#ue4-general

1 messages ยท Page 299 of 1

kindred viper
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hmm im checking Notion out.

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thanks

viral kite
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Are there any communities anywhere for devs to work together on projects?

kindred viper
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I also like Draw.io for flowchart stuff

maiden swift
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Draw.io is pretty handy for quick flow charts.

kindred viper
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@viral kite well here and there. Are you looking for volunteers to work on something?

viral kite
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Something of the sort

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Let's just say I'm looking for Elder Scrolls nerds

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xD

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I want a group of people to chat lore with

kindred viper
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you can use the Looking for Talent room here on discord, or ask on the UE4 Job Board on facebook. Maybe check the old IRC channel if its still alive.

viral kite
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share ideas

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sweet stuff

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Thanks for the help @kindred viper

kindred viper
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but if you are looking for Elder Scroll nerds in particular, I would check out the discord for "Real RPGs require maths". It doesn't exist. Its just my opinion on Elder Scrolls :p

viral kite
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hahaha

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When I say that, I mean people who enjoy fantasy lore, but also enjoy creating fantasy universes

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And are willing to collab

kindred viper
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Im partial to Neverwinter Nights 2 style games myself. Dragon Age too. Divinity Original Sin etc. Something with some calculations

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not so much Dragon Age in that respect though, I just loved 2 of the games

viral kite
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thats cool!

sleek crypt
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any help to export the unity terrain to unreal when i erxtract the raw and import into unreal its plane

gleaming lotus
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I'm making a game where its essentially a large map view with smaller actors moving around. Should I make the size of these actors the same size as they actually are, or scale them down?

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(mount and blade style)

sleek crypt
tawdry raptor
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how can I stop an object from continuously rolling when dropped on floor?

plush yew
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You could freeze the rotation X,Y,Z
There may be more elegant methods.

plush yew
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There is something that I don't quite understand about UE4.
If I leave the frame rate uncapped, it runs fine. But as soon as I cap the frame rate in any UE4 game, the frame rate becomes quite inconsistent, like stuttering, fps drops or sudden freezes.
It's strange because the game is supposed to run at a steady 60-90 fps. And yet, it seems to be extremely inconsistent.

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If let's say I run the game only between 70-110 fps, if I cap the frame rate to 150 fps it's less stable than leaving it to 0.

upper heart
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It should be the other way around. You have to disable smoothing to uncap fps

plush yew
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Everything is turned off.

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But when capping the game at 60 fps should make the fps more stable, it does the opposite.

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0 is more stable and capping to 60 introduces some instabilities.

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It's super weird

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If I play by setting r.onethreadframelag 0
or checking Skip GPU Buffer that also introduces similar issues with the fps.
I play with a 144Hz monitor

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When it comes to modifying graphics settings, on my PC, the games that run on UE4 have been the most unstable. Either I turn off everything and leave it to 0.
Or I use Vsync and get some input lag. To cap the frame rate or using smooth frame rate seems to make the fps unstable.

tawdry raptor
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hey @plush yew do you know how to make something stop rolling on the ground for ever and ever?

plush yew
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You could increase friction, etc.

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But they already found how to fix this, there are multiple threads you can read on the subject.

cerulean perch
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@plush yew are you doing stuff in tick?

plush yew
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Nope, I'm currently studying for a java exam

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๐Ÿ˜‚

elfin jacinth
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@plush yew check your DM when you get a chance, please. Thanks. ๐Ÿ˜ƒ

fierce tulip
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when Dundoc keeps crashing ffs

crude jasper
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Hey quick question

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Can you make it so a player floats ?

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like no gravity ?

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so if like he would jump it wouldnt bring him down

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or set him in a position stopped

storm venture
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@crude jasper you should be able to adjust the gravity settings in your player within the Movement Component

tight sphinx
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is 25k polygons overkill for a model?

upper heart
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a model of what?

tight sphinx
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a gun

south ridge
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What platform @tight sphinx

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PC?

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Is it a gun held in first person or third person (on NPC's etc)

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Is this gun animated?

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How many unique materials/drawcalls does it have?

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Does this gun have notable parts that might result in overdraw from the point of view where it's observed?

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How complex are the pixel shaders required on the gun?

tight sphinx
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Its on pc, held first person or as a pickup on the ground, is animated, 2 materials, no, not that complicated

south ridge
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25k with LODs sounds just fine then

tight sphinx
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okay

plush yew
sonic vector
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What do you mean by "this"? I can't quite make out from the image the issue

pseudo solstice
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hey all any ideas why a translucent material would appear invisible on one mesh but behave transparently (as expected with proper alpha) on another mesh?

reef jackal
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does anyone have any insight on how Call of Duty is structured from a programming standpoint? The main thing im wondering is how their gun system is programmed. And even more specifically, for the recoil: is the animation done on the gun or the actors hands? Every gun has its own recoil pattern so im wondering how theyve done it. Also, All FPS i see in UE shows just the arms of the actor. Is that assuming its single player not online?

stoic dew
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Any ideas on how to add accumulative snow to the landscape via a custom material?

weary basalt
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@reef jackal Recoil for Weapons in CoD is managed by the Weapon. It applies an offset to the "viewmodel" (Hands+Weapon Model).

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There are 3 models at play in CoD. In first person you only see your Hands and the optimized FP Weapon model. In third person you see the entire character and a Weapon, this Weapon is different to the FP weapon. The FP Weapon typically will have a less detailed side that you never see (due to it being FP and the Weapon is always on one side) to save on performance.

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Weapons in CoD have ALOT of settings.

reef jackal
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@weary basalt hey thanks for the reply. one thing Im remembering now. Like in BO3 for example, when you look down and run, you can see you characters feet. what going on there?

weary basalt
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Id say they would have added another model for your waist that you can see. Its not in the older games.

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Heres an example of some of the settings for an AK in CoD

reef jackal
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ok but that aside, youre saying that when youre running around your techically just 2 floating arms and a gun, and the server is managing the other players seeing a whole character?

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whered you get that

weary basalt
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Im magic

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Technically your actually just a Cylinder in CoD

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In FP you have an pair of arms and a gun yes. In TP which is what everyone else sees

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Your the full mesh with a gun

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The image above is from the CoD4 SDK

reef jackal
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wth thats so weird. So different from what every single Tut on UE4 shows

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i figured the guns were insane on the programming end cause thats the basis of the whole game

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years of building the engine

weary basalt
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Well they arent simple by any means?

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lol

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That is PART of their settings

reef jackal
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wow...

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i see "gun kick settings" so they can change recoil with variables?

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how the

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you would figured it would be baked into the animation

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well anyway thats interesting man thanks. This is way more than what i hoped for an answer on this

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i now know trying to emulate CoD gun mechanics is way over my head for a 1 man project ๐Ÿ˜ต

weary basalt
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Thats all the anim refs for the AK

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Firing Animation for example only deals with animating the actual parts of the weapon.

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The actual "Recoil" or kick of the weapon is done programatically.

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Everything to do with where the Weapon is for any given action on screen is done programatically.

reef jackal
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so like the 48 Dredge in BO3 is a 6 round burst. The firing pattern and animation are very unique from other guns. Youre telling me that 6 round burst recoil was done through programming and NOT animating

weary basalt
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Crouching for example applies a different offset to where the weapon appears on screen than if you were standing

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I cant talk to anything above CoD4 as i wasnt involved further than that.

reef jackal
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ahh kk got you

weary basalt
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Ive never played BO3 or seen it so no idea

reef jackal
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probably similar then

weary basalt
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I cant imagine much would have changed about the underlying system though.

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As its very robust and battle tested.

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But i could be wrong, they could have thrown it out and gone for something new entirely.

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The CoD Engine is an off shoot of the Id Tech engine.

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So there are alot of games that would do it this way.

reef jackal
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Yeah this has gotta be the best way to do it. Given CoD and everything its been through

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i just gotten figure out where to start with UE

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im still mind boggled that the visible gun recoil is done through programming. Gunna have to figure that out

weary basalt
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All its doing is applying offsets

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Ok so

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Bare bones

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There is a constant force that is applied to the Hands+Weapon model to drag it back to its resting location

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Applying an impulse offset to it will force it in whatever direction offset

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And that original force will then drag it back

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So if you want to create an single firing offset for a shot for example.

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You can imagine that realistically you want the weapon to point up and slightly back a bit.

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From the resting offset, you add some amount up and some amount back. That will kick the weapon up and back creating your "Firing anim"

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Apply some random numbers and you have a really simple programmable firing animation

reef jackal
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oh so its all dealing in the physics side of the engine

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"impulse"

weary basalt
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No sorry thats just a silly term i used.

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The red X can be represented as a Vector. The Weapon always points at this Vector.

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If you want the Weapon to go up, move the Vector up

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So if you imagine this Vector is out infront of the Weapon somewhere and you move it up and closer towards you, the Weapon is going to do that as well. Thats the basis for a simple simulated "kick"

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The Vector will always want to move back to its "resting" position, this automatically allows your weapon to return to its original location.

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Obviously this isnt occurring immediately but over many frames.

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When i said "impulse" i meant, you make this Vector go directly to another position and you Lerp the Weapon towards the Vector.

reef jackal
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but whats making the weapon go back to the resting spot. Usually when you lerp to a location you stay there

weary basalt
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I said earlier you need to make the Vector that the Weapon is trying to follow always want to move back to its Resting position.

reef jackal
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Ok so you would just do that through logic

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yeah

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duh

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I think im seeing a slight path now

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well hey man, I really appreciate the input. Like i said earlier this way more info on this than I had hoped for. Thank you! ๐Ÿค˜

weary basalt
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No worries. Good luck! ๐Ÿ‘

austere hinge
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Is there anyway to preview root motion animations on player.. While moving the slider in level sequencer..

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While moving the slider.. All the animations are playing at same location.. But when I play game.. Rootmotion works

reef jackal
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if youre coming from blender rootmotion gets messed up sometimes. YOu have root motion checked?

austere hinge
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Everything works perfect.. I just want to preview the animations while scrubbing in cinematics

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So that I can animate cameras perfectly..

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While moving the slider in level sequence.. All the root motion animations are playing in one place.. They are not moving

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So I don't know where to start and end camera animation

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๐Ÿ˜‘

chilly gale
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I've forgotten what it call can somebody name the wee pin node that is used for sorting out wires please

plush yew
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@chilly gale reroute node

plush yew
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hi @limpid star

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you alright

vague ferry
plush yew
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seems like you need sewing kit

bleak widget
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hey everybody

plush yew
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what does :: mean in c++

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double :

honest vale
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scope resolution operator

chilly gale
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@plush yew Thank you for that

static viper
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you can double click lines

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that auto creates reroutes

lament kraken
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if you say

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ue4 is bad

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look at this

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dam ue4 best engine for me

cloud cobalt
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Wow, a clone of Battlefield 4's Shangai map

lament kraken
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best is

cloud cobalt
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Except with shit graphics

lament kraken
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there is no shangai in this game

tall pendant
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those explosions ๐Ÿ˜„ did they made flipbooks from firecrackers?

lament kraken
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ask devs

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not me

cinder iron
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is it just me or did I perceive destruction?

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cant really tell cause the trailer "escalates quicly" kappa

static viper
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i just

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dont mind

tall pendant
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yeah future stuff.. wearing an silly backpack pc just to have a mobile hmd ๐Ÿ˜„

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doesn't even look funny..on second though yeah it does.

fierce tulip
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siigh

frank escarp
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6 million kickstarter

tall pendant
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wait..thats Shenmue 3 ?!

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lel

cloud cobalt
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LMAO

wary wave
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you're kidding :/

fierce tulip
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it is

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im just.. no words

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I hope it plays well

cloud cobalt
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If they use these assets I understand why parts of the trailer run at sub 30fps

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That brick wall is hilariously high poly

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Each block is a separate mesh with something like 1000 tris

frank escarp
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QUALITY lighting right there

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what the fuck

fierce tulip
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read the comments hehe

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"SO BEAUTIFULL"

cloud cobalt
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I love how well the cartoon characters blend in the gritty realistic cave

fierce tulip
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"hey we can make some money trough that shenmue game"

  • "Oh yea, wasnt that somewhat a success back in the day?"
    "Yup, lets do a kickstarter, see if we can make it for fuckin cheap"
    kickstarter makes 6m
    "You know what, you get 2.5m, I get 2.5m, and lets get some crappy mobile team to make it with 1m, of which we prolly spend too much on random crap they dont really need"
cloud cobalt
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It's worse than that

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They have a publisher backing this

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Not to mention Sony

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And Sega

fierce tulip
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yea its just..

cloud cobalt
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There is way more than $6M going on here

fierce tulip
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with that money, I think if we assembled a team of the more experienced people in this chat, we could do better

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especially with sony/sega/publisher backing it

upper heart
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๐Ÿ’ธ

cloud cobalt
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$6M at the French cost of labor, which is no joke, would give you 2.5 years of a team of 20 really well-paid people

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Let's say a team of 30 and the money for QA

frank escarp
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wich, combined with marketplace assets, definitely gets you a good game

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and good old indians

fierce tulip
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have some cheap interns as well and boom

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:p

cloud cobalt
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They're going for open-world, they release next year, have motherfucking Sony and Sega behind them

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And they have the Effects Cave in the trailer

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I can't even

fierce tulip
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and here I am, trying to make an entire game while being piss poor

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1m pl0x

frank escarp
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lmao cheap

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interns are free mate

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at least in spain

fierce tulip
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well, I'd at least pay for their food and maybe some cheap money to at least do something fun in the weekend

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makes em happy

cloud cobalt
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They're not free here, you'd need to pay them, something like $15k a year

fierce tulip
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I made 250 euro/month on my first gamedev internship, meant the world to me

cloud cobalt
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But we're hardcore Socialists compared to the average country

grave nebula
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There would be no free internships if interns refused to work for free ><

fierce tulip
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hehe I refused an internship once because they said "we pay with experience" while I knew more about unreal at the time than one of their leads

frank escarp
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15k a year is what a PROFESSIONLA spanish artist earns

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and programmer

cloud cobalt
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Talking about total cost here

grave nebula
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15k ? Euros? Yearly >

cloud cobalt
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Total employer cost, not pay

frank escarp
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i was given an offer to work as a programmer (not junior or intern) at RIME (tequila games)

grave nebula
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Isn't it.. a bit on the bum side ?

frank escarp
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1200 euros/month

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i must say i laughed the fuck out of that offer

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now, looking back, they really needed me

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they should have heard my counter offer of 1800 euros

cloud cobalt
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The minimum pay for a trainee would be 7200โ‚ฌ a year in France , plus the social costs for the employer

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But yeah more like $10k

frank escarp
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and 1200 euros is already generous

grave nebula
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Well, I dunno. I'm firm in thinking that internships, paid or unpaid, should only exist in the field, where a minimal logged experience is a criteria to receive certificate of competence.

frank escarp
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thats why im looking for a job but i dont care one bit about spanish companies

cloud cobalt
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Minimum wage is 18kโ‚ฌ a year here, but even a junior 3D artist will make way more

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And the employer cost is basically twice the wages

frank escarp
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minwage in spain is 750 euros a month

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3d artist earns 1000

cloud cobalt
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Double that for France

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Both figures

fierce tulip
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I wouldnt get out of bed for 1k/m

cloud cobalt
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For gross pay though, net will be 1150 min, 1500 for a 3D artist

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And 38 hours a week kappa

weary basalt
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Thats pretty low. ๐Ÿ˜ฆ

frank escarp
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so just a bit extra on france

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yeah makes sense

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tbf one of the main reasons im thinking on putting an office and build a studio is becouse i can underpay the artists super hard

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and get 3 interns to do the boring work

fierce tulip
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< still looking for a bitch luos

grave nebula
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Spain isn't the cheapest place to live. A bit strange to see wages that low there.

weary basalt
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I cant do art good but id be your bitch luos ๐Ÿ˜‰

frank escarp
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Madrid as a city aint cheap

fierce tulip
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i should slap you for not writing my name right already :p

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oooh i saw that

weary basalt
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Haha

frank escarp
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a 1 bedroom flat in a half decent place is around 800 euros a month

cloud cobalt
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Basically Paris pricing here

weary basalt
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So basically your entire wage goes to paying rent

frank escarp
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yes

weary basalt
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That sucks

cloud cobalt
weary basalt
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Yeah lol

fierce tulip
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aaaand they forgot to submit some files and now I cant move folders because checked out

weary basalt
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Sounds like your clients need edumicating

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Seems like half my job is teaching people how to properly use source control lol

fierce tulip
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oh, this particular guy knows his bleep, rather happy he joined the team as he actually understands the jargon I am using

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guess he just forgot

weary basalt
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It happens.

fierce tulip
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but still, timezone makes it so that I cant move 12 files until he gets to the office

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in about 5 hours

weary basalt
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Coffee break

fierce tulip
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hehe

whole quarry
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lots of orange here, is this the Netherlands now?

fierce tulip
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unreal etherlands 4

cloud cobalt
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I'd rather wear the golden tints of our Epic overlords tbh

weary basalt
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Are we not good enough for you?

cloud cobalt
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Well, you are

weary basalt
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My mummy always said i was special

cloud cobalt
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But the colors don't match any loot rarity color pattern I know

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Yellow < Orange < Green < Purple < White is weird

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Blue needs to be a thing

weary basalt
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Blue is Discord staff isnt it? Lol

cloud cobalt
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That's sad

whole quarry
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I wish we could have more colors here

pallid compass
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LogPlayLevel: [ 42%] /sdcard/UE4Game/Project_M/Project_M/Content/UI/Textures/loot_141-200/T_loot_191.uasset: 100%
wtf my engine is packaging things that i deleted o_O

grim sinew
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references

pallid compass
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there shouldnt be any hmmm

cloud cobalt
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Fix redirectors

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Deleted/moved assets are kept as a link to avoid breaking levels, etc when you delete something

pallid compass
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i did D:

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i cleaned and removed from from editor & windows directory

brave lark
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is using a heart meter like the legend of zelda for health considered copying or is it widely enough understood in games that it's just a trope now?

cloud cobalt
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Using specifically a string of hearts as a health bar would be a very obvious reference

plush yew
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is infinite world in ue4 (like in minecraft or smth) hard to do?

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or is it dumb idea

grim sinew
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Yes

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Also it's a dumb idea

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Both.

plush yew
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i dont want game to be too heavy for computer

grim sinew
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Also straight up impossible in multiplayer

plush yew
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but it should have

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infinite world

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oh

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damn

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minecraft doesnt have infinite world in multiplayer though does it?

pallid compass
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Why dont you try making the third person template character crouch karol

plush yew
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its a large world pre-generated

pallid compass
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It does

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its inf

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well

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Its inf

grim sinew
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No

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MInecraft is infinite

pallid compass
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till u count to a certian point

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u can count pass infinite

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if u didnt know

grim sinew
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Nothing about Minecraft is pre-generated, you can just pick a direction and walk forever

pallid compass
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Yes its infinite, however there is a memory limit

plush yew
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im pretty sure its not on servers though

pallid compass
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thats part of x86 architecture

grim sinew
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Yes it is

pallid compass
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chance of u hitting it is very slim

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like

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going in 1 direction at max speed for a year in real time

grim sinew
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Servers can be modded to put a wall in place so no player can be a dick and give them 20gb map folders

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But the game itself can do it unless the admins stop it

plush yew
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hmm i guess that makes sense

pallid compass
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man how is this package 170mb, its just some UI & a low poly model

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D:<

grim sinew
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One sec there's a tool you can use

pallid compass
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Worse part is im using asset audit to track everything

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and its no where near 170mb

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๐Ÿ˜‚

grim sinew
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Nope can't find it

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Good luck anyway XD

pallid compass
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FUCK

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lmfao

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btw zero

plush yew
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hmm

pallid compass
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do u use the

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asset audit

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if not i got some cool things to show u

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u may find helpful

plush yew
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yea minecraft map generation must be advanced af

grim sinew
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Size map, there you go. Just run that on your whole content folder ๐Ÿ˜ƒ

pallid compass
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WHAT U CAN USE IT ON CONTENT FOLDER

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didnt know that omg

grim sinew
pallid compass
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btw zero

plush yew
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thats some hardcore dev

pallid compass
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do u ever use asset audit

grim sinew
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Nope

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๐Ÿ˜ƒ

pallid compass
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lemi show u some cool skiz that be helpful for you

grim sinew
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I never really had to worry about it

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I know where my data goes pretty well

pallid compass
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do u know u can do this

grim sinew
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Lightmaps for days

pallid compass
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Grab all textures

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and

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change the display

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for dif compresion

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and settings

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So you can view

grim sinew
pallid compass
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Data settings on things like android compression

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and shit

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ON NO

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ITS ACTUALLY 170MB

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HOW

grim sinew
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A ton of super tiny stuff

pallid compass
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well time to sort compression \o/

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btw if u change texture size

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in the edtior

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does the editor chomp it down for u

grim sinew
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But yeah if I want to know how big things are it's easy for me to find out ๐Ÿ˜›

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I just look at it.

pallid compass
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in actual memory size when u package?

grim sinew
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I think it keeps it pretty close to the actual size

pallid compass
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Meaning this thing

grim sinew
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The more you compress it the longer it takes to load

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Oh that

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I... don't know actually

frank escarp
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@grim sinew nope

pallid compass
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if u limit maximum texture size

frank escarp
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compressed textures are copypasted straight to the GPU

pallid compass
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gimi a sec and il find out

frank escarp
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becouse the GPUs can read the compressed DXT format natively

pallid compass
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OH SHIT

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IT WORKS

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IT REDUCES SIZE ON DISK

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85kb

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NOW

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DOES IT PACKAGE AT THAT SIZE

fierce tulip
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it doesnt really resize it, but after cooking project itll max-load the highest res set in that option

pallid compass
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it reduces disk size

fierce tulip
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but how, since you can still revert to its original size

pallid compass
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wait fuck

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hang on

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so many things on map viewer

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i got lost

fierce tulip
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lol

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lost in limbo? :p

grim sinew
#

What are you packaging for btw?

pallid compass
#

it does

fierce tulip
#

a fudge company XD

pallid compass
#

it reduces it

grim sinew
#

Usually people don't freak out about 170mb

pallid compass
#

but not as much as it should?

#

look this

grim sinew
#

Also that asset viewer you showed me I think can bulk cut down on texture res

#

someone said that once

pallid compass
#

soo

#

200

#

right

fierce tulip
#

it might remove the mipmaps of higher res parts?

#

i wonder

pallid compass
#

Set it to 128

#

not worth LOL

grim sinew
#

You can also just use more lossy compression on it

pallid compass
#

oh?

grim sinew
#

Look at the format, it's 8 bit everything

#

DXT1 should be smaller

#

DXT is 5, 6, 5

pallid compass
#

wtf

#

dude

fierce tulip
#

and in theory since that specific texture is grayscale, could put the alpha in the green channel, texure itself in red. and save half the size

pallid compass
#

UI compression

#

is x5 big

#

as default

grim sinew
#

UI compression is huge, yeah

pallid compass
#

wtf is that

grim sinew
#

As I said, 8 bit everything

#

DXT is a lot smaller

pallid compass
#

IV BEEN SCAMMED

#

is UI compression

#

just full clarity?

grim sinew
#

Yes

#

I think

fierce tulip
#

btw zero, is it possible to exclude a portion of the screen from rendering? i.e. only have that for ui/umg/whatever?

grim sinew
#

And you don't need an alpha channel in that one, since it's pure white and black. So you can cut the alpha also and that'll save a ton of memory too

pallid compass
#

also forgot to say u can use prop matrix to mass texture cut

#

& also

#

its mobile game

#

so i gotta cut the fuck out of everything

#

Ah yeah the alpha channel is being used for transparancy

grim sinew
#

Uhh... hmm. See I'm tempted to say no, but some wizard graphics programmer probably can since foveated rendering exists and that can selectively choose what resolution to render things at, depending on where it is in the screen

#

And since I know it exists and has been done, it's probably possible. But that's way above anything I know

#

@pallid compass Alpha channel doubles vram cost btw

fierce tulip
#

^

grim sinew
#

It's as much as loading an entire new texture

fierce tulip
#

we try to limit alpha channel usage unless its for very specific things or flipbooks.

grim sinew
fierce tulip
#

you'd lose the black lines though

#

oh, no black lines, nm

grim sinew
#

No black lines on that image

pallid compass
#

Ohhh

fierce tulip
#

didnt care to click on the image hehe

pallid compass
#

good idea

#

oh god

#

so many images

#

to edit

#

pls no

grim sinew
#

Asset manager can change things in bulk

pallid compass
#

Y U DO DIS MARKET PLACE?

#

wait can i do this in the editor?

#

i thought u ment in photoshop

fierce tulip
#

you can either save it in red channel only, or set the compression to alpha which stores it in alpha only. for black/white its much more crisp at a slightly higher cost, but generally can keep textures smaller in that case

grim sinew
#

I did mean in photoshop, BUT you can also do it in-editor using asset audit, I think

#

Someone told me once they did it

pallid compass
#

Oh i thought u ment there was a setting to make the image black and white

grim sinew
#

Oh. No get that in photoshop.

pallid compass
#

oh gof

#

god

#

so many to fix

grim sinew
#

The BP render target thing the engine ships with would be just as tedious, wouldn't save any time

fierce tulip
#

spend time elsewhere thats more valueble, and pay someone to do it for you. ends up cheaper timewise

grim sinew
#

Thankfully it's only 170mb, how many files can it really be to fix

pallid compass
#

I think i might be able to photoshop batch this later

fierce tulip
#

< paid Happy (who is gone now?) to resize all my vfx :p

grim sinew
#

Oh I just looked back at your size map. 1,669 total assets. Those aren't all textures but still.

pallid compass
#

most of its images atm

#

LOL

#

also wtf fam

#

u still cant set texture size in property matrix

#

D:<

#

not even cool

fierce tulip
#

you can select the ones you want to resize and bulk edit em

pallid compass
#

no option for it

#

i know some of the property matrix is abit fucked, but they still havent fixed this

grim sinew
#

wait

#

wait

fierce tulip
#

i hate the power of two mode option. instead of resizing it just adds pixels

grim sinew
#

waaaaaaaaaait

#

keep that window open

fierce tulip
#

yea max tex size

grim sinew
#

That'll do it

pallid compass
#

oh ffs

#

im blind

#

LOL

fierce tulip
#

<_< I tried to click the options in that image

pallid compass
#

omg

#

oh wtf

#

these images

#

there ALL ALPHA

#

ffs

#

.>

#

no wonder there fat af

fierce tulip
#

few days before we shipped Rad Rodgers we found a 500mb uncompressed image XD

pallid compass
#

omg

grim sinew
#

Yeah so congrats all your images not only used lossless compression but were all also double their size

pallid compass
#

wait i think i have black and white version's of these images

fierce tulip
#

^ i like that kind of work though, its satisfying because its fast without much work and instant result

pallid compass
#

There not pure block

#

black

#

Think i can still mask it out with material on the cheap?

grim sinew
#

Won't matter, you can just set the clip value in the material

pallid compass
#

Oh?

fierce tulip
#

either batch edit the values in photoshop, or tweak some values in master

grim sinew
#

So this determines when Unreal decides to call it masked

#

By default it's 33% grey

#

And underneath is all masked out

fierce tulip
#

keep in mind that if your image has lots of compression artifacts the clip value can result in uglies

pallid compass
#

wait

#

i dont see that

grim sinew
#

True, but even reverting to greyscale compression which is full 8 bit one channel would work

#

huh?

pallid compass
#

Oh

#

its material

grim sinew
#

Tick the tiny arrow thingy

#

yes

tawdry raptor
#

has anyone here ever tried to follow a tutorial and half way in you can find the mesh your instructor has

grim sinew
#

This is in the material

pallid compass
#

im looking in the texture window LOL

#

dam im learning lots today

#

its fab

grim sinew
#

I know, it's terrible, I should stop telling you things before you become too powerful

fierce tulip
#

hehe

tawdry raptor
#

im learning unreal has a mind of its own

pallid compass
#

shit

#

i dont think i can do it

#

with UI materials

grim sinew
#

Why

pallid compass
#

no option

grim sinew
#

No option for what?

pallid compass
#

for opacity mask clip value stuff

#

i can just use an IF node i guess

grim sinew
#

Is it masked or translucent?

pallid compass
#

tried all of them

grim sinew
#

One sec

pallid compass
#

no option for it

grim sinew
#

It's right there

pallid compass
#

oh ffs

#

anyone wann donate so i can get my eyes checked

grim sinew
#

I was about to say, maybe you should get some sleep XD

pallid compass
#

oh wow

#

it looks clean

#

as well

#

masked clean

#

looks cleaner than using a mask

#

lmfao

grim sinew
#

Alpha channels are pretty lossy

pallid compass
#

not bad eh

#

Thanks zero for this

#

Huge help

#

I would of been faffing around on google for hours

grim sinew
#

๐Ÿ˜ƒ

pallid compass
#

Il just turn this in to a MI

grim sinew
#

Oh also, are the elements a constant size on the UI?

#

Or can they change size?

pallid compass
#

constant

#

These are just black images for Equipment hud when slots are empty

grim sinew
#

If you know ahead of time what your target resolution is and what size they'll need to be, you can kill mipmaps

#

Since they'll never be able to mip down anyway

fierce tulip
#

^

pallid compass
#

I thought UI setting stops them miping?

#

well texture group that is UI

grim sinew
#

Those settings are presets, I would need to check to be sure

#

But it might

pallid compass
#

oh no

#

we still have MIP's

#

lowering number of mips saves disk space i assume or?

grim sinew
#

+TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)

#

Turns out mips are still enabled on that

#

So yeah, mips are basically precomputing every single step down and saving them to disk

#

Killing them will cut size down significantly

pallid compass
#

There always a constant size on the HUD

#

so i can disable Mips for these right?

grim sinew
#

Probably. Worth a shot

#

You just need to very carefully monitor your vram budget without them on a ton of elements, but again, if you know that ahead of time, you're probably fine

pallid compass
#

True,

#

are MIP's relative to size on screen?

#

i think

grim sinew
#

It's... complicated

pallid compass
#

dam

#

xD

grim sinew
#

I think the new system works off of both screen size and world UV density somehow

pallid compass
#

Ahhh

grim sinew
#

It was in the 4.17 patch notes but I just can't remember the details

pallid compass
#

Well i can at least lower it from 11 MIPS?

#

11 seams overkill lmfao

#

fuq every setting has 11 mips

grim sinew
#

They're either on or off. And mips after the first one or two don't really take up much space

pallid compass
#

Ah okay

grim sinew
#

But think of it like this. You have a 2k texture. It also has a 1k, 512, 256, 128, 64, 32, 16, 8, 4, 2, and 1

#

It saves all of them

pallid compass
#

Ah right okay

#

Nothing too worry about then

grim sinew
#

So yeah it will save you space, you can give it a shot

pallid compass
#

well

#

this is alot better

#

lmfao

#
Woah there! The owner of Unreal Slackers has requested that Discord block any messages our mostly-accurate robo-hamsters deem to be explicit. Seems like you found one, so your message has not been sent. Please be nice.```
#

wat

#

LET ME SEND THE SIZE MAP

#

wait wut

grim sinew
#

NSFW size maps

pallid compass
#

HOW IS THE ALPHA VERISON

#

SMALLER

#

WHAT

grim sinew
#

Alpha version?

pallid compass
#

non alpha is 126 on disk

#

alpha version is 117 on disk

#

However

#

resource size is alot different

grim sinew
#

Resource size is afaik vram

pallid compass
#

ohh

#

well

#

wth is going on then

#

i thought we where gonna go down on disk size D:

grim sinew
#

Kill mippers

#

::

#

๐Ÿ˜›

#

Because you're using less vram, killing mips is going to be fine

#

It's 1/10th the vram to load

#

so mip gen settings, set that to no mipmaps

pallid compass
#

its still smaller

#

on disc

#

LOL

#

130 vs 117

#

how is the alpha still smaller

grim sinew
#

The asset I assume is just duplicated with compress without alpha checked on?

pallid compass
#

its two diferent images

#

one is rbg colours

#

the other is just white with a alpha

grim sinew
#

It could just be weirdness of Unreal. Maybe it added a few kb because you had to change more settings

#

And it had to save that you changed it

pallid compass
#

Want me to give you a copy so u can take a look if u can be bothered? maybe i am missing something

grim sinew
#

And that would be flattened out at export? Dunno

#

Sure

pallid compass
#

exported instead of migration incase dif engine

grim sinew
#

Increase the brightness curve to get more contrast so it's pure black and white apparently

pallid compass
#

what LOL

grim sinew
#

That shaved some size off

#

Nearly got it to match up perfectly

pallid compass
#

the fuq

#

lmao

#

I should really batch edit these in photoshop

#

I havent touched it in ages

#

I mean its not alot of files

#

But its still some you know

#

Black & white them, and half the texture size

grim sinew
#

So here's my honest guess, I think Unreal is compressing alpha more aggressively on disk, even though in DXT it's going to be significantly larger

pallid compass
#

Yeah that makes sense

#

This is how it is, market assets lmao

grim sinew
#

And the fact that me lowering the amount of values the texture had lowering the file size pretty much confirms it for me

#

Since it's being smarter about the disk compression than I realized

pallid compass
#

Well this is kinda good

#

Iv learned rather a few things

#

the fuq

#

prop matrix has gone LOL

#

oh i grabbed a material as well by mistake

grim sinew
#

Property matrix is a myth

#

Because the skylight isn't on

pallid compass
#

omg

#

have u seen what happens

#

when u clip UI images

#

get rid of the 1:1 ratio

#

for things like buttons

grim sinew
#

?

pallid compass
grim sinew
#

No but I would be interested in seeing?

pallid compass
#

thumbnails turn them in to fat boi's

grim sinew
#

lol

pallid compass
#

its so god dam annoying

#

just pad the thumbnail

#

stop stretching it to fit

#

dam it

grim sinew
pallid compass
#

omg

#

thumbnail's can be so annoying sometimes

plush yew
#

Guys

#

I feel like anything can be done with bps and i shouldnt learn c++

pallid compass
#

How incorrect you are

plush yew
#

Really?

pallid compass
#

Yes ofc.

grim sinew
#

Many things can be done in BP, but you're always depending on someone at Epic having thought of your every need. You can't make anything 'new' in BP, you need C++ for that.

pallid compass
#

Also something tells me you do not need to do everything right now, so i dont think you need to worry.

grim sinew
#

For many things however, BP is sufficient

pallid compass
#

Did you make third person character crouch yet?

plush yew
#

No

pallid compass
#

Well you should.

#

You said you wanted to learn.

#

Thats Level 1 of getting gud

plush yew
#

I dont have crouching in my game..

pallid compass
#

Its still a good task to do

#

To learn basic animation and such

#

and keybinding

#

and driving animation

plush yew
#

Hmm

vernal tangle
#

Or sprint

crude jasper
#

Is there a way to make a character move from one point to another smoothly

#

but like with set actor location ?

grim ore
#

define smoothly? you could use a timeline to move the location over time. You could use a navmesh and ai move to and have it navigate. You could make some custom lerping nodes to move it over. You could use a tick and the world delta to make it move independent of the frame rate. This is all of course ignoring animation which only some of those solutions take into account.

spiral anvil
#

And asking the opposite question of what he asked, I'd want like to know when I should use C++ for my code. I'm currently learning BP at the moment, but just want to ask when can I ensure myself that I have enough knowledge of Unreal to be using C++. I really want to get my hands on it as soon as possible reason being that I hate visual scripting.

grim ore
#

but just want to ask when can I ensure myself that I have enough knowledge of Unreal to be using C++ from day 1.

pallid compass
#

Thats like asking how long is a piece of string

grim ore
#

now using it well will take you up to 150 years

pallid compass
#

Comes with experience

#

Wouldnt worry about it until you start doing crazy stuff

spiral anvil
#

I hate it when I can't see my definite goal, but I guess I'll have to gain it through experience

grim ore
#

When can I make a game using only C++? from day 1 using a C++ template and changing some stuff around. When can I make PUBG in C++? From day 1 using a C++ template and store assets ๐Ÿ˜›

spiral anvil
#

@grim ore Just want to ensure myself that at least have the base knowledge of functions and variables in unreal before jumping into C++

#

and blueprint is the easiest way due to the lack of c++ tutorials out there

grim ore
#

well lack of C++ tutorials or lack of UE4 specific C++ coding?

spiral anvil
#

specific UE coding

grim ore
#

Assuming you have followed the UE4 Battery Collector series you have the basics right there.

spiral anvil
#

they are mostly either outdated or discontinued

grim ore
#

piggybacking on knowing C++ itself

#

true on the outdated, unfortunately they made some bigger C++ changes over time which is a pain to catch up on

spiral anvil
#

I watched a C++ tutorial that was released a year ago

#

and none of my function seems to be working, so I was stuck at that point

grim ore
#

I dont think any major changes in the last year except for the Include What you use stuff so it should have worked.

spiral anvil
#

I don't know if it's my function or the file, so.. I guess I might have done something wrong in the file..

#

but anyhow, I'm here learning BP after failing so many times

grim ore
#

at the worst learn the basics in BP, like literally uhm make something move using a move actor node or something, then open that nodes code up in C++ and see how it works. might be a good start

pallid compass
#

You need to learn basic c++ before you touch ue4 c++

grim ore
#

or even look at how the first person template works in BP then do the same with the c++ version of the template

spiral anvil
#

I already knew the basic c++

pallid compass
#

once you understand basic c++ you can easily navigate outdated ue4 c++ tutorials

spiral anvil
#

anyhow, thank you for all the advices

#

appreciated them! <3

drowsy lichen
#

why isnt it downloading

whole quarry
#

because its queued

grim sinew
#

Presumably because something else is first

drowsy lichen
#

i dont have anything else downloading

#

i cancelled fortnite

whole quarry
#

restart launcher

#

delete games

#

reinstall windows

#

ยฏ_(ใƒ„)_/ยฏ

silver crown
#

Reinstall Windows

pallid compass
#

uninstall windows

silver crown
#

Meh too late

drowsy lichen
#

reinstall life

whole quarry
#

life.exe not found. try a different search parameter.

silver crown
#

Shhh

drowsy lichen
#

l!fe.exe

#

epic doesnt want to open now........

silver crown
#

Haha

#

Too much fortnite

drowsy lichen
#

i uninstalled fortnite like 4 month ago

#

and somehow it was updating

whole quarry
#

cant update software that isnt there

#

you sure you uninstalled it?

#

(not just deleted a shortcut? ๐Ÿ˜› )

drowsy lichen
#

yes

#

no i am not that stupid

whole quarry
#

that suggests though, that you are stupid, just not that stupid ๐Ÿค”

drowsy lichen
#

wait there is a shortcut xD

#

i though you can only run it from the launcher

#

yes i am stupid

whole quarry
#

why?

drowsy lichen
#

idk

#

most of my friends say i am retarded too

silver crown
#

I'm the only retarted here ok?

#

Well with @whole quarry ofc

drowsy lichen
#

lol

#

Y NO EPIC WORK

whole quarry
#

I'm trying to recruit more, but nobody likes the badges i'm offering with the membership ๐Ÿ˜ฆ

drowsy lichen
#

wait it opened...

#

what badges

#

i wanna see them

silver crown
#

Me too

whole quarry
#

Downies Like Brownies, it's the club name

silver crown
#

Yay

whole quarry
#

the badges are Glow in the dark, but there were some complaints about them (they appearently dont taste very good..)

frosty bloom
#

Kubold should be given the title The time savior. Back with another awesome MP pack

#

Next to none FP animation packs out there, feels like christmas

drowsy lichen
#

if i dont download a component now can i download it later?

frosty bloom
#

Yes

drowsy lichen
#

ok

plush yew
#

For anyone developing a Quest / Item systems, do you use IDs or just Names for referencing them?

pallid compass
#

You should use hierarchy of names

#

ID are fragil

plush yew
#

Ah, thanks

drowsy lichen
#

what does the engine source do

pallid compass
#

it does all the engine?

drowsy lichen
#

then why is it a selectable component

pallid compass
#

wat

grim ore
#

he it talking about the installable stuff in the launcher

drowsy lichen
#

in the installation options there is this engine source thing

grim ore
#

it's the source code so you can go to the definitions when using the editor

#

if you don't care about seeing the source, don't install it

drowsy lichen
#

wah

pallid compass
#

Just tick it off

drowsy lichen
#

like if i use the blueprints i can the see the acutall code of them?

grim ore
#

yes

drowsy lichen
#

oh

grim ore
#

Blueprint nodes are just C++ code exposed to the editor in a pretty package

plush yew
#

But Blueprint Nativization isn't the most readable thing

drowsy lichen
#

ok thanks guess i dont need that

plush yew
#

So, when you make a Modding System you have to make all of your custom code ( blueprint + C++) public? Or I'm I just dumb?

pallid compass
#

Im not even sure what your saying so

#

i wouldnt worry about it for now if i was you

drowsy lichen
#

what is a modding system

plush yew
#

Phrased myself badly. Lemme explain a bit more

tawdry raptor
#

its a 360 plugin

plush yew
#

@pallid compass I'm looking at an article here about it, which basically goes as follows. UE4 mods are just like plugins, with a different launcher profile. Can these mod packages be built with any editor, or only the editor in which the game was built?

#

Or can I just tell users, get UE4, follow this guide and upload it via our website?

#

@tawdry raptor Not sure about that plugin, however the Ansel plugin supports 360 screenshots.

tough marsh
#

Im having trouble disabling inherited child actor components i have looked it up online and closest thing i can find on it is toggling them on and off but seem to be having trouble doing that as well any help would be nice

pallid compass
#

Im not even sure what your saying Vines

#

Are you trying to release a game with a modding kit?

plush yew
#

Can you VC?

pallid compass
#

no i cant

#

You talking about a mod kit like ark?

plush yew
#

Yes, or any implementation

pallid compass
#

Yeah that gets really complex

#

ud have to email epic or find a very up to date guide

#

because that requires distributing the editor

#

and there's a ton of legally fuckery with that

plush yew
#

Basically, compile a plugin, stick it in the Plugins folder, bish bash done

pallid compass
#

Oh thats different

#

and no idea

#

messy stuff

#

I doubt it gets much support

plush yew
#

Ah

#

Time to email epic and sign a contract to sell my firstborn!

lament kraken
#

lmao

plush yew
#

nice

static viper
#

soooo

#

i am home :3

dire storm
#

unreal stream in an hour?

sonic pagoda
#

so, if you are in editor

#

is there a console command to open a map

#

i kinda want to start getting into a work flow of just always having my default map open up and somehow force the editor to open up the other maps i still need to work on.. without having to browse the folders

plush yew
#

in project settings

sonic pagoda
#

no

#

i know that

#

i mean like

#

a command line

plush yew
#

Omg

sonic pagoda
#

like a ultra lazy way to do it

#

i found it... now i just need to somehow make a world object upon clicked on that will do exactly that

#

without running the game

#

nevermind i didnt find it

#

this is all for play in editor stuff

fierce tulip
#

loads mesh into 3d coat
cant see, edit, or do anything on the first uv, does properly load uv2

#

import obj instead of fbx, its all good

#

gg fbx

teal glen
#

Hello

#

I'm looking forward to use unreal engine

#

But months ago people here told me that you need to learn modelling characters which takes a lot of time

#

What's the easiest program to learn though?

#

(that works with unreal of course)

cloud cobalt
#

To model characters ?

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Something like ZBrush + Marvelous (if clothes) + Maya + Substance

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And potentially minor others like Photoshop, maybe some unwrapping tool

teal glen
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How much time would I take to learn those?

cloud cobalt
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5-10 years

teal glen
#

I'd like the easiest program to learn

tall pendant
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or Blender (if you want a free tool)

teal glen
#

NOT MASTER THE PROGRAM LMAO

cloud cobalt
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I didn't say master ๐Ÿคท

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You're asking about character modelling here, that's not something you learn in weeks

teal glen
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Then isn't there any tool that makes characters tho? Not those shitty free ones

cloud cobalt
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Character art is the pinnacle of 3D art

tall pendant
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no pain no gain

cloud cobalt
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It's hard

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That's it really

teal glen
#

I'm trying to make a really big game that I can't really get a team to make

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I only need to make the protagonist

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Nothing elae

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Else*

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The rest are robots

cloud cobalt
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Make it first person, no protagonist, voila

teal glen
#

Hm

#

It's third person for combat tho

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Open world

cloud cobalt
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Make the character a robot too

teal glen
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Inspired by phantom pain

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Not entirely like it tho

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20%

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I already made the entire story in mind

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Can't really make him a robot

cloud cobalt
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Look, if you're solo, you're simply not going to create an open-world game with human characters that don't look like shit.

teal glen
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Okay so I gotta go by the gameplay > graphics thing?

cloud cobalt
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Open-world games are the realm of 200-man teams with decades of experience

teal glen
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Not really large open world

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More like big levels

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Towns

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Mountains

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Cities

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All have their own maps

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Okay so uh

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I was already planning to learn gamemaker 2 before unreal

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Should I stop that?

cloud cobalt
#

Well, to give an example, I once had a team of 5-10 artists working on a shooter - we created a total of 3 arena levels in one year and a half

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Granted, no marketplace assets

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But still, "multiple 3D levels" for a single artist is only going to work with some intense repurposing of assets

teal glen
#

That's pretty good

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I have really high pressure

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I'm on the last years of school and it's really really hard

cloud cobalt
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Spending only three days on each asset, for a year, only yields a hundred assets - it's enough for a game, but it's not nearly enough for a game that has cities in it imho

teal glen
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Everything about this game is in my mind

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It's hard for me to write it all down

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How do I do this anyway?

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Also I might use assets

cloud cobalt
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Here's what I'm doing now (after one 4-year long project that drained me)

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Write all of the gameplay down

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Prototype it until it's playable

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Iterate until it's fun

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Make one small area playable with full graphics

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And by that point, you'll know how long you spent on that area, and how large the levels can be

teal glen
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Hm

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I still haven't tried anything in unreal

cloud cobalt
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Start as soon as you can, because you've got loads to learn ๐Ÿ˜ƒ

teal glen
#

The tutorial third person level made me quit after trying to import a character made in a free tool

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Should I start pouring money into making a game studio hoping it goes successful?

cloud cobalt
#

Uh no

#

Don't do that

teal glen
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Or start solo?

copper lava
#

@teal glen Do you want to make a multiplayer game or singleplayer?

teal glen
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Single

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There's no way I can make multi

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Nor can I think of original ideas for that

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It's a semi-linear game

cloud cobalt
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Start solo, find partners when you have something promising

teal glen
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Hm

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I have a bunch of friends with gaming PCs

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Should I encourage them to learn different things for each guy?

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Does that make it easier?

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We have no knowledge at all

cloud cobalt
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Yup

teal glen
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Right now

cloud cobalt
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My avdice : don't put any serious money in gamedev unless you're fine with spending that as a hobby - amateur game dev is almost never profitable

copper lava
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Do you want to use blueprint?

teal glen
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A lot

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But I still don't understand it even tho it's supposed to be easier

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I tried making the game in littlebigplanet3 cause that game has been sitting on my unused PS4 for ages