#ue4-general
1 messages · Page 326 of 1
Why do you want to use UDK?
the making stuff is all gutenwalhs for me
this happened like 1-2 years ago already
First of all, UDK is mature UE3 and it runs better than UE4.
i am only player and ut admin and or mod/mut tester
Whoever wants to just make a game for Windows could well use UDK
nothing more nothing less
My belief is once UE4 runs on Vulkan it will neutralize the need for UDK.
all alien talk to me this ued stuff
if jeff doesnt talk i guess it is lol
the real question is however, what is this conversation doing at #ue4-general
but however i can give hardware support if problems
ive built systems also for hobby that could come in handy sometimes but i cant garantee to solve each problem ofcours
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..
put ssd in it and runs very fast
Aren't Rocket League, Dirty Bomb & Paladins using UDK?
an SSD drive is really a cheap great upgrade if u use UT
Rocket League would use UE4 if the devs started doing it today
you can't use that as argument
at one point, half of the AAA games used UE3
many still do because they've invested so much for it
all the engine modifications and custom pipelines
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.
and probably licensing stuff related to that
modern stuff requires modern hw
nothing new with that
same happens on every engine
Plextor PX-128M5Pro SSD it comes with builtin drivelevel encryption also
lol this channel
Of all the games that came out in recent years, UE4 games are the only ones that run like crap.
Go figure.
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
well, UE4 doesn't prevent you from doing stupid shit
look at ARK landscape material
even in the early days, mod kit showed it had over 40 layers it blended always
i can really recommend if u are an UT modder or coder whatever SSD is really great or alternative SSHD
I didn't even know you could do that many 😄
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.
and now it's probably way worse
back in the old days, engines limited these layer amounts to 4 or 8
I keep reading about performance issues or lag input issues when it comes to all UE4 games.
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
but now that devs can do stupid things, it's not engines fault automatically
And this is strange considering how mature UE4 is now
UE4 has been out there for years now
u can make super fast algorithms in UE4 lagfree if u want, just get ur hands dirty
@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++ 😄
speed usually doesnt come with age when it comes to code like ue4
usually the oppositie
job system and burst
micro optimisation just goes out the window
@cursive dirge I what kind of C++? Using UE4 macro and reflection system?
just generic gameplay code you do in your ue4 projects
@cursive dirge U can write in pure C++ for performant stuff and wrap it in Ue4 code to expose in editor
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.
but if you talk about engine specific things, usually there's a workflow that people do
UE4 is great at crashing
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?
@cursive dirge UE4s workflow is in fact to allow u to do just that
yeah someoen should fix that first
@icy bone you can write custom c++ code for Unity, UDK, CE, LY, Godot.. I don't get the point
@cursive dirge thats why they use C++, it gives developers easy access to greater power
"greater power"
but ECS, job system and burst compiler!
@cursive dirge U cant write it as easy and integrated as in UE4, thats the point
though should try run it on not more than 2 or 4 cores and see what happens with UED
what does the burst compiler even do?
it turns c# into SIMD optimized machine code
lets just rewrite ue4 in rust 
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 😄
UE4 crahses just by checking/unchecking visual settings in the viewport
that being said, your gameplay code perf usually have very little effect on the gameplay framerate
unless you do stupid things
again, many blame engine for everything
Does the new job system and burst compiler finally makes Unity more valuable for making bigger games?
Compared to UE4
but usually the issues are from devs that do things they shouldn't
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
well, it does allow more complex simulations, especially on mobile... for regular game, the gameplay scripting perf doesn't really matter that much
and how are the ladies doing at UED? i am wondering now
well, UE4's character controller is super heavy
"doctor it hurts when i move my knee like this"
"so dont move your knee like that"
works probarly way better with ladies UED
that should tell enough
Is it possible that the ''physX'' of UE4 is actually causing issues?
my game simulates 1mill planets with buildings and people in UE4 no problem, all real time
yes also Hermit
especially 3.4
@cursive dirge I heard different from UT devs
a lot of hearsay here
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
online
lol
all devs love Bullet just cus its free
well, if you say so
cant be used something else?
yeah, go to Bullet :d
I'm actually using Bullet myself
but I wish it was even remotely as fast as PhysX
I don't know, I just heard it from the UT devs
(it's nowhere near)
I already said the real slow part
it's the char controller in UE4
it's a bloated mess
it's fine if you have few chars in game
but if you have ton, you don't want to use it
Isn't the effective cap about 100 characters in play?
you honestly think fortnite is using stock char controller? 😄
pubg might 😄
but we all know how badly pubg runs
LawBreakers only had 10 characters (5 vs 5) and online the frame rate would drop without any reasons.
UT4, same
And I was getting that on Fortnite too
you must run some really old hw
You say that, but then why is it that only UE4 games do this?
try Hunt Showdown
Sounds like an engine problem
or any new Cryengine game
Because this occurs even on a BSP map with nothing at all
or Star Citizen (lumberyard)
sounds like someone is either trolling or living in past
just look at the hw specs most gamers have
especially when you look at GPUs, most steam users have decent GPUs nowadays
you don't start a new project today that targets computers that were made over 10 years ago
"smart people don't start a new project today that targets computers that were made over 10 years ago" There, fixed that for you
I was hoping nobody would
Games generally target the currently available consoles.
because 10 years ago we ran Windows Vista
And the currently available consoles did not come out 10 years ago.
The hardware of the latest console is 3 years older than the release of those actual consoles
The current consoles are not as strong as 10 year old PCs
Xbox One X is actually really good
Games still have to run on Xbox One - 1
and Xbox X launched nov 2017, GCN 4 aug 2016
of course not the same chip
but same architexture
I can't stretch 1 year and few months into 3 years
i think you mean GCN btw
oh I do 😄
u need the RTX nvidia now i think
"need"
O_o
you can optimize UE4 to run on old Kepler just fine
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''
I'll let you in on a secret - Very few devs -actually- care or even think about past 60 fps
(unless it's VR)
Because diminishing returns is a thing, and you need to sacrifice so much
Yeah, unless it's VR
and we know how those VR games look usually 😄
you do sacrifice a lot
Robo Recall looked awesome mainly because they had amazing artists and devs that pulled all that fakery off
And it helps when you can literally build the game engine's rendering around your game
And forward graphics
but they also put a lot of effort there
if they did what some indie devs do with UE4 and just slap things there and then blame the engine being slow
yeah, that wouldn't have worked
@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
Then why even mention it if you know it doesn't matter
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''
rofl
Looked up PS4 and Xbone's specs a few minutes ago.
Ouch, that is definitely some old tech they're running.
Hell, most AAA games care more about console than PC
the gamer in me doesn't really care past 60fps either
PC
I do care more about gsync/freesync tho
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 +
And I move my camero 90% of the time
guess what
I want 120+fps
you have motion blur on? 😄
UDK lighting in 2011 Im guessing
well, you can get 120fps on UE4 just fine
on ps3
but it's always a compromize
Almost like 120 fps in UE4 is the default option or something.
Only in the editor
for me, modern shooters barely run at 60fps on my rig :p
at quality settings I care about anyway
@potent pine Yes thank you captain obvious
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.
when I was doing some scalability tests with different engines
And 58-62 fps if Im far in the level and can see the whole rest of the map
And my PC is 7 years old + a GPU that is 3 years old
I got UE4 running in somewhat simple scene with dynamic lighting at 400+ fps on my 970
Unlike UDK, I find that UE4 seems to struggle with FOV and loading rooms or culling
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''
try Hunt 😄
What is hunt?
altho, they did optimize Hunt lately again
it now at least runs solid 60fps on my rig
it was at ~45fps at lowest settings for a long time on my rig
@plush yew Crytek's newest game
it's not using UE4
it's CE game
i think Santa should give u all a new good PC
"Low" settings include SVOGI though, to make sure lighting is consistent for all players for competitive reasons, so that slows it down a ton
If only extremely optimized engines like Source could still be a thing.
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
Source 2 will be out any moment now 😄
it looks like stop motion basically without motion blur ON
Is it optimized though?
Oh man, Im waiting for Source 2
keep on waiting
I want that snappy mouse input that UE4 doesnt have
Source 2 the last game engine from Valve
it's not publicly out as a SDK people can use to dev their own games tho
You know, it's probably production ready now, but knowing Valve, it's not 100% perfect, so they won't ever release it.
They've been talking about source 2 since what? 2015?
It took them 4 years to make Source 1, assuming they started after Opposing Force
And thats while making an entire game
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
Very different from the 80-180fps I was getting for better look in the viewport
well, CE 5 has huge initial overhead
you can't even run it at all with dualcores without hyperthreading
you need either 4 cores or 4 hw threads
I got 6 cores and hyperthreading but like.. there was a huge difference between launching the game and running it in the viewport.
Something seemed wrong about launching the game
it looked like crap and ran like crap
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
Talking about the GameSDK
also GPU wise, it has way higher low end requirements there too vs UE4 or Unity
CE3 ran on relatetively old gear
but CE5 requires beefier base line gear
Here we are in the UE4 discord talking about other engines!
Does Lumberyard run better than CryEngine5?
well, last few hours shouldn't have been in this chat
Devs talking about game dev, sounds normal
I've only been here for the ride 😄
LY is based on CE3
but it runs like crap
like, it's the worst of all alternatives
their sample projects stalls to 5fps occasionally on my computer 😄
One thing I love about UE4 is how open it is to other 3D apps. CryEngine and Lumberyard I think are pro autodesk
screw blender and modo
Which is what I use XD
Yes, Crytek is pro-Autodesk. Autodesk. The company that sent goons out to their HQ years ago under wrongful suspicion of pirated software.
I tried to import a fbx on CryEngine 5 and I got an invisible object
I just went back to UE4
lol
Lol
Quickest uninstall ever
How come UE4 can use FBX so well, even when it came from other programs?
I don't use AD products but I had no issues on getting models into CE 5.3 and 5.4
FBX is pretty universal, most tools use it just fine Sam.
ive seen some issues before, like FBX being in the wrong axis
@potent pine you should have been here when UE 4.0 came out
it got fixed somehow
and blender back then
FBX being wrong axis isn't the engine's fault though? Maya and Max just have different up axis...es...
they actually fixed both a lot to play together nicer
"fault"
Quite possibly. "Up" has no standard axis.
X is forward, that's the one and only consistent thing
What I meant is Modo was wroking fine to export FBX until one day everything was broken
got fixed thankfully
Isn't Up supposed to be Z?
Not always
Z in UE4
I've not had any issues with Modo export on UE4
It can be Y or Z depending on what tool you use
and now Modo even got Unreal Bridge
MODO runs something that flips the axis for FBX export
if you import the fbx in MODO you see it
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.
#story-time-with-zero
well, it's been quite story time whole morning here
By the way, who is this beautiful man -> 
Alex?
Who is alex?
he's Alex
Alexander Paschall... or something. Used to work for Epic, was the community manager for the first few years of livestreams
I see
well, not the first years
He left to go teach Unreal at a school last year or something
first those were mainly hosted by Dana then it was Chance and his plaid for a long time
and then Alex took over
and now it's been Amanda
I do miss Alex tho
he was around the community for real
other community managers sometime pop here and on the forums but they are not as dedicated to it as Alex was
I've had many good chats with Alex here
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 😄
Sometimes, I feel like the community managers are more here to maintain the good image of a company and less to manage the community.
I might have the wrong impressions
with this u can do UED in the dark https://www.ebay.nl/itm/Yukon-1x24-NV-Tracker-Goggles-25025-Headmount-Head-Mount-Night-Vision-Kit/272425972458?hash=item3f6dda72ea:g:oE8AAOSwYp9aBccY:rk:30:pf:0
joking
That's a super VR headset
but u can get great complete pc systems at ebay
Do you play UT4? what is your gamertag
i dont play UT4 at the moment
Why are you here? 😃
just reading mostly
your own posts?
🤔
no lol
Are you making a game with Unreal Engine 4?
Do you have trouble getting started?
the 2nd one
What do you want to do?
What can you already do and what can't you do?
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)
game design i guess
The core skills you need to develop games are:
- C++ programming / Scripting (Blueprint)
- Concept art
- 3D modeling & texturing
- Rigging & animation
Softwares
- Photoshop
- 3DS Max/Maya/Modo/Blender
- UE4
- Visual Studio
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
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
i can draw good
Many artist can use a concept art and make something cool in 3D, but from scratch... they might be terrible
i think am good enough at that
Everyone can claim to be level designers or game designers... the other skills are far more important.
yes
Like it's easier to be a Coder/Artist and learn design than to be a designer and have to learn art/code
i got ur point
You'll really get my point when you'll have learned Coding, art and design 😃
hahahhahaa
Enjoy the journey
It takes approx 3 years to get decent in each one of those discipline (3 years per discipline)
if not longer
It's going to be different from one person to another, for sure
The tools you use can make a big difference
If you try to make high poly stuff and are unaware that Zbrush exists... might take you forever
am to old to learn all
how old are you
if i do ill be 90 if i finish lol
39
you are fine
It's a skill in itself to learn how to learn faster
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
i guess thats why i am here
thats the main reason am here
i think u cant do it alone only
Well, you sure could, but then it would take you a lot more time
But now, you have plenty of resources to learn with the Internet
College -> University used to the the way to learn.
It's not the case anymore
Doesn't mean a paper can't help you
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
In game dev, everything is available out there for free if you know where to look
And who to connect with
😇
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

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
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 ._.
Yes! We can call it
Nutshot Games
"The harder you hit, the better!"
Lol
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.
because it's super tedious
and programmers don't get satisfaction from creating pretty things
and programmers don't get satisfaction from creating pretty things
lol
people not knowing who
is D:
why is he even an emoji
because he is 
"Hey!
Hey Alex!" - Derek
"I'M ENJOYING A TREAT DERR-AKK!" - Alex
will never shake the shame of that alt-f4
I remember that :D
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
I want Alex back :(
he is teaching youngsters in Spain iirc?
yea could few good teachers here too
Hi
bye
Who knows intellij idea
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.
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
still mostly on 4.16 since cascade is a clusterf.. on 4.17 to latest
lifetime isnt zero?
/** Does any emiter never die due to infinie looping AND indefinite duration? */
uint32 bIsImmortal : 1;
Lemme double check
Nope. 0,1 to 0.3
kill on complete etc in required module enabled?
looks good
odd thing is odd though
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
should be fine
doesnt that system contain multiple emitters?
is it set to Auto Destroy? when you create the Emitter?
Yes, the boolean is ticked on the node
god 4.20 is so much more crisp than 4.16
It works totally fine, just would like to not have some "PS is immortal and might kill you all" message in the log
its a blurry mess on 4k XD
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
Alright, might be a bug then
bIsImmortal seems to be set to false only in the constructor
Might go away if packaging
¯_(ツ)_/¯
height maps in layered landscape materials, should they be plugged into normal or base color/diffuse? Does it matter?
they should be used in Height Layers
You may want to use Heightmaps for Displacement aswell
This "Accessed None" error from Validity check is pissing me off
why?
why? because I wanna check is actor valid so I can use it's location
if it's not, i'll use something else
and whats the problem?
the parent of what youre testing is also none
how can i add a matinee to an object blueprint
should i use a sequence instead .??
are sequences better than matinee
use only sequencer
sequencer is better because
matinee will not exist soon anymore.
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
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
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.
msotly bljurry bc its low res
?
in short: increase resolution
I dont know if this is a stupid question, but can you breakpoint code in VS the same way you can in Unity?
are you talking to me?
oh ok sorry
Recommended resolution for all the games... Basic monitor
Ok i will made the widget in 1920 1080
tho there is very rarely a case where you need such a large image for ui
I want the best image quality
good luck
Thx
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)
none really
it's just an actor that has a static mesh component by default
and provides some convenient wrappers to access it
@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)_/¯
thanks zeblote
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?
In Quantum Physics
well unity and unreal both don't support javascript natively so it's not very possible right now
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
besides Ubi might not want you to use their IP. I know trivialities like IP are overrated but...
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.
public or not doesn't matter in the eyes of the copyright law.
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
i never said that i will use files from just dance
no, they're arguing about the IP not the files
intellectual property rights
Copyright and IP are quite different as well
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
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
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
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
currently yeah
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
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
to a certain degree yes. but only with / in Unreal Studio IIRC
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.
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.
it looks like freetype is what they use for fonts and is enabled in the system
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
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?
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.
Thanks 😃
Just curious, what might be considered and ideal max amount of actors?
a million actors doing nothing? 10 actors all doing complex math equations? a number in between depending on what you are doing?
@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
@quaint wagon
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.
a million actors doing nothing would be big oof for the garbage collector
Suggested by: Jenny Download: https://audiograb.com/opNTQCf4R SUBSCRIBE TO MY MAIN CHANNEL - https://www.youtube.com/user/Satherax/videos Leave a suggestion ...
the ideal amount of actors is 0
makes the game run smooth af
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.
premature optimization. if it works. Continue.
Yeah, it works. It still needs cleaned up, but there's no way to see the level unloaded lag, which is kinda crappy.
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.
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
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.
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.
high end engine support on windows is far better
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)
@plush yew honestly. I'll take you less time to learn a Windows system then learn in depth Any of UE4 tools
^^ 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)
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.
cause I feel you are
if you are even 1 percent careful you wont get a virus on ether system
ohno the mac user doesn't know how windows works
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
@strong mesa Try here mate
static mesh actor has NULL static mesh property
what should i do , i have it on moveable
uh sounds like you have a null static mesh
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
but it has one
so the next step would be where is your code that is trying to use it? maybe it's pointing to the wrong thing
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
there we go hopefully, so the thingy had no static mesh assigned to it?
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 ?
well it sounds like you figured it out?
ah, no thanks 😃
😃
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)
@winged crypt are you using hot reload?
Unsure. Defaults
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.
@grim ore How would I get around this?
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.
yeah I rolled it back and it worked fine for like 10 min
then started acting up again
and in that 10 minutes what did you do?
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.
yeah that sounds weird.. c++ or BP only project?
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
shouldn't this work fine ?!
knowing that this material has the name parameter name
it doesn't change color when it is supposed to
where are you setting the Dynamic Material variable?
might not be, where do you get it or set it so the blueprint knows what material to change?
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/MaterialInstances you need to crate the dynamic material instance and save it so you can change it later or .... hard drive is loading UE4 lol
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
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
@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...
@grim ore
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
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?
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
😅
@fervent owl You haven't set your SpawnedUnit reference
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
Hey guys I need to learn animation in UE4. Can anyone suggest some tutorial for beginners?
blender
There are a few official ue4 videos on the YouTube channel along with the live strrams that tear apart the paragon system.
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
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)
hi guys question how do you put shadows in a physics object?
Hello, Hello?
Can somebody please help
This is in the editor viewport
the light source is the player character
when I start the game
notice that there is more light
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.
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
ClientTravel on the PlayerController?
thanks, i'll try that
Is it able to add plugin content when you already created project withour starter content?
already found
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?
no, too complex
unless your FPS is like overwatch, with dozens and dozens of skills, effects, buffs etc
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) ?
anyone ?
Morning all
A C++ course or an UE4 course ?
c++ aplied to ue4
So you're fluent in C++ but want to apply it to UE4 ?
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
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!
@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
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
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 😛
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 🤔
if you really need it there is a udemy course for C++/UE4, people give it mixed reviews but its UE4 and its C++
link? 🙏
you can also find some of the videos for free on his main site at https://www.tomlooman.com/
Homepage of my portfolio and portal for unreal engine 4 tutorials, guides and development blog for Switch.
ty @grim ore
do you think this is probably the best course to start using c++ with ue4? @grim ore
https://www.udemy.com/unrealengine-cpp/?couponCode=TL15ST2
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.
I don't know, I don't use C++ unless I have to in UE4 lol. the other course that is more general and has been around a long long time is https://www.udemy.com/unrealcourse/
and I just use the normal docs for C++ when I have to lol
also the most spammed-by-bots course on facebook ue4 groups ever
wtf 150k students on this second course
while some of its ue4 related courses are quite well done, udemy can go suck on a dead stick
what do you recomend guys? @frank escarp @fierce tulip
Got asked to do tutorials on one of these things (like udemy) once.
Saw the requirements etc. Instantly noped out.
do vfx, not c++ :p
😂
id either pick tom's free c++ tut, or sadly.. that last udemy link one
I rather give my knowledge away for free or in private tutoring than selling my soul that shitfest
Learn the language, read the manual, study the free example projects.
That's what I did
There's a lot the manual doesn't cover for C++ though.
Learning by doing. Take a small game. Start, come back if you are stuck.
Wiki is also terrible.
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)
The formatting makes me cry.
Yeah xD
I use it with "View Source" if needed
Yeah, but there's also sections where the wiki is just flat wrong.
Like storing a TArray of pointers to USTRUCT types as a UPROPERTY
Took me 3 hours to realize that it wasn't possible.
Ha well, UE4 quickly tells you what Blueprint users are allowed to use what Epic thinks they are too nooby for
🤔
xD
i find it weird sometimes...
we are to nooby to get a list of sav files from folder.
we clearly cant handle that
So should I go with a guided course to avoid this kind of problems?
I liked Blueprints at first, but quickly ran into problems where stuff wasn't properly documented or something just wasn't possible.
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
That is annoying as hell.
uint8 and int32 is just a bit too limited
Es well as not giving us proper quaternions
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.
We have no specific vehicle channel
I would say either bp or c++ depending on where you are working in
are there any anim graph gurus around ?
Anyone know what font type is used in the UNREAL ENGINE logo text?
I want to say Arial Bold but I can tell you for sure in a second
https://epicgames.app.box.com/s/8g5e32nlb6lv4aiveoff0g0hal3l94dp/file/272263614263 , no not arial, it's eurostile extended black
https://www.unrealengine.com/en-US/branding , this is a great page for info like that on the right. style guide
Super cool, thanks Mathew!
yarp
What would be the best place to ask questions about lighting? Does that fall under #graphics?
level design potentially
even ambershee is against us!
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 :)
I need someone to convince me to switch to unreal
blueprints!
graphics!!!!
mhhh
content browser!!!
sequencer!!! rawr
was that good enough?
@static viper wdym content browser?
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)
did you follow the error code
yes,
it recommends running with admin privileges and reinstalling the launcher
:/
hi
i just started to make my own game
my 1st project would like to learn from all you master
🤓
ok
@pearl sparrow I've seen that when the editor is already running in the background
@quasi cloud Works great! thankyou so much!
no problem
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.
@autumn temple RGB colors are considered for the basecolor
Alpha channel is a color when input to the basecolor property of a material
@plush yew depends what you wanna do
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
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
editor performance is doesnt reflect game performance
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
What is the best way to share server data to UMG widgets/Huds?
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.
Is there a way to toggle language in this doc to c++ http://api.unrealengine.com/INT/BlueprintAPI/Math/Float/Lerp/index.html like in unity docs?
Lerp
@plush yew But it clearly state that the code is from Kismet Math Library, which is in Kismet/KismetMathLibrary.h
@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
hello. sorry i don't know which channel should i ask this question. where can i get the source file for server since this link is dead https://github.com/EpicGames/UnrealEngine
@steel shuttle did it work b4? It wont work if u dont have account and registered to epic
this is disturbing
Press Alt+F4 to pay respect to YouTube
:/
😕
I left YT and ironically it works when I go there.
just curious, anyone here not working in Unreal btw? just hanging for fun
working with*
I'm hanging around. (:
can I ask for what purpose 😄
Always helpful to keep up with modern game design.
See if there's techniques I can use.
im just hanging around as well
i do use unreal, but not for its intended purpous
its study material rather than a game engine
ohh i forgot to link my account. my bad. thank you @icy bone @grim ore
@smoky stream so may i ask what u use Unreal for
i just browse the source code to see how they do stuff
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
tfunction is mostly unnecessary code
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!
What 😄
I'm sorry, the coding war? 😄
I have started with Pascal, does that make me a coding war veteran?
I remember Pascal... (Nam flashbacks...)
wow pascal😻 array, index
I make my own language, what does that makes me hmm...
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
how to make unity look in unreal engine?
What's Unity look ?
Both engines can achieve the same results
Save for minor artifacts from different implementations
Flat surfaces, cheap bloom and aa. Bad shadows?
I dont think thats possible with unreal :D
who loves Unity here
@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.
hey, i don't see the lock button.
hmm might be content browser only
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
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)
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
Someone have idea for cooldown for a event?
hey everyone
a delay node? @exotic lion
@exotic lion Use a Timer that sets/resets a boolean and check that boolean in your event
Ok i will do
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?
yes to #1 and #2 is for blocking out/white boxing/grey boxing. you should try your best not to use BSP in production
"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?
