#ue4-general

1 messages ยท Page 322 of 1

wary wave
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wtf

languid shard
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you can still move it right ?

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and scale it

plush yew
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Did you try to save as and see if it's just a visual bug?

wary wave
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translate and scale works

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it's just rotation

static viper
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is that third person default?

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or did you place that skeleton

wary wave
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it's literally just the mannequin mesh

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migrated from TPP

plush yew
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But that one seems to have anims

static viper
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do you realize that you are fiddling with an inherit?

wary wave
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and assigned to the Character 'mesh'

languid shard
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yeah was looking at that

wary wave
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and yes, it's the default character mesh

languid shard
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its inherited

static viper
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dont apply things to character mesh...

plush yew
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If it didnt have anims, it wouldnt be in that pose

static viper
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thats bad habits

wary wave
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err, you HAVE to apply things to the character mesh

static viper
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mh

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i never had a problem

wary wave
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it has no mesh by default

languid shard
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make yer own pawns

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๐Ÿ˜„

static viper
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bc its weird

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dont use it

wary wave
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and UE4's character skeleton is rotated 90 degrees

static viper
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amber!!!!

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i thought you are a pro

wary wave
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even Epic rotate their character meshes

plush yew
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Yeah, it's a bit dumb that they didn't add a 3D character to the FP Template by default

static viper
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we are all a bit drunk today...

plush yew
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And I didnt check, but I dont think the FP template currently features a panini view for FP_arms and weapons

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a separate view

static viper
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you can yell at me

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but it wont change facts

wary wave
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I'm not sure it does anything with projection, but that would be neat

plush yew
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I know Unreal Tournament Pre-Alpha now has it.

wary wave
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yeah, there's no panini projection in here

static viper
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why is someone actually using mesh

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XD

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that is sooo weird

plush yew
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But if you want convincing parkour moves or melee, a 3rd person model viewed from First Person perspective might be better

static viper
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i never heard of that

wary wave
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it's a TP mesh for multiplayer pawns

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ยฏ_(ใƒ„)_/ยฏ

static viper
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i dont believe you.

plush yew
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lol

languid shard
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panini projection

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wot

plush yew
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Gimme a sec, I'll show you what I meant. I'm debugging a Tic-Tac-Toe game in Android Studio (java) lmao...

languid shard
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aah

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I think I see what you meant

plush yew
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But basically what it means is that the First person camera renders the First Person Arms and weapons separately from the rest of the scene. So the FP arms and weapons can have their own FOV

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Unlike let's say... Chivalry

languid shard
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yeah

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source game style

plush yew
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Chivalry uses 3rd person characters directly

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I don't know about Source

languid shard
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obvious in this screencap

plush yew
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yeah I dont know how they are handling it

languid shard
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I knew once

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but its been so much time since I've tinkered with source

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I don't remember

static viper
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oh source...

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they are doing it like fps in ue

languid shard
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yeah the FP template has it

plush yew
static viper
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yee

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you couold have just asked XD

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literally

plush yew
languid shard
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yeah its nice to change the FOV without having your viewmodel stretched

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(although it kinda does it in source games)

plush yew
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Yeah, there are pros and cons to both methods

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I think DOOM 2016 somewhat gets around it by quickly changing the FOV when climbing of obstacles or doing Glory kills

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I'm not 100% sure of how Id Software handled it

languid shard
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there was an animation talk

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when they showed it

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how they did these transitions

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should be in the GDC vault

plush yew
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Yeah, I also saw another video where the guy shows all the Glory kills in 3rd person

static viper
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yee

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they are using the old tricks

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there is no magic in that game

plush yew
sturdy star
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@rough pivot @plush yew cheers. we're close but not quite

broken shadow
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Maybe it's just that my standards have been lowered for the wrong reasons, but the biggest surprise to me is that Doom's 3rd person glory kill animations are even remotely synchronized in a multiplayer environment

plush yew
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yeah, I was wondering about that

broken shadow
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Even newly released games that emphasized looking good still seem to struggle with cooperative animations

plush yew
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I don't personally am a big fan of that method. But that's just me

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I like glory kills -like animations when you block an dthen counter an attack, but not as a default way of doing hand to hand combat in a FPS game

broken shadow
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(Or maybe I've just been playing the wrong games)

languid shard
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first person hand to hand is hard af

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I defy you to give us a compelling FPS with good hand to hand combat ๐Ÿ˜„

plush yew
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Chronicles of Riddick: Escape from Butcher Bay and Chivalry already did that

broken shadow
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Just do it the way AVP 2010 did glory kills

Have the animation play out over like, 10-15 seconds (possibly not exaggerating here), completely prevent any input, and leave you as vulnerable as you would think that does.

plush yew
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I had an opportunity to do some QA on Deadliest Warrior: Battlegrounds (chivalry expansion on XBLA , Xbox 360). And I was quite impressed by their combat system.

broken shadow
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How does it do it?

plush yew
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The only thing i didnt like is the fact that players can move their mouse as they please.

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Chivalry works with 3rd person characters. So it's First Person, but in reality it's 3rd person

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What you see is real

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So your strike works the way you see them

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They hit where they hit

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You block where it blocks

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What you see is what you get

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The downside is...

  1. you can't go crazy with your FOV otherwise the game looks like crap.
  2. Since players can also move their mouse really fast, including during attacks, they can use that as a gameplay mechanic to continue to hit their opponents during their swing.
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So let's say I swing at you, as soon as I hit, I turn my camera really fast so I can hit you a second time just by rotating my character

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So I can hit you with the beginning of my swing, turn 180 and hit you with the end of it

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Weird stuff like that

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i've seen something like this in Gears of War 1 lmao on Xbox 360. moments where I would use walls to wall bounce (get into cover to ''dash'', then cancel) to get behind opponents. But becuase of how the camera and character animation worked, I could shoot during some animations and basically shotgun people behind me if the shotgun was pointing there

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@broken shadow I'm sure you could find tutorials on how to perform advanced attacks in Chivalry.

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I've seen a few.

plush yew
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anybody has a tutorial on randomized room system ?

static viper
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dude

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that looks nice

astral marsh
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okay but the inventory system tho

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like

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the first item should be in hand

static viper
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its alot spaghetto

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you didnt clean up

astral marsh
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if i switch to second item

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the first item should not be visible

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im sure i did everything right

plush yew
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How can you tell with all that spaghetti? ๐Ÿ˜

static viper
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you really need to clean up

astral marsh
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how

wary wave
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it's hard to read because you have lines all over the place

static viper
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ill shoot you a video

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cleaning up will help you alot

wary wave
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at first glance the for loop in the first image makes no sense

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why would you do an array find there?

static viper
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also watch dis when you got time

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if it would be cleaner you could see the error faster

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and also everyone else

astral marsh
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uhh

wary wave
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also, nowhere in that spaghetti do you ever set the previously held item to not be visible

astral marsh
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nope

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where should i set

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it

wary wave
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right after you play the anim to put it away, I imagine

astral marsh
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set visiblity?

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and the target?

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static mesh

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from where?

wary wave
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it's your code, I don't know

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but you'll want a reference to it somewhere, and you'll want to set it to not be visible

astral marsh
solemn sand
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Hey does anyone know whether you can modify global time dilation to be more than 20?
I cant seem to increase it above that amount

winged crypt
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Any plans to remove built-in overhead calculations in the shader complexity view mode when using the forward renderer? Unable to see accurate shader complexity.

plush yew
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hi guys

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im new to unreal

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๐Ÿ‘€

vast eagle
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hey man

plush yew
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heyyo

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sup?

viscid canyon
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Welcome :)

gleaming lotus
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hey friends. I've got a problem here - when the day / night cycle turns night time, my bright clouds stay bright and the lighting does not effect them. Any idea how to solve this?

plush yew
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@viscid canyon thanks

supple totem
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so I'm playing with toggledebugcamera

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which has a neat freeze rendering feature

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but when my rendering is frozen, objects still get culled as I fly around

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so... its not really frozen? or am i missing something?

languid shard
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@supple totem probably a bug in the editor

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try to restart it, it should freeze culling too

supple totem
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ok will try restarting, thanks

languid shard
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camera is in the orange block, aiming towards the crane we see in the BG

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that's with freezerendering activated

supple totem
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restarting appears to have helped, thanks!

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culling is interesting stuff

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foliage culling is a bit more difficult, seems they only support distance culling not occlusion

languid shard
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yeah culling is nice

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shame sometimes it takes a lot of CPU ressource to cull a complex scene

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also, overdraw problems with translucent and masked stuff

vale silo
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I'd pay good money for AI + animation course (BP only, no C++)

regal mulch
vale silo
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nah, it's a training course, not "I'd pay someone to make me AI". Trying to get Epic motivated to make such course ๐Ÿ˜‰ Similar to what they did with AnimBP for Paragon character. In fact they could refer to that course and just tell us what needs to be adjusted in animBP specifically for AI.

static viper
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So you would pay me for that mh? ๐Ÿ˜›

regal mulch
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He would buy your course

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Is that he's saying

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He wouldn't pay a single person for a personal tutoring session

static viper
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๐Ÿ˜„

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guessed so

vale silo
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right on @regal mulch

tawdry raptor
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so after 1 day of building my lighting in my game, my game runs at 3 fps

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but before I built the lighting it was fine

proper valley
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So- Just a quick question, I was working with some terrain in world composition and when moving the camera around I accidently spat my Camera into a black void of which I cannot escape. (Don't even show up on the composition map) There a way I can reset the Viewport Cam location?

exotic lion
grim ore
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@proper valley I would assume you can select something in your world outliner and hit "F" to focus on it to bring the camera to it from anywhere

supple totem
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yeah roxout you can use heightmaps to make landscapes

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look up world composition

proper valley
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World composition is pretty rad, I've just been playing around with it myself!

And thanks for the Reply Mathew. I just have nothing to.. select, I somehow got out of it when clicking about to get myself back- buuuut then I kinda.. Right-click 'Go here' Off the Existing map edge and ended up back in the void again.

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Woop, got out of it again from hitting 'Play from here' on a white orb in the Void. I mean what works, works I guess!

exotic lion
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@supple totem Where?

supple totem
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scroll down to the import custom heightmaps section

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world composition is if the world is HUGE and you need to split it up into peices

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needs to be .png I think though

exotic lion
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Thx

supple totem
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np

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feel free to msg me with any more qs, I've been obsessing over landscape imports lately

tawdry raptor
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how come I get 3 fps on my map?

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it has barley any lighting

smoky stream
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use the profiler

supple totem
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console command profilegpu

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also you can use the "show" button in the viewport to hide different asset types

sacred pagoda
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any obvious ways to avoid this problem?

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There is only 1 instance of the editor running

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no version control is being used

ruby folio
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Quick question. What do you all use for keeping track of tasks, status, bugs and whatnot?

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@sacred pagoda What does the output log say?

sacred pagoda
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Asset '../../../../../../Users/Vastrix/Desktop/Level Editing/1/Blocks/Content/FirstPersonBP/Maps/FirstPersonExampleMap_BuiltData.uasset' cannot be saved as it has only been partially loaded

grim ore
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I use notepad to keep track of stuff lol

olive yew
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I'm searching for someone who can make 3d models, houses and more for my game

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Send me message if youre intressted

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It's an battle royale game

smoky stream
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@olive yew

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use the bot

grim ore
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From a learning perspective if you were learning about the "random XXX" nodes in UE4 would you prefer for example to learn about "Random Rotator" and "Random Rotator from Stream" at the same time in the same video/documents or separately in 2 separate videos/documents?

supple totem
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anyone know if I can convert a bunch of instance meshes I've placed to static meshes?

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ok I can literally just right click it....

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nevermine

stiff marlin
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Anyone ever get this error randomly?

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Only logged in on the launcher.

manic pawn
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change password and enable 2fa

fossil ore
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UE4.20 broke volumetric lighting for me

stiff marlin
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That is very frustrating

smoky stream
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yeah someones probably got into your account/ sold it to someone else

stiff marlin
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I remember when this wasn't an issue before the fortnite integration

static viper
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you are right

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but also

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if your password is crap

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then its also your fault

stiff marlin
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It's not

static viper
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ofc it is

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why would you lock your door when you leave?

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a weird concept isnt it

stiff marlin
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I meant my password isn't crap

static viper
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look

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send epic support a mail

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they can kick you out

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and give you a reset

spare sun
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yea, before enabling f2a I had like 2-3 failed attempts every day lol. All from random countries

smoky stream
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pesky russians

supple totem
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da

silver crown
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OAuth ftw

zealous cloak
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Does someone have installed the Robo Recall modkit and could check sth for me?

olive yew
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Is there any good tutorial for making landscape material?

tawdry raptor
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I checked my profiler and i am only using less then 5 MS a frame I should still have headroom but my game still lags anyone know why?

honest vale
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stat unit

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use that

tawdry raptor
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how dO I bring up stat unit

grim ore
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usually ~ (tilde) for the dev console when playing then "stat unit" to bring up the unit stats

tawdry raptor
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its not bringing it up

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I press the ~key

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I have a weird issue, my game lags in with 4 FPS in simulate mode,but plays normal in VR

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and I cant get the console up I keep pressing ~ and it doesnt come up

bitter iris
potent pine
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Quick question: Can I make my game open source if I only open source my own code (what would be in the game directory) and require people to download the unreal editor from Epic?

grim ore
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You can do whatever you want with items you create so yes if you do what you say you should be fine. I had issues including the mannequin in my code for example for other people and had to remove it but all the .uassets and .c/.h I created with the engine were free to give out.

potent pine
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Cool

grim ore
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with that said if you ever need to share epic stuff that is free, like the mannequin or other starter content that requires an epic login to get (free stuff from the marketplace, learn tab, stuff like that) there are ways of forking the existing engine and making your project from that so they would be required to login to github and are then authorized to use epic stuff directly

sacred pagoda
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I figured out what my issue was. The buildData was corrupted at some point in a previous session. realised I was getting Post Tag is not valid. File might be corrupted. errors from the buildData files in log when loading the map. not sure how that happened. I deleted the corrupted files and reloaded the project, builds and saves fine now.

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@bitter iris Tried upping the Lightmap Resolution on effected meshes?

bitter iris
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@sacred pagoda I will try thank you

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What should it be?

broken stream
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Good day guys, where can I get weapons that is animated and ready to add to UE4 ?

weary basalt
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The Marketplace?

broken stream
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Well yes that is on place but I was thinking about more like a website that sell UE4 stuff

grim ore
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the website for the marketplace?

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other than that you might find someone on Gumroad for private sale and there are a few generic FBX selling websites out there but no guarantee they would be UE4 compatible

bitter iris
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anyone know why my lightmap res isnt updating at all, just gives me a crap shadow

tawdry raptor
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how can I clear the console from the screen?

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I dont want to see it anymore

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I did the state engine

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and its got all this text

bitter iris
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click the clear button

tawdry raptor
smoky stream
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thats about right

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your frame times look fine

grim ore
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type the same thing again to disable it normally

smoky stream
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not sure why it runs slowly

tawdry raptor
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oh it did do it

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thats it its in the red in the hundreds

smoky stream
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holy

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disgustang

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use the profiler

bitter iris
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objs, 75000?

tawdry raptor
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what can I do?

smoky stream
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read the docs

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or watch a youtube tutorial

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or any of epics livestreams about it

grim ore
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well that errors seems like it's due to your AI?

tawdry raptor
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so your saying the AI is lagging everything?

grim ore
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no I am saying that the error seems like it's due to your AI? I have never used the EQS system so I am just relaying what it says lol

tawdry raptor
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yes it does seem like its from the AI code of random movement

grim ore
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if you disable all of your AI or whatever causes the AI to work does it fix it? if so then yes I am saying it's the AI

tawdry raptor
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it happened wjhen I built my lighting

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now my game runs at 4 fps

grim ore
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well when you built lighting you also built navigation probably?

tawdry raptor
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I put the box and the floor is green, and the AI walks on the green floor

grim ore
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just passing along an option that might have caused it. If you did a full build not just build lighting then your navigation got built and it might be related to that not "building the lighting"

tawdry raptor
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i picked the built lighting only

grim ore
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time to debug. Disable all the AI or whatever spawns in your AI objects. See if it works. If it works then start debugging your AI object and any EQS that might be running on them

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it gives you the function that seems to be causing the issue so it should be an easy check

tawdry raptor
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i think the AI was bugging my game im going to try to see if an another version has the issue

bitter iris
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go back to an auto save? see if thatll work

tawdry raptor
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I want to pay someone to make me a custom nav mesh where the AI can crawl on anything

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no I have other version on hard drive

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if I didnt back up every single project and keep it my game would never get done

bitter iris
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an are you using dynamic nav or normal

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also does your ai have an invoker on if you are using dynamic

tawdry raptor
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I just use the green nav mesh

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the one that makes the AI walk on the floor

bitter iris
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how bigs your world

tawdry raptor
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not big Im doing level streaming

bitter iris
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use dynamic nav mesh with an invoker component on your ai bp

tawdry raptor
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do you know someone who can make me a custom nav mesh ?

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I will pay

bitter iris
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i dont get what you mean by custom

tawdry raptor
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my AI needs to crawl from the vents and ceilings

bitter iris
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make your nav mesh taller?

tawdry raptor
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the floor nav mesh makes them running dummy AI if they have no guns

high stone
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You probably want Resident Evil Outbreak AI from the Hospital level.

tawdry raptor
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the nav mesh only works on the floor

bitter iris
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nope

high stone
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I has crawling and a monster that goes through vents.

tawdry raptor
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it wont work on ceilings or walls

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does your AI follow a set path to the vent, or does it treat the nav mesh as one @high stone '

high stone
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It's Capcom's AI. You would have to check their code. It's well made.

tawdry raptor
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yeah buit the aliens in aliens colonial marines climbed walls and that was unreal 3

high stone
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I think you could email or tweet at Capcom Unity. They answer questions like that if they have the coders who worked on it.

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Capcom has kept a lot of that AI for their modern titles.

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I'm pretty sure Resident Evil 6 has a modified version.

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Nuts! It's MT Frame work. Could have sworn they used Unreal.

tawdry raptor
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It just has the spider following you

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damn it was the AI that is lagging my game, what a nightmare, I wonder why it didnt lag the game before the building of the lighting

high stone
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AI uses a lot of resources. For mine I had it only do 1-2 things. It had a limited distance, and operation time. With a set loop or stop pattern when not needed. Treat it more like a car shifting gears.

broken stream
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I found a page that have weapons that is animation include

tawdry raptor
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I found out what was lagging me

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it was the AI search raduus was to big

high stone
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See. Distance.

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I claim full credit! /wink

tawdry raptor
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but after 2 days of buillding lighting, my original problem remains after building lighting, that is my decals glow in the dark, someone says its because I had it connected to the emmisive channel but when I remove it, the blood looks less red and then when I dont select the decal, it wont show the blood anymore

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so with emmisive it looks like it should but it shows in the dark

smoky stream
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just dont put it in the dark then

tawdry raptor
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well my game is a horror game

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it needs to have dark

smoky stream
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just mask the red channe to the alpha one and clamp it to 255 or somthing like that then

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then it wouldnt be transparent

tawdry raptor
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how would that look

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im new to visual grpahics design

smoky stream
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it would just make it not transparent

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why not just go do it

tawdry raptor
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i dont know how to connect the dots to do it

smoky stream
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well thats on you

astral rain
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What's like... The best material base for having something slowly fade out or in? I'm getting it, but it's kinda twitchy. I almost wanna say translucent sort priority is weirding out.

smoky stream
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tick based lerp?

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on the transparency

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not sure how you would do that in material nodes tho

plush yew
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hello I am seeking information abount th eunreal engine

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what is better to use, Unreal or Unity?

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we want a game that is 30v30 and 300 NPC AI on screen. each player and AI will be shooting, moving, having physics applied. every game object will be playing particle effects. there will be lots of enumeration and background scripts running as well manipulating and monitering each gameobject

south ridge
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@plush yew well which one do you like better?

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Unity and Unreal are two big serious engines

plush yew
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I use unity for three years

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but I know of the power Unreal has

south ridge
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Then I'm gonna answer Unreal, cause that's what I like

smoky stream
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fork the engine and delete everything you dont need

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hue

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but either would be good for that tbh

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unitys ECS system looks like the ideal thing for that

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@plush yew

plush yew
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rain effect, explosions, snow, lots of weather and particle effects

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while a giant team death match happens

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shooty, boom boom, orgasmic SFX. seamless networking

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350 different actors

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unity or unreal?

south ridge
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They both can support that

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I would suggest Unreal

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Your constraints are not restrictive enough to make a decision between UE and Unity

plush yew
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Unity only for the ECS ๐Ÿ˜

south ridge
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Both engines satisfy the constraints given etc

plush yew
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ah okay

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both engines.. well..

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However one engine can offer more control, statistics and debugging features for such scene than others

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Also better to consider how the other members of the team going to work with the engine and what u will be able to do 4 them inside it

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Feel like u can't go wrong with unreal 4 ur game

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Hah u can say ue 4 4 ur game

worn granite
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i'd agree so long as you're not using ue4.4 for your game =D

dim arch
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is there any way to minimize the motionblur effect on translucent materials? I have tried changing the AA method in the project settings but it doesnt seem to help

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I can see the AA is being applied/disabled but its still blurring pretty badly

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ok. fixed it. need to disable motion blur in project settings

stiff marlin
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How does one post on the job channels? Seems like a bot doing it. Nvm, got it.

late olive
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I got an Unreal joke for you

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Why doesnโ€™t God hear your screams of agony?

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He has no pawnsensing component

toxic wagon
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so, when I imported a mesh into UE4, and it somehow screwed up my skeleton, which in turn, screwed up all my animations

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is there a way to rollback?

icy bone
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@toxic wagon sadly no

#

@late olive What about the Perception Component

#

@late olive Why can nobody see GOD? Because he has no derived UPrimitiveComponents

frail sail
static viper
#

mostly because you entered letters

#

where numbers are required

frail sail
#

wot

exotic lion
#

Hey guys, it is possible to get material in material graph?

south ridge
#

Explain "get material"

#

And don't PM me without asking please (unless we talked before, in which case that's fine)

exotic lion
#

Ok

#

I don't want recreate grass, i aldery make one in another mat, it is possible to get in this graph?

south ridge
#

Yes, look up "Material Functions"

exotic lion
static viper
#

well look it up on youtube!

#

theres alot tutorials on there

exotic lion
#

Is hard?

static viper
#

depends on your motivation

exotic lion
#

I just want add on it a exesting mat

static viper
#

youll have to recreate it here

exotic lion
#

.

#

Its not other solution for get mat in landscape mat?

static viper
#

its the only

exotic lion
#

Yea but i asked a solution to get basic mat and not receate

static viper
#

your question was answered

plush yew
#

Just copy and paste into the material function. It's really not that hard

exotic lion
#

I dont want do it

#

Just get the mat in the other map for landscape

static viper
#

thats not possible ^^

#

youll have to use mf

regal mulch
#

The way to get one Material into another is by using MaterialFunctions

plush yew
#

Well then you can use your magic powers to do it

regal mulch
#

If you don't want to do that then you can't add materials to materials

exotic lion
#

So i need copy

#

-_-

regal mulch
#

Apparently you do

static viper
#

well

#

you could have create your grass first place in mf...

#

that is just an experience issue XD

regal mulch
#

Also what's the problem with copy pasting and then replacing the original code with the function

#

...

#

It takes like what, a minute?

static viper
#

yee

#

creating the inputs etc

#

that could work

#

no idea what he got tho...

#

thinking of highly advanced pom grass XDDDD

#

200 instructions

languid shard
#

200 ?

#

ain't much

exotic lion
#

I have plenty of material.

static viper
#

200 aint much...

#

but it can look much

#

mostly when you work with me...

#

and materials got thousands of nodes...

#

but only does one thing

#

๐Ÿ˜„

exotic lion
static viper
#

i dont see an issue

#

what is the error

exotic lion
#

The material is black, its no needed be black?

static viper
#

its a half baked material

languid shard
#

'cause it only works on terrain ?

static viper
#

what do you expect

languid shard
#

you just made a landscape material, try it on a landscape

static viper
#

and it is better to fill all empty out

#

theres alot of videos about this

#

you should watch them first

#

this is very easy stuff

surreal viper
#

is there a way to report issues for docs.unrealengine.com?

exotic lion
#

Ok

static viper
#

you could send support a message

#

epicgames support

#

maybe make a forum threat

surreal viper
#

threat? ๐Ÿค”

static viper
#

yes

#

fix or hack!

#

๐Ÿ˜„

teal tulip
#

@surreal viper feedback and a sub branch of docs

surreal viper
#

?

surreal viper
#

thanks

exotic lion
static viper
#

chaotic XD

exotic lion
#

X)

austere hinge
#

Hii..

Iam trying to do a cinematic.. The scene has full of grass and trees..

When I render it as video.. All the grass and trees are gone in the first frame and slowly they are popping.. How to fix this? ๐Ÿค”

static viper
#

you need to give the renderer a bit time

#

maybe 5 seconds of nothingess

#

then start cinematic

austere hinge
#

@static viper yaa I tried it and worked.. But again I have to put them in editing software and trim the first few seconds..

Is there any different way to achieve this?

winged crypt
#

Anyone know what might cause this kind of artifact?

#

I exported the model on the left, made some minor modifications (not in the area of interest)

#

Re-importing it has a few areas of the model affected in this way.

#

As if crushed inward

#

(The modification I made: deleted a few polygons that composed the windows. The UVs were not affected)

manic pawn
#

looks like borked vertex normals

#

it imported it thinking it was supposed to use smooth shading there

vale silo
#

hola

teal tulip
#

hola

olive yew
#

I dont understand why my landscape material goes black, please help.

static viper
#

i understand it very well

#

there is no data in that material

#

you even left pins empty on the layer blend

#

that is rough

olive yew
#

still black

static viper
#

i just told you that you left all pins empty

#

and are you looking on an actual landscape?

#

or only in viewport

#

look

#

there are alot tutorials on this stuff

#

you should watch em

#

this is easy

olive yew
#

what pins do you mean?

static viper
#

i told you layer blend

#

you have no data on that material

olive yew
static viper
#

just a bunch of math nodes

olive yew
#

how should i do

#

you say it easy

static viper
#

look up youtube videos

#

this is clearly to heavy

olive yew
#

will this help me?

static viper
#

you need videos from ground up

#

the basics

olive yew
#

can you just tell me

#

i already watched tutorials

#

i know the basics

#

you tell me it easy, then why dont you just tell me how? ๐Ÿ™‚

static viper
#

you dont know the basucs if you cant fix this.

#

and you showed proof you dont

#

So

#

back to youtube it is

olive yew
#

send me a video

#

i dont know what to watch

#

can you recomend?

static viper
#

here this

#

๐Ÿ˜ƒ

#

just rebuild dis

olive yew
#

okey nice

#

will this learn me how to fix the problem after i watched it

#

will i be able to know the problem?

static viper
#

you will be able to see why your landscape is black

olive yew
#

okey thanks alot really appreciate it! ๐Ÿ˜ƒ

#

i want auto landscape material

#

i dont want to paint everything

static viper
#

you need to work for that

#

so start with basics like everyone else.

#

and there is alos tutorials on auto

#

So

#

grab em

#

and get going

#

we wont do it for you.

olive yew
#

can i see how u build your landscape material

static viper
#

i am not doing landscape at the moment

chrome summit
#

Guys i need help

#

am trying to launch my unrela project but it say Visual Studio 2015 must be installed in order to build this target.

#

i have visual studio installed

#

2015 version

grim ore
#

have you tried turning it back off and on again?

chrome summit
#

turning off and on what?

#

@grim ore

plush yew
#

The animations for 1 Character of my project make 350MB already and there will be 8 Characters, also all of the NPCs will get them and from what I've read when you retarget animations they'll get duplicated, how will I be able to manage the file size of the Game with probably more than 50 GB?

grim ore
#

Your computer, it's possible the environment variables are not set up properly if you just installed it.

delicate needle
#

Hello, I'm back working on my project, and yet again I am stuck on a rather "simple" issue. I want to approach this right.
Simply, its blueprint communication. I have a user interface, that has left and right arrows, used to scroll through various appliances options. So under the "refrigerator" menu, pressing right and or left will hide, and reveal the next static mesh refrigerator.
What I would like to do is probably have all the refrigerators place into an globally accessible array. Have the interface make its way through the array, and tell that object to either hide or reveal.

Where I am stuck, is how best to do this. I get stuck every which way, so maybe some pointers would be helpful, with some follow up questions.

grim ore
#

@plush yew are you including the base mesh with each animation set or just the animations themselves?

plush yew
#

For the 350Mb? It's all of the Animation Assets themselves, I went into the explorer and checked the Animation Folder size

#

Well they are the .uasset files, already imported and assigned animations

chrome summit
#

can you help me fix it?

grim ore
#

ah ah that point it might be best to ask in #animation then for any pointers. 50GB for a project is not unheard of if you plan on having all of that unique animation. Are you sure you need unique skeletons and animations for each npc and character?

plush yew
#

Yeah probably since they vary in bone size

grim ore
plush yew
#

Alright, thank you so far

grim ore
#

@delicate needle it sounds like you have the right idea. If your UI is controlling everything then having your array in the UI might be ok especially if it's a static scene basically.

delicate needle
#

@grim ore , okay cool - I'll keep it all in the UI. How do I best manually place BP_SM_Fridges into a array.

grim ore
#

ah now that is the question lol

#

and where using UMG is an issue lol

delicate needle
#

Yeah, it has me stuck, going back and watching so many videos on BP communication, etc. With no clear answer.

grim ore
#

ok well lets break down the issue, UMG itself does not exist in the world so you can't tell it to interact beforehand with anything in the scene that already exists

delicate needle
#

Well, my current experiment is to use a "BP_PropDossier" that would have a bunch of arrays in it, Fridge's, beds, sinks. That would be my main resource.

#

Okay, right, its a run time thingy.

grim ore
#

that is a definite idea that could work, a master BP controlling stuff basically that you can work with for sure.

#

you said your goal was to basically swap items right? like 10 fridges in the same spot just difference models? repeating with different items?

delicate needle
#

Exactly.

grim ore
#

so it sounds like making a master "fridge" object that controls itself might be a good start

delicate needle
#

Would this mater fridge object then contain all SM_Fridge_X's options?

#

Like, an actor with multiple static meshes*.

grim ore
#

yep it could be an actor that just has a static mesh component and an array of static meshes

#

then a function that you can call from anywhere that advances the mesh to the next one

#

or even a reset option, etc..

delicate needle
#

Cool, Cool. I like that approach.

grim ore
#

if you use blueprint interfaces you could make generic interface functions like "Next Mesh" or "Reset to Defaults" and then just use that interface on your actors

#

then your umg could talk to each item and send it the function you want to call and it would handle it internally

#

then you make X amount of these actors, set them up for each item type you want and put them in the scene

#

and the last part would be getting the link to the UMG widget

#

for that you could just have the widget once it constructs find the correct actor and store a reference to it so you can talk to it later or you could have some master object somewhere that handles it. The first option "to me" seems easiest as you aren't making the interface too dynamic and hard coding a few things is super easy and quick

#

in the "ultimate badass combo" way of doing it you could take advantage of the fact you are using interfaces, grab all the items with the interface, and then make your UI dynamically based on what is interactive in the scene

delicate needle
#

Ideally, where I would like to end up with, is that the SM would have the name, and price, etc, of the item in its meta data, that would then be displayed on the UI. So, press right arrow, and the fridge swaps out,and "Kenmore Ultra Freeze Box - $1299" Shows up. And ultimately a running tally of the total cost of all prop options.

grim ore
#

I know they added metadata support but I can't remember how accessible it is to the engine

delicate needle
#

Yeah, I was going to look into that after I got baby step one working.

grim ore
#

you could still fake that by making each "item" a blueprint with that data in it and then just spawning in the items when you swap them in the scene and reading the data

#

so like "Master fridge Actor" contains an array of "Fridge Actors" which are setup Blueprints with the mesh and a few variables like price and name and such" and when you tell the master fridge to show the next one it destroys the current, increments the current index, and spawns in the next one, then grabs the info it needs from it for your display

#

interfaces work well for that as well as you can pass back data if needed from the event so "hey spawn this item and I expect back the name and price"

delicate needle
#

That sounds like the approach I would like to do the most.

grim ore
#

yeah if you can keep it all self contained it makes it better in the end. lots of smaller parts that are fit together and easy to replace/upgrade/slot in new stuff

delicate needle
#

Exactly, given the nature of this type of work, as soon as you show this to a client (or my boss), they want to throw in their ideas, add stuff etc. So I try my best to make every step modular, make my entire approach easy to iterate.

#

That makes the whole thing take forever to build, but once its built, making changes should happen very fast.

#

"ideally"

grim ore
#

yep if you get it set up right you could in theory make a new item type, like chair or counter, and then drop it into the scene with it set up with its children and your ui could find it and know how to handle it

#

it's more advanced but super doable

delicate needle
#

Just like my 9 month old, who loves to crawl, but hasn't got to walking, I need to learn to stand first!

next sierra
#

hey guys, getting the following error when compiling materials in 4.19.2 on mac OS 10.13:
[SM5] /tmp/2112_2388117944.metal(0): Metal Shared PCH generation failed - cannot find metal_stdlib header relative to /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin locally.

#

xcode is latest version

#

can't find anything about it on google :/

supple totem
#

hey call, I see in the static mesh tool you can delete all LODs besides LOD0

#

how might I delete 0?

grim ore
#

LOD0 is the base LOD, I don't think you can as that would be deleting the mesh I beleive

#

The top section is labeled LOD0. LOD is a zero-based system, so LOD0 will be the first entry, LOD1 would be the second, and so on. LOD0 is the base LOD of the mesh and will be the only one that is used if the mesh only has 1 LOD

supple totem
#

Hm, what if I wanted LOD1 to be the base?

#

like, I never plan on using the LOD0

#

thanks for the info btw!

grim ore
#

Set the scaling part so that lod0 never shows I would think

#

but if you plan on using LOD1 as the base it seems to make sense to just redo the model so the lower settings are the base that you want

#

or uhm import your LOD1 as your base mesh?

supple totem
#

thanks, yeah ive set LOD0 to a huge screen size so I don't see it

#

I'm sure there is still some memory impact though, like the LOD0 is cached even if never used

#

these are trees from marketplace, and I bet exporting then reimporting them would break the materials

#

only one way to find out I suppose

grim ore
#

I want to say you can export out LOD's themselves but no idea what would happen to something that might have vertex weighting for example

supple totem
#

yep, exactly

#

if I try I'll report back what happens

grim ore
#

๐Ÿ˜ƒ

spring pendant
#

isnt ue4 amazing when it starts doing what you want

supple totem
#

โค ue4

chrome summit
#

how can i fill an indoor level with light

#

not like a lamp just light

frank escarp
#

enjoy

#

Little hovercraft game i published on github. Written to be extensible, in a very high quality C++/BP hybrid style. Also has deep explanation of how everything works

supple totem
#

chaotic, a skylight is good for that

chrome summit
#

@supple totem i tried but it doesnt light the place

#

and another question

#

my bot [AI] is setted to move the enemy but it doesnt moves!!! only standing and shooting me

#

can someone help me with that

tawdry raptor
static viper
#

please stay in one channel XD

#

you started out good

mossy mauve
#

OMG! its happening UE 4.21 preview 1

vale silo
#

where?!

winged crypt
#

anyone know how to calculate and display rpm?

#

(the calculate bit)

plush yew
#

Why is it taking years for Epic Games to support Vulkan on high end PCs?

#

how much time does it take to pull this off?

#

Plus, can't Vulkan help performance on other platforms too? Ex: nintendo Switch, Xbox One, PS4

#

Why wouldn't it be a super high priority?

mossy mauve
#

@vale silo check the epic launcher

grim sinew
#

@plush yew Because If Epic doesnโ€™t need a feature for a project they donโ€™t work on it.

mossy mauve
#

yep, they only work on stuff if Fortnite profits

plush yew
#

Precisely, wouldn't it tremendously help them to run Fortnite with Vulkan on all platforms?

#

They poobably assume they don't need it. Since they are making so much money out of it.

#

Then I'm glad Id Software saw the value in giving us Vulkan. XD

regal mulch
#

Fortnite is running pretty well without Vulkan. On all Devices.

static viper
#

it could run on a calc tho....

#

lots of room to advance...

plush yew
#

My PC says otherwise. And it's more powerful than Xbox One and PS4.

regal mulch
#

ยฏ_(ใƒ„)_/ยฏ

#

Fortnite's problem have never been graphics

frank escarp
#

Vulkan is a +20% perf tho

#

right now

regal mulch
#

Their 100 Player Network Bandwidth was the only thing they had to optimize

frank escarp
#

and their CPU code

sudden agate
#

4.21 Preview is there

vale silo
#

@mossy mauve if it's not on the forums, it's not out ๐Ÿ˜›

regal mulch
#

Oh hell no

#

Then I need to update all the freaking MP packs again

#

-.-

static viper
#

its guarantuerihfwazu34gยดhub jw3uit4nh bug free โค

#

chi

mossy mauve
regal mulch
#

Can't they bundle these a bit more

#

I would be fine with one version every 3-4 months

frank escarp
#

4.21 is on the staging area of the forums

#

so forum post coming real soon

vale silo
#

I wait for previews so I can read about news features on the forums ๐Ÿ˜„

mossy mauve
#

@regal mulch yes its a bit of a mess

oblique trench
#

Great news!

supple totem
#

anything exciting in 4.21?

#

hmm, bookmarks for blueprint editor

#

VR occlusion improvements

#

some animation stuff I'm too dumb to understand

astral marsh
#

guys

#

what is a UPROPERTY Mean?

#

is it like

#

a creating variable/

sudden agate
#

UPROPERTY is a Macro that stands infront of a field to make it working with Unreals Reference system

#

i.e. you can expose it to Blueprints or is automatically Garbage Collected

astral marsh
#

raildex

worn granite
#

actually, that last bit is wrong

astral marsh
#

i actually have a small prob

worn granite
#

its the other way around

astral marsh
#

can u see

#

through screnshare.

oblique trench
#

It provides for Unreal Reflection System not Unreals Reference system

worn granite
#

ALL UObject derived objects are automatically "candidates" for garbage collection, and by referencing that object with a properly reflected field you can notify the GC that the object is still being referenced.

oblique trench
#

Also native C++ has no reflection mechanism. A reflection system can be provided using macro tricks

worn granite
#

you could do the annotation bit with comments also =D

#

but UE4 chooses to do it with macros

oblique trench
#

Reflection using comments? Oh. Didn't know that. @worn granite

worn granite
#

you have to use a macro for insertion

#

but because you're basically parsing the text file in your own preprocessor you can take the annotations in any format

#

if C++ were more like jai (alledgely will be), you wouldn't need macros for it at all

livid haven
#

Yeah, the macros were a stylistic choice for most of the U macros.

#

The macros compile down to nothing.

#

They just define a simple syntax for parsing by UHT.

delicate needle
#

Am I doing this right? It's working, so far, but I want to make sure I am following "bestish practices"

I'm populating an array with SM's, refrigerators.

grim ore
#

that works but you can't guarantee an order if that matters

livid haven
#

Get All <Anything> is always a bad practice.

#

If you want all of a set of thing, you should have all things of that type register themselves, upon creation, with some kind of central registry/manager.

grim ore
#

What if they are all inside the scene on creation?

vale silo
#

@frank escarp I guess 4.21 post is not coming today

livid haven
#

It's very brute force and inefficient.

delicate needle
#

I don't want to do it this way then.

livid haven
#

It's ultimately some level of really, really broad iterating.

#

For a quick prototype or something, sure, it's whatever.

delicate needle
#

Can someone hold my hand then, how to manually place static mesh actors into an array?

livid haven
#

But ideally, you put something in, say, the game state? Game mode? Maybe even game instance.

#

All depends what you need.

#

I mean, if we want to talk about best practice and not just "get it done".

delicate needle
#

Well, my boss sure would like to see results, that dosn't boad well for best practices, I would like to do Best Prac.

#

So,.... he can wait...

#

Ultimately, I want to have an array, that I will use an UI menu to scroll through. An array of microwaves, fridges, etc.

livid haven
#

We talking just blueprints?

worn granite
#

why do you need it to be best practice, though?

delicate needle
#

Do you mean, do I want to C++ as well?

livid haven
#

Aye

delicate needle
#

Best practices, I would assume, would allow me to easier add more SM options down the road.

livid haven
#

Make a subclass of game state.

#

Add an array of actors to it.

#

In the blueprint for your fridges and microwaves and all that, in BeginPlay, get the game state, cast it to your gamestate blueprint subclass, and add self to the array.

#

in EndPlay, remove self from the array.

#

And make sure that you set that gamestate blueprint subclass as the one to be used by your map/gamemode/project default/whatever.

#

I forget what specifies the game state. I want to say game mode does. And the map decides the game mode. But the project can specify a default game mode.

delicate needle
#

@livid haven - Thanks, I'm going to review your instruction/notes later, got to bust out of work now. Will you by chance be on later tonight?

livid haven
#

Can't promise I will be.

#

Got a meeting shortly, working out after that, then who knows - maybe off to a movie, maybe see about setting up a date. ๐Ÿคท

#

Simply put, game state is accessible from anywhere.

delicate needle
#

Well, I should still be working on this tomorrow at work, 8.30 am - 5 pm EST USA.

livid haven
#

So you can subclass gamestate, add an array there, and be able to add, remove, and access that array from anywhere.

delicate needle
#

Thanks, i'll likely be googling most of your instructions, ha.

livid haven
#

Which means you can subclass your static mesh actor or whatever and use BeginPlay/EndPlay to add/remove themselves to that globally accessible array in the game state.

delicate needle
#

Yeah, sub-class gamtestate is something I never heard of, I think, maybe. I'll look it up.

livid haven
#

And wherever it is you need to access that array, same thing.

#

Gameplay framework stuff

delicate needle
#

Adios. Thank you again @livid haven and @grim ore

livid haven
#

๐Ÿ‘

oblique trench
vale silo
#

looks like a bugfix release, which is a good thing

oblique trench
#

Added new vertical splitscreen mode for 3 and 4 players that give each player full height and divides the screen horizontally.

#

also
We have been reworking the physics interface to support an increased ownership of physics objects at the high level. As a consequence much of the physics related c++ code an API has changed.

frank escarp
#

CCDIK Skeletal Control Node. CCDIK Skeletal Control Node is now available within the AnimGraph of Animation Blueprints

#

whats this

grim ore
#

native virtual texturing support in the future...

oblique trench
#

Yeah also Virtual Texturing.

vale silo
#

one thing that stands out to me is how little of AI stuff going on in UE4 and yet AI "team" never has time for training streams and suggested improvement of AI system ๐Ÿ˜ฆ

#

VT sounds good.. Hopefully it works on mobile too.

pallid compass
#

@grim sinew u hear that virtual texturing incoming confirmed :p

grim ore
#

There is a good chance VT might work on mobile due to switch and mobile ports of fornite

#

Is (PlatformWithFortnite) Feature = True;

#

it's only funny because this is in the notes as well Additional mobile improvements and optimizations weโ€™ve made for Fortnite on iOS and Android.

ancient obsidian
#

So, uh, guys, did anyone manage after all these years to do a UMG widget that displays a model (mesh) and doesn't kill performance (running SceneCapture2D every frame as a second renderer)? Or, at least disable the main renderer (camera) without disabling UMG widget? Searched AnswerHub and Forums far and wide, everyone wants to do it, but still no proper solution. "Mesh viewer viewport" is pretty much a basic feature even older engine usually have and a lot of games require.

paper python
#

So in UE4 when i go in game i have a hard time turning my character, How can i fix this

fallen gust
#

@paper python If you're referring to how fast the character turns, try adjusting the Base Turn Rate property.

grim sinew
#

@pallid compass wait what where when

#

Oh god 4.21 has it

#

FINALLY

frank escarp
#

for lightmaps

#

they say

grim sinew
#

โ€œVirtual texturing and support for lightmapsโ€ So not only lightmaps

#

Iโ€™m looking at the engine now, doesnโ€™t appear itโ€™s functional yet. However a few VT lightmaps do ship with the engine now

#

No commits to the code either. It seems to be more of a statement of intent.

south ridge
#

It might be on a non-public branch or something

crisp forge
#

Does anyone have an idea what the maximum number of instructions a shader should have to run efficiently?

south ridge
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What platform

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The most complex material out in the wild I've seen was the 2000 instruction raytraced cloud system ๐Ÿ˜„

crisp forge
#

i guess xbox one would be a good base

pallid compass
#

Because there looking for work?

smoky stream
#

nice deleted message

old sonnet
grim sinew
#

Cool. A tessellated ball with megascans applied. You going somewhere with this?

worn granite
grim sinew
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Ah

supple totem
#

in general, do packaged builds perform better than play in editor?

smoky stream
#

you should hope so

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removes the entire editor overhead

supple totem
#

yeah my thoughts

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curious as to what extent

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I do love player in editor, I'm sure it is industry standard now but I'm also sure it wasn't always that way

smoky stream
#

its been like that for about 10 ish years now

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its about a 25-35% boost from my experience

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on my potato laptop at least

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its 45 fps in editor and 60 fps packaged

sudden flax
#

Does anyone want to partake in the development of a game I've been kinda planning?

Here's the rough summary.

Basically, say if we could get max 12 people and say 46 player slots, free roam, shootem lootem, and in that server your squad can choose to dominate points of interest like a castle or a prison, and people will earn exp or credits by overthrowing them, or picking them off with snipers, But say, we can add competitive motives, like say capture this landmark and be rewarded 1.5x credits for every kill, And say you can go for supply drops, that can contain fight aiding items, like shields, mines, laser designators for like airborne payloads like a warthog

Dm me if you're Interested, I need to expand my development crew

smoky stream
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@plush yew

supple totem
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thanks for info malloc

crude totem
#

How do I use these import settings? Changing the rotation doesn't appear to do anything.

south ridge
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@crude totem change them and reimport the mesh?

umbral tartan
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@crude totem It's best to fix the scale/rotation in Blender/Max/Maya. Import settings (in UE4) are flaky in my exp.

crude totem
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@south ridge thanks!

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@umbral tartan thanks!

snow crown
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holy shit, virtual texturing

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in 4.21

plush yew
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What does that even mean

umbral tartan
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@crude totem But, as BlackFox just said, set the import settings on the AK, save, right-click the ak in the content browser and click Reimport, and it should change the rotation (even if the actual fbx data didnt change since it was initially imported).

I just tested it on a real simple low-poly gun and worked fine.

south ridge
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@plush yew virtual texturing = tiled textures sorta

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You can make a 16384x16384 texture out of 4096x4096 tiles

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There are certain approaches and features that make tiled textures work efficiently and well

high stone
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I've never gone beyond 8k textures. Is it even worth it? Versus just finding a blend, repeating pattern?

grim sinew
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@snow crown doesnโ€™t do anything yet. More of a statement of intent that theyโ€™re working on it.

smoky stream
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if you have really really big models then it may help @high stone

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so if you go mad and decide an entire building should only use one texture

high stone
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I prefer the version where you load smaller textures, use layers, effects. It uses less system resources.

smoky stream
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like i said, go mad

high stone
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I thought 8k was crazy enough. /:

south ridge
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@high stone this system loads only the data it needs

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Only the tiles that are seen on screen will be really used and will be in GPU memory

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So it's a way to have large textures for less resources too

high stone
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I have yet to see a game that uses such resolution for the title screen. Usually you can see some pixelization on a 4k monitor.

south ridge
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We have a wall in our game that is very long and has to have a unique texture

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This would make that sorta stuff easier ๐Ÿ˜„

high stone
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I proposed a method for using 3d models to create flat, 2d words. To overcome the resolution problem. Albeit it create a new set of issues with polygon limitation. It does work better.

south ridge
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It's an effectively something like 131072 x 2048 wall

high stone
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The UI in my game is entirely 3d. We flat shade it to solid colors. So far the issue is camera placement. Sometimes it clips through pillars. I'll have to make it some kind of overlay.

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3d text does not read well.

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Not with shadows. Must be flat.

grim sinew
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@south ridge Your texture resolution makes me sad if you're using basic Unreal texture streaming.

south ridge
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@grim sinew we talked about that wall I think, right now we're just using normal textures

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๐Ÿ˜„

grim sinew
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131k... that's nuts

broken shadow
#

That seems like a favorite response of yours ๐Ÿ˜„

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"But why?"

grim sinew
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I will stop using that response as soon as people stop making me say it

south ridge
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@grim sinew it's just a very long wall covered in unique marble

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That has patterns that don't really repeat or have any rhyme or reason to them

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It'll probably stay as a bunch of normal textures blended together to try and replicate the result, roughly

grim sinew
#

I really hope you at least have that broken up into multiple meshes so it can be mipped properly.

south ridge
#

Of course, with that approach it's split into a large number of chunks with their own vertex colors and stuff

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To control blending

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The wall is split between several distinct objects, but also split up into different mesh sections within each object

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@grim sinew maybe the missing piece of context - it's a real wall, not an art choice ๐Ÿ˜„

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We wouldn't have a wall like that in a game, but it's an IRL place and someone thought it'd be cool

grim sinew
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I get that, I know what you're working on, but... still

south ridge
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It's only a secondary task too

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It looks okay with blending and low number of textures that are same as on any other surface

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If would be cool to have it done 1:1 with virtual textures, but that's just something cool to do, not a goal ๐Ÿ˜„

plucky reef
#

is there a way to convert BP to C++?

grim sinew
#

Google blueprint nativization

smoky stream
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word of warning, its not perfect

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50/50 the code compiles

hot ledge
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willing to pay someone to help me with a small c++ problem

smoky stream
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whats the problem?

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@hot ledge

hot ledge
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i cant figure out how to pass my line trace info to another function everytime i mention FHitResult it says not defined

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@smoky stream

smoky stream
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can i see the code you're having problems with?

#

chances are you're letting something go out of scope somewhere

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@hot ledge

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can i also see the error generated?

hot ledge
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UGameplayStatics::SpawnDecalAttached(SelectedDecal, DecalSize, Hit.GetComponent(), NAME_None, DecalLocation, DecalRotation, EAttachLocation::KeepWorldPosition, DecalLifeTime);

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its compiling will give you error real quick

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@smoky stream

smoky stream
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hang on, is that runtime or compile time?

hot ledge
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whats that mean

south ridge
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Compile time

smoky stream
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does that break when you test the game, or when you press the compile button?

hot ledge
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it wont let me compile it so

smoky stream
#
#include "Engine/Camera/CameraShake.h"
``` will probably fix some of that
#

and ```cpp
#include "Engine.h"

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it'll ding you compile times, but it will fix the undefined stuff

#

also you cant convert from FVector to FRotator

#

so uh

hot ledge
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camera shake isn't the problem its the Hit result i want to get

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i want to spawn a decal by selecting the material hit

smoky stream
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you have to fix all compiler errors for it to work at all

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so include that engine header

hot ledge
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the sound and particle effects work as intended but not the decal

smoky stream
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include the header and recompile

hot ledge
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i included that camera shake header

smoky stream
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and the Engine.h one?

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chances are thats it

hot ledge
smoky stream
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can you put the code in a hastebin and pm it to me or something?

#

chances are stuff is going out of scope

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hang on

#

thats just kinda wrong code then

#

why are you trying to convert an EName to a USceneComponent*

tacit chasm
#

anyone have link to what's new in 4.21. preview1?

grim sinew
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It's 1 higher.

languid shard
#

guys

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prev1 ?

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yall are late

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BOOM

unborn zodiac
whole quarry
#

@unborn zodiac thanks for that share

winged crypt
#

any vehicle gurus around

static viper
#

i dont think there exists even one

winged crypt
#

probably accurate ๐Ÿ˜‚

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any devs mildly experienced with vehicles

static viper
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Ask away

winged crypt
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1 sec let me run a quick test just to make sure

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okay so my only issue really is that when I use the limited slip front drive differential, I can't turn the car whilst braking after a certain speed. I can turn it if not braking at that same speed though and I can turn it whilst braking at lower speeds.

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4WD doesn't have this issue.

sleek solar
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I have a bit of weird question... when actor has been placed on the level, and no more changes to the level has been be done. Would GetObjectName of that actor be always the same?

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or it will change based on the session and game restart?

whole quarry
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Not sure, I wouldnt make it an assumption when it has potential to create bugs/glitches

paper kernel
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if there's only 1, then yes

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but I would not recommend using it like that

sleek solar
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I'm trying to mark actor with some sort of unique ID automatically which would be persistent in standalone game.

whole quarry
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use tags

grizzled panther
#

Hey guys, i'm new to the server and have just installed unreal studio. I'm a computer science graduate so I am slightly familiar with C++ (although haven't used it in a year or two) and have also done 3D modelling work in the past. Is there a specific channel for people who are just getting familiar with the software? I don't want to bug people and ask annoying questions in a channel where everyone is pretty familiar with the software?

sleek solar
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the issue is to make it unique automatically ๐Ÿ˜ฆ

whole quarry
#

how is that a ussue?

sleek solar
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I'm not sure how would I do that

fallow forge
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Hi all, i'm new to editing within Unreal Engine. I've downloaded it and would like to create my own maps for Unreal Tournament. How do I do this? Can anyone point me in the right direction?

whole quarry
#

just make a prefix with an incremental suffix

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NPC_01, NPC_02 etc

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@fallow forge Welcome, try to start with some UE4 tutorials to get familiar with the game engine

languid shard
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anyone with 4.21pre1 and Studio who could help me fix their MultiUser template ? ๐Ÿ˜ƒ

static viper
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remco you have to tell him that he is wrong here XD

whole quarry
#

only partially no?

static viper
#

fully

whole quarry
#

UT uses UE4... custom build afaik though

static viper
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the ut discord is for unreal tornament

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were not to bother with that.

whole quarry
#

why not? level creation isnt that much difference

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when he learns how the engine works, he can easily switch over to the modding stuff of UT

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ยฏ_(ใƒ„)_/ยฏ

static viper
#

yes but he has to learn from them as there are guidelines

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the ut editor is different

#

dis

whole quarry
#

@fallow forge ^

zealous cloak
#

hi ii have a strange phenomenon. pic incoming

whole quarry
#

we're are thrilled to see it

zealous cloak
#

ok image to huge

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i have a black line coming from my hmd , similat to a widget interaction

whole quarry
#

is it there when you play in editor?

zealous cloak
#

yes

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debug lines?

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only in VR

whole quarry
#

do you see it when you open the player actor?

next sierra
#

Anyone else suddenly getting this error on Mac? [SM5] /tmp/2112_2388117944.metal(0): Metal Shared PCH generation failed - cannot find metal_stdlib header relative to /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin locally.

zealous cloak
#

nope i only see it in the preview

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not in my BP_default_hand