#ue4-general

1 messages ยท Page 332 of 1

languid shard
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then I don't know what to tell you

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(since HL looks like your reference point for gameplay)

cloud cobalt
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By the way, UE4 defaults to pretty heavy post-processing inc. motion blur and temporal AA, so you can start by disabling that

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Check in your game code if the base classes you picked do stuff like movement smoothing, etc too

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^ can extract a few more milliseconds, which is worthless at 800fps, but will be useful at a regular 60

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I'm guessing Source Engine could definitely have lower input latency, last I checked the rendering wasn't multithreaded, giving worse performance, lower latency.

static viper
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thanks for the update life

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itll teach those pesky heretics.

languid shard
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@static viper which heretics ?

static viper
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dont know

languid shard
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๐Ÿค”

static viper
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some hermit

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mountain hermit

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โ›ฐ

languid shard
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anyways, you can get some pretty sluggish movement and gameplay in any engine

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aight I'm done

cloud cobalt
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Err, so have you tried what I was talking about @plush yew

languid shard
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pointless conversation

lime cobalt
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I think the way fortnite handles weapon firing is a design choice

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it has nothing todo with the engine or anything

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for some reason they decided that every auto gun would have a very slow firing rate with lots of imprecision

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maybe it adds to the gameplay if you like fortnite

cloud cobalt
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@plush yew Have you tried the console command I linked last ?

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Did you check your code too ?

digital anchor
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if youre talking about the 6 (4?) frames yeah, i dont really notice it but if you do, nothing can be done

cloud cobalt
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Which base class are you using for pawn etc @plush yew ?

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The FPS template is pretty advanced

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So there's probably some code in there that does smoothing in a way you dislike

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You don't need to use that, you can do your own code for that

languid shard
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make your own pawn

cloud cobalt
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Have you tried with the flying pawn too ?

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Or the basic template that has basically zero code ?

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So have you tried with that ?

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What I mean to say is, there is zero reason for the engine to actively play a role into gameplay

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Stuff like camera movement is not part of the engine, it's entirely up to you

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The default templates are meant to be easy to understand, not meant as boilerplates for gritty competitive PVP shooters

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For example you probably never want a spring arm camera with lag, which is the case in some templates

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I can't help but feel you've already decided it had to be the engine, before you even try the raw engine

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Have you tried with a blank project ?

static viper
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and it seems like this is a system you didnt designed

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survivorX?

bitter iris
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sorry ill post to the relevant location

cloud cobalt
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@plush yew That's UT

languid shard
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gravedigger.gif

cloud cobalt
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No that's Unreal Tournament

languid shard
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the game was coded that way

cloud cobalt
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This isn't just UE4, it's a fork of UE4 + hundreds of thousands of lines of code on top

bitter iris
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@static viper survivor x is the game name

cloud cobalt
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It's not a test case

thorn vector
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Hey do anyone know how to make my game multiplayer with spatialOS

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I wanna do beta testing

digital anchor
cloud cobalt
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Anyway, i'm done here, this is not a useful discussion.

digital anchor
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try asking there

languid shard
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test case is > open UE4, start a new empty project, play in editor, see how controls handle

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@cloud cobalt told ya

thorn vector
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Okay thanms takain

digital anchor
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@plush yew bottom line ue4 has 4frames input lag by default (at 144fps thats what i found out, dont take my word)

static viper
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it has? XD

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dafaq

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6 frames is alot

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i with mostly 30 would feel that

languid shard
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not at 120hz or higher

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at 60hz it is though

digital anchor
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60 frames brain lag

languid shard
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well go ahead then , code your game ๐Ÿ˜ฌ

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shouldn't take much time to code a barebone shooter with a very simple map

cloud cobalt
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The problem is that you can't take a game like UT that has literally thousands of lines in movement & camera control, see something wrong, and say it's the engine

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Same for Fortnite etc

leaden dust
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in what ways can ppp be connected to bp

cloud cobalt
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It might actually be part of the engine, as in ACharacter is tehcnically provided with the engine - but you don't need to use that

leaden dust
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cpp*

cloud cobalt
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@leaden dust All BP classes inherit from a C++ class

leaden dust
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if there is any c++ code in te parent class

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will it have cpp perf. or bp

cloud cobalt
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Blueprint code will be slightly slower than C++ code

leaden dust
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ok

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thx

cloud cobalt
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If you have half a million lines of C++ code in a class, inheriting that class as a BP won't make the C++ slower

sudden agate
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The most overhead for Blueprints goes from BlueprintVM to Native and vice versa I guess.
I can imagine that "staying in BP" is faster than jumping around between BP and C++ alot.

manic pawn
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it's not

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bp doesn't need a conversion layer to call native methods

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it works directly with the same data structures, so it can call bp and native methods in fairly similar ways

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and of course the native one is faster then

dim merlin
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anyone knows its 'ever' possible to edit verts of a static mesh?

manic pawn
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at editor or run time?

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in the editor it's easy

fierce tulip
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should try to get capcom to answer that, they had horrible input lag with street fighter V
then again, dbz and soul calibur dont seem to have much issues with input lag

sudden agate
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@manic pawn why is BP in a VM then when they call things the same way? This statement sounds like BP should be as fast as native

digital anchor
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i played a bit SFV when it became free on steam, seemed they already fixed some of the lag right

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still 5 frames on 60fps is a lot

manic pawn
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@sudden agate bp pushes the function arguments on a stack and then jumps to an arbitrary function pointer to either a small wrapper that passes the arguments through to a native function, or the logic to execute a bp method in the vm

dim merlin
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@manic pawn at runtime
i was looking into the splineMeshComponent and was curious how the component actually can deform mesh...

lime cobalt
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@dim merlin I think staticMeshes have a checkbox that enables accessing the vertices on the game thread

fierce tulip
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doesnt the mesh edit tool on mp allow you to modify meshes in-editor?

lime cobalt
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what's "mp" btw ? ๐Ÿ˜Š

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Also, I seem to have a problem with visualAssist, it's parsing my whole UE4 project every time I open the same game project

fierce tulip
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mp > marketplace

lime cobalt
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k

manic pawn
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va should only parse all files once

cloud cobalt
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Unless VS wasn't closed properly, or if it never had the time to finish

lime cobalt
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okay

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because yes that's not the default VAX behavior

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it keeps parsing so I let it parse etc

dim merlin
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@lime cobalt but they can be changed from position ? or just read?

lime cobalt
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@dim merlin I'm gonna try to look at the static mesh component if VAX lets me

lime cobalt
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there's a bunch of things... like TUniquePtr<class FStaticMeshRenderData> RenderData;

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in StaticMesh.h , i'd need to look for more

manic pawn
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modifying a static mesh at runtime is hard... you'd need to re-upload the render data

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and it would affect all instances of the mesh

lime cobalt
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yes using ENQUEUE_RENDER_COMMAND something

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to update the data in the render thread

zenith pewter
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hello, i need help with fonts. i am in right place ? ๐Ÿ™„

icy bone
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Unity just got VFX Graph (their niagara and looks damn nice too) and well as visual scripting, they are really closing the gap. While UE4 is becoming ArchViz fanboy, Unity just acquired a movie VFX studio ans heading toward VFX folks... I wonder if i should learn Unity as well now XD what u guys think

manic pawn
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if you're constantly switching to whatever engine just got the coolest new feature, you don't get things done

icy bone
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thats very true

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the thing is ArchViz will have more tech for static stuffs, while VFX is more relevant for games... guess we wait and see

lime cobalt
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Unreal has a ton of new features planned on the rendering side

broken stream
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Good day any one know about a good Camera Lean Tutorial ?

manic pawn
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@lime cobalt that link is dead

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they erased it from all archive/cache sites aswell

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no one knows why

lime cobalt
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@manic pawn dayum I gotta find another link

dim merlin
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anyone uses savior here and wanna help?

olive yew
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can i make so i need to hold down the key 4 seconds to make it visibile?

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i want it to have a time for how long i need to hold the button to make the thing visible

fathom gale
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@manic pawn

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epic

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w

static viper
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now more textures

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and

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lights with shadows.

icy bone
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seems like niagara is getting a boost also to compete with vfx graph

tall pendant
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nope. thats not the roadmap pillows linked.

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it was pulled by epic

lime cobalt
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@icy bone @tall pendant they presented a new roadmap at UnrealDevDays, and there was an article about it on 80.lv yeah

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one of the things they mentioned is that they were to decrease the verbosity of the rendering API (that's what they wrote anyway )

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but there are some of the dev days features being shown on the trello as well, altrough admitedly not a lot

tall pendant
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yep. they also confirmed GI (1 sample based on rtx) among other stuff like USD support and more mobile, linux stuff

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linux = vulkan renderer default etc

grim ore
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@olive yew look into using a timer. something like Pressed -> set timer for 4 seconds to call your unhide function -> save a reference to the timer. Released -> cancel the timer if it's running. The unhide function would unhide your thingy then set your timer reference back to null to be used later.

manic pawn
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@fathom gale nice looks like someone's first unity game

fathom gale
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xd

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ty ty

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my first unity game didnt look liek that

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xd

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looked better xd

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@static viper i do have lights

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just no shadows

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which is what im doing rn

static viper
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ok

fathom gale
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kind of

static viper
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i take the offense

fathom gale
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    depthMapFBO = glGenFramebuffers(1)
    depthMap = glGenBuffers(1)
    glBindTexture(GL_TEXTURE_2D, depthMap)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
    glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO)
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0)
    glDrawBuffer(GL_NONE)
    glReadBuffer(GL_NONE)
    glBindFramebuffer(GL_FRAMEBUFFER, 0)
    
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๐Ÿ˜ฆ

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its not working

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xd

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even tho it comes from the docs

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fml

fathom gale
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๐Ÿ˜ฆ

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im out

static viper
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yee

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go back into non existing shadows

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XDD

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good luck hiding

fierce tulip
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good one for beginners

lament condor
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hi

static viper
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pretzel

digital anchor
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๐Ÿ’ฉ

hasty owl
manic pawn
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dog shit in pretzel shape

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why would you make such a thing

lime cobalt
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Zeblote being nice and helpful, episode 2

sudden agate
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@plush yew looks like a pile of shit tbh

regal mulch
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@hasty owl Are you sure this is rotated correctly?

hasty owl
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@regal mulch pretty sure its not, but that is the front/back cause the walls to the left/right go all grainy, just confused as to why its using the first material i chose even after making a new one and changing it to that one

sleek spear
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anyone tested unreal engine with rtx card? are any features supported yet?

wintry glade
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it's probably not really supported. All of my games running on UE are crashing since I installed the 2080ti with latest fresh drivers and cuda 10. I am quite disappointed tbh but most of the world doesn't support it yet which is sad having $1300 sitting.

whole quarry
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sounds like a rushed release

sleek spear
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oh really? damn, waiting for mine to arrive. you mean games you made launched in unreal engine environment crash?

wintry glade
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yup I had to put back the 1080ti to keep doing my work

sleek spear
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oh thats trully bad

wintry glade
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yup. I mean games made on UE like fornite or unreal tournament. Both crashing.

sleek spear
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have you contacted epic or nvidia? have they responded somehow?

wintry glade
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not at all. I know it's a waste of time. I am just waiting. They will fix it eventually.

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most of the 3D renderers don't support cuda 10 and rtx yet anyways. They all working on it.

sleek spear
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you got big enough psu?

wintry glade
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I read somewhere that nvidia changed a lot their code since cuda 9, so they all need to revisit every part of their code

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yeah! My machine is a beast ๐Ÿ˜› 1200W

whole quarry
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RIP electricity

wintry glade
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totally haha

sleek spear
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makes no sense making cuda 10 backward incompatible

broken stream
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good day guys, i am working on a lean system but when i lean left or right the camera clip true the wall, do any one know how i can prevent this for happening ?

pallid compass
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wth, why cant i put my PP in post proces materials in 4.20 D:<

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oh nvm

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asset ref

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lmfao

slender veldt
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@broken stream is your camera on a boom? if collision is enabled then it should move your camera to avoid clipping

dawn vessel
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Is it bad to do a UI Event Tick ?

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Wouldn't hurt as its obviously based on Client.

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Wouldnt see much of a perf drop?

broken stream
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no it is not right now, i set up a dumy camera , but i will ahve to try to add it to the boom

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i have a scene component so that the camere lean to that point

broken stream
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@slender veldt thanks i fixt it like that ๐Ÿ˜‰

high stone
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Autodesk has debt over $400 million, their stock fell and the price of Maya dropped by half. Keep an eye on them. Looks like a lot of great deals if you are looking to get their software cheaper. They aren't going bankrupt. Just saying there's a shift in their business model.

manic pawn
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how can you be $400 million in debt and not bankrupt?

high stone
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They are raking in a steady $2 billion a year in revenue. It's just their projections of $34 billion are unrealistic. Thus the stock dive.

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I will probably take advantage of some of their deals. Half off Maya is awesome.

south ridge
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@manic pawn by being good at paying off your debts

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Absolute value of debt doesn't matter if you pay debts off well

devout sun
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expensive as heck

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What the heck is wrong with the Paragon models? Why do they take a long while to load?

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Uh, judging by my PC's specs, do you guys think it's good for a small project demo?
Intel i5 4590 3.30Ghz
Zotac GTX 760 AMP Edition
RAM: 8GB
HDD: 1TB

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I'm not aiming big yet, just doing things lightly

high stone
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Usually it's effects, and or shadows.

waxen wedge
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it's not much ram, you will have to keep your scene simple

high stone
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Is the poly count 1 million or less on screen?

wicked igloo
devout sun
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@high stone I'm still starting a project, which I plan to be first a house, then a small district-like city

high stone
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You have reflections on?

devout sun
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Everything on

high stone
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Stick with just the models in grid texture form for now.

devout sun
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As I said, still starting

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112 to 120 FPS like this

high stone
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If you're curious. Check out Skylines on YT for reference on modern game cities. How much detail you can have on.

devout sun
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uh, is there a link, please?

high stone
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Just type in Skyline in Youtube search or Arno.

devout sun
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if I search skylines, Cities Skylines comes up

high stone
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Yes. That's it. See what their limitations are. Because it's zoomed out it's the illusion of detail. When the poly count is actually very low.

devout sun
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Ugh

high stone
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It's been a while. But I think you need half of the processing dedicated to AI? Another reason for the lower detail. A lot of modern game devs push stuff like Frost Punk. Smaller scenes, but more detail.

devout sun
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I know it's a different engine, but if I somehow can get Yakuza and see how it performs, maybe I can see how much detail there can be

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I think Dragon can be compared to Unreal, or not?

high stone
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Yakuza is a much smaller city. All depends how far the camera is.

devout sun
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That's what I plan, a small environment like Yakuza, not a big city

high stone
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If the camera is closer, you can load it in smaller chunks, more detail.

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Then you probably want to avoid skylines, and even Frostpunk. GTA5, Yakuza would be the way to go.

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Assassin's Creed is not a good reference. Cough their game world is not optimized.

devout sun
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Used Unreal since UDK3, but it's so easier to design in UE4

high stone
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Little tricks of the trade is to make interior a separate zone. Exterior should have closed doors with a solid black box whenever the door opens or a road runner style flat image with the illusion of interior depth from the outside.

devout sun
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I asked about details because I'm the type that prefers to plan for a long run

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And that's what I want, interiors to be in a separate map, cells as they are called in Skyrim.

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Another question, why do things seem smaller?

high stone
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Sounds good. Whenever stuck you can refer to city type game worlds. Get an idea of the polygon count, texture limit. Poly is usually kept below 1 mil with normal maps creating the illusion of detail. Layered textures can be a great way to reduce the amount needed.

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Game design is all about illusion of detail. At least for 3d. You see game companies brag about crazy high counts. But the ones that get the best results use all kinds of tricks to hide what isn't seen.

devout sun
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another one, what would be the proper way to do a night-time map?

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I know a way, but it seems artificial

high stone
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Prebaked textures loads a lot faster than real time AO.

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But that means you can't have dynamic night/day transition.

devout sun
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I don't plan to

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at least, not yet

high stone
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All about those tricks. Start with the basics and add from there. Like a oil painting. Paint in layers and Bob Ross those mistakes away.

devout sun
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once I get more skill in the engine, maybe I'll try time cycles

high stone
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What I do is create the basic layout. Then code in stuff like doors, wandering ai bots. Then start adding. You want the scripts in early to see how it's eating up resources. I've seen some companies demand effects first. I recommend layout into bots first.

novel ember
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I've almost got this figured out

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I'm trying to get my character to swing / orbit "backwards" relative to the z-direction they're facing, and while world rotations of 0 / 180 work, for some reason the "side views" are still messed up

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even if I could just rotate the "correct" rotations 90 degrees and interpolate between the two that'd be fine but I haven't found a way to rotate the orbit path that doesn't completely break it

devout sun
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Also, I'm having a strange bug, when I drag, it takes some time to actually drag a piece around

novel ember
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that might just be lag

high stone
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I won't be doing any work in Unreal for a solid 2 months. Still on my current assignment. /:

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The engine, not the company.

devout sun
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I can get 120FPS up to now, how can that be lag?

novel ember
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wait do you mean the UI or are you moving stuff around in the actual game environment

devout sun
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the game environment

novel ember
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may have to do with the tickrate or how frequently you're updating the location

devout sun
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How frequently? I barely move things around

novel ember
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doesn't matter

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has to do with the actual increments of time within which you're changing the object's location

devout sun
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So, it's unsolvable?

novel ember
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what no

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is this a template or your own project?

devout sun
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I remember that when I started, it had no lag.

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I used the third person template and made a new map

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the template map itself doesn't lag when moving things around

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8.33ms as the engine shows

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The engine starts to go low in frame rate if I set the screen percentage to 200

novel ember
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screen percentage is upsampling / downsampling

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meaning if you set screen percentage to 200 at 1080p, your computer is now trying to render it at 4k

devout sun
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Whoa

novel ember
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which is going to incur a performance cost

devout sun
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Is there a way to like, stream a game to a weaker PC through the engine itself?

manic pawn
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no

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but there is probably external software that can do that

devout sun
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Ah, ok. Thanks for replying.

old sonnet
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hi~ im wondering if its possible to just add materials into paint rather than having to manually do them in editor?

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(for painting landscapes)

ionic bramble
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Is there a reccomended set of settings for blender to export FBX for unreal because my animations and stuff turn out wonky

devout sun
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Did you do the Blender to 3DS conversion?

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UE4 reads 3DS FBX, not Blender's.

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As far as I know, you have to turn the models in 90 degrees to the right, to be on point with the 3DS format.

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then reexport

sand birch
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Hey guys do you happen to know any good RTS tutorials the one I was following I kinda screwed up on

dark depot
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should be asking the type of system or whatever you are looking for RTS is a style of game you are not going to find a tutorial that is going to get you are fully finished game that is larger like that

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like if you need camera help or AI etc

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that way more people can offer help

sand birch
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well should I tell what I want in my RTS game?

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like i found some tutoirals

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but the one i followed i messed up on and dont know how to fix

weary basalt
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Why not break down your game into smaller more refined components, that way you can look up tutorials on those more specific parts.

sand birch
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and the others kinda seem like they dont know what they are doing

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ok

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that does sound like a good idea

weary basalt
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Just asking for a tutorial on how to build an RTS is a very broad request.

sand birch
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ok

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so maybe find out what kinda of camera i need to program to get the RTS feel

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Then find out how to do that RTS type control feel

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slap some other stuff on there like resource management

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idk

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but yeah that is a good way to go about it

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i need to go to bed though

weary basalt
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"slapping" on a resource system is easier said than done mate. It will take time, research and dedication.

sand birch
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I'll be back here asking what kind of stuff I need to know how to do. you know what to search for or google.

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I know

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trust me

dark depot
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so each thing you listed can be broken down into even smaller chunks. you say you want a rts camera. look into the camera system / learn how you make it move with a button press then when the mouse moves somewhere then everything else

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you need to program each chunk so you need to think in the same way

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you dont need a camera system you need to build up parts

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you dont buy a tire and have a car you need to make ever piece of the car

idle stump
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I'm running in circles trying to think of how to do a robust, yet simple, stats and effects system. Like you can be have some effect put on you like "fire" or "armor reduction" or "movement slow" and it affects you for some period of time and then can be removed.

The "Gameplay Ability System" seems more complicated than it's worth for me. It's a single player game with a handful of effects and powerups/abilities.

Anyone else have any experience on this or have some thoughts?

fathom gale
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damn

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im runing in circles as well

idle stump
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is that because you're a dog or because you're trying to do the same thing?

whole quarry
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Make a Enum, that represents state. Custom event -> Switch on Enum -> do your stuff

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For stats use a structure

sudden agate
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#blueprint @idle stump .
buffs and debuffs are just + and - on your base stats :P

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for example for buffs and debuffs, it only matters if you attack or get attacked.
Provide a function "Get Attack Power" which A) gets your Base Attack Power and B) Adds the Buff ontop of it

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this is what I do.

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whenever an actor attacks, this function is called to calculate the resulting damage

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And as @whole quarry said, Status Effects are either a Bitmask or just booleans

idle stump
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One thing that was complicating it to me is different types of stats. Definitely need floats (health, armor, walk speed), but what about stats that are a bool or an int? I think I'm overcomplicating it, though. I could probably get away with just all float stats. But what about something like "invincibility" or some other bool?

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As well as repeating effects - like a damage over time

sudden agate
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You can decouple status effects into a separate class and simply call "Apply". and when you want to remove the effect call "Remove"
The class itself then takes care of damage over time for example with a timer

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there are many ways to implement this

whole quarry
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@idle stump You have your base stats, then you got your (de)buff boosts, to calculate the damage output done by the player, its a simple formula of i.e.
OnApplyDamage: BasePower + Buffs + Debuff = Damage
OnReceiveDamage: BaseArmor + Buffs + Debuffs = DamageReceived

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I would do it all with int though, no floats

plush yew
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Is there a way to stabilize the camera shakiness, I have a true first person camera and it's shaking like crazy. I've tryed with lerping the transform, the result is worse than before

static viper
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"true first person camera"

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isnt so true after all...

bitter iris
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๐Ÿ˜„

sudden agate
#

#work-in-progress

whole quarry
#

turd with decorations?

plush yew
#

looks liek poop

plush yew
#

@whole quarry unity server muted me for posting this img

#

@plush yew

pallid compass
#

once i have setup p4 how do i go about adding a project and excluding some folders?

plush yew
#

Don't post in the general chats next time then

static viper
#

no

#

its just unity chat

#

they are just

#

the worst.

#

^^

#

and jealous

plush yew
#

Also I've seen you posting more messages after u posted this pic there so the part about muting prob didn't happen

static viper
#

you are protecting unity i see ๐Ÿ˜›

plush yew
#

how so?

static viper
#

i know the feel.

#

Hail unity-

plush yew
#

I just used the search to find his pic there

whole quarry
#

didnt they enable slow chat?

paper kernel
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

#

nothing like running into year old bug

#

and now my controller class is permanently fucked

cloud cobalt
#

Source control to the rescue

grim ore
#

I dunno, sounds like a good time to just scrap the project and start over. Learn from all the mistakes on the old project and make the new one better ๐Ÿ˜ƒ

sudden agate
#

Are gameplay abilities further developed or is it deprecated/stalled because no Paragon?

paper kernel
#

well it's a nice thing to have broken classes ever once in a while, keeps your references in check

zenith pewter
#

how can i fix it ?

exotic lion
grim ore
#

Chances are you need a font that supports that language type?

sand birch
#

Hey guys so I did a bit of research and it turns out the game I'm looking to make is a real time 4X survival game. RTS style. I wanted to know your guys opinion of this and if this is something I could do. which I think I could do. I just need to put in the effort and time to learn how to. I don't know what else to say

waxen fjord
#

It is a big job and a long road. You might have to leave the comfort of blueprinting at some point and get stuck into code, but others here know more about the feasibility of BPs in big projects.

sand birch
#

Yeah

#

How would I switch from blueprints to code though or would I have to do it all in code

#

I want to try my hand at doing this project and it's all experience which is what I need

#

I don't know where to start but I just need to break the parts I want in the game into small parts and take what I have learned and what I want included

#

I think I have a good idea for it but ideas are just a small part its about execution

grim ore
#

You don't really need to switch from BP to code, you use both optimally.

sand birch
#

Ok

grim ore
#

and yes more than likely for some of the higher level math stuff you would need to do it in C++ just due to efficiency for an RTS

sand birch
#

Well after I do stuff that I need to do I'll try and get started on it

grim ore
#

well assuming it's a big RTS, I guess a couple dozen units or actors would be fine without it

sand birch
#

It's more of the RTS camera I need

#

It's not

#

The units are more like people than numbers on a screen

grim ore
#

well the camera controls would probably all be in blueprints so no big problem there

sand birch
#

And they die easier

#

It's more about keeping your "units" alive and feed than kill the other base

#

and there's diplomacy

grim ore
#

depending on scope it is possible to do it all in BP. C++ is only "needed" for some math stuff and for when you really need something that does not exist already.

sand birch
#

How would I describe the scope

#

I can tell you the idea

#

If you want

grim ore
#

the good part is the code is the same in BP and C++ for the most part so if you make it in BP and it's just not fast enough or you need some changes you can pretty much just duplicate your BP in C++ and go from there

sand birch
#

I might have to go over to game design tho

grim ore
#

nah no need to. Just start making it in BP and worry about C++ if you need it

sand birch
#

Ok

grim ore
#

it sounds like you have the right plan, start with something and make it and then go from there. Break it into parts and make the parts into a project.

sand birch
#

Thanks

#

I kinda have to big picture of the game figured out

#

Just need to make the small parts

#

Then bigger parts

#

Idk

grim ore
#

yep that's how all projects work

zenith pewter
lime cobalt
#

even if sticking to blueprints, it might be good to nativize them and think about porting some of the bp code to c++ if it fails

#

because bps can be very slow on low end machines ( like Rime on nintendo switch )

#

maybe it's not necessary but that should be considered

tall pendant
#

i doubt it's the bp's that gave Rime the issues on switch (or any other platform) tho ๐Ÿ˜›

lime cobalt
#

yeah I don't know too much about that

vale silo
#

is there any way to perform savegame in BP without game hitching during saving process? (when saving at a checkpoint)

static viper
#

are they like

#

bad hitches?

#

like freeze longer then a second?

#

bc this process is very soft and easy todo

granite swift
#

I part of me assumes that you're saving too much stuff in one go but

static viper
#

the save system can write stuff while playing soooooo

#

its really up to you how much you put into that save.. while game

granite swift
#

You could always try to like

static viper
#

a single checkpoint integer should not even bother the games ms

granite swift
#

Probably depends on how you save stuff

#

and how much you save

vale silo
#

hmm.. Are there decent tutorials out there explaining how to save in small increments to avoid hitching ?

#

I haven't gotten to saving/loading yet, so I am just collecting info and facts to decide whether to buy something on the marketplace or implement it myself in BP

#

since it's for mobile VR, I can't have any hitching when saving on checkpoints

static viper
#

saving a checkpoint tho as i said

#

shouldnt hitch

#

dont know what you broke ๐Ÿ˜„

#

show code

vale silo
#

aye, when I have the code, I'll show it to you ๐Ÿ˜ƒ

exotic lion
grim ore
#

look in the content example and the Blueprint Input example map. There is a little ufo that has some particles for the engines, you could try to see how those work

exotic lion
#

Yea but its will take time

#

I don't want lose time

pallid merlin
#

well you wont get far with that attitude, this is a perfect time to fix your poor attitude though, roll up your sleeves and do some actual work

minor wave
#

Heyo
Can anyone over here help me with a problem in UE4?
I have a player and a box in my level. Both of them have Generate Overlap Events turned on .
However, neither of them generate the overlap events on collision. They do create Hit Events, but that's not what I want.
The player has a collision present of Pawn
And the box has a collision preset of PhysicsActor
Anyone know a solution?

#

Please @mention me if you know of a solution

plush yew
#

Hi there im kinda beginner user to ue4 i was wondering what the type of constant node has "e" and the "+" without giving the result of the formula?

static viper
#

16000

#

type that into your constant

plush yew
#

@static viper ty : )

sand birch
#

so I have finally successfully made an RTS camera, what should i do next? make the unit movement stuff?

#

probably because if i do anything else then It wont work

#

i do need some AI so the units will defend themselves even if you don't tell them to do anything

marble isle
#

Like that other engine

rose bison
#

that is how it looks by default

digital anchor
#

the button at the left of the search open and closes it

marble isle
#

Aight thank you

exotic lion
random yew
#

anyone ever open up a project file but none of the textures are assigned in the materials?

static viper
#

that is a common effect when migrating wrong ^^

scenic aspen
#

Hi all, what's the shortcut to hide all collision box?

#

I'm working with the sequencer and I remember in one of the training video, the instructor mentioned that using T I can hide them

#

but for some reason it is not working

#

Also, I would like to hide the player's camera as well

#

only in the editor view so that I can focus on the sequencer.

random yew
#

Im not sure if my issue is a migrating issue. It's a project file from an applicant for an art test.

real lake
#

Where do you discuss bugs or specific development issues? For example, a weird problem we're having on macOS. Thanks!

regal mulch
#

Don't recall having a mac specific channel

#

So take the channel that fits your bugs topic

#

If it's an engine related bug you are better off posting it onto epics forums and answerhub though

real lake
#

Yeah, we're not quite sure if it's an engine bug. Media player videos happen to render very dark on macOS. It could be the engine or something wrong we're doing ourselves. I'll post a sample in the most appropriate channel later.

reef kayak
#

so i have this problem that my unreal crashes because its trying to use my integrated graphics card instead of my dedicated card. to avoid this from happening, i just disable the integrated card (no changing the settings in the nvidia control panel does not work). The next thing is though, when i want to bake, it will crash when i have my integrated card disabled and only works when i do have it enabled. So whenever i want to bake something, i enable my integrated card again, and hope for god that my unreal does not crash, wich is pretty much a 50/50 percent chance. Does any1 know how i can fix this?

devout sun
#

Guys, any word on Adreno 505 support on UE4?

#

I can't find anything on google about that

#

OpenGL ES 3.2

silver crown
#

Should work I guess?

devout sun
#

One day, I saw they were dropping support for OpenGL ES in favor of Vulkan.

#

And the GPU itself has pretty nice graphics

#

I'm asking because I want to try a VR-like app for my phone

#

since I have the goggles and I know VR isn't easy to do

plush yew
#

sounds like it should work

pallid merlin
#

i never realized you could make PIE run on multiple threads....this is amazing

manic pawn
#

huh?

high stone
#

Fortnite is evaluated to be worth $15 billion?!

manic pawn
#

fort๐Ÿ’ฐ

pallid merlin
#

they gonna need it now that Unity stepping up their game

manic pawn
#

fortmonite

pallid merlin
manic pawn
#

interesting

pallid merlin
#

i think its running dedicated server on own thread too

manic pawn
#

not thread, this starts whole new instances of unreal

#

according to the docs

pallid merlin
#

so with 3 players and dedicated, i went from like 30FPS to 70FPS for me

high stone
pallid merlin
#

yeah thats what i mean, its own process

manic pawn
#

hopefully they'll put some of that $15 billion back into upgrading the ancient engine core...

pallid merlin
#

this runs closer to packaged build performance

#

i have slower core speed but tons of cores so makes more sense for me

manic pawn
#

interesting, gonna try messing with that later

#

this could be useful for testing multiplayer with different credentials per client

pallid merlin
#

Does UE4 prefer to have the whole core or if it prefers hyperthreading? I know some applications run better if you disable hyperthreading and give it the whole core rather than hyperthread the core.

manic pawn
#

unreal creates as many task threads as you have logical cores and trusts windows with scheduling them sensibly

pallid merlin
#

cool, thats good to know, thanks

manic pawn
#

usually most of these threads sit idle since nothing is giving it enough tasks to keep 8 cores busy

pallid merlin
#

if you have more than 8 cores, would it make sense to disable HT and get the power of the full physical core?

manic pawn
#

probably not

#

disabling it doesn't make the core faster

#

just makes a large portion of it be unused

pallid merlin
#

yes but it wont be split with two thread

#

ah

silver crown
#

In some scenarios it can be faster, but probably not worth it

pallid merlin
#

yeah i know ive disabled it in the past for some server applications because it performed better

plush yew
#

anyone got some good advanced material tutorial? like not for beginners

silver crown
#

Shaders?

#

Or graph

plush yew
#

let's say I want to make a landscape material with layers

#

for now I can make it but it's not good enough

#

I can't find a good tutorial

#

a step by step one

devout sun
#

Is there a way to implement Stereo3D without that f**ing expensive plugin?

#

Trying to search about that, but everyone points to that 100 bucks iLocalPlayer plugin

livid haven
#

@pallid merlin @manic pawn That option is spawning whole new processes. Entirely different sessions/instances of UE4.

#

It is not running different threads per PIE instance within the same process.

#

(Also, this is not a new setting. :))

manic pawn
#

yeah that's what I thought

#

never seen it before though ๐Ÿค”

plush yew
#

here is something I would to learn about : 4 layers, one material. but I want to make a material instance of one of these layers

#

would like*

#

or auto material

#

like if a land is too tilter

#

it will have rock material

#

etc

#

nothing ?

south ridge
#

I'm having trouble parsing that question

plush yew
#

h;;;

#

hmmm

#

would a link help ?

south ridge
#

Make each layer a material function and make a material that blends these instances instead of making a material instance?

#

There was actually a feature that let you include other materials inside the selected material, but I think that was discontinued if I'm not mistaken

plush yew
#

YES I want to learn how to do that

#

is there a good tutorial out there for that ?

#

I see you are experienced, but I don't wanna bother you

south ridge
#

I don't know about tutorials

plush yew
#

you learnt about it on your own ? that's quiet impressive

south ridge
#

I just learned it by looking at the example materials in the showcase content and such

#

And experimenting with it

plush yew
#

there is nothing like that in the starter content I think

livid haven
#

You're not going to find anything systematic for it.

#

It's just like he said - create a few material functions, then blend between them. The tricky part is that you need to define what blending between them means.

plush yew
#

I will work on it right now

simple glacier
#

is anyone familiar with error code AS-18100 (in unreal launcher)

#

basically it asks me to reset my password, and the password reset email never sends

#

and it's been over a month and i've only gotten automated emails

#

no emails from humans

#

it's starting to tick me off

#

i've looked up how to fix it online and the only solutions i've found involve either a VPN or facebook

#

i have neither

heavy prairie
#

probably a noob question: I'm trying to instantiate an array of actors and store that array of actors in a variable on my GameInstance. I want to then insert those actor instances into the level programmatically. My problem is it seems like you can only instantiate/spawn actors into the world? In other words, I can't instantiate my actors and insert them into the world later?

plush yew
#

I made it

#

it's working

livid haven
#

@heavy prairie That's correct, you can not spawn actors outside of a world.

heavy prairie
#

thank you @livid haven !

desert lava
#

Hello

#

Can anyone help me with mediaplayer open url not working on android ue4.20
It doesnot work even in a blank project, please help me if there is any change in the mediaplayer
The same functions work perfectly on ue4.19
I cant revert back from ue4.20 to ue4.19

plush yew
#

What PPO means in decorated class variables names?

#

__ PPO __

#

double undrescore

manic pawn
#

private property offset

#

I can't tell you what that means though

grim sinew
#

No, not a single one is dedicated to the most popular genre in the last decade.

fathom gale
#

lol

#

who keeps changing my nickname

#

ffs

obsidian ore
#

static meshes are suddenly turning white when i select them in the editor

#

blueprints and terrain still have the normal yellow selection outline

#

is there some setting that makes this happen?

plain laurel
#

anyone else getting a pimax?

fierce plover
#

I was watching mathews youtube UE4 guides without realising it was him

#

Just now

#

Do you have any tutorials on how to make my mapped keys actually do stuff like turn the camera/make my character preform an attack/animation

graceful sky
#

Like keybinds ?

#

I used a variation of UGD's keybind tutorial, expanding it a tiny bit. Works like a charm

graceful sky
#

Right

tall pendant
#

i click on it but only if the <@&213101288538374145> approve of your game

weary basalt
#

Whats up?

#

@tall pendant whats the matter?

tall pendant
#

@weary basalt can you check the link bucikPRO just shared for us? ๐Ÿ˜„

#

not sure if its safe

weary basalt
#

What link? The text file?

tall pendant
#

"text" file yeah

#

for me its a random thingy

#

could be anything

graceful sky
#

Game.txt doesnt sound shady a all

#

Even text.game sounds less shady lol

weary basalt
#

Dont open anything you arent sure of - pro tip

#

@plush yew paste the text into pastebin and share it that way thanks.

#

Crisis averted

#

My work here is done

graceful sky
#

Haha. Yupp gj.

fierce plover
#

I have stamina regen at 1pt/0.1sec on my game with EventTick utilizing a 0.1 sec delay node

I want to make hp regen at 1pt / 2sec or something like that, but if i make a sequence off the EventTick and add a 2 sec delay to the hp regen its going to make my stamina regen 1pt/2.1secs right?

#

Is there an easy way to get around this or do i have to just turn my hp/stamina values into a float instead of an int

graceful sky
#

Use a timer delegate instead of the tick event i'd say

#

They can loop easily

fierce plover
#

wot

#

just like beginplay>set timer?

graceful sky
#

Yeah , a looping timer with the lowest tickrate you want

#

F.ex. 0.1 sec

#

Then you can have a timer or a map saying the tickvalue for the buff or regen,

#

And count upwards

#

Once you hit the value, reset the timer

#

The mapped counter** sorry this got abit messy

fierce plover
#

so i create another variable counting the number of ticks

#

and when that variable hits a certain threshhold it preforms an action?

#

im confused .-.

dark depot
#

i dont think you would even need to have it anywhere near tick or count them

graceful sky
#

Sorry for my crappy explanation ๐Ÿ˜…

dark depot
#

but im also just now catching up

#

most games use floats for health even if displaying whole numbers and also you should just set a timer for the time you want and have a variable that tells it how often to loop

graceful sky
#

The issue is for several buffs

#

Are you then gonna use several timers?

fierce plover
#

things that preform actions on different intervals

graceful sky
#

When i tried my first buff/debuff system i used an array,looping on the .1 sec timer, with a counter per buff / debuff

#

So for each loop i set "current tick" to +0.1, and compared it to "tickrate" which was anything that works with 0.1

#

Whenever current tick was more than or equal tickrate, i triggered the buff/debuff

#

Actions wouldnt be an array tho, so this method wouldnt work for that

#

and ofc whenever the array was empty, i paused the timer

fierce plover
#

alright

#

i guess i know how to make it work, i just dont know what the best way is but ill try doing what i can

graceful sky
#

Just try to keep it simple

#

A better / more obvious method might reveal itself later

fierce plover
#

will do ๐Ÿ˜ƒ

bitter iris
#

How would I install substance for ue4 source?

plush yew
#

guys? :x

full epoch
#

@plush yew
VectorParameter (keyboard shortcut V + left mouse click)

plush yew
#

thank you so much

reef kayak
#

so i posted this yesterday but was not answered........ maybe some1 can still help me?

#

so i have this problem that my unreal crashes because its trying to use my integrated graphics card instead of my dedicated card. to avoid this from happening, i just disable the integrated card (no changing the settings in the nvidia control panel does not work). The next thing is though, when i want to bake, it will crash when i have my integrated card disabled and only works when i do have it enabled. So whenever i want to bake something, i enable my integrated card again, and hope for god that my unreal does not crash, wich is pretty much a 50/50 percent chance. Does any1 know how i can fix this?

graceful sky
#

So you disable it in the bios?

reef kayak
#

ye dell has this amazing bios where you cant disable it

graceful sky
#

Isnt there some profiles or stuff you can use to force dedicated while using a specific program, without disabling the integrated one

reef kayak
#

ye in the control panel

#

but somehow unreal doesnt care about it

#

*nvidia control panel

graceful sky
#

Thats odd

#

:-/

reef kayak
#

yeah i feel like throwing my laptop out of the window

graceful sky
#

Which gfx is it anyways?

reef kayak
#

1060 max Q

graceful sky
#

Waow.

reef kayak
#

i really have no clue why they even put a integrated card in there

graceful sky
#

Should be fine then.. when you right clcmick the engine, cant you launch with dedicated gfx?

reef kayak
#

barely able to even render the desktop

#

ehm, that might work actually

#

nope theres no option for it

graceful sky
#

Damn

still island
#

It would be nice if Unreal had boolean cut function in real time. Something like with slice procedural mesh component, but bool cut

ripe summit
#

h0w 2 use unreal engine

#

~ big gay gandalf

#

unreal engine 96% cpu.. seems legit

somber condor
#

Hey I'm using level streaming for my vr project. do I have to leave Event Driven Loader Enabled in my project settings or not ?! I'm not sure what it does actually

reef kayak
#

@vestal drum thanks, ill look into it

marsh swallow
#

Hey guys. My folder colors and settings. What file is that. I want to hand that out to team since we use a folder coloring system

plush yew
#

Hi people, for some reason when I run a console command like 'show UI' (can't remember exactly) it won't show, it won't even show me the FPS unless I manually check ti from the top left drop down menu. I'm thinking I pressed 'disableallscreenmessages' earlier on and it's saved that setting but how do I disable it? All the tutorials just show how to show the console not show its output on screen.

gloomy acorn
#

Hey guys, based on the picture i have a starting vector and an ending vector. i need to calculate 2 new lines (Green) with the same length as the Red line and they should be of 45 degrees from the Red line.
Any idea how to calculate these? ๐Ÿ˜ƒ

plush yew
#

@gloomy acorn use the definition of the dot product: a .b = length(a) * length(b) * cos(angle between them), then a . b / length of b is the right green vector, and then you reflect green in red to get the other one (https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector)

gloomy acorn
#

will try that, thank u!

earnest cape
#

Does UE4 have a virtual keyboard somewhere for controller support?

desert lava
#

can anyone help me with mediaplayer not playing url on packaged build ue4.20

reef python
#

So this is my first time using Unreal, what version should I use? 4.20 or 4.21 preview 3?

desert lava
#

4.20 is fully bugged

earnest cape
#

Previews are like early access builds

graceful sky
#

Fully bugged ?

reef python
#

So he is telling me 20 is bugged but 21 is just preview..... idk what to do

tall pendant
#

i'm running 4.20 atm w/o issues ยฏ_(ใƒ„)_/ยฏ

reef python
#

I went with 4.20.3 thanks anyways

cloud cobalt
#

Don't listen to people saying version X is bugged or something

#

Everyone has pretty different projects, and with releases having shipped months before with Fortnite etc, most of the engine works fine

#

There are bugs but they never affect everyone

raven cedar
#

You're saying don't listen to people that say version X's bug, but also admit in the last sentence here that there are bugs in every version

#

So regardless of whether or not you listen to people bitching about bugs that may or may not affect you they're not necessarily wrong in saying they're bugs

regal mulch
#

He simply states that people who say "Version XY has a bug." might have run into something that the person itself will never find.

raven cedar
#

Which means it's a bug in itself

#

Intermittent bugs are a thing

regal mulch
#

Welp, not worth debating, is it?

raven cedar
#

Nobody's debating I'm flatly stating when people say there are bugs there are bugs

graceful sky
#

A preview usually got more bugs than a release tho

#

And the bugs that apply to you might not apply to others

regal mulch
#

I actually just found some random bug that caused my order of execution to be wrong in 4.20.
Complete same code, but the order in which I call it doesn't work in 4.20 while it works in 4.19 ยฏ_(ใƒ„)_/ยฏ

graceful sky
#

Upgrading mid projects is always a calculated risk

regal mulch
#

It's some small Client Project. The whole thing has a standard character with some assets applied.

graceful sky
#

Btw, thank you for the compendium ! Never said it so ill just throw it out here :)

regal mulch
#

Not really risky if you coded properly

#

Yo, no biggie, hope it helps!

graceful sky
#

It helped alot !i probably got a billion things wrong anyways, but thats on my cape :p

#

Atleast it ended up somewhat working, and compared to epics multiplayer via blueprint tutorial, this was a legend

cloud cobalt
#

@raven cedar The point is, every version will have bugs

#

There aren't particularly bugged versions

#

Get the latest, test it, work around whatever you find

plush yew
#

quick question, where can i find the modes?

#

window > modes

#

@plush yew

#

ty

elfin stream
#

Anyone know why syntax highlighting in the wiki wouldnt be working? Really hard to read through some of the tutorials/docs with the code just mashed in text lol

regal mulch
#

Cause they changed it and it's broken

#

No idea what exactly. They state they gonna refactor it but well

#

Just click on "View Source", then at least the code is formatted

wintry glade
#

heyyy I have a quick question. Trying to create a scene to remove the background at the end on OBS. I have a texture "GreenChroma" but I don't want this texture to reflect itself or transmit green reflections on the objects. Is there any way to do this? Or make my world green ?

#

like that. I don't want that green reflection.

wintry glade
#

block unwanted reflections basically

grim sinew
#

Turn off screen space reflections.

#

It's not possible to exclude objects from it, you need to disable it entirely.

wintry glade
#

hmm project settings ?

grim sinew
#

Post process volume.

wintry glade
#

cool thanks will do that ๐Ÿค˜

plush yew
#

ue4 whyyyyyyy

grim sinew
#

Max distance or something like that

static viper
#

uh that is cool

#

that cape stays cool

plush yew
#

yeah i cant seem to change the max distance

clever smelt
#

Can someone help a noob out?

#

Im just starting with ue 4 and i dont know how to paint

bitter iris
#

so after weeks of trying to fix my error with dedicated servers. Today i finally got them working!

clever smelt
#

I am trying to drag stuff there so i can paint with but it but it doesent work

#

Help would be much apreciated

plush yew
#

Paint what?

wintry glade
#

@grim sinew thanks man. I found the Screen Space Reflections. It works for the scene color. now, do you have any idea how can i change the screen space color from black to green? ๐Ÿ˜ƒ

plush yew
#

Ue4 isn't photoshop y'know...

bitter iris
#

scrap that its broke again

plush yew
#

Anyone know of a free human model with perfect anatomy / scaling? I'd like to use him to learn rigging/animation and the default mannequin is horribly scaled and I'm worried it will throw me off

#

Preferably a textured one but anatomy, topology, and proper scaling is more important

wintry glade
#

@plush yew so many options if you google something like "perfect anatomy human 3d model"

plush yew
wintry glade
#

duh still can't figure out something that simple. how to change the screen space color from black to different color

plush yew
#

Thanks

wintry glade
#

can i set a background color to the active camera maybe ?

bitter iris
#

Hey all, so related to my issue I was having with starting a server. Turns out to be something inside of my DefaultEngine.ini

I am wondering if anyone can help me to spot a problem.
https://pastebin.com/EHULdrW2

Thank you.

timid flame
#

Is anyone aware of a function/call for refreshing the landscape proxy or material instance after using Editor Apply Spline via a custom event?

#

The landscape grass instances autoupdate during normal landscape manager actions, or other actions such as mat instance param changes

#

Kind of a small nitpick, but would be nice to force refresh

#

also is tied to undo/redo actions

clever smelt
#

Corier i meant paint the landsvape with different materials such as dirt rock ans so on
I am aware that it is not photoshop
Thanks

zenith pewter
#

hello, im joining server this way but if server is not available it still does input mode game only. how can i check ? (isvalid?)

gusty flame
#

Finally a server that are nerds when it comes to UE4

sage bough
#

hello guys i don't know if there are ue4 expert here but somebody can tell me what are this two process which take a lot of CPU power ?

#

I think you need to be very skilled with UE4 to answer to my question ^^

gusty flame
#

The second one has its name

#

the first one idk

sage bough
#

@gusty flame thank you but How can I disable this shit man ?

gusty flame
#

hmm

sage bough
#

uncheck android package maybe?

gusty flame
#

I don't know much about ue4 but I'll try to decode this

sage bough
#

but I'm running this stuff on windows not on android ๐Ÿ˜„

gusty flame
#

the android must be for it to be ported to android devices

#

should probably disable em both

#

try right clicking on em

sage bough
#

@gusty flame i found the solution here i think ty bro

gusty flame
#

Yeah no problem

plush yew
#

okay but real question

#

im messing around with unreal engine for some months

#

how can i know if the game is optimized for online play?

sage bough
#

something og wrong with UE4 my scene a only static mesh and some destructible mesh and few trigger but look my picture how is it possible ?

plush yew
#

why did u upload a bmp pic

sage bough
#

@plush yew my bad

#

my CPU is i5-4670K

fallow cliff
#

@sage bough it looks like those are just sleeping threads. they don't consume any CPU time - they're just waiting to be woken up

#

the Profiler is not very good at visualizing those threads

#

the first thread has been sleeping for 16 seconds, basically

#

nothing to worry about

sage bough
#

@fallow cliff ok thank you.

uneven fractal
#

anyone know what format this node takes?

#

I've tried
World'/Game/Mods/Cave_1.Cave_1'
Cave_1
/Game/Mods/Cave_1.Cave_1
/Game/Mods/Cave_1

bitter plover
#

I'm buiLding my gaming pc on Wednesday and I have only a 240gb ssd. Is this enough for unreal engine visual studio and 1 project I'm working on?

uneven fractal
#

depending

bitter plover
#

On?

uneven fractal
#

size of the project

#

mine is 300gb now

bitter plover
#

What's the average size of a project?

#

I don't have my laptop on me right now

graceful marten
#

are you starting a new project?

bitter plover
#

300gb!

#

No it's an existing project

#

I'll install unreal on the ssd and I'll buy a hard drive then

graceful marten
#

my project is only 300mb, so it really depends

#

you can't check how big the project is you have?

uneven fractal
#

I cleaned up a ton of stuff so it's actually down to 200gb now. This is the ark devkit btw

bitter plover
#

Yh I'm still gonna get a hdd anyway

#

I don't want to stress the ssd and put too many files on it

tawdry raptor
#

does unreal have a free regular non rifle crouch walking animation?

keen pawn
#

my dudes

#

is there any way to change all the settings on the right

#

together?

#

instead of me going through every single one

plush yew
#

@uneven fractal so wait u say 200gb right,is this a project or a game my dude

#

Cause if its a game

#

I guarantee u nobody will stay to download 200gb game

uneven fractal
#

it's the devkit for a game which includes all the unused content,dlc content, and developer tools

#

not my game

plush yew
#

@bitter plover how u gonna go build a pc if u think ur ssd is gonna get stressed,lmao.

#

How much is ark to downloas?

#

Download*

uneven fractal
#

it's 121 GB on my disk

plush yew
#

@tawdry raptor pm me

#

Nah nah i would never have 121 gb for a game

#

Does it have mods or something?

uneven fractal
#

I have 3 dlc and like 10 mods

plush yew
#

What mods tho i mean like

uneven fractal
#

nothing crazy

#

just qol mods like the one I'm working on

#

no maps or anything

plush yew
#

In all seriousness tho

#

Ark runs shit

#

And looks shit

uneven fractal
#

eh

#

runs well on my 1080

plush yew
#

Alright but listen right

#

When u make a gane

#

Game*

#

U need to have an audience alright?

#

Most of the gamers now have gtx 1060

uneven fractal
#

they still have 50,000 active players

plush yew
#

And a i5

uneven fractal
#

so they be doin something right

#

idk what

plush yew
#

U cant expect someone to come and play with 30 fps

uneven fractal
#

you can run it on medium with 60 fps on a 1060

#

atleast I could when I had a 1060

plush yew
#

Alright lemme check

uneven fractal
#

turn that AA shit way low though

#

the AA in ark does jack and just steals fps

plush yew
#

30k games

#

30k concurrent playera*

uneven fractal
#

ye so probably more then 50k active

plush yew
#

What u mean?

#

Not that hard to see mate

uneven fractal
#

active != concurrent

#

active just means people that play the game regularly

plush yew
#

It has avg players in u know

#

Math

#

U know

uneven fractal
#

if it has an average of 30,000 players on it has far more active players

plush yew
#

U stupid or what

uneven fractal
#

unless you think those 30,000 people are playing 24/7 every week?

plush yew
#

Do u know whats average

dark depot
#

Xan is right

#

that is peak

plush yew
#

im talking about average

#

Averaaaage

dark depot
#

anyways this may be better in lounge

uneven fractal
#

my store has 100 customers in it on average

#

do I only have 100 customers in total?

plush yew
#

Anyways learn whats average

#

Yes u have 100 customers active players in average

uneven fractal
#

your saying a different thing

#

active players on average isn't what I was talking about

#

just active players

plush yew
#

Alright so u twll me

gusty flame
#

or just buy the best graphics card in the world

plush yew
#

That if a game gets 150k one day and the others day of he month gets 5k

#

Its active players are 150k?

uneven fractal
#

more then 150k

gusty flame
#

holy-

plush yew
#

Alright u blocked

gusty flame
#

?

uneven fractal
#

u dumb dumb

gusty flame
#

Well that is just pointlessly rude

plush yew
#

I dont like talking to stupid people

dark depot
#

active players is a mark that doesnt mean playing it means has it installed and plays not they are currently playing. Either way this isnt about Unreal so take it to the lounge peeps

plush yew
#

Alright my suse

#

Dude*

gusty flame
#

It's funny I randomly get insulted for literally no reason

dark depot
#

i think they might of been talking to the other person but im not sure

gusty flame
#

What other person

#

There is no other person

uneven fractal
#

uh

#

ye

#

I was the one argueing with him

gusty flame
#

Wait wad

plush yew
#

@gusty flame i didnt block u

gusty flame
#

k

plush yew
#

I wasnt talking to u either

gusty flame
#

I notice that now

plush yew
#

Ye i love u brotha

gusty flame
#

No homo?

rustic panther
#

it happened after I installed VS 2017, Unreal opens 2015 (Even with the "Source Code Editor" set to 2017) still and the "Loading..." interface never goes away

#

ok, I'm not alone. this issue needs to be reopened

dark depot
#

have you searched they could of made a new bug report for it idk

rustic panther
#

no, I'm not familiar with the bug reporting system

spare kernel
#

Is there a way to go through and consolidate all assets with same name?

#

automatically

rustic panther
#

closing the project and opening it again without closing VS "fixes" it

maiden swift
bitter iris
#

Hey could anyone explain to me why port 7777 isnt open even though its port forwarded

maiden swift
bitter iris
#

thx

spare kernel
#

cool will take a look

#

thanks

rustic panther
spare kernel
#

@maiden swift would the search be able to return assets of the type if more than 2 exist of the same name?

#

doesn't seem that powerful tbh, will need to write a editor script

maiden swift
#

I don't know off the top of my head, but I think so.

spare kernel
#

that's cool thanks anyway! ๐Ÿ˜ƒ

marble kayak
#

Hi I am looking for a good 3rd person swimming tutorial anyone know of one? TY

spare kernel
#

LogTemp: Warning: UniqueAssets: 19692, DupedAssets: 3540 < eek got a lot of cleaning to do

storm venture
#

i rarely have time to work on personal projects anymore and after wasting the little time i have dealing with such frustrating bugs, it just destroys all motivation to even try continuing any ongoing projects i have

desert lava
stuck spade
#

I necro'd this post topic because I'm having the same issue

#

Anyone know the best way to go about removing a weapon from the paragon meshes?

uneven fractal
#

is it possible to make a dynamic class during runtime ๐Ÿค” ?

#

it probably sound stupid but I need to modify a variable inside a class variable in a blueprint that I'm not allowed to alter during runtime

icy bone
#

@uneven fractal u cant declare it at runtime unless u start messing with reflection, which i dont think u should. what problem u wanna solve?

uneven fractal
#

trying to make pvp and pve zones

#

but I can't modify the weapon or the projectile or even the pawn

gusty flame
#

I just saw this discord servers icon and thought it was a ping icon

#

So I checked to see if I got pinged

static viper
#

if you cant even do that O.o

summer frost
#

Hey everyone, I'm new here so this probably isn't the right spot to ask this, but is anyone able to code/has coded a wingsuit?

surreal viper
#

any idea why could I get this random crash if I try to build lights on the network?

cerulean coral
#

Hello YOLO developers ;]

fervent owl
#

any one know how to create a great auto landscape material. that has paint ability

static viper
#

youtube does

#

:3

#

theres tutorials about it

sudden agate
#

Is there a ConsoleVariables.ini on a per-project basis?

icy bone
#

@uneven fractal why not... ur weapons dmg everything atm?

plush yew
gloomy acorn
#

[Maths Question]
If i have an Actor and Vector A, I'd like to create Vector B and Vector C which are at the same height Z as Vector A but are perpendicular to the line casted from Actor to Vector A, and with a specified world distance from Vector A.
How to calculate this?

regal mulch
#

(Actor.Location - VectorA).Normalize

#

Then Rotate the result bei 90ยฐ and -90ยฐ around (0,0,1)

#

And multiply it by your distance

#

@gloomy acorn

gloomy acorn
#

(Actor.Location - VectorA).Normalize gives a vector from Vector A to Actor?

regal mulch
#

Yeah, one that is scaled to length 1

gloomy acorn
#

ah okay

#

i'll try that

#

thank u!

#

@regal mulch after i rotate the result by 90ยฐ, should i sum it with Vector A first before multiplying it by the distance?

regal mulch
#

First multiply, then sum

gloomy acorn
#

๐Ÿ‘

rose bison
#

also crossproduct is your friend for everything perpendicular

gloomy acorn
#

worked like a charm if Vector A has the same Z as the Actor
but if Vector A is high, then Vector B and Vector C are spawning a bit below Vector A but still with the correct distance

#

does the rotation of the Actor or Vector A have anything to do with this?

brave nacelle
#

does anyone know how to fix the ''invalid lightmap settings'' glitch?

full atlas
#

Should i be bothered if i get an error like this?
LogSpawn: Warning: SpawnActor failed because no class was specified
I have no idea why i get it, considering i have searched in all my bps for Spawn Actor nodes and i only have 1 which is not even in use (so it isn't that) so any idea why i get that warning msg, and perhaps anything i could do to deal with it?

#

I have no SpawnActor nodes... Searching with Find in Blueprints.. i only find one which is in an Engine Content blueprint.. which i dont even use.. so i really have no idea why i get that warning msg.. I have tried tons of things and i still get that msg.. Makes no sense

brave nacelle
#

ok i fixed

#

are you using c++ classes?

full atlas
#

me? i don't think so. No

brave nacelle
#

ok

#

then i don't know

gloomy acorn
#

@regal mulch The red is the actor, the green are the 3 vectors, started from below to up, every time the vector A goes up, then Vectors B and C get a bit below it. any idea how should this be fixed?

regal mulch
#

This would only happen if your Actor and your VectorA aren't on the same Z

#

Actually, not even then it would happen

#

Are you sure you rotate around (0,0,1)?

gloomy acorn
#

i used the RotateVectorAroundAxis function and added (0, 0, 1) for the Axis and 90 / -90 for the angle

regal mulch
#

That should be correct though

gloomy acorn
#

been struggling with this since yesterday, maths is a bit painful for me :p

reef python
#

Hi, I got UE4 downloaded just today, but in the editor the view where you can see your game is blurry for me. Does anyone know why?
But everything else looks normal (Posted in wrong channel before)

steep crystal
#

@reef python is it blurry when you play, or when you edit, or both?

#

and is it still blurry if you play in a separate window

reef python
#

Both

steep crystal
#

@reef python you might try changing the scalability stuff, Settings->Engine Scalability Settings

#

otherwise it might be something post-process related, that you somehow added a blur effect

reef python
#

To what=

#

Havent touched anything just opened the third person template

steep crystal
#

could be resolution scaling

#

could also be anti-aliasing that feels blurry

#

or motion blur, but I guess it's still blurry while not moving?

reef python
#

Well its still blurry when Im not in play mode

#

I remember having the same problem in Unity before

steep crystal
#

any chance you could post a screenshot?

reef python
#

Hmm Its not blurry in the screenshot

red moss
#

Hello.

ionic bramble
#

when I rig things do the bones have to be sideways
like this
I noticed unreal rigs look like this

kind mural
#

Hey guys.. I'm trying to do a small project in Unity but have a general programming question. Can anyone advise?