#ue4-general

1 messages · Page 331 of 1

polar hawk
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¯_(ツ)_/¯

languid shard
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yeah its a pretty common case now

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Corsair started selling em when I built the pc during summer

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bonus halloween shot

languid shard
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aw yiss racks

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I built a proliant last year

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in cube format

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I use it as a multipurpose home server, with remote access for files

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its pretty awesome for the price I got it for

polar hawk
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aye

cursive dirge
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I have one side plexi on my case

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I've swapped that side cover into other side so I got the case to not look like it's windowed

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the plexi side only shows silencing mats :p

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and it's against wall

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I couldn't care less of the case internal looks if it's functional 😃

polar hawk
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My case has 3 windows

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which is really helpful for me because sometimes I like to just look into it to see if nothing is on fire

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but the case sits in a place where only its top window is visible

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big fan of top windows

tawdry storm
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@languid shard no pumpkin face on the glass 0/10

languid shard
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😦

pallid compass
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Reported life

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No spookie enough

silver crown
fathom gale
silver crown
languid shard
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@silver crown

silver crown
whole quarry
fierce tulip
leaden dust
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should I get a 256 gig nvme, or 1 tb m.2 sata

paper kernel
leaden dust
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for UE4*

fathom gale
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@whole quarry

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help

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my camera keeps rotating around the origin

whole quarry
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rotate the objects with it

fathom gale
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but

whole quarry
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site is being blocked on my companies network 0_0

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im not a coder though 😛

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@languid shard has OpenGL skills, maybe he can take a look 😉

languid shard
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please no 😆

fathom gale
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are u serious

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do u actually have skill in opengl @languid shard

languid shard
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nah

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I gave up after my master

fathom gale
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WHAT

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IM SERIOUS

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I NEED HELp

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i've been stuck on this for 24 hours

languid shard
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I'm no OGl coder sorry 😦

fathom gale
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sad

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wat do u do then

languid shard
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VR in UE

static viper
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its ok to be alone @languid shard

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you will get over it c:

languid shard
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:

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<

fierce tulip
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dear svn in ue4, Y U ALWAYS ISSUE

manic pawn
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it would be nice if there was a uht macro to ensure bp can not call your methods with nullptr, so it will print an error instead of you having to add that in every single method taking a uobject*

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:(

silver crown
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:(

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Can always make one

wispy raven
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Found a bug

whole quarry
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smash it

wispy raven
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In the new 4.21 beta

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Btw, you can’t minimize/maximize/close anything

teal tulip
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that is a feature to don't allow you to use Cryengine

fathom gale
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@whole quarry

iron wadi
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gameinstance owns world?

fathom gale
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are u talking to me

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xd

teal tulip
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how is opengl related here ? @fathom gale

fathom gale
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idk

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tf who renamed me to epic gamer

whole quarry
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you fixed the issue?

fathom gale
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YES

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😄

whole quarry
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grats!

fathom gale
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ty mien

whole quarry
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what was the problem?

fathom gale
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lmao

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@whole quarry

whole quarry
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order matters

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😄

fathom gale
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IKR

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i was so mad

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cause i remember i saw a comment saying this

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in like a 3 year old video

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and i was like nahhhh]

unreal spoke
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Regarding the optimizations for the characters in Fornite, the devs talked about having different skeletal meshes using the same skeleton fpor the body parts. Does that mean to simply put 4(or the number of parts your characters are made of) skeletal meshes in my character all of them using the same skeleton? So no black magic or c++, just 4 simple skeletal mesh components using assets that have been designed to use the same skeleton.

broken stream
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good day, can some one help me understand why my mesh look like this, they have this white light glowing around them ?

grim ore
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it's your material for the items

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if you mean the edge white coloring on the chip bags?

broken stream
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yes and the rest of them as you can see in the back, its cans soda

grim ore
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more than likely that is fresnel

static viper
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are you going to tell me those are sandwiches?

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i hope they are chocolate bars

broken stream
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yes it is

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😃 lol

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on the right side

static viper
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looks like fresnel

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and high roughness

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this white light

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show mat

broken stream
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still make no sense, if someone know something let me know please

static viper
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show mat

broken stream
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what is that

static viper
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material

broken stream
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you want me to show it

static viper
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yes

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we cant help you else XD

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we are making assumptions based on visual experience

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and then i want to see your sandwiches.

broken stream
grim ore
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F R E S N E L

static viper
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Frösnel

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it even has a color

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and add fresenl

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😄

grim ore
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you got this master material from somewhere apparently. uncheck the add F R E S N E L parameter

static viper
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So many spelling errors O.o

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OMG

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fleep green!!!!!!!!!!!!!!!!!!!!!!

broken stream
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i got it from the cgtrader last night

grim ore
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It looks like someone took the master material from Unity and recreated it in UE4

static viper
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do you have sandwich models now?

tall pendant
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why do people still call it diffuse..it's albedo 😄

static viper
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thats different.

broken stream
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i uncheck the add F R E S N E L

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will this help you think

static viper
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we rarely think

grim ore
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well the fresnel is what you don't want so I would assume yes.

static viper
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we assume alot

broken stream
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i think it did man.. thanks 😃

static viper
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and why did you thought it doesnt make sense?

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XD

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fresnel was the first thing to come up

broken stream
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i don't know what that is, but you know, can you explain what fresnel is ?

static viper
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i let mathew handle this

broken stream
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okay thank you

fathom gale
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ur voice is hot

silver crown
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lol

lime cobalt
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@plush yew trololo; yes I was pinging you, Hi also

silver crown
lime cobalt
visual wind
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I just made a DAW in unreal engine :p

grim ore
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Designing a game for Mobile and PC. Third Person controls on the PC and touch to move for the mobile. Make 2 game modes/controllers/setups and use level streaming to choose the base mode for the device type or go with 1 mode/controller/setup and try to disable it as needed.

unreal spoke
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any video/documentation about the Significance manager? I can only find stuff in Japanese 😐

visual wind
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it's always either russian, german or japanese lol

inner yacht
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why would my multiplayer game stop working after first play if skip assigning gamepad to player 1 is unchecked?

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If I check the box it works everytime

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then i uncheck and it works as intended

stiff hazel
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Hey. Where do you guys share your projects with other teammates or people to test with? We have playtest almost every 3rd day.
My packaged game is about 2GB now, and it's pain in the ass to upload it on every playtest. To share the editor with the artist guy is even harder.
I'm currently using Github's release, it's kinda slow.
Tried google drive, but it doesn't handle change well, always have to upload the 2GB file. If i'm not using pak file when building, then I have many small files, and processing it almost takes the same time as uploading the 2GB pak file.. :D
Dropbox community version has small space, so it's kinda no go.
Do any of you have experience with sharing the project?

digital anchor
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basically, a source control software will only upload the difference between last and new version, keeping it versioned and least size possible

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just realised you are talking about the PAK not the game files, i think those will change completelly then it wont work with source control

stiff hazel
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yeah i'm talking about packaged game, the one i'm distributing to people coming to test the game

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steam handles the changes with binary diff, i'm wondering if there is any platform that handles it the same way

wintry raptor
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Anyone have experience with the network profiler?

modern kite
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Pls help me my editor is stuck at exact 73% in the splash screen and i cant open it in any way!! a little more information for the editor: it crashed with the error code 0x590 which means: ERROR_INVALID_EDIT_HEIGHT

1424 (0x590)

Height must be less than 256. https://cdn.discordapp.com/attachments/221796616653373441/504350752177913902/Desktop_Screenshot_2018.10.23_-_19.49.05.83.png
plush yew
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I have came back to this engine after 3 years. In that mean while I have learned to most of c++, no everything, enough to consider me closer to a pro.
I want to make a game and I'm asking myself, should I use only c++? Or only blueprint or both?

worn granite
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mixture

plush yew
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I can work with both pretty good. I'm more efficient with blueprint as it doesnt need long compile time

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Would you mind to tell me when i should use bp or c++?

worn granite
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its easily enough searchable, epic themselves have a recent post

plush yew
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What do you think about these cases:
1)Inventory system
2)Basic first person character

dark depot
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what would be easier for you

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i think thats the easier question

worn granite
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id design the inv to be used from BP, and the char would have a C++ base.

plush yew
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For me are both easy, the only problem is it takes 10 seconds to compile with c++ for even a small value changed

worn granite
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both use C++

frank escarp
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the trick to effectiveness is to keep c++ for the systems code, and blueprint for the surface llevel

plush yew
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I have not founda need to use blueprint. Are there lots of things that one can only do in C++? I am sure if I were good at C++ I would be able to code faster than create blueprints, however since I am able to achieve everything in my project with blueprints I wonder what the point is.

vivid girder
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Didn't even know this popup existed

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Rethinking this strategy

manic pawn
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lot of actors

vivid girder
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Hitting 14gb of ram

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22

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This seems bad

atomic forge
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I think you need to optimize just a little...

vivid girder
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Is there a way to profile multiplayer?

grim sinew
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Probably.

vivid girder
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I'm trying to tell how long an array takes to replicate

brisk hamlet
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I've identify two ways !
One is the network profiler which works only by capturing a game session but it's not real time

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And you can also check some options into your stats to see some informations

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If anyone knows an alternative and good solution. I need to know about it ;)

slender veldt
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Hey folks, does anyone use InstaLOD? I bought a license before, lost the key, now they are saying they only contact people with business email domains. They refuse to speak to me otherwise. Is this normal?

manic pawn
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that seems to be normal

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people have been talking about instalod becoming some strange AAA-only product some time ago

slender veldt
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yeah i kinda got that feeling 😑

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thanks for the insight

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does anything else do skeletal mesh LOD including bone reduction?

vivid girder
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@brisk hamlet Can you use the network profiler in the editor? Like local testing?

deft sparrow
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I suddenly can't save materials/textures anymore. Always get "name.uasset failed to save." and for some reason if I make a duplicate of the material it can save that just fine.
Anyone had this issue before? I restarted Unreal multiple times and am not running the project twice as forums seem to list as the main cause.

slender veldt
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is it local storage or NFS/SMB share?

high stone
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Did it lose the path name?

deft sparrow
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Local on my pc

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Don't think it lost the path name. At least nothing in the error message indicates it.

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The materials are all still there and I can make changes and apply them but it can't save the uassets

high stone
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RAM leak or some kind of error in it's basic save function.

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Might be trying to save a chunk of the data on temporary RAM instead of straight to the hdd.

deft sparrow
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I suppose I could try freeing up some HDD space (only 21 GB free space) and restarting my pc.

high stone
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Do you have RAM using your HDD for pagefile.sys? That gave me problems in the past.

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Everyone upgraded to SSD. Small storage SSDs and it's fine. Until you start using developer tools. They are known for baking a lot of data into temporary memory. Ideally you want a 512gb SSD. Or a 256gb SSD. With everything else going to a HDD.

deft sparrow
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Oh I actually checked and it seems my laptop has a SSD.

high stone
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How much storage?

deft sparrow
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435 GB

high stone
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But you said you only had 20gb left?

deft sparrow
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20GB left of the total storage space of 435 GB. Sorry if I was unclear.

high stone
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No problem. That may be the cause. Computer does weird things when running low on memory, storage. If possible get an external HDD for some of your unnecessary content?

deft sparrow
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Yep, have one next to me. Was going to work a bit more before freeing up space but I guess the other way around works too.

high stone
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Software should only be on the SSD. Games, other media on the HDD. Save files on both.

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Reality is games don't really need HDD speed past 7200 RPM. Even most modern games only need 2gb ram.

deft sparrow
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Never tried putting all my games on external HDD before. Could try that.

high stone
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Just do the big ones.

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Deus Ex Mankind on my PC is... 45gb? I hate it when they force DLC installs. Takes up extra space. I'm never buying it.

deft sparrow
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Already uninstalled most big things like Overwatch since I needed the space but I've got tons of photos and such that I still had to transfer.

high stone
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I remember when I had DBZ on mine. Glad I bought all the DVDs.

ebon goblet
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I'm trying to see the collision while in play mode using the "show collision" command, but it's not working.

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Anyone know what I'm doing wrong?

atomic forge
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@deft sparrow how many instances of UE4 do you have open?

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If you have more than one instance of UE4 open of the same project, you're going to have difficulty saving things.

candid falcon
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where would go go for help inporting .fbx from blender?

sand birch
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Hey guys what part of my survival game should I try working on next keep in mind that it need to be something simple because I'm bad at programming

fierce plover
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anyone know how to change the size x of a progress bar on event

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like on lvl up or w/e

fierce plover
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Do you just set it to the max size to begin with and then put a cap on the value

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and then remove the cap based on the events?

brisk hamlet
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@@vivid girder Yes of course

vivid girder
brisk hamlet
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Yes you just have to type a command to enable the profiling

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I'm not on my computer, but type network profiler to find how to do it

vivid girder
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Oh, type network profiler?

brisk hamlet
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In the console command of UE4 (You can also type it before play)

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Then it will register your session
And when you will stop the game you will find a file in your Saved folder

vivid girder
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Oh, so i just enter network profiler and it'll record?

dim arch
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is the imposter baker integrated into 4.20

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or should I use the plugin from github

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first result is this document, but also read an article which said it was outdated

plush yew
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Yo g's I keep getting this message when trying to launch my project 😫

coarse wigeon
brisk hamlet
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@plush yew Check the output log it's more understandable

fierce tulip
frozen crater
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can i display the highest frametime in the last second or so? I think I got some stuttering issues, but the overall fps is fine and its very difficult to see if the stuttering got better after changing some code

paper kernel
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there should be a graph for it

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stat-engine-unitgraph

frozen crater
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ty

misty raft
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I've noticed lately my UE4 gets a bit laggy if it's been left open awhile

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I've not got a mem leak have I? 😦

fierce tulip
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thats so extremely personal and different per team and their desires its hard to give good examples. it would probably start massive debates and the occasional flamewars hehe

static viper
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yes but there is still some ground rules

languid shard
static viper
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name conversion for instance

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oh no

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oh now you started war...

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big time

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XD

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no nuke emoji

languid shard
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💣

fierce tulip
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fun fact: allar had a marketplace item rejected because it used his style guide :/

static viper
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wait

fierce tulip
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but yea, its a good thing to read trough

languid shard
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haha 😄

static viper
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who created this gif...

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insane

fierce tulip
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I so learned my lesson, never going to gif my own face ever again

static viper
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i will never stop shouting it

frosty bloom
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If they rejected his name convention, they must have their own? Possibly public?

languid shard
fierce tulip
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for marketplace? nahh, its generally a mess

static viper
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they should give more detailed reasons at least

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i mean

languid shard
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rule #1

static viper
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kitatus is on the mp team

languid shard
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no rule

static viper
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kitatus dude!

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wrote books

fierce tulip
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he is not on that team

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hasnt been for a looooong time

languid shard
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wasn't these name conventions before you could filter assets by type ?

manic pawn
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the problem was that he used a style guide, the marketplace rule is that the structure must make no sense

fierce tulip
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hehe

static viper
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its better to give up on mp...

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unless you were one of the first to fill it

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like luos here

frosty bloom
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^ That must be the case now when I give it a second thought

static viper
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to see the 12% repay

fierce tulip
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some people who where top sellers made so much bank with that 12%

static viper
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i still remember when the mp started out...

languid shard
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there wasn't weird licorns nor shitty zombies all over the place

fierce tulip
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there is good stuff on there, but you really need to get out on social media and market it for additional sales

static viper
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i always feel like all that stuff is way to special

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for games with artstyles at least...

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i only look at the code stuff and some materials

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and some particle thingies that can be rampaged for spares

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there was a cool pack with explosions

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very realistic and volumetric...

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easy to take apart

frosty bloom
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ALS V3 seems to have made bank, 220 ratings - count me impressed

static viper
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ALS v3?

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oh

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right

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yee i very well believe there are huge numbers in cash around the marketplace

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i think animations and particles would make a large chunk of that

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so special

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and some code assets

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like starter templates

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some of these assets just need a few sales and you can live a few months already...

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its crazy

frosty bloom
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Yeah, TPS templates, inventory systems and stuff

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People release similar assets with small differences and still makes sales

static viper
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well

frosty bloom
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^ Glaring at weather systems with more

static viper
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those small differences make all the money

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people will never by the same thing

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they always go for what is presented well enough to their needs

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regardless of what is actually inside

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so small changes can make alot of difference

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like drag n drop in inventory systems

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saving the inventory

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beeing able to drop items 😄

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there are so many factors

frosty bloom
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Indeed, but I'm talking about barely visible differences. I'm not going to call out any asset pack but I've seen some that have the exact same stuff, almost copy paste and only exchanged the placeholder meshes, product description and so forth

broken stream
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Good day 😃

fathom gale
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did i flex my python game engine

pliant cairn
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little UE4 joke for you guys 😉

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#celinedion

icy bone
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@pliant cairn I believe that the heart will, turn base color

pliant cairn
#

😂

muted apex
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can you have a skeletal mesh use the same clothing data on two different sections?

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like e.g. i have a ponytail but inbetween there is a hair clip thing and i want it to follow the hair that are floating around

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but it obv doesn't cuz it's a different section

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any ideas

dense holly
#

Where should I ask for help?

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:/

icy bone
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@muted apex maybe use constraint instead of cloth, not sure what u wanna achieve

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@dense holly u can here i think

dense holly
#

Why can't I import a uasset file?

icy bone
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no idea, it should automatically happen

dense holly
#

could it be because the uasset file is from 4.20 instead of 4.20.3?

static viper
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you cant export uassets like that XD

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that import is reserved for external

dense holly
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I am new to unreal, installed it yesterday

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Sorry :/

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So what should I do?

livid haven
#

You are trying to import an asset. That doesn't make sense.

grim ore
#

.uassets are not to be imported, that's a bad raptor

livid haven
#

That's like trying to import a PSD file into Photoshop. It's already Photoshop's file.

static viper
#

there is a way todo it other then migrating

livid haven
#

It doesn't need to be converted or imported or anything. It just needs to be opened. Not imported.

grim ore
#

but you can import a PSD into photoshop can you not?

static viper
#

i regulary do it in my projects

livid haven
#

@grim ore Isn't a PSD a PhotoShop Document? Their actual file format they save things in?

grim ore
#

yep but doesn't stop you from importing into photoshop does it?

livid haven
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Via File -> Import? Pretty sure it does. Because it's not a format that can be converted.

grim ore
#

I think we went way off topic trying to help lol

fierce tulip
livid haven
#

You can drop an individual uasset file into the Content directory of a project.

grim ore
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@dense holly the .uasset is what happens after unreal has handled it, you can't import it. the .uasset is the result of the imported file, like a model or texture, and what unreal uses once it has imported it.

fierce tulip
#

^ my face when owl posts it

static viper
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🦉

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are you upset yet?

dense holly
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Sorry, looking at something else

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and I was looking at some videos and it said you can import it

static viper
#

show the video

grim ore
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well also what is your definition and the videos definition of import?

fierce tulip
#

you can migrate usassets to other projects their content folder, but importing is not a thing

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thats like Sion saying you cant import PSD files into photoshop

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hides

dense holly
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I mean just move uasset files to another project

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and access them

fierce tulip
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need to do that trough explorer, not the content browser

dense holly
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and as I said I am new to unreal

grim ore
#

well where did you get the .uasset from and maybe ask the author?

fierce tulip
#

no worries, you'll be making mmorpg's in no time 😃

static viper
#

i will post the face again.

livid haven
#

In the general casual sense of "bringing something from outside a place to inside it", you might think of it as importing, but in the software sense of "convert file into a foreign format into a known format", it's not called importing - to clarify.

timber birch
#

👌

livid haven
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Also, seriously, just take the uasset file and move it into your project's Content folder.

fierce tulip
#

hugs Mark

dense holly
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That is what I tried to do

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didn't work

livid haven
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You wouldn't be getting that dialog from moving the file and then opening the editor.

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Do you mean you tried that, separately from the time you tried using Import?

dense holly
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Yeah

livid haven
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And how exactly did it "not work"?

dense holly
#

It gave me that error.

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I tried importing the whole folder with uassets

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the folder was there but nothing was in them

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WAIT

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I KEEP SAYING IMPORTING

livid haven
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And then you tried moving them, in your OS's file browser, to your project's content folder... and... what happened?

dense holly
#

Ok, thanks

livid haven
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Problem is, the Migrate tool moves out of a project, not into one.

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Unless they've got the assets they want inside of another project that they can open in the editor, they can't use the migrate tool.

fierce tulip
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well.. migrate means moving out, into something

slender veldt
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yeah migrate asks for content folder of another project

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its not export

dense holly
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See, I'm sorry

livid haven
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@fierce tulip I mean the actual migrate tool is done from a project.

fierce tulip
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assuming he has it in another project, else just moving it in WINDOWS EXPLORER to the content folder of his project

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intentional caps :p

dense holly
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I did that

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I'll show you

livid haven
#

Right, and then what happened?

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Because the "import failed" notification doesn't show up just because you have some files in a directory.

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That happens when you try to import files, manually.

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So it shouldn't have any relation to you having moved the files into the Content folder.

dense holly
livid haven
#

But they're there in Windows Explorer or whatever file browser?

dense holly
#

yeah

maiden swift
#

That usually happens when the .uasset is from an older version of UE4.

dense holly
#

iirc it was from 4.20

fierce tulip
#

4.20 > 4.20.3 should work

dense holly
#

So what should I do?

#

if that is the case

grim ore
#

Where did you get the files from?

fierce tulip
#

the mystery continues

dense holly
#

yeah, I'm sorry for wasting your time

fierce tulip
#

dont worry

dense holly
#

I'll try to figure it out

fierce tulip
#

< has to go else id join a hangout

livid haven
#

You might be able to see some log spam in the output log if they're failing to open due to engine version.

#

Well, failing to load.

#

Honestly, silently being skipped during asset enumeration is just bad UX. We should be showing some kind of broken file icon.

fierce tulip
#

^

plush yew
#

i just exported an armature from blender to export it in ue4 and this happened

static viper
#

yee

#

you exported that wrong

#

and the path is really really long

fierce tulip
#

looking at all those /../../../.. the length might be too long as well

#

*path

static viper
#

/../../../.. /../../../.. /../../../.. /../../../.. /../../../.. /../../../.. /../../../.. /../../../.. /../../../.. /../../../.. /../../../..

#

the output log is inside the editor

#

developer tools

plush yew
#

oh i solved it

#

its from the armature

#

i did it wrong

static viper
#

pls also fix paths XD

#

so that we dont have to deal with it when you package your project

plush yew
#

hey @static viper can i ask you a question on blueprints ?

static viper
#

you can always ask XD

#

but go ahead

#

maybe i can or want to

plush yew
static viper
#

well

#

you will need a blueprint actor for the light switch

#

and a light ofc

#

and you need a public pointer to that light

#

ok forget youtube

#

the tutorials for lightswitch are literally cancer XD

#

you did that trace thing already so it will be really easy

plush yew
#

no

#

i said

#

that i wanted to play a sequence

#

instead of turning light on / off

static viper
#

oh like sequencer?

#

that will ofc be the same

#

you will need the sequence as file

#

a pointer in your trace actor

plush yew
#

i tried this and nothing happneed

static viper
#

and the cast of that variable to get "create player"

#

nah

#

you can call sequences direclty

plush yew
#

how

static viper
#

no need to cast into another actor

#

well

#

when you create a sequence you press save

plush yew
#

mmm

#

ok

static viper
#

that file

plush yew
#

and..

static viper
#

you can use that in a sequence pointer

#

make a new variable

#

type

#

sequence

plush yew
static viper
#

you need to create a new variable

plush yew
#

in the first person blueprint

#

ok i created it

#

now what

static viper
#

now fill it with your sequence

plush yew
#

ok i did it

static viper
#

now drag that variable into your blueprint

#

and call the create player from it

#

for sequence

#

then from that a play

plush yew
static viper
#

it clearly says level sequence

#

why in the hell would you apply hit actor?

plush yew
#

so i can press a button to do a trace line and play it

static viper
#

you need a button for that...

#

did you actually watch the tutorial to end? XD

#

with the light switch?

#

this is below easy stuff here

plush yew
static viper
#

that image is tiny

plush yew
#

i know
i just showed you that
cuz thats what in the tutorial

static viper
#

i am sorry that there are so many faulty tutorials on youtube XD

#

you need to create a new blueprint

#

that will be your button

#

the trace hits that button

#

you use hit actor as wildcard

#

then you can use functions from this button

plush yew
#

ok ill try to do what you've said

toxic wagon
#

Anyone here experienced with cameras?

regal mulch
#

Depends on what you need to know

toxic wagon
#

I'm looking to make hdr skyboxes

#

and that requires taking long exposures of the sky with the sun in it

#

and I heard that could burn out your sensor, so I was wondering if there was a safe way to do that

regal mulch
#

Oh, you mean an actual camera?

toxic wagon
#

yeah

vale silo
#

is there a way to paint holes in the Landscape in the Editor ?

grim sinew
#

@toxic wagon honestly you’re fine as long as you don’t leave the shutter open for an insane amount of time.

#

Don’t worry about it for just a quick thing

#

You don’t need long exposures if it’s a sunny day really.

#

I think the dangers are a little overstated by paranoid photographers. In reality I’ve taken quite a few HDRI images, sunset timelapses, etc and never had any problems.

#

Even for 7 brackets, the shutter is maybe open for a total of 1-3 seconds. Not that much really.

timber birch
#

So basically the danger is in, a Long Exposure with a Burning Sun onto the sensor for a few seconds

#

So if the sun isn't directly onto the sensor, it shouldn't harm

#

The cases were it did happen are really low aswell

grim sinew
#

Which for an HDRI it shouldn’t be a problem since the exposures are pretty fast and you use a fisheye lens

timber birch
#

You don't look into the bright sun either through the lens, unless you want to lose your eyes ofcourse

grim sinew
#

Also, use a fisheye lens unless you want to go into gigapixel territory

#

It takes too long otherwise

timber birch
#

He's fine, but i noticed he really wanted more info about it

toxic wagon
#

I'm using an 18-55mm lens

#

so that's around ~35 fov horizontal

#

so ~24 shots total

#

anything more and you get large-scale chromatic aberration

earnest cape
#

Was start distance disabled for volumetric fog?

#

never owned a mac. Sorry lol

plush yew
#

I did a small game jam on a macbook air

crude jasper
#

Guys

#

eehhh whats the word...

#

make my game run faster on crappier pc's....

#

the word ??

#

what ever

tawdry storm
#

optimize performance?

crude jasper
#

anyone know ?

#

ya thats it

#

Optimize XD

#

simple things to optimize

#

my game has basically no graphics

#

little lightning but all the settings are default

#

so

#

its pretty expensive on crappy pc's

#

any tips ?

tawdry storm
#

why are you playing on crappy pc's? 😛

crude jasper
#

not a game

#

its a project

tawdry storm
#

do you have a lot of objects?

crude jasper
#

and it needs to run on a relatively bad laptop

#

100 or so

#

but cant use LOSD

#

or what ever the name is

tawdry storm
#

100? o.o do they have lots of polys?

crude jasper
#

i figure first step would be to lower lightnings

#

theyre cubes most of it XD

tawdry storm
#

okay

crude jasper
#

lighting is on production i think

tawdry storm
#

are they all casting shadows?

crude jasper
#

yep

tawdry storm
#

static or dynamic?

crude jasper
#

static i think

#

need to check

#

so lower lightin

#

put static shadows right ?

#

and what else can i do

tawdry storm
#

dunno what does your shader complexity look like?

#

is everything green?

crude jasper
#

what do you mean ?

tawdry storm
#

at the top of your viewport you can select different view modes

#

there should be one called 'shader complexity'

crude jasper
#

no shader complexity there

#

ah

#

found it

tawdry storm
#

press alt + 8

crude jasper
#

ye all greens

tawdry storm
#

🤔

crude jasper
#

ah wait

#

there is some red

#

lil but

tawdry storm
#

yeah that's fine

crude jasper
#

kay

tawdry storm
#

not sure how 100 cubes can bring down your fps that much to be honest

crude jasper
#

well there is lots of those

#

cant send it the bot wont let me XD

#

can i DM you =

tawdry storm
#

sure

crude jasper
#

gonna go ticc and just remove casting shadows XD

tawdry storm
#

well if they're dynamic shadows you definetly want to turn them off if you wanna run it on a crappy PC

#

but if they're static it shouldn't be too bad unless your lightmap resolution is high

crude jasper
#

where do i see if its dynamic ?

#

and how do i disable box brush shadows XD

#

and thank you for the help btw 😃

tawdry storm
#

well if your light and your meshes are set to movable it's dynamic

#

if you set both to static then it should be static shadows once you bake them

crude jasper
#

ah theyre static so ye

#

last thing is

#

how do i dsable box brush shadows

#

doesnt show up like normal cubes

tawdry storm
#

I'm honestly not sure what you mean by that

crude jasper
#

box brushes

#

like its a cube

#

but you can attach a specific texture to a face

#

and it shows up differently

tawdry storm
#

yeah and if you select them you can't check or uncheck 'cast shadow'?

crude jasper
#

doesnt show up or im just not seeing it

tawdry storm
#

🤔 then I'm not sure, I never use them to be honest

crude jasper
#

thx though :p

#

any more ways to optimize my project ?

tawdry storm
#

well it really depends where your bottleneck is

#

use the optimization tools and find out 😄

crude jasper
#

thx luv u xD

#

rly tight here need to deliver it tomorow so im rly thankful xD

tawdry storm
#

how do you have such a tight deadline when you don't even know the basics of the engine you're using? o.o

plush yew
#

do you need collision on all those objects? turning that off might help a lot

cinder basin
#

how do I change the pivot position on a static mesh?

#

middle mouse doesn't seem to do anything

grim ore
#

reimport the mesh with the corrected pivot.

cinder basin
#

I tried

grim ore
#

go into the static mesh editor, adjust the pivot in the details panel, and choose reimport and it will ofset it

#

parent the static mesh to a scene root in a BP and then move the scene root instead of the mesh

#

those are the basic options

#

well I guess delete, then reimport and in the dialog adjust the pivot works as well

#

I've got a video covering all of these ways in the backburner just haven't had time to edit/publish yet 😦

cinder basin
#

where's the pivot thing in details

grim ore
#

I want to say under a translation section near the bottom but I am pulling it up now to verify

cinder basin
#

I was gonna guess that

#

not sure how to check to make sure its the right coords tho

grim ore
#

guess and keep trying, or drop it to like the ground with the grid and offset it till its right and note the numbers

#

the best way is to edit the source mesh and re export it back out to a fbx file but sometimes you can't

cinder basin
#

ok cool that seems to be working

#

thanks

#

yeah that was the second thing I tried and it dodn't do anything

#

but the thing in the mesh editor did

grim ore
#

the 0,0 point in the scene in your 3d program is the pivot point when exporting out to ue4

cinder basin
#

yeah that explains it

grim sinew
#

@toxic wagon I would go even wider than that if you can. It gets a LOT harder to stitch the more you have. Fewer shots means less can go wrong.

#

I think I use 15mm or something. Prime, no zoom, since zooming screws up stitching

oak linden
#

So I'm trying to get multiplayer pausing to work, and references to a "pauser" property keep popping up in discussions

#

In world settings

#

But there is no such thing

#

?

grim sinew
#

And it gets a ton harder with more photos because reality happens. Clouds move. Shadows away from wind blowing branches. All that stuff confuses the software

wary wave
#

pausing in multiplayer sounds like a bit of a nightmare

scenic aspen
#

I'm trying to grab 4.21 to check it out but I couldn't find it for some reason

#

is the download for 4.21 beta only work for certain week/day?

wary wave
#

as for a 'pauser', there is no such property

grim ore
#

the download should show up on your downloader in the launcher as a preview, available all the time

tawdry raptor
#

where can I find a free female unreal model

plush yew
#

the marketplace has lots of paragon assets

plush yew
#

Does anyone use some outside software for viewing assets? I'd like something where I can just arrow key through my assets and see a view of it be it a texture, mesh, animation, etc. seperate from the engine

worn granite
#

@plush yew like a render?

plush yew
#

yea

#

Just for browsing

worn granite
#

no such software exists

#

though its an interesting idea

plush yew
#

it's hard to find a good landscape material tutorial

brave lark
#

where should I post about nav mesh for large scale world composition

plush yew
#

anyone available for a few minutes? dm me real quick, need a favor concerning version 4.20.3

sand birch
#

so guys i accidently made it so that I cant see how big my light mass importantance volume and i dont know how get it so i can see it again

#

its basically invisible

plush yew
#

staying true to your name

sand birch
#

....

plush yew
#

cant you change the scale of it

#

or press F while its selected

sand birch
#

i can it doesnt show how big it is

plush yew
#

you want dimensions?

sand birch
#

no

#

i just need to scale it to the map

#

but its invisible

#

i cant see how big it is

plush yew
#

lmao

sand birch
#

no matter if i change the x,y,z

#

what

#

this could be for other things as well

plush yew
#

have you tried checking it in ortho view

sand birch
#

i need to fix it before i move on

#

what other view

plush yew
#

change view to Top

sand birch
#

that doesnt help

plush yew
#

what if you press F

#

it should zoom out and show ya

sand birch
#

nope

#

its like nothing is changing

plush yew
#

delete it and make a new one lolo

sand birch
#

but the numbers are

#

already did that

plush yew
#

copy everything in your map except for the volume, make new map, paste, add in the volume and see if it works

sand birch
#

still no

#

if i have to delete and start again thats ok i didnt get far its just that will be the second time and i dont want to do that until tomorrow and i know this has a simple fix

plush yew
#

yikes

novel ember
#

Can someone explain what I need to be doing with my math here?

#

It's to have my character orbit a fixed point ("hoversnapshot") in a clockwise motion. As-is it works, but it's confined to a single axis, i.e. I want the clockwise motion to work relative to the player's Z-rotation

#

the vid is showing what it's doing now

soft tree
#

Hello. Stumped. Started a new Unreal project (Just downloaded the newest version), and I'm getting some weird shadows going on. Anyone got an idea what's happening?

#

This is happening in the editor, as well as when playing.

fierce plover
#

can someone explain to me what a slot is?

maiden latch
#

Anyone using UE4 on an RTC card yet? Im having massive issues after switching to RTX.

#

*RTX Card

dark depot
#

would be better to say the issues you are having. @maiden latch

fierce plover
#

So im trying to set the X value in a 2d vector with a "MaxHealth" integer

#

any of u know how to do this

icy bone
#

u gotta cast it to float first @fierce plover

maiden latch
#

Whenever I start he4, one 4k hdr monitor starts going off and then on whenever I hover over a button or a menu item. I have a 3 monitor setup

fierce plover
#

cast it to float and then make a vector from it and then bring that vector into the set size node?

maiden latch
#

It work s fine if I enable hdr on that monitor. But e colors are wasted out

fierce plover
#

I was thinking the progress bar going from 0 to 1 was kind of awkward but when u do max health / current health it all makes sense huh

icy bone
#

@fierce plover width = (CurrentHealth/MaxHealth)*MaxWidth

tame bluff
#

Anyone know why my UE4 suddenly says was built with a different engine?

#

I haven't changed anything or ran the project with a different engine ver.

#

All my uassets are still in the subfolders

#

its saying I need VS2015 but I had everything working fine with vs 2017 yesterday

#

I was running in 4.20.3 using the beta niagara stuff so I know I was definitely not using the 4.19.2 version i had installed

languid shard
#

what version is it saying in the about window @tame bluff ?

tame bluff
#

Where at?

#

Sorry, where should I check for the about window.

languid shard
#

(Help > About Unreal Editor)

tame bluff
#

I can't get to the editor I can only check my projects in the launcher

#

in the launcher the icon has 4.20 oin it

#

and im trying to launch it from 4.20.3

languid shard
#

shouldnt be a problem

languid shard
#

well thats a weird one

#

O_o

tame bluff
#

I'm not sure

#

Where can I ask?

#

That would likely get answers

languid shard
tame bluff
#

yeah yesterday or the day before I deleted the old 4.19.2 build that's long since dead

#

and I also removed 4.19.2 from my comp

languid shard
#

hmm

tame bluff
#

I've never actually had this project setup for 4.19.2 so I don't quite understand why it is throwing errors

languid shard
#

is your VS2017 correctly setup ?

#

in your vid it says its missing some C++ stuff

tame bluff
#

What do I need to have checked for tools?

tame bluff
#

ah i didnt have that

tame bluff
#

😐

languid shard
#

😶

tame bluff
#

wow that's a good one

#

😶

languid shard
#

when expressionless aint't enough

tame bluff
#

i was waiting for noface

languid shard
#

there's no such thing as noface

tame bluff
#

just a yellow circle

#

it has to be a thing

#

very important

languid shard
#

anyways, you should be able to install the C++ game dev component

sudden agate
languid shard
#

don't remember where to though

tame bluff
#

it's just finishing up now

languid shard
#

ah nice

sudden agate
#

thats noface for you

languid shard
#

he still has a face

tame bluff
#

clearly a face

languid shard
#

and a big mouth

sudden agate
#

its a mask

languid shard
#

with a face

tame bluff
#

oh sorry it was updating visual studio now it's downloading the games stuff

sudden agate
#

@tame bluff the error message says something about 2015, not 2017

tame bluff
#

I have no idea why

#

I've never had 2015

#

I've ran the project only ever in 4.20.2-3

sudden agate
#

is your project set to use VS2017?

tame bluff
#

it was

#

it for some reason isn't now

#

i guess

sudden agate
#

change it to 2017

tame bluff
#

how

languid shard
#

2015 is only for 4.14 and down

#

(per the doc)

sudden agate
#

there should be a project setting to set the Compiler Version to 2017

languid shard
#

aww yiss

#

my first issue report that was fixed

#

(wasn't a really hard fix, but important nonetheless :p)

tame bluff
#

its generating project files

#

aww yis

sudden agate
#

FeelsBadMan

languid shard
#

rip

sudden agate
#

FeelsEvenMoreBad

languid shard
brisk hamlet
#

Hey !
I'm in trouble with the rotation of my character when he is on wall.
I achieve the ability to walk on wall and I can walk to the direction of the mouse rotation but I didn't succeed to rotate it according to his forward / velocity

#

I didn't succeed to find the rotation depending of my up vector. Anyone has any idea to deal with that ?
Thanks in advance 😉

maiden latch
#

Anyone using UE4 on an RTX card yet? Im having massive issues after switching to RTX.
Whenever I start ue4, one 4k hdr monitor starts going off and then on whenever I hover over a button or a menu item or bring the window into focus. I have a 3 monitor setup
It works fine if I enable hdr on that monitor. But the colors are washed out in general with HDR enabled.

languid shard
#

anyone knows if there's a way to deploy to a machine on the same network ? ie another PC

#

I see there's the UnrealFrontEnd stuff, but I cant't figure out how to add a networked machine to the device manager

#

urgh, seems like this feature was never really looked after...

fierce plover
#

do most games keep calculating hp per tick or is it just adressed whenever theres an event

#

cause when u bind the progress bar to a variable it seems to run its thing every tick

#

and idk if thats a practical thing to do / whether theres a reason why it does that

plush yew
#

The bind one just makes things more optimized

idle sail
#

UE5 when

cloud cobalt
#

10 years from now

#

When Epic does some drastic change like removing Blueprint for something else, like they did with UE3 to UE4

devout gulch
#

there is not going to be UE5

#

they are rewriting rendering from scratch and not calling it Ue5 (;

#

the drastic changed from UE3 to UE4 was making engine modular

sudden agate
#

I started UDK exactly once. Didnt like this Kismet shit and it was all tied to Unreal Tournament back then

#

yuk

lime cobalt
#

I don't think they need to remove blueprints or redo a new engine for doing that

#

They just need to build something great as a UE4 module, just like niagara, paper2D etc

#

blueprints are a module

charred dove
#

cant find much online / i dont know what to search for

lime cobalt
#

It would be a terrible waste to throw UE4 in the trash, just redoing it bit by bit is much better

#

Unity has been doing that for year and it worked, compared to the first Unity, the current Unity has multiplatform support, two new c# compilers, a new rendering engine, a new UI system

#

All that without alienating users into learning a new engine from scratch

#

also, they should consider the following thing:

#

fortnite doesn't ship with asserts() making the game crash on purpose, because players would be mad

#

why should the engine editor ship with asserts making the engine crash on purpose, making developers mad ?

cloud cobalt
#

Asserts are not here to make programmers mad

#

They handle situations that are going to crash anyway, in a way that's much easier to track down and fix

lime cobalt
#

I think UE4 programmers are in a state of mind where they rely on asserts as an excuse to make bad code

#

instead of planning their code to be flexible ( because they know what can make it crash since they're putting an assert )

sudden agate
#

@cloud cobalt well, i encountered multiple assert exception although my code was clean.

lime cobalt
#

they place the assert and they move on

cloud cobalt
#

That's the correct use of asserts

#

Code doesn't handle situation = assert

lime cobalt
#

@cloud cobalt why unity is more stable than ue4 then ?

cloud cobalt
#

Because it's 10x smaller in scope

lime cobalt
#

I don't think the scope has to do anything with it

cloud cobalt
#

It does

lime cobalt
#

asserts are local things, so it doesn't seems related to the scope of a project

#

they're making a function that has an assert "NumObjects>10"

#

and then their code constantly gives 10 objects to that function

cloud cobalt
#

Look, I'l not saying the engine is perfect or anything - but asserts are common sense, and in C++, they are way safer than pretending it's going to work out

#

If you know you didn't test that, you put an assertion

lime cobalt
#

"common sense " != rational decision

cloud cobalt
#

Asserts are very rational

#

They're just good code

lime cobalt
#

or they should put the asserts and handle the case instead of letting it crash

cloud cobalt
#

My only regret with asserts in our code is not having more of them, and they're all enabled in production

lime cobalt
#

yeah they're great when you're working on the code, just not when you're using it

sudden agate
#

@lime cobalt thats not the point of asserts tho

cloud cobalt
#

The point of asserts is to catch problems

#

That's it

#

They're here to detect bugs

lime cobalt
#

asserts are running on my UE4 and i won't be able to fix those code problems

#

they make my editor crash when i've important stuff to do

cloud cobalt
#

The editor would crash anyway

sudden agate
#

asserts are "internal" and ensure your program runs fine.
(i.e. a function that accepts pointers should assert that pointer is not NULL)

#

if it is null, you , the programmer, did something wrong

lime cobalt
#

@sudden agate you don't get it, when it crashes i'm not working on code

#

stop blaming me for other programmers crap

cloud cobalt
#

UE4 is code

#

You're just finding bugs

lime cobalt
#

there we go, I just move an object in the scene, and it's my fault if UE4 crashes

cloud cobalt
#

No one said it was your fault

#

Just that the programmer made a mistake

lime cobalt
#

@cloud cobalt you know what that attitude is ? something to deflect the fact that the code is bad

cloud cobalt
#

All code is bad

#

One error per 100 lines on average

sudden agate
#

my code is never bad :P

lime cobalt
#

@cloud cobalt unity code is pretty good kappa

sudden agate
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it is far from good though

lime cobalt
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I never had a unity crash when editing a scene, editor freezes, lags, but never editor crashes

cloud cobalt
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The point of asserts is to CATCH errors. Every time you get an assert, you report it to Epic with the crash reporter, and they can get to fixing it

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C++ does not allow anything nicer than that

sudden agate
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I already encountered two crashes of unity within 2 weeks.

lime cobalt
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it's just not in unity's ethics to let the editor crash on the user machine and blame the user for that kappa

sudden agate
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it occasionally freezes aswell

lime cobalt
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@sudden agate when i was editing my level the last week, I had more than two crashes a day and it was a small scene

cloud cobalt
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So report the issue, open a bug at Epic, tell them you found a bug

sudden agate
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^

lime cobalt
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@cloud cobalt no, I won't 😮

cloud cobalt
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This is literally the POINT of asserts

sudden agate
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stop complaining then

lime cobalt
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because I work locally, I don't have internet on my working machine

cloud cobalt
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It's why they're here

lime cobalt
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@sudden agate

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I will not stop complaining

cloud cobalt
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Ok, let's stop pretending this is a discussion then

lime cobalt
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what will make me stop complaining is the engine becoming reliable or me changing engine

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sure

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I said what I had to say, sad to see the "c++ endoctrination" at play here, but ok

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with an attitude like this, buggy software would always be the norm

cloud cobalt
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@lime cobalt C++ is inherently unstable

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That's pretty much the price for great performance

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Now if you want less C++, go Unity

sudden agate
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Does Unity actually have a proper Crash Reporter? I only got that "Submit Bug" window. but never saw what was actually wrong and why the crash happened

lime cobalt
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@cloud cobalt so you admit that unity is coded in a more stable way than UE4

cloud cobalt
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Yes, absolutely

sudden agate
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Asserts tell me what was wrong and can look up what I did wrong (Or if I cannot do anything about it and send a Bug Report)

lime cobalt
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@sudden agate maybe it doesn't need to kappa

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@sudden agate and about that " user doing something wrong " here's the thing

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if the engine lets you do it without even a warning or an error message, you're unable to tell that you can't do it

cloud cobalt
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Unity is way smaller than UE4 in scope, there's 10x less features, and they're overall simpler. It's also more stable and flexible in pretty much any way. If that's what you're looking for, Unity is for you.

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UE4 is probably the heaviest engine in the world

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In terms of features, tooling, etc

lime cobalt
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it's not a perk by the way

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it doesn't need to be heavy, it needs to be reliable and efficient

cloud cobalt
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Maybe it's not a perk for you. It's why I use UE4 myself.

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I need the tools

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If you don't need them, Unity is probably better for your project

lime cobalt
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because when it's reliable and efficient / flexible, you can add the tools on top of it without any problem

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like all the unity assets enabling various things

cloud cobalt
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Yes, that's why Unity is popular

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Use that if that's what you need

lime cobalt
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@cloud cobalt I didn't mean to annoy you by the way

digital anchor
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HAAAAAAAH I WAS WAITING FOR IT

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30 minutes worth

plush yew
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Both unity and ue4 are inferior compared to cryengine

cloud cobalt
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lmao

silver crown
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Nah OpenGL is da best

lime cobalt
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@cloud cobalt having said that, Unreal4 always had a much better rendering engine, nested prefabs ( child actor blueprints) and more postprocess goodness

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unity didn't have all this for the longest time

cloud cobalt
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Unity is pretty much fine for all of these

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My top reasons for UE4 would be the full C++ source code access, business model, Linux support, multiplayer support, material toolset, and overall resource / packaging features

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These are where it's way better than either other engine imho

lime cobalt
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yeah that's definitely good reasons

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perhaps you're more experienced with cpp too, so you don't mind the workflow

cloud cobalt
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Now yes it does pisses me off when Epic goes on a multi-year VR stint, or has shit dynamic lighting for years, or didn't upgrade Lightmass for almost a decade

lime cobalt
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Lionhead did their own global illumination code for UE4, sad thing they didn't continue

cloud cobalt
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But it's a game engine, it's an incredibly big codebase with decades of history, and it doesn't need to work perfectly 100% of the time

lime cobalt
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it never was merged into the main UE4 branch as well

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they also hired Luoshang from the UE4 forums to create the next lightmass iteration

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that "next lightmass iteration" worries me a bit, I hope it will work as fast as lightmass on low end computers

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or if it doesn't, that they can leave the legacy lightmass into UE4

cloud cobalt
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It can't be slower than Lightmass really. Lightmass is CPU only

lime cobalt
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I don't know... I tried Luoshang's GPU lightmass and it didn't do it for me sadly

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but it might do it for other ppls

cloud cobalt
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Luoshang's version is an early prototype, it doesn't even supports AMD / Intel GPUs

lime cobalt
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yeah it does look promising nontheless, but for some reason I had almost the same rendering time with lightmass

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with a new gpu and next Luoshang's GPU lightmass, things will be different

languid shard
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anti aliasing and lots of dynamic shadow cascades

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if you mean the default quality settings

digital anchor
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deferred is also a bit slower by default, but u gain it back depending on your lighting

cloud cobalt
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There can be many reasons. If it's the editor, for example, then it's definitely not optimized in any way

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If it's the game, then profile it

languid shard
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what game @plush yew ?

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if you mean PUBG, forgitaboutit, its a steaming pile of shit

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and source is a very old engine, optimised to the core

cloud cobalt
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800fps isn't slow

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What are we talking about here ?

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I thought we were talking about performance

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What's your issue exactly ?

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Input lag ?

languid shard
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uwot

cloud cobalt
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floaty ?

languid shard
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it feels floaty because the guys who made the game coded it like this

cloud cobalt
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^

languid shard
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what game do you refer to

cloud cobalt
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Blank map apparently

languid shard
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you know what

cloud cobalt
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These are games, not an engine

languid shard
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have a look at the HL3 community project

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that is made on UE4

cloud cobalt
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@plush yew Have you measured the input lag or something ? Because the engine doesn't handle gameplay

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If the game feels "floaty" it has zero to do with the engine

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UE did have an input lag problem a few versions ago

languid shard
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if you tell me this feels "floaty" compared to source