?

#

oh

#

okay

stoic dew
#

I disagree with that gothic

plush yew
#

you wont sell it if no one will know about it gothic

#

br0

stoic dew
#

There is so much shovelware being pushed on every market no one will find your game if you don't advertise it

abstract marsh
#

^

plush yew
#

yep it was a conversation he had earlier some time ago

#

exactly

#

narcotic

#

smurfies

#

marketing is very complex thing

#

yep if the game is not fun it wont be played

#

you can get results for free

#

or pay 10000 usd and not get them

abstract marsh
#

I've worked for a few companies and done marketing campaigns for Microsoft - trust me, the data doesn't lie - marketing is extremely important and it just matters how you do it.

plush yew
#

nice

abstract marsh
#

Games with publishers do much better because marketing in general.

stoic dew
#

The greenlight program being dropped made the whole im not gonna market my game obsolete

plush yew
#

im only into emarketing

#

@abstract marsh

stoic dew
#

and the app store had been that way for some time

abstract marsh
#

emarketing eh?

plush yew
#

i love emarketing

#

its sick

abstract marsh
#

๐Ÿคท

plush yew
#

but im not that perfect at it

stoic dew
#

You can do it yourself for free as well

abstract marsh
#

You'll need a smart marketing strategy then.

plush yew
#

yeah

#

i need to buy domain for my game

abstract marsh
#

There's no one way to market.

plush yew
#

wonder what name

abstract marsh
plush yew
#

no

#

lmao

abstract marsh
#

๐Ÿ˜ƒ

#

I came here to ask if you guys have seen any unreal games in toons tyle lately.

#

I would like to see your data and sources sir

#

toon style*

stoic dew
#

fortnite xd

static viper
#

cel shading*

abstract marsh
#

Fortnite has people playing it on twitch which is free marketing.

static viper
#

i dont think i seen alot

abstract marsh
#

Not all games need toon style.

static viper
#

yee zelda

abstract marsh
#

Need cel shading to be toon*

static viper
#

bendy?

#

oh

#

no

#

that was unity

#

twas

abstract marsh
#

How do we know it's UE4?

static viper
#

because they said it in the presentation XD

abstract marsh
#

I thought BotW used its own engine?

#

Oh man I missed that.

static viper
#

probably an own branch then

#

its a switch game after all

#

they dont present it as ue4 game big

abstract marsh
#

I don't see them saying it was UE4.

static viper
#

but does that matter

#

why does it

abstract marsh
#

Some folks thought Nintendo used Unreal for the new smash bros.

#

But that's not correct.

#

The unreal logo was in the direct because of fortnite.

#

So people misinterpreted that.

static viper
#

what is the point

bitter iris
#

If anyones good with visual studio, can you check #engine-source thanks

abstract marsh
#

They claimed it was made in unreal.

#

That's hilarious.

#

Writer didn't do their research.

#

We'd see if Zelda was made with Unreal in the Epic Games license agreement, which we do not, so I conclude it wasn't made in unreal. I hope to be corrected if wrong.

static viper
#

even if ๐Ÿ˜„ what is the point?

#

what are you trying to prove

plush yew
#

how are you all guys feeling right now

static viper
#

i feel sleepy. Tequatl is 13:30

#

1 hour left

abstract marsh
#

I still want to see some toon styled games..

static viper
#

have you looked at bendy

abstract marsh
#

@limpid star I am, that is why I am looking at other games in unreal that are toon.

static viper
#

if you really want to

#

then you should think about a plan

#

like what will be important on screen

#

what colors

#

and how do things move

#

the light

plush yew
#

guys

static viper
#

and then you should look at other things then games

#

like anime

plush yew
#

if I have word "Sex" in title of game, but theres no sex or nudity in my game, can this title be played by 10 year old?

static viper
#

studio ghibli

plush yew
#

will i have legal problems

#

?

#

for marketing

static viper
#

go away

plush yew
#

wut

#

23

static viper
#

thats like selling skittles but its smarties.

plush yew
#

if you didnt knew it, sex sells, even if its not porn/sex/nudity industry

#

people put beautiful women in unrelated ads

#

because of it

static viper
#

if you didnt knew it... your fame isnt going to rise with that XD

plush yew
#

why not

static viper
#

everyone will straight out know that you are a cheap grab

#

that kind of marketing is for cowboys...

plush yew
#

okay, i convinced myself this is good idea to do

static viper
#

and were all out of cowboys.

plush yew
#

thanks

static viper
#

why you here in the first place XD

plush yew
#

also there are games like blade and soul and other that are basically MMORPGs

#

but devs put big boobs and stuff there to attract male players

#

same with anime

static viper
#

they do... and pay for it dearly.

plush yew
#

they dont pay for it, they get paid

#

its still special for me at 23

static viper
#

Ok you got me

#

you can always convince a male person to everything just by rubbing boobs in their face.

#

Its biological

plush yew
#

haha

static viper
#

and obvious

#

Why didnt i think of this

abstract marsh
#

@static viper I literally did do those things.

#

If you saw our game you'd know instantly ๐Ÿ˜ƒ

#

Here, have a look.

static viper
#

yes?

plush yew
#

have alook br0

abstract marsh
#

Promotional art and game art

plush yew
#

sexy

abstract marsh
#

The characters aren't meant to be naked, just body reference.

static viper
#

and that is... sexual?

abstract marsh
#

No..

static viper
#

they arent naked

#

i see this everyday XD

abstract marsh
#

Maybe I should remove this sorry

#

You can see the game is toon styled though.

grim sinew
#

That's not what naked looks like.

plush yew
#

he removed it

abstract marsh
#

Well, 'unclothed'

grim sinew
#

....you don't say

static viper
#

you can loose more clothes in zelda XD

abstract marsh
#

I didn't want to be bothersome with the images.

grim sinew
#

They're just wearing swimsuits, no big deal

abstract marsh
#

What did you think?

plush yew
#

see how much response halfnaked girl trigerred

#

on this discord

abstract marsh
#

Yeah haha

static viper
#

there was a boy too

abstract marsh
#

Man*

static viper
#

So no reason to rage.

grim sinew
#

.....you mean the response of everyone saying "She isn't naked, calm down?"

abstract marsh
#

He's beeg strong mon

plush yew
#

Yes

abstract marsh
#

It's the age we live in.

static viper
#

he looks very... boyish XD

abstract marsh
#

I did want feedback though โค

grim sinew
#

Thing is, I know Love is being sarcastic, but Karol is being serious.

static viper
#

does he eat well?

plush yew
#

I am serious

abstract marsh
#

Karol..?

plush yew
#

Im the Karol

abstract marsh
#

I'm the love

grim sinew
#

Oh god they're multiplying

abstract marsh
#

Hey! I wanted feedback for that toon style though.

static viper
#

youre all just weird...

plush yew
#

yeah shes very good looking

#

@abstract marsh

polar hawk
abstract marsh
#

How about the game art?

south abyss
#

Is anyone using Rama Save System? I'm trying to save component variables and the documentation isn't helping

static viper
#

it looks flat

abstract marsh
#

Oh, ignore the tree and rocks

static viper
#

and jittery

grim sinew
#

Are you not running at full resolution?

abstract marsh
#

They're assets from the store

plush yew
#

did you draw it in real life

abstract marsh
#

That's in editor.

static viper
#

didnt worked

#

go back to zelda

#

or bendy

plush yew
#

omg

#

i should be making game now

abstract marsh
#

How about this?

#

Better? Ignore trees/rocks/grass

#

They're from the HW plains pack

static viper
#

the grass is greener then the grass

#

also hard edges

plush yew
#

i like the stones a lot

static viper
#

and no depth

abstract marsh
#

They're from a MP pack called HW something

#

Grr they're blurry due to motion of the camera

static viper
#

why you keep moving when making shots?

abstract marsh
#

Motionblur (the screenshot is rotating)

#

I took it from a yt video.

static viper
#

what

#

what

#

what

abstract marsh
#

I made a video yesterday and then took a screen from it just now.

#

Let me take a screen from the game one sec...

#

What might you want to see?

static viper
#

tiddies ofc.

abstract marsh
#

Some clothing? Characters?

#

Ok.

static viper
#

dont send tiddies.

#

send tiddies private.

#

no dont.

abstract marsh
#

I couldn't DM you.

#

Is this what you mean?

#

The edges are because it's using a shader that gives soft outlines based on the color of what it's outlining.

static viper
#

well it looks sloppy

#

whats up with her arms?

abstract marsh
#

That's kind of rude.

#

That's the base pose from unreal engine's mannequin.

static viper
#

how is rude

#

it is sloppy

#

the image is really unsharp

abstract marsh
#

Let me see some of your work?

static viper
#

OH yes

#

long time i didnt do that ๐Ÿ˜„

abstract marsh
#

And the point is for the edges to be soft.

#

I kind of expected constructive criticism or something.

static viper
#

but you are working with TAA here

#

TAA is already softening edges

abstract marsh
#

@limpid star

static viper
#

you cant have it double

abstract marsh
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What do you recommend?

plush yew
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guys is it a problem if acronym for your game is taken and estabilished already?

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for your game name

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for example if GTA acronym was used

static viper
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then you take another name ๐Ÿ˜„

plush yew
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before they made that game

static viper
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before you get sued

plush yew
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lol

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cant get sued for acronym

static viper
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you can

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its called

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plagarism

plush yew
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its acronym dude

static viper
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be carefull in the industry

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people do turn shit all kinds of ways

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always go for the safe route

abstract marsh
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That's not called plagiarism.

plush yew
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all acronims are taken

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just google them

abstract marsh
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I'd look at similar cases if I were you @plush yew

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Look at Mojang Scrolls getting sued by bethesda.

static viper
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you guys are not gonna survive long XD

abstract marsh
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Mojang's game was called 'Scrolls'

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And The Elder Scrolls was 'too similar'.

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Also, the game Prey requested "Prey for the Gods' to change its name.

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It became 'Praey for the Gods'

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Or whatever game it was.

static viper
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thats an odd argument...

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but still you proved me right

abstract marsh
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It's precedent.

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The point isn't to prove anyone right it's to help the individual.

plush yew
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did they won in court

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love

abstract marsh
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I think citing past cases helps.

plush yew
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i mean the elder scrolls

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and scrolls

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are not same thing

abstract marsh
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I think it's ongoing.

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I think you should give it a google.

static viper
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citing helps but we are indies

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we should start from a safe location

abstract marsh
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Owl,

static viper
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no indie ever will start out creating GTA game even if its completly different

abstract marsh
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What do you think of this?

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Also I think he means primarily the acronym and not the game GTA itself.

static viper
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i dont think its working

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its very flat

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the colors are flat

abstract marsh
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Nani..?

static viper
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maybe its me but... this is boring

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look at the witness

abstract marsh
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Oh. Okay.

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The witness has a totally different art style.

static viper
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i dont think so ๐Ÿ˜„

plush yew
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hmm

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but these acronims

static viper
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you take your outlines away and...

plush yew
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are different things, not games

static viper
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the same point stays

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your colors are broken

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also your depth and light

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that way it looks just cheap.

abstract marsh
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I definitely don't think so. The witness is a lot more realistic with different lighting. It's not at all a toon/anime game.
It's slightly stylized but it's like a midway between toon and realism.

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It's just a different style altogether.

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Ah wait it is kind of toon.

static viper
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i think its a very sloppy style then. Very cheap because lack of details. I dont see a huge crowd

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yes

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thank god that i have no idea what i am talking about

abstract marsh
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I'll be off now.

plush yew
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its weird how some companies use acronyms without of And etc

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but others put them

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in acronym

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example LoL

abstract marsh
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It's convenience @plush yew

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Like the game called SCAT

plush yew
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i will keep it in title

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i decided and have great catchy title @abstract marsh

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i dont have game tho, nor abilities

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thats the hard part

abstract marsh
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Nani?

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So just an idea?

plush yew
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i have buildings and stats done

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but its replacement graphics anyway

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i think the innitial gameplay is hardest and most important to do

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after that just details

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when i select all and rotate they rotate weirdly - not as a single structure, but all on their own

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nvm ill just leave it as it is

leaden dust
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@grim sinew this is a random comment but I feel you should be mod instead of these mostly inactive mods

grim sinew
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D'aww โค Thanks ๐Ÿ˜ƒ The mods are usually super responsive to the moderators tag at least, usually a near instant response if something comes up

sudden flax
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I'm having an issue, it says there isnt a program associated with my project

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but i only made it yesterday

plush yew
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Can anyone tell me what causes the actor getting pushed away like this? I googled and did the following, all which did not solve it:

  • I added a second capsule to the character scaled it bigger than anything else and put it on Block All Dynamid.
  • I changed CharacterMovementComponent -> Jump Off Z factor
  • I changed CharacterMovementComponent -> Anything related to Push Force
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The third person template actor does that less

static viper
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your boat ways less then the player

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make boat heavier or player less

mint raptor
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@plush yew check step height on character movement component, try to lower it to 0 for starters and see if it still happens and what does the collision look like for the boat? Is it bigger that what is seen?

plush yew
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@static viper Im pretty sure it's not caused by the weight

static viper
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did try?

mint raptor
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@plush yew if you want to be able to get on boat you can also have the static meshes can player step on disabled bit idk what your goal is.

plush yew
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@static viper Yeah I increased the boat mass pretty much

mint raptor
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@plush yew did you make those collisions in your modeling software?

static viper
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checked if it is heigher then the players mass?

plush yew
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@mint raptor I put the max step height on 0, he still gets pushed away

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@mint raptor Yes in Blender

mint raptor
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That may be your problem, lots of overlapping collisions

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When you make your custom collisions don't have them overlap

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In my experience that causes odd issues

plush yew
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@static viper I couldnt check the player mass, it's not shown when I open the Blueprint and I spawn him with a PlayerStart so he is not listed in the Outliner.

static viper
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its in the character movement

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and that also states physics options

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you can fix it there

plush yew
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@mint raptor I have another one where I just used 1 collision shape but it does the same

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@static viper Oh I found it, yeah the boat was definitely much more, player 100 boat 30000

static viper
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then your physics are bogus XD

plush yew
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@mint raptor with max step height on 0 he even gets shot off right when he contacts it, maybe increase it?

static viper
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the player shouldnt even be able to move it

plush yew
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I know, Im asking myself what causes the physics to act like this

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I ate so much my belly is gonna explode

static viper
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show how you set boat mass

mint raptor
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@plush yew Imo it's the overlapping custom collisions. Try generating autoconvex and see if behavior changes

plush yew
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im sorry?

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this boat looks realistic