#ue4-general
1 messages · Page 328 of 1
opened the map
crashed
the map has something that is crashing
installed Debugging symbols
and i know what is failing or the error
but i dont know how to delete it
its in the map
Assertion failed: LineMaterial != nullptr [File:D:\Build++UE4\Sync\Engine\Source\Editor\VREditor\VREditorFloatingText.cpp] [Line: 97]
this is what i got
@cloud cobalt the reply I got from him was basically, they will verify your editor build to make sure you didn't completely fuck it up, aren't using any marketplace assets you don't have a license to distribute in unpackaged format, then host it on the launcher for free
how do i delete the floating text
@manic pawn Would marketplace assets be a problem ? As in, we use some, how can we still do it ? Cooked only ?
Are dynamic reflection captures possible in UE yet? I want to set one up inside a moving train but it kinda feels like I might have to animate everything around the train just to keep the reflection capture inside working properly
No.
Darn
Can someone please help me ??
i need to end this project by monday and what i had going isnt finished yet..
Make better lightmap UVs manually.
All Unreal does is pack the UVs. It can’t cut or sew them. So there’s nothing on the Unreal side that can be done about it.
@cloud cobalt dunno, I didn't ask for more details on that, but I assume you would need to get approval from the asset authors or something like that?
@west bane Of course you can. You just need create another uv channel and do your uv there, but for a couple thousand assets better look for script or add-on.
Can you add a pain causing volume to meshes that would cause a player pain? Such as at the edge of a blade
Yes you can. Of course. That’s how all damage is done.
hello, anyone know a way to recognize objects in a AR scene with Android in UE4?
yea no
AR applications barely recognize flat surfaces, I think it's pretty far from object recognition
@paper kernel i saw some examples in IOS with ARkit2 doing a good job recognizing objects but Android didnt get any working example
=/
there is a good alternative to Vuforia for UE4?
What's up?
im following this tutorial:
https://docs.google.com/document/d/1SdfRm2p0phq9YNZJqqR1Y8ioRgGPuD3XCGqKyO9n2No/edit?usp=sharing
Create a new document and edit with others at the same time -- from your computer, phone or tablet. Get stuff done with or without an internet connection. Use Docs to edit Word files. Free from Google.
i have an aws server
no matter what i do
i cant access the xxamp server outside of aws
@jef
@granite swift
yeah Iniside posted a recap in #lounge https://80.lv/articles/unreal-dev-days-la-2018-ue4-roadmap/ massive rendering updates
as well as other improvement in physics etc
can anyone help me?
@uneven spoke sorry, I don't know anything about that
ok
aws and xamp has nothing to do with ue4
@uneven spoke ] maybe you should search for issues with Apache, Nginx and etc not the Xamp itself
does someone know why all random functions always return the same value? is there a way to seed them?
random float in range
random float
random integer
all return the same values (each their own, but always the same)
They shouldn't return the same value*
It's the other way round, if you seeed them they will return the same
they do
on construct
so i have to build a stupid function which basically uses milliseconds from time
that works
i have a bp that on construct sets a random float between 0-2400
it’s always 2310.95 or so
always.
in a packaged game
i saw there are posts of people experiencing the same issue but on previous versions of the engine
hey guys I have a bug I need help with
its to do with a hunger, thirst, and health system
if anyone was to help me should I send the the file ive been working on?
idk
No, you escribe your problem and post the specific code as an image
Can 4.19.1 and 4.19.2 share files going both ways?
Or are they version locked per iteration and not major version
@regal mulch this is what i’m talking about https://answers.unrealengine.com/questions/358151/random-number-generators-always-return-the-same-va.html
apparently random did not work in constructor but i’m still seeing it on 4.20.3
will move it to beginplay
Anyone around with a good grasp on retargeting?
Does UE4 do GLSL shaders? I can’t find out how...
@ionic bramble UE4 cross compiles from HLSL to GLSL when needed
So there is a way to write your own shader with code. That’s a post processing effect right?
Or would that be something else
Ugh. a dog in my coworking space just shut off my development workstation.
D:
I lost a lot of work too 😦
Pulled a plug, probably
Or perhaps it just went number one on an extension cord
😛
I am spawning an actor with a rotation of 90. It appears with a rotation of 89.36. Sometimes I feel like this engine is trolling me.
Ok, it is some floating point nonsense with 'make transform'.
No, no, I am using unreal, not real

Can't die if you have no life, right?
It is too late at night to be finding an workaround for something as basic as making transforms.
Anyone know of a decent tutorial series to get into ZBrush?
There are hundreds upon hundreds of hours in the pixologic YouTube page
There’s also ZClassroom which is specifically for beginner stuff
Free and official.
Hey does anyone know how to animate anything like the mantinee fight scene?
Pixologic.com/zclassroom/level/0 for beginner stuff.
@viscid canyon just tagging so you don’t miss the reply.
@plush yew yes presumably any animator can do it.
where do I find one?
Okay I will check that out
Highly, HIGHLY recommended to have a tablet when using zbrush. The UI is designed specifically for one.
Right so... I dont know where to start on that page lol
ahhhh
Thats why it feels wonky
The camera won’t feel good with a mouse
You’re doing a character. You need zbrush. Learn it.
I have no tablet sadly 😦
Alright... will have to look into it.
I had a teacher once that described a mouse like “drawing with a bar of soap”
It’s not a good idea to do any texturing or sculpting mouse only.
Hah I can see that.
I mean... I guess for now I can just use 3rd party assets for my first game...
even cubes would work for a game idea
Learrrrrn
well I cant do so until I get a tablet and not enough $$$ yet 😉
Looking on amazon there’s a Huion tablet for $30
ill have to wait until next paycheck for that lol
Or a bigger one for $50. Tablets aren’t terribly priced.
Huion I know the name of too, it is off brand but one of the better ones.
Whats the $50 one?
A lot of people I know that don’t get Wacom go with them
Huion too
Cheapest Wacom I see is $70
I can get a pricier one but gotta wait until I get paid
I will just spend a week and a half in UE4 doing more learning that way
If you’re spending over $50 get Wacom. Bamboo is their entry level line, Intuos is the professional line.
I would like to get into networking since I already finished two tutorial courses on basic UE4
You can also usually get cheap Wacom tablets on eBay or craigslist since they last forever and artists upgrade them.
My tablet from high school still works.
ah yeah I could get used.
Bigger is not always better. Around 13-20 inches is the comfortable range for most people.
Beyond 20, well ask @pallid compass
But yeah you’ll use it a lot. Drawing, sculpting, texturing... I know some people that work at pixologic that don’t even own a mouse for daily use anymore.
That one... I didn’t see the pictures until now. Scroll down to the reviews. IMO its a little small, but it works for some people i guess or it wouldn’t be selling so well
Hrm okay I will shop around....
I have ZbrushCore until Dec 2nd so that will give me some play time
wait what
im here
waste ur money on big tablet
i sent two 27qhd's back
because big is shit
and uncomfy
That’s perfect size if that hand is accurate
13-20 inches, and that falls in the range.
Yeah that’s good
Frankly I’m surprised you have maya but not zbrush. Maya is way more expensive
Oh and if you want to, for fun, see what people are up to in zbrush, go have a look at zbrush central.
Alrighty. I am guessing rigging and texturing will have to happen in either Maya or Houdini eh?
I would link you what tutorial to start with but again on my phone. So...
And not quite. Rigging yeah sure. UVing yes. But texturing you need to do in either substance or Mari
You can texture in zbrush, but only the diffuse map. So it gets you part of the way there.
Ah. Lots of stuff to learn lol
ZeroNight, you do all of your UE4 work?
Modeling, Rigging, Texturing, BP, C++, etc?
If I need to, I can, yes.
Awesome 😃
hello everyone
i need help with something
if you could lend an hear
.ear
ill just ask it
so im following a tutorial on a hunger system but it does seem to go into thirst, it uses event ticks so i thought that if i make a new event tick and re name it and change the values to thirst instead of hunger i would be set
but there is no clear way to tell whether my thirst tick is going
i ran it in a simulation and there was no flow through the blueprint
so how can i do this?
When you say you made a "new event tick" how did you do that"
you can only have one event tick in one actor, though the same event tick can call multiple things
hello everyone, just joined this server. wanted to say hi to you all 🙂
How much would it typically cost to hire on a programmer to help make a horror game? Pretty much just a standard first person story driven horror game similar to something like amnesia?
Is using Complex as Simple collision have a significant performance drop?
@fossil ore certainly but depends on ur scene, if ur complex shapes are all boxes then its really no difference lol
It's more like props that have round edges
@plush yew depends on the scale and details of ur game. If u wanna use Amnesia as reference then maybe u can check what Amnesia costed to make
@fossil ore Well certainly it will be slower than simple collision volumes (as those are usually simplified). But again dont think about performance too much if ur game isnt too complex or needs to run on slow hardware like mobile
it depends really
It's for VR.
i use it alot and it didnt add to anything for me
no fps drops with physics
in vr you will need it
tho
@fossil ore VR can still run on powerful PCs u know, mobile VR then u need to think
I dont know If its possible to have simple collision along with complex collision
phyiscs and complex dont work together
Simple collision for walking surface
you can only have one
complex for tossing objects on things
@fossil ore the standard way in UE4 is that both are used
you can only toss simple objects
they can touch each other
but physics only work with a hull
@fossil ore you can for example turn on complex collision when u need precision, and turn it off when u dont need
@fossil ore I use complex when i do line trace for shooting games for example
@fossil ore or visibility check, since thats kinda important to get right and not blocked by invisible edges
"Trace Complex on Move" ?
are u talking BP or C++
let me check
Or every object needs to be BP ?
do u wanna do line tracing right?
well it really depends on alot of factors
and I want to make sure some props reacts with complex collision
or do u wanna simulate physics
my objects can break, have weights and all lot of stuff
simple as box
you could then just let them simulate
and make the vr hands do an overlap check
grab at handle
and you are ready to build it
mh
i think the ue4 template for vr has this system even
but the small variance
I think you're confusing what I Want to achieve
if u wanna do complex line trace then its kinda easy:
I want to set up a collision that only objects will use complex collision
sceenshot
oikay
only objects?
Let's say you have a gun and a chair
When a character walks toward chair.... he won't pass it
When he throws a gun at chair... chair will use complex collision
why, cus u want the gun to rest on chair?
yes
I don't want character to be above the table.
but I want gun to be reacting properly to table collision
Blue cubes are collision for VR walking
oh you can just place blocking volumes that only check for player
that will do the entire trick here
the weapon still can pass
but player cant
so, set every prop as complex -- simple... and block it with Volume block
but is there any better way to do it?
you dont need to tocuh any props
i dont understand why you would do that
a blocking volume, set channel to custom, everything to ignore only the player to block
then how is this gonna work??????
and you got yourself a super player block
gun will float bc it has no physics
IT HAS PHYSICS
show
then i cant tell what your error is XD
show me stuff
is it set to simulate
show me collision box
i cant debug with nothing
and the picture seems to be from editor
any warnings on play start?
.
Anyone know any good tutorials for making custom skyboxes?
https://www.unrealengine.com/en-US/blog/thriving-in-early-access-amid-evil-is-a-retro-fantasy-fps-with-a-modern-mind interview with two buddies.
buy that looks retro
also, please don't make promo videos that have more text than gameplay
Does anyone here have a clue why this happens? There's two videos in case you don't notice. https://answers.unrealengine.com/questions/839102/view.html
it's the fundamental feature of BSP brushes
you are tying to add volume before it was subtracted
in time-wise hierarchy
making a retro pixel art-ish game in unreal
absolute fucking madmen of the highest degree
ah, nvm, mistook it for a different game
anyone know why this is happening?
@paper kernel Could you explain better?
positive and negative brushes are handles at the order they placed in the world. you are trying to move earlier placed positive brush inside a negative later placed brush
Okaaay..I understand that a bit better 😄 Seems flawed system to me
only because it's not very important system
Yeah. But its good for concepting levels. Or are there better ways? Basic shapes are no good because you can't edit them same way.
for concepting basic shapes are perfectly fine imho
id rather use custom meshes from maya XD
or one of the blockout packs on mp
I tried looking for one. Is there free one's that's good?
jesus the marketplace search is still as bad as it ever was
not free, but i.e. https://gumroad.com/l/Phxfn is quite good
Overview: https://www.youtube.com/watch?v=Y9k0yqYjeQ4. Timelapse: https://youtu.be/z66aMby6UuY. The Shelling System is a must for Level Designers who want to get the job done fast. Featuring a fully customizable measuring system, a quick, single select for rescaling objects a...
alessa ❤
hello i need help ! UE4 plugin Rig animation i don't see humanoid option
I'll consider those when I start to need them more often 😛
which plugin was it?
is that from the marketplace?
Parabolic Labs develops a plugin in Unreal Engine 4
well this sounds like #animation question :3
in track option i don't see humanoid option 😦
Parabolic Labs develops a plugin in Unreal Engine 4
7:38
need wheels created by physics. Anybody has ideas?
anyone here who is colorblind and wants to test my colorblind modes in my game? (by looking at an img)
hi everybody , anyone try action RPG demo from UE4, I tried to use the infinity blade characters to retarget the animation , but some animation, like animation montage does not create when I retarget ABP_player, any one have idea how to retarget all the animation for the main character?
guys how difficult would this sort of project be to build on UE4? I'm suprised there's not really many templates
This video shows IsoCity (http://www.isocity.co.uk) built with the Isogenic Game Engine . First a few building are placed and then the mouse-to-tile selectio...
Hm, most of that is probably datamangement in the back
Spawning something on a grid is (if you know what you do) not much work
The street system is a lot more work, specially if you want the AIs walk more or less intelligent
That could take you a few days to properly setup
I've been creating an isometric scene using a map plugin, it would be cool to set it up in UE4 but I don't have the exp
As always it really depends on your skills
I think if it's relatively easy to setup,, someone should throw one on the marketplace 😛
I can only answer this based on my own knowledge and I would say it's not that hard and doesn't take that long.
Then again I don't know how many features that video has
The isometric view or the town simulation?
The isometric view is straight forward, it's more the grid spawning but maybe also a simple attribute system so placed buldings effect each other
the ai could just be generic anims
Well parts of that is on the marketplace
But the whole thing most likely not cause barely anyone does games like htat
And if they do they usually don't need a template
I suppose so, I'll keep looking aroung
HEllo guys I have a problem
I downloaded animaion from the mixamo and I want to open it with Blender
When I open it it shows me this:
not this:
hmmm
If I good remember you must first open blender next Import it not just open, but not 100% sure
No problem, remember to check "import Animation" too
It fixed
thank you
a okay
because I imported it successfully but it doesn't repeat infinitely? why?
I haven't got "import animation"
whee s this because I am not working with the Blender and I can't but I know average the basics 😃
sorry
me to 😉 I am more like coder 😛
lol
I am not sure about animations in blender but if you hit play on bottom it should play infinity
I think this can help you: https://www.youtube.com/watch?v=PHBWN2IIuck
This video documents the process of taking a multiple animation file from Mixamo and using them in Blender. That includes importing via FBX, setting up the p...
aha okay
thank you
Hello guys again I have another problem I downloaded character from Mixamo and I find animations for it and now I am making the animations BP I can't drop animation to match it why?
it doesn't show me the animations-why?
Get many error when build project in visual studio
for me?
what is theis niagara tool? what you can do with it?
can you help me anyone for my problem?
Did you check import animations?
what I must to choose? Smis?
look on my screen Import animations and animation length
try check this 2 options
yes
okay
and now import all because I start importing over 1 animation
😉
for the character what to choose again with the check or not?
I am not sure do i understand your question. If you wanna import your model to U4 with animations you must check this options. If you will not do it you will have only model mesh with texture.
I have again error
it can't find all my animations
why?
I have only these 2 animations
I need to see these:
You've forgot to tick boxes while you're doing import.
Click import next choose
you ticked import animation and It still doesnt import?
Oh, maybe your character was alone and animation is alone too
how?
how to fix it? tis problem? to sow me the animations?
my character has got animations taht I find and choose to download
and I imported it
him*
just import animations and attach them to your model
look on screen that i have posted
FBX animation(*.fbx)
so to click on "Import at all"?
when you was importing this model did you check this 2 boxes and clicked on Import all?
I am not sure
I will do it for third time
omg
this is for importing character
what to click?
and is all is rgiht?
right*
must I to choose skeleton?
Hello everyone I have would like some opinions on a creative design aspect of a game I'm trying to make. The reason I'm not posting it in design is because no one is there
@cerulean coral ?
Anyone ever tested spawning 500 Actors in BP vs C++?
Just wondering if I could lower the Hickup of the GameThread a bit
Yes click import all
The Actors are currently empty, so there will be more impact down the road I assume
Do not choose skelleton
i assume you are the best person to optimize that process XD
so its hard to tell XD
what is he up to
i cant believe that.
is he actually doing it
...
okay
and after a while I will send you screenshot for the animations to see what to do to fix this problem-omg
what to do what to choose?
you are importing file punching is this animation or model?
You can import model with animations or animations alone
@regal mulch little to no difference
unless they have tick
then you fuck-d in BPs
Hmpf
Well the overhead that actors bring with them is really annoying
We are not even spawning actors often, but a bunch of them
So choose import change Type of file to fbx animation and import. You can try select all files and drag and drop i think
There must be a way of spawning a batch of Actors (BP or C++) that have some code in them (simple randomizer that spawns randomly placed HISM)
without creating such a hit on GT
Is there some common way of distributing that over multiple frames? Would that even solve the issue?
I really don't want to move that project to Unity cause of that
(there we were able to spawn a multitude of GameObject with a simple script that did the same that UE4 did, minus the HISM, and it didn't even touch the frames)
How to change it I can't find it @cerulean coral
Try to select files in file Explorer and drag and drop it to engine
But do you see this files in engine? On the list after import?
In the content browser
If you generated some trees, just set them on fire.
yes @cerulean coral
Now select model and add this animation
Where to select and add?
@regal mulch unity GOs are considerable lower overhead than actors
make sure you are inheriting from a C++ class, and that C++ class has "bCanEverTick = false"
even if tick is disabled, its still registered, wich has overhead
I went to spawning them over multiple frames
he find only these but it must to find and to can give me io use the other
to these I must to have access but I haven't what to do?
Hey guys. Any chance someone could show me an UE4 based browser game?
I wonder how much did the performance increase on this subject over the years :)
Last time i checked it was kinda broken and loading times took minutes
can this mean that there is a problem with packaging or not?
now is this
hmm
No
You will get FATAL ERROR
okay
okay thank you
Then things are fuckdd up :D
it is still packaging
Yeah
Spamming the console
👌
usual
You can put it on a big screem
ans show it to girls
so there is no problem with packing so you just need more time packing it? or?
and tell them you are hacking
I think IME is just some thing that deals with input for asian languages and stuff
spamming the console? what?
If theres a peoblem you will see at the end
lol stoip make jokes @plush yew
you don't need to care what it's doing
wait until it says success or fail
depending on your PC and project size it may take 5mins - 1hour
I pout in my project pakages like Infinity Weapons and these and they maybe slow the packaging or?
okay
if it fails it will tell you a summary of errors that caused it to fail
packaging can take from seconds to days
depends on the amount of content, how much derived data was cached in previous runs, ...
if you tried to package ark without primed ddc it would probably take days yes
I threw my PC out the very next day
it isn't problem but days...
ans bought a new CPU
you started 2 minutes ago AND you are complaining already that it takes too long?!?!?!?!
it is already 14 minutes @static viper
Yeah. It should take less than 2 minutes in 2018
most of the time is spent compressing textures to different formats I guess
I tested to package new project that hasn't nothing like things made by me or packages and it packaged it
yes I think that the package slow me
but is there a way to add the project use the things that I need o delete the package and to package the game?
that question makes no sense
okay
sorry but Iwant to ask to know for teh future 😉
please don't react like now for the future-okay? @static viper
please dont ask question that make no sense?
XD
you are usually annoyed with my answers because you dont like them XD
lol
One thing I hate about UE4
Client side predictive physics
Needed but a pain in the ass
yee i feel ye
it is already in the starter content it saves the started content-ss this sound that the finish is near?
How about we all make an open sourced implementation
For client predictive physics :D
id rather have epic fix it XD
Do you have a project rn
ofc
Lol
it is physics based
Same lol
and i have it working in multiplayer
Like cars and stuff
wait i show yee
err
Interpolation?
🤔
#gamedev #indiedev #ue4 We have lasorzzzz! And they are deadly! https://t.co/UFneyRdH4F
Let's not count simple physics objects as "Physics Multiplayer Project"
i am sorry wrong link...
built cars?
And elevators while moving
that sounds like a clone
Aren't easy xddd
garrys mod
Not even close
Can't disclose much NDA
garrys mod was great.
We have 15 members on our team
i have my own team ^^
Voxelized asteroids planets player built ships massive mmo
Destruction of the same ships
you just lost me
space weather
😄
Planets....
You aren't really discussing any problems here, so leave the room for people with questions.
Sounds like an interesting game.
Hey, I'm back
you will have to wait for red ^^
@lean yacht I’m working on netcode for ue4
Will release as a plug-in, implements impulse based smooth correction
Unity is better
We use a subset of this netcode for our game
The plugin just adds support for arbitrary sets of bodies and joints, but it’s a wip
I heard unreal was better for netcode stuff?
hey guys just to let you know im back and Im in blueprints trying to theory craft how to complete the custom hunger system
im at my pc
help would be appreated
Hello
How in depth is your hunger system? Do you take into account metabolism, physical activity, the quality of food you are taking in? or is it just... Food = positive uptake of hunger bar for x amount of time?
guys can anyone help i have a serious problem
so i have the muzzle socket right up there
and i set the spawn location of muzzle effect to be right on the socket
but the effect is spawning on the magazine at the bone
what is better to use for character creation, genesis 8 or iclone with character creator 3?
for more realistic results
um guys i need to find the capsule component tab and i cant
how do i find it or open it?
this is in blueprints
You mean this?
Hello i am currently in development of a game called Ninja Platformer. It will have various game modes, along with a live item shop. I am currently looking for play testers. Please DM if you would be interested.
I did a Norway iq test thingy. Dunno how legit it is but I got 133 ;D which is above the average for my race/ethnicity (92 on one side, 102 on the other)
so as a quick question as im trying to do this on my own, can point light in unreal be used as a better Sun
I can't think of a single reason why you would want to do that
my situation is complicated
so i need to make a new light source that will damage the player
this will eventually be the sun
i need to make it on a small scale
first
and I'm REALLY trying to firgure this out on my own
idk what Light source to use
or how to edit it so that it does what I want it to do
like i just started taking unreal seriously
and have no idea what im doing
I have no idea what you're doing either, good luck though
Type of light source is irrelevant in your mechanic
Can anyone confirm if Google officially lowered their royalty fees to 15% for Android?
Yes sunlight damaging the player has nothing to do with the lights. Lights are just for visuals. Look into ray casts and colliders.
You probably want a directional light for simplicity
Because then a check for "are you exposed to light" becomes a simple raytrace from the players position along the direction vector of the light source
And if you get no hits, you're exposed!
They day that unreal decides to actually get unreal, is the day i'll be happy
Everything around unreal is focused on a humanoid character
I want a modular, rigid, mech.
but you can't have both static meshes and skeleton meshes mixed
The reason for that, is any part that you make into a modular skeleton mesh:
A: Wrong bounds, imported, or current
B: You can't access the "static" mesh thats inside of the skeletel mesh (can't get the bounds)
And as for static meshes:
A: You can't use the skeleton and just attach your static meshes to the bones (you can, but you have to have a "mesh" present inside of the skeleton mesh, or it wont import, but then that just goes to above A and B again)
B: Because of A, you can't have a complicated animation, unless you want to hardcode every frame, loose all the animation tools (blending, montage, ect) ect.
Like, why can't we just have a static mesh skeleton?????
That sounds a little strange
And hardcoding bounds is bullshit, and I can't depend on bones for modular data, because many bones are not ment to be a part of the "modular"
There should be no issue in parenting static mesh components to specific bones of the skeletal mesh
What happens?
I use degenerate triangles (one side is zero) to create empty meshes that don't render, but have valid data as far as the engine's concerned 😄
So, it would be a "fake" skeleton mesh, but with all the bones
In our game it's mostly used on static meshes (to make the root static mesh only have collisions, but no rendering), but yeah
It wants at least one triangle when importing anything (and presumably at least one triangle per bone)
(you only need one bone thats skinned) <- One of my attempts, was a full skeletal bone structure, with only a "root" mesh, in this case just the torso, the engine would import the skeleton, with just the one mesh, but all the bones
but still, how do you match up the bones with the static meshes?
I guess I could match the static meshes, origin with the head (or tail?) of the bone
That might actually work for me, but damn thats like 2x or 3x my workflow
Make sectional parts of a skeleton -> Make "fake" triangles -> Make empties for "mount points" for alignment of additional skeletons-> Delete actual mesh ->import as skeleton
Undelete actual mesh, now delete the fake triangles (or in blender just export with the "selected" option)
Match mesh origin with each bone -> import as static
Map which mesh goes with which bone (Maybe a .bodypart.model.whichside dot naming convention comparison would help here)
got a normal map in my ue4 scene making the surface/material its on darker, anyone got an idea what causes this
nvm, i think i screwed up the material nodes implementation, old vs new
https://i.imgur.com/xTFvzmY.jpg
@radiant fable don't forget to normalize it, but also make sure that it's mostly vertical
Strange shades related to normal maps can indicate that normals are non-unit length at some point (though not always), or that they have a bias (tilted to the side)
@south ridge Thank you!
still have to work out the socket stuff, but the fake triangle really made my day!
Good to know! Sorry that it's annoying like that, hopefully you can move from here and figure out a nice workflow
Shoot, i'll take the extra workflow, it was either this or dumping my entire modular system that i've built upon for the last two years (I know, I know, technical debt came to bite me in the ass for using static meshes only, and worrying about animations later)
I can see some solid benefits of such approach, I hope you make use of them all 😄
They REALLY should make a Static Skeleton Mesh.... xD
It would also be a lot more optimized for these kinds of characters
or other complexly animated machinery
Not only that, but meshes should have data
Hiding them unaccessable behind a skeleton is bull
In my case, my code does all the heavy lifting based on the naming convention and size of the static mesh, and the names of sockets in the skeletal mesh to determine:
What "modules" can "fit" inside of it (like slots) based on the bounds
What "kind" of modules can be used based on the "name" of available sockets in the parent skeletal mesh
The weight of the object (based on bounds)
What utilities are available to said modules, based on additional socket names (such as having electrical hookups, or hydraulic, or coolant lines) this will further determine the "compatible" modules that will work, in some cases you can put a weapon or module that could benefit from cooling, but you could technically put it in a slot that doesn't have coolant lines, which would make it passive cooling only
and the list goes on
A "static skeleton mesh" is too special of a case
In our game, we just use skeletal meshes for mechanics and such
But our animations are simpler
Usually each mechanic only has two end states and the inbetween (e.g. brakes applied - brakes released)
It sounds like a cool modular system!
I don't think it is. Think about all the things you mess with that would benefit. Doors, windows, cars, tanks, planes ect
none of those things need deforming bones, but would greatly benefit from the simplicity of being able to animate at the same time you are modeling, without needing to go into each static mesh, and putting in sockets, and then in code writing up the rotation limits, or the animation data
Just look around the room you are in, and imagine having to have to PROGRAM the "animation" for everything,
Drawers, buttons, switches, latches, boxes, ect
I'm just saying, if they had it, our game worlds would be more "immersive" because it would be simpler to put it in
Instead, I have to drop a bunch of sockets, line them up, and code what the rotation limits are, or how it animates by code
Also skeletal meshes do not let you access the actual individual meshes themselves
And this is stupid, its ALREADY there when you import it.
rant end xD
@zenith flower the short answer is that skeletal meshes are very efficient and the transform stuff is done on the GPU, with static mesh approach like above the CPU would generate new transformation matrices
So people go with a way that's efficient and supported by 3d editors out of the box
For most simple mechanics, the overhead of gpu transforms being computed is very low etc
Why can't the gpu do the static transforms?
Its already compatible with 3d editors
when I import I can import as static, or skeleton
both work
I just can't use both without stringing it all together
It would end up not too different to just doing what skeletal meshes do anyway
The deform stuff is implicit
There is no explicit deformation, it's just that vertices are affected by more than one bone with different weights
But yeah, it would be cool to have cheap mechanics animation stuff 😄
doesn't it use special optimized versions of the shader if none of the vertices are affected by more than 1/2/3/4 bones?
It most likely does
we should I ask question about GPL ?
so I have dual licences (premission from GPL authors to use lib in non-gpl software)
Nowhere specific for that on this discord, but someone might stumble upon it here
GPL lib is for game not for marketplace or unreal engine plugin
unreal plugins that are put on the marketplace have to use the epic lisence
no exceptions
question is to what degree dual licencing is allowed
I need GPL for my game project, not for market place or plugin
@smoky stream I can develop lib and release it on github under GPL, then use same lib and combine it in product for marketplace
I think this is allowed by EULA
if you put code on the marketplace, that code must be under the epic license
as I am author of GPL I just have dual licences
"No exceptions" seems pretty clear cut, but I don't know much about it personally since I never looked into it, I'm just taking malloc's word for it
from what i've heard from people on this channel before its either epic lisence or gtfo
if you dont put it on the marketplace then you dont need to license it under epics license
I don't think you can use GPL with your game
all code in your game should be also under EULA
yup
epic license or nothing
The aim of the Unreal Engine Marketplace Guidelines is to make obtaining and distributing great Unreal Engine content easy and beneficial for everyone.
this does not answers my question still
who is dual licence treated
since it is under epic EULA
epic doesnt do dual lisence
epic's license overrides all others
your own game can be under whatever
but all engine code, marketplace content and all of epics redistributals are under their license and always will be
Sounds pretty straightforward
I feel like it probably does, but you don't like the answer so you're ignoring it
no I am not, because in EULA it is stated you can use MIT, LGPL (statically linked lib)
binaries with no source code may be different
so not all code must be under EULA MIT is ok
but if you put that on the marketplace you bet your ass epic wont accept it if it uses a thrid party lib not listed
You can offer your thing for any license you want, but if you are offering it, Epic Games are in the right to deny you usage of the marketplace according to their terms
I am asking about my game and not market place
They can't deny you the right to offer your thing under a different license, they just revoke your ability to use marketplace for distributing that item
if its your own game then it doesnt matter do what you like with your own code
@zenith flower how sure you about that ?
But only with your OWN code and assets
So, yes, as long as you provide the epic license you are good
I have same understanding but still not 100% sure
if its epics code tho then you better belive they'd sue your ass if you tried to dual license that
only code that YOU wrote you have the rights to license
well, i would hope he isn't giving out license for someone elses stuff
@west quarry can you explain what exactly you want to distribute under a custom/own license?
Make a short summary or something?
Have permission to use GPL from GPL library authors to use it in unreal engine
you are fine, just don't put it on the market place
GPL library (that is under EULA) is combine with unreal engine
You cannot link GPL code against Unreal Engine as that would require you to poison the Unreal Engine codebase with GPL, wouldn't it? But your own game DLL's should be fine I think. Look up use of GPL and shared libraries
If you don't use a custom engine, then you're good
As long as you don't distribute the engine itself
@south ridge I Have permission to use GPL from GPL library authors to use it in unreal engine
Only the parts of your game that aren't related to Unreal Engine itself
@west quarry if you use a custom engine, then you're going to be bound by Epic Games licensing
Sure
Specify the version of Unreal Engine against which the users must run your game and distribute only the game itself
@zenith flower what do you mean ?
Without any content or binaries from UE4
You're saying he can't publish (even for free) a game, in whole, just because it contains gpl code?
if the engine is custom in any way, then yes thats correct
It's kinda hard to understand if you're trying to add GPL code to the engine itself or to your game
hmm, custom engine that a very broad definition
It really isn't
Any engine that didn't come from UE4's launcher is a custom engine really
you touch engine code, its custom
If you have to build the source code of the engine, you probably are going custom
you edit a single line, the engine is deemed custom
yep
but still that doesnt make sense
I'm pretty sure legally any engine that you didn't obtain from Epic Games would count as custom
Since they explicitly give you a way to download the official release of the engine for that reason
if your code is under GPL, and you put your code into the engine, congrats; you just poisoned the entire code base with GPL
I have dual license
oh, is that because of how GPL works right?
yup
GPL for any one outside of using this library, in binary from with unreal code is under unreal EULA
GPL3 poisons any codebase it touches
this what I am doing
Oh, the L in LGPL is for limited right?
if your code is under GPL, you cant use a custom engine, done
LGPL allows you to staticly link only library to non lgpl code
just dont use GPL
its worked very well for me
dont use GPL, dont touch librarys that use GPL
if you modify lgpl lib you must poblish that code somewhere
so just dont do that
GPL is fine you understand how it works
not with unreal it isnt
Idk about GPL being fine, but that's a whole different conversation 😄
GPL is too restrictive
I don't think any license should ever poison another license, thats bullshit
if you dont edit unreal at all and just build on top of it GPL should probably work
you just get permission to use it somewhere else that's it
usually will cost you money
but you edit a single line in unreal with GPL, boom, instant lawsuit from epic if you release it
Then it's a custom license and not GPL anymore
And we need to look at terms of the custom license
@smoky stream that does not make any sense
yes it does
GPL posions all code it touches
so you touch unreal with it, you poison unreal
and you cant do that
@west quarry, its because GPL takes over the entire code base, its not limited in scope
epic says you cant and will sue your ass if you try
not with unreal
then you are screwed
dont bring GPL within a mile of unreal
I don't think GPL is actually involved here
Cause it seems like there's a custom license involved?
how hard is it to just not use GPL
very hard
dude, you're an ass
are you at gunpoint to use GPL?
help him find a solution, or stop polluting the chat
no that would be impossible
I just not going to go in details what library and why I am using it
@west quarry, can you just ask the guy for a different compatible license?
any lisence that does what GPL does cant be brought into epics code
whats the 2nd license, you have?
this library in Unreal is under (think of LGPL a like) that is compatible with EULA to best of my understanding, but all modification to this GPL library I need to release on github under GPL for any one else to use
that all there is
I am not sure only about that I still stratify unreal EULA
eg. check and double check
You make no sense, is it dual license or not? you can't say its LIKE LGPL, but in the same sentence refer to it as GPL
it is dual license, GPL and Unreal EULA
is it already in the engine?
well you saying that but does not specify how I am not stratifying Unreal EULA under dual licences
when I can combine LGPL licences with unreal
you really dont want to poke the bear that is epics lawyers when it comes to this stuff
if you're not 100% certain, dont try it
to make more clear example you develope lib xyz, released it under GPL on github, then decided to included in game in unreal engine as author you just made this library GPL and EULA at same time
if its your own game, and you use full stock unreal engine, release full game source on github, then yes,; thats fine
If you made it, why do you have to put it under GPL?
but you touch engine code even one bit and thats not fine
so other people can use it too
also yeah dont use GPL its a really shit license
and improve etc ... make world batter
any other lisence can do that
If you don't intent to restrict their use, then why bother putting it under a license?
apache 2.0, MIT, unlisence WTFUW etc
I am not going into license war discussion
basically any other lisence is better than GPL imo
Just release it without a license?
thats not agood idea
without license you are 100% owner pretty much
if you do that people can sue you and claim damages for faulty code
no one will be able to use unless they ask you from premission
the license stops that
and it doesnt work like that @west quarry
i put out code without a lisence anyone can use it, but anyone can say the code is faulty and sue me for writing it
Just release it to public domain and be done with it
the lisence says they cant do that
unlisence
done
license it under that and stop worrying about it
that too makes sense that some
for me it is more copy right issue when on github code is without any licences
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.```thats the important bit
you need that otherwise people can sue you
just use unlicense 5head
I didn't know they had an UnLicense, thats pretty cool
its what most of my stuff goes under
it also means people can hand it in as their own work at school and its not plagurism
lol
very helpful for my classmates
😃
really tho, avoid GPL if you can
the lisence is really restrictive and it poisons codebases
(However, as soon as the first person buys it, it would be game over for you $$$ lol)
when im searching for libs, my general rule of thumb for avoiding is
a. if it uses GPL or a variant, skip
b. if it uses anything other than make, skip
c. more than boost/stl as a dep, skip
and its served me well
cause fuck cmake lol
Whats the best way to access draw calls through code?
Nah, i wanna display it on my Hud
You'll need to look into the stats subsystem. There is one of stats screens that shows it, if you really need to pull that number out, you presumably can, somehow
stats scenerendering
Probably only need to know its ID
@plush yew what is the error you're getting
1 error and 126 warnings, what does that one error say?
I see 6 warnings there, there are 120 more + 1 error message as it says
Pastebin the log?
lol
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Use this
When you send it to pastebin, it gives you a unique URL you can give us so we can see the content of your pastebin
anyone have a link to the live stream where they show how to download user created content at runtime? I can't find the link anywhere and I have watched it before a while ago
please @ me
LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/Inventory/Component/Inventory.Inventory_C:inventory'. Unknown structure.