#ue4-general
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not fast enough, there are some inneficiences
lol
reminds me of when i was making games in DirectX and OpenGL
the code was too ugly i didnt wanna recognize as mine
maybe i go help the godot devs a bit
they really have issues with anything perf related
@icy bone their new third person shooter demo?
12.000 drawcalls
not even 30 fps, on a GTX 2080 plus a overclocked ryzen
CPU usage doesnt go past 20%
making pubg nice? so deleteing their p4? ๐
drawcalls are evil
@icy bone with the nvidia turing architecture stuff, you can literally delete drawcalls
and dont launch them
only 1 drawcall per material
i need to experiment with that, that stuff is wild
@icy bone they let you generate geometry from a compute shader, its a bit like instanced drawing + geometry shaders multiplied by a thousand
nice, im not familiar with that, but the bottleneck between CPU and GPU has been too long
so you can just have your scene meshes and scenegraph on the GPU, and batch-render per-material
including culling
done in the gpu
cool, so u can push into GPU ur entire Geometry library and decide what to do from there?
nice
ye having Geometry on the CPU for each mesh etc is just stupid
and its basically gpu batching
i guess this is possible because of GPU are more General Purpose now
yes
u can do more than just math logic
its a new type of shader
that replaces vertex/tesellation/geometry
nw oyu have "task" shader, and "mesh" shader
CUDA shader XD
both of those are compute shaders, with compute shader features
task shader sounds interesting
the task shader emits mesh shader invocations
and the mesh shader fills a vertex array that then gets to rasterization
this tech will be awesome
that vertex array gets sent to the rasterizer
nvidia says, that even if you use it the "dumb" way, it goes faster than the normal pipeline
btw anyone tried Niagara? it seems so awesone, pure GPU, i have yet to try it
due to being more efficient with gpu compute
nice
consoles will have that tech
for the next gen
its not only from nvidia, AMD also had their own version of something very similar
it skips the fixed pipeline primitive assembler
ye ofc, both companies probably have "coffee friends" working at the other counterpart
you just send the mesh data in whatever format to the gpu
to have coffee discussions
and the compute shaders emit triangle lists
how you emit those triangle lists doesnt matter at all
so it can be procedural too
sounds very cool
i wonder how Unreal4 will update their material editor for this
currently its just fragment and vertex
they dont need to
you can just use this on the background
and basically you get perfect automatic batching
i mean to UE4 can allow people to utilize this new power without wirting shaders
they can use this no issue
probably will, once PS5 happens
as PS5 will have something similar
now u can set vertex position offset, and fragment processing
but u cant generate geometry from material editor
but they do use computer shaders for Niagara tho
thats fine
the mesh shader stuff would be GODLIKE for particle effects (niagara)
becouse you can do both the compute shader for moviement, and then emit the triangles from that compute shader
yes
sometime i feel like UE4 is very good for Artist and "hardcore coders", but nothing in between
u either need to be quite solid coder or just use BP
What did you guys think of this article about camera lag in UE4? is this a way to fix it?
https://www.gamasutra.com/blogs/FabricePiquet/20180621/320400/True_First_Person_Camera_in_Unreal_Engine_4.php
Avoiding frame lag
I didn't mention it yet but an issue may appear. If you follow my guidelines and are not familiar with how Tick() functions operate in Unreal Engine, you will encounter a specific problem : a 1 frame delay. It is quite ugly and very annoying to play with, potentially creating strong discomfort. Basically the camera update will always be done with data from the previous frame (so late from the player point of view). It means that if you move your point of view quickly and then suddenly stop, you will stop only during the next frame. It will create discontinuities, no matter the framerate in your game, and will always be visible (more or less consciously). It took me a while to figure out but there is a solution. To solve the issue you have to understand the order in which the Tick() function or each class is called. By default it is in the following order :
_____ UpdateTimeAndHandleMaxTickRate (Engine function)
_____ Tick_PlayerController
_____ Tick_SkeletalMeshComponent
_____ Tick_AnimInstance
_____ Tick_GameMode
_____ Tick_Character
_____ Tick_Camera
So what happens here ? As you can see the Character class updates after the AnimInstance (which is basically the AnimBlueprint). This means the local camera rotation will only be taken into account at the next global Tick, so the AnimBlueprint use old values. To solve that I don't call my function "PreUpdateCamera()" mentioned before into the Character Tick() but instead at the end of the PlayerController Tick(). This way I ensure that my rotation is up to date before the Mesh and its Animation are updated.```
with billions of subtle features
meanwhile in rust-land i get cargo
wich is so awesome...
make a rust project, and i automatically get an amazing package manager + crossplat compilation
if i want a library
never tries rust
i add it to the [dependencies] part in the cargo config
but i like GoLang for small portable programs
and it installs it and links the lib
some libs that depend on C libs (like SDL) still require you to grab the SDL Dll and put it in your project folder
but still, better than C++ and adding the include paths, lib paths, etc
pure rust libraries need no work
add to dependencies, and they get downloaded and linked
same as C/C++
i used to use python for all kind of tools, but its portability is shit
so yeah
thats cool
its basically a C alternative
you can even have it not add the STL and create ultra-small binaries
(compiled lenguage)
im trying to learn it better, as its a great lenguage
made a chip-8 emulator with it, porting my C++ version of the emulator
feel free to have a look at it, i made it as a example of a hybrid project
it was made in 1 day
second day used to polish it a tiny bit + clean the code up and document
i did
im currently making a game for my company also
kinda headache to combine physics and functionality to pickup physical objects
multiple physical objects*
If i want to create a landscape in a design program do i need to use planes like 512cmX512cm?
rev, what program are you using to scale up?
paly, what matters in the end is that the output resolution matches some values Epic defined as best
lemme get a link
see recomended landscape sizes
@west bane I've used saga gis' b-spline interpoloation which worked fine
Ive also scaled up in GIMP and did a gaussian blur, less fine but you might like it?
But there is standing 254x254 is that cm or something else the size
it is meters paly
And you're thinking it's cause a poor interpolation method?
I think ue4 has built in terrain scalling too
Although it seems to crash for me
Yo guys, anyone knows how can i make a 2d physics to move a character like this? https://www.youtube.com/watch?v=5dybKGj7_LY Didnt find any good soft body solutions for unreal
Check out some remastered LogoRoco gameplay running on PS4 Pro in 4K. Watch Everything from PSX 2016 here! https://www.youtube.com/watch?v=BVolJ3L15lM&list=P...
rev if you wanna send me the heightmap file, I could scale it in my GIS software
if it works well I can show you the method
hm.... someone used distant fields to do soft body, try googling that
Hello guys ! I made a starter camera but... Is not working .
@supple totem saw the soft body post, it was made in a older unreal, cant find thoose options anymore
ah, this?
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
yeah
have you enabled distant fields for your project?
i dont think so
its in project settings -> rendering
try turning it on and seeing if what you need becomes available
but i didnt find half of the properties that on this pic https://forums.unrealengine.com/filedata/fetch?id=1151465&d=1433885458
oh
so if i enable it they will appear?
will try in a bit
which I think it should be by default
going to start working a mobile game soon
Someone can aswner to my probleme?
@supple totem enable the distance field but options like the deformation strength still not available
so those are just variables
You might want to run through some basic material tutorials
sure, but can you tell me if a short version if there is one?:D
haha
this is how I got started
For the full tutorial playlist: https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS- (00:05) - Introduction and Materials in UE3 (04:14) ...
if you couldn't recognize a paramater, you really need to do some basic practice!!
What is input for thumbstick.
I want my Player to chrouch when i presse left thumbstick
Anyone know if Fortnite uses custom textures for the Landscape? I am wanting to use the Cliff Texture they got. But is it on Marketplace ? ๐ค
Hello guys ! I made a starter camera but... Is not working .
@dawn vessel u wont find any of the fortnite assets anywhere
Yeah not the same but close enough
Same Textures
its not lmao
.
Biggums
what
Can you help me
I dont understand
lol
Not working
Did you set a default pawn in the gamemode?
Where
in the gamemode
Ah, perhaps, just a suggestion... you need to set a gamemode
Just a little advice, start following some basic tutorials.
Git gud or die tryin
But i found a tutorial , i do all in it and its not work : https://www.youtube.com/watch?v=7dZoISdc0dM
In this tutorial we are showing you how you can set up a static camera in a blank project using blueprints.
keep reading it till it makes sense
Google "UE4 how to set camera movable"
I know
Telling him to make it child of the Capsule Component is too easy
Tho, it hasnt been specified if he speaks about the camera of the PC or the pawn
i will try to edit it in visual studio
Lmao
yeah the mobility is static now i have to find how to make it movable
@chrome summit did you add the camera in the player pawn/character?
Of the player controller?
Are you sure the camera is static rather than the player actor doesnt receive any input?
yep
Hi here, when you create a proxy for an actor, an Ai in particular, do you destroy the Ai and spawn a simplified actor instead?
Or do you keep the same actor but you just remove the skeletal mesh, stop running the behavior tree, stop ticking, etc...?
I'm using the first technique and It's becoming complicated with all the values I have to pass on to the proxy in order to keep them somewhere (like health, referenced actors, status, etc...)
Strange, by default it should work. You mustve changed something
trying to find when you change the mobility of the camera
Weird, when i google "UE4 make camera movable" I find many articles
hahha just found a way
so funny
Begin Object Class=/Script/Engine.CameraComponent Name="FirstPerson_GEN_VARIABLE" bUsePawnControlRotation=True RelativeLocation=(X=-39.484440,Y=1.752765,Z=64.248421) Mobility=movableEnd Object
i copy that from the current camera and changed the mobility to movable
just chaned one word right there
So much easier in BP
what does this mean?
i cant get it to run on windows
ah fide, guess it wont run on my workstation ๐ฆ
unity seems to work ok but i cant get unreal engine to run at all
YIKES 
is there very big difference in performance if i create sprites or just animations/dynamic animations for 2d? Would be for a mobile
Your gonna have to give some more info on that leg
like if i do something like a robot with moveable parts
I have no clue what your asking because sprites are used for sprite animation
The only option by default is flipbooks.
Hello guys I want to ask you I want to make my own game launcher to start my game like Epic games-can you send me linkt to watch tutorials-I want to create this game launcher to can make different sections for: Community, Updates, News and to download the game
You really wont find a tutorial for that
You need to write something like that from scratch really
Check out our website where you can keep up to date on the latest news, updates and downloads available for GLC. https://www.gamelaunchercreator.com - Build ...
I found this
u have good c++ skills
I haven't got but I can write in C++
Then watch that then
what do you say in your last sentence?
is this helpful? the linl to this video that I sent? @pallid compass
Iv got no idea man
But i would say unless u have some mad plan or some serious reason to do it
i honestly wouldnt
You can add support later on if you need it
but unless your pushing tons of products i dont see a reason too
okay I need support write me in DM when you can like you say me
If you want one to one support in DM its not free.
support for what?
you won't be active and then you will want to me money-no
Then dont ask for me.
when uploading/processing a video takes almost an hour longer than the video itself
What are you talking about?
not talking to you lol
a okay
@fierce tulip sounds like your holiday ๐
shhh

is there a way when you use different enviromental stuff like trees, stones and these to don't wait to load because when I want to open to look how they look like I must to wait it doesn't open when I click on it-and then it must to compile shaders-why?is there a way to do this for all at once?
that would take hours, and if you have a fast computer it shouldnt take too long unless you are trying to load the kite demo stuff, which isnt made for games
only time people complain about that :p
processor Core I 5 3570 video card Nvidia Geforce GT 1030 GDDR 5
thats average at best for gamedev though
mine?
yea, but if you are just starting out its fine
just focus on the non-kite content and youll be fine
Just to give you some perspective, that is fine for starting out but it is no where near fast.
guys whats the blueprint to dublicate an object
Guys does anyone have a fix for getting (error LNK2001) when building development server in VS
@plush yew just make them yourself
when starting out and getting a feel of the engine you might want to try the free stuff in the learning tab and thw few free things on the marketplace
they are few and I search other things
@whole quarry what should I learn in advance of an unreal engine or a photoshop?
Blender
So you can make your own assets
A game needs 2d/3d models unless you go for full UI game
Free assets makes a unified art style impossible
where I can invite these bots for my discord server?
1 and 3 are custom made for here
aha okay and is there a way to use it or invite them?
okay
Ask @maiden swift or in #server-feedback
is it difficult to make a bote to whom you have to write there when looking for a person or a person to work?
Depends on your skills, but thats a discord thing and unrelated to UE4
Cant be sure enough
you are game developer @whole quarry because you help a lot of te people in this server โค ?
๐ค

lol
hello guys again I want to ask you how to search in youtube because I want to seacrh how to make to cut the tree? for now with hand then with axe?
because I don't know how to search for it
can you send me link?
how to search stuff on youtube wat?
I want to make in youtube how to make in unreal engine with bp this: How to break tree? with hand like in minecraft and later with axe?
and collect wood?
The tree would need to exist of multiple meshes
I can't understand?
the feeling is mutural
and to break it not like in minecraft, to be more real
what is mutural?
is there a tutorial to show this? @whole quarry
Does Fracture still exist in UE4?
@plush yew Google: UE4 How to chop a tree
Anyway, you could create a tree and different more damaged models of a tree (the more you chop it, the worse it looks) and whenever you chop it... it drops an item that you can pickup
I searched it i another way
thank you @whole quarry
thank you again
and one more question how to search for: how to open chest in ue 4? to make this way and to store things?
Are you serious right now?
How about you first learn the fundamentals of blueprint.
And the basics of 3d modeling and 3d animation :)
Because what's next? Are you going to ask for a tutorial for every single thing you want to add to your game?
if you knew the fundamentals of 3d modeling, 3d animation and programming (or blueprint) you wouldn't be asking how to do those things.
Right now, you are looking for shortcuts that might not quite exist and won't help you understand how to do any of it
In previous inventory systems I've made, I've used arrays of structs for storing info/data on the items I've got in my inventory, and then pulling data from a data table if I need more info for it
but several tutorials spawn actors to hold the data for the inventory system, blank actors with Name, count, etc..
I always thought that spawning lots of actors for the inventory could become a memory hog or something...
I'm doing an RPG, and the player might end up holding a few dozen to maybe a few hundred items (hopefully not) in their inventory...
thoughts?
fuck, not Actors
dont fucking do that
the best thing to do is use Structs
they are the fastest and easiest to deal with
if you really, REALLY need OOP, then UObjects
never use actors
Hehe ok.
actual recomendation, just use structs
you can have a pointer to a blueprint if you need it
Array of structs? or should I store in a Set?
I'll go with array, cause I dont know how to use Sets ๐
if ur stuff aint gonna represent anything in the game world
use UObject or Structs
UObject preferably if u wanna pass pointers around and have GC do its magic
Naw. Armor is just going to be stats on the character, the weapon and consumables will be handled once equipped/used
@opal ocean Array is good, but remember to check for duplicates... Sets are kinda better for handling uniqueness of stuff. It is also very fast for finding duplicates etc
Yah, I made a DoesItemExist function already
problem with array is when u remove stuff, things have to move around which cost performance
I dont know how Sets handle structs, as it only matters for the itemname and item type
so dont bother about algorythm complexity
"linear search everything"
who cares, if the array is small it will be the fastest anyway
@frank escarp agreed
and its the simplest to code
btw, for this stuff, check Algo
it has stuff like "filter if", "find" ,"sort" etc
linear search? I do a ForEachLoop and check if itemName == itemname, if it does, return the index
thats linear search
for small stuff use TArray, it is the most supported class. Like UPROPERTY etc. Other stuff may not be so well supposed
supported
I'm doing it all in blueprints, so I'm probably a bit limited that way
then doesnt matter
use what u like
๐
since ure not making mobile game so u wont need to think of performance too much
just spam stuff brute force, and optimize later if it becomes promising ๐
My main issue is simplicity of programming ๐
next concern is speed of development, I want to get a playable game sooner rather than later!
then BP and brute force is surely what u need
@opal ocean https://github.com/vblanco20-1/HoverGame
read the written stuff and have a look
hybrid arch, fastest you can get for making a game
much faster than pure blueprints or pure C++
also
Im not new to programming, but I'm a bit new to structs. Why would you use a struct instead of a class?
you will need that snippet
i code alot of the core in C++, and expose it to BP for simplicity
those lines show how to use the array .sort function, wich takes a lambda
you WILL need that
in C++ Structs and Classes are actually the same...
@plush yew no allocation, gets sent by value, gets stored inside an array or similar
''its just by convention that struct is used for data storage''
Is it a problem if you use a class to do this?
no
Or is a struct lighter?
all up to u
structs are public by default, classes are private
USTRUCTS are different than UOBJECTS by a huge difference
thats it
that snippet is to choose target?
struct used to be lighter, thats the idea, but these days they are exact same as class
ha oky
structs have public, private members and methods
but in UE4 the UObject class is the base class of most things, so use that if u want to utilize UE4s refelction system
but in pure C++ its the same
lol
@icy bone u talk to me?
no
ok
@frank escarp @icy bone K thanks for the help ๐
I've made working inventory systems before, just wanted to confirm which direction to start in, before diving in
anyone know how to make UE4Opus file?
it's being generated automatically afaik.
Yes. UE4 Opus is just a (for streaming) rearranged opus file afaik. It gets generated by the engine at import i guess.
you can't a ue4opus file.
it gets generated when you import your own file into ue4
I i import
Wav file
I got ue4opus file?
I know man can to make files to ue4opus
And i need thag
how can i make a "inherit parent" variable from this component
@icy bone IIRC the only difference is raw C++ structs default public. USTRUCT and UOBJECT are obviously different though
And of course they're very different in C# -- value vs reference type.
Hello guys , i made a camera actor and all in level... But is not working.
I added perforce source control to my project this morning, and so far so good
but importing marketplace assets takes forever now
is this expected?
Well kinda. All that stuff has to be added to Perforce :D
And every time you rename or move something it takes time
Okay good to know!
I'm also getting a "shared data cache not in use" warning when I import assets or build, since activating perforce
also expected?
Yeah :P up to you if you want to use shared cache
hmm... so I can rotate and scale objects in the viewport
but cant move them
dragging the arrows does nothing
I reset the editor already
any ideaS?
nvm got it
Is the view "Standalone game" more or like what you would see in the end product? Graphic and performance wise?
packaged builds will always be faster
and graphics are the same in and out of editor builds
ok thank you.
guys how can i do it ?????,
I don't know what you mean "if the player camera view" -- you mean if the player camera is looking at a given actor and nothing is blocking its view?
@plush yew Hrmmmmmmm. If it was me, I'd do it in C++ and expose it as a blueprint node. Call it "check can see (blah)" or whatever. Take the player camera as an input. See which direction it's facing and its horizontal and vertical FOV. If it's within that truncated pyramid, cast a few rays from camera to object to see if they collide. Maybe one at the four corners and one down the center? Uncharted 4 did one ray per bone from the AI's head to the player's skeleton for player detection.
any other devs who have game in steam who got this tab (under marketing and visibility) ?
that's prior to spectre and meltdown patches
and new more efficient cpu's have arrived to the market since that
also
for the lightbuilding
that will all change if UE4 gets GPU lightmapper soon
right now, intel CPU's hold advantage with lightmass building due to the intel lib being used for it
but that advantage will go away when moved to GPUs
well, there's no official promises about gpu lightmapper
so don't rely on that ๐
it's just very likely thing to happen
Unity just got theirs
and UE4 hired the guy who make GPU version of the UE4 lightmapper
- ex-maxwell render guy
gday fellas
I'm trying to use open level to start my game
but the game doesnt load the level in vr preview
it gets stuck and unresponsive
just wondering if someone could give me an explaination as to why
anyone else arounf that can give an explaination
hi all
my project performs smoother in windowed than full screen
why might that be?
My current theory is screen sized based LOD adjustments?
stupid question, but, is the window a different resolution?
its a good question
the window is def 720p
full screen honestly looks too crisp
but its the reso I put in the ini
full screen will use your native desktop resolution, I believe
though I'd have hoped the ini files would override that
windowed fullscreen always uses desktop resolution, can't change it
exclusive fullscreen uses the resolution you set
ah, interesting, thanks
Anyone struggling with alembic import from blender to unreal in 4.20 ๐ฆ
Is there a way to add a primitive to a static mesh without exporting and reimporting?
I just would like to add a cube under my tree, with it's in material.
If you are curious why, for use in making a blob shadow.
No.
@supple totem add the cube in the scene in the proper position to the tree, then with both selected use the merge actors command?
Do animated characters have to be combined?
Is it possible to combine the geo on import? If I import a skeletal mesh where the mesh is separate, each comes in as a separate asset.
shoo you spambot
thanks
Groan
should get my first cup too
Question: is there a performance difference on spawning new particle emitters vs. resetting existing one?
if said emitters lifetime is <0.2sec
Anyone ever used the "LoadLevelInstance" event either in C++ or BP?
It seems to cause GameThead hitches, even though the actual LevelInstance is relatively basic (few StaticMeshes and ISMC).
Now as far as my Profiling skills go, I assume as long as the GameThread spikes together with the other threads, it's only GameThread code related and the actual drawing of these new Meshes isn't even the problem.
I would also guess so based on how basic the level instances are.
could be an IO hiccup?
Well it's always when the new Levels are spawned
I think currently it's 7 LevelInstances
Do you mean FIOSDeviceHelper? @paper kernel
Despite that I can only see TaskGraphs, which I obviously don't know what they do in specific
I meant it's probably accessing something that is being fetched from disk
which could cause hiccup without actual performance loss
Wouldn't that stop if the Levels are loaded once?
The second time they should already be loaded from the disk
no idea does the engine keep it in the memory
No idea either. I would love to know what causes the hickup based on UE4's profiling tools :/
So, looking further into that, it seems to cost a lot to just load the level and register all the components and shit
why does LFTalent channel have unity job postings?
wow. LoadLevelInstance, with an empty level, drops fps and causes a GameThread spike -.-
Guess I can forget using Levels as "Instances" then. If only UE4 had proper Prefab support
@regal mulch have you tried the prefab plugin?
I have looked at it but I'm not sure what it exactly does
For me a Prefab also needs to keep the relations between two or more class instances
Yet to figure out if that plugin supports that
Prefab is an editor tool to help level building, it can't be spawned in runtime.
I need it to spawn Runtime
it has a "convert to blueprint" button
i use it in my procedural dungeons
becouse its a bettter way to edit the rooms than to use the blueprint editor...
Well that sounds like it won't keep references between two actors, does it?
We don't only have some meshes and independent actors in the level.
There are also e.g. Button Actors referencing Door Actors.
And that connection needs to persist.
I feel like UE4 is just not made to spawn a bunch of actors at once
We converted the level to a BP Actor (minus the actors in it, so only meshes) and while this improves the situation, it still spikes
And that's still GameThread spike, not even render as these are only a few blocks per spawn
mh
Could further optimize by spawning instances of an ISMC, but at that point we lose the ability to properly plan out a "prefab" of a level tile
how much you spawning?
there is always a spike at start
i am spawning lots of things in with my save system
actors
It's not the start
i feel like this is something i will run into aswell with streaming
It's throughout the game. We preplanned level tiles via ULevels and loaded them as instances.
But loading instances, even empty levels, causes frame drops cause of the GmaeThread spiking
Profiler says the ULevel being constructed and Serialized is one part of the problem
So to get away from the ULevel problem, you'd need to save your constellation differently. UE4 has no prefabs, so you need to put that stuff into Blueprints.
Which we did now, but spawning 7 Blueprint Instances with like 10-20 meshes in them is still dropping frames cause of the GameThread.
Good morning everyone! Assuming you live somewhere near me.
Forward rendering does not allow dynamic lights, correct?
nope. it allows dynamic light.
Hello guys I need help
I must when I write in the bp: "get info at index" to show me this:
but it shows me this:
wow
why?
Hi, i added a FloatingPawnMovement component to my pawn, but i use AddControllerYawInput the pawn seems to start moving.. anyone knows why?
@regal mulch the issue with ue4 spawning, is that you cant do it async (i think), but even bigger issue, is that it has to load the assets i think
the first time you spawn something its likely to bring a ton of data with it
Yeah :P we will look into other things instead of UE4 for this
UE4 is sadly not the answer to all
@frank escarp
this is probably a very specific question, but no harm in asking:
im using merge actors to put a cube beneath a tree
the tree is a speed tree from the marketplace, with nice wind animation
when merged, the tree loses its wind animation
in the material graph, the speed tree data is still wired up
anyone have ideas what might be going on?
I can't find the documentation for this project anymore https://youtu.be/_XyjMeAb3fw
In this video, we create our project and go through the process of importing the characters that we will be using for the series. We set up our folder struct...
I think it was here, but now that the documentation has been updated, it's hidden or deleted https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ/abmzWUWxy1U/
ok thanks, will see what I can figure out
ah damn, looks like speedtree might have some black box magic going on https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1495004-attaching-a-mesh-to-speedtree-with-wind
Hello.
I have a Speedtree exported in my UE4 project with speedtree wind applied.
Now I am trying to attach a mesh to a certain vertex location, for example
modifying the mesh in engine breaks stuff
ok so....
maybe I make a blueprint, that scans a given area for my instanced tree meshes
and for all it finds, places a cube at their base
sounds feasible?
Well I found an old version of the steam project and it still doesn't build. Did they change something about the online subsystem steam plugin?
Maybe generic shooter still works with steam
can someone help me?
we're locking, or want to lock, our game at 30fps, but doing so makes music in our cutscenes go out of sync - any idea why this would happen - is there a better way to cap framerate - locking sounds incorrect but might be terminology thing
after the delay respawn doesnt work
but if i remove delay it works fine
i tried to add a print string after delay to say hello and it doesnt work its like it has a delay forever
Why am I getting this error?
@earnest cape cant read those letters
I guess it's something to do with visual studio
It's weird because 2017 is installed
I'm uninstalling 2013 and 2015
maybe those were breaking it
Will do. I'll post here if anything lights on fire
@static viper can you help me with something
no
but you can always ask
nice
first
i added that delay so you have to wait 1 second before shoot agian
but i dont want that delay when you shoot for the first time
any solutions?
Hello guys I need help when I collect the item it doesn't update his icon
and when I collect it and click on the item that I collected it must to show me this: but it doesn't sow me
can you helpe me
what to send as screenshot to see where is teh problem?
anyone ever seen someone else use a tool like this?
In this 2017 GDC talk, Giant Squid Studios' Matt Nava offers insight into the unique art style of Abzu, and the processes that he and the team at Giant Squid...
what is world dynamic object
A not-static object
Anyone ever encountered "GPU has crashed" ?
One of our clients had the problem, denies any overclocking
you may be doing something really weird with the GPU then
its very difficult to crash modern drivers
Or it could just be a GPU problem
We're not doing anything weird really
Well,I guess we'll keep the negative review about his GPU being fine and us terrible devs ๐คท
Anyone knows how to disable moving white line between frames?
I don't want to have a cursor moving between points, I wnat to have a rigid cursor.
Hey, I am using Steam in ue to get the multiplayer, its working and all, but my problem is that only the host can move, but the other player cant. Can anybody help? Thanks
I know you can get around the same issue in the Panner, but for the Sine node is it possible to change its rate / frequency without resetting the sine itself?
like this
because as-is trying to change the sine seems to reset it immediately causing a flickering effect
So why ue4 need shit ton of time to launch ?
If you open task manager you will see that is it is still loading everything. This will only happen the first time you load a project.
I got a lot of project's all effects test
Hey guys so im setting up animations outside of UE4 and i was wanting to know if it was better to parent the gun to the hands or hands to the gun.
you need to migrate from one project to the other?
I need ue4 render
I work in blender u know
And used to be active in old game maker sandbox xd
If I need a class to serve as a TaskManager for my Pawns (distributing out what work they need to do) should I use a GameInstance or GameState?
This class would need to be local to the client (multiplayer game)
But also easily accessible from any instances, like Behavior trees and controllers
But it'd only need information specific to 1 client
You say it needs to be local to the client but it is going to process on the server. (multiplayer game) You can not have access to it from the client but you can replicate back to the client. The client would send request and the server would do the work and replicate the results back to the client. I have been messing with a server client inventory system and I had to write new custom events for the server and client communication. Still learning though.
I don't need it to exist on the server at all
It can be totally local to the client
I think GameState is what i'm looking for
If you make a MF and you want to pass in a texture, how do you break it back out on the other side so u can access the UVs and such?
parameters
However if you're passing in a texture you can set the scaling before passing it in
Well yeah
How do u break it out a param
to be accessiable similar to a text
and also make the MF output a text
If you have to pass in the texture and change tiling afterwards you can feed it into the Tex input of a texture sample
instead of v3
What are you saying
Texture goes in > access to Uv's > texture goes out not float3
Thats still a vec3 output
Pretty sure a texture object doesn't support dynamic tiling
It's just whatever the raw texture is
Im not after tiling, i havent mentioned tiling
You're manipulating UVs, right?
Yes
can u seperate two masks of the same colour if they are seperated by another mask in material editor? ie, if its a black circle, white on the outside, white on the inside
can anyone help me
What's goin' on?
take alook
i added an image to content browser
and when am trying to put it here i just cant
it doesnt showup anything
Um.
Right click the image and create material. I think that's what it's looking for.
What is that on?
what do you mean
its a thumbnail for an item
oh
i see the problem now
it was set light map texture 2d
I'm trying to figure out how to store data for spells that can be created and deleted on the fly. I thought about using Maps, but I can't figure out how to create and delete them from inside a graph. I would want to store data somewhat like this.
{
"SpellName" , "example"
"Duration" , "10"
"MPCost" , "5"
"Power" , "4"
}
and so on and so forth.
Does anyone have any idea what I could use to accomplish this?
@velvet forge if you mean storing this data to unit a class with, you could use DataTables
No idea how to do it via Blueprint, but I use C++, DataTables, and an external CSV data file generated from Excel.
Unit = init
Oh yeah forgot to mention I'm in blueprint
Should be examples of how to do this in Blueprint
anyone know how to make animations if your a beginer?
@plush yew good question. I work for Blizzard Entertainment, and we have a Side Projects program. For me to retain rights and to minimize and legal backlash for Blizzard, they have me sign a contract regarding the rules of the Side Project program. For the most part it indemnifyโs Blizzard so if I get sued they canโt be held liable. There is also a right of first refusal, so if some company wanted to buy my company / game out right, Blizzard could match the offer and I would have to choose Blizzard in that case.
(I moved the question ot Career Advice)
@plush yew always talk to a lawyer first
Fascinating
The Side Project program allows you during your spare time to make games?
For yourself?
Instead of Blizzard?
Yes
That's awesome.
To get approved I have to submit, and not be stupid๐
Stay away from Blizzard IPs and avoid direct competition
Sure
For example I could not make a diablo clone, or reference Blizzard characters
Epistle 3
@native pawn there are a number of online animation courses for learning the basics of animation.
thanks
Animation Mentor and others are good, but unsure of the cost.
I can recommend mixamo if you're just slapping a project together in your sparetime and don't want to learn every profession that goes into making a game
Really easy to stretch yourself thin
ok
I agree, Mixamo is useful in that case
And getting good at animation is incredibly time consuming
Not to mention modelling
i am making a 3d platformer and wanted a good climbing animation
The difficult is going to be handling the blends to make sure they donโt look terrible
Hi guys!!!!! Can we hit 200 likes?????? Today is a special day!! I've just finish the first part of the tutorial series of the climbing system. It will be a ...
This guy made a whole tutorial about it
and has the project available to download
incase you want to try and gleam something from it
well thank you
Of course! Good luck
Meanwhile I'm staring myself blind at Daz 3d
slowly regretting my decissions
Is there a good piece of documentation or article explaining how assets are loaded and cooked and how theyโre controlled at runtime?
Especially how assets can be loaded and unloaded at runtime.
if you dont know about soft object pointers https://docs.unrealengine.com/en-us/Programming/Assets/AsyncLoading has an explanation
hi is this about UT4?
aha ok
ive short tested UT4 but it was like a stripped UT4 and the only good thing was the pulsegun funny enough
no offence btw but am just being honest
the teamgames in UT4 were really like i was tripping on weed very weird
i doubt that offends anyone here
i dont think anyone here has ever written a line of code for that game
okay
theres like 10 epic employees here max
and they all work on either the engine or fortnite
ah ok
well its just that i exspected more an UT99 on the UT4 engine simply said
thats also why i emailed epic saying they should look into open source way but its like nothing changed the way i see it
it had a quake style gameplay somehow
maby just maby they should give UT4 fully to the community UT and let them devolop it the way they want more freestyle
technically seen at this moment UT3 seems to be the max
the maps making more slick and smoother isnt that bad though but i feel missing alot
if you made pull requests to the codebase im sure the one dev they left working on it would be happy to accept it
and where is the codebase?
okay yes i think i have account allready
however its not really my intention to interfere with UT4 making but
don't bother, ut4 is dead anyway
theres no one to interfere with anyway lol
you'd be like the one person working on it
i noticed alot of UT and UT99 peeps wanted more UT99 look in everything also in weapons ,maps everything
oh haha lol
yeah just put in a pull request and as long as it compiles it would probably be accepted
lol nevermind
i guess it has to end somewhere after 20yrs
its not that i find it funny but just the way u say it
it seems nothing except CoD battlefield and fifa lasts forever
but what if i got a bright idea all suddenly?
C++ that are big pills of books ill be 99yrs when i could use it lol
ok yes
maby its best i just wait
nothing is lost the old UTversions still rock
i was just thinking this way like, they import the UT99goty to the UT4 engine with all weapons,gametypes,maps etc only use the new engine and ued to make all better looking, just simple said
i think they made it to difficult for themselfs
they were thinking like we must create new gametypes, weapons,maps,bots etc
while they just could import like bot archon and ares and give them better visual textures etc
sorry to interrupt, has anyone here ever come across any display port/monitor issues with unreal?
no but ask away
i've had a problem for the past week where loading unreal causes a monitor to lose signal and return but each time i move the cursor over unreal, the monitor loses signal again and returns
it only happens with unreal
i've just run a time spy extreme test to see if it would be a psu or gpu issue and it passed fine
changed cables, same problem, cleared drivers and reinstalled
same again
I'm kind of lost at this point
give me few minuts to think and look
nothing appears in event viewer and windows doesn't appear to have any logs, monitor is fine with everything else
did u use a hdmi switch?
oh god, UT4 talk for real? ๐ฎ
Epic hasn't touched UT4 since 2016
And we don't know if they will finish its development
They already killed Paragon
it could also be a setting in windows
have u set it to use multu display?
multi display
it is using multi display
have faith Hermit am sure Epic/Midway will find a way
i doubt Epic is going to work on UE5 anytime soon.
it is okay
have u also installed latest netframework and all that is needed for ut4?
Personally, i would much prefer the hardware to improve just so those consoles and PC can run UE4 better
as far as i know, it was working fine until a week or so ago, it's been very intermittent since it started
What netframework?
well have u tried reinstall of the UED4?
UT4 works fine right now, or... oky
Are you talking about reinstalling the Unreal Tournament 4 - Editor?
yeah
I have it installed. But I don't use it.
btw do the display port use converters or anything that could cause problems? Cobby?
like a hdmi to vha or to dvi
or hdmi to dvi converter
or is all straight connected
it's direct cable from card to monitor
i'm just trying to find which dotnet i have installed
okay and are u using double gcards? like crossfire maby?
single card
okay
it's very odd
yes it is
if it wasn't just unreal i would suspect cable but i've tried 3 cables which would make me think it was gpu or psu but i can run games like 2016 Doom at full settings with around 200fps in places
what kind of cables?
which arguably be more intensive than just the content browser
the cables are 1.2
displayport
i believe 1.4 is the latest standard yeah but 1.2 is the minimum for 2560x1440
which i've had running for several months without issue
until now
well its wurth to try the 1.4 sinds its a signal problem,
and the fittings are hdmi or?
i can be shorter in answer, i would just make sure all is the newest like cable,fitting and maby use a 2-fitted switch just to try
the monitor does have hdmi but i think hdmi 2.0 is the minimum for 2560x1440 which i'm not sure the monitor supports
yeah
i have another cable on the way from amazon
just to be absolutely certain
aha okay, for now i think that is the problem somehow
i've been monitoring the computer this evening checking things like temps, power usage etc to see if there was anything that could give me a hint
i even considered updating the firmware for that monitor
and u cant run ued4 on lower resolutions?
same issue regardless of resolution
ok
the strange thing is, the other monitor which it has no issues with, is a 4k panel
is the other panel a FHD or HD ready?
one panel is UHD and the other is QHD
possibly
i'll post an update in here tomorrow and let you know if the cable changes anything, for now i'll reinstall unreal and the launcher and see if it helps
but i would for sure do the fitting and cables
I am new at unreal, can give me general advice?
general advice: do things
not even joking
you learn the best by doing
many get stuck on the daydreaming/tutorial watching stage
@coral escarp
I have experience in unreal but little, equally thank you
...think that's a little too far back
well i can only say what i think, but u can also try UT2004Demo
though the full version needs a key to activate
but instead of the steam version i would rather buy a retail version which i find better
What's wrong with UE4? lolll
btw the UT3 needs a key too so
There is no point in trying the old Editors when you got access to UE4
if you want to dev these days it seems its either UE4 or unity
or go mad and use SDL2
I think UT3 Ed doesn't even have a Content Browser
Was such a pain in the ass
jeff holt of BN clan knows alot of UED in general
hes good mappers also
from the UK
my guess is he still plays around with UEDITORS
i never used ued if i did it allways crashed so
The thing is before Unreal Ed had Unreal Script and now it's C++ & Blueprint.
And you have all those new tools now. It's a completely different engine experience.
So you should stick with UE4
ANd there are tons of info and tutorials on UE4 now
10 years ago, there was nothing for UE3
well C++ is a special thing on its own, and blueprint sounds like a addon for ued i have no clue what it is but its sounds difficult
Blueprint is integral to UE4
It complements the C++ workflow
aha ok for UT3 stuff into UT4 ed
yes i think i understand what u meen
A lot of people in this channel have extensive experience with UE4 that has been available for several years already now
i only know u need a bad ass pc or server to use UED3 and 4
not sure if serious
lol
yeah i can run it on my potato mac just fine really
there's zero reason to use UDK today for any new project
I disagree
Epic doesn't even distribute UDK anymore
you'd need to find it from some shady online sources
You can still download UDK 2015
and no support, barely people who can help you with that