#ue4-general

1 messages ยท Page 325 of 1

static viper
#

now just self promo!!!

frank escarp
#

not fast enough, there are some inneficiences

icy bone
#

lol

#

reminds me of when i was making games in DirectX and OpenGL

#

the code was too ugly i didnt wanna recognize as mine

frank escarp
#

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%

static viper
#

nooo

#

you make pubg nice.

tall pendant
#

making pubg nice? so deleteing their p4? ๐Ÿ˜„

icy bone
#

drawcalls are evil

frank escarp
#

@icy bone with the nvidia turing architecture stuff, you can literally delete drawcalls

#

and dont launch them

static viper
#

you need to add [PUBG Dev] to your name @frank escarp

#

๐Ÿ˜›

frank escarp
#

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

icy bone
#

nice, im not familiar with that, but the bottleneck between CPU and GPU has been too long

frank escarp
#

so you can just have your scene meshes and scenegraph on the GPU, and batch-render per-material

#

including culling

#

done in the gpu

icy bone
#

cool, so u can push into GPU ur entire Geometry library and decide what to do from there?

frank escarp
#

yes

#

it cant switch material

#

so you still need to do 1 drawcall per shader

icy bone
#

nice

frank escarp
#

but still....

#

you can do culling from within the gpu

icy bone
#

ye having Geometry on the CPU for each mesh etc is just stupid

frank escarp
#

and its basically gpu batching

icy bone
#

i guess this is possible because of GPU are more General Purpose now

frank escarp
#

yes

icy bone
#

u can do more than just math logic

frank escarp
#

its a new type of shader

#

that replaces vertex/tesellation/geometry

#

nw oyu have "task" shader, and "mesh" shader

icy bone
#

CUDA shader XD

frank escarp
#

both of those are compute shaders, with compute shader features

icy bone
#

task shader sounds interesting

frank escarp
#

the task shader emits mesh shader invocations

#

and the mesh shader fills a vertex array that then gets to rasterization

icy bone
#

this tech will be awesome

frank escarp
#

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

icy bone
#

btw anyone tried Niagara? it seems so awesone, pure GPU, i have yet to try it

frank escarp
#

due to being more efficient with gpu compute

icy bone
#

nice

frank escarp
#

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

icy bone
#

ye ofc, both companies probably have "coffee friends" working at the other counterpart

frank escarp
#

you just send the mesh data in whatever format to the gpu

icy bone
#

to have coffee discussions

frank escarp
#

and the compute shaders emit triangle lists

#

how you emit those triangle lists doesnt matter at all

#

so it can be procedural too

icy bone
#

sounds very cool

#

i wonder how Unreal4 will update their material editor for this

#

currently its just fragment and vertex

frank escarp
#

they dont need to

#

you can just use this on the background

#

and basically you get perfect automatic batching

icy bone
#

i mean to UE4 can allow people to utilize this new power without wirting shaders

frank escarp
#

they can use this no issue

#

probably will, once PS5 happens

#

as PS5 will have something similar

icy bone
#

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

frank escarp
#

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

icy bone
#

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

frank escarp
#

C++ being C++

#

8 years programming it and i still think its fucking bullshit

plush yew
#

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.```
icy bone
#

it is

#

C++ has too much power but added gradually so its a huge mess

frank escarp
#

the build systems

#

literally the fucking worst

icy bone
#

with billions of subtle features

frank escarp
#

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

icy bone
#

never tries rust

frank escarp
#

i add it to the [dependencies] part in the cargo config

icy bone
#

but i like GoLang for small portable programs

frank escarp
#

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

icy bone
#

nice

#

can u make small portable standalones?

frank escarp
#

same as C/C++

icy bone
#

i used to use python for all kind of tools, but its portability is shit

frank escarp
#

so yeah

icy bone
#

thats cool

frank escarp
#

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

icy bone
#

cool

#

maybe ill learn it someday

#

ur hovercraft game looks so cute lol

frank escarp
#

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

icy bone
#

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*

rose quartz
#

If i want to create a landscape in a design program do i need to use planes like 512cmX512cm?

supple totem
#

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?

rose quartz
#

But there is standing 254x254 is that cm or something else the size

supple totem
#

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

unkempt sandal
supple totem
#

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

exotic lion
unkempt sandal
#

@supple totem saw the soft body post, it was made in a older unreal, cant find thoose options anymore

supple totem
#

ah, this?

unkempt sandal
#

yeah

supple totem
#

have you enabled distant fields for your project?

unkempt sandal
#

i dont think so

supple totem
#

its in project settings -> rendering

#

try turning it on and seeing if what you need becomes available

unkempt sandal
#

oh

#

so if i enable it they will appear?

supple totem
#

maybe?

#

try it

#

and make sure the ball mesh is set to generate distant fields

unkempt sandal
#

will try in a bit

supple totem
#

which I think it should be by default

unkempt sandal
#

going to start working a mobile game soon

exotic lion
#

Someone can aswner to my probleme?

unkempt sandal
#

@supple totem enable the distance field but options like the deformation strength still not available

supple totem
#

so those are just variables

#

You might want to run through some basic material tutorials

unkempt sandal
#

sure, but can you tell me if a short version if there is one?:D

supple totem
#

haha

#

this is how I got started

#

if you couldn't recognize a paramater, you really need to do some basic practice!!

plush yew
#

What is input for thumbstick.

I want my Player to chrouch when i presse left thumbstick

exotic lion
#

...

#

Why no one aswner me

unkempt sandal
#

would this work in 2d?

dawn vessel
#

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 ? ๐Ÿค”

exotic lion
pallid compass
#

@dawn vessel u wont find any of the fortnite assets anywhere

dawn vessel
#

Found some

#

๐Ÿคฃ

#

I searched Low Poly and it came up with their rocks

pallid compass
#

Yeah not the same but close enough

dawn vessel
#

Same Textures

pallid compass
#

its not lmao

dawn vessel
#

.

exotic lion
#

Biggums

dawn vessel
#

what

exotic lion
#

Can you help me

dawn vessel
#

In Details Tab for Camera.

exotic lion
#

I made it on player 0 but doest working

#

I say i have any of player template

dawn vessel
#

I dont understand

exotic lion
whole quarry
#

lol

exotic lion
#

Not working

whole quarry
#

Did you set a default pawn in the gamemode?

exotic lion
#

Where

whole quarry
#

in the gamemode

exotic lion
whole quarry
#

Ah, perhaps, just a suggestion... you need to set a gamemode

#

Just a little advice, start following some basic tutorials.

pallid compass
#

Git gud or die tryin

exotic lion
#

I can't understand english in voice

#

Im french

pallid compass
#

Then u gotta read written ones

#

Or brush up your english

whole quarry
#

Learn english

#

Its usefull

exotic lion
pallid compass
#

Theb its outdated or u do wrong

#

Then

chrome summit
#

Guys my camera is static for some reason how can i make it movable again

#

?

whole quarry
#

Static to what?

#

First person? Third? Topdown?

chrome summit
#

first person

#

thats the error

whole quarry
#

Thats a dead give away

#

Set it to Movable

pallid compass
#

keep reading it till it makes sense

chrome summit
#

how

#

i mean

#

at transform

#

there is not an option for that

pallid compass
#

if u set it too static

#

then there must be

#

have a search with for it

chrome summit
#

i didnt

#

i dont know how that happened xd

whole quarry
#

Google "UE4 how to set camera movable"

chrome summit
#

i did it

#

cant find anything

pallid compass
#

sick trick

#

inb4 his camera is the root

#

or something

#

lmao

whole quarry
#

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

chrome summit
#

i will try to edit it in visual studio

whole quarry
#

Lmao

chrome summit
#

yeah the mobility is static now i have to find how to make it movable

whole quarry
#

@chrome summit did you add the camera in the player pawn/character?

chrome summit
#

nope

#

its the default camera

whole quarry
#

Of the player controller?

chrome summit
whole quarry
#

Are you sure the camera is static rather than the player actor doesnt receive any input?

chrome summit
#

yep

brittle gulch
#

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...)

chrome summit
#

i checked the mobility

#

and is static

#

check this out

whole quarry
#

Strange, by default it should work. You mustve changed something

chrome summit
#

trying to find when you change the mobility of the camera

whole quarry
#

Weird, when i google "UE4 make camera movable" I find many articles

chrome summit
#

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

whole quarry
#

So much easier in BP

plush yew
#

i cant get it to run on windows

#

ah fide, guess it wont run on my workstation ๐Ÿ˜ฆ

#

unity seems to work ok but i cant get unreal engine to run at all

frail sail
unkempt sandal
#

is there very big difference in performance if i create sprites or just animations/dynamic animations for 2d? Would be for a mobile

pallid compass
#

Your gonna have to give some more info on that leg

unkempt sandal
#

like if i do something like a robot with moveable parts

pallid compass
#

I have no clue what your asking because sprites are used for sprite animation

#

The only option by default is flipbooks.

plush yew
#

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

pallid compass
#

You really wont find a tutorial for that

#

You need to write something like that from scratch really

plush yew
pallid compass
#

you could actually try to make one via ue4

#

if

plush yew
#

I found this

pallid compass
#

u have good c++ skills

plush yew
#

I haven't got but I can write in C++

pallid compass
#

Then watch that then

plush yew
#

what do you say in your last sentence?

#

is this helpful? the linl to this video that I sent? @pallid compass

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

plush yew
#

okay I need support write me in DM when you can like you say me

pallid compass
#

Sure if you want to pay me.

#

15$ an hour

plush yew
#

what?

#

for what to pay you?

pallid compass
#

If you want one to one support in DM its not free.

plush yew
#

support for what?

pallid compass
plush yew
#

you won't be active and then you will want to me money-no

pallid compass
#

Then dont ask for me.

plush yew
#

what is this mean?

fierce tulip
#

when uploading/processing a video takes almost an hour longer than the video itself

plush yew
#

What are you talking about?

fierce tulip
#

not talking to you lol

plush yew
#

a okay

whole quarry
#

@fierce tulip sounds like your holiday ๐Ÿ˜‰

fierce tulip
#

shhh

whole quarry
plush yew
#

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?

fierce tulip
#

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

plush yew
#

How you guess that I use kite demo

#

I have fast computer

fierce tulip
#

only time people complain about that :p

plush yew
#

processor Core I 5 3570 video card Nvidia Geforce GT 1030 GDDR 5

fierce tulip
#

thats average at best for gamedev though

plush yew
#

mine?

fierce tulip
#

yea, but if you are just starting out its fine

#

just focus on the non-kite content and youll be fine

pallid compass
#

Just to give you some perspective, that is fine for starting out but it is no where near fast.

chrome summit
#

guys whats the blueprint to dublicate an object

bitter iris
#

Guys does anyone have a fix for getting (error LNK2001) when building development server in VS

plush yew
#

okay I want to find free 3d models and environmental stuff

#

okay I won't use it

whole quarry
#

@plush yew just make them yourself

fierce tulip
#

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

plush yew
#

they are few and I search other things

#

@whole quarry what should I learn in advance of an unreal engine or a photoshop?

whole quarry
#

Blender

plush yew
#

why?

#

I want to make games not to make 3d models

whole quarry
#

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

plush yew
#

where I can invite these bots for my discord server?

whole quarry
#

Dunno

#

What bots?

plush yew
#

these

whole quarry
#

1 and 3 are custom made for here

plush yew
#

aha okay and is there a way to use it or invite them?

whole quarry
#

2 i dunno, guess something with that url bellow its name

#

Nope

plush yew
#

okay

whole quarry
plush yew
#

is it difficult to make a bote to whom you have to write there when looking for a person or a person to work?

whole quarry
#

Depends on your skills, but thats a discord thing and unrelated to UE4

plush yew
#

I know that isn't with ue 4

#

๐Ÿ˜‰

whole quarry
#

Cant be sure enough

plush yew
#

you are game developer @whole quarry because you help a lot of te people in this server โค ?

whole quarry
#

I try to be when time allows me

#

Else im just being a human

grim sinew
#

๐Ÿค–

whole quarry
plush yew
#

lol

plush yew
#

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?

tall pendant
#

how to search stuff on youtube wat?

plush yew
#

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?

whole quarry
#

The tree would need to exist of multiple meshes

plush yew
#

I can't understand?

smoky stream
#

the feeling is mutural

plush yew
#

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?

whole quarry
#

@plush yew Google: UE4 How to chop a tree

plush yew
#

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

opal ocean
#

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?

frank escarp
#

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

opal ocean
#

Hehe ok.

frank escarp
#

actual recomendation, just use structs

#

you can have a pointer to a blueprint if you need it

opal ocean
#

Array of structs? or should I store in a Set?

frank escarp
#

doesnt matter

#

whatever fits your game best

opal ocean
#

I'll go with array, cause I dont know how to use Sets ๐Ÿ˜ƒ

icy bone
#

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

opal ocean
#

Naw. Armor is just going to be stats on the character, the weapon and consumables will be handled once equipped/used

icy bone
#

@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

opal ocean
#

Yah, I made a DoesItemExist function already

frank escarp
#

pro tip

#

its impossible to go slow on small arrays

icy bone
#

problem with array is when u remove stuff, things have to move around which cost performance

opal ocean
#

I dont know how Sets handle structs, as it only matters for the itemname and item type

frank escarp
#

so dont bother about algorythm complexity

#

"linear search everything"

#

who cares, if the array is small it will be the fastest anyway

icy bone
#

@frank escarp agreed

frank escarp
#

and its the simplest to code

#

btw, for this stuff, check Algo

#

it has stuff like "filter if", "find" ,"sort" etc

opal ocean
#

linear search? I do a ForEachLoop and check if itemName == itemname, if it does, return the index

frank escarp
#

thats linear search

icy bone
#

for small stuff use TArray, it is the most supported class. Like UPROPERTY etc. Other stuff may not be so well supposed

#

supported

frank escarp
#

TMap is also awesome

#

if you want to store stuff by name

opal ocean
#

I'm doing it all in blueprints, so I'm probably a bit limited that way

icy bone
#

then doesnt matter

#

use what u like

#

๐Ÿ˜„

#

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 ๐Ÿ˜„

opal ocean
#

My main issue is simplicity of programming ๐Ÿ˜„

#

next concern is speed of development, I want to get a playable game sooner rather than later!

icy bone
#

then BP and brute force is surely what u need

frank escarp
#

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

icy bone
#

Hybrid is cool, i do that also

#

but u need to know C++

plush yew
#

Im not new to programming, but I'm a bit new to structs. Why would you use a struct instead of a class?

frank escarp
#

you will need that snippet

icy bone
#

i code alot of the core in C++, and expose it to BP for simplicity

frank escarp
#

those lines show how to use the array .sort function, wich takes a lambda

#

you WILL need that

icy bone
#

in C++ Structs and Classes are actually the same...

frank escarp
#

@plush yew no allocation, gets sent by value, gets stored inside an array or similar

icy bone
#

with subtle differences

#

its just by convention that struct is used for data storage

quiet hornet
#

hello

#

can somone help me?

plush yew
#

''its just by convention that struct is used for data storage''
Is it a problem if you use a class to do this?

icy bone
#

no

plush yew
#

Or is a struct lighter?

icy bone
#

all up to u

smoky stream
#

structs are public by default, classes are private

frank escarp
#

USTRUCTS are different than UOBJECTS by a huge difference

smoky stream
#

thats it

opal ocean
#

that snippet is to choose target?

frank escarp
#

Uobjects need to be allocated

#

while structs can be passed by value

icy bone
#

struct used to be lighter, thats the idea, but these days they are exact same as class

plush yew
#

ha oky

icy bone
#

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

quiet hornet
#

@icy bone u talk to me?

icy bone
#

no

quiet hornet
#

ok

opal ocean
#

@frank escarp @icy bone K thanks for the help ๐Ÿ˜ƒ

#

I've made working inventory systems before, just wanted to confirm which direction to start in, before diving in

quiet hornet
#

anyone know how to make UE4Opus file?

tall pendant
#

it's being generated automatically afaik.

quiet hornet
#

@tall pendant u talk to me?

#

How can i find that

tall pendant
#

Yes. UE4 Opus is just a (for streaming) rearranged opus file afaik. It gets generated by the engine at import i guess.

quiet hornet
#

How can i use tuat

#

To stream or somthing

#

To get the file

#

Please helpp

tall pendant
#

you can't a ue4opus file.

quiet hornet
#

Why?

#

I know man do that

tall pendant
#

it gets generated when you import your own file into ue4

quiet hornet
#

I i import

#

Wav file

#

I got ue4opus file?

#

I know man can to make files to ue4opus

#

And i need thag

plush yew
bleak copper
#

@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.

exotic lion
supple totem
#

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?

regal mulch
#

Well kinda. All that stuff has to be added to Perforce :D

#

And every time you rename or move something it takes time

supple totem
#

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?

regal mulch
#

Yeah :P up to you if you want to use shared cache

supple totem
#

okay! thanks again

#

im solo deving so I imagine it wouldnt help

supple totem
#

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

normal mauve
#

Is the view "Standalone game" more or like what you would see in the end product? Graphic and performance wise?

smoky stream
#

packaged builds will always be faster

#

and graphics are the same in and out of editor builds

normal mauve
#

ok thank you.

plush yew
bleak copper
#

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
#

yes

#

exactly

bleak copper
#

@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.

glacial totem
#

any other devs who have game in steam who got this tab (under marketing and visibility) ?

cursive dirge
#

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 ๐Ÿ˜„

#

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
plain laurel
#

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

broken remnant
#

.lsa

#

๐Ÿ˜ƒ

supple totem
#

hi all

#

my project performs smoother in windowed than full screen

#

why might that be?

#

My current theory is screen sized based LOD adjustments?

wary wave
#

stupid question, but, is the window a different resolution?

supple totem
#

its a good question

#

the window is def 720p

#

full screen honestly looks too crisp

#

but its the reso I put in the ini

wary wave
#

full screen will use your native desktop resolution, I believe

#

though I'd have hoped the ini files would override that

manic pawn
#

windowed fullscreen always uses desktop resolution, can't change it

#

exclusive fullscreen uses the resolution you set

supple totem
#

ah, interesting, thanks

safe pendant
#

Anyone struggling with alembic import from blender to unreal in 4.20 ๐Ÿ˜ฆ

supple totem
#

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.

grim sinew
#

No.

uncut vigil
#

@supple totem add the cube in the scene in the proper position to the tree, then with both selected use the merge actors command?

floral pebble
#

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.

paper kernel
#

alex shoo you spambot

regal mulch
#

And that while I still haven't finished my first coffee

#

On a Sunday.

cursive dirge
#

thanks

paper kernel
#

Groan

cursive dirge
#

should get my first cup too

paper kernel
#

I should get seconds

#

and maybe thirds

tall pendant
#

~10:30AM here and it's been 4 cups already ๐Ÿ˜›

#

unhealthy but shrugs

#

yolo ๐Ÿ˜„

paper kernel
#

Question: is there a performance difference on spawning new particle emitters vs. resetting existing one?

#

if said emitters lifetime is <0.2sec

regal mulch
#

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.

paper kernel
#

could be an IO hiccup?

regal mulch
#

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

paper kernel
#

I meant it's probably accessing something that is being fetched from disk

#

which could cause hiccup without actual performance loss

regal mulch
#

Wouldn't that stop if the Levels are loaded once?

#

The second time they should already be loaded from the disk

paper kernel
#

no idea does the engine keep it in the memory

regal mulch
#

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

paper kernel
#

why does LFTalent channel have unity job postings?

regal mulch
#

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

frank escarp
#

@regal mulch have you tried the prefab plugin?

regal mulch
#

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

frank escarp
#

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...

regal mulch
#

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

static viper
#

mh

regal mulch
#

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

static viper
#

how much you spawning?

#

there is always a spike at start

#

i am spawning lots of things in with my save system

#

actors

regal mulch
#

It's not the start

static viper
#

i feel like this is something i will run into aswell with streaming

regal mulch
#

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.

supple totem
#

Good morning everyone! Assuming you live somewhere near me.

#

Forward rendering does not allow dynamic lights, correct?

tall pendant
#

nope. it allows dynamic light.

plush yew
#

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?

dim merlin
#

Hi, i added a FloatingPawnMovement component to my pawn, but i use AddControllerYawInput the pawn seems to start moving.. anyone knows why?

frank escarp
#

@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

regal mulch
#

Yeah :P we will look into other things instead of UE4 for this

#

UE4 is sadly not the answer to all

#

@frank escarp

supple totem
#

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?

static viper
#

vertex colors broken

#

speedtree works with vert colors

earnest cape
supple totem
#

thank you owl person

#

how might I preserve the colors?

static viper
#

in the merging process

#

dont know if that is inbuilt tho

supple totem
#

ok thanks, will see what I can figure out

#

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?

earnest cape
#

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

chrome summit
#

can someone help me?

sturdy star
#

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

chrome summit
#

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

earnest cape
chrome summit
#

@earnest cape cant read those letters

earnest cape
#

This happens on all of my 4.20 projects too

earnest cape
#

I guess it's something to do with visual studio

static viper
#

yes

#

you need to install vs 2017

#

thats all

earnest cape
#

It's weird because 2017 is installed

#

I'm uninstalling 2013 and 2015

#

maybe those were breaking it

static viper
#

yes

#

that isit

#

remove the old ones

#

and repair 17 afterwards

earnest cape
#

Will do. I'll post here if anything lights on fire

chrome summit
#

@static viper can you help me with something

static viper
#

no

chrome summit
#

ok

#

xd

static viper
#

but you can always ask

chrome summit
#

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?

earnest cape
#

That fixed it

#

I just needed to update VS

plush yew
#

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?

plush yew
#

what is world dynamic object

grim sinew
#

A not-static object

cloud cobalt
#

Anyone ever encountered "GPU has crashed" ?

smoky stream
#

i overclocked my GPU too high once

#

got that

cloud cobalt
#

One of our clients had the problem, denies any overclocking

smoky stream
#

you may be doing something really weird with the GPU then

#

its very difficult to crash modern drivers

grim sinew
#

Or it could just be a GPU problem

cloud cobalt
#

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 ๐Ÿคท

paper kernel
#

Editor likes to crash my gpu all the time

#

softcrashes tho

fossil ore
#

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.

plush yew
#

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

novel ember
#

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

magic flame
#

So why ue4 need shit ton of time to launch ?

versed spear
#

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.

magic flame
#

I got a lot of project's all effects test

flat marlin
#

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.

magic flame
#

But when I open another one to copy data

#

It sucked

versed spear
#

you need to migrate from one project to the other?

magic flame
#

I need ue4 render

#

I work in blender u know

#

And used to be active in old game maker sandbox xd

vivid girder
#

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

versed spear
#

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.

vivid girder
#

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

pallid compass
#

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?

vivid girder
#

parameters

#

However if you're passing in a texture you can set the scaling before passing it in

pallid compass
#

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

vivid girder
#

If you have to pass in the texture and change tiling afterwards you can feed it into the Tex input of a texture sample

pallid compass
#

instead of v3

vivid girder
#

What are you saying

pallid compass
#

Texture goes in > access to Uv's > texture goes out not float3

vivid girder
pallid compass
#

Thats still a vec3 output

vivid girder
#

Pretty sure a texture object doesn't support dynamic tiling

#

It's just whatever the raw texture is

pallid compass
#

Im not after tiling, i havent mentioned tiling

vivid girder
#

You're manipulating UVs, right?

pallid compass
#

Yes

pallid compass
#

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

chrome summit
#

can anyone help me

astral rain
#

What's goin' on?

chrome summit
#

take alook

#

i added an image to content browser

#

and when am trying to put it here i just cant

#

it doesnt showup anything

astral rain
#

I don't even know what that is.

#

Material?

chrome summit
#

texture

astral rain
#

Um.

#

Right click the image and create material. I think that's what it's looking for.

chrome summit
#

yeah but is set that for texture 2d

#

i tried material too it doesnt work

astral rain
#

What is that on?

chrome summit
#

what do you mean

#

its a thumbnail for an item

#

oh

#

i see the problem now

#

it was set light map texture 2d

velvet forge
#

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?

autumn swan
#

@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

velvet forge
#

Oh yeah forgot to mention I'm in blueprint

autumn swan
#

Should be examples of how to do this in Blueprint

native pawn
#

anyone know how to make animations if your a beginer?

autumn swan
#

@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 indemnifyโ€™s Blizzard so if I get sued they canโ€™t 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.

plush yew
#

(I moved the question ot Career Advice)

autumn swan
#

@plush yew always talk to a lawyer first

plush yew
#

Fascinating

#

The Side Project program allows you during your spare time to make games?

#

For yourself?

#

Instead of Blizzard?

autumn swan
#

Yes

plush yew
#

That's awesome.

autumn swan
#

To get approved I have to submit, and not be stupid๐Ÿ˜Ž

#

Stay away from Blizzard IPs and avoid direct competition

plush yew
#

Sure

granite swift
#

I heard blizzard and legal talk

#

What dis

autumn swan
#

For example I could not make a diablo clone, or reference Blizzard characters

granite swift
#

Epistle 3

autumn swan
#

@native pawn there are a number of online animation courses for learning the basics of animation.

native pawn
#

thanks

autumn swan
#

Animation Mentor and others are good, but unsure of the cost.

granite swift
#

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

native pawn
#

ok

autumn swan
#

I agree, Mixamo is useful in that case

granite swift
#

And getting good at animation is incredibly time consuming

#

Not to mention modelling

native pawn
#

i am making a 3d platformer and wanted a good climbing animation

granite swift
#

Mixamo has some good ones

#

You can put them together with blendspaces

autumn swan
#

The difficult is going to be handling the blends to make sure they donโ€™t look terrible

granite swift
#

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

native pawn
#

well thank you

granite swift
#

Of course! Good luck

#

Meanwhile I'm staring myself blind at Daz 3d

#

slowly regretting my decissions

shell river
#

Is there a good piece of documentation or article explaining how assets are loaded and cooked and how theyโ€™re controlled at runtime?

#

Especially how assets can be loaded and unloaded at runtime.

digital anchor
plush yew
#

hi is this about UT4?

smoky stream
#

nope its UE4

#

the thing that UT4 is made in

#

@plush yew

plush yew
#

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

smoky stream
#

i doubt that offends anyone here

#

i dont think anyone here has ever written a line of code for that game

plush yew
#

okay

smoky stream
#

theres like 10 epic employees here max

#

and they all work on either the engine or fortnite

plush yew
#

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

smoky stream
#

if you made pull requests to the codebase im sure the one dev they left working on it would be happy to accept it

plush yew
#

and where is the codebase?

smoky stream
#

github

#

just sign up on the epic website

plush yew
#

okay yes i think i have account allready

#

however its not really my intention to interfere with UT4 making but

manic pawn
#

don't bother, ut4 is dead anyway

smoky stream
#

theres no one to interfere with anyway lol

#

you'd be like the one person working on it

plush yew
#

i noticed alot of UT and UT99 peeps wanted more UT99 look in everything also in weapons ,maps everything

#

oh haha lol

smoky stream
#

yeah just put in a pull request and as long as it compiles it would probably be accepted

plush yew
#

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

smoky stream
#

it seems nothing except CoD battlefield and fifa lasts forever

plush yew
#

but what if i got a bright idea all suddenly?

smoky stream
#

then go implement it and make a pull request

#

assuming you can write C++

plush yew
#

give UT4 to community and

#

let Epic work on a engine 5

smoky stream
#

yeah thats not gonna happen

#

not while fortnite exists

plush yew
#

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

tranquil sphinx
#

sorry to interrupt, has anyone here ever come across any display port/monitor issues with unreal?

plush yew
#

no but ask away

tranquil sphinx
#

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

plush yew
#

give me few minuts to think and look

tranquil sphinx
#

nothing appears in event viewer and windows doesn't appear to have any logs, monitor is fine with everything else

plush yew
#

did u use a hdmi switch?

tranquil sphinx
#

nope, direct display port

#

using displayport 1.2

plush yew
#

oh god, UT4 talk for real? ๐Ÿ˜ฎ

#

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

tranquil sphinx
#

it is using multi display

plush yew
#

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

tranquil sphinx
#

as far as i know, it was working fine until a week or so ago, it's been very intermittent since it started

plush yew
#

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

tranquil sphinx
#

it's direct cable from card to monitor

#

i'm just trying to find which dotnet i have installed

plush yew
#

okay and are u using double gcards? like crossfire maby?

tranquil sphinx
#

single card

plush yew
#

okay

tranquil sphinx
#

it's very odd

plush yew
#

yes it is

tranquil sphinx
#

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

plush yew
#

what kind of cables?

tranquil sphinx
#

which arguably be more intensive than just the content browser

#

the cables are 1.2

#

displayport

plush yew
#

hmm wait

#

isnt that a bit old 1.2

tranquil sphinx
#

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

plush yew
#

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

tranquil sphinx
#

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

plush yew
#

aha okay, for now i think that is the problem somehow

tranquil sphinx
#

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

plush yew
#

and u cant run ued4 on lower resolutions?

tranquil sphinx
#

same issue regardless of resolution

plush yew
#

ok

tranquil sphinx
#

the strange thing is, the other monitor which it has no issues with, is a 4k panel

plush yew
#

is the other panel a FHD or HD ready?

tranquil sphinx
#

one panel is UHD and the other is QHD

plush yew
#

or even other type maby

#

that could also cause problem maby

#

however that am not sure

tranquil sphinx
#

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

plush yew
#

but i would for sure do the fitting and cables

coral escarp
#

I am new at unreal, can give me general advice?

cursive dirge
#

general advice: do things

#

not even joking

#

you learn the best by doing

#

many get stuck on the daydreaming/tutorial watching stage

#

@coral escarp

coral escarp
#

I have experience in unreal but little, equally thank you

plush yew
#

start with utdemo v348

#

most simple to begin with

grim sinew
#

...think that's a little too far back

plush yew
#

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

smoky stream
#

if you want to dev these days it seems its either UE4 or unity

#

or go mad and use SDL2

plush yew
#

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

cursive dirge
#

not sure if serious

plush yew
#

lol

smoky stream
#

yeah i can run it on my potato mac just fine really

cursive dirge
#

there's zero reason to use UDK today for any new project

plush yew
#

I disagree

smoky stream
#

solid 50 fps in editor

#

good enough really

cursive dirge
#

Epic doesn't even distribute UDK anymore

#

you'd need to find it from some shady online sources

plush yew
#

You can still download UDK 2015

cursive dirge
#

and no support, barely people who can help you with that