#ue4-general

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fathom gale
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xd

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@whole quarry

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obj loader machine broken

static viper
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no help

fathom gale
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so sad

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xd

plush yew
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very very sad

whole quarry
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i dont see anything wrong spinthink

fathom gale
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???

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do u not see the missing triangles

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chief

whole quarry
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depends, are they really missing, just invisible, or overlapping the other triangles?

fathom gale
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;o

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im pretty sure they are invisible

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or they are not there

whole quarry
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works as designed then ยฏ_(ใƒ„)_/ยฏ

fathom gale
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but

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i asked a question in overflow

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i got all the scripts there

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ur actually making me insecure

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fml

whole quarry
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cant you give every face a different color for debuggings sake?

fathom gale
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uhh

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long story

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i may or maynot

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have removed everything to do with colors

whole quarry
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lol

fathom gale
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because i was using textures

whole quarry
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you removed a feature xD

fathom gale
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yes

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but

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it still works with normal verts

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this isnt an obj file

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and it doesnt have colors

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s sad

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he left me

cinder whale
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Hey

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In which channel should I ask questions about handling widgets?

sudden agate
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@cinder whale

dim merlin
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Hi, anyone knows whats the average size of terrain for unreal in MB's ?

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lets say a 4x4 square km map..

cinder whale
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okay thnaks!

golden magnet
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my friend has a laptop with an intel celeron n2840 2.16ghz and 8gb ram and unreal keeps crashing on launch

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wiki says integrated graphics should run it

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they tried to reinstall but nothing ,any ideas?

viral wolf
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drivers?

copper rover
fathom gale
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@whole quarry

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tringulate everything

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xd

fathom gale
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added light xd

unreal spoke
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Is possible to have 2 sublevels with their own skylights each but those skylights don't affect the other sublevels? I can use channel for other types of lights but skylights don't seem to have channels.

thorn topaz
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Why is it that all marketplace models face the y direction instead of the x direction?

honest vale
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they probably use the Epic character

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which, sadly, faces the wrong direction

whole quarry
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@fathom gale now normal map support ๐Ÿ˜›

fierce tulip
tame bluff
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Why's epic telling me there's a new version of UE4

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20.3 seems to be the latest still

crude jasper
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Hello ?

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Im , for fun, makin a project for school

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well ive finished it but

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got to school

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and they dint have directX 10

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what do i do ._.

fierce tulip
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tell them to update their computers :p

cloud cobalt
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@crude jasper If the hardware isn't DX10 capable (or running XP) then yeah, nothing you can do

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That shit is old

crude jasper
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the thing is idk if its DirectX or if i can use OpenGL

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fffkkk

plush yew
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I'm gonna practice animation for UE

west quarry
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I try my luck here again about Unreal EULA and Dual Licenced GPL. Question is can I use dual licensed GPL lib with game developed in Unreal Engine ?

cloud cobalt
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No

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Well, not in the GPL form anyway

west quarry
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thats why I am saying it is dual licensed

cloud cobalt
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Well, if you have another license and you can use that license, it's fine. Just don't ever put the GPL licensed version in your game.

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GPL is a viral license that would contaminate UE4 code. Even LGPL is not acceptable in a shipping game, if my understanding is correct.

fathom gale
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well

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fuck

viscid canyon
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Morning all

fathom gale
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why do i have to do normal maps

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xd

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i wanna make an old school type

west quarry
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I think best simple example I can come with is that: I developed library and released in as GPL on github, years latter I decided to use this LIb in Unreal Engine game

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I see nothing wrong with doing that

fathom gale
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cs 1.6

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type game

cloud cobalt
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@west quarry Nothing wrong with that

fathom gale
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why is my nickname epic gamer

west quarry
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you understanding is not correct, I can use LGPL as long it is statically linked.

cloud cobalt
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dynamically*

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Static linkage would make your code LGPL too

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Which is why it's problematic with UE4

west quarry
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ups sorry you right dynamically ๐Ÿ˜ƒ

cloud cobalt
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So you can use LGPL but not in game builds

west quarry
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hmm

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I can specify shared lib with config

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and load it on game start

cloud cobalt
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Might be possible, though I haven't tried it

west quarry
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in my perspective as long as I include GPL Licences exemption in unreal engine game I should be fine

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I wish some from Epic confirmed that ๐Ÿ˜ƒ

manic pawn
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gpl = gross public license

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needs to go away

west quarry
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I like GPL

cloud cobalt
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It's not really complicated tbh. GPL = not possible in any way. LGPL = possible if a user can modify the LGPL library by himself to use his own patched version.

west quarry
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dude I am asking about DUAL licensing Library

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Not about how GPL works

cloud cobalt
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If the library is GPL but you're the dev, then it's not GPL, it's whatever you want it to be.

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Dude.

manic pawn
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what library is this even about

west quarry
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thank you ๐Ÿ˜ƒ

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Same will apply when I have permission from GPL author to use it in Unreal Engine

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only thing would require me to do is include file in library that states such exemption

manic pawn
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it's more complicated than that

west quarry
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this should stratify EPIC and Unreal EULA

manic pawn
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the author could just claim he never gave you an excemption

cloud cobalt
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If you're not the author then you need the author to give you the library under a different license

frank escarp
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GPL is designed to be viral

west quarry
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well this is same they give me exemption from GPL under unreal licenses

frank escarp
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thus its shittyness

west quarry
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here we go ๐Ÿ˜ƒ

frank escarp
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Blender is GPL

cloud cobalt
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@west quarry Licenses are contracts.

frank escarp
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it does help, becouse after all blender is a program, not a library

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but blender being GPL basically nukes closed source third party plugins

west quarry
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@frank escarp you can request exemption from Blender to use third party

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this is all normal people use in commercial project GPL, just pay money to authors of GPL

cloud cobalt
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Complying with an OSS license isn't about putting files next to your executable, it's about complying with the contract you enter in by using the software. Your arrangement with the OSS author needs to feature a different license text, that may or may not force you to tell the user about it.

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Ask the developer, get a license text that isn't GPL, read what it says and do it

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@west quarry The two dangers you face are
A) license that forces you to do stuff you can't do like releasing UE4 source code
B) author suing you for your entire life worth because you didn't respect the license

west quarry
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with non fall under my category

cloud cobalt
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I wish you were more specific about your situation here because it's hard to be more accurate with little context

west quarry
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Authors have no issue with me to use under Unreal Engine a theirs library that is GPL. All this requires on my end as example just add License Examption.txt that I have such permission from authors.

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I am sure this ok for github

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99.99% sure about that

cloud cobalt
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Then follow on the terms provided in that text file

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Which should be legally clear

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Like I said, licenses are contracts. Follow the contract you signed, whatever it says, as long as it doesn't prevent you from complying with the contract you have with Epic Games.

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If you don't have a written contract that tells you what you can do, then don't use it

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If the contratc tells you to copy the file somewhere, do it, else not

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To be clear, only the author can sue you

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Unless he's letting third parties do it on his behalf

west quarry
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I am not worry about authors

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I want to make sure I am clear with Epic

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thats all

cloud cobalt
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Then look at the new license you were given by the author

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There has to be one

west quarry
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nope no need that what I am trying to tell you

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since licence become Unreal EULA granted to me only

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every one else is under GPL Licences for that library

cloud cobalt
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The situation of other people is 100% irrelevant

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What matters is your legal agreement with the author

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If you have a written, signed agreement binding both parties, and the other party did not ask for anything in particular, then you are fine

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Like I said, just follow through on the terms the author gave you

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No terms, great, do what you want

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You don't need to put any file anywhere either

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Unless the agreement you signed says you need to

west quarry
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yes you absolutly have to do it

cloud cobalt
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Does the agreement you signed explicitely says so ?

west quarry
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because other wise someone will think you are breaking GPL and Unreal EULA

cloud cobalt
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Why does it matter what people think ?

west quarry
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with will be waste of time for everyone involved

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will I have case pointing out such thing on github in past

cloud cobalt
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The Unreal EULA is only at risk if you use GPL code, you don't

west quarry
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it is GPL library with Exemption

cloud cobalt
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If you are exempted it's not GPL anymore

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Your problem is that you should really ask for an updated license file

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"the author exempted me" is not a license

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GPL is also not the license anymore

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You simply don't have a license anymore, which is a legally dangerous position

west quarry
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well author exempted me to use this GPL library in Unreal

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what else you need to say

cloud cobalt
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Full legal text of what the author is okay and not okay with

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aka a license

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"exempted from GPL" means there is no license

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Which in most countries default to all rights reserved

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You have permission, great, you don't risk anything - but a one-liner license file would be much more serious

west quarry
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I did not think how much info I need to put there

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I don't see that is critical as you do

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it is just common sense

cloud cobalt
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Look, I'll make it simple : do everything the author demands

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That's it

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If the author doesn't demand anything and frees you from the entire license, then great

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You're done

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Zero step required

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No file needed

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If the FSF or a similar OSS nonprofit happens to reverse your game to check for OSS sources, which won't happen, send them the written agreement with the author

west quarry
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  1. Unreal EULA simple does not allows change Licensed Technology
  2. GPL requires you to release all code under GPL
  3. Exemption from GPL satisfies Unreal EULA
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thats it

cloud cobalt
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More like :

  1. Unreal EULA is incompatible with GPL
  2. Your distribution of the library is not GPL
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That's really as simple as that

west quarry
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Unreal EULA is incompatible with GPL, because it requires you to change Licensed Technology Agreement to GPL

cloud cobalt
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The EULA specifically says no GPL, so it's even simpler than that

west quarry
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I am talking about reason why it no

cloud cobalt
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"Code or content under the following licenses, for example, are prohibited: GNU General Public License (GPL)"

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Doesn't need to be a reason

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It's in the contract

west quarry
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and couple lines above that it is explanation why it is prohibited ๐Ÿ˜ƒ

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hehe

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it actually starts with a reason why it is prohibited.

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another interesting question is about General Restrictions, my understanding it is only operations are specified and restricted, but development is allowed - correct ?

cloud cobalt
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Everything that's specifically listed is restricted

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Anything else is allowed

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Provided it's not restricted in another point

west quarry
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it is not specified development only operations

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(2) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat;

cloud cobalt
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Then it's only for operations

west quarry
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so I can develop skynet ?

cloud cobalt
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You can develop anything, as long as your UE4 product never ends up used as part of operating "nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat"

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Obviously if you're developing a nuclear plant control software with UE4, it means you can never use it

manic pawn
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those are some oddly specific restrictions

desert bronze
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@cloud cobalt but can I develop games with UE4?

Jkjkjk

cloud cobalt
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@manic pawn I'm guessing US law requires that

desert bronze
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Makes sense though, imagine terrorists getting hold of a "game" where they have a perfect simulation of flying a plane into a tower

viral wolf
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Can someone pls help me

desert bronze
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Or a simulation of how to make a nuclear bomb

viral wolf
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When I open a widget in my game and then press "cancel" to hide it, I can't reopen it

desert bronze
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You might want to go into the blueprints chat for that

cloud cobalt
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@desert bronze It's not about that really, it's just that aircraft control doesn't live in the same world as we do. Not a single file in UE4 would comply with aircraft regulations on software.

manic pawn
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a game where you run a nuclear plant but it doesn't tell you it's real

desert bronze
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@cloud cobalt Ohhh okay, makes sense

cloud cobalt
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Same goes for nuclear. People aren't even allowed writing code directly on stuff like that

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It's all math models that generate code

west quarry
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so you can use unreal to develop math models that generates code for nuclear power plant ?

cloud cobalt
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Sure !

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I mean, Epic will be fine with that

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Probably

west quarry
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sure and probably

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๐Ÿ˜ƒ

cloud cobalt
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Your local nuclear regulation authority will probably disagree

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They'll say things like "gross incompetence"

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Seriously, commercial aircraft & nuclear are the two craziest fields on security. Even spacecraft is less so, and spacecraft code is changed line per line with vigorous inspection and paper trail

west quarry
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we not talking about that

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about general restrictions

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you actually might be right, you can develop using unreal engine math models that generate code heh

cloud cobalt
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To be clear I would not using anything like game tech to handle nuclear design

west quarry
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and you code in unreal engine ?

desert bronze
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Someone needs to make a barber simulation game where you try to cut peoples hair as close to their hair style as possible but you can make mistake such as cutting their ear off or something

cloud cobalt
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The closest I would go with UE4 would be stuff like virtual inspection of the plant design

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That would definitely be okay with Epic

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And not too crazy

west quarry
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I am not sure about even that

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since it is kind of operation of a plant

cloud cobalt
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I meant at the design stage

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Operation would be after the plant goes live

fathom gale
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lol

sour bough
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anyone knows if shaders are compiled trough CPU or GPU ?

cloud cobalt
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CPU

sour bough
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merci ๐Ÿ˜ƒ

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so really GPU is used only on "play time"

cloud cobalt
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GPU is used for rendering, mostly. It can also be used as a processing unit for some features of the editor

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The prototype GPU Lightmass uses the GPU for example

sour bough
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the "prototype" ? a new one ?

cloud cobalt
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There is only a prototype for now

sour bough
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ah ! "GPU ligthmass" ok

cloud cobalt
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Your regular, 2006-vintage Lightmass is CPU

sour bough
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lol 2006 !?

cloud cobalt
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jk, I think it was updated with early UDK, so more like 2010

sour bough
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so I may better buy good GPU than thinking about network CPU rendering

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I don't believe shader compiling can be networked anyway

cloud cobalt
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I think some people actually talked about it

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No reason it can't

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I don't remember if it ended up working

manic pawn
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unreal supports distributed shader compiling using expensivebuild

sour bough
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expensivebuild ?

manic pawn
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sometimes also called incredibuild

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but I call it that because of how incredibly expensive it is

sour bough
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is that a tool / plugin ?

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ok

cloud cobalt
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expensivebuild is a good one

viral wolf
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anyone know where to get footstep sounds for free?

viral wolf
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they are not battle royale worthy

static viper
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so they are above 0?

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XD

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they are just barely good?

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they are actually usable?

plush yew
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@viral wolf rephrase then anyone know where to get footstep sounds for free battle royale worthy ๐Ÿ˜„

static viper
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XD

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XD

fathom gale
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lol

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another person making battle royale game

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@viral wolf br is not worthy

silver crown
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battle royale ftw

fathom gale
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over rated

silver crown
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BR is the new MMO

fathom gale
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lmao

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fortnite is now an rpg game

static viper
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i hink its obv...

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i think nova knows

viral wolf
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fortnite is not worth it

fathom gale
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its not paid

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tho

viral wolf
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Basically it is

fathom gale
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๐Ÿค”

static viper
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it doesnt matter XD

fathom gale
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Fortnite br is free

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why is ur br unique

static viper
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no br is XD

fathom gale
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how is ur br gonna beat pubg, fortnite, blackout??

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dont be a follower

viral wolf
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free skins, portal features

fathom gale
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be a creator

static viper
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portal features?

viral wolf
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portal in the middle to be able to teleport around the map

fathom gale
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?????????????????????????????????/

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tf is that

static viper
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that is already a thing :c

fathom gale
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walking casually being aware

static viper
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ue3 did that 2007

fathom gale
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guy comes outa no where

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dies

viral wolf
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it is used in darwin project

static viper
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you cant be srs XD

viral wolf
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im not trying to become famous with making this br game, its basically to setup a portfolio

static viper
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i dont feel well with that XD

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but ok

fathom gale
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lmao

viral wolf
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and ofc its free, pubg & cod are paid

fathom gale
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applies for activision

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CV says he made a br game

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plays game

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doesn't launch

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dies

static viper
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it will only be free bc you cant actually charge money for it...

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bc you cant pay the server

fathom gale
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oof

viral wolf
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?

static viper
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you wouldnt even get any server full

viral wolf
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That doesnt make sence

fathom gale
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maybe a private project

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dont make ur game public

viral wolf
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ofc i will

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xd

fathom gale
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ok

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lmao

viral wolf
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the servers are free

fathom gale
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gl paying server bills

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??

viral wolf
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gamesparks

fathom gale
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how many people

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each server

viral wolf
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how many you want

fathom gale
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and how many servers

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br is ususally 100 people

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why not 500

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how about that

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then ill prolly like ur game

viral wolf
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500 is a lot lol

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xd

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you will need a map of like 100x100 km

silver crown
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100x100 km = 10 000kmยฒ

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/ 500

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= 20 kmยฒ / player

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๐Ÿ˜„

fathom gale
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seems

viral wolf
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yeah

fathom gale
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about alright

fierce tulip
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never see eachother simulator

fathom gale
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wanna hear a good idea

static viper
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luos is taking this as serious as i am XD

fathom gale
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but its actually messed up

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but i promise u people will love it

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school shooting simulator

viral wolf
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pubg has 0.64km per player

silver crown
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Well the good point is that you can pretend there MP when there's none

fathom gale
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so many people msged me telling me to make it

silver crown
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Players won't see the difference

static viper
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if people never see each other...

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why then not fake multiplayer

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i mean

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its natural

fathom gale
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OvO

manic pawn
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just make the entire planet in game

fathom gale
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ur in the GDL server

manic pawn
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flat earth simulator

fathom gale
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lmao

static viper
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gdl server?

tall pendant
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BR games are for low skilled campers anyways.

fathom gale
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game dev league

tall pendant
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sitting in a bush simulator

static viper
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ofc i am in a league you cant reach...

fathom gale
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nvm

static viper
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puny hooman.

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as always.

muted apex
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in my physics asset i cannot make my capsules smaller than they are, cuz when i try to, they just snap to a bigger scale and won't get smaller but just bigger

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anyone else had this before? how can i fix it?

fathom gale
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this is why im making my own engine

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lmao

muted apex
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xD

stray smelt
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what is the difference between visibility and hidden?

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"set visibility" or "set hidden ingame"

fathom gale
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i dont use ue4

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but im pretty sure

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its self explanatory

stray smelt
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?

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if visible is false then it is hidden

torn herald
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I don't think it is that obviously named. Visible only applies to in editor, while hidden in game means just in game. So changing visibility is more for your benefit in development.

stray smelt
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yeah ok. thanks :--)

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should just be named either indeed

crude jasper
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Is there anyother way to convert my project to DirectX 9 ???

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or 8

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or if a pc has lower than 10 it uses OpenGL ?

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or what ever it is

shell kettle
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Hi! I'm not sure what channel my help request fits in. It could be a #blueprint or a #legacy-physics problem. I'm trying to create a door similar to that of "Layers of Fear" or "Visage". I have the basics of opening and closing the door, but I would like the door to only move if the mouse is moved with a certain velocity. I'd also like the door to keep its relative velocity until constrained by the axis. Which channel does this belong to?

wispy raven
shell kettle
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Alright thank you!

wispy raven
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No problem ๐Ÿ˜›

fathom gale
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epic

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movement check

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๐Ÿ˜„

wispy raven
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Cool :D

fathom gale
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ty

crude jasper
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Guys

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Is there any way to get my game to run on directX 9 or 8

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or does a pc with directX 9 or 8 have OpenGL

grim ore
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I dont even think UE 4.0 supported DX 8 or 9 so that would be out unless you write it yourself. You can force opengl if you want but even then If its running 8 or 9 the opengl might be too old

crude jasper
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thx

lethal wigeon
#

Hey everybody, has anyone and idea what this could cause or seen this before?

Same Mesh. Landscape Spline Tool. In Unlit modes it looks fine.
So i guess some Light Issue?

wary wave
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my guess would be mesh normals and lighting

lethal wigeon
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yeah mesh normals i guessed to. but reimport and regenerate everything, brought no difference.

#

other meshes are fine. well i check out everything again.

reef kayak
#

Hey im not sure which channel i should use this one for , but my Unreal keeps crashing randomly, with that i mean totally randomly , building lighting, putting an object in the scene, assigning a texture to a material. it doesnt matter, every single action could make unreal crash and I have no clue whats causing it. Does anybody have any idea??

lethal wigeon
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Hey Cylion sorry to ask this, but are your PC requirments fit enough for ue? or the classic question, did you updated all drivers? is it all the with different version of ue4?

reef kayak
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ye i have a 1060 with 16 gigs of ram and a i7-8750

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all drivers are updated

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and no i havent really checked different versions of ue4 but thats not really a possibility as im working on a group project through source control

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i do have this problem that unreal is only using my integrated graphics card and has no possibility to switch to my dedicated card. so i just disable the integrated card whenever i use unreal

lethal wigeon
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hm cause when you say random, i sounds to me like UE4 is upcoming to a limit and closes it self automaticly

reef kayak
#

yeah i checked my cpu and gpu usages but theres nothing unusual there

lethal wigeon
#

i think answers hub is a better place for you

reef kayak
#

i feel like whenever its loading for a bit longer it automatically crashes

lethal wigeon
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  • if nobody answer, you can push your thread all 3-4 days and if you annoy people and sooner or later epic should help ๐Ÿ˜ƒ
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i guess you know answershub right?

reef kayak
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yeah i do

lethal wigeon
reef kayak
#

yeah

lethal wigeon
#

post a question there + your PC Stats + crash log.

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cause your problem seems a bit more special to me.

reef kayak
#

how do i enable the logs in unreal?

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so i can put that with it

lethal wigeon
#

sec

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C:\Users\USERNAME\AppData\Local\UnrealEngine\4.XX\Saved\Logs

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check this path.

reef kayak
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alright

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theres no logs there

plush yew
#

Working on a "small" project since 6 months, i decide i start to look for help to finish it.
And someone messages me if i wanted to scratch everything and start working on something bigger? ๐Ÿคฆ

fierce tulip
#

lol

wispy raven
#

did ue4.20.1 got deleted?

#

i'm reinstalling 4.19 rn

grim ore
#

should be 4.20.3 I think?

wispy raven
#

i don't know

#

i'm not using my pc since a week

#

or 2

lethal wigeon
#

@reef kayak check upper folders. if you use answers hub they will help

wispy raven
#

but on the epic games launcher i only see 4.19.2

#

as the latest version

reef kayak
#

alright thanks @lethal wigeon

cursive dirge
#

@wispy raven means probably you've not installed 4.20.3 then

#

engine versions don't just vanish

wispy raven
#

I canโ€™t see it on the list of the available versions

cursive dirge
#

screenshot?

wispy raven
#

I canโ€™t right now

#

Wait, I have TeamViewer

#

Iโ€™ll try

cursive dirge
#

4.20.3 definitely shows up for me

wispy raven
cursive dirge
#

is your launcher up-to-date?

wispy raven
#

Yup

cursive dirge
#

there is that orange circle on the top

wispy raven
#

Donโ€™t look at the projects btw

cursive dirge
#

you sure there's no launcher update pending

#

?

wispy raven
#

Iโ€™m downloading ue 4.19

#

Thatโ€™s why

cursive dirge
#

oh right, the launcher update is actually shown on the cogwheel

#

my bad

abstract marsh
#

Does anybody who has developed on Nintendo Switch have any good insights on optimization and recommendations for such?

cursive dirge
#

anyway, no idea why it doesn't show up, maybe it assumes it's installed already somehow

wispy raven
#

Mh

cursive dirge
#

could try restarting the launcher

wispy raven
#

Oke

cursive dirge
#

but yeah, no good suggestions from me

#

it works here

wispy raven
#

Tomorrow Iโ€™ll try

cursive dirge
#

weird that you don't see 4.21 previews either

wispy raven
#

Btw Iโ€™ve noticed that 4.20 has some rendering problems

#

Yesterday there was everything

#

I even started the download

#

But thereโ€™s no sign of 4.20/21

cursive dirge
#

could be some corrupt cache then I guess

#

never had that happen myself

#

but launcher isn't super robust

wispy raven
#

I have a crappy pc

#

Thatโ€™s a combo

#

Crappy pc + bug on the launcher

cursive dirge
#

it's possible that it thinks 4.20 is installed already so it hides the option

wispy raven
#

Iโ€™ll check tomorrow

cursive dirge
#

for example, I don't see 4.21 as option when it's already on my computer

#

for new installations that is

wispy raven
#

I know that

#

But it should show on the engine versions

#

But, as you can see on the image I sent, there isnโ€™t anything

#

Btw i canโ€™t delete 4.18.3

grim ore
#

your 4.18.3 is probably 4.20 and corrupted, nuke your computer and set your drives on fire to fix

#

or go into the folder where your engines are and delete the bad ones

fierce tulip
#

both are very viable solutions

wispy raven
#

What if I destroy my pc :V

grim ore
#

won't help, the hard drive is the source of the evil.

broken stream
#

so way do the foliage on the grass always have some issues on building light ?

gloomy apex
#

I really hope someone here can shine a light on what is going on.
I am on UE 4.15 and I have a couple of blueprints, they are saved and they are working fine in the editor, as soon as I open another instance of the editor, or open another editor on another pc, trying to view the exact blueprints, same files and folder structure and everything, the editor crashesh, it crashesh on BP drag, it crashes on BP right click aslo

#

The reason I need this is because its Unreal Tournament Editor, and the blueprints are a toolset, that I am developing, so this happens by sharing the folder with .uassets

#

I am afraind to close the main instance of UE now, as I know once I do, i will practically lose the my entire work, only tangible option to restore is to rename the folder in Windows Explorer, then all references are ffed up and it takes hours to fix

plush yew
#

Good luck with that. The UT4 Ed is old... 2016. I'd recommend you use UE4 instead and make your own FPS game. Invest your time wisely.

gloomy apex
#

Yeah, the point isnt that, I created a HeatMap for UT4, and the data from matches is visible inside UT editor

plush yew
#

Im just trying to highlight that it is cool, but that feature will only be useful for an extreme minority on UT4. We dont even know if Epic is going to shut down UT like Paragon.

grim sinew
#

UT4 isnโ€™t shutting down, but it is dead. No updates for nearly a year now. Itโ€™s only alive since there no benefit to killing it.

plush yew
#

And the modding is limited, plus it will be a pain to follow the new builds if the devs ever return.

#

Many of us UT contributors, modders, etc. moved to UE4.

#

Many others just dropped UT4 too for multiple reasons.

#

The game might be playable but it has many technical issues.

#

Network code, no skeletal hitbox for hitscan weapons, headshots with sniper rifle generally dont register, low performance, etc.

gloomy apex
#

I might have fixed it, not sure yet, but it seems like a child of a bp was causing the above said efect, as I tried to spawn childs of the bp, from the bp, and while that works in the current editor, as soon as you restart it crashes

#

Either way thanks for the help

cinder basin
#

where should I ask for lightmap help?

grim ore
#

maybe #graphics but I guess it would depend on the lightmap question

cinder basin
#

I have a model with some pretty messed up lightmap density

grim ore
#

yeah I guess that sounds like graphics, sounds art related more than anything else

frail sail
carmine quest
#

Just got back to unreal after a year without touching it

#

I forgot almost everything T_T

#

like 6 months full time

#

another 6 just messing around

#

I'm an animator

#

I do Cinema 4D

#

Unreal was just part of my degree

#

For sure

#

but now I want to remake a game from my childhood

#

so unreal it is

#

Enemy Infestation (1998)

#

It was quite fun back in the day

#

but it's a pain on the ass to run right now

#

need to make virtual machines and stuff

#

Oh it wasn't popular

#

was one of those games you buy in a cheap ass magazine

#

Awesome nevertheless

#

What you guys up to?

#

hahahahaha

#

My sister is on the same boat

#

Im more of a movies guy tho

#

Gimme spider man for pc >:C

#

Bankrutpcy

#

jk idk

bitter iris
#

Is there a way to check for errors/warnings, saves me waiting on packaging to complete to find them all?

neon current
#

so im workin on a project right now on 4.7.6 and im getting a new computer next week is there a way to transfer my project to the new computer?

coarse osprey
#

Copy and paste the unreal folder in documents or just zip the project from inside the editor

neon current
#

and does anyone know how to fix unreal editor not loading past 35% i've been having this issue for a while now.

plush yew
#

If you make a game in an old version of Unreal there's no way to update it so it runs in the new version?

#

This is weird because Unity just lets you update and carry on I think

coarse osprey
#

Of course you can

tawdry raptor
#

ok I got weird problems with my engine, I have a cloak effect that I have been using, and now it doesnt work, its just a constant with a scaler parameter . it use to work on my 4.20 engine but now, something has happened and I dont know what. I checked engie 4..18 and saw it works but on 4.20 it doesnt work anymore

#

does anyone know what would be stopping the effect from working?

plush yew
#

I'm working on a community tool to mass copy Blueprint Properties from any valid Class to any amount of target Blueprints selected on Content Browser without opening those Blueprints one by one...

#

Need testers ๐Ÿ˜ƒ

craggy meteor
#

help :"v

worn granite
#

oh thats cool

#

test4test when my thing's done?

craggy meteor
#

how do i export to android and that the fps are not low? :"v

#

sorry for my english

smoky stream
#

also, use the profiler

atomic forge
#

ummm.. I pressed something and this thingie popped up:

#

what is it?

south ridge
#

It's a color calibration cube

atomic forge
#

how do I make go away?

worn granite
#

hit the something again

south ridge
#

There's a stupid hotkey for it, one sec

worn granite
#

^

atomic forge
#

I don't know what I pressed! I was trying to save everything, and hit the hotkey accidentally.

south ridge
#

It's something involving the left alt key IIRC

#

This cube doesn't do much and you can just re-open your map

#

It's not an actor or anything in the level

atomic forge
#

Ue4 crashing did the trick as well

#

thanks!

south ridge
#

lol

#

Google is absolutely useless

#

I can't find the hotkey anymore through it

#

I think it might've just been left alt

worn granite
#

there's actually a place to specify an array of those meshes to do (but it doesn't remove that cube)

vivid girder
#

I'm creating a perlin-noise based grid of AActor-derived tiles in my GameMode currently, they're not set to replicate yet...so the client doesn't see them at all.

Currently i'm looking into the best place for their generation, and how I want to replicate them..since they have variables that change over the course of the game and are constantly queried. Any suggestions?

tawdry raptor
atomic forge
#

@tawdry raptor assuming you're using the target point move to stuff, just open the door.

#

Do you literally want them to walk through the door? I think this is the wrong channel for that though.

wanton edge
#

I think it's alt + f4 although not sure

#

jk

#

dont do that

grim ore
#

The mesh you are talking about is the "Preview Mesh", you get to it with the \ key (backslash) and you can change the meshes/hotkeys in the editor prefs

wanton edge
vivid girder
#

@grim ore Would really appreciate your input on my question if you have any

digital anchor
#

@south ridge @atomic forge its \, in case you're wondering

grim ore
#

I wouldn't have a good guess or I would ๐Ÿ˜ฆ game mode for sure is not the best due to it being server only, game state might be better but it would depend on how you want the clients to access the data

vivid girder
#

Ah okay, was thinking Gamestate too

atomic forge
#

Woah, thanks @digital anchor @grim ore !

grim ore
#

there is nothing wrong with keeping them in the game mode on the server and having the clients ask for the info or the server sending them out as needed when updated?

#

but again it just depends on what you are doing

vivid girder
#

The players would be querying the ground pretty constantly, so it's important that info is available to all clients and cached

grim ore
#

yeah then probably the game or player state or a custom object to hold it

vivid girder
#

But the tiles would never move, and change rarely

grim ore
#

the states feel "weird" to hold data like that but in sorta makes sense

vivid girder
#

I'm thinking a ActorComponent attached to the state

grim ore
#

in the end it really doesn't matter as long as you make it do what you need lol. The *state and *mode stuff is just helpers and you don't need them for custom stuff like this

vivid girder
#

I like the quick global access

#

My biggest thing is whether there's a better way to load the tiles initially, so that the clients can spawn them

#

Because the spawning is an intense process

#

I imagine it might quicken the process if there's a way to generate the grid on the server, but spawn the tiles on the client

#

But then track changes to the variables on the client

grim ore
#

well I guess that depends on if the server is faster than the client as well

#

but I would assume you want it a certain way so yeah having the server generate is then propagate the data to the clients to do their thing might be the most consistent. but then again if you are using a fixed generation system you might be fine having everyone do the same steps as the server.

vivid girder
#

Haven't been able to generate the same grid with the same seed yet

#

But good idea to look into

plush yew
#

When UE4 launched it saw tons of teams getting together to make a game. Now it seems way harder to assemble a team. Did something change? ๐Ÿ˜…

icy bone
#

hi guys anyone know how to make a variable to reference objects in the same bp?

plush yew
#

Objects i think youre looking for areay

#

array*

icy bone
#

say i make made a ComponentA, added to actor C, and I want to expose a variable from ComponentA that I can use to select ComponentB in same actor C

#

currently im using Tags cus i cant figure out a way... tags are slow cus they require lookups...

#

what I need is like a Late Binding object reference...

plush yew
#

Maybe a basic question but I want a lot of text for my game, is there a way to compress this into just a few widgets? I don't want a separate widget for every line of text (which appear consecutively through the game).

vivid girder
#

@icy bone Expose the variable from Actor C and set it on ComponentA during construction

#

@plush yew Use line breaks

plush yew
#

Ok I will google that

#

Unless you just mean have lines listed below each other? That's not what I want, I want eg one message to display at time 0, then another at time 10, then another after an event etc, all in the same level

vivid girder
#

@plush yew I think i need to know more about what you want to answer properly

#

But it seems like you just want a macro that displays a string in a defined Text, waits x seconds, then hides the widget

plush yew
#

Yeah but multiple times, for different strings

#

Im pretty sure widgets won't affect my performance much though

#

It just feels clunky to have 2 dozen widgets

vivid girder
#

yea not sure why you'd have 2 dozen widgets unless they all need to be formatted differently

#

Can you show me your hud

plush yew
#

Do you mean this? Thanks for the help but I have a much bigger issue at the moment as I changed a variable and my main enemy has stopped working :p

vivid girder
#

No, the HUD that you want to display the messages in

#

You should use snipping tool btw

plush yew
#

well here is one

#

Ill google snipping tool

vivid girder
#

hit the windows key and type snip

#

Are you okay with the same formatting for the text on each display?

#

What do you want to change for each

plush yew
#

Oh yeah formatting can be the same

vivid girder
#

But it seems like you just want a macro that displays a string in a defined Text, waits x seconds, then hides the widget

plush yew
#

okay so rather than create a new widget I can just set the text to variable, then access it via the level blueprint and set the text

vivid girder
#

Create a macro in your WBP, pass in a string as a variable, then in the macro set the Text to your input string, set visibility for the Text to Visible, delay 8 seconds, set visibility to hidden

plush yew
#

or something like that

#

thank you

vivid girder
#

Do note macros aren't exposed to other classes. So the easy solution is creating a custom event that goes straight into the macro

#

Or don't use a macro at all if you want, your call. Depends how many times and where you're calling it

fierce plover
#

Hey guys, I understand nobody likes to be bombarded with constant questions, but I'd like to know if anyone has any suggestions for where to start learning how to use UE4.

#

Ive been watching a lot of tutorials online but they leave me with lots of little questions

vivid girder
#

Youtube is the best free option

#

You can also just pick a small project and start working towards creating it, then ask questions as you go

#

Udemy or other paid sites are your other option @fierce plover

#

Tons of great courses out there

#

I followed a few of Ben Tristams a couple years back

fierce plover
#

are there any specific yt channles or udemy courses youd reccomend?

vivid girder
#

I followed a few of Ben Tristams a couple years back

#

Depends on what field of game development you wanna learn

fierce plover
#

xd
I think i primarily need to learn how to use blueprints and the the actual UE client for now, and then maybe a bit more about game/level design in the future

#

Maybe i dont even know what fields of game dev there are idk

#

i guess i dont know what i dont know

vivid girder
#

My team has 9 major roles

#

Programming, Audio, 3d animation, Character modeling, hard surface modeling, Character concepts, Environmental concepts, level design, and Writing

#

Generally they shift based off the type of game

fierce plover
#

I have 2 people helping me with Storywriting/Character Concepts/Concept Art and a buddy who really wants to do Character Modelling who i was going to ask to do the Animations as well cause i felt like they go hand in hand

#

Assuming i can find someone else to do audio or just pay for some, that leaves me with the programming and level design

vivid girder
#

Note that characters have their own major responsibilities

fierce plover
#

Ill have to look into what hard surface modelling is

vivid girder
#

High-poly modeling -> Retopologizing to low-poly -> Skinning -> Rigging -> Animating -> Texturing

#

In AAA studios, those can each have a dedicated person

fierce plover
#

You start from high poly huh

vivid girder
#

High-poly and low-poly sculpts are generally the same person

fierce plover
#

Do you think its too much work for one person?

#

to do all that

vivid girder
#

Straight out of ZBrush a head can be 13 million tris

fierce plover
#

damn

idle sail
#

Really depends, most studio's I would say High-Low-Textures an occasionally rigging (if its simple) can be one person

vivid girder
#

Yea, our character modeler does all modeling, skinning, and the rigs

fierce plover
#

damn this looks useful

vivid girder
#

As for your journey with level design and programming, I don't know your background but I definitely wouldn't skip some of the fundamental theory of programming

#

basic data types and containers at least

#

If you're not familiar, definitely start with paid unreal courses (or basic programming)

#

blueprint vs c++ is mostly semantics

fierce plover
#

yeah

#

I think understanding data types and containers comes kind of naturally as I play with UE, but every now and then theres things that i can know how to do without understanding why its necessary u kno

#

is there anything else in particular u think i should know when it comes to the fundamental theory of programming?

vivid girder
#

um

idle sail
#

Topology

vivid girder
#

It's great to just play with stuff till it works, but the classes i mentioned will get more into why you'd choose one approach over the other

idle sail
#

wait for game programming?

#

or game art?

fierce plover
#

primarily programming but i should probably at least know about both

vivid girder
#

My development time is 80% just writing out how I want to structure my classes so that they're as self-contained as possible

#

Object oriented design principles

idle sail
#

I wish I knew more about programming haha, I do more VFX/tech art

#

sitting in shader graphs all day

#

programming understanding would help me alot

vivid girder
#

I fell in love with shaders, it's like visual programming

#

Just being able to do some weird shit with math and have something look cool

fierce plover
#

what am i ooking at here

raven kayak
#

When modelling in blender, how much info can be transferred to a game engine in terms of the textures, node data and any effects on the model to unreal or unity?

idle sail
#

@fierce plover you're looking at a graph version of HLSL

#

High level shader language

fierce plover
#

you can do that in bp?

idle sail
#

Yes and no

#

mostly no they're two very different things

vivid girder
#

@raven kayak Only fbx's can be imported. Vertex colors, UV sets, and material slots are transferred

#

Those are the main things besides the geo

#

Materials don't transfer themselves

idle sail
#

@fierce plover basically its a bunch of mathematical processes applied to textures until you get the result you want

fierce plover
#

ic

idle sail
#

hes taking the Texture coordinates, Masking the red/green channels

#

adding/subtracting values then

fierce plover
#

ahh

idle sail
#

rounding them off an inverting them

#

with the -1

#

then adding them all back together

fierce plover
#

when would you use this process?

idle sail
#

To create the kind of effects I showed in the video

fierce plover
#

oo

vivid girder
idle sail
#

or just for controlling any kind of texture or shader

#

is that what its doing?

#

Making that grid?

vivid girder
#

What i sent was math for a basic mask so I can make the graph shown and have it pulse

fathom gale
#

jelp

#

xd

idle sail
#

Nice

vivid girder
#

thnx ๐Ÿ˜ƒ

idle sail
#

@fathom gale what do you need jelp with my friend?

fathom gale
#

python opengl

vivid girder
#

jajaja

idle sail
#

afraid I dont know much about python yet, sorry I cant be of much jelp

fathom gale
#

my camera is rotating around 0,0,0

#

so sad

vivid girder
#

This Unreal related?

fathom gale
#

no

#

its python related

#

but unreal uses opengl

#

so it cancels out

vivid girder
#

Pretty sure I use Directx

fathom gale
#

glfw uses directx

vivid girder
#

Looks like homework

fathom gale
#

im 16

#

this is my interests

#

we are learning about classes in our computer science a-level

#

lmao

fierce plover
#

you have computer science classes at 16?

fathom gale
#

no

#

i got into computer science when i was like 12

#

then we made a game using scratch

#

and i got an A*

#

and i was like

#

wew

#

then later on

#

i got addicted to csgo and wondered how games work

#

then i got into unity when i was 14

#

or 13

vivid girder
fathom gale
#

something like that

#

alright

polar hawk
#

glfw uses directx

#

hold up

#

what

teal venture
#

I've been setting up some console command overrides to visual settings such as LOD and blur in my gamemode blueprints, which work fine when I launch the game, but then these commands are still in action during the editor, which kill my performance for working. How can I disable or rollback these console commands as soon as I return to the editor after playtest?

#

In other words, how can I make console commands affect PIE only?

fathom gale
#

in mac i believe @polar hawk

#

idk

#

directx launched

#

and it said downloading pyglfw

#

so

#

...

polar hawk
#

directx on mac

#

@teal venture thats a good question

fierce plover
#

Question
Is it hard to make a game for pc and then turn it into a mobile spec game or vice versa?

polar hawk
#

mobile to pc is always easier than pc to mobile

fierce plover
#

So if I want to make something that runs on both I should start by making it for mobile

#

The quality of the templates in UE4 pc/mobile are visibly very different and I guess I was wondering if theres some simple setting to change the quality from one to the other

polar hawk
#

there are and there aren't

#

just get it working on mobile

#

by the time you have something done you'll know more about the things you can toggle

fathom gale
#

oo

#

@polar hawk have u done pyopengl before?

#

im stuck

polar hawk
#

a long time ago

#

I am incapable of helping you

fathom gale
#

sad

polar hawk
#

yes, it is sad

#

you also couldn't be in a worse server asking for help regarding that

fathom gale
#

well

#

im on 4 servers

#

i cant find a good pyopengl server

#

i only found 2 people

#

that are usefull

#

with pyopengl

polar hawk
#

how about a python server

#

or an open gl server

fathom gale
#

i am

#

in them

#

ill search for more

polar hawk
#

aye, those would be far better than here

#

unreal has got nothing to do with either really

fathom gale
#

xd

polar hawk
#

unreal uses directx / opengl in the same way that unity uses c++

fathom gale
#

sad

#

the fact that i have almost everything setup

#

except for the camera

#

is sad

polar hawk
#

you seem to have a lot of sadness in your life

#

is everything okay

fathom gale
#

no

#

i ordered a macbook air charger

#

but i got the old version

polar hawk
#

that is terrible

fathom gale
#

ikr

languid shard
#

using a macbook is something pretty sad already

#

ripperonis

fathom gale
#

lol

leaden dust
#

I want to get started with c++

#

but visual studio code is throwing erros

#

its a pretty long error

#

actually no\

#

Its the same thing over and aover again

#

OmniSharp.MSBuild.ProjectManager
Update project: AutomationTool
[warn]: OmniSharp.MSBuild.ProjectManager
Unable to resolve project reference 'd:\Games\UE_4.20\Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj' for 'AutomationTool'.
[warn]: OmniSharp.MSBuild.ProjectManager
Expected project reference d:\Games\UE_4.20\Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj to be already loaded for project AutomationTool
[warn]: OmniSharp.MSBuild.ProjectManager

polar hawk
#

stop hitting build solution

#

build the UE4 project only

leaden dust
#

@polar hawk am sorry

polar hawk
#

also, you shouldn't have to be updating anything

leaden dust
#

but I don't know how to do this

#

I just made a new project

#

and it threw this

#

I don't know anything about the c++ part of the engine

polar hawk
#

aye, I know nothing about that error

leaden dust
#

@polar hawk could you tell me one other thing?

#

how do you compile or build, whatever it is called, in vs code

polar hawk
#

find project in solution explorer

#

right click

#

hit build

leaden dust
#

thx

polar hawk
#

you can hit f5 if you're feeling saucy

leaden dust
#

can you tell me why its talking about houdini

#

in the terminal

#

and another error

#

hell

polar hawk
#

no

leaden dust
polar hawk
#

Oh you're using VS Code

#

and not Visual Studio

#

well

#

good luck

leaden dust
#

@polar hawk will I need it?

polar hawk
#

I heard VS Code is supported

leaden dust
#

that isnt very reassuring

polar hawk
#

but the overwhelming majority of UE4 devs will use Visual Studio

leaden dust
#

the only thing i have probelm with vs is

#

the load time

polar hawk
#

if you think thats bad

leaden dust
#

it takes almost 2 minutes to open up whenever

polar hawk
#

try game dev

#

2 minutes does seem excessive though

leaden dust
#

and c++ building is like eternity

polar hawk
#

it is once

leaden dust
#

really?

polar hawk
#

after its built, most things don't need rebuilt

leaden dust
#

it seems that way for every time

#

do I have to hot reload?

polar hawk
#

no

#

is an eternity for you 10 seconds or 30 minutes

leaden dust
#

7- 10 minutes

polar hawk
#

unless you are editing the engine directly

#

it shouldn't take that long

leaden dust
#

on changing 5 lines

#

and i am serious

polar hawk
#

but if it takes your computer 2 minutes just to load visual studio

#

I think its your machine

leaden dust
#

yup

#

maybe

#

I haven't got that good of a macine

polar hawk
#

are you running on a dual core celeron

leaden dust
#

but its not cheapasss either

#

no

#

r5 1600x

#

lol

polar hawk
#

uh

leaden dust
#

celeron I was like 6 yeasr ago

polar hawk
#

is your main hard drive from 2005

leaden dust
#

no

#

its a wd 7200 rpm green

#

1 tb

#

and its this year only

polar hawk
#

putting windows on an ssd will help a lot

#

but still shouldn't be 2 minutes

#

ยฏ_(ใƒ„)_/ยฏ

leaden dust
#

lol

#

ok

#

lets see about saving for an ssd then

#

how big should iget?

#

256 or 512?

polar hawk
#

you only have one hard drive currently?

leaden dust
#

yes

#

I got an ssd

#

but I put it in another computer cuz I thought i needced it more there

polar hawk
#

you should probably watch some videos about ssds vs hdds and about having multiple drives, installing windows to the ssd and other stuff to the other

leaden dust
#

I actually know about that

polar hawk
#

depends on a lot of things which ssd and what size you get

#

well then

leaden dust
#

I keep up to date with pc hardware news

polar hawk
#

a ue4 source build can easily be 80gb+

leaden dust
#

is SATA gonna help?

polar hawk
#

but in your case you'd probably put it on your hard drive not an ssd

leaden dust
#

I might go for 256 or 512 sata

#

nvme too daim expensive

polar hawk
#

when working with UE4 I kind of think 2 ssds are the minimum

leaden dust
#

1 tb each?

polar hawk
#

sata instead of nvme is still much faster than what you got

#

at the moment my current office machine has a 256gb ssd for windows, a 256gb ssd for current projects, a bigger 1TB hdd for storing older stuff, and I got a whole network storage server

leaden dust
#

ok 512 sata cheapest costs 130$

#

here

polar hawk
#

I install windows on a 256gb, and put ue4 on the second ssd

#

and often times on this machine I wish they were bigger

#

However they're incredibly fast nvme/pcie drives

leaden dust
#

how many lanes does 1 nvme take

#

any Idea

#

I think my chipset might now supporty

polar hawk
#

lanes are weird and some devices can change the amount of lanes they need

leaden dust
#

notZ*

polar hawk
#

for example you can plug a 1080 into a pcie 1 or 4

#

it'll still work but it'll be slow

leaden dust
#

I got a 1070

polar hawk
#

I assume a nvme drive takes 4 lanes but I'm pulling that number out of my ass

leaden dust
#

ok I'll see

polar hawk
#

I'm not recommending you putting a gpu in a pcie 1

languid shard
#

nvme drives are awesome for UE

leaden dust
#

thanks for all the help

polar hawk
#

aye

#

I'd rather have a 128gb nvme than a 1tb sata for ue4

languid shard
#

I've got a 512gb 970evo direct on the motherboard (no pcie adaptater)

polar hawk
#

motherboards with m2 slots

#

is living in 2018

languid shard
#

sata m2

polar hawk
#

there are some with pcie m2 as well

languid shard
#

yeah

#

@leaden dust just check the speeds

leaden dust
#

its 3000 mbps write

languid shard
#

its nvme then

polar hawk
#

when I built my current office computer, it felt super strange not having any sata cables

#

or 2.5" bricks

#

best part, no power cable

languid shard
#

yeah

#

don't have a better pic of the inside

polar hawk
#

my shit is ugly because I went 100% form factor

languid shard
#

but cable management is much better with the disc on the mobo

polar hawk
#

0% aesthetic

languid shard
#

haha

#

I went for both :p

polar hawk
#

my case is literally a cube

#

its like a mini coffee table for my fat ass

languid shard
#

mine is a rainbow cube

polar hawk
#

lol was that on reddit

leaden dust
#

Can you guys link a pcle nvme drive 256 gig or 512 gig

languid shard
#

hmm don't think so

leaden dust
#

I cant confirm

languid shard
#

haven't posted anything on reddit @polar hawk

leaden dust
#

Indian amazon shitty

polar hawk
#

aye, someone must have got the same case with rainbow fans

languid shard
#

@leaden dust 970evo or pro

#

from samsung

polar hawk
#

If you're in India

leaden dust
#

only 1 is there?