#ue4-general
1 messages ยท Page 323 of 1
yes thats what i mean i dont see it in the skeletal mesh of th hand
the only thing i changed was adding a second widget interaction
i deactivated show debug and it disappeared
who is this Rama guy, why does his UE4 scene always look like combination of rainbows and hell and does he make games, or just does fun shit in UE and sell it? ๐
seems he also likes bloom ๐
i'm liking that deeez nutttzz billboard in the background
i have no idea what mz error is :/
https://answers.unrealengine.com/questions/607757/widget-interaction-show-debug-show-weird-black-deb.html thats what i found but i cant solve it
the question can i use sth else than show debug?
@iron wadi Glory to rama. Thanks to him we got Get All Widgets Of Class 
i think I'll use his save system
but only if I can specify what I want and dont watn to save on actor
cuz I really dont need to save stuff like rotation, aiming state, AI state etc
but why does he use FlashDevelop with comic sans as IDE 
on 4:3 screen
Does a component of an actor share the same collision? I'm trying to understand how overlap events are fired and seeing if I can filter out components from triggering the overlap (my thought was to have a custom collision channel on the actor itself)
actor itself does not have collision
some component on actor must do collision
like a capsule for example
or the mesh, but I would recommend only having mesh for hit boxes and for all other collisions use capsule
I have an actor with several components that are all triggering "the same" as overlap event - if you stuck your arm into a box to trigger and event, you wouldn't want the watch on your wrist to trigger it or a ring on your hand... What is a good way to modularly take just 1 component? I can use component name to single something out and make a branch off that but that's not very modular
Is there a job posting channel? I would need to put a job posting there in the future.
i found a way to get rid of the black lines in my view, but i have to disable all widgetinteractions :/
ok
its abit frustrating, if you read the menu and see the black lines as well :/
Hello guys ! I made a spline blueprint for road but the result is chaotic, its the script or the mesh the issue ?
from what i've heard those sorts of splines are kinda wonky right now
I would say it's the script, there is no way the engine can read it being that small.
(I donโt know if this is the right place to post, but in the platforms category, why is there no channel for Nintendo switch? (Cause some people do develop for switch.)
oh we dont have these channels bc either mobile or desktop
and the problems are general the same
but i get your point
some issues are platform related
What is your issue right now?
there are no console channels because NDA
Ya cause right now Iโm trying to figure out how to set controls for the joy-cons and not the keyboard.
better to use the closed forums
that is a good argument for once
a good reason to shove people onto another discord ๐
meatball if switch has a limited developers access
then we could help you, but prolly is better if we dont.
bc NDA
so there is a good chance there exists such a support service
Whatโs NDA?
non disclosal agreement
Oh ok
A thing you signed when you got a switch dev kit that says if you talk about anything you can get sued.
it stops you from telling secrets
how can you even be switch developer when you dont know such things?
we need to be careful about that too
since you signed an NDA...
Oh whoops.
yes.
Nintendo, Microsoft and Sony all reg. you to sign NDA(s).
mh
ios not better
they even want you to buy a license to package...
took some time to figure that out
standard. you have to buy devkits from Sony, Nintendo as well ๐
good thing is
i will never work with them again.
good thing that i didnt bought licenses ๐
my boss did
Well bye Iโm not gettinโ sued!
I have a ton of 2k textures I'd like to make into 1k
Is there any script or something to do this non-manually?
google does it? nice
Image Scale Batch or something
hmm well, the issue is that they're uassets
otherwise i'd easily find a solution, like the one you suggested
have you tried using the property matrix?
actually never heard of property matrix. I guess I could get away with setting "Maximum Texture Size" in the property of the images so sounds like something I could do through the property matrix perhaps (?). I'll look into it, thanks!
yes to the first and 2nd parts assuming that is exposed
I assume/hope the game outputs the 1k texture when the game is cooked/built.
even though the base is 2k somewhere
@grim ore this worked great. Thanks!
it "seems" like that should work as the docs say Maximum Texture Size - The maximum resolution for generated textures. A value of 0 means the maximum size for the format on each platform, except HDR long/lat cubemaps, which default to a resolution of 512.
What is the name of the desktop recording snippet tool people on this discord like to use?
Not the windows one, a 3rd part video one
You get a 5-10 second GIF clip, snip, record, share
WHO WHO WHO!!
sharex @delicate needle
Morning all. If I am trying to reduce the size of my project, what takes up the most space? I have mostly meshes, materials, blueprints and actors
@delicate needle yup, shareX is a beast for that
@manic pawn Thank you!
if you install it, take a few minutes to go through all its settings and set them up
takes a few minutes to setup, but once its done its gold yeah
it can do so many useful things
nice ! ๐
Now, how do I get my UI to interface with that change mesh fucnction? Is that part of casting? Or interfaces?
especially the screen recorder is set to ๐ฎ by default :(
it can record such nice high quality videos
Is there a way to test in engine how a project might run on lower specs?
or do I need to like... set a governor on my GPU and CPU?
you can emulate it a little by underclocking your gpu and cpu a lot
but it won't be as good as actually testing on those lower specs
thought so, thanks
just ask someone with ๐ฎ hardware to test your game lol
Hi! (i don't know wich channel is better to ask for this)
I have actually some troubles to load my level (3/4 mn of loading on HDD, 10/15 s on SDD), so i'm searching for a solution to pre-load the assets on memory to reduce the loading time.
I also would like to keep the level "loaded" when i exit this one to restart a game faster.
Do you have any way to solve that? (note: this is a multiplayer game)
look into level streaming. you can keep items loaded if needed and also stream in a level piece by piece
how does UE handle changing object signature when deserializing from file?
properties are found by name
if you rename them you need to add a property redirector
how do I do that? documentation earch produced only fire redirectors
put something like this in DefaultEngine.ini, but for your property ofc
[CoreRedirects]
+PropertyRedirects=(OldName="KismetMathLibrary.ConvertTransformToRelative.LocalTransform",NewName="ParentTransform")
aaaah so its similar to class redirection
check out BaseEngine.ini for a giant load of examples
so even if I completely change the structure it should probably work?
hopefully
obviously default missing and ignore extra data
yeah
hmm what about same name, different type, gotta test that
hmm never had a case like that
it will probably drop it as if it was a new property all together
unless you changed a struct type and added a redirector from the old type to the new one
a pointer to different tpye might be issue
unless UE saves the pointer type
LogClass: Warning: Property ColorToSave of ColorToSave has a struct type mismatch (tag LinearColor != prop Vector) in package: FMemoryReader. If that struct got renamed, add an entry to ActiveStructRedirects
amazing
guys i really need h elp
i added an action mapping and named it [CrouchButton] now am searching it on my event graph and i cant find it
are you in an actor blueprint
make sure its on a character or pawn
you can't use input in components and stuff (btw, this is really annoying)
I dont understand why my blood decals wont work they wont show up in game, does anyone see anything thats not letthing them show up?
once I unslelect them they wont show up
did you try what ZeroNight suggested, changing from translucent to the other one
dbuffer <
oh can you help me find my character cause am using ue4 shooter example
it's probably called BP_FirstPersonCharacter or similar
ill try to change modes
is it possible to deactivate widget interactions completley for a single map
that's a player controller
what i need to find?
cause i searched bp_firstpersoncharacter or similar and i couldnt find anything
eep... if you can't find your controller or character for input and you are trying to do something with input it seems like you skipped learning the engine =/
am actually using ue4 shooter game example and am trying to find the character
its not my project
yes it worked!
any ideas?
๐
well you were given the idea to find your character, you just can't find it
maybe filter by all blueprints or look for the character folder
if you have one placed down, click on it and theres a Edit blueprint button
https://docs.unrealengine.com/en-US/GettingStarted , learn the engine, then move on to doing stuff with the engine
sure why not, see what happens
The problem with answering your question is your asking us to figure out your project and we just can't, and most people won't, do that. Figuring out where your stuff is in your project is for you to do.
UE4 keeps complaining about regenerating missing bones and having me save but I let it do it every time and save it every time but every time I open it the same message. When I package I get the same error in the output log
PackagingResults: Error: The Skeleton FPSArms_Skeleton is missing bones that SkeletalMesh SK_FPSArms needs. They will be added now. Please save the Skeleton!```
man the best part of a new engine is compiling the shaders and the creation of the DDC. I love it so much... Time to watch 2 seasons of star trek I guess lol
hello guuys can anyone help me please i just start unreal for game development ! i need some answers for my questions ๐ !!
so guys i added crouch but my playerpawn has 2 meshes and when am crouching my hands stay up
can someone help me with that?
@tall hamlet first you gotta ask before we answer
@tawdry raptor looks like it's pretty dark, what happens when you place a point light infront of it?
also that's a #graphics issue
@chrome summit did you ever figure out what was wrong with your meshes?
@severe egret nope
Could you post a screenshot of the character model
@severe egret i want when i crouch the hands coming down half height too
just check the screenshots that i sent you
I'm checking out your blueprints, now
ok
define "messed up"
if its blueprints then yeah your shit out of luck, if its code then blame perforce or git, or yourself
@plush yew because you can totally, for sure, make a game entirely in BP and you should avoid C++
that's why the engine is so reliable
Anyway, don't panic or its possible you'll make it unrecoverable
messed up doesnt mean shit
do you mean deleted?
do you mean the encoding was changed?
do you mean the text was garbled?
messed up can mean n+1 things
Yeah if you can't place it into at least a category of "messed up" then really you can only vent
well a screenshot would work wonders if you want us to see what you're seeing
in which case, yeah sometimes it sucks
We don't need your internal GDD to know "So on load it doesn't actually get past 72%" or "all references to <X> are broken"
compiler errors, or are the code files empty, or full of seemingly random characters, etc all more useful details
Woweee enjoy your busted engine
Always engine never user
oval change your name to Pillow 2.0 pls
Pillows*
Oh yes
How dare the engine change state
after being re initialized
\o/
you've not been saving your state properly, so when it tries to link on load it can't and its busted. This didn't happen in runtime because the state was in memory.
Imagine a world where u can change things that get touched on startup and it could cause issues
that's why you use version control...
spookie
Just a guess
so you go to an unreal engine discord bitching about how shit unreal is
and you expect symapthy
My minions are speaking for me. ๐ฆ
computers break too
i feel your pain, but chances are you fucked up more than the engine did
Its the adamant attitude that we can't possible help on partial information that gets me
everytime unreal has done that to me is because i did something it didnt like
Did u do a hot reload?
Lmfao
That's utter conflation
weird, works for me
Those are in no way similar
did u press the compile button in the engine?
You're asking the engine to do the impossible
where did u press compile
And if my guess is correct, your project is now fucked and you should have an earlier version
what did the button look like
the engine isn't responsible for version control
Actually there's three
the holy trinity of compilation
u cant even answer this qustion
actually
Alright you mastermind
So you pressed
<@&213101288538374145> Can we get a warn for blatant salt?
enlighten us
One of the most popular commercially available game engines, used by indies and multi-billion dollar companies. It must be a totally broken piece of shit, no possible chance of PEBKAC.
let me tell you a story
about the Compile button
you ever tried to take a car engine out
while going 100mph?
sion stop trolling the poor lad
change a thing and put it back in
You admitted, clearly, that you did not do what you're supposed to do @plush yew
lol we still don't have any idea what you mean by 'messed up'
you compiled in editor with hot reload
Its not called Hot reload for no reason
So unstable and broken, that's why we use it. Every day. Literally every day. For every project. Ever.
you were just asking for it at that point
Step 1 fam, dont press hot reload unless u know how hot reload works, and what u can get away with
and what u can get away with is very little
step 2: realise you can get away with basically nothing and then never use it
But the general rule is dont press hot reload
I'm gonna say it right here - hot reload didn't "mess up his project"
also that
he wouldn't be able to save that kind of fuck up becuase they'd be tied to disparate packages
inb4 only the generated code is broken
Oh yeah for sure
inb4 delete intermediate files fixes it
idk its clearly the engine's fault and nothing actionable will come from here
Tides goes in, tides goes out. Can't explain that!
'stuff was trashed' what does that mean
LOL
UnReAl No WoRk GOoD REeeEEEEeeEEEeEEEeeeEEEeee
wow
Clearly,NOBODY in here can possibly help
pretty much
I just got fucking rekt
that's why you're asking in here
You have to use version control for revert any data
hey immut
yeah i am asking the engine to do the impossible by working a day full and doing everything the exact same way i've been doing it for the past 6 months and it messes up everything so it's my fault right if it was working the last 6 months and now it's not how is the engine broken?
remember me at 3 months
seems like a blatant troll attempt
Understandable he is mad af
Why dontcha pay for UDN so you can talk to QUALIFIED people?
this is just a bit ue4 discord extreme today XD
that rarely happens
Then you wont get any help
i've never had a project get nuked by unreal
Because the few people you are talking to now, could prob salavage your project.
and the one time i did it was explicity my fault for setting it up wrong
but i had version control so i was fine
99.6% of the time its the users fault.
they do make that disclaimer actually
I have done many stupid things and broke lots of stuff.
read the full ToS
I'm sure you've exhausted every bit of troubleshooting you can do and absolutely, with certainty, identified exactly what caused this nebulous "trashing".
And there's no possibility that there's any kind of workflow issue, hardware failure, software failure, or anything else that might possibly explain it.
Oval219, version control would prevent this
And you know this. For a fact.
Why dont you take a moment to calm down, and then we might help you.
Because you troubleshot it.
In all seriousness, probably can't fix whatever is "messed up" - you certianly can't expect us to advise you because we're clearly incompetent.
All of us
And you identified the actual cause.
so you know it comes with no warranty and they are not responsible for anything that you do with it
maybe your hard drive is failing
man a mod needs to activate the slomo mode they just added this is nuts
nothing to do with unreal
And know, undeniably, exactly what the fault was and can say it's "the engine being trash".
@novel pewter nice one lol
This is why all software projects should use version control.......
github exists for a reason
So version control hates you, and so does the engine
Game Engines(The popular ones) are not trash. @plush yew Use vesion control (git, Perforce) to revert any change.
but that'll delete the project @viscid canyon
Okay guys time to settle down a bit ๐
are you pillows in disguise?
pillows 2
toss on slomo mode!
Lol
Tellin you right now, go ask UDN or STFU @plush yew
No but seriously man if you actually want some help take a moment to ease out
anything else is a waste of fucking time for all of us
we have another "i hate unreal but i have to use it because <nebulous reason>"
@plush yew Yeah, man, it'd be great if I shipped Fortnite...
sorry sion u gotta finish level 5 UDEMY before u can hit up that fortnite
intentions are obvious at this point
udemy or bust
Clearly you're only interested in venting, or taking suggestions from "qualified individuals" who didn't "take a cool udemy course". UDN will have those people.
Hope you got a UDN account.
You have to pay for it, so maybe you can bite your tongue and not insult them
He is on the complain train and there is no station at the end of it.
use ogre then
maybe the problem is money? Have you tried throwing more money at the problem?
uh
Give him a moment to chill, he might be reasonable
๐ฟ
what am I missing
or even better, use SDL and then come and complain once that goes down
explain
who hates ue4
Hes mad his trashed his project
dont explain
@snow crown you should really throw the channel into slow mo mode
hotreload, saving
chill the fuck out
etc
oh, is that out?
rofl
TLDR is he broke his project and is mad and taking it out on us.
UnREAL Bad REEeEEeeeEEEEeeEEEEee
it totally is
chill
SLOW MOTIONS SLIDE
I assure you man, 99.6% of the time its the user and not the engine.
Dude's on a hard core rage train, people tried to ask him questions to help troubleshoot, he's too busy raging and venting to a) respond to questions without being wildly condescending and b) just keeps insisting everything is trash. ๐คท
and guess what, if you dont like you could always fix the code causing the problems
You could always clean and fix your problem.
ok a 10 second limit is a bit harsh innit
Its actually kinda hard to totally destroy a project, unless its 100% bp
nah fix the engine lol
i'm thinking about making it 30s @smoky stream
So obviously something changed
I don't think we're blaming the user, but we're trying to ask relevant questions so we might have something to say... and
"Hey did you <XYZ>?" is met with "You don't know shit, and can't - stop blaming the engine".
ok
inb4 5 minute breaks
oval, it's very unlikely that the engine blew up your whole project
Can you start by telling us what he actually did before he did the final compile?
if you have an issue, you can make a post to the unreal answerhub
this is literally the most amusing thing all week and probably exactly why they added slow mo. I love you guys ๐
with a ton of detail about how the issue happened
I think im slow in the head because i cant see the slow mo going on
At this point i just wanna see where you go from here - tbh. Like what conspiracy theory explains how UE4 is conspiried to defeat you, but not us.
So he changed some code, and compiled
step 2: magic
step 3: broken project
Do you know what changes he made? ie, function changes, renaming variables, etc
(cause crash on startup is actually pretty common)
Roy you can't possibly know his backend
you should take a sweet udemy course brah
Because when you make variable changes & have things open and hotreload, your gonna have a SUPER bad time
oh
What in game thing.
that's probably not UE4
See why he's getting dogpiled yet?
that's probably your programmer
well, don't dogpile
read the rules about being respectful, sheesh
Did you consider your engineer might be Karol?
LMAO
now thats just mean
No but seriously you need to back track
and constructive
oof
constructive
i wouldn't go that far oval
and find out what he changed
but, if you want to try another engine, feel free
My goodness.
If you can find out what was the last changes he made, and give up some slight context one of us can prob give you an idea where too start, if you play nice with us all.
theres always SDL2 if you want to have a fun time
im gonna mute this channel if you guys keep going
uh oh... you summoned Nick
also, hey, @maiden swift, slow mode works
What im trying to help?
i had to put the channel into slow mode
slow mode is really cool
@snow crown I saw. Love that we have that feature now.
it was going a little fast
Sure a little teasing but i am trying to help
anyway, everyone needs to chill
getting a clear response of whats broken would be pretty helpful tbf
leave him with his opinions, you wont change them by dogpiling onto him
respectfully disagree, and then go back to how cool it is UE4 now has virtual texturing
Lets just see if he can do what i asked, and give us some context so we can start problem solving if he wants the help that is.
soonโข oh hey you can edit messages to bypass the ratelimit
*Will have virtual texturing
and go to lounge
That's... different. #gamedev #UnrealEngine https://t.co/Pp8bB3EkBb
335
1156
Virtual texturing is going to be pretty badass.
Can somebody TL;DR me on virtual texturing?
(also that is a topic change if you go back to the previous one imma actually infract you)
i always enjoy those words
but.. "virtual texturing wont be comming till 2030 cuz fortnite doesnt need it" - was the saying
gotta be positive yo
basically immut
goto lounge and laugh at my joke.
I was just happy we finally got the image decorator fixed for the new rich text block. took it a full version to fix it but hey why not lol
u git gud son
i mean, they called it out specifically in the 4.21 patch notes
Visualizes the Virtual Texture tiles in ID Softwares game Rage. I restart the tile uploading at the beginning - each texture tile got replaced by a solid col...
but im lazy
and virtual texturing is a technology that allows you to update tiles of textures and stream them into video memory
Is virtual texturing in?
I believe VT lets you use insane res textures
it's getting worked on
oooooh
like 8k and you only ever use like 800mb of vram at 1080p
it's only used in Id Tech 5
Nice
8k is small compared to what virtual texturing lets you do
im talking like 300kx300k textures
Zero can explain it properly, im just quoting from awhile ago
your whole world can have one texture
granted, you ship 800gb games but whats harddrive space ๐คท
Currently, virtual texturing requires expensive third-party solutions. The fact that we're getting it out of the box in the future is pretty awesome.
oval stop instigating this is your final warning
as someone who frequently delves into the world of asset ripping, virtual texturing makes me do the big reeeeee
it makes it such a pain to get textures out
@smoky stream ahem read above about last warning
I've got like 900 videos promoting the fact that "blueprint is the future" ๐ฆ
i was talking about the virtual texturing tho @snow crown
whatever do you mean, oval?
I mean - I seriously DONT think that and if he knew anything about me he'd know I'm one of those people who explicitly DONT think that way
i swear to god pfist if you got him before me
@snow crown Well, you tried.
asdfnasdkj;akl;nakfnhb
lmao
Immut, its VC time
the pfist of god?
you and devilsd
They had fair warning. I pulled the trigger after that last comment.
THATS THE SECOND TIME THIS WEEK I WENT TO BAN SOMEONE AND ANOTHER MOD GOT IT FIRST
And the conclusion of this whole thread is utterly unsurprising.
I was writing a goddamn ban reason lmao
@snow crown And you even got here before them. ๐
just ban them with no reason lol
anyway
back to work
nah, we need reasons because they will go begging to other mods
Indeed. Back to work, everyone! Nothing to see here.
so I like to put in detailed ban reasons
its like america and the middle east
@snow crown I love detailed ban reasons. Please keep writing them.
@snow crown you dont need huge space for megatextures
megatextures can be used with runtime decals
essentially you do runtime baking of yuor materials and your decals
ghost recon wildlands does it for the terrain
Oh did someone get banned? was it immut finally?
oh virtual texturing is not bad
oh dam hes still here
no, sadly am still here
thats why they have a very performant terrain, becouse they just do their 30 texture layers material + decals, and it gets baked down to just diffuse/roughess/specular/normal in the megatexture
You wann come on VC for abit for the lulz
ig
true
Well time to find my headset
yeah, but i find the runtime baking a lot more interesting
also, becouse materials can just be straight to gbuffer, you can batch EXTREMELLY effiently
cutting your drawcalls by a huge amount
gpus also adore when you do a "set pipeline" oonce, and then just "render" in a tight loop
that goes super fast
For those of you with a small OS ssd and a large data HDD... do you keep anything Unreal on the SSD?
Or do you keep everything on the big drive?
keep the engine binaries on the SSD if you have space, and then all your game content on the HDD's
keep compile times nice and fast
I keep it all on the SSD and damned the games!
yeah max speed so as much on SSD as possible
What about cached marketplace content?
Can that be stored on different drive than engine?
Also Matthew I was looking for a way to build blog shadows and stumbled across a YouTube stream of yours
Plan on using sometime soon!
Yeahhh
That's the one!
Looking for a low impact way for distant tree shadows, might be the key!
and yes you can change your vault cache in the launcher but I can't remember if that effects all marketplace content (I think it does). It's in the Gear Icon at the top right
ah I see the option! thanks
The best of cults.
How do most indie UE4 devs hook up with a 3D modeler/Texture Artist/Animator/Shoots Rockets to Moon Person?
You become one.
Or if you canโt get someone to join you, you join someone else and work on their project.
I could make some low poly stuff but not a good texture artist and Im sure my animations would end up herky jerky ๐
So... I need to start a cult. Apparently thats all the rage here
Either join someone's project, invite people to your project, or just learn it yourself.
Yeah I may have to just break down and do some Maya tutorials
I mean, I am used to the tools and used to use it a long time ago, but im rusty and I have made little beyond an alien head ๐
How many of you are all hats kind of devs?
I tried and said screw it. I spend my time making money and doing what I want so I can pay someone else who knows what they are doing rather than learning it lol
once you can afford to pay people and your time becomes more valuable working than learning people tend to swap to that
with that said I spent like 3 years doing nothing but learning stuff to be a jack of all trades and it was fun but completely not productive lol ๐
Right. Hrm. Some have recommended places like fiverr... but id think the content would be subpar
you'd be very suprised with how high quality some of fiverr is
it does cost a bit more than 5$ admittedly
I would go to a local meet up group to find folks to collaborate with
^^^ and don't live somewhere that sucks because no meetup group ๐ฆ
You can't bulk property edit materials ๐
Hey all. I have a spotlight for a flashlight but it appears that when going from a wall to a floor, its as if I have two separate spot lights partially on each one
What gives? lol
am I being an idiot? ๐
does lighting need to be rebuilt
hrm
maybe? Would it need to be if it was meant to act as my characters flashlight?
Rebuilt the lighting and it behaves the same way
Maybe its a setting I have set wrong on the spotlight?
oh well. I will figure it out later
hey, I am importing a mesh file into UE4 which has a bunch of floating verts
they are being stripped from the imported file
even if I disable remove degenerates
how can I import them?
oh, seems like its the exporter from max
got a strange bug
whenever I bake my lighting. It looks boned untill I swap to folliage paint and back again
no errors otherwise
actually. When I simulate / play. Lighting goes screwy again
Anyone know why for no rhyme or reason some projects open full screen bordered when playing in editor, and some projects open in a window? I've set the resolution to my desktop resolution properly, it just doesn't work sometimes.
I've also set use borderless window mode in project settings
Chances are your baked lighting is just bad and when you swap it's breaking the baked light and going back to realtime
Boom. Done with video 11 of the Survival Horror tutorial series ๐ Although... a lot of the BP's that deplete and replenish are very similar...
@grim ore its not that.
This is a bug I've seen before. It randomly rears it's ugly head every 6 months or so
on different projects
super duper weird then, how do you fix it?
it randomly goes away.
I need a more reliable way of dealing with it
working lighting
busted AF lighting
What things should I check if I don't seem to see shadows in my level? It's not set to unlit and shadow casts is turned on...., I'm using Ultra Dynamic Sky so I have a light source, skylight, expotential fog....could that be the reason why?
not very complex lighting
that might be a bug in 4.19 but see how muted the shadow is?
that's an intense light right up to the tree and you can barely see it
@light thunder Could there be other lighting that is more intense that is cancelling out that light?
4.19's been out for months. You have not discovered a bug with the most fundamental functionality of lights.
It's likely just your scene
I agree
so I deleted all the ultra dynamic BP and all the lights and added a directional light and it is showing shadows, yay
lol
however, it doesn't tell me I need to build lights at all
where can I confirm that I have my lighting scenario made to bake lights?
For mine. I forgot to mention. This issue only shows up in lighting scenario maps
aren't most baked lights stationary?
sorry for my comment. still getting used to the engine
I would assume that static lights are baked.
If it's static or stationary, you need to bake it, yes.
But the message doesn't always pop up because it goes on frequent coffee breaks
So you need to just be smart about it and bake when you know you need to
ah, coffee breaks. or food trips. Makes sense
Nah, really the message only pops up during predetermined events, it isn't dynamic in any way checking to see if it needs it. So sometimes you'll find something that it just doesn't check for, and you need to build, but it doesn't tell you.
I really need to dig back again into C++... haven't touched it since Dx7 was a thing >.>
Wow. Welcome to this decade, are you familiar with the internet?
๐
Also, #lounge for this sort of talk ๐
Oh gee thanks Zero lol.
โค
I am actually a software engineer II with a university but yeah... I need to get back into other langs
okay... off to the lounge I go
Anyone got any idea how to workaround a database with just a text file for usernames and passwords. Im trying to save all to a text file to the server in a multiplayer game
thought it would be a 1st
I can already save and load txt files via blueprint library node i made
just an idea
so you want to send/receive info from another server?
I wanna use my laptop for the dedicated server matt any ideas
well if you can save and load files in blueprints already then you should be able to just run that code on the server I would assume
literally no security but shouldnt matter for fun
think its possible to combine all to a single text like appending and adding to rewrite the file every time a new user account is added
don't see why not. an easier alternative might be to use the JSON stuff to read/write then you don't have to worry about weird parsing issues
thanx im just confused about how to slim it all down neatly
like when i load it back up lol
well you can save/load to text and json is just pretty text. Use the json tools to save/load out an array of user names and passwords (perhaps a struct) that your server uses for validation
youdaman good talk matt thanx again
Does anybody here have experience with Android or iOS? Or even major game platforms like Switch, PlayStation, and XBox?
if anyone here knows subs painter, any idea why i might be getting this discoloration after baking mesh maps?
it's definitely the ambient occlusion map
What discoloration?
Looks like it worked to me
Your bake just sucks because you didn't do any baking by mesh name, so things clipped
the white artifacts is what i was referring to
Exactly.
im using mesh names, i believe, i have the following:
and those are separate meshes, suffixed with _id
and their own mats
If you're seeing that problem, no, you are not using mesh names
It has nothing to do with materials
It matches X_high and X_low in the baker
if i'm only using a high-poly mesh, are X_high and X_low going to be the exact same? besides the suffix
But you're not. I can see the facets in your model, that's not a high poly
And yes, if you were, for some reason, baking a high poly onto a high poly.
okay so left will be _low, right will be _high
Yes. For each and every cylinder in there.
Ohhh, so I can't have the cylinders combined into one?
That would be defeating the point.
I don't understand, but i'll give it a shot
I linked you the documentation, how do you not understand
Sorry, well I read through it and it doesnt explain that
Don't forget to delete lines that aren't used. Like inside the gun.
K. Well good luck with it
So many lines you can delete in the cylinders. At a minimum 3 each.
yeah, i know i could optimize but im just trying to learn subs painter
but yeah, the documentation doesnt really help at all, just tells me to do the same steps i've been doing the whole time
ยฏ_(ใ)_/ยฏ
jeez, still looks terrible, and there's also some ugly low-res thing going on elsewhere on the mesh
I usually fix that stuff manually in the UV maps.
i'm previewing in just the AO mode, could it still be UV issues?
I would say you need to activate the AO test on both sides
the upper ends of the bullet cases
there is no AO on fully occluded parts
the uvs on your bullets are at least twice the size of the rest
also I would increase the Texture
It's just a matter of the baker having issues hitting the wrong mesh. It's a common problem, it's why people used to explode meshes before bake by mesh name was a thing.
and uvs
Doesn't look like a UV problem to me
okay so the project texture sizes are 2k, and the bullets are highlighted here in the UV, they seem like an appropriate size:
it is a uv problem
If you insist.
im not sure how it was done, this was passed on to me
but all the bullets are overlapping
theres alot overlap
and i dont think that happens in auto unwraps
Those UVs are pretty bad, but the clipping you were looking at before isn't caused by that. There's no overlap where the bullets are.
Send it back to who you got it from and tell them to learn to UV
yee dont work on dis
lol, i can't do that
no, it's from a work colleague for a project, he and i are both learning substance and need to paint this
practising
Painter comes with a few free models to learn with that would be better than this.
damn, well what's wrong with the UV map anyway? i could try to fix it i guess
that some things are overlapping?
arent objects that are the same allowed to overlap?
There are seams in nonsensical places, there's meaningless overlap, the islands are rotated for no good reason which will mess up any straight lines, and you're wasting a ton of space. It also almost looks like some islands are going outside 0-1 space
nah, the UVMap has some holes
This UV unwrap is beyond saving and needs to be redone.
why are there objects with weird rotations and why are there face overlaps inside shells
your pixels will be all over the place
it will look odd
I would get better UVs hitting the auto uv button than you have with this manual work.
yee auto uv for practise
lmao damn
and next time you can mirror it manually
Also if you have any overlapping parts when UVing, you want it to be 1 UDIM over, not in 0-1 space, so it doesn't mess up your bake
It'll render properly in the end
oh, interesting
and dont put things to close
Honestly, with how bad the unwrap is, the clipping artifacts aren't your biggest problem
But to solve the clipping artifacts, it's simple. You can make a cage, explode the model, or you can do bake by mesh name.
Those artifacts pop up when the raytracing from baking hits the wrong mesh, when meshes are too close together
Often in corners like that
Bake by mesh name makes it so only matching names bake onto each other, which solves that problem
A cage lets you manually specify where the rays are cast down from, which -can- solve the problem, especially on more complex meshes where the other two aren't an option
From what i've heard, caging is the old way and the bake by mesh name is the new "better" way, right?
The new way is to use both, technically
Newer tools like Marmoset will auto generate a cage for you, in addition to bake by mesh name
It's why a lot of artists are starting to move to it for baking
voila!
Marmoset also has skew correction, which will pop up pretty quickly if you have extruding parts of a mesh not represented in the low poly, like a screw or something
Afaik Marmoset has the most advanced baker right now between all that. Substance is second best.
Cool, and I assume theres then a way to import Marmoset's bakes into Substance?
Yep, they're just regular images
PSD format, in 8, 16, or 32 bit
But no amount of good baking tech will solve a bad UV layout
So you need to resolve that first
right, well i can give that a shot first then, i might as well learn how to properly UV as well if painter relies on that so much
Everything relies on it
Having bad UVs will screw you up every single step along the game art pipeline
Maya has incredible UV tools, second best I'm aware of. Use them.
so far, i've been able to effectively get away with auto unwraps and triplanar projections, but i rarely make and use things like weapons, like this project for example
time it is then
https://player.vimeo.com/video/190166224?autoplay=1&autopause=0;loop=1&automute=1 This is why skew correction is useful btw
Among other features I like using marmoset for when baking
You -can- do skew correction in other bakers, but it's a pain. Nothing lets you just paint it like that
Oh, very cool
https://mk0marmoset2r9got8jk.kinstacdn.com/wp-content/uploads/2017/04/bakegroups.jpg And here, finally, was looking for something like this. A side by side comparison of using bake by mesh name and not using it.
Aka, the exact problem you ran into
And the solution is to separate the screw into it's own mesh, suffix the low poly version with _low, suffix the high poly version with _high?
Yep. It can still be in one fbx or whatever, just it would be its own mesh inside of it
https://mk0marmoset2r9got8jk.kinstacdn.com/wp-content/uploads/2017/04/cagedisplay-1.gif And here, you can get an idea of why that problem happens with this. So when you don't have a cage, the tool always tries to generate one for you. And those artifacts pop up when another, unwanted mesh, goes and intersects, causing the baker's rays to hit the wrong thing
Very neat, i like that visualization
makes sense
by the way, i toyed with some of the auto tools in maya, is this uv map better or worse?
It's a clusterfuck, but better. Somehow.
lmao
yeah theres small parts everywhere but the islands dont have overlaps within them so i guess theres a trade
Make your own, it'll always be better. That right now is a complete, jumbled mess
do you have an example of an "ideal" uv map i could use as reference? for example, would one like this be good?
things look organized, have spacing between, and arent rotated randomly
the right one there looks like my auto one, lol
Keep consistent scale between islands too, or it'll look like that
https://quixel.se/wordpress/wp-content/uploads/2015/11/Stretching.jpg And try not to have any absurd stretching
the model im working on had that part looking good at the least:
https://www.rizom-lab.com/wordpress/wp-content/uploads/2017/04/ZenithUIFullScreenShot.gif Sometimes you run into situations like this whewre you have to use an auto packer or you'll die of old age before you finish UVing it, but even then, you still lay out the UVs manually in the first place and unless you're working with an incredibly detailed model for film, you're unlikely to ever run into this situation in games.
oh wow, wouldnt creating a model like that in separate smaller parts be better then?
For non-game stuff, that's actually fine. Tools like Mari can texture much higher resolution stuff without dying like substance, and if you break it up then suddenly you can't work on the whole model at once.
But until virtual texturing becomes the norm, I promise you, you will never, ever see a model that complex in games.
And if you do, slap your modeler.
lol, so you wouldnt even use that as a highpoly version for texture baking?
Nobody UVs the high poly.
oh. well thats good, lmao
Nothing's stopping you... but there's no point. At all. Even remotely.
My trick is I UV map by planes. Front, top, side.
is that triplanar projection? the first step would look like this then, right?
and the next step would be laying out those shells so that they are not overlapping?
How on earth did you even do that, that shouldn't be possible. It looks like it duplicated UVs from the top and front view
I don't know if I should be horrified or impressed
I'll let you in on a hint - Maya's Auto UV sucks.
Do not use it expecting to get production ready results
The most useful part about Maya's Auto UV is that it gives you islands with little distortion to start manually stitching together
Autodesk over charges for sub par, dated software, that you will no longer own, but instead rent.
Software that they acquired through viking style pillaging.
What software do you use?@high stone
Autodesk. ):
Autodesk isn't a software :p
is this a good uv unwrap for the magazine?
It used to be this:
is it even worth spending the time to do stuff like this? honestly it took me quite a bit and i hate doing it
It looks a a lot better, make sure the uv seams are the same as your hard edges to get a proper bake
Everyone keeps complaining about Autodesk, why not just forget about 3ds max and Maya, go full Blender and build your own pipelines and tools around it for the entire industry.
Take the bull by the horns and turn your lives around for once like grown ups
I used 3ds max between 2005 and 2014, was sick of it and I use Modo, Zbrush and Blender now.
Don`t talk about it. Do something about it.
I'm pretty okay with autodesk stuff, just wish max and cie wouldn't be so crash happy
@languid shard Autodesk Maya is software.
@plush yew I've tried Blender and Bryce. They are both lacking. With that said I do own Blender and Zbrush as well.
Originally it was called Alias Wavefront Maya. Rebranded Autodesk Maya.
Don't talk history with me. I've lived through it, and the part where they threw out the second hand sales law. Vernor v Autodesk.
Vernor ?
You aren't aware of the historic court ruling?
not really
You should. It affected software prices.
Please tell me you are aware of the recent EU link tax. Knowing these laws as a game dev is vital when selling across regions, hiring new staff.
hmm
- I'm not a gamedev, although I'd like to
- Doesn't ring a bell :/
I work in the building industry, lots of gamedev rules don't apply for us
So you use autocad?
Interesting. For the longest time everything was autocad with such industries.
I'm seeing Unreal break more into film. It's impressive.
yeah since BIM came in the formula a lot of people have been moving to revit
Have they begun implementing Lidar into any of the process?
I was at this year's Unreal Build at Paris, half of the presentations were about the movie industry
slowly, but its getting here. Sometimes I have to work with point clouds, but Lidar stuff is mostly for renovation, and we do 95% engineering and construction
I'm glad the industry has progressed. I was starting to worry when I saw autocad fall behind.
we're still years behind industries like cars or planes
Probably because of Nvidia for the cars.
when I got recruited, two years ago, we still had engineers working on paper
(and we still have one or two)
Good old blue prints.
I remember my grand father telling me tales of the giant cylinders, scrolls being carried everywhere.
probably an age not too far away ๐
It's crazy how much has changed in a single generation.
You probably have already seen several software companies making a stab at Autodesk. If they continue to succeed. We can finally see a massive price drop in 3d software. Similar to what we saw in video editors.
there was a lot of stuff coming out for the game industry yeah
animation softwares, texturing softwares
I look forward to the continued progress. Glad to see it's spreading to other markets.
There's a real accessibility issue at the moment with this kind of software where you have to invest a lot just to use the software
Luckily I still have my 3 year student license for Autodesk
But then it'll be back to blender
care with that, you can't sell stuff made with student licences
Yeah I know, thank you though๐
๐
I'm just using it as a learning tool
But it proves my point even further
Can you sell creations made in blender? That's open source isn't it?
It's a tricky one because obviously businesses need to make money when they produce industry software like this
But at the same time not everyone can afford it
yeah you can sell stuff made with blender
you can't sell blender's source though ๐
getting into gamedev sure is an investment on all sides
As with any role in the creative/development industry:(
Autodesk used to cost $2k and you owned it for life. At one point they were on the verge of bankruptcy, the price dropped to $1,500. Then the lawsuit happened. A infamous judge ruled against the right to first sale doctrine. Autodesk continued it's acquisition of all new software, advancements made by various smaller companies. The price went up, eventually to a point where you can only rent it at $3,500 a year. It's nonsense that I could go to jail if I sell my old copies of Maya. But that's where it stands.
You should be in jail for not giving up all your money to audodesk!
Agreed. There was a 2016 attempt to overturn it. But it's a supreme court ruling. Easily one of the worst laws every pushed through. It's like they rewound the clocks back to the 1890's.
A lot of the laws, starting in 1890 were against robber barons, monopolies, copyright abuse. Most concluding around 1935.
To all those angry at Autodesk, be angry at those individuals and companies that keep supporting their products instead of creating their own heaven with Blender or else.
When artists reach a certain level of maturity, they end up reaching a point where they need to customize their apps, creating their own scripts, their own tools.
But how many artist will never bother learning programming?
Are you sick of something? Change it.
๐ฝ humans are hilarious...
@grizzled panther with blender, what you make with it is 100% you
there is no EULA
its truly yours
unlike with autodesk
where it actually isnt truly yours
you can actually sell blender code
but it needs to be public
so it will get copied instantly XD
In time Autodesk will lose to competition. They just need to take a page out of Blender and not sell out to them.
Autodesk bought Modo, Ray Trace, Image, Maya, Cad, you name it. They own it. It was only until the past few years that devs learned to not sell out. Then we got Houdini, 3dPaint. We saw advancements in Bryce, Blender. Devs are pushing back. The reason is simple. Autodesk hasn't made anything on their own in years. They just buy it out.
nah, autodesk doesnt do development any more, they just have a subscription and if you stop paying you literally lose access to your production assets
easy money
i remember from the ton rosendaal interview
In the business world you can get far buying out competition. But it won't last. In business you eventually have to adapt or die.
that he said that maybe 20 people worked on maya
Yep. That's true.
If Hollywood ever put their feet down. That would do the most damage.
reminds me of how the oracle ceo was saying "you can't buy talent, can't just buy a company if you want to actually develop a custom software solution, it has to be built, if it's specific enough"
hollywood. argh. my living space :X
remember XSI?
Hollywood blindly dumps billions on CGI.
autodesk bought it specifically to instantly kil it
80% of the game industry doesn't pay for Maya. Cough...
do you know that if you use education license, autodesk owns your 3d models?
and they are watermarked
and the FBX Sdk in unreal engine rats you
and if the sdk rats you, and autodesk asks epic games for your adress, epic games has to give it
Glad Unreal went in the direction they did.
becouse part of the license when you integrate the FBX sdk, is that if autodesk asks for user info, you give it
Look at all the advancements due to that decision.
and if you dont give autodesk user info, then autodesk has the right to remove the fbx sdk from your program
BTW Unreal pulls in more revenue as of 2017 than Autodesk.
Don't remind me. I'm on their file system. One of the hold outs for their older versions before they went rental.
probably pulled out more revenue since fortnite than any gaming company ๐
If it works it works. Unreal is able to make more and has a giant staff.
heck they even offered us ONE YEAR of unreal studio, and specified it was thanks to fortnite
yeah I mean Fortnite is alright, and gives us a huge tech boost in the BG
Fortnite cereal. It's coming.
to just throw an assert in your face