#ue4-general

1 messages · Page 319 of 1

plush yew
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And if you google it you'll see it goes back to UE3

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2007

broken shadow
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Googling around for mouse input delay, but I'm not sure what I'm getting is what you're talking about

plush yew
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It's a running gag among gamers that UE3 and UE4 games have mouse input latency issues

weary basalt
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Then devs should stop building products on it that demand that feature....

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Choose the tool best suited to the job.

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Or fix it yourself... It is open source after all.

plush yew
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Considering that the FPS genre is one of the most popular genre out there, I find it rude to say ''FPS devs should fixc it themselves''. Im sorry, but Epic should really fix it ASAP.

sleek solar
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@plush yew check facepunch forums, they are doing that for garry's mod all the time

weary basalt
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You cant assume that all FPS games require low latency mouse input to the level you think is acceptable.

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You have an extremely niche market IMO

worn granite
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if it were super easy I'd agree with you flickshot

plush yew
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Why do you think CoD was sooo popular?

weary basalt
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Unfortunately thats how things go. The majority are catered to.

plush yew
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Do you find CoD to be niche?

weary basalt
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CoD is an different engine.

worn granite
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but you're kinda blindly saying its trivial enough they should drop in and force the fix above all else

plush yew
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The mouse input was a big key selling point for CoD.

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it feels good

sleek solar
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@plush yew only small amount of people cares about that tiny lag, it doesn't affect the sales and people still enjoy the games

plush yew
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It is responsive like Source

weary basalt
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Then go and license the CoD Engine dude..

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My point is that if you know UE4 suffers from high input lag, then maybe its not the Engine for your game.

sleek solar
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super small input lag won't make the game sale more

plush yew
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Think of it this way, Epic makes money 5%. By making the mouse input feel better, they improve the overall feel of all their games. it's a win win, no brainer.

weary basalt
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Again your assuming the fix is simple.

worn granite
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I think they know that

weary basalt
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Maybe the fix would cost them more than they would gain.

plush yew
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Im not. I know it's hard, but it's been asked for 11 years

worn granite
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So its probably triaged at some point in their queue

weary basalt
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Its probably backlogged because its a requirement of niche market

plush yew
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FPS players aren't a niche market.

weary basalt
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Low Latency FPS competitive shooters maybe

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Stop lumping it in with all FPS games

sleek solar
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^

plush yew
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have you watched the eSports scene lately? It's huge

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Epic invested like tons of money into eSports

weary basalt
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ESports is not just FPS my friend...

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Your generalising to much.

plush yew
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Exactly

sleek solar
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UT and Quake flopped

plush yew
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UT isn't out yet. UT3 did oky

sleek solar
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I am talking about latest games

plush yew
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Same

weary basalt
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Again my point is, if your game has a specific requirement that is imperative to gameplay then you need to weigh up the ability of your chosen engine to perform that function when you decide on it.

plush yew
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I agree

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or send a request to Epic 😃

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Because obviously they can acknowledge that devs aren't all game engine programmers.

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👌

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Which is their job

sleek solar
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Epic has more important things to do I guess

plush yew
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Like partying? 😃

dark violet
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lol

sleek solar
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plush yew
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I would do that too with Fortnite.

sleek solar
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they would waste time and resources doing that

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in Fortnite

plush yew
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Must be why they are using a freaking totally random gunplay that everyone complains about 😃

dark violet
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automation testing will test the game by himself?

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or what is that?

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i seen in roadmap

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like deep learning that play by himself? 😄

plush yew
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Interesting. AI doing testing?

smoky stream
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no its their automation tool for stuff like overnigh builds and unit tests

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i wouldnt let deep learning near my code with a 10 foot pole

astral rain
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I did a quick test on the fps template and the latency stays around 2ms. I dropped a post process volume into the level with a bunch of random settings ramped up and it jumps around. I have one at 17ms from click to shot creation(mostly around 2-5ms), so I guess it is graphical settings. Personally, I'm not an elitist and that wouldn't really bother me. I would still deem that floating range playable.

weary basalt
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Thats the thing, its perfectly playable for games that dont absolutely require a super low latency.

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Which makes it a low priority to be "fixed"

astral rain
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Right. I'm pretty sure fallout has horrible latency and that's like the only fps(kinda) that I like lol

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Epic should put more focus on paper2d 😜

plush yew
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Usually, you'll play a fully meshed map. The latency shown with stat FPS will probably be around 6-25ms.
According to the UT dev, if Quake 3 Arena had approx. 8ms latency, UT (UE4) is around 22ms.

weary basalt
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See Paper2D is the same argument here. If you want to make a 2D game, UE4 is probably not what you want to use, Unity has much much better tools for that.

plush yew
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Fun fact: You can upload YouTube videos using the UMG web browser widget

astral rain
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I almost went with unity, but it'd cost me money.

plush yew
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@weary basalt
How many games have been released using Unreal Engine 4?
How many of them were shooter games? 🤔

astral rain
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Because they charge for dark theme. I can't stare at white.

weary basalt
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No idea mate.

plush yew
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😂

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Unreal Engine is well known for having been made for First person shooter games

worn granite
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ok, now go convince epic

weary basalt
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Not disputing that at all

plush yew
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Don't you find it a little bit strange that such game engine that has built its reputation around FPS games currently has a decent amount of input lag?

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no? lol

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Graphics sell

weary basalt
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Its just saying to me that Input Lag is not as important for the games being built on Unreal Engine as you might like it to be.

plush yew
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It tells me that Epic had no idea there was that much innput lag since they took the time to develop UT Pre-Alpha.

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And they were surprised by the issue

weary basalt
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That maybe the case, but the lack of movement on that front suggests that its not high up on the list in terms of being "fixed"

plush yew
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Who knows. I think it's just a difficult problem related to the architecture of UE4.

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The irony is you were talking abotu a niche, but fighting games are far more niche than FPS games. And Epic took the time to improve the baseline input latency after the complaints players made about fighting games developed with UE4 running poorly.

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maybe Epic knows this could be fixed later with DirectX12/Vulkan

astral rain
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Is it a problem with fortnite?

valid copper
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So when will RTX features be available in the engine?

plush yew
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Roll a dice

astral rain
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Oh, it's rng? I've never played fornite, I don't do online games.

plush yew
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Last time i checked, yes it was RNG. And shooter fans aren't too happy about that.

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It's one of the major complaints I hear about the gameplay, the shooting sucks.

astral rain
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Sounds profitable lol

plush yew
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Many of us have asked for a first person perspective, either in menus or servers dedicated to that mode, like other games do. But the request was denied by Epic, they have no interest in doing it.
Obviously, Fornite works well as it is.

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Financially <---

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Doesn't mean it's necessarily a great game.

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🤓

astral rain
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Yeah, I don't find it at all appealing.

plush yew
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It's one of those cases where you don't make tutorials for advanced users, you make tutorials for beginners. Same reason why they want to keep fortnite as random and casual as possible.

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Would would make the game ''better'' would make it less appealing to the majority.

astral rain
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That other mmo thing they did looked pretty good. I forget what it was called but it was by epic.

plush yew
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Paragon

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The moba thing?

astral rain
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Yes!

plush yew
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Yeah, they killed it

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They gave away the assets on the UE4 Marketplace. Which is nice.

astral rain
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For an mmo, those graphics and gameplay vids looked good, but I haven't given it a chance

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...oh.

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Well, I guess I'll never play that lol

smoky stream
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it was an alright moba

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and had a dedicated following

plush yew
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Yeah, a moba

smoky stream
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just not a very large dedicated following

plush yew
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I'm glad they didn't kill UT Pre-Alpha yet.

astral rain
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Ut = unreal tournament?

plush yew
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yes

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in 2016, the UT dev team moved to Fortnite to create the now highly successful Battle Royale mode

astral rain
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Oh, wow. I haven't placed that since... windows xp was new lol

plush yew
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The thing is, when they developed UT they asked us to help them develop UT, some of us helped them and at some point thye just left out of nowhere to work on Fortnite.
And we are like... wtf. Are they ever going to come back? And who does that? Like hey friends, help me build a house and mid-way through you go work on another house.

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lol

broken shadow
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17 years ago!

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[INTERNAL SCREAMING]

astral rain
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Sounds like fortnite is getting in the way of things we both want to happen lol

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They stole Michael noland who was the main person behind paper2d

plush yew
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It's definitely a great thing that Fortnite is making them rich. Good for UE4

broken shadow
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My version of Flickshot's thing is I wanna figure out how to make the root component more extensible.

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I wanna do stuff with critters. But most animals will basically exceed the bounds of capsule component, since typically they're horizontal, not vertical

astral rain
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You mean via base character?

broken shadow
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Ye

astral rain
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You can make your own in c++

broken shadow
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Yeah, I jus gotta learn the C++ first :P

Working my way up there with python

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I'm gonna GIT

GUD

smoky stream
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C++ is a fun time

plush yew
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The mor eof us who can code in UE4 C++ the better it will be

astral rain
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Yeah, I think the base one has a lot of uses, but I made my own almost right away.

smoky stream
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just steer clear of undefined behavior

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and UE C++ is not normal C++

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its called UE4++ for a reason

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its got all kinds of funky stuff going on

broken shadow
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Yeah. I'm not even touching UE C++ until I can actually do normal C++

and right now I'm doing Python cuz I know I'd be destroyed by C++ lol

plush yew
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Meaning it's more complicated or simpler or just different?

smoky stream
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you ever wonder what GENERATED_BODY() turns into?

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its abour 300 lines

broken shadow
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From what I get, different.

Very different

smoky stream
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plus 100 for each UFUNCTION and UPROPERTY

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its way more complicated

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its C++ but with reflection, garbage collection and external memory management

astral rain
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True, but I come from various c++ and it's still c++, it's just been heavily coded. But other c++ source code projects integrate into it pretty well.

smoky stream
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oh and hot reload whch just breaks everything

plush yew
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I make business apps in C#, SQL. UE4 C++ is still a mystery to me, i need to get into that.

smoky stream
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SQL isnt a language, its a complicated search bar

plush yew
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lmao, it's whatever makes you happy

smoky stream
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i've seen entire apps written in SQL

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its not pretty

plush yew
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what!? lol

smoky stream
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like 2 million lines of SQL

astral rain
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I based my svg system off of tinysvg and monosvg. I now have none of those original code lines, but they both worked almost immediately with ue4.

smoky stream
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if a query is longer than 3 lines you're doing it wrong

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C# is nice

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C# is what java should have been

astral rain
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I think c# is fast to work with.

smoky stream
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its also what unreals build system is made out of

astral rain
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But I don't like it for framework.

smoky stream
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its good for prototyping

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and some things are really nice to use C# for

astral rain
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I'll take c# over java, though.

plush yew
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Yeah, like no f***** header files

smoky stream
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header files are very useful in some cases

plush yew
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I'll discover that later i guess. Right now, header files gave me headaches

smoky stream
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dont you just love picking through 5k lines of code trying to fine function signatures

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when you could just read 500 lines that have the signatures

astral rain
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.h = headache files

plush yew
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😉

smoky stream
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just use #pragma once and you need never worry about duplicate symbols

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or include guards

plush yew
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Im going through a book that teaches how to use java + android studio... and Java has such a strange syntax sometimes

smoky stream
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sometimes

plush yew
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and then I look at C++ in UE4... 😩

smoky stream
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i think you mean this language is fucked

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use kotlin for android dev instead

plush yew
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Yeah, I prefer C# over Java so far

astral rain
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I just hate java.

smoky stream
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litteraly just use kotlin for android dev

plush yew
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Java has some freaking twisted logic

smoky stream
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its so much nicer

astral rain
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Android studio makes it... Less... Horrible.

smoky stream
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java is a shitfest and should have been aborted

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use kotlin

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not java

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never java

broken shadow
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Everyone hates java it seems lol

smoky stream
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look

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use it

astral rain
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Java is SUPER lightweight, though, apparently.

smoky stream
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and kotlin compiles to JVM

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so therefore works with Java

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so use it instead

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it was written by normal people

plush yew
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I'm reading through a book that shows me stuff I thought weren't even doable in coding

smoky stream
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such as?

plush yew
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the way you can code buttons

smoky stream
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you mean XML?

plush yew
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it's like you write the method within the parameter

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of a method

smoky stream
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so a lambda

astral rain
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Right.

smoky stream
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anonymous function technically

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lambdas are slightly different

astral rain
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I'd... Prefer to not do weird stuff like that, if I can.

smoky stream
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inc = \n + 1
```is a lambda and ```cpp
[](int X) -> int { return X+1; }
```is an anonymous function
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thats just C++ syntax

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in kotlin its ```kotlin
{ X -> X + 1 }

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theres not really a stnadard syntax for it

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as C++ has captures and kotlin doesnt

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good for some stuff, but evil if you use too many lambdas

astral rain
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I also don't like when someone codes variable changes within if checks.

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E.g. if (++variable > 16)

smoky stream
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code becomes a mess

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i like stff like that

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lets me check string length like ```cpp
while(*Str++);

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thats strlen

plush yew
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boutonRetour.setOnClickListener(new View.onClickListner(){
                  public void onClick(View v) {
                  finish();
                  }
});```
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Stuff like that

astral rain
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There's places for it, sure.

smoky stream
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thats an anonymous class

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not a lmbda

plush yew
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Yes, anonymous class for buttons

smoky stream
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you shouldnt really use an anonymous class that bit

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make a seperate file so you can reuse it

plush yew
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The super is strange too

smoky stream
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also java syntax, as shit as always

astral rain
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That's pretty normal from how android studio builds buttons via the visual editor.

smoky stream
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i'd take fucky C++ template metaprogramming syntax over java any day

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sprinkle in a few decltype as well

astral rain
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I'd take just about anything over java.

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As3 > java

smoky stream
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kotlin > java

astral rain
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And I hate actionscript.

smoky stream
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applescript is worse

plush yew
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I just find that java is kind of more difficult to read, when you got one thing within the other

smoky stream
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swift on the other hand, is very nice

astral rain
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I don't know what kotlin is, but I agree.

smoky stream
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so use kotlin instead

plush yew
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Are there anonymous classes in C++ too?

smoky stream
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nope

astral rain
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Yes.

smoky stream
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anonymous functions, yes. but not classes

astral rain
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Oh, yeah. No.

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Unless you're using it to parse another language.

plush yew
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woops, my bad I really meant method

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which i guess is a function in C++?

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When words matter lol

smoky stream
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methods and functions mean the same thing

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a method technically means a function in a class and a function is procedural

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but really it doesnt matter

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oh yes, C++ doesnt shoehorn in oop either

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because i fucking hate putting everything in a class

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also C++ has namespaces and java doesnt

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and namespaces are a godsend for organising code

astral rain
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C++ is super diverse because of that, and other things.

smoky stream
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C++ is super diverse because it is every other language in one language

astral rain
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I'm pretty sure c++ can parse any language.

smoky stream
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its the most complex language to parse

plush yew
smoky stream
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any turing complete language can parse another

plush yew
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oh crap (fixed)

smoky stream
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SQL could parse C++

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not saying you should, but you could

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ah yes ECS

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procedural programming but we call it data oriented

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not like thats how programming started out or anything

plush yew
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Is it somewhat similar to MVC?

smoky stream
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MSVC is a compiler, not a language

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UE4 C++ is 90% oop

plush yew
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Model–view–controller

smoky stream
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well UE4 is sort of like that

astral rain
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By default, I'm not sure.

smoky stream
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in a really painful way

astral rain
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I'm not even sure what default is anymore.

plush yew
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The Unreal Way!

smoky stream
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uhhhhh

smoky stream
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use blueprints instead

plush yew
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remember that?

smoky stream
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thats UE3

plush yew
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Yes it is

astral rain
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But unity and ue4 are both c++ based. So, I'ma say yes, ue4 can do it.

plush yew
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That's the joke

smoky stream
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UE4 isnt UE3 in any way

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ah unrealscript

plush yew
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So, the default way would be simply the unreal way

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lol

smoky stream
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boneless blueprints

plush yew
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Wasn't it great to code with unrealScript?

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it looks nice

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Looks simpler than C++

smoky stream
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it looks alot like java

astral rain
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Yeah...

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I'm not diggin' it.

smoky stream
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thats some sort of java/javascript mashup

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im not feelin it

astral rain
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I'm also not liking that I'm seeing "make your game wide screen(16:9)" like it's a thing to consider.

plush yew
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What is so great about C++?
Wouldn't C# be more appropriate for game programming?

astral rain
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4:3 lol

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C++ is like... The tops.

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But, I mean you can make it do c# scripting, if someone else hasn't already.

plush yew
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Im guessing I see a separation between game scripting and coding the engine while veteran C++ programmers may do both naturally.

astral rain
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I think the idea is that everyone will use blueprints.

plush yew
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I just dont trust blueprints

smoky stream
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C++ is fast as fucc

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thats why people use it

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also helps that everything on a low level is written in C/C++

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so you have to use it to talk to the OS/CPU/GPU

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in an oversimplified way

astral rain
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Right. Unity is c++ too, but they charge $$$ for access to that.

weary basalt
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@plush yew Blueprint is just a wrapper for C++ anyway.

smoky stream
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thats what UFUNCTION does for you

astral rain
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Right. Why don't you trust blueprints?

plush yew
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performance

weary basalt
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That old chestnut

astral rain
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I've mentioned this a few times but

weary basalt
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@polar hawk

plush yew
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Like combined with c++ to create assets fine. But I wouldnt code a game in blueprint

astral rain
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I do most things in blueprints, to figure out logic and then redo it in c++.

smoky stream
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USE THE PROFILER

polar hawk
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Fuck blueprint

astral rain
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My project is actually 2 projects. One is c++ and blue prints and the other is all c++.

polar hawk
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its 100 times slower

weary basalt
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lol

broken shadow
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🤣

polar hawk
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0.000001ms is bullshit when you can be 0.00000001ms

astral rain
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The only blueprints that do ANYTHING that makes a performance difference is forloops and actor spawning (in my experience).

polar hawk
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You clearly haven't used blueprint on the scale I clearly haven't used it as well

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Because its awful

astral rain
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Forloops aren't awful. Forloops running forloops, or forloops spawning actors are kinda bad.

smoky stream
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actor pooling

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actor pooling is good

polar hawk
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fuck actor pooling i don't want them to get wet

smoky stream
#

yu just make a shitload of actos on load and then move them around as you need them

weary basalt
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Blueprints is for noobs i use Python and make my games with the editor scripting API

smoky stream
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dont mind the garbage collector crying

plush yew
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if you use blueprints to code gameplay, is it slower?

polar hawk
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1000x slower

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never blueprint

astral rain
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Not that I've seen.

polar hawk
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real programmers don't blueprint

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no game ever ships on bp

astral rain
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Lol

weary basalt
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Allar is the Hero of the Peole so he knows

broken shadow
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I feel like he's rehearsed this waiting for this moment

plush yew
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some indie devs (not programmers) might ship games only in bp

valid copper
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Is UE4 still on track to get RTX features by the end of the year?

smoky stream
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unreal time

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so x4 that number

astral rain
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I mean, as long as your careful with how you use forloops and spawning. There's probably other things you'll need to be careful with, but I can see making a game primarily with blueprints and feeling confident with it, as long as it's simplistic.

smoky stream
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alot of games shit in partial bp

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most games ship in partial bp

plush yew
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LUL

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the meaning of that magical sentence

maiden swift
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Blueprint is fine if you script responsibly. The difference in performance is negligible in most cases.

smoky stream
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ah yes, because epic has the time to spend turning god knows how many BP's in fortnite into pure C++ when they could be making new weapons an gameplay

plush yew
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That's what I was asking myself. Do you really have time to create blueprints and then transform them into C++?

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Why not just go for C++ right away?

astral rain
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Making character movement with 4 nodes is pretty slick.

weary basalt
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@plush yew Mostly iteration time

astral rain
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Yeah.

smoky stream
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C++ takes a good amount of time to compile for big projects

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so there goes your productivity

astral rain
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I do BP first, in most cases.

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But I'm still new to UE.

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I might try a game on a game jam with pure BP.

plush yew
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Fortnite - The C++ Edition

maiden swift
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I swear, Allar and I both have a radar that detects when this conversation takes place.

polar hawk
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I was pinged

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I hate this place

maiden swift
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Oh.

weary basalt
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Doesnt help i pinged him lol

maiden swift
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I just showed up, and lo and behold, it's Blueprint vs. C++ time.

astral rain
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Fornite : the almost noticeably faster edition

plush yew
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Sorry about that.

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my bad

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<-- slap my butt

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But I really needed to know lol

maiden swift
plush yew
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I read about it before, but I wasn't sure if any changes were made recently to make Blueprint as fast as default C++

maiden swift
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Blueprint will probably never be as fast as C++ in terms of raw numbers.

broken shadow
#

So far as I understand, the performance gap has been exaggerated, which is what Allar was spoofing when he was joking about BP being 100x slower and stuff

plush yew
#

okyu so that was sarcasm

maiden swift
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The point is that rarely matters.

astral rain
#

If you're not super into c++, at least dabble in it long enough to make bp stuff and go from there.

broken shadow
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Yeah no, Allar was being drippingly sarcastic with almost everything he said

maiden swift
#

Yeah haha. Definitely.

plush yew
#

So if it is really negligible, there should be games that ship in BP, no?

maiden swift
#

Yes, you can ship 100% blueprint games.

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It's fine.

weary basalt
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The major fact remains that BP simply does not have alot of stuff exposed to it, which makes it difficult to ship in 100% BP

maiden swift
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It doesn't work for everyone, but you can.

astral rain
#

I have zero doubts that most, if not all ue4 games have at least some BP

plush yew
#

I mean you kind of have to to put stuff together

smoky stream
#

there are some things that are a pain in C++ but are stupid easy in blueprints

broken shadow
#

From what I get, you still need C++ to deal with stuff like math-heavy operations or stuff that happens every frame.

Or like Devil was saying, if something isn't available for editing BP side.

smoky stream
#

basically any UI for example

maiden swift
#

Agreed. It's unlikely there are any 100% C++ games. If there are, they're probably niche experiments and the like.

#

C++ and Blueprint are designed to work together.

smoky stream
#

bp UMG > C++ UMG imo

broken shadow
#

BP is basically the scripting language of UE4

plush yew
#

The new UnrealScript

maiden swift
#

Correct.

weary basalt
#

Yes

#

It is literally called Kismet2

plush yew
#

hahah true

#

forgot about that

#

Damn... would you believe me if I told you I got my first job because of UT3 custom map? And Met my wife because of UE3 - Gears of War 2? Got my first 3D art job, because of UT Pre-Alpha? And am now making my first indie FPS game with UE4, because there is no other better alternative? 😮 unreal

weary basalt
#

Yes

plush yew
#

Oh my 😝

#

"Unreal Engine change lives''

weary basalt
#

Back in the day i made mods for the original CoD which partly lead to more professional stuff.

plush yew
#

Impressive

weary basalt
#

Alot of GameDevs have their roots in modding and mapping for other games i would imagine.

#

Certainly true for alot of colleagues of mine that ive met over the years.

plush yew
#

I think it's less valid these days since everyone can just use Unity or UE4 directly

#

no real need to mod games

#

except maybe I don't know... Skyrim?

#

halo Forge?

#

Portal?

#

In my days it was half-life 2 - Source (hammer)

weary basalt
#

Working with an existing game has its advantages for the newcomer.

#

Starting out with UE4 directly and having something semi presentable is not easy.

#

Where as at least with modding you can utilise assets and code that maybe out of reach for you at the time, from an experience stand point.

plush yew
#

yeah, modding is still nice

weary basalt
#

You get to see how things are put together.

#

No doubt.

#

ARKs dev kit seems to be quite popular

#

Squad certainly has an active Mod community.

plush yew
#

over 300 UT maps were made

#

grayboxes, but ... still

#

Are we going to get the Vulkan API for high end PC gaming this year?

#

I think it's on the roadmap

smoky stream
#

seeing as vulkan is already in the engine and has been since 4.18, probably

mint raptor
#

To test steam achievements does the game have to be released?

plush yew
#

I think it is in the engine for mobile, but not for PC gaming

#

or consoles

smoky stream
#

if you ctrl+f vulkan you get plenty of results

#

its probably half in there

plush yew
#

i remember reading on the forums that the Vulkan API for UE4 was still work in progress for PC

smoky stream
#

as with all things unreal, half finished

plush yew
#

LOLOL

#

MODO (3d app) is a bit like that too.

#

Pros and cons...

#

After seeing my DOOM game going from 60-80 fps to 120-150 fps with vulkan. I'm a believer.

#

I'm just curious. All you programmers out there, do you understand everything you are doing and all the code you actually have to deal with? lol
Or is there a level of abstraction and you just tell yourself, when i write this line it works. Good enough for me. LOL

smoky stream
#

i work with alot of low level stuff, so i know whats going to happen

polar hawk
#

step 1: identify problem

#

step 2: solve the problem

#

step 3: repeat

#

The trick is knowing that step 2 is recursive

plush yew
#

step 4: create more problems XD

weary basalt
#

If i need to understand a function, its easy to dive in and read the code and see what its doing. Thats why UE4 is amazing being open source.

plush yew
#

Yeah, I may get Visual Assist later on

#

seems useful

weary basalt
#

VAX is almost a must working with UE4

plush yew
#

seems that way

#

you guys agree?

weary basalt
#

The best money you will spend towards VS though. Its an amazing plugin

south ridge
#

I agree

plush yew
#

do you pay monthly or yearly?

weary basalt
#

You purchase an years license but when it expires you only lose out on future updates.

#

It doesnt disable you from continuing using the plugin

plush yew
#

oh so you keep it?

weary basalt
#

Yes

plush yew
#

OMG

#

i should have known X_x

weary basalt
#

Every so often ill buy another subscription to get the update that has a cool feature i want/need

plush yew
#

This is amazing. you made my week

#

I wanted to get it, but had other things to invest in. But now ... hey hey

#

😃

#

totally worth it

weary basalt
#

Yes its a good deal.

plush yew
#

I was trying to picture how I would work in UE4 without it after having tried it

#

was so sad

#

lolol

#

When coders make you happy <--

#

👌

#

One thing I learned this year. Programming is humbling

#

You sir arent as smart as you think you are! rofl life tells me

#

Sit down and learn!

#

Yep! this guy did it better

#

you suck

#

😂

weary basalt
#

You dont suck, you just dont have the knowledge yet.

#

Like anything, you need to earn it. Its not going to come overnight.

plush yew
#

I've done QA testing (Microsoft compliance + fucntionality + compatiblity), game/level design and 3D art all professionally and at this point programming is the most challenging of them all.

#

I won't get bored anytime soon

#

But it's the second time I can say yeah, I really like this. But Im not really good at it.
Last time was skateboarding 😛

#

Hopefully, I can get much better as a programmer :P.

#

hahahahah

winged crypt
#

Is foliage always considered Dynamic?

plush yew
#

Hello @static viper
Yesterday thanks to the fact that it made me download this from ghthub and remove all the broken things I barely managed to start my computer because when I started it came to the appearance of the Widnows 10 logo and only the device had to pull a cable to put the cables again the discs to leave and finally. So tell me now how can I get the things that I got out of it because thanks to you I was spoiling the computer?

#

@winged crypt could be dynamic. in that case it could have to do with the lighting.

#

foliage can be animated, have tesselation on, etc

winged crypt
#

@plush yew How might it be made "static"? I have shadows disabled, everything looks to be set as static

#

But it's Dynamic in the basepass

#

Material-related maybe? I've disabled all the movement etc. in the material instance so the foliage is completely still.

regal mulch
#

@plush yew Cleaning a VS installation should not make your PC barely start.
Your system seems to have issues in general if what you descriped happened

ruby folio
#

Anyone here use any kind of blog for showcasing your work?

#

I was thinking of either hosting my own wordpress site or using tumblr or twitter

static viper
#

twitter

#

and indiedb

#

and itchio

#

ofc a patreon

ruby folio
#

You use all of them?

static viper
#

except itchio

#

i will start soon

ruby folio
#

Do you have your own website?

static viper
#

once yes

#

but that didnt worked out so well

#

better stick to official channels

ruby folio
#

@static viper Whats your twitter address?

static viper
#

well

#

stick around ^^

#

you might see it one day

#

i dont give it away on ask by random

vale silo
#

so, what's your.... what's the status of 4.21 preview ?

wet dome
#

is somebody actively developing on linux?

#

and if so how is the experience

ruby folio
#

@wet dome I was trying it out for a while, there is #linux on this server.
I was using Manjaro KDE, it was a breeze to install and get running. I just couldnt get plugins working,.

vale silo
#

which means experience working on Linux isn't that great

grizzled wren
#

hey guyz so i am trying to run epic launcher and when it open it craashes and the log i get is

#

this can anyone help

static viper
#

you are not having an error

#

at least the log only shows what mine shows too

#

and mines work

#

the launcher is crashed somewhere else

grizzled wren
#

it just says u dont have the files ?

#

so thing happen i install and it tell me to signin after that it just crash now when i press to open in task bar i see for 1-2 sec and gone

static viper
#

must be some pre settings

#

mhhh

grizzled wren
#

hmm idk but it worked last time like 1-2 month

#

it worked ue4 as i know

karmic thistle
#

guys, Do you know If I can add impulse triggers to my game on UE4? (Xbox One Controllers)

wary wave
#

no

#

Windows doesn't see 'Xbox One Controllers', it just sees a generic compliant controller

vale silo
#

Windows 10 does

ruby folio
#

Oh snap!

waxen fjord
#

Trying to get back into game dev. Just going through all my old projects and deleting the ones with nothing worth keeping. Now I know where all my hdd space went... There's gigs and gigs of crap.

astral marsh
#

guys is there any way that pawnsensing cant lose my sight easily?
like is there any way
it loses me so quickly if i hide
behind a wall
or something

astral marsh
#

please help with up

#

situation

#

any1

supple totem
#

@winged crypt any luck with the static foliage?

astral marsh
#

if i set it to false then it passes

#

and the ai could be successfully chasing after me

grim ore
#

it would have to be due to your boolean being false, thats all the if branch does.

static viper
#

and regardless

#

your gif isnt showing anything simulating...

grim ore
#

Why your boolean is false we can't even guess we don't have any of your other code

static viper
#

oh it does

astral marsh
#

i can send tho it wouldnt look clear

static viper
#

at the start

#

oh you need to connect something to true

#

onseen only fires when seen

#

it does nothing when nothing is seen

astral marsh
#

but

#

its for the animation

#

so when the ai sees me

#

its gonna check if its performing

#

the anim

mint raptor
#

Anyone know if I need to release the game to test steam achievements?

winged crypt
#

@supple totem Not yet - I reached out to the guys who did the assets, hopefully they'll know a bit more

analog spindle
#

Hi, can anybody help me please?

#

Is more asier Unreal Engine or Cryengine?

#

<@&213101288538374145>

snow crown
#

please don't ping the moderators for help unless it's about something that violates server rules

plush yew
#

lol

analog spindle
#

Oh, sorry

#

Can anybody anwser to me?

sleek solar
#

Why not just try both and see for yourself?

vale silo
#

@analog spindle I would go with idTech 1 - super limiting, but easy to work with

#

but really, why even ask this question?! Just look at CryEngine forums and UE4 forums, docs and content, compare Marketplaces and license and it will all be revealed

grim ore
#

and if you are considering cryEngine you might as well look at Lumberyard and Unity because flavors of bacon are still bacon

waxen fjord
#

While I agree that you should try both for yourself, it is often still a good idea to ask around as well.

grim ore
#

unless you have an exact use case tho there is no way for anyone to give you good targeted advice, it would all be very specific information based on their experience and their skillset.

waxen fjord
#

If your experience is limited, then analysing yourself is only going to be worth so much, which is why you should also get input from others as well.

analog spindle
#

Thanks

#

🙂

vale silo
#

well, I didn't have whole a lot of experience with any of the engines except idTech 1/3/4 and still made right call going with UE4 😃

#

I think if someone doesn't have any experience, they should probably mod a game as part of some modding team, understand their strength and weakness, and then choose the engine (based on their skill level and the end-goal)

queen arch
#

I am making a keypad with the UMG. What I want is for the player to be able to type using the numpad, without first focusing on a text box

#

Any ideas how to do that?

waxen fjord
#

@queen arch check out #umg

cursive dirge
#

@analog spindle as a person who's used Unity, UE4 and CE, their difficulty curves go pretty much in that order too

#

UE4 and CE aren't exactly rocket science but they are complex things which take a lot of time to learn (and both UE4 and CE have lacking API docs to make that process even harder)

#

CE has worst docs out of these all

#

Unity's API docs are best out of these three, they got examples and code snippets for most api items there

#

and CE community is tiny, not many users to help you if you get stuck

#

therefore it's not an engine for new developers at all, you'd need to have gamedev background to be able to use that thing (as you need to be able to figure a lot of things on your own)

cinder basin
#

what's the best channel for me to ask about post-processing help?

paper kernel
sleek solar
#

I have some assets that I want to release for free, which place would be the best to upload files and etc?

ionic bramble
#

is anyone experienced with custom depth and stencil buffers?

worthy oyster
#

Hey guys, so i'm trying to re order a little my project, as its getting big and cluttered.

found this GEM here: https://github.com/Allar/ue4-style-guide

Actually, the issue i'm having is that.. having both C++ and Blueprints on the project, i'm creating Switches/Doors/Explosives, etc and i have a hard time chosing a good folder convention

How are you guys doing that on your own projects?

whole quarry
#

@worthy oyster I use Allars Style Guide as a guide

#

Generic stuff in generic folders, the rest as described in the guide

worthy oyster
#

thanks! how would you name something as Switches, doors, explosives? i blame my english, but i cannot pick a good enough word

manic pawn
#

what's wrong with placing it in folders called Switches, Doors, Explosives?

worthy oyster
#

i'm thinking mroe of the "Parent" folder

#

more*

#

like.. Props.. interactive.. etc

#

i'm pretty sure i'm just banging my head for something that's not thaat much important, but its has been bugging me not finding a good structure for that

manic pawn
#

either of those would work just fine

#

if you can't decide just call the folder Stuff and move on 🤔

worthy oyster
#

yeah, that sounds good enough

#

thanks!

astral marsh
#

guys

#

whenever im trying to build the lighting

#

i get lighting building failed error

cursive dirge
#

@ionic bramble you'll never get your answers like that

#

better ask the actual question

ionic bramble
#

Does anyone know how I would use how an object appears on the screen to mask a texture using the stencil buffer? (Place an image on the top and have it covering the entire object, nothing more)

cursive dirge
#

getting the stencil mask is easy

#

no idea what you mean with the mask texture

ionic bramble
#

I'm finding it difficult to articulate today

#

How do I get the stencil mask

astral marsh
#

guys
whenever im trying to build the lighting
i get lighting building failed error

cursive dirge
#

that would give you mask for the stencil ID 101

#

for black and white mask, you'd just put const 1 for A == B and const 0 for A >= B and A<B

#

or vice versa

#

you do need to have stencil buffer enabled and set per mesh if I remember right

#

I haven't actually touched that stuff in years, I just had old screenshot from my portal experiments

ionic bramble
#

What does the If Output?

cursive dirge
#

whatever you feed to it

ionic bramble
#

ok

cursive dirge
#

literally, what the inputs say

ionic bramble
#

ok

cursive dirge
#

you give A and B values for it to compare

#

and then you put values to those last 3 fields (you can skip the middle if you don't need it)

ionic bramble
#

So I can apply this new black and white mask to a texturesample?

cursive dirge
#

they literally equal to if (A>=B) return this value else if (A<B) return this value

#

if you put const 1 and 0 to those bottom parts, then it will give you b&w mask for that stencil id

#

oh wait

#

you need the A==B for this of course

#

basically that's the part where your mask is

#

what you do for values above and under it is up to you

#

so if you only want b&w mask, you put const 0 to A>=B and A<B

#

and const 1 to A==B

ionic bramble
#

ok let me better articulate what I'm trying to do:
Imagine if you:
-took the current camera view
-cut out the object in question
-then replaced what you cut out with an image

cursive dirge
#

well, you can't easily align image there, unless you've UVmapped it in the model

#

or you can have tiling texture there

ionic bramble
#

yeah

cursive dirge
#

it's not super clear what you are aiming to do with this

#

but for tiling texture, you can just use the IF node as is, put the tiling texture sampler into A==B and regular inputs to the A>=B and A<B

ionic bramble
cursive dirge
#

it shouldn't be scenecolor node

#

there should be one called customstencil

#

of course possible they've swapped the naming on newer versions and it could be something else

#

also, you need to have the relevant project settings enabled for it to work

#

Custom Stencil is disabled by default, to enable go to Window > Project Settings > Rendering > Post Process > Custom Depth-stencil Pass and set it to Enabled with Stencil.

#

if you do that as post process material, you can just use SceneTeture:PostProcessInput0 to feed into that A>=B and A<B so it shows the normal view for things that aren't in stencil buffer

ionic bramble
cursive dirge
#

your error is most likely just that PP input node and texture sampler giving different type, other if giving you float3 and other float4

#

you can fix it by putting RGB mask to the one that has float4 there

#

I'm guessing the PP input node but should be quick to test

#

you also may need to assign screenaligneduv's etc to the texture sampler, I don't actually know what it defaults to in PP material but you'll see what it does when you run it

ionic bramble
#

The oreview is black

#

preview*

cursive dirge
#

I don't think you can't preview PP materials in the material preview, preview only works on meshes afaik

ionic bramble
#

It doesn't do anything when applied to a volume, and it just turns things applied to the default checkered textured

cursive dirge
#

I don't really follow what you are saying

#

but you should check the buffer visualization first

ionic bramble
#

ok

cursive dirge
#

To enable this visualizer go to your viewport, look for Lit > Buffer Visualizer > Custom Stencil.

ionic bramble
#

yes

cursive dirge
#

if you don't see your stencil mask there, that PP material will not do anything

ionic bramble
#

They are behaving correctly

cursive dirge
#

you see the mask with ID 10 there?

ionic bramble
#

yes

#

the buffer viualization is close to what I'm trying to do actually, but replace the numbers and stuff with that starry texture

cursive dirge
#

yeah, your PP material should do it now

#

if it doesn't, your override isn't probably configured right

#

material itself should be fine now

#

I don't get what you mean by default checkered

ionic bramble
cursive dirge
#

and it doesn't do that without the PP material?

#

it could be then issue with the texture samplers UV input which I mentioned earlier, but easiest way to check if the PP mask works is to just wire that const 1 in place of that starry texture for testing purposes

#

if the cube turns while, you know the mask works

#

and then you need to fix the texture uv input

ionic bramble
#

It doesn't do that. Wait, I apply it by dragging over the cube right or did I replace the material

#

also it isn't white

cursive dirge
#

ummm

#

I don't really understand what you are doing

#

you are not supposed to apply the PP material to the cube

ionic bramble
#

ok that's what I thought. I need a volume right

cursive dirge
#

you need to override the PP somewhere, volume is one place where you can do it

#

other option is to put it directly to camera

ionic bramble
#

oh!

cursive dirge
#

all this being said, you wouldn't need stencil buffer at all for what you are doing unless you want to have the thing render that starry sky through all objects

#

if it doesn't have to render through things, you could just map starry sky to the meshes material so that it uses screenspace for it's UVs instead of meshes coordinates

fluid tide
#

Is there a way to somehow ignore replication distance so it would be unlimited? What I need to do is to remove an item from the level, but when other players comes to that place where actors has been removed, they still see the actors. If all the players are nearby it's completelly fine.

#

But once they're far away it gives me errors and doesnt remove actors.

ionic bramble
#

Oh. Thank you for your help though, the coord maps worked @cursive dirge

fossil ridge
#

i am haveing a problem

#

i am trying to make a laser projectile that a bot is shooting. The problem is that it is spawning but not shooting

fluid tide
#

projectile movement component

#

add it.

fossil ridge
#

where?

fluid tide
#

projectile?

#

lazer?

fossil ridge
#

yeah

fluid tide
#

or whatever you want to shoot

#

set initial speed and max speed to something like 3000

fossil ridge
#

oh in the blueprint of the lazer it self?

fluid tide
#

yes

#

in the one you're spawning

fossil ridge
#

ok

#

didnt work

#

it just gets stuck

#

any answers?'

viscid canyon
#

So I have a HUD with a widget and that widget has a vertical container that has buttons within it. Those buttons have text elements. If I try to change the hovered tint, it doesn't change the text. Is that intended behavior?

nocturne cove
#

Is there another way to restrict Android devices other than setting the minimum and target SDK level?

leaden garnet
#

what do you mean by restricting android devices? you'll have to be more specific

plush yew
#

im not sure if i should ask this here but im going to. I am getting a error on a graph. I am noob to graphing. was wondering if someone could idk walk me through what i broke somehow lol. DM if anyone would like.

sudden agate
proper stump
#

Hey, migrated a project from OS X to Windows, on mac a ps4 controller worked out of the box inside unreal engine. On Windows the controller is installed by the OS (It responsed in controll panel) but doesnt work within unreal... do i need to setup something?

#

nm, found ds4windows

dire zealot
#

Hi!

#

I am very intresting in this plugin

#

what do now thread is deleted?

regal mulch
#

It doesn't show deleted on my end

languid shard
#

heck I downloaded this stuff yesterday

nocturne cove
#

@leaden garnet My app cant be downloaded on certain Android devices. In the store it says the device is incompatible but the SDK version of the device is the target version.

nocturne cove
#

@leaden garnet nevermind. I think I just figured it out!

dire zealot
#

Thanks guys! always a pleasure to have such helpfull ppl, I wasn't logged in 😃 I'm amazed something with 4 commits in 2017 just works in 4.20

#

And how amazing this works!

short onyx
#

Hey guys 😃 anyone have good mesh of cars for free? I can't find one with proper UV et not low poly :/

#

(it's just for material test, nothing published)

cursive dirge
#

or some random 3d model site, but those can contain more ripped assets

#

blendswap is relatively safe

short onyx
#

Thanks, good model on the site 😃

plush yew
#

Generalist (i do 3d stuff) looking for programmer. open for your projects.(edited)

grim ore
plush yew
#

im not looking for work or talent lol

upper heart
#

Is there anyway to find which specific mesh a material is assigned to in the world? The material is assigned in the world (not in the content browser)

static viper
#

remove the material

#

the reference will be called

#

it will lead you directly to the meshes

upper heart
#

That doesn't work. The material is only assigned to that mesh in the world. Not in the content browser

static viper
#

i will try it now

#

4.19

#

ok thats weird

#

it shows the level only

trim oar
#

ue4.20.3 is showing failed to install prerequisites pls hellp

static viper
#

quite sad

upper heart
#

yeah it just shows the level

full phoenix
#

Hey everyone

#

Ouh

#

Installing unreal is the most annoying thing

#

You download once and BOOM they surprise you with a 7Gb installation

frosty bloom
#

7gb? are you talking about the requisites?

full phoenix
#

Noo

#

The engine itself

smoky stream
#

i think you mean 27Gb

#

that was my case

astral marsh
#

guys

#

is it possible that i can make my ai character not make any sounds?

#

like example i have doors

#

so i made it like

#

when if ai overlaps its box

#

the door opens

#

so i made play sound node

#

which is for the player

#

but thing is

#

even the ai uses it

sleek solar
#

cast overlapped actor, if it is player, play the sound

paper kernel
#

or has a player controller

astral marsh
#

but in which bp

#

Anyboddy knows why this happens

grim ore
#

because you are trying to access something that does not exist

#

go to that part of the code, breakpoint it, run it again and you will find your variable is none/null when you are trying to use the Remove Item node

astral marsh
#

was working before not anymore @grim ore

#

i mean

#

i was going to package

#

so i was making sure everything was working

#

it was working 5 min ago

#

i made no changes

#

and suddenly this error rised up

grim ore
#

well that one you are showing there can't be the cause as that one is not hooked up, those are separate errors

astral marsh
#

@grim ore

grim ore
#

welp put a breakpoint (F9) on the remove item node and when it triggers check to see what is invalid.

#

according to the log it is saying your board variable is invalid

astral marsh
#

So how to make it valid exactly?

grim ore
#

fix the problem? It's your code I can't determine what it is supposed to do for you. It's saying your board variable is none so you need to find where you set it and make sure it's valid.

astral marsh
#

That's what im confused the crowbar is suppose to detach the nails in order to remove the board.

#

I'm not able to figure out

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how to set it to make it valid

grim ore
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where do you set your board variable?

astral marsh
#

i just get the variable and i drag out and get one of the blueprint variables. and connect it to remove item.

#

@grim ore

grim ore
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and where do you set the variable? where do you make it the specific board in your world?

astral marsh
#

i dont set it so from the nail bp if i get set the board variable

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which node will be connecting the set variable

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then?

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@grim ore

grim ore
#

I can't really help you fix the problem I can just point out what is wrong and what needs to be not wrong. Your board variable needs to be a reference pointing to your board that has the array on it you want to work with. You need to set it correctly.

full phoenix
#

Hey umm

#

I’m new to unreal, Ive been thinking of switching since

viscid canyon
#

Just something I have been working on. I don't intend on keeping it. I have been using the project as a way to implement each part of what I have been learning in a 69 video tutorial series. On video 54.

thorn topaz
#

Is there a way to change the default settings of the engine so when you delete the saved folder it doesn't revert to the "default" default?

broken pawn
#

Does anyone have a problem with the editor that causes their secondary display to turn off and on whenever you do certain things like resize windows, mouse over some navigation buttons, and close context windows?

#

There are other things thats just a few ive found.

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this all started the last update.

grim ore
#

I have not but I can say with the latest Nvidia drivers, windows 10, and 2 machines with a 1050ti and a 1080 I have no issues on 4.20.3. oh sorry lol and using 2 monitors on each

#

I do not run shadowplay enabled or geforce experience on either or any On Screen Display programs like afterburner

normal mesa
#

hey guys. messing with volumetric fog and getting this issue with the sky rendering on top instead of behind. any ideas? I'm using Forward Rendering instead of deferred

north wedge
#

What is "Early PlayInEditor Detection" and why is it clogging up my Output Log?

#

Similarly, Late and Early EndPlayMap Detection

proven aurora
#

Would it be difficult to merge multiple different projects into one? I’ve made several small games over the years so I thought about merging the projects to make a sort of compilation, and just have a menu to select which game to play

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I’m thinking it would just be migrating all the assets into one project but are there any issues with that considering they all use different game modes/characters/controllers?

grim ore
#

the 2nd one would be an issue as you can only have one game mode, If you are using custom ones you would have to migrate the logic and connectors

#

the 1st part should be fine using the migrate options as I doubt you named everything exactly the same in each project in the same spots. If you did however.... have mercy on your soul for that mess

misty raft
#

Anyone had an issue with FPS with dual monitors?

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If I have UE open on the 60hz monitor, its smooth and normal... on my 144hz monitor it stutters like crazy

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Restarting UE itself hasn't helped

high stone
#

It's very difficult to run dual monitor 120 fps. Even if it's just one monitor.

misty raft
#

It's only just started doing this, it's normally fine

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There's something odd going on, it might not be UE specific, I had a similar issue in a game till I made it fullscreen exclusive

high stone
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Could be a memory leak or hardware is beyond it's limits. 4k for each monitor or 1080p?

misty raft
#

I was thinking the same thing memory leak wise

#

I've got a pretty powerful rig and I'm only on 1080p so it's not an issue on that side

high stone
#

Are you getting screen tearing?

misty raft
#

I think sleep mode might have something to do with it, I think the last two times it happened it was after the machine went into sleep at some point

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Yeah, restarted my PC and getting silky smooth usage again

high stone
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Never have sleep mode on. Turn off sleep mode and standby.

misty raft
#

I did it manually when I went out for an hour before, is sleep mode just a mega no no?

high stone
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Wait... It might be power savings! Nvidia likes to reset the default. Make sure it's on maximum performance.

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Yeah, never use sleep mode. It does funky things to performance.

misty raft
#

It could well be that it reverts on a sleep wake up

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Either way, thanks for tryin to help 😃

high stone
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Check Nvidia settings for performance and make sure it's on max. That was the case with my rig.

midnight mantle
#

anyone recommend any good co-op VR games?

plush yew
#

hey guys, is it possible to export a full map terrain from World Machine to unreal? I mean not just one small bit of the terrain but everything at once?

inland socket
#

Anyone able to give me some quick help? if this isn't where this goes sorry but I didn't really see any other channels where I might ask this.

candid cypress
#

What could cause this issue when building lighting, Each floor square is 400x400. and LM are set But this only happens at random spots. There is no overlaping,

high stone
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Looks like a normals issue. Set to face, reverse that face or conform the whole node.

candid cypress
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I'll give it a shot and see if that works.

south ridge
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Are you building on "production" level?

candid cypress
#

I have built it to test. but didn't change, Might be the set face issues

south ridge
#

It's a common bleeding issue that might be resolved with higher quality settings

#

But

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It's also hard to say by just one picture

high stone
plush yew
#

Would you guys know how to boost CPU usage when running UE4 games? Unreal Tournament Pre-Alpha is currently only using 20-25% of my CPU and the frame rate is very unstable, yet it should be running at a steady 80-150 fps.

Like tweaking .ini files?

south ridge
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@plush yew what kinda % are you talking there

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Like

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Is it for all cores, or is that what you get peaking on one core?

plush yew
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Windows Task manage shows that my game only runs at 20-25% on my CPU.

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UE4 can use 100%.

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But the game itself doesn't use much.

south ridge
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If you have like 8 cores, 20-25% would correspond to two cores being at 100% use for example

#

So maybe it's already using 100% of your CPU

plush yew
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I have 6 cores

south ridge
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6 or 12 logical cores?

#

In any case, you should check specifically the CPU use per-core

plush yew
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I think it's 6 cores and 12 logical cores

south ridge
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To make sure you're not actually just grinding in place with one core fully being used

plush yew
#
CPU Page size=4096, Cores=6
High frequency timer resolution =3.122812 MHz
Memory total: Physical=11.2GB (12GB approx)
Platform Memory Stats for WindowsNoEditor
Process Physical Memory: 117.06 MB used, 117.06 MB peak
Process Virtual Memory: 136.99 MB used, 136.99 MB peak
Physical Memory: 3259.45 MB used,  8258.98 MB free, 11518.43 MB total
Virtual Memory: 331.81 MB used,  8258.98 MB free, 8388608.00 MB total```
south ridge
#

Seems to be good. Try to assign a higher priority to UE4 in task manager?

plush yew
#

It's an old Intel i7 970 3.2ghz with 6 cores

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I tried, it increased by 5%

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From 20 to 25%

#

When I play multiplayer games, my game becomes unstable even if the frame rate looks decent, above 60 fps.

#

I'm trying to understand what causes the stuttering.

#

My GPU is AMD R9 290x (4Gb Vram) and I got 12gb RAM.

#

Only the UE4 games do this.

#

I noticed that...

  1. Fully meshed maps
  2. Networking
  3. Bots

Would cause those unstabilities. Things that with UDK by example, wouldn't be a problem.

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In UDK by example, sure... bots would significantly drop my frame rate, but wouldn't cause stuttering.

high stone
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920?! Dude! You need to upgrade.

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That's 2008 tech.

plush yew
#

I know 😃

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970 actually

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my bad

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It's from 2010

high stone
#

Good news is the i7 8700k is a complete upgrade from what you have. Bad news is you'll need a K or two.

plush yew
#

Right now, the problem doesn't seem to be my hardware, but UE4

high stone
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UE4 works a lot better on modern hardware. I recently upgraded from a 3700k.

plush yew
#

I don't doubt that and i do plan to upgrade soon enough.
Just not today.

#

And if I can find how to optimize UE4 games for my hardware, well it's going to benefit my game if I can make the game more stable on older hardware too.

#

This could just be a AMD issue. I dont know.

high stone
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It's probably the lack of bus speed. DDR4, higher hertz should solve it. You are almost running things on a toaster.

#

Your ram speed is probably 1333 hertz at best.

plush yew
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It is exactly that

#

So the RAM would be the issue?

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which means Im limited by my motherboard

fluid swallow
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if you are running 1333 yes

high stone
#

You probably need a new motherboard, ram, and CPU. GPU should be fine if it's recent.

plush yew
#

My friend will laugh, he recommended me this yesterday.

fluid swallow
#

haha!

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Don't feel bad

#

I was using the same ram and an amd 6350

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UE4 crawled

plush yew
#

Will it makes sense and that would explain the tiny stuttering i get since Battlefield 4 came out

#

Could well be my ram

high stone
#

At least it's not 2017 when a new desktop cost $2k easily.

plush yew
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So, it's probably just my hardware then

fluid swallow
#

I upgraded mine in 2017...

high stone
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Ouch.

fluid swallow
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A small fortune to say the least

plush yew
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It's oky, it's time for me to get a completely new PC 😛

#

I generally spend 2-3k on a new one every now and then

#

When UE4 came out I was in school, so I only upgraded my GPU

high stone
#

Got mine in July when the prices finally came down. 4k pwns.

#

If you buy a 8700k it should last you another 10 years. DDR5 won't be out till 2020. You should be set for at least 5 years on $1k. Newegg has combo deals, might get lucky. The RAM is the worst part if you are aiming for 32gb.

smoky stream
#

my ram went from 150$ to 350$ in about 6 months

#

even ddr3 is dumb expensive now

viscid canyon
#

possibly the tariff we have on china

high stone
#

Samsung and others were fined for price fixing.

viscid canyon
#

its hiking up electronics

smoky stream
#

all the ram manufacutrers were caught for price hiking, but its the chinese government so its pretty likely nothing will come of it

high stone
#

Unfortunately it was corruption. They lost a lot of money on DDR4. It did not live up to production costs. 3/4 sticks come out defective and have to be broken down again? So they took advantage and hiked stuff.

#

DDR3 was dirt cheap to make. DDR5 is supposed to solve that problem.

viscid canyon
#

The reason for price hiking is mostly due to the Tariff we currently have imposed on China.

high stone
#

You can check the RAM prices. Nothing to do with Tariffs. This was a problem day 1 of DDR4.

viscid canyon
#

Hrm... I've heard it was across the board. Maybe it isn't noticeable at lower prices but the university I work for is getting hit a bit due to the Tariff.

high stone
#

There's only a few companies that make all the world's memory and it's only in a few locations.

smoky stream
#

from what i can tell tariffs is just governments being retarded

#

"fuck your free trade"

high stone
#

They colluded for the price hike and one company walked away with no fines because it ratted the others out.

viscid canyon
#

oh yikes

high stone
#

Tech crunch did a whole series on it.

viscid canyon
#

corporate corruption. "No Way!" 😛

high stone
#

This is nothing new. There was a flood back in 2012. HDD prices sky rocketed.

viscid canyon
#

Blah. Nearly done with this tutorial series and I can get started on the Horror Game Series 😛 Has taken over a month to complete!

dawn vessel
#

So this UE issue is starting to bug me as I have had it for months now and I don't know where to look / find out what is the cause. About 70 % of the time when I press 'Play', it loads in but the character sometimes never spawns in. I have to try 2 - 3 times for it to spawn me correctly.

#

Anyone know of this

#

I don't have Player Starts in the world currently as I always spawn at current camera location. Could the no Player Starts be the cause?

weary basalt
#

It could, if where your camera is maybe slightly intersecting with geometry to cause the Pawn to not spawn.

dawn vessel
#

Ah ok

plush yew
#

hello guys can anyone send me links to download free resources like trees grasses

sly vine
#

Good Morning Guys
i have a small error with a terrian
i think a material error
take a look if you can help me
here is it what i can be?

grim juniper
#

If that's all one static mesh, than chances are your vertex normals are backwards

sly vine
#

did it now i face with another error , on light compile the building become dark even with light on the scene

light thunder
#

I can safely delete "autosaves" folder in my project right? it's grown in size and I'd like to trim it

static viper
#

yes you can

#

but make backups...

#

autosaves doesnt mean anything else

regal mulch
#

Use SourceControl like every other sane person

#

Then you don't have to care about the AutoSaves

tall pendant
#

P4 is Love, P4 is Life.

leaden dust
#

what is source control

#

sorry but I am NOOB

#

And I expect that P4 is perforce, I have heard that name before, possibly on the summer jam page

supple totem
#

Source control let's you save, share, merge, branch, and more with your code base.

#

So you can try out crazy things and never worry about losing work.

lusty carbon
#

Any general rule of thumb things todo before taking screenshots / render in ue4?

frail sail
frail sail
#

nobody knows? GWfroggyPoggers

whole quarry
#

@frail sail Did you make that or is it from the Paragon packs?

frail sail
#

no. it's paragon pack from Countess character

whole quarry
#

there is no Character BP included of that character

#

knowing its a Particle FX, I would say its added in front of the camera in the Character BP

frail sail
whole quarry
#

yes something like that

digital anchor
#

@frail sail take a look at SMeshWidget

#

disclaimer: no idea what it is

frail sail
#

lookin thanks mate

digital anchor
#

heard that was used for some paragon UI particles, maybe what you looking for maybe not

frail sail
#

Ehh im confused anyway thanks for answer. The only way to use the camera front GWsplMeewink

regal mulch
#

Pretty sure if they have stuff in the UI in form of particles it's done via slate

frail sail
#

@regal mulch can u more explain?

regal mulch
#

No, I have no experience in that

frail sail
#

ohh okay

grim flower
#

quick question about Mac. Been trying to figure out why Unreal stops loading at 35% when I try to start it via the Launcher. Do I have to have Xcode installed or something?

#

Working normally on a PC

wary wave
#

define 'stops loading'?

#

also what kind of hardware specs are we talking about?