#ue4-general

1 messages · Page 326 of 1

cursive dirge
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nah

potent pine
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Why do you want to use UDK?

cursive dirge
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Epic pulled the plug already

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you can't download UDK anywhere officially

plush yew
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the making stuff is all gutenwalhs for me

cursive dirge
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this happened like 1-2 years ago already

plush yew
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First of all, UDK is mature UE3 and it runs better than UE4.

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i am only player and ut admin and or mod/mut tester

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Whoever wants to just make a game for Windows could well use UDK

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nothing more nothing less

cursive dirge
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well, see, UE4 can be made run fast too

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but yeah, if you need DX9 support 😄

plush yew
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My belief is once UE4 runs on Vulkan it will neutralize the need for UDK.

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all alien talk to me this ued stuff

cursive dirge
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ok, this is a joke

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I get it

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I vote for DX13 to make UE4 faster than UE2.5

plush yew
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if jeff doesnt talk i guess it is lol

cursive dirge
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the real question is however, what is this conversation doing at #ue4-general

plush yew
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but however i can give hardware support if problems

cursive dirge
plush yew
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ive built systems also for hobby that could come in handy sometimes but i cant garantee to solve each problem ofcours

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though i just buy a hp 8770 laptop 17 inch to watch movies and nice gcard and but i was stuck to a low budget so..

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put ssd in it and runs very fast

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Aren't Rocket League, Dirty Bomb & Paladins using UDK?

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an SSD drive is really a cheap great upgrade if u use UT

cursive dirge
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Rocket League would use UE4 if the devs started doing it today

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you can't use that as argument

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at one point, half of the AAA games used UE3

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many still do because they've invested so much for it

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all the engine modifications and custom pipelines

plush yew
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I remember very well when UE4 came out, many dev were very unhappy with the performance of the engine.
And I don't think that changed much.

cursive dirge
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and probably licensing stuff related to that

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modern stuff requires modern hw

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nothing new with that

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same happens on every engine

plush yew
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Plextor PX-128M5Pro SSD it comes with builtin drivelevel encryption also

icy bone
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lol this channel

plush yew
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Of all the games that came out in recent years, UE4 games are the only ones that run like crap.
Go figure.

cursive dirge
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and you can make UE4 fast too

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but yeah

broken shadow
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I recall from discussions over at the ARK modding community that UDK's pathfinding solution could supposedly handle a few thousand AI characters at once

Whereas UE4 apparently chokes at about 100 pathfinding characters in play

cursive dirge
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well, UE4 doesn't prevent you from doing stupid shit

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look at ARK landscape material

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even in the early days, mod kit showed it had over 40 layers it blended always

plush yew
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i can really recommend if u are an UT modder or coder whatever SSD is really great or alternative SSHD

cursive dirge
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I didn't even know you could do that many 😄

plush yew
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I have yet to see a UE4 games that runs well on my current hardware. When I run any other game at from Low to Max settings without issues.

cursive dirge
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and now it's probably way worse

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back in the old days, engines limited these layer amounts to 4 or 8

plush yew
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I keep reading about performance issues or lag input issues when it comes to all UE4 games.

icy bone
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UE4 has the power of C++. So it gives more power to good developer to make custom code. If u wanna make awesome performant games with Blueprints cus C++ is yoo hard, then u gotta use Unity

cursive dirge
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but now that devs can do stupid things, it's not engines fault automatically

plush yew
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And this is strange considering how mature UE4 is now

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UE4 has been out there for years now

icy bone
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u can make super fast algorithms in UE4 lagfree if u want, just get ur hands dirty

cursive dirge
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@icy bone that's actually funny as recent Unity tools let you write more efficient code in C# than what UE4 gives you on c++ 😄

plush yew
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LOL

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ECS?

smoky stream
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speed usually doesnt come with age when it comes to code like ue4

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usually the oppositie

cursive dirge
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job system and burst

smoky stream
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micro optimisation just goes out the window

icy bone
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@cursive dirge I what kind of C++? Using UE4 macro and reflection system?

cursive dirge
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just generic gameplay code you do in your ue4 projects

icy bone
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@cursive dirge U can write in pure C++ for performant stuff and wrap it in Ue4 code to expose in editor

cursive dirge
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of course

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you can do that on every engine really

plush yew
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I would love to use Unity instead of UE4, because i just love C# a lot. But hell, last time I used Unity to make a game, it wasn't even possible to bake a ligthmap without crashes.

cursive dirge
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but if you talk about engine specific things, usually there's a workflow that people do

smoky stream
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UE4 is great at crashing

plush yew
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btw isnt it not difficult to run UT stuff like UED on a MAC OS? beside the good graficscard that is does that not give compability problems?

icy bone
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@cursive dirge UE4s workflow is in fact to allow u to do just that

smoky stream
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talking from experience anyway

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probably just my warped build of it

plush yew
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yeah someoen should fix that first

cursive dirge
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@icy bone you can write custom c++ code for Unity, UDK, CE, LY, Godot.. I don't get the point

icy bone
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@cursive dirge thats why they use C++, it gives developers easy access to greater power

cursive dirge
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"greater power"

plush yew
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but ECS, job system and burst compiler!

icy bone
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@cursive dirge U cant write it as easy and integrated as in UE4, thats the point

plush yew
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though should try run it on not more than 2 or 4 cores and see what happens with UED

smoky stream
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what does the burst compiler even do?

cursive dirge
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it turns c# into SIMD optimized machine code

smoky stream
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is it just a fancy name or what?

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oh ok

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so a bit more than a fancy name

sinful umbra
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lets just rewrite ue4 in rust kappa

plush yew
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🍿

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but i agree on that UED should be made more stable

cursive dirge
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I can guarantee you that you'll never write as efficient code in UE4 in same time you can write that jobified c# code in Unity 😄

smoky stream
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ALWAYS RUST

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ALWAYS RUST

plush yew
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UE4 crahses just by checking/unchecking visual settings in the viewport

cursive dirge
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that being said, your gameplay code perf usually have very little effect on the gameplay framerate

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unless you do stupid things

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again, many blame engine for everything

plush yew
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Does the new job system and burst compiler finally makes Unity more valuable for making bigger games?

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Compared to UE4

cursive dirge
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but usually the issues are from devs that do things they shouldn't

plush yew
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In all UE4 games, my hardware starts to struggle when it has to handle offline bots or a fully meshed map or multiplayer, when all of this runs perfectly on UDK.
or any other game/game engine

cursive dirge
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well, it does allow more complex simulations, especially on mobile... for regular game, the gameplay scripting perf doesn't really matter that much

plush yew
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and how are the ladies doing at UED? i am wondering now

cursive dirge
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well, UE4's character controller is super heavy

smoky stream
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"doctor it hurts when i move my knee like this"
"so dont move your knee like that"

cursive dirge
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nobody forces you to use it

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even epic doesn't use it

plush yew
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works probarly way better with ladies UED

cursive dirge
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that should tell enough

plush yew
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Is it possible that the ''physX'' of UE4 is actually causing issues?

icy bone
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my game simulates 1mill planets with buildings and people in UE4 no problem, all real time

cursive dirge
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zero chances

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physx is fastest physx libs out there

plush yew
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yes also Hermit

cursive dirge
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especially 3.4

plush yew
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@cursive dirge I heard different from UT devs

cursive dirge
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a lot of hearsay here

plush yew
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Apparently, the new PhysX is much heavier and it makes it heavier to calculate projectiles, player movemntrs, etc. Making it heavier also for the servers

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online

cursive dirge
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lol

icy bone
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all devs love Bullet just cus its free

cursive dirge
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well, if you say so

plush yew
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cant be used something else?

cursive dirge
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yeah, go to Bullet :d

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I'm actually using Bullet myself

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but I wish it was even remotely as fast as PhysX

plush yew
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I don't know, I just heard it from the UT devs

cursive dirge
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(it's nowhere near)

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I already said the real slow part

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it's the char controller in UE4

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it's a bloated mess

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it's fine if you have few chars in game

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but if you have ton, you don't want to use it

broken shadow
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Isn't the effective cap about 100 characters in play?

cursive dirge
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you honestly think fortnite is using stock char controller? 😄

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pubg might 😄

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but we all know how badly pubg runs

plush yew
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LawBreakers only had 10 characters (5 vs 5) and online the frame rate would drop without any reasons.

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UT4, same

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And I was getting that on Fortnite too

cursive dirge
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you must run some really old hw

plush yew
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You say that, but then why is it that only UE4 games do this?

cursive dirge
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try Hunt Showdown

plush yew
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Sounds like an engine problem

cursive dirge
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or any new Cryengine game

plush yew
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Because this occurs even on a BSP map with nothing at all

cursive dirge
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or Star Citizen (lumberyard)

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sounds like someone is either trolling or living in past

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just look at the hw specs most gamers have

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especially when you look at GPUs, most steam users have decent GPUs nowadays

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you don't start a new project today that targets computers that were made over 10 years ago

grim sinew
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"smart people don't start a new project today that targets computers that were made over 10 years ago" There, fixed that for you

cursive dirge
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I was hoping nobody would

plush yew
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Games generally target the currently available consoles.

cursive dirge
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because 10 years ago we ran Windows Vista

grim sinew
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And the currently available consoles did not come out 10 years ago.

sinful umbra
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Vista

plush yew
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The hardware of the latest console is 3 years older than the release of those actual consoles

grim sinew
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The current consoles are not as strong as 10 year old PCs

cursive dirge
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so

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Xbox X was latest console release

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it got GCN 4.0 architecture for GPU

grim sinew
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Xbox One X is actually really good

plush yew
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Games still have to run on Xbox One - 1

grim sinew
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Right. And that's aprox a 2014 PC

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Not 2008

cursive dirge
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and Xbox X launched nov 2017, GCN 4 aug 2016

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of course not the same chip

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but same architexture

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I can't stretch 1 year and few months into 3 years

sinful umbra
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i think you mean GCN btw

cursive dirge
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oh I do 😄

plush yew
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u need the RTX nvidia now i think

cursive dirge
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"need"

plush yew
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O_o

cursive dirge
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you can optimize UE4 to run on old Kepler just fine

plush yew
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What we need is devs that can make good games that aren't going to run just at 30fps on a 144hz monitor just because ''new tech is cool''

cursive dirge
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most just don't want to

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but it's not an engine limitation

grim sinew
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I'll let you in on a secret - Very few devs -actually- care or even think about past 60 fps

cursive dirge
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(unless it's VR)

grim sinew
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Because diminishing returns is a thing, and you need to sacrifice so much

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Yeah, unless it's VR

cursive dirge
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and we know how those VR games look usually 😄

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you do sacrifice a lot

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Robo Recall looked awesome mainly because they had amazing artists and devs that pulled all that fakery off

grim sinew
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And it helps when you can literally build the game engine's rendering around your game

potent pine
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And forward graphics

cursive dirge
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but they also put a lot of effort there

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if they did what some indie devs do with UE4 and just slap things there and then blame the engine being slow

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yeah, that wouldn't have worked

plush yew
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@grim sinew
"I'll let you in on a secret - Very few devs -actually- care or even think about past 60 fps"
lol it's not a secret. Do you think AAA artists care about their game running at 60-250 fps? All they care about might be their amazing uber AAA portfolio

grim sinew
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Then why even mention it if you know it doesn't matter

plush yew
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I worked on a competitive FPS multiplayer a few years ago and our 3D programmer wanted to cut our frame rate in half just to have ''next gen dynamic lighting''

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rofl

broken shadow
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Looked up PS4 and Xbone's specs a few minutes ago.

Ouch, that is definitely some old tech they're running.

potent pine
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Hell, most AAA games care more about console than PC

cursive dirge
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the gamer in me doesn't really care past 60fps either

potent pine
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PC

cursive dirge
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I do care more about gsync/freesync tho

plush yew
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Well the gamer in me can tell you that if I turn my camera at 60fps I can't see shit and everything looks alright at 120fps +

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And I move my camero 90% of the time

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guess what

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I want 120+fps

cursive dirge
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you have motion blur on? 😄

plush yew
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No

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I just play fast pace FPS games

broken shadow
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Next gen dynamic lighting? 😛

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I'm curious

plush yew
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UDK lighting in 2011 Im guessing

cursive dirge
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well, you can get 120fps on UE4 just fine

plush yew
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on ps3

cursive dirge
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but it's always a compromize

grim sinew
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Almost like 120 fps in UE4 is the default option or something.

potent pine
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Only in the editor

cursive dirge
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for me, modern shooters barely run at 60fps on my rig :p

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at quality settings I care about anyway

grim sinew
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@potent pine Yes thank you captain obvious

plush yew
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UE4 games run between 50-110 fps on a fully meshed map
If it's the same game, but with only a BSP map or low poly mesh map it can run at 200-250fps + steady. meaning full characters, weapons, abiltiies, etc. Just no high poly meshes for the environments.

cursive dirge
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when I was doing some scalability tests with different engines

plush yew
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And 58-62 fps if Im far in the level and can see the whole rest of the map

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And my PC is 7 years old + a GPU that is 3 years old

cursive dirge
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I got UE4 running in somewhat simple scene with dynamic lighting at 400+ fps on my 970

plush yew
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Unlike UDK, I find that UE4 seems to struggle with FOV and loading rooms or culling

cursive dirge
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it was over 200fps on 670 I think

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can't remember if I tested also on 640 or 610

plush yew
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As I said before, the games developed with UE4 are the only games that give my hardware so much trouble when I just ''look around''

cursive dirge
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try Hunt 😄

plush yew
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What is hunt?

cursive dirge
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altho, they did optimize Hunt lately again

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it now at least runs solid 60fps on my rig

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it was at ~45fps at lowest settings for a long time on my rig

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@plush yew Crytek's newest game

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it's not using UE4

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it's CE game

plush yew
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i think Santa should give u all a new good PC

grim sinew
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"Low" settings include SVOGI though, to make sure lighting is consistent for all players for competitive reasons, so that slows it down a ton

potent pine
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If only extremely optimized engines like Source could still be a thing.

plush yew
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One thing however that I realized last week is for some reasons... UE4 runs smoother with motion blur enabled at 60 fps on my 144Hz monitor. If I don't usem otion blur, the frame rate is ugly when it should actually look smooth

cursive dirge
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Source 2 will be out any moment now 😄

plush yew
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it looks like stop motion basically without motion blur ON

potent pine
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Is it optimized though?

plush yew
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Oh man, Im waiting for Source 2

cursive dirge
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keep on waiting

plush yew
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I want that snappy mouse input that UE4 doesnt have

sinful umbra
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Source 2 the last game engine from Valve

cursive dirge
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it's not publicly out as a SDK people can use to dev their own games tho

potent pine
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You know, it's probably production ready now, but knowing Valve, it's not 100% perfect, so they won't ever release it.

plush yew
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They've been talking about source 2 since what? 2015?

potent pine
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It took them 4 years to make Source 1, assuming they started after Opposing Force

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And thats while making an entire game

plush yew
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I tried CryEngine 5 and it ran great in the editor viewport itself, but when I launched the actual game, I was getting like 40 fps and I couldnt find any documentation on how to disable all the heavy stuff

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Very different from the 80-180fps I was getting for better look in the viewport

cursive dirge
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well, CE 5 has huge initial overhead

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you can't even run it at all with dualcores without hyperthreading

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you need either 4 cores or 4 hw threads

plush yew
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I got 6 cores and hyperthreading but like.. there was a huge difference between launching the game and running it in the viewport.

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Something seemed wrong about launching the game

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it looked like crap and ran like crap

cursive dirge
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it runs on my i3-3200 for example which is dualcore with HT but not with similar era and speed celeron that is dualcore without HT

plush yew
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Talking about the GameSDK

cursive dirge
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also GPU wise, it has way higher low end requirements there too vs UE4 or Unity

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CE3 ran on relatetively old gear

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but CE5 requires beefier base line gear

potent pine
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Here we are in the UE4 discord talking about other engines!

plush yew
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Does Lumberyard run better than CryEngine5?

cursive dirge
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well, last few hours shouldn't have been in this chat

plush yew
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Devs talking about game dev, sounds normal

cursive dirge
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I've only been here for the ride 😄

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LY is based on CE3

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but it runs like crap

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like, it's the worst of all alternatives

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their sample projects stalls to 5fps occasionally on my computer 😄

plush yew
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One thing I love about UE4 is how open it is to other 3D apps. CryEngine and Lumberyard I think are pro autodesk

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screw blender and modo

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Which is what I use XD

cursive dirge
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CE and LY import FBX and OBJ

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you don't need AD

grim sinew
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Yes, Crytek is pro-Autodesk. Autodesk. The company that sent goons out to their HQ years ago under wrongful suspicion of pirated software.

plush yew
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I tried to import a fbx on CryEngine 5 and I got an invisible object
I just went back to UE4

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lol

potent pine
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Lol

plush yew
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Quickest uninstall ever

potent pine
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How come UE4 can use FBX so well, even when it came from other programs?

cursive dirge
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I don't use AD products but I had no issues on getting models into CE 5.3 and 5.4

grim sinew
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FBX is pretty universal, most tools use it just fine Sam.

plush yew
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ive seen some issues before, like FBX being in the wrong axis

cursive dirge
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@potent pine you should have been here when UE 4.0 came out

plush yew
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it got fixed somehow

cursive dirge
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and blender back then

grim sinew
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FBX being wrong axis isn't the engine's fault though? Maya and Max just have different up axis...es...

cursive dirge
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they actually fixed both a lot to play together nicer

plush yew
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I think it was Modo's fault

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The Foundry

cursive dirge
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"fault"

grim sinew
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Quite possibly. "Up" has no standard axis.

cursive dirge
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lol

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every tool tends to use different up axis and handiness

grim sinew
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X is forward, that's the one and only consistent thing

plush yew
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What I meant is Modo was wroking fine to export FBX until one day everything was broken

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got fixed thankfully

potent pine
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Isn't Up supposed to be Z?

grim sinew
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Not always

plush yew
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Z in UE4

cursive dirge
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I've not had any issues with Modo export on UE4

grim sinew
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It can be Y or Z depending on what tool you use

cursive dirge
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and now Modo even got Unreal Bridge

plush yew
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MODO runs something that flips the axis for FBX export

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if you import the fbx in MODO you see it

cursive dirge
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yeah

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it's fine

grim sinew
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3D tool programmers in the 90s were all on drugs and got into countless bar fights. Nobody agreed on anything. That's why normal maps are inverted green.

plush yew
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LOL

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Nerds don't go to bars

grim sinew
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#story-time-with-zero

cursive dirge
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well, it's been quite story time whole morning here

plush yew
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By the way, who is this beautiful man -> alex

cursive dirge
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Alex?

plush yew
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Who is alex?

cursive dirge
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he's Alex

grim sinew
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Alexander Paschall... or something. Used to work for Epic, was the community manager for the first few years of livestreams

plush yew
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I see

cursive dirge
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well, not the first years

grim sinew
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He left to go teach Unreal at a school last year or something

plush yew
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Nice

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good for him 😃

cursive dirge
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first those were mainly hosted by Dana then it was Chance and his plaid for a long time

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and then Alex took over

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and now it's been Amanda

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I do miss Alex tho

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he was around the community for real

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other community managers sometime pop here and on the forums but they are not as dedicated to it as Alex was

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I've had many good chats with Alex here

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some with Amanda too but Chance was always like "heya" and offline, also I got the impression he ignored me on livestream questions every time 😄

plush yew
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Sometimes, I feel like the community managers are more here to maintain the good image of a company and less to manage the community.

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I might have the wrong impressions

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joking

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That's a super VR headset

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but u can get great complete pc systems at ebay

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Do you play UT4? what is your gamertag

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i dont play UT4 at the moment

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Why are you here? 😃

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just reading mostly

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your own posts?

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🤔

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no lol

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Are you making a game with Unreal Engine 4?

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Do you have trouble getting started?

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the 2nd one

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What do you want to do?

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What can you already do and what can't you do?

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Ex:

  • C++ programming
  • Scripting (Blueprint)
  • 3D modeling & texturing
  • Rigging & 3D animation
  • Concept art
  • Visual Effects (particles)
  • Level Design
  • Game Design
  • Music composition
  • Sound design
  • Quality & Assurance (QA testing)
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game design i guess

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The core skills you need to develop games are:

  • C++ programming / Scripting (Blueprint)
  • Concept art
  • 3D modeling & texturing
  • Rigging & animation
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Softwares

  • Photoshop
  • 3DS Max/Maya/Modo/Blender
  • UE4
  • Visual Studio
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If you can only code, it's not very useful because you need content to make games.
So you need to learn 3d modeling.
And if you want animated anything... you need to learn rigging and 3d animation

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But even if you can model, if you can't draw or suck at designing stuff in 2D/3D... whatever you'll make in 3D will look bad

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i can draw good

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Many artist can use a concept art and make something cool in 3D, but from scratch... they might be terrible

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i think am good enough at that

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Everyone can claim to be level designers or game designers... the other skills are far more important.

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yes

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Like it's easier to be a Coder/Artist and learn design than to be a designer and have to learn art/code

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i got ur point

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You'll really get my point when you'll have learned Coding, art and design 😃

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hahahhahaa

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Enjoy the journey

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It takes approx 3 years to get decent in each one of those discipline (3 years per discipline)

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if not longer

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It's going to be different from one person to another, for sure

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The tools you use can make a big difference

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If you try to make high poly stuff and are unaware that Zbrush exists... might take you forever

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am to old to learn all

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how old are you

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if i do ill be 90 if i finish lol

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39

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you are fine

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It's a skill in itself to learn how to learn faster

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How to manage your time, where to find the information you need to grow and to surround yourself with people better than you, so you can ask them questions and evolve faster

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i guess thats why i am here

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thats the main reason am here

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i think u cant do it alone only

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Well, you sure could, but then it would take you a lot more time

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But now, you have plenty of resources to learn with the Internet

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College -> University used to the the way to learn.
It's not the case anymore

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Doesn't mean a paper can't help you

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Im just saying that all that info is now available out there and if it's not available for free, it's available for a small cost

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In game dev, everything is available out there for free if you know where to look

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And who to connect with

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😇

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yes

#

also ut wiki soo

#

Forget UT, you are in the realm of Unreal Engine now

#

lol

#

ok yes

#

if i would make a game it would be a FPS

#

Then you have 3 options.

#

You can download the ShooterGame project.
You can download the FPS template (Blueprint)
And you can download the FPS template (C++)

#

Or 4th option...
Learn from scratch

#

ok

#

Are you familiar with a 3D application such as 3ds max, maya, blender or modo?

#

nope 3D makes me ill

#

tried it on my tv but

honest rune
plush yew
#

its all new to me, but its very posible am going to look into it sinds i think a fresh start in something could be better for me

#

i have to go now buti will be back

#

ive copied some info onto a txt file for later use lookup

#

Don't take it personally, but my expectations are that out of all those who say ''I want to learn how to make games'', less than 0.001% do it.

#

Im not expecting that you'll get into game dev and make a game.
But i'll be happy if that actually happens.

#

its posible u right yes but it would not be that i dont want but just cant because of some private reasons

ebon stag
#

Hey you guys! I need some help with building a main menu, i followed a tutorial and did all the steps, made sure to go back and check also but when i press the play button the game flashes between the main menu and the actual game, i know there is a fix but i forgot what it was ._.

plush yew
#

never say never cya later

#

i need to sleep some now before i colapse

pine pond
#

Anyone wana start a game company lol

#

Im bored

plush yew
#

Yes! We can call it
Nutshot Games
"The harder you hit, the better!"

pine pond
#

Lol

zenith dune
#

I find it to be a common trend that a lot of developers who are starting out don't enjoy working on menus and user interfaces.

paper kernel
#

because it's super tedious

#

and programmers don't get satisfaction from creating pretty things

static viper
#

Freak

#

Ui is great. I lov e it

#

Ui is great. I lov e it

warm tree
#

and programmers don't get satisfaction from creating pretty things
lol

sudden agate
#

people not knowing who alex is D:

manic pawn
#

why is he even an emoji

sudden agate
#

because he is alex

broken shadow
#

"Hey!

Hey Alex!" - Derek

"I'M ENJOYING A TREAT DERR-AKK!" - Alex

paper kernel
#

alex will never shake the shame of that alt-f4

sudden agate
#

I remember that :D

fierce tulip
#

I tried to buy an ALT and F4 pillow for Alex, but they where really really hard to find, especially since mainly people search for ctrl alt and del pillows

sudden agate
#

I want Alex back :(

paper kernel
#

he is teaching youngsters in Spain iirc?

frank escarp
#

he is

#

kind of needed, most of the gamedev schools in spain are horribly bad

paper kernel
#

yea could few good teachers here too

nimble jay
#

Hi

sudden agate
#

bye

nimble jay
#

Who knows intellij idea

exotic lion
#

Hello guys ! I making a proper widget and i added some image. But its blurry. Its one in the texture class ? I don't found.

regal mulch
#

Anyone had this message SpawnEmitterAttached spawned potentially immortal particle system!?
Since 4.20 update. Made sure the PS is set to kill on end and deactivate, as well as duration 1s and loops = 1

#

@fierce tulip You particle god must know that one, don't you? :D

fierce tulip
#

still mostly on 4.16 since cascade is a clusterf.. on 4.17 to latest

#

lifetime isnt zero?

regal mulch
#
/** Does any emiter never die due to infinie looping AND indefinite duration? */
    uint32 bIsImmortal : 1;
#

Lemme double check

#

Nope. 0,1 to 0.3

fierce tulip
#

kill on complete etc in required module enabled?

regal mulch
fierce tulip
#

looks good

regal mulch
#

Welp, then I will have my client fix it himself

#

Thanks though!

fierce tulip
#

odd thing is odd though

regal mulch
#

The whole message says this:

LogParticles: GameplayStatics::SpawnEmitterAttached spawned potentially immortal particle system! XXX.ParticleSystemComponent_0 (/Game/Particles/P_DoubleJump.P_DoubleJump) may stay in world despite never spawning particles after burst spawning is over.
#

Just noticed that it went past my screen

#

I guess the PS only bursts and then nothing and that's bad? idk

sudden agate
#

should be fine

fierce tulip
#

doesnt that system contain multiple emitters?

regal mulch
#

Nope only one

sudden agate
#

is it set to Auto Destroy? when you create the Emitter?

regal mulch
#

Yes, the boolean is ticked on the node

fierce tulip
#

god 4.20 is so much more crisp than 4.16

regal mulch
#

It works totally fine, just would like to not have some "PS is immortal and might kill you all" message in the log

fierce tulip
#

its a blurry mess on 4k XD

regal mulch
#

That's 1080 screen though

#

:/ I don't have a 4k screen

fierce tulip
#

still more crisp since 4.19 or so

#

no clue about that warning thing, if required node says kill on complete, lifetime is more than zero, and you disable then kill in blueprint it should be fine

#

disable might be optional hehe

regal mulch
#

Alright, might be a bug then

#

bIsImmortal seems to be set to false only in the constructor

#

Might go away if packaging

#

¯_(ツ)_/¯

opaque salmon
#

height maps in layered landscape materials, should they be plugged into normal or base color/diffuse? Does it matter?

sudden agate
#

they should be used in Height Layers

#

You may want to use Heightmaps for Displacement aswell

paper kernel
#

This "Accessed None" error from Validity check is pissing me off

sudden agate
#

why?

paper kernel
#

why? because I wanna check is actor valid so I can use it's location

#

if it's not, i'll use something else

sudden agate
#

and whats the problem?

pallid compass
#

then use is valid

#

sounds like your using it wrong

digital anchor
#

the parent of what youre testing is also none

plush yew
#

how can i add a matinee to an object blueprint
should i use a sequence instead .??

#

are sequences better than matinee

static viper
#

use only sequencer

#

sequencer is better because

#

matinee will not exist soon anymore.

plush yew
#

and
can sequances get activated by trigger volume too

#

im actually searching for a way to trigger a sequence only by line trace or by looking at a trigger volume or an object

paper kernel
#

Question: how do I clamp timer rate

#

as in, if bIncrease is true, it should take always at least 0.1 seconds before AimTimer can be equal to Accuracy

exotic lion
#

Hello guys ! I making a proper widget and i added some image. But its blurry. Its one in the texture class ? I don't found.

static viper
#

msotly bljurry bc its low res

exotic lion
#

?

static viper
#

low resolution

#

low res

#

not enough pixels right and up

#

XD

sudden agate
#

in short: increase resolution

exotic lion
#

Ok

#

But what is the recommended resolution?

solemn sand
#

I dont know if this is a stupid question, but can you breakpoint code in VS the same way you can in Unity?

static viper
#

recommended for what?

#

what are you trying todo

exotic lion
#

Recommended resolution

#

A horror game

static viper
#

be 10 times more specific

#

tell us exactly what you want todo

solemn sand
#

are you talking to me?

static viper
#

ask in #cpp @solemn sand

solemn sand
#

oh ok sorry

exotic lion
#

Recommended resolution for all the games... Basic monitor

static viper
#

oh

#

well i think these days

#

1920 1080

#

or 1280 720

exotic lion
#

Ok i will made the widget in 1920 1080

static viper
#

tho there is very rarely a case where you need such a large image for ui

exotic lion
#

I want the best image quality

static viper
#

good luck

exotic lion
#

Thx

supple totem
#

this engine, folks

#

its good folks

#

👍

static viper
#

yee

#

good shit

supple totem
#

this might be a banal question

#

but what is the difference between an actor with just a static mesh component attached

#

and a static mesh actor? (what happens when you just drag a mesh into scene from assets browser)

manic pawn
#

none really

#

it's just an actor that has a static mesh component by default

#

and provides some convenient wrappers to access it

tranquil sphinx
#

@plush yew I think i've finally got some sort of resolution to that problem, i still don't know how it got fixed or why it was happening

#

new cable arrived, still no change so i changed over to a high bandwidth HDMI 2.0 cable and had the same issue there

#

pulled the power cable out and let the monitor discharge for 30 seconds, turned it back on, same issue

#

pulled all of the input cables and plugged the displayport cable back in

#

works fine

#

¯_(ツ)_/¯

supple totem
#

thanks zeblote

plush yew
#

hey guys

#

im trying to create a fanmade just dance game and im trying to create it on unity. i wonder if its possible to create it on unreal engine

#

i mean, i have the move files and stuff from just dance files (i have them for testing lol)

#

i found a .dll for just dance's scoring and stuff

#

just asking if its possible or not

#

anything is possible

#

another question, i dont know c# so is it possible on javascript?

mighty ocean
#

In Quantum Physics

grim ore
#

well unity and unreal both don't support javascript natively so it's not very possible right now

plush yew
#

because everyone in unity server is being like "learn c#, dont wait people to write code for you"

#

i never said "i need this code" but they are being rude

#

idk why

tall pendant
#

besides Ubi might not want you to use their IP. I know trivialities like IP are overrated but...

grim ore
#

well you are going to get the same reaction in this channel, people don't want to work for other people for free and they want others to learn to do it themselves.

plush yew
#

@tall pendant what?

#

im doing it for myself, not for public lol

#

:V

tall pendant
#

public or not doesn't matter in the eyes of the copyright law.

tranquil sphinx
#

Copyright law still answers to fair use which educational purposes do still come under

#

it can also be argued that dance games are generic enough for derivatives to crop up without issue

plush yew
#

i never said that i will use files from just dance

tranquil sphinx
#

no, they're arguing about the IP not the files

#

intellectual property rights

#

Copyright and IP are quite different as well

plush yew
#

there is fanmade games of just dance

#

more than 10

#

even ubisoft staff saw them

#

one of them said that they cant wait to play it when it gets released

#

there is even rayman legend mods

tranquil sphinx
#

there's fan made games for a lot of different IPs, I know of atleast 4 for Halo, some of them have even been given official approval by the rights holders

#

each rights holder has different views so people are a bit cautious when it comes to fan made creations, it's fairly often that people move from fan work and enter the industry just from learning the tools from their fan work

plush yew
#

ubisoft doesnt care about them

#

this is my probably fourth fanmade game

#

but this one will be the one i will create on a game engine since the other ones were just mods

tranquil sphinx
#

I dare say Ubisoft probably does care but only so much in how much interest it generates as they're probably constantly gauging the interest to see if it's worth investing to make a new release

plush yew
#

just dance series are dead tho

#

they are finishing it this year

tranquil sphinx
#

currently yeah

plush yew
#

the last one is just dance 2019

#

they will stop releasing just dance after just dance 2020

#

or just dance X since its the 10th game

#

lol

tranquil sphinx
#

consider this though, some of the games releasing this past few years came about as a result of fan projects doing their own remakes, the new spyro is one remake

#

i seem to remember a sonic game that came out in the past year which was a fan remake too

plush yew
#

i wonder if its possible on python

#

but does unreal SUPPORT python

tall pendant
#

to a certain degree yes. but only with / in Unreal Studio IIRC

grim ore
#

You can make the game just fine in blueprints or C++ in UE4 or with C# or any other language plug in Unity. Hell you could probably do it in cryengine if you wanted. If you limit the look of the game you could do it in any 2d engine. The engine is not going to be the issue, the issue is your experience with programming and your ability to do it.

plush yew
#

i only know javascript and python

#

i dont really want to learn c++ or c#

grim ore
#

look for an engine that supports Javascript then. Unreal barely supports it with a plugin that I would not count on being valid forever and Unity older versions support a variant of it but it was deprecated a few versions back.

grim ore
#

it looks like freetype is what they use for fonts and is enabled in the system

hot ledge
#

I want to package my game to run at a school computer but it asks for direct X runtime eventhough the game includes the installer for ue4 prerequisites I can’t install it because it needs administrator privileges anyone know how I can build it

peak mulch
#

Hello :-).. maybe someone knows?... is there any open source server + mysql storage to use with unreal engine, so you can store stuff from your game?

grim ore
#

You can look into the free storage solutions online like mongodb or heroku for having a small online DB. heroku has a free setup for running a small script as well. Alternately you can look into an amazon ec2 instance or microsoft azure.

peak mulch
#

Thanks 😃

astral rain
#

Just curious, what might be considered and ideal max amount of actors?

grim ore
#

a million actors doing nothing? 10 actors all doing complex math equations? a number in between depending on what you are doing?

frank escarp
#

@astral rain as little as you possibly can

#

each actor has overhead

#

speciallly if ticking

#

if its not ticking (tick fully disabled in C++) with "bCanEverTick = false", then the overhead is fairly low

astral rain
#

Hmm.

#

I'm sitting at around 80 at a time.

fierce tulip
#

@quaint wagon

astral rain
#

Most of them are with tick disabled. I just needed them to be actors to set translucent priority of sprites, so those do nothing except render a sprite or flipbook. And they're all children of the same actor. So, there's like, around 10 actors per level doing complex things.

#

But the reason I was asking is because I'm using level streaming. The load is fine but there's always a slight frame drop when unloading a level. I looked around the internet and this is apparently a normal problem. So, I created a system to "hide" the lag.

manic pawn
#

a million actors doing nothing would be big oof for the garbage collector

sudden agate
#

the ideal amount of actors is 0

#

makes the game run smooth af

astral rain
#

So, my trick is that I store the levels that need to be unloaded in a name set variable. The name set is passed through an array when the player isn't really doing anything, and a for loop unloads the levels from the name set.

#

Lol 0 actors

#

Anyway, this current set up can rack up "levels that need to be unloaded" to where there's 300ish actors. I have the more complex things stop running code when their room is in the set, but in long-term, I'm worried this is probably a bad setup.

sudden agate
#

premature optimization. if it works. Continue.

astral rain
#

Yeah, it works. It still needs cleaned up, but there's no way to see the level unloaded lag, which is kinda crappy.

green spear
#

Help! I have a yellow boarder around my viewport and I cannot interact with it at all. I can access menus but not the viewport it self.

paper kernel
#

you have simulation or play on

#

also I'm fairly certain it says on the yellow border what it is doing

#

with very large text

green spear
#

It was neither. And there was no text. But there was a safe frame in the viewport along with the yellow boarder. Gone after a restart, but damn strange.

grim ore
#

what mac?

#

theres many specs and types and cpu configs and ram configs etc.

#

and then there is the definition of "run" lol. For reference I can run UE4 on a 2017 i5 imac with a 560 pro GPU at a "decent" frame rate for basic project when I boot into Windows 10.

#

there is no 2016 imac as well, its 2015 or 2017 so I guess assume 2015

#

well if it hits the minimum requirements then yes as your moving the gpu to anything you want

#

except an imac?

#

then its a mac pro and that will be fine, you cant find a crappy one of those

#

you cant run anything on a mac mini or a macbook

#

well what GPU?

#

I mean your question is literally "will any machine work for UE4"

#

neither of those will work they don't support metal

#

any pc/mac should work "ok" if it's got a dual core and something around a 750ti level for GPU. 8gb ram/ssd being benefitial.

#

beyond that going to a quad core with hyperthreading would benefit and a higher gpu as well

#

its only "better" if you like windows better. in terms of support I have no idea how well OS/X is supported but it seems like it's "ok". With that said Fortnite is not running on OS/X so it's a second class citizen from that standpoint.

swift spindle
#

high end engine support on windows is far better

grim ore
#

your best macbook pro seems to support a 560 radeon which will "work" but again if using an iGPU it really doesnt matter. Any macbook that supports your thunderbolt enclosure with a quad core should be fine (i7 preferred)

swift spindle
#

@plush yew honestly. I'll take you less time to learn a Windows system then learn in depth Any of UE4 tools

grim ore
#

^^ if you are just using it for UE4 then which OS you use really does not matter as UE4 is the same in both (minus the switching of the windows title bar buttons)

swift spindle
#

that's not how it works man

#

are you trolling or what...

grim ore
#

if you are getting a virus on your mac then you have more problems than which machine to buy. a real virus not just some popup ads.

swift spindle
#

cause I feel you are

#

if you are even 1 percent careful you wont get a virus on ether system

worn granite
#

ohno the mac user doesn't know how windows works

swift spindle
#

Seriously...

#

I work with windows / mac / linux every day... and have done so for 24 years...

#

I've had... 1... virus

#

in 2001.

#

now.. HDD failures... that's another story LOL

#

if your really worried about Virus's you should not be doing dev work.

#

Sounds harsh but it's true

weary basalt
#

@strong mesa Try here mate

strong mesa
#

static mesh actor has NULL static mesh property

what should i do , i have it on moveable

grim ore
#

uh sounds like you have a null static mesh

strong mesa
#

yeah i know what is that xD

#

i'm such a beginner

grim ore
#

well null is none so your thingy has no static mesh assigned to it and it expects one.

#

with a static mesh being the 3d model your want to display

strong mesa
#

but it has one

grim ore
#

so the next step would be where is your code that is trying to use it? maybe it's pointing to the wrong thing

strong mesa
#

i think i just figured it out , it's a spawner that can have health or ammo and my blueprint on default doesn't have a static mesh

grim ore
#

there we go hopefully, so the thingy had no static mesh assigned to it?

strong mesa
#

kind of yeah it has a base and it has a non one so the none static mesh can be either health or ammo

#

i made it from a youtube channel , want a screenshot ?

grim ore
#

well it sounds like you figured it out?

strong mesa
#

yeah i did i was just wondering if you want the blueprint

#

like to use it

grim ore
#

ah, no thanks 😃

strong mesa
#

😃

winged crypt
#

Is it possible for a file to get corrupted in such a way that the file still works 100% but retains some data from the past without showing it? And changing variables wouldn't reflect the changes in-game but would in the BP.

#

(It would continue to use old variables / settings)

plush yew
#

@winged crypt are you using hot reload?

winged crypt
#

Unsure. Defaults

grim ore
#

It's possible it's failing and corrupted and your using older versions that are cached, that's a possibility to look for as well.

winged crypt
#

@grim ore How would I get around this?

grim ore
#

nuke all temporary folders in your project, if it's C++ nuke all the build folders and clean then rebuild. the safest way is to just use source control and grab an older version that works and make sure it works or rollback to a working version.

winged crypt
#

yeah I rolled it back and it worked fine for like 10 min

#

then started acting up again

grim ore
#

and in that 10 minutes what did you do?

winged crypt
#

Not very much, but it stopped working when I defaulted some settings. It's a vehicle blueprint. Changing the settings back did not work and now no matter what combination of settings I use, the end result is always identical. The vehicle starts moving, hits 107 rpm and stays at 107, preventing it from accelerating further. Every time.

#

I only say it might be corrupt because changing settings doesn't make any difference (and it should)

#

I had a map corrupt where it would sometimes spawn players in a place on the map where the Player Start used to be but no longer is

#

Strange things.

grim ore
#

yeah that sounds weird.. c++ or BP only project?

winged crypt
#

combination of both

#

mostly BP

grim ore
#

yeah the C++ hot reload could be a thing but the level thing does not sound like that. it sounds like your engine is not realizing stuff has changed so it's just using the old cached version. I know if you try and compile and it fails it can do that but it doesnt sound like failed compiles

#

source control might be the next idea, like your source control is locking the files incorrectly and not letting UE4 do it's normal thing

strong mesa
#

knowing that this material has the name parameter name
it doesn't change color when it is supposed to

grim ore
#

where are you setting the Dynamic Material variable?

strong mesa
#

it's in variables

#

in the health base BluePrint

#

@grim ore is it wrong ?

grim ore
#

might not be, where do you get it or set it so the blueprint knows what material to change?

wintry glade
#

hello! quick question. I can't find a way to turn off completely the environment lights. I am trying to create a total blackout besides my own lights

#

ahh nevermind lighting needs rebuild lmao i was scratching my head for a while why it's not working haha

grim ore
#

yay

#

@strong mesa following up or just use the set XXX parameter value on materials node and if the material has that parameter it will change it like you create and instance. the key for these ones is it targets the mesh component itself and not the material instance dynamic . If you drag off a reference to the mesh (drag the static mesh component out of the components list and drop it in your graph) you can then get this node directly and it's the correct version. https://i.imgur.com/evSud0s.png shows what I am talking about changing the color of this parameter to Blue

strong mesa
#

@grim ore i've never been that confused

#

but this one is a different node , the set vector parameter value i'm using is different ,as it is the only one works with a dynamic material , also it is getting the info of where to change this using the name EmitColor as shown in that video
https://www.youtube.com/watch?v=zKZaYgZEw-E
@ 1:40 seconds

In this video we will finish our health pick-up and therefore finish our pick -up template so that it can be recycled and re-used down the line. I hope you e...

▶ Play video
strong mesa
#

@grim ore

fervent owl
#

hi guys any one here have a fev seconds to help me with a object respawn problem im having

#

for some reason the actor does not despawn after pickup

viscid canyon
#

where is the best place to put data that widgets pull from?

#

example is a place to pick teams

#

for multiplayer. Sorry for the lack of clarification

#

I want to say GameState but isn't that created every level?

strong mesa
#

i'm not an expert but it depends , if you are going to use it for that one level then use the level BluePrint or if you are using it though the entire game put it in the game mode BluePrint ... i think ':D

#

😅

plush yew
#

@fervent owl You haven't set your SpawnedUnit reference

dim arch
#

anyone know how to use the texture weight painting tool in the editor

#

how do I assign a paint texture? I tried an 8bit 3 channel texture but it wont accept it

visual hollow
#

Hey guys I need to learn animation in UE4. Can anyone suggest some tutorial for beginners?

smoky stream
#

blender

grim ore
#

There are a few official ue4 videos on the YouTube channel along with the live strrams that tear apart the paragon system.

icy bone
#

anyone know of good IK solver for UE4, that can handle ling bone chains with angle constrains?

#

ue4 goy FABRIK but it did noy fully implement constraint

zinc crest
#

Good morning 😃 iam about to export a few animations from blender to unreal. The thing is, my animation has a different rotation in unreal than the basic-model i apply the animations to. Even though in blender they both have the same rotation. Someone can help me with that?

#

The left is the basic model - the right one is the animation i made (different rotation on the x-axis)

stray meteor
#

hi guys question how do you put shadows in a physics object?

hot drum
#

Hello, Hello?

#

Can somebody please help

#

This is in the editor viewport

#

the light source is the player character

#

when I start the game

#

I have observed that it's a spotlight

#

but there's a catch

#

I've looked in the world outliner in both the editor and during gameplay, and there is absolutely nothing

#

OH

#

I JUST REALIZED THAT THE SPOTLIGHT IS THE CAMERA

#

ok ok then

#

So On start there is a spotlight that appears on the editor camera where I left it on game start

#

so how do I get rid of it, eh?

#

this did not start happening until earlier

#

to be fair I was piloting a spotlight to see stuff

#

but that light is gone now.

iron wadi
#

is there a way to quickly connect to server similar to open 127.0.0.1 in cmd?

#

i tried calling GetWorld()->Exec(GetWorld(), L"open 127.0.0.1"); but that doesnt do anything

regal mulch
#

ClientTravel on the PlayerController?

iron wadi
#

thanks, i'll try that

plush yew
#

Is it able to add plugin content when you already created project withour starter content?

#

already found

supple totem
#

Hey all, was just reading through the ability system docs. Does anyone think if would be of use in a first person game? For managing stuff like climbing, throwing, swinging weapons?

digital anchor
#

no, too complex

#

unless your FPS is like overwatch, with dozens and dozens of skills, effects, buffs etc

vale silo
#

I have 3 cached states that I blend by enum into the final state and I've got some one-off transition anims (sighting player - from normal idle to combat idle; from combat idle to alert idle; various pain anims; different melee attack anims). Should I shove all of those one-off anims and attack anims into the same montage (using different slots of course) and then blend montage with the final state (BP code will dictate what slot to use for particular one-off anim or attack combos) ?

vale silo
#

anyone ?

viscid canyon
#

Morning all

karmic thistle
#

guys, I`m looking for a c++ begginer course, can you recomend something?

#

c++/ue4

cloud cobalt
#

A C++ course or an UE4 course ?

karmic thistle
#

c++ aplied to ue4

cloud cobalt
#

So you're fluent in C++ but want to apply it to UE4 ?

karmic thistle
#

im learning c++ too, I did 3 courses from udemy and now im going to start programming for ue4

#

so I need something to start relating wht I know of c++ to ue4

#

libraries, create classes, define variables etc

plucky reef
#

I got a problem in windows media player, so I cannot play video in unreal engine because there's no "Media player" that can run video, is it possible or is there any other plugins so that I can view the video in editor? cheers!

cloud cobalt
#

@karmic thistle Once you've learned C++, which is going to take some serious investment, head to the UE4 C++ doc

#

Blueprint knowledge is really important too

#

It's much easier to understand the concepts with BP first

karmic thistle
#

the problem is that I`m used to learn programming watching videos/writing in VS

#

If I have to start reading the documents my head problaby explode with all this pages

cloud cobalt
#

All quality documentation is written, it's a much more serious and timeless media

#

Video is fine for showing how to use a tool, but C++ is written code, there's no point in the video format

#

And C++ is frankly not the stuff you want to learn watching random video tutorials

#

Like I wouldn't want to learn how to use high explosives on Youtube 😛

karmic thistle
#

do you know if I can download the official documents on pdf?

#

maeby copy/paste all to edit it later on a PDF reader, I will need to create marks to study 🤔

grim ore
#

if you really need it there is a udemy course for C++/UE4, people give it mixed reviews but its UE4 and its C++

karmic thistle
#

link? 🙏

grim ore
karmic thistle
#

ty @grim ore

#

What will I learn?
Discover the power and ease of C++ to build games in Unreal Engine 4.
Master the fundamentals of C++ programming for Unreal Engine 4.
Build multiplayer games in C++ to play with friends.
Utilize the Gameplay Framework to create any genre of games.
Create multiple types of Artificial Intelligence within Unreal Engine 4.
Write clear code that can be exposed, extended and modified by Blueprint.

grim ore
#

and I just use the normal docs for C++ when I have to lol

fierce tulip
#

also the most spammed-by-bots course on facebook ue4 groups ever

frank escarp
#

ahh, good old spamlinks

#

couse udemy being shady as fuck

karmic thistle
#

wtf 150k students on this second course

fierce tulip
#

while some of its ue4 related courses are quite well done, udemy can go suck on a dead stick

karmic thistle
#

what do you recomend guys? @frank escarp @fierce tulip

regal mulch
#

Got asked to do tutorials on one of these things (like udemy) once.
Saw the requirements etc. Instantly noped out.

fierce tulip
#

do vfx, not c++ :p

karmic thistle
#

😂

fierce tulip
#

id either pick tom's free c++ tut, or sadly.. that last udemy link one

regal mulch
#

I rather give my knowledge away for free or in private tutoring than selling my soul that shitfest

cloud cobalt
#

Learn the language, read the manual, study the free example projects.

#

That's what I did

shell river
#

There's a lot the manual doesn't cover for C++ though.

regal mulch
#

Learning by doing. Take a small game. Start, come back if you are stuck.

shell river
#

Wiki is also terrible.

fierce tulip
#

get paid massive % of your sales!
(disclaimer in font too small to notice: we'll be selling your work at 80 to 95% off ALL the time)

shell river
#

The formatting makes me cry.

regal mulch
#

The formatting is broken atm

#

So of course it's terrible lol

shell river
#

Yeah xD

regal mulch
#

I use it with "View Source" if needed

frank escarp
#

udemy 95% eternal off is so goddamn shady

#

illegal in EU

shell river
#

Yeah, but there's also sections where the wiki is just flat wrong.

regal mulch
#

Well it's user posts

#

Everyone can be wrong

shell river
#

Like storing a TArray of pointers to USTRUCT types as a UPROPERTY

#

Took me 3 hours to realize that it wasn't possible.

regal mulch
#

Ha well, UE4 quickly tells you what Blueprint users are allowed to use what Epic thinks they are too nooby for

karmic thistle
#

🤔

shell river
#

xD

static viper
#

i find it weird sometimes...

#

we are to nooby to get a list of sav files from folder.

#

we clearly cant handle that

karmic thistle
#

So should I go with a guided course to avoid this kind of problems?

shell river
#

I liked Blueprints at first, but quickly ran into problems where stuff wasn't properly documented or something just wasn't possible.

regal mulch
#

That's something else though. Getting a list of save files is just not a thing they exposed cause they thought it's not needed

#

What I mean are things like having different integer types

shell river
#

That is annoying as hell.

regal mulch
#

uint8 and int32 is just a bit too limited

#

Es well as not giving us proper quaternions

shell river
#

One of the reasons I switched off blueprints is because of the integer type restrictions.

#

int32 is just too big for certain things

#

and too small for others

#

No point in sending twice the data over the network when you don't need to.

winged crypt
#

which chat do vehicle questions go in?

#

(parameter-related, not physics)

regal mulch
#

We have no specific vehicle channel

#

I would say either bp or c++ depending on where you are working in

vale silo
#

are there any anim graph gurus around ?

static viper
#

i dont feel like it

slender veldt
#

Anyone know what font type is used in the UNREAL ENGINE logo text?

grim ore
#

I want to say Arial Bold but I can tell you for sure in a second

slender veldt
#

Super cool, thanks Mathew!

grim ore
#

yarp

quiet hornet
#

anyone know

#

how i make ue4opus sound?

gleaming creek
#

What would be the best place to ask questions about lighting? Does that fall under #graphics?

wary wave
#

level design potentially

static viper
#

even ambershee is against us!

gleaming creek
#

Looks like people were already asking questions in the same area recently in #level-design , so thanks, I'll ask there

#

And it ended with someone saying they should be discussing that in #graphics :)

quasi cloud
#

I need someone to convince me to switch to unreal

static viper
#

blueprints!

#

graphics!!!!

#

mhhh

#

content browser!!!

#

sequencer!!! rawr

#

was that good enough?

quasi cloud
#

@static viper wdym content browser?

pearl sparrow
#

this is annoyign the shit out of me

#

I have reinstalled the launcher, uninstalled the engine version, reinstalled the engine version, uninstalled and reinstalled the launcher (again)

plush yew
#

did you follow the error code

pearl sparrow
#

yes,

#

it recommends running with admin privileges and reinstalling the launcher

#

:/

quasi cloud
#

i have the same error

#

but i got that fix

pearl sparrow
#

😮

#

I havn't tried fixing visual studio yet... fingers crossed

random bear
#

waazaaap guys

#

im new here

static viper
#

hi

quasi cloud
random bear
#

i just started to make my own game

#

my 1st project would like to learn from all you master

#

🤓

static viper
#

ok

plush yew
#

@pearl sparrow I've seen that when the editor is already running in the background

pearl sparrow
#

@quasi cloud Works great! thankyou so much!

quasi cloud
#

no problem

autumn temple
#

What does class inheritance provide? Is it the ability for one class to access another, or extend to another?

#

And with an Opaque blend mode, what colors are considered for the base color? Red, Green, Blue, Alpha. I'm drawing a blank from being tired.

vivid girder
#

@autumn temple RGB colors are considered for the basecolor

#

Alpha channel is a color when input to the basecolor property of a material

tall summit
#

@plush yew depends what you wanna do

keen birch
#

I sure hope that that period is a decimal point, not a separation mark 👀

#

@plush yew Depending on your projects, if you're really sure that you'll only stick to programming... Probably

#

Because that GTX1050 Ti could be a serious bottleneck if you're working on graphically heavy projects and can't run your game properly for testing purposes

#

Not if you're the programmer

#

But if you branch out, definitely

plush yew
#

there is the dichotomy between running something considered min-spec, so you are always aware if you killed performance, vs running high end hardware to maximize productivity

digital anchor
#

editor performance is doesnt reflect game performance

plush yew
#

My gpu is a amd 6670 hd so I run minspec out of necessity

#

The benefit being that I can lower the barrier of entry to consumers

viscid canyon
#

What is the best way to share server data to UMG widgets/Huds?

livid haven
#

Kind of a vague question, but... uh... game state?

#

Game state exists on server and client, is replicated from server to client.

#

Anything can get the game state.

#

Or for player specific stuff, player state.

#

With the awareness that everyone receives everyone's player state, so it shouldn't contain any information you wouldn't want to share with all other players.

plush yew
icy bone
#

@plush yew But it clearly state that the code is from Kismet Math Library, which is in Kismet/KismetMathLibrary.h

plush yew
#

thanks i wish it was more obvious to a noob

#

maybe i'm just exceptionally stupid

icy bone
#

@plush yew you can just do an include then call UKismetMathLibrary:: and intellisense will let u find all the functions. Or u can go into the header and read the source cus sometime intellisense doesnt work

#

@plush yew dw u get used to it

steel shuttle
icy bone
#

@steel shuttle did it work b4? It wont work if u dont have account and registered to epic

grim ore
tawdry raptor
#

oh good god youtube is DOWN

#

and I didnt take notes....

proven ivy
#

this is disturbing

random bear
#

Press Alt+F4 to pay respect to YouTube

proven ivy
#

:/

random bear
#

😕

high stone
#

I left YT and ironically it works when I go there.

random bear
#

lol

#

PSN having same issue right now

#

🤔

#

wow

#

discord is the new steam i guess

icy bone
#

just curious, anyone here not working in Unreal btw? just hanging for fun

#

working with*

high stone
#

I'm hanging around. (:

icy bone
#

can I ask for what purpose 😄

high stone
#

Always helpful to keep up with modern game design.

#

See if there's techniques I can use.

smoky stream
#

im just hanging around as well

#

i do use unreal, but not for its intended purpous

#

its study material rather than a game engine

steel shuttle
#

ohh i forgot to link my account. my bad. thank you @icy bone @grim ore

icy bone
#

@smoky stream so may i ask what u use Unreal for

smoky stream
#

i just browse the source code to see how they do stuff

icy bone
#

for what lol

#

I mean why do you want to do that

#

will u create ur own Malloc engine? 😄

smoky stream
#

i find the C++ stdlib lacking, so i use my own

#

it just means i have to reimplement bits as i start using more the stdlib

#

and i have no clue how to do parts of so i see how unreal does it

#

or blender/python/ogre

#

etc

#

look at the source of TFunction for an example of what the fuck is this code

#

@icy bone

manic pawn
#

tfunction is mostly unnecessary code

high stone
#

I'm still glad C++ won the coding war. I remember in college we were expected to learn a new language every year.

#

Eat that college professor! I was right!

south ridge
#

What 😄

#

I'm sorry, the coding war? 😄

#

I have started with Pascal, does that make me a coding war veteran?

high stone
#

I remember Pascal... (Nam flashbacks...)

bleak widget
#

wow pascal😻 array, index

icy bone
#

I make my own language, what does that makes me hmm...

static viper
#

a very light minded person

#

XD

icy bone
#

but i lied

#

i guess it makes me a liar

ionic osprey
#

is it possible to open assets in the editor in a totally new window that acts like a separate window?
I can open assets in a new window but when I alt-tab to the main editor, it keeps going to whatever asset window's on top instead of goign to the main editor window

plush yew
#

how to make unity look in unreal engine?

cloud cobalt
#

What's Unity look ?

#

Both engines can achieve the same results

#

Save for minor artifacts from different implementations

plush yew
#

😄

#

I thinkk i am not really serious here

static viper
#

Flat surfaces, cheap bloom and aa. Bad shadows?

#

I dont think thats possible with unreal :D

icy bone
#

who loves Unity here

paper kernel
#

I feel like fanboys are trying to preach here and on reddit

#

to deaf ears

fierce tulip
#

@ionic osprey i always open em on a seperate screen. I think you can try the lock button thingy top right of most ue4 windows.

ionic osprey
#

hey, i don't see the lock button.

fierce tulip
#

hmm might be content browser only

ionic osprey
#

oh

#

mm, even when I open two windows in separate screens, alt tab would only show one UE4 icon

#

and clicking on the editor in the taskbar somehow focuses only the asset window

fierce tulip
#

hmm i do know there are some options for it in editor setttings, tab/window related but not sure if anything can help with that. (dont have ue4 open either)

dim arch
#

I have an actor parented to another in the world outliner

#

but when I move it with sequencer the child doesnt update

#

anyone know why

exotic lion
sonic panther
#

hey everyone

smoky stream
#

a delay node? @exotic lion

sudden agate
#

@exotic lion Use a Timer that sets/resets a boolean and check that boolean in your event

exotic lion
#

Ok i will do

winged bear
#

Hi everyone !
I have a question (well... 2, to be honest) for you !

  • Is it better to start an environent (not a landscape but rather like a building structure, apartment, etc.) in 3Ds Max or in UE4?
  • Do you use UE4 with the BSPs (basic primitives that can be edited if necessary) for Level Design or for production too?
grim ore
#

yes to #1 and #2 is for blocking out/white boxing/grey boxing. you should try your best not to use BSP in production

winged bear
#

"yes to #1" ? x)
Sooo... 3ds Max or UE4 ?

And why should I not use BSP in production? What kind of problems does it cause?