#ue4-general

1 messages ยท Page 334 of 1

wintry glade
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the results are terrible

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it's not my ad space lol it's twitch's

languid shard
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so what are you streaming here ?

static viper
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pls just make a screenshot

languid shard
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all I see is a bunch of be right back intros

wintry glade
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both feeds are terrible. I have 2 x 1080p feeds, one for the cam one for the screen

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no. go to 9+ min

static viper
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i will not use twitches terrible media system XD

languid shard
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hmm

wintry glade
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blurry and smudgy and weird. I don't get it.

languid shard
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you mean for your cam ?

wintry glade
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everything you see on that scene is UE4

languid shard
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that's the only part I see smuging

wintry glade
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the whole background is rendered on a box

languid shard
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right yeah I see now

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TBH

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for streaming

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its not that bad

wintry glade
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yes but it's not pleasant to my eyes lol

languid shard
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hmm

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cant you just make a video loop of your overlay

wintry glade
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it should be crisp, like the source

languid shard
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and use it in OBS ?

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instead of having an app run in unreal on top of everything

wintry glade
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i could but I am planning in making a whole interactive environment for the chat. like a video game

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this is just a test to figure out if i can get the results that i need

languid shard
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hmm

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how about playing different loops ? ๐Ÿ˜„

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oh wait

wintry glade
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haha i tried lots of things, i wasn't happy with the results. I am using twitchworks to connect twitch's API into UE4 and make it interesting.

languid shard
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nah I see what you mean now

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hmm

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if you can give me a quick rundown of how to stream from OBS to unreal I can give it a whirl

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ah wiat

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twitchworks

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uh nvm, not gonna install new plugins ๐Ÿ˜…

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you've got a great idea there though

wintry glade
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nah you don't need obs for that. I have an elgato 4K capture card that captures my gaming pc

languid shard
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twitch plays fortnite doggo

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@limpid star had that bug on 4.21 yesterday

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check in your cooked builds

static viper
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oh i never had that with 4.20

wintry glade
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thanks ๐Ÿ˜ƒ It's my little big project I am working on for a while. So I am using the Capture feeds directly from the sources into UE4. 1 for the cam and 1 for the gaming pc. Then, I package the project and display the result in obs

languid shard
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@limpid star Saved\Cooked\WindowsNoEditor

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nothing here ?

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hmm

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no clue then ๐Ÿ˜ฆ

static viper
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i would flip

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have you tried a different build mode for test?

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is it already shipping?

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mh

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thats crazy

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but if you didnt get errors or warnings

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then there could still be a message in the log

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unusual build patterns

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very common in c++...

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mh

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you cannot show log?

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your

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clean log ๐Ÿ˜„

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succesfll log

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i am making it worse arent i

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well

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any plugins?

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anything special?

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platform configurations?

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dis helps prolly

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very casual

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c++

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HA

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ima gonna tell you to fix your vs ๐Ÿ˜›

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and you are gonna tell me its fixed!

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๐Ÿ˜

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maybe its not

languid shard
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aaaaaaah ffs

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what now java

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you worked with 4.20 and now you dont want to compile with 4.21

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dammit

harsh tiger
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has anyone here ever built html 5 for newgrounds website?

unreal spoke
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I'm trying to "Bake Out Material" from a static mesh asset but the result has some pink areas. How to solve it? It's using this pink/purple color that generally used in rendering to show an issue with texturing or a material.

wintry glade
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it's crisp wherever it feels like

languid shard
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on the letters and logo yeah

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are you sure that isn't coming from your elgato capture device ?

wintry glade
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yup. It's perfect.

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as soon as i put it on the texture, it becomes weird. And the proportions are correct

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i don't know if it's the camera, the material, or the mediaplayer js itself

languid shard
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whats your material/media texture configuration ?

wintry glade
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this is the texture. And I am feeding the URL via level blueprint

languid shard
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dont bother with the constant at 0 btw ๐Ÿ˜„

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just switch your material

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to unlit

wintry glade
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oh haha ok will do that

languid shard
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and whats the rendertexture settings ?

wintry glade
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wait is this the same as engine scalability settings? I have that on cinematic 100%

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material quality level high

languid shard
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Your video stream

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You send it to a rendertexture right ?

wintry glade
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holly crap. Wait the problem might be the compression settings

languid shard
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eyup

wintry glade
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nah i tried all different compression settings. Same. I have a media player, a media texture, and the material. No render target

languid shard
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all compression are the same ?

wintry glade
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it's not the material, because i see the same blurriness on the media texture preview

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yes the weirdness doesn't go away. Can i skip the compression overall? lol

languid shard
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well isnt there a raw option or something

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I'm updating the engine right now so I dont want to fiddle around with my other install

wintry glade
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nope ๐Ÿ˜ฆ no raw

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oh hold on the display is worse than the preview. The texture preview is better now. Check this..

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just turned on my other computer and saw the huge difference

languid shard
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aye banana

wintry glade
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yeah haha it makes life easier

languid shard
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your render scale is 100% right ?

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yeah I love banana

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still getting confused by how to cable properly my synths with it though

wintry glade
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it's a pain .. since i made it work I didn't touch the connections haha

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yes it should be 100%

languid shard
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hmm maybe its using a lower mip

wintry glade
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well i don't get it. ๐Ÿ˜ฆ

languid shard
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I'll have a look in a few minutes if you want

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@torpid gulch wtf are you talking about

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๐Ÿค”

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does it even have a link to unreal

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thats some stretchy planets though

cloud cobalt
static viper
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<@&213101288538374145>

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feel that force

cloud cobalt
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Yeah, sounds like that moderating force is needed here

languid shard
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the frick

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his stuff is an unreal game but

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what

static viper
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just be quiet XD

cloud cobalt
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Drugs ยฏ_(ใƒ„)_/ยฏ

languid shard
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strong medecine

unreal spoke
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How to use "Bake Out Materials"?

languid shard
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that's a mute

static viper
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fixed.

upper heart
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Bye bye

languid shard
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@wintry glade alright lets see

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how did you setup your local streaming ?

wintry glade
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so, pc1 HDMI -> pc2 elgato. pc2 runs UE4

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UE4 has Media Player -> Media Texture -> unlit Material

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now media texture preview seems better but the final result is pretty bad

languid shard
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what source is your texture running from ?

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I mean what kind of stream do you fill in its properties

wintry glade
languid shard
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ah shit

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we dont have any capture device like yours

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cant go further than this :<

wintry glade
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hmmm any webcam ??

languid shard
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nope xD

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well

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nah

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dont have any available rn

wintry glade
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ah ok ๐Ÿ˜ƒ

plush yew
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Dont know where exactly to place this but

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im working on a Graduation Project, based on UE4 and VR

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Im using the VRPawn Template, im tryna implement locomotion controls and a method to allow my pawn avoid depending on meshes to go anywhere

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(without meshes on objects, and volume thing, PAWN cant get anywhere, quite annoying to have to implement that for literally everything when level designing)

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anyone here already dealt with the issues before?

unreal spoke
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I have an asset (static mesh) with some sections/materials. I want to bake the whole thing to it's just one mesh with just one material. Does unreal have a way to do this? I tried "Bake out Materials" but it's creating simpler versions of the materials, but not putting them together.

lofty solstice
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Is there any programmers in here that could confirm something for me regarding Targa file format? I'm curious how long in development time it takes for devs of software like Photoshop to have created the read/write support for TGA file format. From what I understand it's a simple format to support and im curious about a guestimate at how long you guys think it would take for a dev to do that ?

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strange question I know

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but Affinity photo doesn't support TGA and someone said it would take a long time and I'm sat here like "I'm pretty sure something like that would take a day at best" but im an amature programmer at best

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so im just curious ๐Ÿ˜›

cloud cobalt
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TGA is a pretty straightforward format

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I've only implemented a subset of it for reading, but it couldn't have taken more than 50 lines of code

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The full library is only a few hundred lines long

plush yew
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+1 I would suggest finding a lib to do that

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not sure what the point of supporting it would be though

cloud cobalt
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TGA is great

golden magnet
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hey, does anyone know the dimensions of the default character in ue4?

steep crystal
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@lofty solstice while the format is not hard or obscure, implementing proper support for a new file format takes quite some time if done right, with testing, sanity checks, etc

static viper
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his default dimension is 96cm height and 48 width

golden magnet
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96? lol wtf

static viper
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you can stack 2 boxes

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wich are 2m exactly

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he will not fit into by default.

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half height is 48

golden magnet
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i want a reference box inside 3ds max of the character so i was just curious, but ty

static viper
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create a 1m cube

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that is absolute best practice

sturdy star
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does anyone know how we specify an NMETA file in the unreal project?

golden magnet
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i thought he would be like 1.8 but alright i'll do that, thanks again

static viper
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always think of a bit more

cloud cobalt
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@sturdy star For the Switch ? Ask the Nintendo support

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Private forums etc

scenic aspen
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Hi all, I'm trying to get the latest update on 4.21 from the launcher but for some reason it is not showing up for me

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Is there a thing I need to check in order to see it?

lofty solstice
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thanks @steep crystal and @cloud cobalt ๐Ÿ˜„

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@plush yew TGA is still very widely used in game development and on the affinity photo forums they keep suggesting TIFF instead, which isnt supported by unreal ๐Ÿ˜›

cloud cobalt
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TGA is the most common sense format for UE4

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imho

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PNG is great, but PNG can have issues with alpha depending on the tool used

tall pendant
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afaik .png tech. doesn't supports alpha channel but transparency channel instead.

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my guess is many of the issues people have comes from there

plush yew
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png supports alpha channel

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while TGA is probably still used I don't think it's necessarily a good thing, IMHO

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it's just uncompressed pixel data, not anything special

tall pendant
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uncompressed might be the reason why to choose tga tho to avoid double compression

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imho you can end up getting artifacts once the textures getting compressed into dds

plush yew
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oh definitely

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you want to store source art in a lossless format

cloud cobalt
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PNG supports alpha

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Photoshop PNG don't

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And TGA is way faster to save, so as an intermediary format between your PSD or Substance & UE, it's better imho

livid haven
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TGA FTW.

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Uncompressed, alpha supported. Simple, open.

static viper
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meh

livid haven
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Beats PNG at those things.

static viper
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still meh

hard surge
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hello, i have a question, how would one import a 60 fps camera? importing in sequencer and setting 60 fps in the scene doesn't work

cloud cobalt
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TGA is meant to be meh

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That's the point

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It's a no-bullshit uncompressed format for textures that's supported everywhere

static viper
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oh no

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Dont you use my arguments!

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interjections

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support words

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its bmps deformed brother hidden in the basement o.o

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has extra channel

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while png is making money

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and jpg is cleaning the house

cloud cobalt
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PNG & JPG make zero sense for game textures

static viper
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or compressing

cloud cobalt
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JPG is unusable obviously (no alpha, compression)

static viper
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Now you say that!

cloud cobalt
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PNG is usable but Photoshop doesn't handle its alpha correctly, and it's compressed, which is useless

plush yew
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that's photoshop's fault

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PNG is lossless compression

cloud cobalt
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Still compressed which is a pure loss of time

plush yew
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I prefer to save on HDD space, but anyways it's basically personal pref at this point

static viper
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i only use png

plush yew
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save on network bandwidth too

static viper
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i literally dont use anything else

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and alpha is the only issue until now

plush yew
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TGA + RLE compression is probably not bad

static viper
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you have to be careful with alpha bleeding

cloud cobalt
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Disk space is irrelevant imho

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For gamedev

plush yew
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lol k

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not for everyone

static viper
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yee ue4 wants the best data it can get

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it compresses data itself

cloud cobalt
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A 1TB disk is what, $50 now ?

static viper
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even if

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you can keep space small with optimization

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my projects rarely rise above 1 gb...

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and that only raw files

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not backups

plush yew
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and source control, which is ideally over the network somewhere else, nice to reduce time waiting for things to transfer

static viper
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ofc

cloud cobalt
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Though it's source control's job to do binary diffs

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PNG is just zlib

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It's frankly basic compression

plush yew
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that is not factual.

cloud cobalt
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What isn't factual ?

plush yew
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it's not just zlib nor is it basic compression

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anyways it's not about png, just lossless compression is something I prefer for source assets

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personal preference

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that's it

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๐Ÿ‘‹

cloud cobalt
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Lossless is obviously a requirement, no arguing there

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Just saying i'd rather have 100X larger files if they're 10x faster to load

livid haven
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Personal preference isn't how you make business decisions. ๐Ÿค”

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If you choose not to use a format because you can't afford the bandwidth or extra time or whatever? Those are the reasons. That's not personal preference. That's a logistics/workflow decision.

static viper
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yee

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for me png has right that what i need

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and i can work around glitches by now

plush yew
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k

cloud cobalt
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@plush yew FWIW, just zipping a TGA file will get you within PNG orders of size

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PNG isn't any great at compression

static viper
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the files are easy to handle and you can forsee how big they will be

cloud cobalt
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I've tried 7z'ing a TGA file and I get exactly the same size as a PNG

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Hence my point : source control can have the same upload time for PNG & TGA

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If it's competent at compressing

livid haven
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Honestly, glancing through some of the art source for Fortnite UI, I'm seeing TGA, PNG, and even some JPG. ๐Ÿคท

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More PNG than anything else though, it seems.

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Lossless compression or no compression are a must, either way.

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As is alpha support.

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That pretty much means TGA or PNG.

cloud cobalt
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Webp would be another one if it had any support

livid haven
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That seems like an exceedingly strange choice.

cloud cobalt
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Miles better than PNG at its own niche

static viper
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suddenly png is fine again

cloud cobalt
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Webp is basically jpg size with lossless & alpha

livid haven
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I'd prefer TGA over PNG, myself.

static viper
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you guys are lerping up and down like pros.

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next thing tiff

livid haven
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Crazy thought: We're having a reasonable discussion with shifting views based on evidence. ๐Ÿ˜ƒ

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Rather than staunchly holding narrow views that might be based on inaccurate information.

static viper
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i will be the narrator!!!

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Welcome back to the tuesday gamedev nighttalk!!!!!!

livid haven
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But, frankly, I never said PNG was not "fine". Just that I prefer TGA.

static viper
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Today in the ring!!!!

plush yew
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compute cost of compress/decompress vs the bandwidth cost of reading/writing out uncompressed

cloud cobalt
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The decision on PNG vs TGA is mostly about disk space use vs VCS compression performance vs CPU time

livid haven
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Yep.

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And for most devs (that ever managed to ship anything at all), disk space is hardly a concern.

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For hobbyists working off a potato and can't afford a 2 digit sum for a hard drive... ๐Ÿคท That's not exactly the basis for an industry standard or convention.

polar hawk
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TGA

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hell, in some instances you can diff a tga

cloud cobalt
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Perforce does optional compression for syncing, so TGA & PNG would perform the same

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Well, 0 to 50% worse

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Depending on the compression quality

livid haven
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It's Perforce. It'll fuck it up somehow.

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๐Ÿ˜ƒ

cloud cobalt
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Probably, but still

livid haven
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Perforce: "What if we just... I don't know... invasively modified your text file's line endings?"

polar hawk
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to be fair that is a server setting

cloud cobalt
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Git defaults to exactly that ^

polar hawk
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and git is no better

livid haven
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Motherfucker, what? I asked you to track versions here, not change my gods damned version.

cloud cobalt
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By the way, Steam's compression is slightly better than UE4's package compression, for example, despite not having any knowledge of the internal data structure.

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That's pretty wild

livid haven
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Yeah, but... I hate Git too.

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So, everyone sucks.

polar hawk
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almost everything in perforce is a server setting

ember patio
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just have a dropbox shared with everyone, that'll keep you all in sync ๐Ÿ‘€

cloud cobalt
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๐Ÿ˜ฑ

polar hawk
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deletes project

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good news everyone

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I sync-wiped everyone

cloud cobalt
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Git is incredible and pretty much unparalled for code, still catastrophically bad for assets

lofty solstice
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Oh wow I didn't expect to start a lengthy debate

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As a vfx artist tga is awesome because you can store information in the alpha channel which is not so great in png

cloud cobalt
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You must be new here

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๐Ÿ˜›

lofty solstice
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Also png has an issue with bleeding to white around the edges of your textures like leaves

plush yew
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thanks photoshop

lofty solstice
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Yea

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If Photoshop allowed png to utilize the alpha channel and didn't remove the information on transparent pixels it might be ideal but, tga works fine in that regard

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Although admittedly, EXR could replace tga

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Not sure why unreal doesn't support tiff (last time I checked)

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But out of the 4 studios I've worked, 3 used tga for textures

turbid plover
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all i really want from 4.21

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is 4.20 to not crash every 30 minutes

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that and built in nvidia blast plugin would be nice, since they dont support apex and apex doesnt work ๐Ÿ˜ฆ

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mostly just a working and stable version of 4.20 though ๐Ÿ˜ƒ

vale silo
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pffff, who needs Photoshop when there is GIMP 2.10.x ๐Ÿ˜’ /s

ember patio
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Who needs a Gimp, when you got paint? ๐Ÿ‘€

vale silo
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true

plush yew
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what about Krita?

cerulean coral
plush yew
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hey

cerulean coral
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Hi

plush yew
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can i ask something

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do u know why my builds always fail even tho the game works fine

grim ore
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the game builds out and you can run the .exe or it runs fine in the editor?

paper kernel
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I believe it's a build failure

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engine outputting non-working exes would be a huge issue

plush yew
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ah

paper kernel
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answer is in the log files, where the red text starts

plush yew
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it runs fine in edtior no errors

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oof

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is yellow bad

paper kernel
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kinda, tho usually not critical

plush yew
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think i found a error

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i can only paste abit

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UATHelper: Packaging (Windows (64-bit)): CookResults: Error: Couldn't save package, filename is too long: C:/Users/Tristan/Documents/Unreal Projects/Character Interaction V3/Saved/Cooked/WindowsNoEditor/CharacterInteraction/Content/Interaction/Maps/ZombieCity/Meshes/DecoExterior_01/StaticMesh/SM_NYC_Deco_Exterior01_FireHydrant01_High.uasset
PackagingResults: Error: Couldn't save package, filename is too long: C:/Users/Tristan/Documents/Unreal Projects/Character Interaction V3/Saved/Cooked/WindowsNoEditor/CharacterInteraction/Content/Interaction/Maps/ZombieCity/Meshes/DecoExterior_01/StaticMesh/SM_NYC_Deco_Exterior01_FireHydrant01_High.uasset
UATHelper: Packaging (Windows (64-bit)): LogCook: Error: Couldn't save package, filename is too long :C:/Users/Tristan/Documents/Unreal Projects/Character Interaction V3/Saved/Cooked/WindowsNoEditor/CharacterInteraction/Content/Interaction/Maps/ZombieCity/Meshes/DecoExterior_01/StaticMesh/SM_NYC_Deco_Exterior01_FireHydrant01_High.uasset
UATHelper: Packaging (Windows (64-bit)): CookResults: Error: Couldn't save package, filename is too long: C:/Users/Tristan/Documents/Unreal Projects/Character Interaction V3/Saved/Cooked/WindowsNoEditor/CharacterInteraction/Content/Interaction/Maps/ZombieCity/Meshes/DecoExterior_01/Materials/M_NYC_Deco_Exterior_FireHydrant_01.uasset
PackagingResults: Error: Couldn't save package, filename is too long :C:/Users/Tristan/Documents/Unreal Projects/Character Interaction V3/Saved/Cooked/WindowsNoEditor/CharacterInteraction/Content/Interaction/Maps/ZombieCity/Meshes/DecoExterior_01/StaticMesh/SM_NYC_Deco_Exterior01_FireHydrant01_High.uasset
UATHelper: Packaging (Windows (64-bit)): LogCook: Error: Couldn't save package, filename is too

paper kernel
#

filename is too long

plush yew
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rip

paper kernel
#

engine has limit on path name, you need to move it closer to drive root

dark depot
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^ always nice to save it right at C:/ or are close as you can

paper kernel
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and those are really long file names

dark depot
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also that haha

paper kernel
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like ZombieCity could be ZC

plush yew
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ah ok

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i will fix that ty tho

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cause i buyed this kit from the market and wanted to edit it and start off cause im new to unreal

paper kernel
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you can safely rename the folders inside the editor

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to something shorter

plush yew
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okay

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ill just do zc

dark depot
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i like to keep a Projects folder in the root folder

plush yew
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what you mean?

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sorry just new to this

dark depot
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like C:/Projects/CurrentProject

plush yew
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i got the hang of blueprints tho

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ah

dark depot
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lot shorter path then Users/documents/blahblahblah

paper kernel
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C:/Users/Tristan/Documents/Unreal Projects/ could be just C:/UProjects/

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saves you plenty in path length

plush yew
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yes

paper kernel
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it's a real silly non-issue, but gotta live with it

plush yew
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ill do dat then

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i got a new error

dark depot
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its a hard windows limit

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by default

plush yew
dark depot
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do you have a second copy of your project open

plush yew
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nope

paper kernel
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is it open while you're trying to move it?

plush yew
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oh lmao

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wait lemem see

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na it aint

paper kernel
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hm

plush yew
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wait i think it worked

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its named zc now

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ill try build now

paper kernel
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either way, lesson learned

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keep your file and folder names short

plush yew
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yes will do

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anyone wanna see my intro for the game i dunno if its good i just made a test

paper kernel
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#work-in-progress for showing off stuff

plush yew
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okay ty

plush yew
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now i jsut get saving errors

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on all my assets

wicked igloo
#

Is there a hotkey or setting to turn on/off tooltips while hovering over a blueprint?

plush yew
#

with article 13 are fan games illegal or still in the grey area?

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I cant find anything on it

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by fan games I mean "fan" games

ember patio
inner socket
#

Hi! How can I remove a widget on screen from the Event begin play in a Level blueprint?

devout sun
#

Is it normal to hate Unreal?

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Damn, everything I try ends up in more problems

plush yew
devout sun
#

195 imported, all useless

inner socket
#

Hi! How can I remove a widget on screen from the Event begin play in a Level blueprint? pls I need help

plush yew
#

Thats what happens with every engine

young dagger
#

i can't even sign in to unreal engine so yes i think it's perfectly normal

plush yew
#

You learn what to do correctly and do it

#

some things are easier or more frustrating in other engines

devout sun
#

is there a way to not end up with 195 useless models?

plush yew
#

Blender to Unity is perfectly smooth

#

blender to UE4 is more like "fuck you"

young dagger
#

is anyone having a problem that when they sign in they get redirected to the sign up page and when they sign up they get redirected to sign in

plush yew
#

Reinstaill

devout sun
#

Ugh, Blender is annoying as heck to start modelling and building ambients, Unreal is so easier

young dagger
#

I'm on the website

#

Not on the launcher

plush yew
#

ah

young dagger
#

Wait unreal engine is in the epic game launcher gizmo right?

plush yew
#

yea

devout sun
#

Yeah

#

Almost moving out to XPS.

#

Even though its .mesh files are annoying too

plush yew
#

But yea, it took me days of frustration to learn how to import blender assets into UE4 successfully . There are so many things like texture painting and skeletons dont add up

#

google long enough and the answers are there

#

Not everyone has a fast pc to just brute force trial and error

young dagger
#

ill just use a different engine until the thing works i guess

devout sun
#

I importe FBX, the only format UE4 reads

plush yew
#

Yea, you need gently sing a ryhme to blender and then cuddle it neatly into a cozy bed to make it work

#

what are you trying to export?

devout sun
#

At least I learned how to import textures now

plush yew
#

whats the problem btw?

#

it wont import at all?

devout sun
#

Imports, but gives a lot of errors and small items

plush yew
#

Alright

devout sun
#

degenerate polygons

plush yew
#

first you want to make sure you unwrap it all

#

Second is the export settings

dark depot
#

it means you have two verts on top of each other

#

clean your mesh up

devout sun
#

and now the engine locked up

#

Still haven't solved the annoying bloom issue

dark depot
#

turn off bloom if you dont like it

devout sun
#

UE4 just crashed and exited

#

tried using options, but nothing

plush yew
#

Did you make it all one mesh?

#

or export it as it is?

devout sun
#

I downloaded the model on the site

plush yew
#

alright, go in

devout sun
#

I'm trying a architecture project

plush yew
#

its a pretty unoptimized model to begin with

#

gimme a sec

#

trying if it works

#

cause your importing all these things sepertate

#

if you dont have a great PC, no wonder it crashes

devout sun
#

All at teh same time

plush yew
#

Now gimme a sec

devout sun
#

It didn't crash, just gave the degenerate polygon error

plush yew
#

and ill tell you how to fix the errors

young dagger
dark depot
#

looks like its a terrible model and its saying it has degenerate polygons open it in blender and do a weld to combine them. or import and there is a setting to remove degenerates

plush yew
#

it is quite a shit model

#

But gimme a sec

devout sun
#

It seems to be a full scene

plush yew
#

oof

#

holy shit just realized there is a interior

dark depot
#

looks like it. you can uncheck the merge mesh button on import and selecting the transform vertex to absolute that will make them import as single models depending on how this person set it up and it will give them an ok pivot

#

but you most likly are going to need to open blender/whatever yuo use if you don't want the whole scene to fix issues this model has and do things like give them a material slot/uv which this looks like it doessnt have

#

and none of this is an engine thing its a crappy model thing

plush yew
#

Object mode, ctrl a , ctrl j .Then edit mode ctrl + a , u and then smart unwrap

devout sun
#

Ugh

#

it's ok, guys. Thanks for the help.

plush yew
#

I myself dont seem to be able to get it working

devout sun
#

Another thing, how do I disable Bloom?(even though I disabled it in options)

plush yew
#

find the post process volume

#

and click the eye icon

dark depot
#

in project settings or in a post process volume

plush yew
#

and If I may ask why are you using UE4?

#

easier to render in blender

devout sun
#

The thing is that, I don't know too much of Blender

dark depot
#

then use something else

plush yew
#

You would still need to texture it all and all in Blender

devout sun
#

I'll be using 3DS

#

they are very different, 3DS has the same workflow as UE4

plush yew
#

render it in 3DS

#

if 3ds doesnt have a great render, texture the model and then cycles render it in blender

devout sun
#

Unreal is more precise in case of measurements

dark depot
#

i use both 3dsMax and blender. they both can measure fine haha just use whatever

devout sun
plush yew
#

invert normals on the bottom part of the couch?

devout sun
#

I didn't put the legs

plush yew
#

that looks to me like broken shading on the couch?

devout sun
#

I started learning the engine last week

plush yew
#

Go to 3ds max

#

select those broken shaded places

#

and "in the modifiers panel select Normal, then in the parameters roll out, make sure Flip Normals box is ticked."

dark depot
#

those are not inverted normals

devout sun
#

The model itself was broken

dark depot
#

its just a crappy uv and no smoothing

devout sun
#

I downloaded from the same site

plush yew
#

Same thing

#

as the previous one

#

unwrap it

#

UE4 will create a lightmap

dark depot
#

maybe dont use that site haha

plush yew
#

Its a minor issue to fix

devout sun
#

Would be a lot easier if I could have access to DAZ

plush yew
#

in blender import it. click from object mode to edit, ctrl+a , u , click on unwrap

#

or smart unwrap

#

Daz and importing shit is a bitch from my expiernce

#

might have changed

#

but assembling a scene, then lighting , it hurts

devout sun
#

Oh yay, Hexagon is free for Daz users

plush yew
#

Hexagon was pretty cool, but blender and the others have all the fancy addons

devout sun
#

One thing that made me get UE4 for rendering is Ansel

plush yew
#

Why?

devout sun
#

360

#

I don't know any other program with Ansel support, not even XPS.

plush yew
#

instead of fancy rendering in 3dsmax or blender allowing for extremely realistic images easy

#

um

#

blender is slightly more tricky

devout sun
#

Blender is a lot trickier

plush yew
#

video on 360* video in 360* video

#

4 minutes of setting stuff

#

and if you know 3dsmax use 3dsmax

devout sun
#

And tricky to achieve that result

#

due to it's out of standard interface

plush yew
#

use 3dsmax?

devout sun
#

It's much better, even though I don't have it available now

#

i'll see what I can do, thanks

dusk mulch
#

hi

#

i just posted a problem that i have in support

#

can someone try to help me?

#

thanks

rustic panther
#

what's Fortnite's tick rate these days?

#

is it still 30Hz?

devout sun
#

60hz?

rustic panther
#

apparently they were saying 30Hz after 4.2 but it didn't get there?

south ridge
#

Are you picking out a tickrate for your project?

rustic panther
#

nah, I was just curious

south ridge
#

Ah. I dunno what's the value then. But both 30-ish and 60-ish are super common tickrates

rustic panther
#

I can't seem to find any info about it since 4.2

grim sinew
#

4.2 and 4.20 are not the same thing btw

#

4.2 is like... 4 years ago

plush yew
#

what is 4.20 then

manic pawn
#

18 versions newer than 4.2

plush yew
#

never noticed the difference

plush yew
#

Is UT's AI really "legendary" like the install page claims?

grim sinew
#

Well back in the day they had some of the better AI, mostly because of a lot of hard work manually pathing them

#

But not sure how it holds up today really, especially when compared to games that focus on strong AI like stealth games

rapid prism
#

So I'm trying to link my UE account to Github but it isn't inviting me to the org.
o.o
any ideas?
I get emails for linking/unlinking but no invites
and I've checked spam and tried multiple browsers etc

#

I've dabbled a bit in game design with unity

#

and I did a class on ue a loooong time ago

#

but decided to come here because from what I understand graphics are hella better

#

and from what I remember

#

and from what i see lol

midnight spoke
#

is there some way to edit settings outside of an unreal game?

midnight spoke
#

why is nobody talking :<

plush yew
#

good server name

onyx lily
#

Hey everyone Im new here.
I was hoping someone could help me find a solution to my problem. I'm making some materials in Substance Painter and bringing them into my scene for a project that im doing.

My question is if there is a way to control the color of my material that i made in painter but change it to what i want in Unreal?

Btw im sorry if i posted my question in the wrong place

ember patio
#

there's always a way......... I don't know it tho ๐Ÿ‘€

frank wolf
#

Hai everyone ๐Ÿ˜ƒ

warm tree
#

@onyx lily Have you activated the Substance Plugin in UE?

uncut whale
#

@onyx lily you should be able to control the colour of substance materials if you use the substance plugin and import the substance file. Depends on the material though.

If you're importing textures made in sp and creating a material with them then you'd need another approach. I have used alpha masking to control the colour of specific parts of a texture

wary wave
#

morning folks - anyone know if the actor sequence editor has advanced since 4.16?

latent moth
#

anyone know what I am missing?

plush yew
#

Anyone can answer if epic has released the anim bp files for their paragon assets? ๐Ÿค

#

I seem to have lost the files when i recreated the anim systems.. darn

wary wave
#

@languid kindle - I might assume you have another UI of some description (e.g. your HUD or similar) already blocking

latent moth
#

I made it work with a widget interaction component

#

is that needed for this use case?

wary wave
#

it's the correct widget type to use, but if you have any other UI on the screen (e.g. a HUD), then it will block input to those components

latent moth
#

i see, can zorder be used to solve this?

wary wave
#

I'm not sure - I think z-order only works for a given widget, but I may be wrong

#

generally speaking when I've done these kinds of things, I've avoided using full screen widgets

#

I've seen answers for this problem on Answerhub though, I believe

latent moth
wary wave
#

so you might find something with some digging

#

yeah, that definitely makes me think something is blocking

latent moth
#

hum

wary wave
#

I couldn't say for sure though, it's your game, hehe

latent moth
#

yes I do have HUDs ๐Ÿ˜ƒ

#

they are invisible and get activated when needed so you hit a spot ๐Ÿ˜ƒ

wary wave
#

do some googling around HUD blocking interactable widget, you should find something

latent moth
#

ok! thank you

wary wave
#

no problem

plush yew
#

Anyone knows something about my question ๐Ÿค”

latent moth
#

@wary wave unfortunately none of the solutions work. Tried: ZOrder & setting DISABLE DEPTH TEST on material

#

if you have anything else on top of your mind is welcome

#

sorry @plush yew don't know

wary wave
#

when I use world space widgets, my HUD doesn't overlap the entire screen, I just use individual placed widgets

#

you may need to rethink your HUD - or otherwise remove / readd it when you're using the map

plush yew
#

@latent moth it's fine, i was hoping someone will say something who knows wether epic released it. But it seems they only released additional characters instead of the anim nodes and the complete anim blueprints

latent moth
#

thank you ambershee

open merlin
#

explorer.exe

cloud cobalt
#

?

languid shard
#

Stranger.exe

silver crown
#

Antoine.exe

cloud cobalt
#

am I doing this right

paper kernel
#

you gotta add yeet somewhere in there

languid shard
#

@paper kernel done

#

still stuck with this goddamn ARCore stuff not working ๐Ÿ˜ฆ

broken stream
#

good day guys, i have been looking all over the web about this weapon clipping at walls and there is nothing, only telling to make the capsule bigger for collision but then you can not walk true any doors. any one can help me ?

static viper
#

what issue?

#

clipping walls?

#

what

broken stream
#

yes weapon clipping at the wall

#

true the wall

languid shard
#

through ?

static viper
#

there are 2 solutions

#

one that i am using

#

first you should look at crysis 2

broken stream
#

yes sorry through'

static viper
#

and then cs go

#

cs go uses a method of stereo rendering

languid shard
#

environment aware FPS models, or overlaying viewmodels

static viper
#

where the weapon is in a seperate channel

#

and crysis 2 uses the proper method where the hero just turns the gun away the close he gets to the wall

#

obviously version 2 is best

#

bc why would you go into contact with a wall and shoot

#

like

#

right inside it...

#

that is very weird

wary wave
#

use panini projection

broken stream
#

so how will i make somthing like that seperat channel

wary wave
#

it's a vertex shader technique that can be used on a small mesh to ensure it lines up with camera settings (not the post process technique of the same name)

#

there is a tutorial / example somewhere on the forums, easily googleable

static viper
#

the easier solution it is XD

#

comes with a price...

broken stream
#

lol

#

hmm..well it was a loot of information but realy still stuck

#

so the best way is wat `?

static viper
#

did you google panini thing yet?

broken stream
#

yes i did also the seperat cahnnel

#

so the panini is the best way

#

let me see more about it

static viper
#

i would say no.

broken stream
#

yes

static viper
#

you should really try this out

#

and find if you like it

broken stream
#

the panini

#

i was hoping to have that the wapon stop at the wall or move away

static viper
#

that is the best method

#

crysis 2

#

but that will have you make animations etc

#

and code

broken stream
#

i did make a box collition on my weapon bp

static viper
#

that will not achieve anything

#

you will need distance

broken stream
#

i know nothing is hapening

static viper
#

do a distance trace

#

and then clamp that

#

and convert into a lerp

#

and that lerp is attached to your switch

broken stream
#

switch as the weapon

static viper
#

how ever you want todo it

#

i prefer the method where the player just drops the weapon

#

and it reappears when the blockage is solved

broken stream
#

do you have any picture of a BP you can show me ?

static viper
#

i have but that would go to far XD

#

it isnt an easy system

#

but also not hard

#

its like, if you know what traces do and how you got to change the weapon

#

then you can do it

broken stream
#

๐Ÿ˜ฐ

#

ok, i will have to try to google it

frank plume
#

Can somebody tell me that when is the next jam

grim ore
#

yes I am sure someone can

frank plume
#

Can anyone help me in the game jam

plush yew
#

no

grim ore
broken stream
#

so i got this almost to work

#

but when i change it to FP it wont let me play the animation that i have set up

oak tulip
#

Is rtx available in ue4?

safe rose
#

Yes/no

#

yes it's been available for months, but publicly, no.

tall pendant
#

public = 4.22

safe rose
#

rtx and dxr is different

#

well

#

Depends on what he wants

#

If it's RTX, then he has to wait for Nvidia plugin

#

If it's DXR, then yeah, it'll be in 4.22

#

Unless they plan on just merging both. Which could happen. But last I heard, Nvidia was doing something different.

fossil ore
#

What is DXR.?

tall pendant
#

DirectX Raytracing

fossil ore
#

Ok

icy bone
#

DXR will prolly be supported by RTX anyway

unreal spoke
#

Which channel to ask about the exporting of an skeletal mesh with LODs from maya and the importing in UE4? I've already checked the docs but something is not working...

static viper
#

animation

unreal spoke
#

Thanks

karmic sleet
#

Hello there! I'm new to UE4, looking to create a procedural infinite map generation targeted for Android with Multiplayer capabilities. As a cs student we've only used Java at my university so far, I'd like to know if it is possible to create such thing within the UE4 engine. This is more of a hobby project after all, learning C++ is also something I'm looking for.

tall pendant
#

rtx builds on top of dxr. basically like a extension to dxr

plush yew
#

anything is possible ๐Ÿ˜ƒ

#

but @karmic sleet that is a lot of project scope

#

How big is the unreal tournament source build? I had 57gb/120gb of my ssd clear but it wasn't enough

#

UE4 engine source is 61GB for me and I'm sure I excluded a bunch of stuff that is normally in there

#

Oof

#

I'll have to get an HDD for raid

#

thanks

plush yew
#

need some help again rip

#

i got these asset packs i put it in my project and they just have mpty folders and it wont import

wary wave
#

I'm going to guess said asset pack wasn't obtained legitimately, judging by that file path

plush yew
#

every asset is just not there but in the files it is

#

well i got it form my friend

#

dunno if he paid for it

wary wave
#

so in other words, no

plush yew
#

yup

#

yeh but do u know hwo to fix it tho it works sometimes

sonic pagoda
#

does anyone have any Garbage Collection tips for mobile? or can point me in the right direction

frank escarp
#

@sonic pagoda its the same every time

#

avoid uobjects

#

and specially pool actors

#

pool everything you possible can that is created/destroyed commonly

sonic pagoda
#

so enemies

#

definitely need to be pooled right

frank escarp
#

definitely

#

but enemies are hard to pool

#

you need to reset them to factory defaults and all that crap

sonic pagoda
#

lifts up hand from back of classroom, i can do it

frank escarp
#

for example, in DWVR i pool bullets and fx, but i dont pool enemies

#

too much effort

sonic pagoda
#

whats DWVR?

#

yea im pooling the bullets already, not the fx though, im not quite sure how to do that

#

and what about sound for that matter?

frank escarp
#

no issue

sonic pagoda
#

oh i just saw your game on steam

#

congrats!

#

i dont have a VR headset tho

#

is it playable non-vr?

frank escarp
#

no

sonic pagoda
#

man ive never had any of these issues on pc/mac... but its getting to the point in the game where everything looks like its running fine but collision just fails to happen, and im guessing its because dead enemies are taking up memory or something

safe rose
#

Mobile Dev is hard ๐Ÿ˜‰

#

Working on prototypes for Oculus Go and Vive Focus as I type this while waiting for a Perforce branch to download

frank escarp
#

the worst of mobile dev

#

is the fucking tools

#

wich are garbage

#

on the ps4 you get god tier debuggers

#

on the pc you get all your debuggers too, tho not as good

#

on mobile you get...

safe rose
#

What debuggers are bad?

#

Haven't run into any issues really

#

Although I think Renderdoc could use some love for Go

frank escarp
#

also hard to grab the logs

#

and low remote control stuff

#

in ps4 you can remote control it, but you cant on mobiles

sonic pagoda
#

im using unreal frontend to just look at bottle necks, console command startfile, stopfile...

frank escarp
#

holy spikes

#

btw make sure to upgrade to latest unreal

#

tons of fortnite improvements for mobile lately

safe rose
#

95% of the time, your bottleneck on mobile is just drawcalls ๐Ÿ˜ƒ

sonic pagoda
#

im on 4.20

frank escarp
#

yup

#

its amazing how crap drawcalls are on mobile

safe rose
#

Other than that, poorly written code

sonic pagoda
#

never

#

lol

frank escarp
#

in mobile vr, also fill rate

#

but still, fukin drawcalls

#

vr being a instant x2 and vr being first person, wich means free lookk

#

cant go isometric on that XD

safe rose
#

Well, I have my drawcalls on a pretty big screen down to 62, can run 72FPS on Go

sonic pagoda
#

my game has no issues, it runs fine, looks great, but after some time like 15 seconds for example, after killing a couple of enemies, collisions will just fail

#

so im assuming GC

safe rose
#

But I was looking at Unity's Batch thing

frank escarp
#

nicee

#

yeah man unreal doesnt do that

sonic pagoda
#

with the spikes happening at around those times

safe rose
#

They have a better way to batch drawcalls

frank escarp
#

the unity bathcing is that they merge meshes at runtime

safe rose
#

Well, batch stuff in general

frank escarp
#

if they have the same material

#

in unreal you have to do that statically

safe rose
#

Yeah, but it's better because they will properly atlas

frank escarp
#

bake down with actor merger

safe rose
#

Yeah, but if they don't, you're SOL

#

Someone else on here had the same issues I saw.

sonic pagoda
#

so if minimum gc cluster size is set by default to 5

#

its only going to release that actor's memory back once i have 5 objects to destroy?

#

just trying to see if theres anything here that will help me on mobile

#

theres not much documentation on this subject unfortunately

frank escarp
#

woah no

#

do NOT TOUCH THAT

#

thats dangerous and complicated settings

#

btw, gc cluster size is becouse it can merge uobjects that are "togther" into one cluster

#

for example, think all the ubojects of all the components and stuff all from the same parent actor

sonic pagoda
#

ah okay

#

i am going to touch those settings

#

cause im an outlaw

#

im gonna try unckechking allow parallel, idk maybe on a mobile processor it might do something

#

if i tell you it improved performance would you believe me, there was an initial hitch when firing the uzi, and now its gone after unchecking that

#

or not, now i need to uncheck it to see if it was something else ๐Ÿ˜‚

#

im just desperate at this point. the game runs at 60fps on mobile, and all of a sudden, collisions just stop working... but the game remains at 60fps.. and then after a while, they come back

#

its like a major WTF

#

guess who isnt releasing a halloween game on halloween

lunar palm
#

UE4 keeps crashing for some reason everytime I import any mesh and double click on it after importing. This shows up everytime - anyone know what the issue is?

cinder basin
#

what kind of mesh/where are you importing from

lunar palm
#

Maybe the mesh is too large or something?

lunar palm
#

@cinder basin UE4 even crashes when I delete it and re-open it without importing the mesh it seems

grim ore
#

The file opens fine here in 4.21p4, paint3d, and unity.

lunar palm
#

That's so frustrating haha

#

Could you try opening the mesh in UE4?

#

See if it crashes? @grim ore

grim ore
#

I did

#

4.21 preview 4

lunar palm
#

That is very weird lol

grim ore
#

it might be one of your import settings

lunar palm
#

Maybe, but the thing is

#

I just deleted the mesh in my UE4 project

#

re-opened it, tried to open a whole other material

#

and the entire thing just crashed on me

grim ore
#

yeah it must be your project or PC. imported it into 4.20.3 and no issues, even used the reset to default button on the importer

plush yew
#

it wont work that well

grim ore
#

Is that the default model for that example or one you imported and are using?

#

my guess would be missing or extra bones in the skeleton

plush yew
#

well i dunno i looked at this video

#

it works but my model now is funny

grim ore
#

You have to know if that is the model for that example or not

#

it sounds like your retarget did not target the correct bones then

plush yew
#

rip

#

can u take alook at my bones?

#

if i send a pic

grim ore
#

I am not an artist so I wouldn't be able to help very well that's why I am just guessing from the looks

plush yew
grim ore
plush yew
#

okay

#

ty

lunar palm
#

@grim ore So it's just my project then. It's weird though because it's a completely new third person project, not sure what I did wrong - anyway, thanks! I have one more concern though - when you import my obj do you have the auto generated UVs option checked on? And if so, could you change the lightmap coordinate index(s) to 1 and see if the lighting fixes? My light bleeds for my mesh and I can't fix it even if I change the coordinate index to 1, it keeps the same UVs I have when I import my mesh rather than switching to the ones UE generated for me.

grim ore
#

sure let me test that, and mine is a fresh tpp as well

#

the Generate Lightmap UV's option?

#

ok using the lightmap in UV0 it definitely does not have good self lighting, the back of the monitor is funky

#

having UE4 generate the lightmap uv as well does not seem to make them any better, it might be the source model

#

you can see it's not very different, I think the source mesh needs help

lunar palm
#

I'll try planar projecting some of the faces in Maya

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By source mesh, do you mean the mesh itself or just the UVs in whatever program I modeled it in? @grim ore

grim ore
#

the mesh itself, the UV's are being generated with alot of hard lines along the faces that don't seem like they need to be there

#

I mean I could be wrong but the sides seem like they should be 1 flat surface but your UV makes them seem like they have multiple edges/faces

lunar palm
#

I'm guessing edges like these are causing the issue? Though when I get rid of them, it seems to have the same light bleed issues @grim ore

plush yew
#

why unrael go so slow when im copying blueprints in to otehr skelteons? it just gos under 10 fps for awhile

lunar palm
#

Apologies for tagging you so much haha

grim ore
#

yeah the left sides seem like they are not a single face like you would expect due to the cutting you did for the front

#

you might get some better help in #graphics since people are way better at art than me in there

lunar palm
#

Okay, will do. Thank you!

onyx lily
#

@warm tree yes i do but i think i set it up wrong bc I had already textured my assets first then brought them into UE4.

@uncut whale i think thats what im looking for an alpha mask to control the color of the material i just couldnt remember the name of it. Id rather just make the roughness/metallic/and normal in painter then choose the color in Ue4

wispy comet
#

hey guys?

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i need to ping the epic staff

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or get in touch with them somehow

grim ore
#

not a large chance they are in here right now, might need to use the normal methods from the website

plush yew
grim ore
#

It appears you did not make a get in car blueprint if it does not work

plush yew
#

ye

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well i made it but

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i think i put it on wrong player model lmfao

#

Does anyone know where I should start looking for information about developing a "fog of war" system, similar to "Dota ?"

formal niche
#

Hi!

#

Quick question:

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Wait, lemme figure out how to phrase this

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Do I have to use UE4's set editor or whatever to make the actual environment for my game, or could I use a 3D modelling program (ex. Blender) to model the environment, and then import that in?

safe rose
#

@formal niche Yes, you can use a DCC like Blender to make your environment and it's highly preferred way

formal niche
#

Gotcha

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Thanks

plush yew
#

hey @safe rose do u know anthing about unreal not showing my project files in content

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anyone have any idea how they would of pulled this off?

safe rose
#

@plush yew Aren't you the one with the pirated Marketplace assets?

plush yew
#

well i got it from friend so does it count

safe rose
#

๐Ÿค”

plush yew
#

i dunno cause i found this bug

safe rose
#

Did he pirate them?

plush yew
#

i take them out the folder it works

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i put the hole folder in the project

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nothin showsi n the folders

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but when they get taken out they work

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its like unreal wont let me use folders form it

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i have not asked him

grim ore
#

If you import them in the correct version of UE4 using the marketplace vault they should work fine, if you can't do that then you will have to get support from where you got them from.

plush yew
#

@plush yew doesnt count as piracy aslong as they arent using the asset themselves and you have his receipt for proof other than that you can get in a bit of trouble for it

#

oh okay

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well @grim ore

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its weird u know why

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when the folder is in the project it shows no assets but when i move the assets adn take them out that folder it works

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and shows my buidlings and all

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it would not show in the main folder it made

slender veldt
#

Hi folks, I have a c++ project which I created a bunch of base classes in and then used those to create BPs. I found out I need to change my project name and I'm having a problem where the BPs are broken saying they can't find the old class name (/script/MyOldGameName). I tried adding class redirect in the INI, but it doesn't seem to help.

I read I could just go re-parent them, but when I look at the parent class list in the BP, all my C++ dont show up there. If I create a new BP, or open another regular BP, the C++ class show up in the parent list....

What am I doing wrong?

silver crown
#

Welcome to BP hell

fringe pivot
#

Trying to figure the process to create an NPC, I worked a bit with Unity, there I just added a script to the model, here is different I think.
Should I create a C++ Actor class, and then I add the FBX as component of that class, does that make sense?

plush yew
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yea

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create a uskeletalmesh component

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and set it in the blueprint

fringe pivot
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great, thank you

grim ore
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Have you checked out the ue4 for unity users series on the learn site ? I doubt it covers c++ but might help on some of the similarities

still ridge
#

what's up

fringe pivot
#

@grim ore yes, actually they create an actor the way I mentioned using some primitive shape.
Still, sometimes docs show you how to do something the easier/faster way, and not the one you would choose when you take it more seriously.

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That's why I asked

plush yew
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If I wanted some generic health system for players and NPCs would it make sense to create a health actorcomponent?

shell kettle
#

Hi there. So I'm 3D modeling my first object, and was wondering if I should add detail in the geometry, or use bump maps (or some other method?). I'm inexperienced in this and would love to know which method affects the gameplay less in terms of performance. Any suggestions?

plush yew
worn granite
plush yew
#

do people who make these ever get hired? ๐Ÿค” Assuming the BPs work.

dark depot
#

i would imagine if they do they dont show those ones

finite sleet
#

Every programmer, designer, and artist has a lot of shit. It is the good stuff that we show to people.

dim arch
#

anyone know if the impostor baker works with 4.20/4.21?

fickle topaz
#

Anyone on

unreal spoke
#

How to export lods from blender to ue4?

sudden agate
#

You can Export the LODs separately. UE provides functionality to import different LODs in the StaticMesh Editor

unreal spoke
#

sorry, I forgot to say that I'm talking about skeletal meshes LODs

cinder iron
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@plush yew there is an example on the sample content.

scarlet echo
wary wave
#

I wouldn't count on much of a ripple effect; Epic has offices in numerous locations, but they've had little impact on the industry in those locations as a whole

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also, the office might just be Fortnite support kinda stuff

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seems to be the case if the founder isn't someone with a recent development background

grim flower
#

Hi everyone!
My studio have developed several different types of blueprint systems/templates to base our project on and I was wondering if anyone know how to create custom Starter Content packs? Thinking it would be very beneficial to just add a pack with for instance our VR template finished set up instead of migrating it from a different project. Anyone know how to do this, or if it's even possible?

lime cobalt
#

Also, would anyone know if it's possible to generate unreal assets via scripting ?

scarlet echo
#

@wary wave Honestly even if that were the case, having more boots on the ground at local conventions, etc is always good for my wallet as going to GDC, E3, etc is pretty hard on GameDevs coming from Australia

lime cobalt
#

also yeah, GDC is expensive af

scarlet echo
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Especially if they add a small UE4 support team to said studio location

lime cobalt
fierce tulip
#

fookin hell, ue4 decides to move the import menu off-screen, as in, not on any of my 4 monitors so I cant grab it, nor does cascading windows works

#

its so 1998 that there isnt an option to make sure it opens on a specific monitor

lime cobalt
#

also when I'm looking at the python official integration, a lot of the c++ code is grayed out by a #if WITH_PYTHON precompiler conditional

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in python.build.cs it seems that this conditional is set to true if the python plugin is correctly installed or something

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but a lot of the cpp code in the plugin is still grayed out, so i'm not too sure if everything is set correctly or what to do if not

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but typing commands in the console works, so the plugin is compiled, guess the WITH_PYTHON graying out the code isn't an issue

plush yew
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It's grayed out

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bc it's not defined

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the precompiler will parse and set that flag when compiled

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So your IDE basically has no idea about it

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until compilation time

lime cobalt
#

indeed yup @plush yew

plush yew
#

yes i know

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๐Ÿ˜

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@lime cobalt

lime cobalt
#

thanks to you I can confirm it's normal UE4 behavior right there

plush yew
#

@cinder iron huh?? i never mentioned anything about animating

cinder iron
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Abzu conference is about vertex animations and so on

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Any specific aspect over it?

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I saw you timeframed it

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Ill have to check out at home, my phone wont help

plush yew
#

ooooh no

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@cinder iron it was the landscape tool i timeframed

cinder iron
#

Oh, yeah I might remember that part of the talk. They didnt go much in depth. I'll have to rewatch it at home if I get a time!

rapid prism
#

so I've been trying to link my account to github but I never get the invite message... I'm posting on the forums but for now could someone clone the Pavlov repo for me?

tall pendant
#

I think you might be able to do similar stuff with HEngine

#

by sending the selected meshes to houdini and let it use those for heightfield generation

rapid prism
#

that's a no then? lol

snow sandal
#

is there a place i get get like arena assets? I'm working on a fighting game and need to make an arena

tall pendant
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The UE4 marketplace comes to mind.

snow sandal
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I have no budget

static viper
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as it is

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you can only pitch your project and maybe you get someone to help for free

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or you do the assets your self

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in hope your game is good enough to be funded.

snow sandal
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do you know of anyone that could do some modeling or to put together an arena if i pitch the game to them?

static viper
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yee i know someone specific

plush yew
#

im using "Find Look at Rotation" to have enemy AI face the player as they are running toward him. But i also am spawning enemies that run away from the player. i have the running away part working, but how do i make it so the enemy faces away from the player?

#

is there are a way to manipulate the value from "Find look at rotation" to flip it the other way?

static viper
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if they are running away

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make them face the point they run to

plush yew
#

oh

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ill try that

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@static viper is there a way to get the rotation based on forward vector? i've only been able to figure out the forward vector based on rotation, not the other way around

static viper
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you can always draw a line