#ue4-general

1 messages ยท Page 316 of 1

languid flax
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Ooookay.

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I just "solved" it. As in.

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The animation blueprint does not update while it's open... That's why it works after the first start, since it opens up.

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I have to re-open it to see the new take.

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*capture

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Same with "Play". What's the reconnect pin even for then ๐Ÿ˜‚

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And why didn't support tell me that ๐Ÿค” They even asked for a video of me setting the whole thing up.

languid shard
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uh

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well all ends well then ๐Ÿ˜ƒ

tranquil oracle
digital anchor
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\

tranquil oracle
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okay, when I press \ and hold it "this color cube" spawn on cursour position, but sometimes when I accidently press \ "this color cube" persist - the only way to get rid of it is to restart editor. Is there a better way to turn it off?

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probably I will be able to find solution in google but I don't know what "proffesional name" that cube have

dim merlin
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Hi, i was quessing, what happens to ai when the terrain lod switches? (does the collision of terrain change?)

static viper
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no the collision doesnt

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but you shouldnt have ai roaming like that in the distance

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freeze them or math their ai

dim merlin
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hhm so the terrain keeps using the full collison of full mesh?

static viper
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lod is just a visual alternative

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the main landscape system stays

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and since its Z based its very simple

dim merlin
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yeah, okay

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thanks @static viper also please, get a regular name lol ๐Ÿ˜„

static viper
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no.

dim merlin
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hihi

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sometimes in discord i cant select the @ and so on i really dont know how to write your nickname

static viper
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its ovo.

dim merlin
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@ovo ok

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hhm:S

tranquil oracle
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@โ•ฒโŽ OvO  โŽ โ•ฑ#0796
static viper
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omg

dim merlin
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lol

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but yeah, actually what u say is pretty important @static viper i ask because i need to implement a lod system for my runtime terrain

regal mulch
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Rightclick -> Change Nickname

cloud cobalt
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I wish there was an "alphanumerical" option on Discord to remove all of these

static viper
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I am happy to amaze you

plush yew
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What should the resolution for Water Normal Maps be? Animated ones with panner

static viper
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depends on the artist

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you can do amaze water with just 1 512 map already

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or you go deathrey

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or epic

cloud cobalt
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Depends on the viewing distance and art style

plush yew
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I'll try to go with 512 first, dont know how much more performance 1024 would need

cloud cobalt
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Not much

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Unless you're on mobile

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2048 maps are very common, and for something as demanding as animated water, it wouldn't be any surprising

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Still, depends on the game, the art style, how close the water will be seen etc

plush yew
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Does 16 instead of 8 bit make much of a difference?

cloud cobalt
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Still depends a lot on what you're trying to do

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Ocean style water vs stylized water puddle is literally nowhere near close

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The latter might not even have textures

plush yew
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And the format should be? PNG?

cloud cobalt
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I only use TGA, but PNG works well when you don't need independent alpha channels

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Basically try and see what works well

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Texture resolution is a detail, you should probably author at 2048 and scale it down at baking time in UE4 - it's a simple field in the texture

plush yew
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"Maximum Texture Size"

cloud cobalt
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It is, yeah

visual belfry
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I notice that when I open the Project Browser there are two categories, My Projects and Samples.. is there any way I can add custom categories?

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ah it looks like I just manually edit the .uproject file ๐Ÿ˜„

stark hearth
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Morning

karmic thistle
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guys, my project crashed after importing one skeletal mesh, now when I open the project It gives me this 15 errors

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how can I restore the project or maeby fix it?

static viper
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well

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remove the skeleton

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and rename the fps char

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oh my

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you didnt remove the vr stuff

karmic thistle
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should I always remove this stuff?

static viper
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if you are not using vr

karmic thistle
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sure

static viper
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i always keep my shit clean

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vr is easy to add afterwards

karmic thistle
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I`ll do, but I have to fix the problem first

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I think I lost my FirstPersonCharacter @static viper

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Can I recover him?

grim ore
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you can if you roll back from a previous save using your version control. Alternately if you have done nothing with him you can try migrating from another project that used that asset into your project. alternately you can try re importing that fps feature pack and see if it fixes it. None of the last 2 are useful if you made changes.

karmic thistle
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I would go with roll back to previous save

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how can i do this?

grim ore
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well you would have to be using a version control software

karmic thistle
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can I do this with UE ? maeby clicking on saves folder

grim ore
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it's not built in natively no, you might have an autosave in there but no guarantee it would work. You wold need to set up seperate version control such as git or perforce.

karmic thistle
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I use autosave, would it help?

grim ore
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it might but that's more for saving existing items not making backups. check your folder you might get lucky

dark depot
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you can try loading some things from the autosave folder under Saved but it doesnt always work

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in the end this is a lesson of getting source control ๐Ÿ˜‰

karmic thistle
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I want to cry ๐Ÿ˜ƒ

grim ore
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it's weird that just importing a mesh would have nuked a completely separate object

karmic thistle
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It was working pretty well, I added a pick-up weapons system with 2 different guns

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then I imported a mesh to replace the cube that I used to test the guns system, and use it with the first person character

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My project exploded

dark depot
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did it then crash before you saved?

karmic thistle
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yes

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but when I try to open it again, it gives me this 15 errors

dark depot
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i imagine you saved the first person character but since you didnt save all it lost the skeleton

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you may be able to import the skeleton to fix

karmic thistle
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I have this backups, can I do something with this?

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this "Escopeta....uasset" is the mesh that caused the crash

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now I havent anyone of this files in my project UE Editor

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Should I move this FPCharacter to the main folder?

grim ore
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you can try renaming the auto saved backups and putting them where they should be, no guarantees something will work tho. If that mesh is bad you can just remove it and it might let the other assets load again. who knows since we dont know exactly what broke

karmic thistle
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I`ll try

grim ore
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that looks like a first person character asset where it should be tho unless its 1kb in size then its a redirector

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we dont know the structure of the project so it's hard to say what to do for sure

karmic thistle
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I`ll rename and move this FPCharacter to the BP folder

paper kernel
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don't touch the files

karmic thistle
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shouldnt copy neither?

static viper
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next time do backups of the project ^^

manic pawn
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even better: use proper version control

cursive oriole
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not sure where to ask this question at but does anyone know if Unreal Engine supports Voice Recog for control of Assets ingame?

static viper
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not out of the box no

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but i am sure there a plugin or code lying areound on the internet

karmic thistle
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omg, worked!! Thanks god, next time i`ll use a proper version control

static viper
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its not magic

karmic thistle
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all my BP`s are compiling fine and the game is working great

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all I had to do is to copy the FPCharacter from the autosaves folder to the FPBlueprint-Blueprints

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and ofc rename

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but now I would like to know how this simple skeletal mesh exploded my project

dark depot
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cause it didnt save

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the character was referencing things that didnt exists

karmic thistle
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and now, please, teach me how to use a version control software or web or something

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it`s ok if i do a Copy of the folder to other folder?

static viper
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a copy of the folder is already a great start

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like every evening make a zip file

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name it with date

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upload.

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you get the project whereever you want

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and you can go back

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thats ok if you work in a team or single

karmic thistle
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it wont create problems?

static viper
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only if you dont manage ^^

karmic thistle
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๐Ÿค”

static viper
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but i assume you are not in a team

grim ore
karmic thistle
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love you guys

static viper
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i love myself too

karmic thistle
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wtf ๐Ÿ˜‚

calm igloo
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In blueprints, is branch cost a lot less than for each loop?

grim ore
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in terms of processing it's not a concern but they are generally not used the same so that's a weird question

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I would guess if I had to guess the loop would be less as it only has in theory 1 thing to do, increment and go to the next item in the loop where a branch could have hundreds of nodes in the conditional

astral rain
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In my tests, actor spawning and for loops are the only things that seem noticeably intensive on BP vs c++

surreal kite
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Anyone know of an algorithm that can create multiple convex meshes that fit into a concave mesh? I need the collisions on these meshes to be very tight, and I need physics simulated on them.

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Just loading them in and having the engine come up with a bounding mesh isnt going to cut it

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I guess the algorithm is "approximate convex decomposition of polyhedra" ?

manic pawn
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if you're importing a static mesh you can try to convex decomposition stuff

surreal kite
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@manic pawn Happen to know of a nifty library for that?

manic pawn
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it's already integrated in the static mesh editor

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there's a button for it

surreal kite
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Anyway to call it in C++?

manic pawn
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it uses v-ahcd or however you spell that

surreal kite
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Or maybe I could just use an editor script so I dont have to do it at runtime everytime

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Problem is I have 100 meshes to go through ;p

manic pawn
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this isn't something you can do at runtime, convex decomposition is very slow

surreal kite
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Gotcha. Editor script it is

kindred crag
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Need help! How do I get text to display when I enter a trigger box?

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This is my script but im not sure how do I make it display when entering the trigger

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but the text wont disappear after I leave the trigger box

grim ore
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2 things. save a reference to the widget you created for later use. use that reference when you call the remove from parent that is hooked up in the correct place

kindred crag
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Wait how do I save a ref to the widget?

grim ore
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the output pin when you create a widget, drag off it and choose there

kindred crag
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Im not sure how to get the output pin, I am doing this in my level blueprint if that matters :/

grim ore
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the blue pin on the right of the create widget is an ouput pin

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the blue pin on the left side of the create widget are input pins

kindred crag
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ah right

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So I drag off from return value?

grim ore
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yes and choose promote to variable at the top

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this lets you create a variable easily that you is then saved and set to that widget for later use

kindred crag
grim ore
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the white wires run when the white wires run. When they run the stuff they run, like the create widget, is done at that point. If you later come back to say the output from that node it's not going to be valid because that node was never ran again as its not part of the white execution path.

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that is the correct node yes, the variable is in your list on the left now and you can rename it

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you need to make sure it's hooked up in the white execution wire path so it runs

kindred crag
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ahhhh I see

grim ore
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later when you run the remove from parent you would use that variable you created as the target on the input pin

kindred crag
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like this?

late olive
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Hey are you considered a loser asset flipping fgt if you use a fuse model as a base for your actual character model?
As in, make it in fuse first then import it to a better modeling software to add further details?

kindred crag
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oof it doesn't work still

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you still around? @grim ore

grim ore
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nope

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lol ๐Ÿ˜ƒ

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chances are yeah it's not working as your missing a few key ideas

kindred crag
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such as?

grim ore
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show your code again but I am guessing it's because your stopping of the overlap is never getting to your remove from parent

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your start overlap has a sequence that hits the gate for the animation and creates the widget

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does your end overlap do the same, have a sequence that hits the gate to close it then remove the widget?

kindred crag
grim ore
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yep the key that is being missed here is the white wires are execute wires, they are the flow of the execution or when stuff happens. IF they are not hooked up, nothing happens.

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so your saving of your variable never happens and the remove never happens. the save should be after the create, hooked up to the create, then your add to viewport after that.

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your end overlap should be similar to the start overlap where it goes into the sequence, it goes up to the gate to close it (which is what you want I assume), then goes to a remove from parent node as the 2nd step.

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for the remove from parent you use the get variable that you saved earlier (its in your list of variables on the left of the screen) and hook that up to the remove from parent

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ill knock out an example in a minute if you still need it

kindred crag
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oh yeah I get what you mean

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on it

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The "UI test" is the variable that was on my left hand screen that I made a while ago as you suggested.

grim ore
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pretty close, the ui test set node is not hooked up. it should be hooked up after the create and before the add to viewport. other than that I think its ok. messy but functional maybe

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and you dont need the output from the Set ui test node to be hooked into the remove from parent, just the actual variable you got from the left which is there

kindred crag
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got it

grim ore
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yeah its still not right heh

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the white output from create widget needs to go into the set ui test

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the white output from the set ui test goes into add to viewport

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the blue input on the add to viewport can be either the ui test variable or the output from the set ui test

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and finally the blue input on the remove from parent should be the ui test variable

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there are still issues tho. your creating a widget every time you start the overlap

kindred crag
grim ore
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and you never get rid of the widget when you leave, you just remove it

kindred crag
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ah thats great my UE4 is not responding

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thankfully I saved

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or I think I did

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Everytime I enter th trigger box my level is crashing

grim ore
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if it's set up like you showed earlier its due to a loop

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your adding the widget, then setting the variable, then its going back to adding the widget, then setting the variable, then...

kindred crag
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yoooo

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I followed your method

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and it worked

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holy shit ๐Ÿ˜

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thank you Matt!

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you are correct about the loop, hence why it was crashing

grim ore
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just be aware that there is a few things to fix in the future. You should always check to see if a widget exists before creating a new one and you should clear the variable if you are not using it anymore to free resources. For now what you are doing should work but it has potential of being a problem if you go into and out of that spot a lot of times

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making stuff work is only the first part, making it work right is next lol ๐Ÿ˜ƒ

kindred crag
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true

grim ore
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you can also double click any line to add a reroute note that will let you organize and reshape the paths

grim ore
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neato

kindred crag
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all thanks to you!

plush yew
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quick one: does ue4 support .raw?

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i cant seem to import it easily so i assume no

winter halo
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can someone point me to the correct channel for character walkable slope angle issues?

plush yew
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navmesh and all that stuff?

winter halo
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well more specifically an issue between two different possesable characters and their movement component's walkable floor angle values

surreal kite
paper kernel
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why tho

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it's not like asteroids have definitive shapes

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any generator would do

queen arch
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Hello there!

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Anyone knows how to stop a dialogue from playing?

dark depot
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thats going to depend on how you implemented it in the first place

queen arch
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so when an event comes with a new dialogue, I want to stop the old one and play the next one

surreal kite
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@manic pawn I suppose the algorithm UE4 uses isnt very good? Still too much floating even with max settings.

lucid dragon
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Hey guys, looking at items, I was wondering whether it is preferable to have the same object spawned in the world as you have equipped or have separate classes for the item is in the world and for when the item is equipped.

grim ore
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@queen arch so the problem with the play nodes are Plays a dialogue directly with no attenuation, perfect for UI. Fire and Forget. Not Replicated.

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they create a player and handle themselves, you cannot stop them.

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you need to use one of the Spawn nodes and save the output return value so you can then stop it later

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alternately you can have something that handles the passing of stuff into it, dialogue info for example, and it has an audio component on it that handles the creation and destruction of the dialogue

inner yacht
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Holy crap Matt I love your videos I never knew it was you on here good work man with the tutorials

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I learned from you and Titanic games everything I know

paper kernel
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@surreal kite probably because you're suppose to supply the collision with the model

surreal kite
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I hope the blender addon is better than what ue4 uses D;

teal tulip
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@surreal kite actually that is the lib that Epic uses

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the problem is not all the settings are exposed I think

surreal kite
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Dang, so Ill probably see the same floatiness huh? Maybe I can supply more params through the blender addon

teal tulip
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Blender have that lib too in some plugin but no idea about the default

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Blender had better results and faster

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so you can give a try

surreal kite
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@teal tulip Starting to see some results with the voxel resolution up to 1 mil ๐Ÿ˜„

teal tulip
bitter iris
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probs a stupid question but can you connect 2 bp variables to one target

worn granite
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certain nodes

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and you can also connect an array to those same nodes

bitter iris
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like connect the 2 health bars to the one

charred dove
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your setting a variable there, you could only set it to one or the other

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eg: a bool variable can only be on, or off, it cant be both ๐Ÿ˜ƒ

sonic pagoda
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what hes asking is the reverse

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its for the target

bitter iris
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ah, i need to have the same health bar in the same widget as im putting on on my equipment area

sonic pagoda
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but yea what you said jabber, only 1

charred dove
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copy/paste the health bar in your widget display, then use the same binding

bitter iris
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ahh ill try that

sonic pagoda
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no

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your getting the first 1 only

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in that case the array is entirely useless

bitter iris
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sorry

sonic pagoda
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what are you trying to do

bitter iris
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Ill shwo you

charred dove
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i think hes trying to make a second health bar ๐Ÿ˜ƒ

bitter iris
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this

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but if i dupe one it breaks the other

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health bar is a widget

sonic pagoda
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each heart is a health bar? is that it?

charred dove
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ahh ok

bitter iris
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no no they change in game, lol health stamina etc

charred dove
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drag of "health bar 2" and type "set player inventory component"

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then link that up

bitter iris
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okay will give it a go

charred dove
bitter iris
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yup that worked ๐Ÿ˜ƒ

charred dove
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๐Ÿ˜ƒ you are using the survival game kit?

bitter iris
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thank you, just saved me a bad headache ๐Ÿ˜‚

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an yeah

charred dove
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iv spend houres using that kit, took me so long to get my head around lol

bitter iris
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yeah lol

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got so much to do on it as i dont wanna just get it an keep default stuff

bitter iris
storm venture
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are there any classes online covering the ue4 networking? i know pretty much everything there is to know about blueprints but i just cant get my head around networking

steady sequoia
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Including a "Network Compendium" which I found very very helpful

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Also I have a question myself but couldn't figure out what channel it was best suited for:

What's the most amount of "inspiration" you can draw from another commercial work before you potentially could get into legal trouble?

For example this game here: https://store.steampowered.com/app/635200/Distrust/

They very clearly say in the description that the game was "Inspired by John Carpenter's "The Thing"." which of course is another commercial work that the creators do not have the rights to (I assume not anyways). Is wearing a game's influence on the sleeve like this usually safe to do?

Inspired by John Carpenter's "The Thing".A helicopter crash left a group of explorers stranded near an Arctic base. As they try to find a way back, all they are doing is sinking deeper into a nightmare scenario. When they sleep, they attract a terrifying force that sucks the ...

Price

$11.99

Recommendations

874

Metacritic

75

โ–ถ Play video
grim ore
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Inspired by is fine and pretty common in works of art

ember hull
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lol I know you Mathewk, you make very good video tut in youtube

grim ore
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Ideas are cool. How the ideas are used is where the issue is. Monster stalking people at night is cool. Monster stalking people around a lake at night called Mason is... Bad

steady sequoia
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Up to and including directly mentioning that you were inspired by them in marketing?

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Mainly curious as to how far one could take it before it possibly becomes questionable

grim ore
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It's quite common to say you were inspired by x so you can reach that audience.

steady sequoia
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Ye that's fair

ember hull
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anyway guys, is it possible to attach the nav mesh bound to the camera, so can move all arround your huge map without increasing the size of the nav mesh bount ?

grim ore
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Having the large bounds is fine if you limit the built mesh to runtime basically. I also want to say you can create the mesh around the player if needed

ember hull
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I play with actors, as rts

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but thats really good idea, never thought it was possible

grim ore
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I don't,. It might be out there I've seen this question a few times.

ember hull
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but if I attach it to an actor, I think I will need to make it larger than him, so I can click inside it with the mouse to make a move point

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if that is the case, dont think it will work for fantasy rts, too many characters some are flying too

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and a camera attached nav will work better

viscid canyon
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I really do not understand why everyone thinks that UE4 has a steep learning curve when so much can be done with BP's 0_o. I am used to traditional coding and even I find it easy to dive into it after a few weeks.

manic pawn
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after a few weeks the people saying that are probably the ones expecting to make a game in 2 days

steady sequoia
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The learning curve mainly comes from understanding how actors, pawns, and controllers work and what their difference is

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At least that's how it was for me when I started UE4

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Wrapping my head around that was the biggest part

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The next hurdle after that was when I got to AI Behavior Trees

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And figuring out what all the nodes in there were meant to do

viscid canyon
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Zeblote, I dont mean ready to make a game. I mean understanding the fundamentals of the engine

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I have done both Unity and UE4.

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although... I am a software engineer by trade

ember hull
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BP helped modelers alot, many good modelers and artist who dont know shit in codding, can do codding thanks to blue prints

viscid canyon
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I have been doing it professionally for 12+ years. Even so... BP system is pretty easy ๐Ÿ˜ƒ

ember hull
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but it only need more video tut for it

steady sequoia
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BP easy

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My artist friend can make simple stuff with it

manic pawn
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bp is really useful for figuring out how stuff works in the engine yeah

ember hull
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BP is life saving

steady sequoia
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It's helped him so much

ember hull
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same

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but it need more video tut, specially on rts stuff

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most tut are for first person and third person sadly

viscid canyon
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Right. So I have seen a lot of people say BP is good 80% of the time and C++ 20% for heavier parts of the system

ember hull
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C++ was there since the stone age, give it time, and BP will surpase it

south ridge
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We do 80% C++ and 20% BP ๐Ÿ˜„

steady sequoia
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I just use BP all of the time currently

ember hull
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eww c++

steady sequoia
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I should spend some time to properly learn C++

south ridge
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Blueprints are cool, but just not very productive in the end

steady sequoia
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Just keep never getting around to it

south ridge
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They trade ease of use for productivity

viscid canyon
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btw this is coming from someone that has loosely followed gamedev off and on since DirectX 7. Maybe I am not the voice of a newbie but it sure feels like it given the gaps in learning :P.

ember hull
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Blue prints need some time to update, people must understand ,new things need support and time to get better

viscid canyon
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BP = Prototype as far as I can see

ember hull
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c++ was there since years

viscid canyon
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yep

ember hull
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bp only few years

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give it time and it will surpass c++

viscid canyon
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c++ has been around for a while ๐Ÿ˜›

south ridge
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(it won't)

ember hull
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it will

south ridge
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(there have been a ton of C++-killers that never went anywhere)

manic pawn
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bp is not intended to surpass anything

ember hull
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it intend to make life easier

south ridge
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@ember hull lets see you implement anything that handles arrays in BP ๐Ÿ˜„

viscid canyon
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I agree with BlackFox. C++ is an old language and is even permeating the web via webassembly

ember hull
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in time it will get better @south ridge

south ridge
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If you don't feel suicidal from handling arrays and dynamic data in BP, then you need to learn C++

viscid canyon
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so I dont see it being bypassed anytime soon

manic pawn
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it's just another tool in the toolbox that is great for lots of things and worthless for lots of others

viscid canyon
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but... with that said... BP's are very useful

ember hull
#

@viscid canyon no need to be soon, in time

#

because its reason to make things easier

south ridge
#

There's a conceptual issue with BP's

ember hull
#

and its one of the main stuff that made people choose ue4

viscid canyon
#

Hugs, how long have you been coding?

south ridge
#

They are based on a VM while C++ runs on the bare metal

ember hull
#

@viscid canyon 3 weeks

viscid canyon
#

hah I never knew that BP's were based on virtual machines

ember hull
#

but I have friends who been codding since years

#

and said bp has alot of potential people need to support it, and have patience

manic pawn
#

the bp vm is kinda as good as it can get without doing insane stuff like a tracing compiler tho

viscid canyon
#

Hugs4Drugs, well let's just settle on C++ is going nowhere for a while ๐Ÿ˜ƒ

ember hull
#

eww c++

#

C++ is a language hell no

south ridge
#

@manic pawn BP VM is only "ok", it's nothing too bad or too good. There are some insane VM based languages out there (like LuaJIT)

viscid canyon
#

you are a 3 week old coder. You can't judge any language at this point lol

manic pawn
#

well luajit is using "insane stuff like a tracing compiler"

south ridge
#

LuaJIT is one of the best VM implementations I know

#

Yeah

viscid canyon
#

Blackfox, is BP transpiled? compiled? etc?

south ridge
#

It does waaaay more than even that

ember hull
#

@viscid canyon true, but most of my friends who are really good on c++ said all of you need to support bp for it to get better

south ridge
#

@viscid canyon interpreted from a weird data structure IIRC

ember hull
#

without yours support it will get no where

viscid canyon
#

ah

south ridge
#

The default BP is interpreted, but you can compile it into C++

#

Which isn't too great, it generates mediocre code on the output

#

Now THAT part will probably get improved

viscid canyon
#

Hugs, there is a real possibility that your friends are wrong. Just throwing that out there ๐Ÿ˜ƒ

ember hull
#

and there is a possiblity that you are wrong true

south ridge
#

My friends are always all wrong hurhur (but it's a joke, not really)

viscid canyon
#

ah so BP is like PHP basically

ember hull
#

but BP made alot of people try codding, and learning it is way easier than learning c++ thats not my friend words

worn granite
#

BP will surpass C++ Ahahahahahaaaaaaaaaaaa

#

AHAHAHA

ember hull
#

thats ue4 words

manic pawn
#

it doesn't even matter which way is better as long as you make stuff that works with it ๐Ÿค”

viscid canyon
#

@ember hull back that up with evidence

#

๐Ÿ˜ƒ

south ridge
#

BP is not coding

ember hull
#

its all over the place bp is intended to help artist who dont know shit in c++

worn granite
#

BP can be easier to learn than C++.

south ridge
#

BP to coding is what IKEA is to welding

worn granite
#

But actually sometimes BP is the harder thing - some people are different.

viscid canyon
#

@manic pawn So it really comes down to productivity + performance

worn granite
#

Its not universal

viscid canyon
#

if you can get both, it matters not which you choose

ember hull
#

@worn granite its harder for c++ coders because its new to them when they know alot in c++

worn granite
#

I was a C++ coder before I picked up UE4, and BP was easy.

#

So...

#

Its not universal.

ember hull
#

@worn granite because you tried learning it

manic pawn
#

learning to use bp is much easier with existing programming knowledge though

#

all the basic concepts like objects and classes are identical

worn granite
#

Nah, goes further than bothered to try it

south ridge
#

I designed CPU's and wrote compilers for visual and C-like langauges, so BP was easy to pick up

viscid canyon
#

Right. I started with C++ (Very basic), went to PHP for web dev and then JS and Ruby, etc..... although I think if you have an OOP background and an understanding of an event system you should be fine

ember hull
#

im not saying that bp is better than c++ at the moment, im saying it got alot of potential, but we need to show our support and that we work on it, so ue4 can imporove it alot

steady sequoia
#

I used to use C# in Unity before I switched over to Unreal 4

worn granite
#

Okay, sure, that's reasonable.

steady sequoia
#

Switching over to BP in UE4 basically made me hardly write code in anything ever again

viscid canyon
#

@steady sequoia Nothing says you cant though.

steady sequoia
#

It was just so simple to use

worn granite
#

Disagree full stop that BP as it stands should even attempt to replace C++

viscid canyon
#

you can still transfer your BP to C++

ember hull
#

but when they see people say c++ is better its easier, they will stop updating it

steady sequoia
#

Ye you can use C++ if you want

#

I'm just saying that for me BP was so easy to use that I never found a need for use of traditonal code

ember hull
#

when it need alot of work

steady sequoia
#

For me anyways

south ridge
#

People who say C++ is easier are the ones who had to implement non-trivial tasks in UE4

#

And realized that it's just easier to use C++ and only use BP for configuration and connecting blocks of code

ember hull
#

in my opinion who say c++ is easier, are people who dont want to give the time to learn bp

#

when ue4 done bp to make it easier

viscid canyon
#

From what ive seen. Using BP is a non issue unless it is moderately to severely taxing to your system. If it is, transfer it to C++

steady sequoia
#

Ye

ember hull
#

@viscid canyon then the comunity must message ue4 for that problem

#

so they update bp system

south ridge
#

@ember hull typing out code is straight up faster than fiddling with BP blocks...

ember hull
#

@south ridge for the people who know codding

viscid canyon
#

@ember hull All game engines sort of expect you to have coding knowledge ๐Ÿ˜‰

ember hull
viscid canyon
#

even Unity... with C#.... and they are even lenient to allow JS

worn granite
#

There are a plethera of tasks which are easier to do in C++, and even more which are impossible in BP.

ember hull
#

in time it will be fix

#

but dont stop support bp

#

because without supporting bp, it will go no where

steady sequoia
#

I think C++ can be much more productive if you're a very good coder. I don't think I'm a very good coder as of now and have never quite been able to go into a state where I can just fire away at code for a super long time without stopping to think

ember hull
#

it has much potential to make dev games much easier

#

@steady sequoia because it s been there since the stone age

#

bp is very new

#

give it time

worn granite
#

I'm not disagreeing with you, but C++ is a cornerstone of development. Advocating to abandon it in lieu of BP is foolishness.

viscid canyon
#

you do understand that C++ is a lower level language and will always be faster right? The only thing that would help this is if BP could be transpiled to C++ (is it already because im sure its not)

south ridge
#

BP is like 4-5 years old now lol

worn granite
#

And actually, you're wrong. BP with a lot of iteration cannot surpass C++.

ember hull
#

@south ridge 4-5 years is nothing on how old is c++

worn granite
#

You need another take on visual scripting entirely.

ember hull
#

and in this small amount of time it updated alot

#

need alot of work still

manic pawn
#

nothing substantial has changed since the initial release of bp

worn granite
#

You're welcome to continue to hold this stance, but I'd suggest a shift to "BP works for me" and not "BP will replace old useless C++"

#

and "those who like C++ are old cavemen"

ember hull
#

who said that lol

worn granite
#

that's a basic rephrasing of your stance

ember hull
#

I mean c++ been there for a long time, so its very updated and have potential

#

you cant read my mind

viscid canyon
#

C++, C, Go, etc are low level languages and will always be faster than those languages built on top of them. Unless, of course, they are transpiled into them

south ridge
#

@viscid canyon actually transcompilation almost never can match up the performance

#

You can never recover some overheads that are inherent in other languages

#

You can get like 0.5x the native performance

viscid canyon
#

hrm. lesson learned

#

mind you... I mainly do web dev ๐Ÿ˜›

#

so PHP, Java, JS, Ruby, etc

south ridge
#

The exceptions like earlier mentioned LuaJIT reconstruct machine code in optimized ways using some really smart shit

ember hull
#

I hope in unreal 4.5 they update BP and make it alot better, many people only use bp

manic pawn
#

we're at unreal 4.20

ember hull
#

okay ?

south ridge
#

420 blaze it

ember hull
#

its wrong to hope for a better future ?

manic pawn
#

4.5 was years ago

ember hull
#

I meant 4.5o pardon me

#

if you meant 4.05

manic pawn
#

version numbers don't work like that

ember hull
#

I see

manic pawn
#

it's not a decimal lol

viscid canyon
#

Major.Minor.Bugfix

manic pawn
#

hopefully they won't just release 30 more versions

ember hull
#

im very new at this

viscid canyon
#

14.23.331

south ridge
#

lol

manic pawn
#

an unreal 5 with upgraded core would be better

ember hull
#

Oof

#

but ue5 will take alot of time

south ridge
#

Can I have unreal 6 with two cores

viscid canyon
#

nah... Unreal 5.200.3111

ember hull
#

but 4.5 is nearly there

viscid canyon
#

@south ridge I raise you two more cores.

ember hull
#

2 years maybe

#

ue5

viscid canyon
#

Hugs why not just learn some C++ in the meantime ?

ember hull
#

I work on construction site

viscid canyon
#

wouldn't hurt ๐Ÿ˜ƒ

#

so?

ember hull
#

when you come home, you are really exhausted

viscid canyon
#

I understand but even half an hour would help

#

you act as if those that work mental jobs dont come home exhausted ๐Ÿ˜›

ember hull
#

im even getting married soon

south ridge
#

I already got married

ember hull
#

so I may need to find a second job

#

where I live its low oncurrency

viscid canyon
#

again... working a Software Engineer Job and doing UE4 stuff at night. You find the time ๐Ÿ˜‰

ember hull
#

game dev is only a hobby, and I better learn more on art,3d modeling and animation

viscid canyon
#

I also have a 5 year old son and a household to take care of ๐Ÿ˜›

ember hull
#

as I feel its easier for me

viscid canyon
#

@ember hull so set aside 1-2 hours a day. If that seems too much.... 30minutes to 1 hour

#

You actually learn more before bed and if you learn in short bursts

ember hull
#

but if ue4 done BP for modelers and artist, why artist need to learn c++ ?

viscid canyon
#

Why not?

ember hull
#

is it that important, or do you think ue4 will update bp

viscid canyon
#

C++ is there when BP's can't make up for performance

ember hull
#

because bp is really easy

viscid canyon
#

networking is a prime example

ember hull
#

I dont like online games

manic pawn
#

it depends on what you want to do

ember hull
#

I use ue4 as machinima gaming

manic pawn
#

you can make an entire game in bp as long as nothing is too complicated

ember hull
#

its very rare gameplay

#

and few poeple know it

viscid canyon
#

@manic pawn Yes. Truth.

manic pawn
#

but you're probably not going to make something like minecraft in bp

viscid canyon
#

as long as it is a small game

ember hull
#

its like children play with their toys, or making machinima for your self

#

like making machinima without recording

#

is it possible to do it with only bp, or c++ is needed ?

viscid canyon
#

I think I agree with @manic pawn . If its a small game, BP should be fine. If it's Moderate to heavy though.... I think having someone with C++ knowledge would be beneficial

steady sequoia
#

If BP runs well then sticking to BP should be fine

south ridge
#

There are some things impossible with blueprints

#

Most of advanced things

humble sun
#

True

steady sequoia
#

Yeah

humble sun
#

But a lot can be done.

steady sequoia
#

Keep those in mind if you know you'll need them

south ridge
#

Like if you want to have an advanced in-editor logic for your new actor (your actor is placing additional actors and you want a ton of control over that)

ember hull
#

yea its small, only like controll all actors play animation when click keys etc

humble sun
#

Surprisingly alot

south ridge
#

With BP you can only do construction script, C++ is needed for proper editor stuff

ember hull
#

but is it possible to go full screen in ue4 ?

south ridge
#

Of course

humble sun
#

Sure

ember hull
#

not the f11 thing ?

humble sun
#

F11

#

Hehe

ember hull
#

no more full scree n ?

humble sun
#

What are you really asking?

#

That's full screen

#

Or you

ember hull
#

like in game full screen

humble sun
#

Can open a standalone windwo

south ridge
#

Do you want exclusive device full screen?

#

Or you want a borderless fullscreen?

#

Or...?

ember hull
#

when I press f11 i still see the part of my computer screen

humble sun
#

That's what I'm trying to discern. :)

ember hull
#

like the down part

humble sun
#

Ah

ember hull
#

my english is bad sorry

manic pawn
#

shift f11 in the editor

ember hull
#

I will try it rn thanks

humble sun
#

Really? Damn

#

Never knew that

#

I should just try all combos.

ember hull
#

ue4 need to put tut in the basic stuff like that XD

humble sun
#

Always learn something!

viscid canyon
#

@south ridge you need a blog so we can see where BP's don't suffice ๐Ÿ˜›

ember hull
#

very good idea

#

so after gathering feedback, you can message it to ue4 to update bp

#

and lol ue4 projects take alot of time to load

manic pawn
#

about 10 seconds to load the editor for me

ember hull
#

weird, it take like 7-10 min

viscid canyon
#

@south ridge Don't knock it. You could have a patreon account too! ๐Ÿ˜›

manic pawn
#

first load always takes a while

torpid sierra
#

10 min???

#

first time it compile shaders or smth

manic pawn
#

you want the best cpu and fast ram you can get for unreal

#

and put the engine and project on m.2 ssd

ember hull
#

my project is on ssd hardisck

#

@torpid sierra it even take time when I throw stuff on the world outliner like actors camera etc

viscid canyon
#

@manic pawn I think its worth while to see how the engine also works on mid ranged machines

manic pawn
#

well I can tell you right away that the editor will run like garbage

#

profiling your packaged game on such hardware would make sense though

viscid canyon
#

I guess I have never had that issue. Currently with 8 gigs of ram and 3.5 Ghz dual core. I guess most people have at least 8 gig unless I am seriously missing a demographic gap

#

which I may be....

manic pawn
#

expecting 8gb for end user hardware would make sense

#

my dev pc has 32

#

it likes to almost fill it when building lighting or making ltcg shipping builds

viscid canyon
#

Right and I can currently run RUST on my system on nearly the highest settings

#

I know though RUST is unity

manic pawn
#

the editor uses way more resources than the game ever would

viscid canyon
#

ah I see what you mean

ember hull
#

yea thats true, when you play ark it run smooth, but in ark dev editor is kill your performance

viscid canyon
#

44 of 69 lol

manic pawn
#

well ark editor is complete ๐Ÿšฎ

viscid canyon
#

Ark used to be laggy as hell

ember hull
#

I mean ark editor use millions of cpu, while ark only hundred of thousand

manic pawn
#

ark can be used as a good example of how not to build a game

viscid canyon
#

Truth

ember hull
#

I want to know why, is it because it has alot of giga on the project ?

#

because ark editor project is like 150 giga

#

so do I need to keep my project as few files ?

viscid canyon
#

Rendering is usually a big factor

manic pawn
#

nah them having many assets is just that, many assets

ember hull
#

thanks GOD what a relief, I keep deleting alot of stuff in my project for fearing performance XD

manic pawn
#

the problem is that they designed lots of stuff terribly

#

opening any asset in that editor ends up loading like 5000 blueprints for no reason

viscid canyon
#

Anyways all I have to head to bed ๐Ÿ˜ƒ Had fun talking to you all

ember hull
#

good night friend

torpid sierra
#

gn

ember hull
#

guys it take like 6 hours to import one animation to a skeletal mesh

#

is it because the skeletal have 315 bones ?

manic pawn
#

maybe your cpu is ๐Ÿšฎ

ember hull
#

no my cpu is best, all my family work in this computer

#

64 giga memory

torpid sierra
#

How much lightmap does it take to fill 32 GB, 300+ 1k lightmaps?

manic pawn
#

which is it

#

also 63 GB* is not a valid memory config

ember hull
#

but when import 1 anim to a skeletal mesh with many bones it take many hours

manic pawn
#

well how much memory you have installed is not important for that

#

it will depend on the cpu mostly

ember hull
#

how to check your cpu ?

#

what it called ?

manic pawn
#

just open task manager and check cpu usage tab, the cpu name is shown there

ember hull
#

Intel core i7

manic pawn
#

the whole name

#

hm it's not bad

ember hull
#

the computer is 5 years old, and all family member use it

manic pawn
#

are you sure it actually takes hours to important that mesh?

ember hull
#

not the mesh

manic pawn
#

that seems unrealistic

ember hull
#

the animation

#

the mesh take only few minutes

#

and it has like 315 bones

manic pawn
#

that seems like some sort of bug then

#

it's way too long

#

also why do you have 300 bones ๐Ÿค”

ember hull
#

all other models dont take time, only models with alot of bones

#

more bones better animation

fiery harbor
#

is it somehow possible to import curve data into UE4 for later playing that curve through a timeline?

#

I'd like to import a curve with 10000 keys

worn granite
#

You'd have to write a curve importer

#

but yeah its totally possible @fiery harbor

#

I recently made a tool to bulk import curves from a dataset

fiery harbor
#

@worn granite I only need to do that once...

#

how much work is it to write such an importer?

worn granite
#

its not too bad depending on the data format you're taking it from.

#

csv? json? raw binary?

#

anyway you just create a curve in a package, then you can populate keys. A quick nudge of the content brower, and its ready.

fiery harbor
#

I can't use a timeline with that, but that's not really an issue

worn granite
#

Hrm.

fiery harbor
#

easier to do the timeline stuff myself than writing my own importer

worn granite
#

Sure about that?

fiery harbor
#

pretty sure

#

I only need linear interpolation between the keys

worn granite
#

Alright. Well cool. I didn't know about data curves

#

Oh it looks like you can get a curve from it

fiery harbor
#

oh you can?

worn granite
#

And if you want you can even have that saved to disk like I was saying

fiery harbor
#

does the doc say that or did you look at the code?

worn granite
#
UPackage* NewPackage = CreatePackage(nullptr, *FPaths::Combine(OutputDirectory, Name));
            auto Factory = NewObject<UCurveFloatFactory>(NewPackage, NAME_None, RF_Transient);
            UCurveFloat* FloatCurve = CastChecked<UCurveFloat>(Factory->FactoryCreateNew(UCurveFloat::StaticClass(), NewPackage, *Name, RF_MarkAsRootSet | RF_Standalone | RF_Public, nullptr, GWarn));```
#

This is my own

fiery harbor
#

is UCurveFloat the regular Curve from UE4?

#

never used that from C++

worn granite
#

Yup

#

And then you can do

#

FloatCurve->FloatCurve = *DataCurve->FindCurve("TheNameHere");

#

And then

#
        auto ContentBrowserModulePtr = (FContentBrowserModule*)FModuleManager::Get().LoadModule("ContentBrowser");
        auto& ContentBrowser = ContentBrowserModulePtr->Get();
        ContentBrowser.SyncBrowserToAssets(Created);```
fiery harbor
#

ok, nice

#

how do you think does yours compare to CurveTables?

worn granite
#

Nah, its in addition to it.

#

DataCurve would be the curve table

#

So I'm just showing you the three snips that you'd need to "rip" a genuine curve (for timelines) from a curvetable.

#

and then have it saved to disk

#

since you asked if I looked at the code

fiery harbor
#

ah

#

thanks!

fierce rampart
#

Maybe increase the mass?

plush yew
#

in what settings @fierce rampart the bbabll is same size as rollBP

strong sinew
#

Hi all

#

Anyone experience perforce / ue?

weary gale
#

guys, what's the current status of the localization tool? is it usable? I'm having a lot of problems and crashes with that tool

cloud cobalt
#

@weary gale The localization dashboard is fine as long as you only export to .po files, localize in an external tool, and reimport

#

Don't use the built-in localization tool

weary gale
#

@cloud cobalt I tried to do only that, but it doesn't work as expected

cloud cobalt
#

In which way ?

weary gale
#

I'm giving another shot, I'll tell you the exact error if it happens again

cloud cobalt
#

The process is Gather Text -> Export Text -> Use Poedit -> Import Text -> Compile Text

#

This works fine

weary gale
#

okay, I will stick to that then

#

thank you very much

sullen wraith
#

im moving files around to try to organise my game, but it's breaking references everywhere

#

is there anyway to fix this

sudden agate
#

only move them within Unreal, not within your Operating System's File Explorer

sullen wraith
#

I'm doing that

regal mulch
#

Math Question: Given any Vector V1, how can I find a perpendicular Vector P, without having a Vector V2 for a CrossProduct?
I know that V1 and P need to have a DotProduct of 0.
Which I could then solve for one of the 3 properties of P. However I feel like this could be easier?
Also not sure if making a Rotator from Z (V1) and then spitting out the RightVector of that Rotator would be a solution.

sudden agate
#

Well, You need atleast one additional vector.

#

You have an infinite amount of Perpendicular Vectors

regal mulch
#

I'm aware, that's why solving the DotProduct for P.z and just using a random P.x and P.y came to my mind

#

Given V1.z is not 0

weary gale
#

nevermind, fixed it

plush yew
#

@regal mulch Try P = (-V1.y, V1.x, V1.z)

median mist
regal mulch
#

@plush yew V1 = (0, 0, 1) -> P = (0, 0, 1)

plush yew
#

RIP

regal mulch
#

:D

plush yew
#

Guess it only works for 2D lol

#

anyone can hhelp?

#

when i shrink everything down it behaves more like a marble

#

but i don't wanna shrink it ๐Ÿ˜ก

velvet finch
#

hey all

#

is there a way to render post processing on a single actor?

cloud cobalt
#

No

velvet finch
#

alrighty

#

hmm

icy bone
#

i think u can

velvet finch
#

guess i'll have to bake it into the diffuse

icy bone
#

using custom depth buffer or some custom gbuffer

velvet finch
#

i'm trying to have 2 actors one toon shaded and another non toon shaded

#

side by side

icy bone
#

its possible

#

u just gotta google a bit

#

but i think u need to somehow mask ur toon chars, im not sure how yet but in term of the deferred renderer it is possible

#

i will experiment a bit when i have time

velvet finch
#

alrighty i'll take a look

icy bone
#

checkout custom depth buffer tho

velvet finch
#

the good thing is that there is not so much detail on the toon shaded one and its small

icy bone
#

thats usually how post process on individual actors done

cloud cobalt
#

You can definitely use custom depth to filter out / in some objects, but only for post-process materials

velvet finch
#

i might be able to get away baking everything and the fake outlines and shadows into the diffuse

cloud cobalt
#

The general post-process stack (AA, motion blur, bloom, SSR, AO, color grading etc) will always run

#

You can of course make your additional post process materials only render on some objects

icy bone
#

@cloud cobalt thats right

velvet finch
#

gotcha

icy bone
#

not sure if UE4 allows u to disable the post process flow easily without creating ur own shader model

#

u can def create ur own shader model according to Jong's class on how UE4 does realtime rendering, but a tutorial is yet needed

sudden agate
#

you can use Custom Stencil to mask your actor

#

and lerp using this mask in a PP

icy bone
#

@sudden agate i dont think the stencil will disable other effects will it? u can overlay only

sudden agate
#

the initial question asked for PP on a specific actor

icy bone
#

since the deferred pipeline is basically photoshopping bunch of images on top of eacher

#

eachother

cloud cobalt
#

You can use stencil to enable your own material per-object, and only your own material

#

The rest is fixed

velvet finch
#

hmm by masking in post processing i suppose

#

the idea is to create a toon shader pp and keep a mask for the non toon shaded char

#

so they are exempt from the effects?

cloud cobalt
#

"Post-processing" in UE4 means half the rendering, so if you want to talk about post processing shaders on top of the scene, I'd rather talk about post process materials

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You can exempt objects from a post-process material by using custom depth/stencil

velvet finch
#

ah

cloud cobalt
#

So if you're doing a toon-style filter as a material, sure, you cna filter that

velvet finch
#

yup

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just for a single char

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everything else is not toon shaded

cloud cobalt
#

Custom depth it is

left citrus
#

Hey guys, sorry to join and immediately ask questions, I'm working in a post process material and I'm hoping to access motion vectors - I've found the 'Previous Frame Switch' node which seems to suggest this sort of functionality, but I've had no luck getting it to work, has anybody got any experience with extracting velocity from the GBuffer?

cloud cobalt
#

Previous frame switch is for feeding your own motion vector

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(more like feeding the previous state, but well)

#

Never tried getting the velocity

velvet finch
#

alrighty

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@median mist thanks for the visual!

plush yew
#

@left citrus Experiments from the forums suggest it's not possible. Who knows if they've changed it since then

left citrus
#

I wonder if rendering the frame to a Target then passing that texture to the next frame would help? (Constructing my own frame buffer essentially), any ideas what I would need to reconstruct motion vectors? The world space position and texture coordinates?

molten tusk
#

Iโ€™m going to a study visit to a Game incubator in my city tomorrow, Iโ€™ve a few questions prepared but I was thinking if there is some previous experience on here that have gone throw something similar. Was there a question you would have wanted to know the answer to? but didnโ€™t know to ask for when you started out as a Indie developer? (Iโ€™m not a student, working on my own.)

plush yew
#

2700x or 8700k for ue4?

paper kernel
#

@molten tusk if it's a public incubator, there's a good chance they can't answer your questions

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but instead , try to get you some "super fun and awesome" funding for "free"

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spoiler, there's no free money

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ever

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@plush yew doesn't matter, pick one you can afford that has multithread performance

plush yew
#

okay i gonna choose 2700x

molten tusk
#

@paper kernel Its a incubator you have to pitch for, you basically trade small ownership for services etc. Office space, guidence and marketing. Have you gone through something similar ?

paper kernel
#

well I was going to visit one for business advice , instead he wanted a pitch on the spot, then proceeded to complain that my project "is just a prototype"

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in the end, I left 10 minutes early without getting a single answer

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but instead, signed up for business workshop class

#

which was actually useful and informative

cloud cobalt
#

I don't have direct experience with incubators but it makes a lot of sense that pre-production level games don't cut it

#

And yes you need to pitch your company

paper kernel
#

well I knew that, but I didn't go there to do a pitch

#

meeting was merely suppose to be about explaining their services, what kind of contact persons they have etc

cloud cobalt
#

Yeah, just pointing out business world isn't like in the consumer world where everything is public and upfront

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It's common to not even tell you specifics about a service before getting to know you, wanting business with you, signing a NDA

#

Hence the pitch part

paper kernel
#

oh he had no problem showing me around the offices with everyones whiteboards open for everyone to read

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and it was EU funded incubator, they don't get profits from products that are developed there

#

which kinda baffled me, what's with the secrecy

cloud cobalt
#

Well, I don't know - just saying don't expect lots of upfront clear-cut facts on business services

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Even though a public service should work like that

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(Unless it's a private service, only partially funded by EU money)

molten tusk
#

the incubator i'm going to is funded partly by the state and EU

cloud cobalt
#

Partly is probably a key word here, as soon as it's not a public utility, then it's definitely making money

paper kernel
#

sounds like tax money to me

cloud cobalt
#

100% public money and 50% public money are very different beasts

molten tusk
#

well, its a study visit. I wont be pitching. @cloud cobalt Stranger, any question you would have asked if you were starting up ? that new guys like me proberly wouldn't think about ?

paper kernel
#

ask their pipeline

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step by step procedure

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or in general, make sure you know what you get in return for handing over a percentage of your profits

cloud cobalt
#

The financial structure is the big one obviously, make sure you're happy with what's on offer

#

Look into which services are available and at what cost

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Check the network (as in, Internet) too

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Don't want to be on a shared 100Mbps connection for 20 companies

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If it comes to contracts, get a lawyer to check the fine print, or at least check it yourself in excruciating detail

smoky stream
#

300 Kb per second download speeds are always fun

#

litteraly just canadian internet

cloud cobalt
#

I'd probably want to actually go see other companies there and ask them

paper kernel
#

speaking of, do they offer legal help

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that's a big moneysaver

#

another one would be sound studio

cloud cobalt
#

Common services would be stuff like meeting rooms, restaurant, maybe "factory" rooms too

#

Haven't heard of sound studios, though legal might be more common

paper kernel
#

well, some audio equipment at least

cloud cobalt
#

Audio is pretty specialized, not many startups need that kind of service

paper kernel
#

the meeting I was in, I did ask do they have mocap hardware and the answer was "yes, do you know how to use it?"

cloud cobalt
#

Well if it's a specialized gamedev incubator, mocap & sound would be pretty great

paper kernel
#

I think they did like movie stuff too

cloud cobalt
#

BTW, I know the leading mocap game developer here rents the mocap equiment

#

So even if you don't have that service locally, it's always a possibility

paper kernel
#

I dunno, IKinema + few vive trackers doesn't sound bad investment to get

light thunder
#

what's the correct process to build HLOD

#

on seperate sublevels

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(one level at at time, versus building all at once, Unreal doesn't like that much memory)

iron wadi
#

how can I find specific bugfix in unreal repo?

#

the commit messages are really unhelpful

cloud cobalt
#

Frankly, the engine moves too fast to pick a specific change

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Use the release that includes the fix

iron wadi
#

that's the thing

cloud cobalt
#

Or use the promoted branch and wait for it

iron wadi
#

they reintroduced the bug

#

or didn't fix it

#

it's in patch notes but still not working

cloud cobalt
#

Open a bug report with a sample that reproduces the bug

iron wadi
#

I would rather fix it myself TBH

#

less work

#

๐Ÿ˜„

#

still I want to be sure it's the bug and not my issue

cloud cobalt
#

In any case, I really wouldn't touch any version of UE that's not a numbered release

iron wadi
#

not what I want to do tho

#

I need to find the fix itself and review it

cloud cobalt
#

Well, good luck with that

iron wadi
#

in released version

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might be in issue tracker

cloud cobalt
#

Unless you have Perforce access to UE4, you don't even access the same repo

#

Git commits are generated automatically based on batches of changes

iron wadi
#

wtf

cloud cobalt
#

Like I said, UE4 moves too fast. It's a gigantic project. Devs internally are on Perforce, which isn't practical for the indie dev sphere, or public release generally

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So you won't find a handy Git commit to reverse or check

#

Report the issue, wait for a fix, or try fixing it yourself by debugging

iron wadi
#

why do they use perforce tho?

cloud cobalt
#

Epic is a game developer, and Git has only been getting remotely viable for content for a few years

#

It's a very recent state of affairs and nowhere near Perforce

#

Hell, Microsoft only moved to Git recently, and they don't have terabytes of content to version ๐Ÿ˜ƒ

iron wadi
#

I get why people use perforce and SVN for assets, but UE4 is still mostly code

manic pawn
#

they version the engine and their games together

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the games have terabytes of binary files

cloud cobalt
#

And they were using Perforce before Git existed, too

iron wadi
#

we version engine using git and game using svn

manic pawn
#

for some reason noone like using svn anymore and the reason is always that noone else is using svn

iron wadi
#

i prefer SVN to perforce TBH

cloud cobalt
#

Anyway, Epic uses Perforce internally and mirrors some of the activity to Git (not even all the branches, only some of the main ones)

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So you can't find just one commit

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And you'd need to review something like 200 commits per day

#

If you think there's a bug, report it

iron wadi
#

where do I report?

cloud cobalt
iron wadi
#

ty

cloud cobalt
#

Make sure you have a sample project to send

iron wadi
#

btw the bug is in #animation maybe somebody here knows about it already

gleaming lotus
#

Anybody here used eyetracking? I'm having trouble setting mine up.

sullen wraith
#

after moving all my files, it's now "missing enum" is there a way I can just locate the correct one? instead of rehooking it up all throughought my blueprints

paper kernel
#

and let that be a valuable lesson on bp enums

#

you could try duplicate - delete+replace references with the duplicate

sullen wraith
#

deleting what? it's already missing ๐Ÿ˜›

paper kernel
#

then create a new one with same name

sullen wraith
#

it's not currently referencing anything as it"s error missing enum :3

errant briar
#

hey [very noob question] i would like to import a character into my prefect i got from the marketplace with the animations, bp etc, i can't seem to find a docu about, can't i import hole things and not piece by piece?

#

just a docu or a video (erk) i dont know what i should be searching for

hushed rivet
#

Hey guys, I am working on a column/pillar generator inside Substance Designer and I am trying to figure the best way to carry this into geometry without using a crazy amount of tessellation/POM. Modeling just the outline of this column, do you think the Normal and AO maps would be enough to sell the depth on the trim pieces?

Modeling each individual pillar with all the different trim options is out of the question since they will all be controlled via exposed parameters inside Substance.

Any other ideas?

languid shard
#

how far is the player supposed to be from it ?

hushed rivet
#

Ideally it would be a large scale object, its more for just a prop/environment pack so thats up the end user, but I would imagine the use case would be part of a building so pretty darn close, if not right next to it.

#

I suppose a short distance tessellation would work once they get close, and revert to just the base maps when they are a ways away?

languid shard
#

you can reduce tesselation with distance btw

tawdry storm
#

or use LODs

languid shard
#

material LODs ?

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could work

tawdry storm
#

I thought this is about the mesh aswell

#

but I guess that work work too?

languid shard
#

dunno if this would work well for transitions though

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this is how I do my tesselations

hushed rivet
#

Yup and thats exactly what I was thinking as well. It would only need to be applied on the top and bottom of the cylinder as well, since thats where the most detail resides.

languid shard
#

you can make a tesselation multiplier map on top of it

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heck you can even vertex paint it

hushed rivet
#

if thats possible, I think it would be easiest to treat that as 3 separate objects no? Top, middle column, bottom?

tawdry storm
#

if you can mask it, you don't need 3 objects ๐Ÿค”

languid shard
#

yeah just use one

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and mask each part

hushed rivet
#

Duh lol ๐Ÿ˜ƒ

languid shard
#

๐Ÿ˜„

hushed rivet
#

I use masks all the time in substance and somehow the concept just passed me by right then lol

languid shard
#

๐Ÿ˜„

#

sometimes the obvious is just under our nose

hushed rivet
#

Would that mask be used inside the UE4 material? I can follow the basic tessellation setup, but I am not sure how I would introduce a mask. From what I remember it works based on the height, so the height map would be the one masked to show just the caps?

#

I'm diving head first into Blender and UE4 after I finally got a handle on substance so I appreciate the help/patience with my questions.

languid shard
#

just multiply your tess multiplier by your mask ?

#

with a grayscale it should work easy

#

black = 0 tess, white = 1 tess

#

or more

hushed rivet
languid shard
#

hmm

#

yeah I guess

#

you want it to have different tess multipliers on the top and bottom parts ?

hushed rivet
#

Correct! since the cylinder itself would be fine without being tesselated since the details there are not that fine, I wanted to tessellate just the trims, since those curves cause a lot of noise when displaced.

languid shard
#

then yeah

hushed rivet
#

I would test this all now, but I dont have UE4 on my work laptop ๐Ÿ˜ƒ

languid shard
#

lemme have a go at it

hushed rivet
#

Thanks for working through this with me

#

That would be great!

languid shard
#

no probs ๐Ÿ˜‰

hushed rivet
#

Here is the middle column texture if you need it. I just used a simple height blend inside Substance so that should be easy enough to do inside UE4.

languid shard
#

well

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I need a model if you want me to test more stuff ๐Ÿ˜…

#

I was just gonna test the first texture

hushed rivet
#

Shoot that I dont have on hand at the moment, I can whip one up real quick in blender though. Did you just need a UV wrapped cylinder?

languid shard
#

I can make that kind of model myself ๐Ÿ˜„

hushed rivet
#

Hey if you don't mind, I just don't have anything prepared at the moment. I usually dont develop concepts this quick hahaha.

languid shard
#

gimme a sec

hushed rivet
#

Thanks again for taking the time on this, appreciate it!

languid shard
#

went a bit overkill with the tesselation

hushed rivet
#

hahaha but it worked! or at least looks like it did

#

did you just make a basic cylinder there, or did you also extrude the top and bottom a little bit, then then tessellate off of that?

languid shard
#

no extrusion

#

basic cylinder

#

haven't even unwrapped it

#

there is some artifacting when lowering the initial cylinder resolution though

hushed rivet
#

Would it work better if you did give it a small bit of profile to work with at the top and bottom since we are using a mask here?

languid shard
#

yeah

#

generally you don't entirely rely on tess to give your model a shape

hushed rivet
#

Right and that was my main concern given the height variation in the trims.

languid shard
hushed rivet
#

but on the flip side creating all of that geometry by hand would have been a pain

languid shard
#

doubled the polycount on the base mesh

#

32 height segments, 32 side segments

#

tesselation at 20

hushed rivet
#

Hey with some color, and all the maps applied i bet you it would look pretty good!

languid shard
#

yeah

#

be warned though, tesselation does not impact lightmass

hushed rivet
#

What if(and im reaching here on my knowledge)they were made into static meshes after the tessellation was applied? I imagine thats not really a good idea given that the polycount at that point would be pretty high.

languid shard
#

it would yeah

#

at that point

#

better make a HP mesh

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than bake normals on a LP mesh

#

right gotta go, good luck ! ๐Ÿ˜ƒ

hushed rivet
#

Thanks man really appreciate it!