#ue4-general
1 messages ยท Page 316 of 1
I just "solved" it. As in.
The animation blueprint does not update while it's open... That's why it works after the first start, since it opens up.
I have to re-open it to see the new take.
*capture
Same with "Play". What's the reconnect pin even for then ๐
And why didn't support tell me that ๐ค They even asked for a video of me setting the whole thing up.
hi guys, could anyone tell me how to turn off this:
?
\
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?
probably I will be able to find solution in google but I don't know what "proffesional name" that cube have
Hi, i was quessing, what happens to ai when the terrain lod switches? (does the collision of terrain change?)
no the collision doesnt
but you shouldnt have ai roaming like that in the distance
freeze them or math their ai
hhm so the terrain keeps using the full collison of full mesh?
lod is just a visual alternative
the main landscape system stays
and since its Z based its very simple
no.
hihi
sometimes in discord i cant select the @ and so on i really dont know how to write your nickname
its ovo.
@โฒโ OvO โ โฑ#0796
omg
lol
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
Rightclick -> Change Nickname
I wish there was an "alphanumerical" option on Discord to remove all of these
I am happy to amaze you
What should the resolution for Water Normal Maps be? Animated ones with panner
depends on the artist
you can do amaze water with just 1 512 map already
or you go deathrey
or epic
Depends on the viewing distance and art style
I'll try to go with 512 first, dont know how much more performance 1024 would need
Not much
Unless you're on mobile
2048 maps are very common, and for something as demanding as animated water, it wouldn't be any surprising
Still, depends on the game, the art style, how close the water will be seen etc
Does 16 instead of 8 bit make much of a difference?
Still depends a lot on what you're trying to do
Ocean style water vs stylized water puddle is literally nowhere near close
The latter might not even have textures
And the format should be? PNG?
I only use TGA, but PNG works well when you don't need independent alpha channels
Basically try and see what works well
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
It is, yeah
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?
ah it looks like I just manually edit the .uproject file ๐
Morning
guys, my project crashed after importing one skeletal mesh, now when I open the project It gives me this 15 errors
how can I restore the project or maeby fix it?
well
remove the skeleton
and rename the fps char
oh my
you didnt remove the vr stuff
should I always remove this stuff?
if you are not using vr
sure
I`ll do, but I have to fix the problem first
I think I lost my FirstPersonCharacter @static viper
Can I recover him?
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.
well you would have to be using a version control software
can I do this with UE ? maeby clicking on saves folder
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.
I use autosave, would it help?
it might but that's more for saving existing items not making backups. check your folder you might get lucky
you can try loading some things from the autosave folder under Saved but it doesnt always work
in the end this is a lesson of getting source control ๐
I want to cry ๐
it's weird that just importing a mesh would have nuked a completely separate object
It was working pretty well, I added a pick-up weapons system with 2 different guns
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
My project exploded
did it then crash before you saved?
i imagine you saved the first person character but since you didnt save all it lost the skeleton
you may be able to import the skeleton to fix
I have this backups, can I do something with this?
this "Escopeta....uasset" is the mesh that caused the crash
now I havent anyone of this files in my project UE Editor
Should I move this FPCharacter to the main folder?
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
I`ll try
that looks like a first person character asset where it should be tho unless its 1kb in size then its a redirector
we dont know the structure of the project so it's hard to say what to do for sure
don't touch the files
shouldnt copy neither?
next time do backups of the project ^^
even better: use proper version control
not sure where to ask this question at but does anyone know if Unreal Engine supports Voice Recog for control of Assets ingame?
not out of the box no
but i am sure there a plugin or code lying areound on the internet
omg, worked!! Thanks god, next time i`ll use a proper version control
its not magic
all my BP`s are compiling fine and the game is working great
all I had to do is to copy the FPCharacter from the autosaves folder to the FPBlueprint-Blueprints
and ofc rename
but now I would like to know how this simple skeletal mesh exploded my project
and now, please, teach me how to use a version control software or web or something
it`s ok if i do a Copy of the folder to other folder?
a copy of the folder is already a great start
like every evening make a zip file
name it with date
upload.
you get the project whereever you want
and you can go back
thats ok if you work in a team or single
it wont create problems?
only if you dont manage ^^
๐ค
but i assume you are not in a team
Using Sourcetree and Bitbucket how can we set up free private source control from scratch in a hopefully easy to follow way =) The video will show you from n...
love you guys
i love myself too
wtf ๐
In blueprints, is branch cost a lot less than for each loop?
in terms of processing it's not a concern but they are generally not used the same so that's a weird question
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
In my tests, actor spawning and for loops are the only things that seem noticeably intensive on BP vs c++
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.
Just loading them in and having the engine come up with a bounding mesh isnt going to cut it
I guess the algorithm is "approximate convex decomposition of polyhedra" ?
if you're importing a static mesh you can try to convex decomposition stuff
@manic pawn Happen to know of a nifty library for that?
Anyway to call it in C++?
it uses v-ahcd or however you spell that
Or maybe I could just use an editor script so I dont have to do it at runtime everytime
Problem is I have 100 meshes to go through ;p
this isn't something you can do at runtime, convex decomposition is very slow
Gotcha. Editor script it is
Need help! How do I get text to display when I enter a trigger box?
This is my script but im not sure how do I make it display when entering the trigger
So I got the text to work with this
but the text wont disappear after I leave the trigger box
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
Wait how do I save a ref to the widget?
the output pin when you create a widget, drag off it and choose there
Im not sure how to get the output pin, I am doing this in my level blueprint if that matters :/
the blue pin on the right of the create widget is an ouput pin
the blue pin on the left side of the create widget are input pins
yes and choose promote to variable at the top
this lets you create a variable easily that you is then saved and set to that widget for later use
wait, so like this?
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.
that is the correct node yes, the variable is in your list on the left now and you can rename it
you need to make sure it's hooked up in the white execution wire path so it runs
ahhhh I see
later when you run the remove from parent you would use that variable you created as the target on the input pin
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?
such as?
show your code again but I am guessing it's because your stopping of the overlap is never getting to your remove from parent
your start overlap has a sequence that hits the gate for the animation and creates the widget
does your end overlap do the same, have a sequence that hits the gate to close it then remove the widget?
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.
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.
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.
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
ill knock out an example in a minute if you still need it
oh yeah I get what you mean
on it
like this?
The "UI test" is the variable that was on my left hand screen that I made a while ago as you suggested.
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
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
yeah its still not right heh
the white output from create widget needs to go into the set ui test
the white output from the set ui test goes into add to viewport
the blue input on the add to viewport can be either the ui test variable or the output from the set ui test
and finally the blue input on the remove from parent should be the ui test variable
rough mockup https://i.imgur.com/2JkZHLv.png
there are still issues tho. your creating a widget every time you start the overlap
like this? https://i.imgur.com/UhC6Kly.png
and you never get rid of the widget when you leave, you just remove it
ah thats great my UE4 is not responding
thankfully I saved
or I think I did
Everytime I enter th trigger box my level is crashing
if it's set up like you showed earlier its due to a loop
your adding the widget, then setting the variable, then its going back to adding the widget, then setting the variable, then...
yoooo
I followed your method
and it worked
holy shit ๐
thank you Matt!
you are correct about the loop, hence why it was crashing
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
making stuff work is only the first part, making it work right is next lol ๐
you can also double click any line to add a reroute note that will let you organize and reshape the paths
neato
all thanks to you!
can someone point me to the correct channel for character walkable slope angle issues?
well more specifically an issue between two different possesable characters and their movement component's walkable floor angle values
Anyone know of a better rock/asteroid generator than https://blender.stackexchange.com/questions/8746/how-can-i-make-unique-rocks-in-blender-without-having-to-model-them-by-hand ?
thats going to depend on how you implemented it in the first place
so when an event comes with a new dialogue, I want to stop the old one and play the next one
@manic pawn I suppose the algorithm UE4 uses isnt very good? Still too much floating even with max settings.
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.
@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.
they create a player and handle themselves, you cannot stop them.
you need to use one of the Spawn nodes and save the output return value so you can then stop it later
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
Holy crap Matt I love your videos I never knew it was you on here good work man with the tutorials
I learned from you and Titanic games everything I know
@surreal kite probably because you're suppose to supply the collision with the model
@paper kernel Giving that a whirl with https://github.com/kmammou/v-hacd
I hope the blender addon is better than what ue4 uses D;
@surreal kite actually that is the lib that Epic uses

the problem is not all the settings are exposed I think
Dang, so Ill probably see the same floatiness huh? Maybe I can supply more params through the blender addon
Blender have that lib too in some plugin but no idea about the default
Blender had better results and faster
so you can give a try
@teal tulip Starting to see some results with the voxel resolution up to 1 mil ๐

probs a stupid question but can you connect 2 bp variables to one target
your setting a variable there, you could only set it to one or the other
eg: a bool variable can only be on, or off, it cant be both ๐
ah, i need to have the same health bar in the same widget as im putting on on my equipment area
but yea what you said jabber, only 1
copy/paste the health bar in your widget display, then use the same binding
sorry
what are you trying to do
Ill shwo you
i think hes trying to make a second health bar ๐
each heart is a health bar? is that it?
ahh ok
no no they change in game, lol health stamina etc
okay will give it a go
yup that worked ๐
๐ you are using the survival game kit?
iv spend houres using that kit, took me so long to get my head around lol
@charred dove woop thank you!
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
There are useful pins in #multiplayer
Including a "Network Compendium" which I found very very helpful
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 ...
$11.99
874
75
Inspired by is fine and pretty common in works of art
lol I know you Mathewk, you make very good video tut in youtube
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
Up to and including directly mentioning that you were inspired by them in marketing?
Mainly curious as to how far one could take it before it possibly becomes questionable
It's quite common to say you were inspired by x so you can reach that audience.
Ye that's fair
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 ?
Some hints in here. https://forums.unrealengine.com/development-discussion/content-creation/114209-navmesh-how-to-implement-for-huge-map
Talk about Level Design, Static Meshes, Physics, and more.
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
I don't,. It might be out there I've seen this question a few times.
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
if that is the case, dont think it will work for fantasy rts, too many characters some are flying too
and a camera attached nav will work better
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.
after a few weeks the people saying that are probably the ones expecting to make a game in 2 days
The learning curve mainly comes from understanding how actors, pawns, and controllers work and what their difference is
At least that's how it was for me when I started UE4
Wrapping my head around that was the biggest part
The next hurdle after that was when I got to AI Behavior Trees
And figuring out what all the nodes in there were meant to do
Zeblote, I dont mean ready to make a game. I mean understanding the fundamentals of the engine
I have done both Unity and UE4.
although... I am a software engineer by trade
BP helped modelers alot, many good modelers and artist who dont know shit in codding, can do codding thanks to blue prints
I have been doing it professionally for 12+ years. Even so... BP system is pretty easy ๐
but it only need more video tut for it
bp is really useful for figuring out how stuff works in the engine yeah
BP is life saving
It's helped him so much
same
but it need more video tut, specially on rts stuff
most tut are for first person and third person sadly
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
C++ was there since the stone age, give it time, and BP will surpase it
We do 80% C++ and 20% BP ๐
I just use BP all of the time currently
eww c++
I should spend some time to properly learn C++
Blueprints are cool, but just not very productive in the end
Just keep never getting around to it
They trade ease of use for productivity
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.
Blue prints need some time to update, people must understand ,new things need support and time to get better
BP = Prototype as far as I can see
c++ was there since years
yep
c++ has been around for a while ๐
(it won't)
it will
(there have been a ton of C++-killers that never went anywhere)
bp is not intended to surpass anything
it intend to make life easier
@ember hull lets see you implement anything that handles arrays in BP ๐
I agree with BlackFox. C++ is an old language and is even permeating the web via webassembly
in time it will get better @south ridge
If you don't feel suicidal from handling arrays and dynamic data in BP, then you need to learn C++
so I dont see it being bypassed anytime soon
it's just another tool in the toolbox that is great for lots of things and worthless for lots of others
but... with that said... BP's are very useful
There's a conceptual issue with BP's
and its one of the main stuff that made people choose ue4
Hugs, how long have you been coding?
They are based on a VM while C++ runs on the bare metal
@viscid canyon 3 weeks
hah I never knew that BP's were based on virtual machines
but I have friends who been codding since years
and said bp has alot of potential people need to support it, and have patience
the bp vm is kinda as good as it can get without doing insane stuff like a tracing compiler tho
Hugs4Drugs, well let's just settle on C++ is going nowhere for a while ๐
@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)
you are a 3 week old coder. You can't judge any language at this point lol
well luajit is using "insane stuff like a tracing compiler"
Blackfox, is BP transpiled? compiled? etc?
It does waaaay more than even that
@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
@viscid canyon interpreted from a weird data structure IIRC
without yours support it will get no where
ah
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
Hugs, there is a real possibility that your friends are wrong. Just throwing that out there ๐
and there is a possiblity that you are wrong true
My friends are always all wrong hurhur (but it's a joke, not really)
ah so BP is like PHP basically
but BP made alot of people try codding, and learning it is way easier than learning c++ thats not my friend words
thats ue4 words
it doesn't even matter which way is better as long as you make stuff that works with it ๐ค
BP is not coding
its all over the place bp is intended to help artist who dont know shit in c++
BP can be easier to learn than C++.
BP to coding is what IKEA is to welding
But actually sometimes BP is the harder thing - some people are different.
@manic pawn So it really comes down to productivity + performance
Its not universal
if you can get both, it matters not which you choose
@worn granite its harder for c++ coders because its new to them when they know alot in c++
I was a C++ coder before I picked up UE4, and BP was easy.
So...
Its not universal.
@worn granite because you tried learning it
learning to use bp is much easier with existing programming knowledge though
all the basic concepts like objects and classes are identical
Nah, goes further than bothered to try it
I designed CPU's and wrote compilers for visual and C-like langauges, so BP was easy to pick up
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
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
I used to use C# in Unity before I switched over to Unreal 4
Okay, sure, that's reasonable.
Switching over to BP in UE4 basically made me hardly write code in anything ever again
@steady sequoia Nothing says you cant though.
It was just so simple to use
Disagree full stop that BP as it stands should even attempt to replace C++
you can still transfer your BP to C++
but when they see people say c++ is better its easier, they will stop updating it
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
when it need alot of work
For me anyways
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
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
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++
Ye
@viscid canyon then the comunity must message ue4 for that problem
so they update bp system
@ember hull typing out code is straight up faster than fiddling with BP blocks...
@south ridge for the people who know codding
oh btw shameless video plug... What I did after a two week learning stint:
@ember hull All game engines sort of expect you to have coding knowledge ๐
https://www.youtube.com/watch?v=EFXMW_UEDco&list=PLZlv_N0_O1gY35ezlSQn1sWOGfh4C7ewO #1:33, here its explain, its done as visual programming for artist, who hate doing codes C++
This video gives us an overview of the Introduction to Blueprints video series as well as jumps into a high-level overview of the concepts behind Unreal Engi...
even Unity... with C#.... and they are even lenient to allow JS
There are a plethera of tasks which are easier to do in C++, and even more which are impossible in BP.
in time it will be fix
but dont stop support bp
because without supporting bp, it will go no where
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
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
I'm not disagreeing with you, but C++ is a cornerstone of development. Advocating to abandon it in lieu of BP is foolishness.
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)
BP is like 4-5 years old now lol
And actually, you're wrong. BP with a lot of iteration cannot surpass C++.
@south ridge 4-5 years is nothing on how old is c++
You need another take on visual scripting entirely.
nothing substantial has changed since the initial release of bp
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"
who said that lol
that's a basic rephrasing of your stance
I mean c++ been there for a long time, so its very updated and have potential
you cant read my mind
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
@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
hrm. lesson learned
mind you... I mainly do web dev ๐
so PHP, Java, JS, Ruby, etc
The exceptions like earlier mentioned LuaJIT reconstruct machine code in optimized ways using some really smart shit
I hope in unreal 4.5 they update BP and make it alot better, many people only use bp
we're at unreal 4.20
okay ?
420 blaze it
its wrong to hope for a better future ?
4.5 was years ago
version numbers don't work like that
I see
it's not a decimal lol
Major.Minor.Bugfix
hopefully they won't just release 30 more versions
im very new at this
14.23.331
lol
an unreal 5 with upgraded core would be better
Can I have unreal 6 with two cores
nah... Unreal 5.200.3111
but 4.5 is nearly there
@south ridge I raise you two more cores.
Hugs why not just learn some C++ in the meantime ?
I work on construction site
when you come home, you are really exhausted
I understand but even half an hour would help
you act as if those that work mental jobs dont come home exhausted ๐
im even getting married soon
I already got married
again... working a Software Engineer Job and doing UE4 stuff at night. You find the time ๐
game dev is only a hobby, and I better learn more on art,3d modeling and animation
I also have a 5 year old son and a household to take care of ๐
as I feel its easier for me
@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
but if ue4 done BP for modelers and artist, why artist need to learn c++ ?
Why not?
is it that important, or do you think ue4 will update bp
C++ is there when BP's can't make up for performance
because bp is really easy
networking is a prime example
I dont like online games
it depends on what you want to do
I use ue4 as machinima gaming
you can make an entire game in bp as long as nothing is too complicated
@manic pawn Yes. Truth.
but you're probably not going to make something like minecraft in bp
as long as it is a small game
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 ?
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
If BP runs well then sticking to BP should be fine
True
Yeah
But a lot can be done.
Keep those in mind if you know you'll need them
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)
yea its small, only like controll all actors play animation when click keys etc
Surprisingly alot
With BP you can only do construction script, C++ is needed for proper editor stuff
but is it possible to go full screen in ue4 ?
Of course
Sure
not the f11 thing ?
no more full scree n ?
like in game full screen
Can open a standalone windwo
Do you want exclusive device full screen?
Or you want a borderless fullscreen?
Or...?
when I press f11 i still see the part of my computer screen
That's what I'm trying to discern. :)
like the down part
Ah
my english is bad sorry
shift f11 in the editor
I will try it rn thanks
ue4 need to put tut in the basic stuff like that XD
Always learn something!
@south ridge you need a blog so we can see where BP's don't suffice ๐
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
about 10 seconds to load the editor for me
weird, it take like 7-10 min
@south ridge Don't knock it. You could have a patreon account too! ๐
first load always takes a while
you want the best cpu and fast ram you can get for unreal
and put the engine and project on m.2 ssd
my project is on ssd hardisck
@manic pawn thanks man it worked
@torpid sierra it even take time when I throw stuff on the world outliner like actors camera etc
@manic pawn I think its worth while to see how the engine also works on mid ranged machines
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
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....
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
Right and I can currently run RUST on my system on nearly the highest settings
I know though RUST is unity
the editor uses way more resources than the game ever would
ah I see what you mean
I still have much to learn about tweaking performance as I am still getting a feel for the engine. Currently on this dated tutorial ๐ : https://www.youtube.com/watch?v=9CW46uMjch8
This is episode 44 of my unreal engine 4 beginner tutorial series, in today's episode we go over how we can create a simple health and damage system for the ...
yea thats true, when you play ark it run smooth, but in ark dev editor is kill your performance
44 of 69 lol
well ark editor is complete ๐ฎ
Ark used to be laggy as hell
I mean ark editor use millions of cpu, while ark only hundred of thousand
ark can be used as a good example of how not to build a game
Truth
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 ?
Rendering is usually a big factor
nah them having many assets is just that, many assets
thanks GOD what a relief, I keep deleting alot of stuff in my project for fearing performance XD
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
Anyways all I have to head to bed ๐ Had fun talking to you all
good night friend
gn
guys it take like 6 hours to import one animation to a skeletal mesh
is it because the skeletal have 315 bones ?
maybe your cpu is ๐ฎ
How much lightmap does it take to fill 32 GB, 300+ 1k lightmaps?
well how much memory you have installed is not important for that
it will depend on the cpu mostly
just open task manager and check cpu usage tab, the cpu name is shown there
Intel core i7
the computer is 5 years old, and all family member use it
are you sure it actually takes hours to important that mesh?
not the mesh
that seems unrealistic
that seems like some sort of bug then
it's way too long
also why do you have 300 bones ๐ค
all other models dont take time, only models with alot of bones
more bones better animation
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
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
@worn granite I only need to do that once...
how much work is it to write such an importer?
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.
@worn granite actually, CurveTables sound pretty much like what I need? https://docs.unrealengine.com/en-us/Gameplay/DataDriven
I can't use a timeline with that, but that's not really an issue
Hrm.
easier to do the timeline stuff myself than writing my own importer
Sure about that?
Alright. Well cool. I didn't know about data curves
Oh it looks like you can get a curve from it
oh you can?
And if you want you can even have that saved to disk like I was saying
does the doc say that or did you look at the code?
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
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);```
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
how to make this mother****** of a ball behaving like a marble? https://lh3.googleusercontent.com/-Osm1kWVr0yw/W6qz1-fyyPI/AAAAAAAAEWw/rzJGYX0UNus__FOcGFEWygV5kIWDadHugCHMYCw/s0/UE4Editor_2018-09-26_00-16-51.png
not a marbble -_-
Maybe increase the mass?
in what settings @fierce rampart the bbabll is same size as rollBP
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
@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
@cloud cobalt I tried to do only that, but it doesn't work as expected
In which way ?
I'm giving another shot, I'll tell you the exact error if it happens again
The process is Gather Text -> Export Text -> Use Poedit -> Import Text -> Compile Text
This works fine
im moving files around to try to organise my game, but it's breaking references everywhere
is there anyway to fix this
only move them within Unreal, not within your Operating System's File Explorer
I'm doing that
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.
Well, You need atleast one additional vector.
You have an infinite amount of Perpendicular Vectors
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
@regal mulch Try P = (-V1.y, V1.x, V1.z)
Hi. I'm trying to rotate a non-uniform scaled group of meshes but I'm getting a lot of inaccuracies. Is this an issue with Unreal? https://youtu.be/7Ywf9esTsRg
@plush yew V1 = (0, 0, 1) -> P = (0, 0, 1)
RIP
:D
Guess it only works for 2D lol
https://lh3.googleusercontent.com/-PGMnBKOV0bE/W6s45IRDU4I/AAAAAAAAEXY/YQm3H9Ua-BcdI2pvc7ecWzhDupkWd2cjgCHMYCw/s0/UE4Editor_2018-09-26_09-44-35.png i wanna make the rollingBP ball behave like a marble
anyone can hhelp?
when i shrink everything down it behaves more like a marble
but i don't wanna shrink it ๐ก
No
i think u can
guess i'll have to bake it into the diffuse
using custom depth buffer or some custom gbuffer
i'm trying to have 2 actors one toon shaded and another non toon shaded
side by side
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
alrighty i'll take a look
checkout custom depth buffer tho
the good thing is that there is not so much detail on the toon shaded one and its small
thats usually how post process on individual actors done
You can definitely use custom depth to filter out / in some objects, but only for post-process materials
i might be able to get away baking everything and the fake outlines and shadows into the diffuse
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
@cloud cobalt thats right
gotcha
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 i dont think the stencil will disable other effects will it? u can overlay only
the initial question asked for PP on a specific actor
since the deferred pipeline is basically photoshopping bunch of images on top of eacher
eachother
You can use stencil to enable your own material per-object, and only your own material
The rest is fixed
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?
"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
You can exempt objects from a post-process material by using custom depth/stencil
ah
So if you're doing a toon-style filter as a material, sure, you cna filter that
Custom depth it is
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?
Previous frame switch is for feeding your own motion vector
(more like feeding the previous state, but well)
Never tried getting the velocity
@left citrus Experiments from the forums suggest it's not possible. Who knows if they've changed it since then
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?
Iโm going to a study visit to a Game incubator in my city tomorrow, Iโve 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 didnโt know to ask for when you started out as a Indie developer? (Iโm not a student, working on my own.)
2700x or 8700k for ue4?
@molten tusk if it's a public incubator, there's a good chance they can't answer your questions
but instead , try to get you some "super fun and awesome" funding for "free"
spoiler, there's no free money
ever
@plush yew doesn't matter, pick one you can afford that has multithread performance
okay i gonna choose 2700x
@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 ?
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"
in the end, I left 10 minutes early without getting a single answer
but instead, signed up for business workshop class
which was actually useful and informative
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
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
Yeah, just pointing out business world isn't like in the consumer world where everything is public and upfront
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
oh he had no problem showing me around the offices with everyones whiteboards open for everyone to read
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
Well, I don't know - just saying don't expect lots of upfront clear-cut facts on business services
Even though a public service should work like that
(Unless it's a private service, only partially funded by EU money)
the incubator i'm going to is funded partly by the state and EU
Partly is probably a key word here, as soon as it's not a public utility, then it's definitely making money
sounds like tax money to me
100% public money and 50% public money are very different beasts
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 ?
ask their pipeline
step by step procedure
or in general, make sure you know what you get in return for handing over a percentage of your profits
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
Check the network (as in, Internet) too
Don't want to be on a shared 100Mbps connection for 20 companies
If it comes to contracts, get a lawyer to check the fine print, or at least check it yourself in excruciating detail
I'd probably want to actually go see other companies there and ask them
speaking of, do they offer legal help
that's a big moneysaver
another one would be sound studio
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
well, some audio equipment at least
Audio is pretty specialized, not many startups need that kind of service
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?"

Well if it's a specialized gamedev incubator, mocap & sound would be pretty great
I think they did like movie stuff too
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
I dunno, IKinema + few vive trackers doesn't sound bad investment to get
what's the correct process to build HLOD
on seperate sublevels
(one level at at time, versus building all at once, Unreal doesn't like that much memory)
how can I find specific bugfix in unreal repo?
the commit messages are really unhelpful
Frankly, the engine moves too fast to pick a specific change
Use the release that includes the fix
that's the thing
Or use the promoted branch and wait for it
they reintroduced the bug
or didn't fix it
it's in patch notes but still not working
Open a bug report with a sample that reproduces the bug
I would rather fix it myself TBH
less work
๐
still I want to be sure it's the bug and not my issue
In any case, I really wouldn't touch any version of UE that's not a numbered release
Well, good luck with that
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
wtf
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
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
why do they use perforce tho?
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 ๐
I get why people use perforce and SVN for assets, but UE4 is still mostly code
they version the engine and their games together
the games have terabytes of binary files
And they were using Perforce before Git existed, too
we version engine using git and game using svn
for some reason noone like using svn anymore and the reason is always that noone else is using svn
i prefer SVN to perforce TBH
Anyway, Epic uses Perforce internally and mirrors some of the activity to Git (not even all the branches, only some of the main ones)
So you can't find just one commit
And you'd need to review something like 200 commits per day
If you think there's a bug, report it
where do I report?
ty
Make sure you have a sample project to send
btw the bug is in #animation maybe somebody here knows about it already
Anybody here used eyetracking? I'm having trouble setting mine up.
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
and let that be a valuable lesson on bp enums
you could try duplicate - delete+replace references with the duplicate
deleting what? it's already missing ๐
then create a new one with same name
it's not currently referencing anything as it"s error missing enum :3
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
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?
how far is the player supposed to be from it ?
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?
you can reduce tesselation with distance btw
or use LODs
dunno if this would work well for transitions though
this is how I do my tesselations
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.
you can make a tesselation multiplier map on top of it
heck you can even vertex paint it
if thats possible, I think it would be easiest to treat that as 3 separate objects no? Top, middle column, bottom?
if you can mask it, you don't need 3 objects ๐ค
Duh lol ๐
๐
I use masks all the time in substance and somehow the concept just passed me by right then lol
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.
just multiply your tess multiplier by your mask ?
with a grayscale it should work easy
black = 0 tess, white = 1 tess
or more
This would be my mask right? thats what I would be tessellating.
hmm
yeah I guess
you want it to have different tess multipliers on the top and bottom parts ?
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.
then yeah
I would test this all now, but I dont have UE4 on my work laptop ๐
lemme have a go at it
no probs ๐
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.
well
I need a model if you want me to test more stuff ๐
I was just gonna test the first texture
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?
I can make that kind of model myself ๐
Hey if you don't mind, I just don't have anything prepared at the moment. I usually dont develop concepts this quick hahaha.
gimme a sec
Thanks again for taking the time on this, appreciate it!
@hushed rivet https://i.imgur.com/n12TtEM.png
went a bit overkill with the tesselation
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?
no extrusion
basic cylinder
haven't even unwrapped it
there is some artifacting when lowering the initial cylinder resolution though
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?
Right and that was my main concern given the height variation in the trims.
but on the flip side creating all of that geometry by hand would have been a pain
doubled the polycount on the base mesh
32 height segments, 32 side segments
tesselation at 20
Hey with some color, and all the maps applied i bet you it would look pretty good!
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.
it would yeah
at that point
better make a HP mesh
than bake normals on a LP mesh
right gotta go, good luck ! ๐
Thanks man really appreciate it!