#ue4-general
1 messages · Page 319 of 1
Googling around for mouse input delay, but I'm not sure what I'm getting is what you're talking about
It's a running gag among gamers that UE3 and UE4 games have mouse input latency issues
Then devs should stop building products on it that demand that feature....
Choose the tool best suited to the job.
Or fix it yourself... It is open source after all.
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.
@plush yew check facepunch forums, they are doing that for garry's mod all the time
You cant assume that all FPS games require low latency mouse input to the level you think is acceptable.
You have an extremely niche market IMO
if it were super easy I'd agree with you flickshot
Why do you think CoD was sooo popular?
Unfortunately thats how things go. The majority are catered to.
Do you find CoD to be niche?
CoD is an different engine.
but you're kinda blindly saying its trivial enough they should drop in and force the fix above all else
@plush yew only small amount of people cares about that tiny lag, it doesn't affect the sales and people still enjoy the games
It is responsive like Source
Then go and license the CoD Engine dude..
My point is that if you know UE4 suffers from high input lag, then maybe its not the Engine for your game.
super small input lag won't make the game sale more
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.
Again your assuming the fix is simple.
I think they know that
Maybe the fix would cost them more than they would gain.
Im not. I know it's hard, but it's been asked for 11 years
So its probably triaged at some point in their queue
Its probably backlogged because its a requirement of niche market
FPS players aren't a niche market.
^
have you watched the eSports scene lately? It's huge
Epic invested like tons of money into eSports
Exactly
UT and Quake flopped
UT isn't out yet. UT3 did oky
I am talking about latest games
Same
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.
I agree
or send a request to Epic 😃
Because obviously they can acknowledge that devs aren't all game engine programmers.
👌
Which is their job
Epic has more important things to do I guess
Like partying? 😃
lol
they are busy with https://trello.com/b/TTAVI7Ny/ue4-roadmap
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
I would do that too with Fortnite.
Must be why they are using a freaking totally random gunplay that everyone complains about 😃
automation testing will test the game by himself?
or what is that?
i seen in roadmap
like deep learning that play by himself? 😄
Interesting. AI doing testing?
no its their automation tool for stuff like overnigh builds and unit tests
i wouldnt let deep learning near my code with a 10 foot pole
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.
Thats the thing, its perfectly playable for games that dont absolutely require a super low latency.
Which makes it a low priority to be "fixed"
Right. I'm pretty sure fallout has horrible latency and that's like the only fps(kinda) that I like lol
Epic should put more focus on paper2d 😜
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.
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.
I almost went with unity, but it'd cost me money.
@weary basalt
How many games have been released using Unreal Engine 4?
How many of them were shooter games? 🤔
Because they charge for dark theme. I can't stare at white.
No idea mate.
ok, now go convince epic
Not disputing that at all
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?
no? lol
Graphics sell
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.
It tells me that Epic had no idea there was that much innput lag since they took the time to develop UT Pre-Alpha.
And they were surprised by the issue
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"
Who knows. I think it's just a difficult problem related to the architecture of UE4.
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.
maybe Epic knows this could be fixed later with DirectX12/Vulkan
Is it a problem with fortnite?
So when will RTX features be available in the engine?
@astral rain
Do you know how guns work in Fortnite?
https://youtu.be/-T-ixk-cAXA
Roll a dice
Oh, it's rng? I've never played fornite, I don't do online games.
Last time i checked, yes it was RNG. And shooter fans aren't too happy about that.
It's one of the major complaints I hear about the gameplay, the shooting sucks.
Sounds profitable lol
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.
Financially <---
Doesn't mean it's necessarily a great game.
🤓
Yeah, I don't find it at all appealing.
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.
Would would make the game ''better'' would make it less appealing to the majority.
That other mmo thing they did looked pretty good. I forget what it was called but it was by epic.
Yes!
For an mmo, those graphics and gameplay vids looked good, but I haven't given it a chance
...oh.
Well, I guess I'll never play that lol
Yeah, a moba
just not a very large dedicated following
I'm glad they didn't kill UT Pre-Alpha yet.
Ut = unreal tournament?
yes
in 2016, the UT dev team moved to Fortnite to create the now highly successful Battle Royale mode
Oh, wow. I haven't placed that since... windows xp was new lol
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.
lol
Sounds like fortnite is getting in the way of things we both want to happen lol
They stole Michael noland who was the main person behind paper2d
It's definitely a great thing that Fortnite is making them rich. Good for UE4
My version of Flickshot's thing is I wanna figure out how to make the root component more extensible.
I wanna do stuff with critters. But most animals will basically exceed the bounds of capsule component, since typically they're horizontal, not vertical
You mean via base character?
Ye
You can make your own in c++
Yeah, I jus gotta learn the C++ first :P
Working my way up there with python
I'm gonna GIT
GUD
C++ is a fun time
The mor eof us who can code in UE4 C++ the better it will be
Yeah, I think the base one has a lot of uses, but I made my own almost right away.
just steer clear of undefined behavior
and UE C++ is not normal C++
its called UE4++ for a reason
its got all kinds of funky stuff going on
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
Meaning it's more complicated or simpler or just different?
From what I get, different.
Very different
plus 100 for each UFUNCTION and UPROPERTY
its way more complicated
its C++ but with reflection, garbage collection and external memory management
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.
oh and hot reload whch just breaks everything
I make business apps in C#, SQL. UE4 C++ is still a mystery to me, i need to get into that.
SQL isnt a language, its a complicated search bar
lmao, it's whatever makes you happy
what!? lol
like 2 million lines of SQL
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.
if a query is longer than 3 lines you're doing it wrong
C# is nice
C# is what java should have been
I think c# is fast to work with.
its also what unreals build system is made out of
But I don't like it for framework.
I'll take c# over java, though.
Yeah, like no f***** header files
header files are very useful in some cases
I'll discover that later i guess. Right now, header files gave me headaches
dont you just love picking through 5k lines of code trying to fine function signatures
when you could just read 500 lines that have the signatures
.h = headache files
😉
just use #pragma once and you need never worry about duplicate symbols
or include guards
Im going through a book that teaches how to use java + android studio... and Java has such a strange syntax sometimes
sometimes
and then I look at C++ in UE4... 😩
Yeah, I prefer C# over Java so far
I just hate java.
litteraly just use kotlin for android dev
Java has some freaking twisted logic
its so much nicer
Android studio makes it... Less... Horrible.
Everyone hates java it seems lol
Java is SUPER lightweight, though, apparently.
and kotlin compiles to JVM
so therefore works with Java
so use it instead
it was written by normal people
I'm reading through a book that shows me stuff I thought weren't even doable in coding
such as?
the way you can code buttons
you mean XML?
so a lambda
Right.
I'd... Prefer to not do weird stuff like that, if I can.
inc = \n + 1
```is a lambda and ```cpp
[](int X) -> int { return X+1; }
```is an anonymous function
thats just C++ syntax
in kotlin its ```kotlin
{ X -> X + 1 }
theres not really a stnadard syntax for it
as C++ has captures and kotlin doesnt
good for some stuff, but evil if you use too many lambdas
I also don't like when someone codes variable changes within if checks.
E.g. if (++variable > 16)
code becomes a mess
i like stff like that
lets me check string length like ```cpp
while(*Str++);
thats strlen
boutonRetour.setOnClickListener(new View.onClickListner(){
public void onClick(View v) {
finish();
}
});```
Stuff like that
There's places for it, sure.
Yes, anonymous class for buttons
you shouldnt really use an anonymous class that bit
make a seperate file so you can reuse it
The super is strange too
also java syntax, as shit as always
That's pretty normal from how android studio builds buttons via the visual editor.
i'd take fucky C++ template metaprogramming syntax over java any day
sprinkle in a few decltype as well
kotlin > java
And I hate actionscript.
applescript is worse
I just find that java is kind of more difficult to read, when you got one thing within the other
swift on the other hand, is very nice
I don't know what kotlin is, but I agree.
so use kotlin instead
Are there anonymous classes in C++ too?
nope
Yes.
anonymous functions, yes. but not classes
woops, my bad I really meant method
which i guess is a function in C++?
When words matter lol
methods and functions mean the same thing
a method technically means a function in a class and a function is procedural
but really it doesnt matter
oh yes, C++ doesnt shoehorn in oop either
because i fucking hate putting everything in a class
also C++ has namespaces and java doesnt
and namespaces are a godsend for organising code
C++ is super diverse because of that, and other things.
C++ is super diverse because it is every other language in one language
I'm pretty sure c++ can parse any language.
its the most complex language to parse
Unity recently added ECS
https://unity3d.com/unity/features/job-system-ECS
Is there anything similar in UE4 C++ programming?
any turing complete language can parse another
oh crap (fixed)
SQL could parse C++
not saying you should, but you could
ah yes ECS
procedural programming but we call it data oriented
not like thats how programming started out or anything
Is it somewhat similar to MVC?
Model–view–controller
well UE4 is sort of like that
By default, I'm not sure.
in a really painful way
I'm not even sure what default is anymore.
The Unreal Way!
uhhhhh
use blueprints instead
remember that?
thats UE3
Yes it is
But unity and ue4 are both c++ based. So, I'ma say yes, ue4 can do it.
That's the joke
boneless blueprints
it looks alot like java
I'm also not liking that I'm seeing "make your game wide screen(16:9)" like it's a thing to consider.
What is so great about C++?
Wouldn't C# be more appropriate for game programming?
4:3 lol
C++ is like... The tops.
But, I mean you can make it do c# scripting, if someone else hasn't already.
Im guessing I see a separation between game scripting and coding the engine while veteran C++ programmers may do both naturally.
I think the idea is that everyone will use blueprints.
I just dont trust blueprints
C++ is fast as fucc
thats why people use it
also helps that everything on a low level is written in C/C++
so you have to use it to talk to the OS/CPU/GPU
in an oversimplified way
Right. Unity is c++ too, but they charge $$$ for access to that.
@plush yew Blueprint is just a wrapper for C++ anyway.
thats what UFUNCTION does for you
Right. Why don't you trust blueprints?
performance
That old chestnut
I've mentioned this a few times but
@polar hawk
Like combined with c++ to create assets fine. But I wouldnt code a game in blueprint
I do most things in blueprints, to figure out logic and then redo it in c++.
USE THE PROFILER
How to determine whether or not you should be using Blueprints or C++.
Fuck blueprint
My project is actually 2 projects. One is c++ and blue prints and the other is all c++.
its 100 times slower
lol
🤣
0.000001ms is bullshit when you can be 0.00000001ms
The only blueprints that do ANYTHING that makes a performance difference is forloops and actor spawning (in my experience).
You clearly haven't used blueprint on the scale I clearly haven't used it as well
Because its awful
Forloops aren't awful. Forloops running forloops, or forloops spawning actors are kinda bad.
fuck actor pooling i don't want them to get wet
yu just make a shitload of actos on load and then move them around as you need them
Blueprints is for noobs i use Python and make my games with the editor scripting API
dont mind the garbage collector crying
if you use blueprints to code gameplay, is it slower?
Not that I've seen.
Lol
Allar is the Hero of the Peole so he knows
I feel like he's rehearsed this waiting for this moment
some indie devs (not programmers) might ship games only in bp
Is UE4 still on track to get RTX features by the end of the year?
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.
Blueprint is fine if you script responsibly. The difference in performance is negligible in most cases.
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
That's what I was asking myself. Do you really have time to create blueprints and then transform them into C++?
Why not just go for C++ right away?
Making character movement with 4 nodes is pretty slick.
@plush yew Mostly iteration time
Yeah.
C++ takes a good amount of time to compile for big projects
so there goes your productivity
I do BP first, in most cases.
But I'm still new to UE.
I might try a game on a game jam with pure BP.
Fortnite - The C++ Edition
I swear, Allar and I both have a radar that detects when this conversation takes place.
Oh.
Doesnt help i pinged him lol
I just showed up, and lo and behold, it's Blueprint vs. C++ time.
Fornite : the almost noticeably faster edition
Before you go any further, I highly recommend reading this page from the docs. https://docs.unrealengine.com/en-US/Resources/SampleGames/ARPG/BalancingBlueprintandC-
I read about it before, but I wasn't sure if any changes were made recently to make Blueprint as fast as default C++
Blueprint will probably never be as fast as C++ in terms of raw numbers.
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
okyu so that was sarcasm
The point is that rarely matters.
If you're not super into c++, at least dabble in it long enough to make bp stuff and go from there.
Yeah no, Allar was being drippingly sarcastic with almost everything he said
Yeah haha. Definitely.
So if it is really negligible, there should be games that ship in BP, no?
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
It doesn't work for everyone, but you can.
I have zero doubts that most, if not all ue4 games have at least some BP
I mean you kind of have to to put stuff together
there are some things that are a pain in C++ but are stupid easy in blueprints
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.
basically any UI for example
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.
bp UMG > C++ UMG imo
BP is basically the scripting language of UE4
The new UnrealScript
Correct.
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? 😮 
Yes
Back in the day i made mods for the original CoD which partly lead to more professional stuff.
Impressive
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.
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)
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.
yeah, modding is still nice
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.
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
seeing as vulkan is already in the engine and has been since 4.18, probably
To test steam achievements does the game have to be released?
i remember reading on the forums that the Vulkan API for UE4 was still work in progress for PC
as with all things unreal, half finished
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
i work with alot of low level stuff, so i know whats going to happen
step 1: identify problem
step 2: solve the problem
step 3: repeat
The trick is knowing that step 2 is recursive
step 4: create more problems XD
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.
VAX is almost a must working with UE4
The best money you will spend towards VS though. Its an amazing plugin
I agree
do you pay monthly or yearly?
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
oh so you keep it?
Yes
Every so often ill buy another subscription to get the update that has a cool feature i want/need
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
Yes its a good deal.
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
😂
You dont suck, you just dont have the knowledge yet.
Like anything, you need to earn it. Its not going to come overnight.
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
Is foliage always considered Dynamic?
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
@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.
@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
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
You use all of them?
Do you have your own website?
@static viper Whats your twitter address?
well
stick around ^^
you might see it one day
i dont give it away on ask by random
so, what's your.... what's the status of 4.21 preview ?
@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,.
which means experience working on Linux isn't that great
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
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
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
guys, Do you know If I can add impulse triggers to my game on UE4? (Xbox One Controllers)
no
Windows doesn't see 'Xbox One Controllers', it just sees a generic compliant controller
Windows 10 does
Oh snap!
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.
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
@winged crypt any luck with the static foliage?
https://gyazo.com/8e8e9de940150ca530a004737b427ae4.gif anybody knows why this doesnt pass through branch? true?
if i set it to false then it passes
and the ai could be successfully chasing after me
it would have to be due to your boolean being false, thats all the if branch does.
Why your boolean is false we can't even guess we don't have any of your other code
oh it does
i can send tho it wouldnt look clear
at the start
oh you need to connect something to true
onseen only fires when seen
it does nothing when nothing is seen
but
its for the animation
so when the ai sees me
its gonna check if its performing
the anim
Anyone know if I need to release the game to test steam achievements?
@supple totem Not yet - I reached out to the guys who did the assets, hopefully they'll know a bit more
Hi, can anybody help me please?
Is more asier Unreal Engine or Cryengine?
<@&213101288538374145>
please don't ping the moderators for help unless it's about something that violates server rules
lol
Why not just try both and see for yourself?
@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
and if you are considering cryEngine you might as well look at Lumberyard and Unity because flavors of bacon are still bacon
While I agree that you should try both for yourself, it is often still a good idea to ask around as well.
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.
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.
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)
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?
@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)
what's the best channel for me to ask about post-processing help?
I have some assets that I want to release for free, which place would be the best to upload files and etc?
is anyone experienced with custom depth and stencil buffers?
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?
@worthy oyster I use Allars Style Guide as a guide
Generic stuff in generic folders, the rest as described in the guide
thanks! how would you name something as Switches, doors, explosives? i blame my english, but i cannot pick a good enough word
what's wrong with placing it in folders called Switches, Doors, Explosives?
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
either of those would work just fine
if you can't decide just call the folder Stuff and move on 🤔
guys
whenever im trying to build the lighting
i get lighting building failed error
@ionic bramble you'll never get your answers like that
better ask the actual question
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)
guys
whenever im trying to build the lighting
i get lighting building failed error
@ionic bramble
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
What does the If Output?
whatever you feed to it
ok
literally, what the inputs say
ok
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)
So I can apply this new black and white mask to a texturesample?
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
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
well, you can't easily align image there, unless you've UVmapped it in the model
or you can have tiling texture there
yeah
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
so it should look like this, minus the error I need to figure out
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
so like this but without the errors
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
I don't think you can't preview PP materials in the material preview, preview only works on meshes afaik
It doesn't do anything when applied to a volume, and it just turns things applied to the default checkered textured
I don't really follow what you are saying
but you should check the buffer visualization first
ok
To enable this visualizer go to your viewport, look for Lit > Buffer Visualizer > Custom Stencil.
yes
if you don't see your stencil mask there, that PP material will not do anything
They are behaving correctly
you see the mask with ID 10 there?
yes
the buffer viualization is close to what I'm trying to do actually, but replace the numbers and stuff with that starry texture
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
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
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
ummm
I don't really understand what you are doing
you are not supposed to apply the PP material to the cube
ok that's what I thought. I need a volume right
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
oh!
hmmm, this page actually explains the stencil thing too https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/PostProcessMaterials
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
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.
Oh. Thank you for your help though, the coord maps worked @cursive dirge
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
where?
yeah
oh in the blueprint of the lazer it self?
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?
Is there another way to restrict Android devices other than setting the minimum and target SDK level?
what do you mean by restricting android devices? you'll have to be more specific
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.
@plush yew #blueprint
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
It doesn't show deleted on my end
heck I downloaded this stuff yesterday
@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.
@leaden garnet nevermind. I think I just figured it out!
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!
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)
@short onyx https://www.blendswap.com/
or some random 3d model site, but those can contain more ripped assets
blendswap is relatively safe
Thanks, good model on the site 😃
Generalist (i do 3d stuff) looking for programmer. open for your projects.(edited)
im not looking for work or talent lol
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)
remove the material
the reference will be called
it will lead you directly to the meshes
That doesn't work. The material is only assigned to that mesh in the world. Not in the content browser
ue4.20.3 is showing failed to install prerequisites pls hellp
quite sad
yeah it just shows the level
Hey everyone
Ouh
Installing unreal is the most annoying thing
You download once and BOOM they surprise you with a 7Gb installation
7gb? are you talking about the requisites?
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
cast overlapped actor, if it is player, play the sound
or has a player controller
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
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
well that one you are showing there can't be the cause as that one is not hooked up, those are separate errors
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
So how to make it valid exactly?
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.
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
how to set it to make it valid
where do you set your board variable?
i just get the variable and i drag out and get one of the blueprint variables. and connect it to remove item.
@grim ore
and where do you set the variable? where do you make it the specific board in your world?
i dont set it so from the nail bp if i get set the board variable
which node will be connecting the set variable
then?
@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.
Finally got a main menu in and level loading working. This is by no means clean but I am mainly doing this for learning purposes so I anticipate this project...
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.
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?
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.
this all started the last update.
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
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
What is "Early PlayInEditor Detection" and why is it clogging up my Output Log?
Similarly, Late and Early EndPlayMap Detection
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
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?
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
Anyone had an issue with FPS with dual monitors?
If I have UE open on the 60hz monitor, its smooth and normal... on my 144hz monitor it stutters like crazy
Restarting UE itself hasn't helped
It's very difficult to run dual monitor 120 fps. Even if it's just one monitor.
It's only just started doing this, it's normally fine
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
Could be a memory leak or hardware is beyond it's limits. 4k for each monitor or 1080p?
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
Are you getting screen tearing?
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
Yeah, restarted my PC and getting silky smooth usage again
Never have sleep mode on. Turn off sleep mode and standby.
I did it manually when I went out for an hour before, is sleep mode just a mega no no?
Wait... It might be power savings! Nvidia likes to reset the default. Make sure it's on maximum performance.
Yeah, never use sleep mode. It does funky things to performance.
It could well be that it reverts on a sleep wake up
Either way, thanks for tryin to help 😃
Check Nvidia settings for performance and make sure it's on max. That was the case with my rig.
anyone recommend any good co-op VR games?
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?
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.
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,
Looks like a normals issue. Set to face, reverse that face or conform the whole node.
I'll give it a shot and see if that works.
Are you building on "production" level?
I have built it to test. but didn't change, Might be the set face issues
It's a common bleeding issue that might be resolved with higher quality settings
But
It's also hard to say by just one picture
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?
@plush yew what kinda % are you talking there
Like
Is it for all cores, or is that what you get peaking on one core?
Windows Task manage shows that my game only runs at 20-25% on my CPU.
UE4 can use 100%.
But the game itself doesn't use much.
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
I have 6 cores
6 or 12 logical cores?
In any case, you should check specifically the CPU use per-core
I think it's 6 cores and 12 logical cores
To make sure you're not actually just grinding in place with one core fully being used
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```
Seems to be good. Try to assign a higher priority to UE4 in task manager?
It's an old Intel i7 970 3.2ghz with 6 cores
I tried, it increased by 5%
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...
- Fully meshed maps
- Networking
- Bots
Would cause those unstabilities. Things that with UDK by example, wouldn't be a problem.
In UDK by example, sure... bots would significantly drop my frame rate, but wouldn't cause stuttering.
Good news is the i7 8700k is a complete upgrade from what you have. Bad news is you'll need a K or two.
Right now, the problem doesn't seem to be my hardware, but UE4
UE4 works a lot better on modern hardware. I recently upgraded from a 3700k.
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.
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.
It is exactly that
So the RAM would be the issue?
which means Im limited by my motherboard
if you are running 1333 yes
You probably need a new motherboard, ram, and CPU. GPU should be fine if it's recent.
My friend will laugh, he recommended me this yesterday.
Will it makes sense and that would explain the tiny stuttering i get since Battlefield 4 came out
Could well be my ram
At least it's not 2017 when a new desktop cost $2k easily.
So, it's probably just my hardware then
I upgraded mine in 2017...
Ouch.
A small fortune to say the least
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
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.
possibly the tariff we have on china
Samsung and others were fined for price fixing.
its hiking up electronics
all the ram manufacutrers were caught for price hiking, but its the chinese government so its pretty likely nothing will come of it
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.
The reason for price hiking is mostly due to the Tariff we currently have imposed on China.
You can check the RAM prices. Nothing to do with Tariffs. This was a problem day 1 of DDR4.
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.
There's only a few companies that make all the world's memory and it's only in a few locations.
from what i can tell tariffs is just governments being retarded
"fuck your free trade"
They colluded for the price hike and one company walked away with no fines because it ratted the others out.
oh yikes
Tech crunch did a whole series on it.
corporate corruption. "No Way!" 😛
This is nothing new. There was a flood back in 2012. HDD prices sky rocketed.
Blah. Nearly done with this tutorial series and I can get started on the Horror Game Series 😛 Has taken over a month to complete!
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?
It could, if where your camera is maybe slightly intersecting with geometry to cause the Pawn to not spawn.
Ah ok
hello guys can anyone send me links to download free resources like trees grasses
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?
If that's all one static mesh, than chances are your vertex normals are backwards
did it now i face with another error , on light compile the building become dark even with light on the scene
I can safely delete "autosaves" folder in my project right? it's grown in size and I'd like to trim it
Use SourceControl like every other sane person
Then you don't have to care about the AutoSaves
P4 is Love, P4 is Life.
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
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.
Any general rule of thumb things todo before taking screenshots / render in ue4?
Hello bois, how i can add this particle on UI? or how did they add this particle in paragon? 
nobody knows? 
@frail sail Did you make that or is it from the Paragon packs?
no. it's paragon pack from Countess character
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
hm so like this?
yes something like that
lookin thanks mate
heard that was used for some paragon UI particles, maybe what you looking for maybe not
Ehh im confused anyway thanks for answer. The only way to use the camera front 
Pretty sure if they have stuff in the UI in form of particles it's done via slate
@regal mulch can u more explain?
No, I have no experience in that
ohh okay
