#ue4-general
1 messages ยท Page 332 of 1
By the way, UE4 defaults to pretty heavy post-processing inc. motion blur and temporal AA, so you can start by disabling that
Check in your game code if the base classes you picked do stuff like movement smoothing, etc too
Finally, ther're some settings too : https://docs.unrealengine.com/en-us/Platforms/LowLatencyFrameSyncing
^ can extract a few more milliseconds, which is worthless at 800fps, but will be useful at a regular 60
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 which heretics ?
dont know
๐ค
anyways, you can get some pretty sluggish movement and gameplay in any engine
aight I'm done
Err, so have you tried what I was talking about @plush yew
pointless conversation
I think the way fortnite handles weapon firing is a design choice
it has nothing todo with the engine or anything
for some reason they decided that every auto gun would have a very slow firing rate with lots of imprecision
maybe it adds to the gameplay if you like fortnite
@plush yew Have you tried the console command I linked last ?
Did you check your code too ?
if youre talking about the 6 (4?) frames yeah, i dont really notice it but if you do, nothing can be done
Which base class are you using for pawn etc @plush yew ?
The FPS template is pretty advanced
So there's probably some code in there that does smoothing in a way you dislike
You don't need to use that, you can do your own code for that
make your own pawn
Have you tried with the flying pawn too ?
Or the basic template that has basically zero code ?
So have you tried with that ?
What I mean to say is, there is zero reason for the engine to actively play a role into gameplay
Stuff like camera movement is not part of the engine, it's entirely up to you
The default templates are meant to be easy to understand, not meant as boilerplates for gritty competitive PVP shooters
For example you probably never want a spring arm camera with lag, which is the case in some templates
I can't help but feel you've already decided it had to be the engine, before you even try the raw engine
Have you tried with a blank project ?
this will be either #multiplayer or #cpp
and it seems like this is a system you didnt designed
survivorX?
sorry ill post to the relevant location
@plush yew That's UT
gravedigger.gif
No that's Unreal Tournament
This isn't just UE4, it's a fork of UE4 + hundreds of thousands of lines of code on top
@static viper survivor x is the game name
It's not a test case
Hey do anyone know how to make my game multiplayer with spatialOS
I wanna do beta testing
ive seen some people discussing spatialOS on #multiplayer
Anyway, i'm done here, this is not a useful discussion.
try asking there
test case is > open UE4, start a new empty project, play in editor, see how controls handle
@cloud cobalt told ya
Okay thanms takain
@plush yew bottom line ue4 has 4frames input lag by default (at 144fps thats what i found out, dont take my word)
60 frames brain lag
well go ahead then , code your game ๐ฌ
shouldn't take much time to code a barebone shooter with a very simple map
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
Same for Fortnite etc
in what ways can ppp be connected to bp
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
cpp*
@leaden dust All BP classes inherit from a C++ class
Blueprint code will be slightly slower than C++ code
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
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.
it's not
bp doesn't need a conversion layer to call native methods
it works directly with the same data structures, so it can call bp and native methods in fairly similar ways
and of course the native one is faster then
anyone knows its 'ever' possible to edit verts of a static mesh?
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
@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
i played a bit SFV when it became free on steam, seemed they already fixed some of the lag right
still 5 frames on 60fps is a lot
@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
@manic pawn at runtime
i was looking into the splineMeshComponent and was curious how the component actually can deform mesh...
@dim merlin I think staticMeshes have a checkbox that enables accessing the vertices on the game thread
doesnt the mesh edit tool on mp allow you to modify meshes in-editor?
what's "mp" btw ? ๐
Also, I seem to have a problem with visualAssist, it's parsing my whole UE4 project every time I open the same game project
mp > marketplace
k
va should only parse all files once
Unless VS wasn't closed properly, or if it never had the time to finish
okay
because yes that's not the default VAX behavior
it keeps parsing so I let it parse etc
@lime cobalt but they can be changed from position ? or just read?
@dim merlin I'm gonna try to look at the static mesh component if VAX lets me
there's a bunch of things... like TUniquePtr<class FStaticMeshRenderData> RenderData;
in StaticMesh.h , i'd need to look for more
modifying a static mesh at runtime is hard... you'd need to re-upload the render data
and it would affect all instances of the mesh
hello, i need help with fonts. i am in right place ? ๐
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
if you're constantly switching to whatever engine just got the coolest new feature, you don't get things done
thats very true
the thing is ArchViz will have more tech for static stuffs, while VFX is more relevant for games... guess we wait and see
Good day any one know about a good Camera Lean Tutorial ?
@lime cobalt that link is dead
they erased it from all archive/cache sites aswell
no one knows why
@manic pawn dayum I gotta find another link
anyone uses savior here and wanna help?
can i make so i need to hold down the key 4 seconds to make it visibile?
i want it to have a time for how long i need to hold the button to make the thing visible
@lime cobalt this? https://trello.com/b/TTAVI7Ny/ue4-roadmap
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
seems like niagara is getting a boost also to compete with vfx graph
@icy bone @tall pendant they presented a new roadmap at UnrealDevDays, and there was an article about it on 80.lv yeah
one of the things they mentioned is that they were to decrease the verbosity of the rendering API (that's what they wrote anyway )
but there are some of the dev days features being shown on the trello as well, altrough admitedly not a lot
yep. they also confirmed GI (1 sample based on rtx) among other stuff like USD support and more mobile, linux stuff
linux = vulkan renderer default etc
@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.
@fathom gale nice looks like someone's first unity game
xd
ty ty
my first unity game didnt look liek that
xd
looked better xd
@static viper i do have lights
just no shadows
which is what im doing rn
ok
kind of
i take the offense
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)
๐ฆ
its not working
xd
even tho it comes from the docs
fml
good one for beginners
hi
pretzel
๐ฉ
https://puu.sh/BQUik/d859b089e8.png
https://puu.sh/BQUgD/28cfb8b6a8.png
Any idea why its showing the old decal material still?
Zeblote being nice and helpful, episode 2
@plush yew looks like a pile of shit tbh
@hasty owl Are you sure this is rotated correctly?
@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
anyone tested unreal engine with rtx card? are any features supported yet?
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.
sounds like a rushed release
oh really? damn, waiting for mine to arrive. you mean games you made launched in unreal engine environment crash?
yup I had to put back the 1080ti to keep doing my work
oh thats trully bad
yup. I mean games made on UE like fornite or unreal tournament. Both crashing.
have you contacted epic or nvidia? have they responded somehow?
not at all. I know it's a waste of time. I am just waiting. They will fix it eventually.
most of the 3D renderers don't support cuda 10 and rtx yet anyways. They all working on it.
you got big enough psu?
I read somewhere that nvidia changed a lot their code since cuda 9, so they all need to revisit every part of their code
yeah! My machine is a beast ๐ 1200W
RIP electricity
totally haha
makes no sense making cuda 10 backward incompatible
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 ?
wth, why cant i put my PP in post proces materials in 4.20 D:<
oh nvm
asset ref
lmfao
@broken stream is your camera on a boom? if collision is enabled then it should move your camera to avoid clipping
Is it bad to do a UI Event Tick ?
Wouldn't hurt as its obviously based on Client.
Wouldnt see much of a perf drop?
no it is not right now, i set up a dumy camera , but i will ahve to try to add it to the boom
i have a scene component so that the camere lean to that point
@slender veldt thanks i fixt it like that ๐
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.
how can you be $400 million in debt and not bankrupt?
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.
I will probably take advantage of some of their deals. Half off Maya is awesome.
@manic pawn by being good at paying off your debts
Absolute value of debt doesn't matter if you pay debts off well
expensive as heck
What the heck is wrong with the Paragon models? Why do they take a long while to load?
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
I'm not aiming big yet, just doing things lightly
Usually it's effects, and or shadows.
it's not much ram, you will have to keep your scene simple
Is the poly count 1 million or less on screen?
Hey there, anyone have an idea why my character would keep snapping back to its original position after moving like this? https://gfycat.com/DownrightRectangularBangeltiger
@high stone I'm still starting a project, which I plan to be first a house, then a small district-like city
You have reflections on?
Stick with just the models in grid texture form for now.
If you're curious. Check out Skylines on YT for reference on modern game cities. How much detail you can have on.
uh, is there a link, please?
Just type in Skyline in Youtube search or Arno.
if I search skylines, Cities Skylines comes up
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.
Ugh
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.
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
I think Dragon can be compared to Unreal, or not?
Yakuza is a much smaller city. All depends how far the camera is.
That's what I plan, a small environment like Yakuza, not a big city
If the camera is closer, you can load it in smaller chunks, more detail.
Then you probably want to avoid skylines, and even Frostpunk. GTA5, Yakuza would be the way to go.
Assassin's Creed is not a good reference. Cough their game world is not optimized.
Used Unreal since UDK3, but it's so easier to design in UE4
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.
I asked about details because I'm the type that prefers to plan for a long run
And that's what I want, interiors to be in a separate map, cells as they are called in Skyrim.
Another question, why do things seem smaller?
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.
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.
another one, what would be the proper way to do a night-time map?
I know a way, but it seems artificial
Prebaked textures loads a lot faster than real time AO.
But that means you can't have dynamic night/day transition.
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.
once I get more skill in the engine, maybe I'll try time cycles
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.
I've almost got this figured out
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
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
Also, I'm having a strange bug, when I drag, it takes some time to actually drag a piece around
that might just be lag
I won't be doing any work in Unreal for a solid 2 months. Still on my current assignment. /:
The engine, not the company.
I can get 120FPS up to now, how can that be lag?
wait do you mean the UI or are you moving stuff around in the actual game environment
the game environment
may have to do with the tickrate or how frequently you're updating the location
How frequently? I barely move things around
doesn't matter
has to do with the actual increments of time within which you're changing the object's location
So, it's unsolvable?
I remember that when I started, it had no lag.
I used the third person template and made a new map
the template map itself doesn't lag when moving things around
8.33ms as the engine shows
The engine starts to go low in frame rate if I set the screen percentage to 200
screen percentage is upsampling / downsampling
meaning if you set screen percentage to 200 at 1080p, your computer is now trying to render it at 4k
Whoa
which is going to incur a performance cost
Is there a way to like, stream a game to a weaker PC through the engine itself?
Ah, ok. Thanks for replying.
hi~ im wondering if its possible to just add materials into paint rather than having to manually do them in editor?
(for painting landscapes)
Is there a reccomended set of settings for blender to export FBX for unreal because my animations and stuff turn out wonky
Did you do the Blender to 3DS conversion?
UE4 reads 3DS FBX, not Blender's.
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.
then reexport
Hey guys do you happen to know any good RTS tutorials the one I was following I kinda screwed up on
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
like if you need camera help or AI etc
that way more people can offer help
well should I tell what I want in my RTS game?
like i found some tutoirals
but the one i followed i messed up on and dont know how to fix
Why not break down your game into smaller more refined components, that way you can look up tutorials on those more specific parts.
and the others kinda seem like they dont know what they are doing
ok
that does sound like a good idea
Just asking for a tutorial on how to build an RTS is a very broad request.
ok
so maybe find out what kinda of camera i need to program to get the RTS feel
Then find out how to do that RTS type control feel
slap some other stuff on there like resource management
idk
but yeah that is a good way to go about it
i need to go to bed though
"slapping" on a resource system is easier said than done mate. It will take time, research and dedication.
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.
I know
trust me
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
you need to program each chunk so you need to think in the same way
you dont need a camera system you need to build up parts
you dont buy a tire and have a car you need to make ever piece of the car
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?
is that because you're a dog or because you're trying to do the same thing?
Make a Enum, that represents state. Custom event -> Switch on Enum -> do your stuff
For stats use a structure
#blueprint @idle stump .
buffs and debuffs are just + and - on your base stats :P
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
this is what I do.
whenever an actor attacks, this function is called to calculate the resulting damage
And as @whole quarry said, Status Effects are either a Bitmask or just booleans
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?
As well as repeating effects - like a damage over time
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
there are many ways to implement this
@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
I would do it all with int though, no floats
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
๐
#work-in-progress
turd with decorations?
looks liek poop
once i have setup p4 how do i go about adding a project and excluding some folders?
Don't post in the general chats next time then
Also I've seen you posting more messages after u posted this pic there so the part about muting prob didn't happen
you are protecting unity i see ๐
how so?
I just used the search to find his pic there
didnt they enable slow chat?
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
nothing like running into year old bug
and now my controller class is permanently fucked
Source control to the rescue
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 ๐
Are gameplay abilities further developed or is it deprecated/stalled because no Paragon?
well it's a nice thing to have broken classes ever once in a while, keeps your references in check
Hey guys ! How do i make particle like very hot, with particle system : Example with plane
Chances are you need a font that supports that language type?
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
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.
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
You don't really need to switch from BP to code, you use both optimally.
Ok
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
Well after I do stuff that I need to do I'll try and get started on it
well assuming it's a big RTS, I guess a couple dozen units or actors would be fine without it
It's more of the RTS camera I need
It's not
The units are more like people than numbers on a screen
well the camera controls would probably all be in blueprints so no big problem there
And they die easier
It's more about keeping your "units" alive and feed than kill the other base
and there's diplomacy
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.
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
I might have to go over to game design tho
nah no need to. Just start making it in BP and worry about C++ if you need it
Ok
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.
Thanks
I kinda have to big picture of the game figured out
Just need to make the small parts
Then bigger parts
Idk
yep that's how all projects work
@grim ore i imported font but it looks like this.
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
i doubt it's the bp's that gave Rime the issues on switch (or any other platform) tho ๐
yeah I don't know too much about that
is there any way to perform savegame in BP without game hitching during saving process? (when saving at a checkpoint)
are they like
bad hitches?
like freeze longer then a second?
bc this process is very soft and easy todo
I part of me assumes that you're saving too much stuff in one go but
the save system can write stuff while playing soooooo
its really up to you how much you put into that save.. while game
You could always try to like
a single checkpoint integer should not even bother the games ms
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
saving a checkpoint tho as i said
shouldnt hitch
dont know what you broke ๐
show code
aye, when I have the code, I'll show it to you ๐
Hello guys, how do i make a hot shader using particle system?
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
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
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
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 ty : )
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
that is how it looks by default
the button at the left of the search open and closes it
Aight thank you
Well, i will watch the tutorial series of Particle System.
anyone ever open up a project file but none of the textures are assigned in the materials?
that is a common effect when migrating wrong ^^
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.
Im not sure if my issue is a migrating issue. It's a project file from an applicant for an art test.
Where do you discuss bugs or specific development issues? For example, a weird problem we're having on macOS. Thanks!
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
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.
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?
Guys, any word on Adreno 505 support on UE4?
I can't find anything on google about that
OpenGL ES 3.2
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
sounds like it should work
i never realized you could make PIE run on multiple threads....this is amazing
huh?
Fortnite is evaluated to be worth $15 billion?!
fort๐ฐ
they gonna need it now that Unity stepping up their game
fortmonite
@manic pawn https://docs.unrealengine.com/Engine/UI/LevelEditor/InEditorTesting/Settings If you uncheck 'use single process' it will run clients on separate threads
interesting
i think its running dedicated server on own thread too
so with 3 players and dedicated, i went from like 30FPS to 70FPS for me
yeah thats what i mean, its own process
hopefully they'll put some of that $15 billion back into upgrading the ancient engine core...
this runs closer to packaged build performance
i have slower core speed but tons of cores so makes more sense for me
interesting, gonna try messing with that later
this could be useful for testing multiplayer with different credentials per client
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.
unreal creates as many task threads as you have logical cores and trusts windows with scheduling them sensibly
cool, thats good to know, thanks
usually most of these threads sit idle since nothing is giving it enough tasks to keep 8 cores busy
if you have more than 8 cores, would it make sense to disable HT and get the power of the full physical core?
probably not
disabling it doesn't make the core faster
just makes a large portion of it be unused
In some scenarios it can be faster, but probably not worth it
yeah i know ive disabled it in the past for some server applications because it performed better
anyone got some good advanced material tutorial? like not for beginners
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
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
@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. :))
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 ?
I'm having trouble parsing that question
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
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
I don't know about tutorials
you learnt about it on your own ? that's quiet impressive
I just learned it by looking at the example materials in the showcase content and such
And experimenting with it
there is nothing like that in the starter content I think
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.
I will work on it right now
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
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?
@heavy prairie That's correct, you can not spawn actors outside of a world.
thank you @livid haven !
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
No, not a single one is dedicated to the most popular genre in the last decade.
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?
anyone else getting a pimax?
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
Like keybinds ?
I used a variation of UGD's keybind tutorial, expanding it a tiny bit. Works like a charm
Right
i click on it but only if the <@&213101288538374145> approve of your game
@weary basalt can you check the link bucikPRO just shared for us? ๐
not sure if its safe
What link? The text file?
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
Haha. Yupp gj.
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
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
so i create another variable counting the number of ticks
and when that variable hits a certain threshhold it preforms an action?
im confused .-.
i dont think you would even need to have it anywhere near tick or count them
Sorry for my crappy explanation ๐
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
things that preform actions on different intervals
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
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
Just try to keep it simple
A better / more obvious method might reveal itself later
will do ๐
How would I install substance for ue4 source?
@plush yew
VectorParameter (keyboard shortcut V + left mouse click)
thank you so much
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?
So you disable it in the bios?
ye dell has this amazing bios where you cant disable it
Isnt there some profiles or stuff you can use to force dedicated while using a specific program, without disabling the integrated one
ye in the control panel
but somehow unreal doesnt care about it
*nvidia control panel
yeah i feel like throwing my laptop out of the window
Which gfx is it anyways?
1060 max Q
Waow.
i really have no clue why they even put a integrated card in there
Should be fine then.. when you right clcmick the engine, cant you launch with dedicated gfx?
barely able to even render the desktop
ehm, that might work actually
nope theres no option for it
Damn
It would be nice if Unreal had boolean cut function in real time. Something like with slice procedural mesh component, but bool cut
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
@vestal drum thanks, ill look into it
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
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.
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? ๐
@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)
will try that, thank u!
Does UE4 have a virtual keyboard somewhere for controller support?
can anyone help me with mediaplayer not playing url on packaged build ue4.20
So this is my first time using Unreal, what version should I use? 4.20 or 4.21 preview 3?
4.20 is fully bugged
Previews are like early access builds
Fully bugged ?
So he is telling me 20 is bugged but 21 is just preview..... idk what to do
i'm running 4.20 atm w/o issues ยฏ_(ใ)_/ยฏ
I went with 4.20.3 thanks anyways
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
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
He simply states that people who say "Version XY has a bug." might have run into something that the person itself will never find.
Welp, not worth debating, is it?
Nobody's debating I'm flatly stating when people say there are bugs there are bugs
A preview usually got more bugs than a release tho
And the bugs that apply to you might not apply to others
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_(ใ)_/ยฏ
Upgrading mid projects is always a calculated risk
It's some small Client Project. The whole thing has a standard character with some assets applied.
Btw, thank you for the compendium ! Never said it so ill just throw it out here :)
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
@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
https://gyazo.com/9acc2d3bb54f32c106f6c9a0bc8f12eb.mp4 anyone ever experienced this?
quick question, where can i find the modes?
window > modes
@plush yew
ty
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
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
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.
I see people asking for the same feature since 2009 - this is the latest post i found https://answers.unrealengine.com/questions/726729/prevent-an-object-from-getting-reflected.html?sort=oldest
block unwanted reflections basically
Turn off screen space reflections.
It's not possible to exclude objects from it, you need to disable it entirely.
hmm project settings ?
Post process volume.
cool thanks will do that ๐ค
Max distance or something like that
yeah i cant seem to change the max distance
Can someone help a noob out?
Im just starting with ue 4 and i dont know how to paint
so after weeks of trying to fix my error with dedicated servers. Today i finally got them working!
I am trying to drag stuff there so i can paint with but it but it doesent work
Help would be much apreciated
Paint what?
@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? ๐
Ue4 isn't photoshop y'know...
scrap that its broke again
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
@plush yew so many options if you google something like "perfect anatomy human 3d model"
@plush yew I believe http://www.manuelbastioni.com can help u out
Manuel Bastioni official page. Development of ManuelbastioniLAB, the free and open source character editor for Blender
duh still can't figure out something that simple. how to change the screen space color from black to different color
Thanks
can i set a background color to the active camera maybe ?
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.
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
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
hello, im joining server this way but if server is not available it still does input mode game only. how can i check ? (isvalid?)
Finally a server that are nerds when it comes to UE4
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 thank you but How can I disable this shit man ?
hmm
uncheck android package maybe?
I don't know much about ue4 but I'll try to decode this
but I'm running this stuff on windows not on android ๐
the android must be for it to be ported to android devices
should probably disable em both
try right clicking on em
Yeah no problem
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?
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 ?
why did u upload a bmp pic
@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
@fallow cliff ok thank you.
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
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?
depending
On?
are you starting a new project?
300gb!
No it's an existing project
I'll install unreal on the ssd and I'll buy a hard drive then
my project is only 300mb, so it really depends
you can't check how big the project is you have?
I cleaned up a ton of stuff so it's actually down to 200gb now. This is the ark devkit btw
Yh I'm still gonna get a hdd anyway
I don't want to stress the ssd and put too many files on it
does unreal have a free regular non rifle crouch walking animation?
my dudes
is there any way to change all the settings on the right
together?
instead of me going through every single one
@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
it's the devkit for a game which includes all the unused content,dlc content, and developer tools
not my game
@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*
it's 121 GB on my disk
@tawdry raptor pm me
Nah nah i would never have 121 gb for a game
Does it have mods or something?
I have 3 dlc and like 10 mods
What mods tho i mean like
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
they still have 50,000 active players
And a i5
U cant expect someone to come and play with 30 fps
Alright lemme check
ye so probably more then 50k active
if it has an average of 30,000 players on it has far more active players
U stupid or what
unless you think those 30,000 people are playing 24/7 every week?
Do u know whats average
anyways this may be better in lounge
my store has 100 customers in it on average
do I only have 100 customers in total?
your saying a different thing
active players on average isn't what I was talking about
just active players
Alright so u twll me
or just buy the best graphics card in the world
That if a game gets 150k one day and the others day of he month gets 5k
Its active players are 150k?
more then 150k
holy-
Alright u blocked
?
u dumb dumb
Well that is just pointlessly rude
I dont like talking to stupid people
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
It's funny I randomly get insulted for literally no reason
i think they might of been talking to the other person but im not sure
Wait wad
@gusty flame i didnt block u
k
I wasnt talking to u either
I notice that now
Ye i love u brotha
No homo?
I'm getting this https://issues.unrealengine.com/issue/UE-51608 bug in 4.20.3 am I alone in this?
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
have you searched they could of made a new bug report for it idk
no, I'm not familiar with the bug reporting system
Is there a way to go through and consolidate all assets with same name?
automatically
closing the project and opening it again without closing VS "fixes" it
@spare kernel You may be able to do that with the editor scripting API.
https://docs.unrealengine.com/en-us/Editor/Scripting-and-Automating-the-Editor
Hey could anyone explain to me why port 7777 isnt open even though its port forwarded
Someone in #multiplayer can probably help.
thx
how do I find the Image this Button UMG is using on default?
@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
I don't know off the top of my head, but I think so.
that's cool thanks anyway! ๐
Hi I am looking for a good 3rd person swimming tutorial anyone know of one? TY
LogTemp: Warning: UniqueAssets: 19692, DupedAssets: 3540 < eek got a lot of cleaning to do
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
can someone help me with this. mediaplayer not playing on packaged build
Hi -- Some Paragon characters recently released come with weapons included in the mesh by default.
I tried exporting them to Maya to delete the weapon manually but
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?
is it possible to make a dynamic class during runtime ๐ค ?
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
@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?
trying to make pvp and pve zones
but I can't modify the weapon or the projectile or even the pawn
I just saw this discord servers icon and thought it was a ping icon
So I checked to see if I got pinged
if you cant even do that O.o
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?
any idea why could I get this random crash if I try to build lights on the network?
Hello YOLO developers ;]
any one know how to create a great auto landscape material. that has paint ability
Is there a ConsoleVariables.ini on a per-project basis?
@uneven fractal why not... ur weapons dmg everything atm?
how can i make animation composer time longer ?
[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?
(Actor.Location - VectorA).Normalize
Then Rotate the result bei 90ยฐ and -90ยฐ around (0,0,1)
And multiply it by your distance
@gloomy acorn
(Actor.Location - VectorA).Normalize gives a vector from Vector A to Actor?
Yeah, one that is scaled to length 1
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?
First multiply, then sum
๐
also crossproduct is your friend for everything perpendicular
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?
does anyone know how to fix the ''invalid lightmap settings'' glitch?
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
me? i don't think so. No
@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?
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)?
i used the RotateVectorAroundAxis function and added (0, 0, 1) for the Axis and 90 / -90 for the angle
anything wrong with the calculation?
That should be correct though
been struggling with this since yesterday, maths is a bit painful for me :p
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)
@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
Both
@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
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?
Well its still blurry when Im not in play mode
I remember having the same problem in Unity before
any chance you could post a screenshot?
Hello.
when I rig things do the bones have to be sideways
like this
I noticed unreal rigs look like this
Hey guys.. I'm trying to do a small project in Unity but have a general programming question. Can anyone advise?