#ue4-general

1 messages ยท Page 335 of 1

static viper
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and just get that forward

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you know

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forward

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forward multiplay 100

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look at

plush yew
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Hello guys

elfin jacinth
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Hey all

plush yew
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in this bp the "Sprint" doesn't work

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and it wrotes me no when I press "Left Shift"

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hmmm

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how to fix this?

snow sandal
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did you make sure your energy is over 10?

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making sure you check defaults too

plush yew
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has anyone here used crowdforge

keen pawn
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can anyone tell me if there is a perf cost to using a material with loads of BP as apposed to just a texture with a normal/base/AO etc?

unreal spoke
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Can I use already imported assets as LODs in a skeletal mesh? I cannot find the way...

plush yew
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I'm having trouble getting people to respond to my messages

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I set the defauld value to 1

wary wave
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eh

plush yew
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if I make the default value to 100 it will fix?

static viper
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your system is very bad.

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you cannot just put a delay up there and create an infinite loop

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you have todo this properly.

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like with a timer

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on shift pressed start timer by name

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on release clear that one

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that timer is a seperate function which does your energy counting.

grim ore
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^ plus if your default is 1 and you are checking for greater or equal to 10 there is no way that would work. setting the default to 100 would fix it but ^^^

plush yew
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I still can't figure it out. -.- Is there not a simple way to make an object rotate in the direction it's moving?!?!?!

static viper
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as i said

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extend the direction and use at as target point for a look at

plush yew
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so start point would be GetActorLocation

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and the target point would be that extended?

static viper
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no you will need a forward

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or the point the ai is running to

plush yew
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the ai just running away from the player, there's no set point

static viper
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where do they to

plush yew
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im gonna be late for school. sorry. thanks for trying to help anyway

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How would someone begin to know where to look to implement a fog of war system?

static viper
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begin by figuring what kind of game perspective it is

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2D or 3D

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topdown?

plush yew
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rts style top down/moba

static viper
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and?

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2D 3D?

wary wave
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I'd imagine it's 3D

plush yew
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3d!

static viper
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dota clone it is

wary wave
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3d fog of war is tricky to implement

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might be some decent articles on the topic floating around

plush yew
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I HATE MOBAs!

wary wave
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but expect to need to dive into source code

plush yew
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I just want to play around!

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Would I use post process materials?

static viper
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i imagine one way is atlas texture with ondraw event

wary wave
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a post process material is quite likely to be a part of the solution

static viper
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mhmh

plush yew
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That's rough. I have never used those.

wary wave
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the bigger problem is defining how to draw visible / non-visible areas

static viper
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postprocess in a 3D space?

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like thats gonna be very tough

wary wave
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there's no such thing as a post process in a 3d space

plush yew
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so I remove the delay

wary wave
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you'll need to draw something into a buffer, and use that to render the PP effect

static viper
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you could maybe do raymarching

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cast a massive volume above the entire world

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and then just use a mask

plush yew
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I can't send a screenshot-wtf

static viper
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would be a volume material

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not sure if you get that to be good in performance

plush yew
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now I could

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for now is this

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the value is changed to 100 of the energy variable

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this must be here to be?

static viper
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why tho?

short onyx
static viper
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think about what you want todo

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oh not you too XD

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now we have this post in 5 channels XD

short onyx
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๐Ÿคท

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Sorry not sorry

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:p

static viper
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its ok

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puny hooman.

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i will forgive you demeaning race c:

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little hoomans

paper kernel
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like, persisten FoW or just defining visibility as character moves ?

wary wave
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it's an RTS style game, so it would be persistent

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you're going to need to draw information into a buffer, then do your rendering based on that

plush yew
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One of the best parts about unreal has got to be all of the free content, it makes learning so much easier

static viper
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and asset flips

plush yew
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I want all of our assets to be custom made.

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I'm not sure what that means @wary wave

wary wave
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it means you probably want to talk to a programmer who knows something about rendering :/

short onyx
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Modular Asset?

bleak charm
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hey, can someone help me with blueprint please

static viper
plush yew
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when you search for c++ implementation and every result is bps with 10+ nodes

vale silo
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Is 4.21 release coming next week ?

grim ore
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4.21 will be coming next week or the week after or the week after or....

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๐Ÿ˜‰

bright arrow
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Ok

vale silo
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lol

grim ore
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all I can guess is we normally get 3-4 previews and we just hit 4 so soon is a good guess

static viper
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a bit weird without proof

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๐Ÿ˜

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and why did you post that here XD

plush yew
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I have all the proof really , and well it's the unreal chat i was thinking was right to post it here

static viper
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we have something on the unreal forums for this :3

plush yew
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Oh really ?

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Awesome

static viper
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and you should look into legal actions

plush yew
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Yeah i'm thinking in that too

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that's great , gonna delete the post here so

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Thanks for your help ๐Ÿ‘Œ

static viper
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i think i will file on too

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shooting a projectile in space kinda

grave nebula
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@plush yew Just make sure that you display some sort of proof. Claims like that without solid ground hurt your reputation more than a person you are accusing.

plush yew
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Yes of course , thanks for the tip guys

rocky kestrel
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Anyone figure out the replication graph yet?

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Documentation is kinda nonexistant and the stream they put out didnt help much

cunning heath
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Just got unreal engine and started game design. Got any tips?

grim ore
inland pawn
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hey guys, i've got a question, how would i go and take a program window, let's say, DOSBox for example, and get Unreal to stream that as a texture or something on a mesh?

sonic pagoda
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does anyone here have experience, or nightmares, with ragdolls on android?

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i seem to be hitting some sort of memory limit with ragdolling enemies on mobile phone, and random collision do not detect until those ragdolls are removed from the scene

sonic pagoda
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ive been able to detect that as soon as the ragdoll enemies are destroyed, collisions go back to normal... but even turning off simulation before destroying them doesnt solve it... i really want ragdolls in this mobile game

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im here researching project settings and nvidia stuff that google just does not know

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holy fucking shit

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i solved it

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disable PCM

slender veldt
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whats PCM?

silk torrent
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Is there a way I can look at the level script actor in the editor

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Like see it's values

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without going to the blueprint

cunning heath
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The first ever game i made with unreal engine was pong

slender veldt
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same ^

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i made a tetris too

clever niche
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ok i'm uber lost

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i created a gamemode in bp and in cpp, the one in bp displays the cursor and the one in cpp does not. What did i do wrong in setup

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making a twitch clip to better explain

plush yew
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is the BP one empty too? maybe the cursor is just hidden by default

clever niche
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yeah

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except the showing of the cursor in controlled by the player controller which is the same between both

plush yew
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ah

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is your player controller actually getting used in the C++ case? I recall somewhere where you have to specify which player controller class you're using with a C++ game mode

clever niche
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in both cases i;m using the same bp sub class of the cpp player controller

slender veldt
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So what is the trick to renaming a C++ project that has BPs created from those C++ class?

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I can't believe renaming a project can be so broken

clever niche
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?

grim ore
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The trick is to never rename a C++ project lol

clever niche
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i just add BP_ to the beginning

slender veldt
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@clever niche renaming the whole project

clever niche
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put on some music and go nuts

slender veldt
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@clever niche i dont think we are talking about the same thing

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@grim ore so is there really no solution? I have to re-create all my child BPs from those c++ class?

regal mulch
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@clever niche That behavior looks like different InputMode

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@slender veldt Renaming C++ Classes that are used as BP Parents is not really recommended.

slender veldt
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i didnt rename the class, just the project

regal mulch
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Project rename should not cause anything like that

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Why do you rename it though?

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The packaged ProjectName doesn't have to be the one of your Editor Project

slender veldt
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but in the log it is looking for stuff like /script/MyOldProjectName.MyC++ClassName

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because this started as just a test project, no real name

regal mulch
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Well, you seem to have activeClassRedirects on your ini then

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Check the DefaultEngine.ini

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In the Script/Engine.Engine part

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And see if you have any redirects

slender veldt
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I read that I should set up redirects like you mention, but in the project ini. Is that not true ?

regal mulch
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Well, again, Project and Class Renaming are two different things afaik

slender veldt
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No class was renamed

regal mulch
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Since you say you only renamed the project, you should only need to add an ActiveGameNameRedirect

slender veldt
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oh

regal mulch
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That's in the DefaultEngine.ini

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e.g. [/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_VehicleAdvBP",NewGameName="/Script/TimeAttack")

plush yew
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@clever niche I would put a breakpoint in your player controller just to make sure it's being called in the C++ game mode case

slender veldt
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I will try this, thank you very much @regal mulch (and thank you for network compendium too btw)

regal mulch
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no biggie. Hope it helps

clever niche
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@plush yew nope just not getting called at all

regal mulch
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Strange

plush yew
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yeah I think you'll have to do something like:

clever niche
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they do get called if i create a gamemode purly in blueprints

plush yew
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PlayerControllerClass = AYourPlayerController::StaticClass(); in your GameMode constructor

regal mulch
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The BP Child of the GameMode adding the PlayerController should be enough

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There is no need to declare it in the cpp version of the gm

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Your GameState and PlayerState classes aren't doing anything or?

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@clever niche

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Cause that's the only diff I see atm

clever niche
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nope

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they are still enpty

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and even if i take them off they still don't get called

regal mulch
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Your PC C++ Class has proper "Super::" Calls for the functions you override?

clever niche
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yep

regal mulch
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And this is not a HotReload scenario?

clever niche
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nope i'm reopening the editor each time

regal mulch
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You are also compiling with the Editor closed?

clever niche
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yep

regal mulch
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Cause it only clears the HotReloaded Binaries if you compile with the editor closed and the process being dead

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Hmpf

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Your GameState has what class as a parent?

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The AGameState or AGameStateBase?

clever niche
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ARTS_GameState_Base then AGameState

regal mulch
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Yeah that's it then I guess

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I mean "guess"

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Can you use Base

clever niche
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the gamemode is AGameModeBase

regal mulch
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Yeah, they cut these in two some while ago

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And mismatching them causes weird issues

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So either you use GameMode and GameState or GameModeBase and GameStateBase

clever niche
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ok

regal mulch
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Check if that helps

clever niche
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recompiling now

regal mulch
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My only idea right now

clever niche
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sure enough that's it

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wierd

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should i use the base classes or gm and gs

regal mulch
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Yeah, i usually always use the GameMode and GameState.
They have a lot more stuff in it, but well

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It depends

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The Base once are for very generic games

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The non-base one adds a lot of stuff for games that are more like UnrealTournament or so

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Best for you is to check the header of both

clever niche
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ok so since i want this to be online (even if just via lan) i shoulduse the children

regal mulch
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Correct then def use the non-base one

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For both

clever niche
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ok

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also the config property is not loading properly

regal mulch
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Oh, is it always 0?

clever niche
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yeah

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in this intermediate and default files they are fine but the saved version is literally empty

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like no text at all

regal mulch
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That's strange. The Saved one had info in it back when you set it up or?

clever niche
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yeah

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kind of funny

regal mulch
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Well usually you have to call "LoadConfig" but the parent should do that already

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Not quite duplicated

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The section is different

clever niche
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they are exactly the same except for the section header and the 1 extra property as far as i can see

regal mulch
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The one with your project name is the one to use iirc

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My saved one looks like this atm:

[/Script/Hoverloop.HLGameUserSettings]
FieldOfView=100.000000
CameraDistanceToDrone=800.000000
CameraHeight=250.000000
CameraAngle=-20.000000
bInvertYAxis=False
CameraRotationSensivity_Controller=5.000000
CameraRotationSensivity_Mouse=1.000000
clever niche
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so can i just delete the engine one?

regal mulch
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Yeah, it will regenerate it anyway if it needs it

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Instead of working with the default ini, try this:

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Create a Temp version of your Setting variable and the actual version, e.g.

private:

    /** Temp versions, in case the user resets their choices. */
    UPROPERTY(Transient)
        float TempFieldOfView;
    UPROPERTY(Transient)
        float TempCameraDistanceToDrone;

    /** Actual version which is saved to the config. */
    UPROPERTY(config)
        float FieldOfView;
    UPROPERTY(config)
        float CameraDistanceToDrone;

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Then override these functions:

    /************************************************************************/
    /* UGameUserSettins Interface                                           */
    /************************************************************************/

    virtual void SetToDefaults() override;
    virtual void ApplySettings(bool bCheckForCommandLineOverrides) override;
    virtual void ResetToCurrentSettings() override;
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In SetToDefaults you can simply set both temp and actual variable to the default value you want

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    FieldOfView = TempFieldOfView = 100.f;
    CameraDistanceToDrone = TempCameraDistanceToDrone = 800.f;
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In ApplySettings you set the config var to the temp var:

    FieldOfView = TempFieldOfView;
    CameraDistanceToDrone = TempCameraDistanceToDrone;
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In in reset you do the opposite

clever niche
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i think my saved just broke

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it's all good now

regal mulch
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Well the above is still quite handy

clever niche
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yeah

regal mulch
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Cause then the user can change stuff and apply it or revert it

tawdry raptor
dark depot
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because you might have a thumbnail but that doesnt mean the texture is setup correctly

zenith pewter
tawdry raptor
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@dark depot now its working

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could it have been a bug?

bitter plover
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I want to.transfer a project to my new computer but when I do via usb I get an error saying that it cannot be compiled. Try compiling from.source manually. Then in vs I get a whole load of errors. Any ideas?

plush yew
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whats the name of the thing that told the ai to use walk animations while transforming
is it blend space or somethinh

terse notch
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Guys I want to make a game like mega man 11 any tips

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It would be my first game

lean oyster
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When is 4.21 release?

plush yew
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Hello, how do backgrounds for 3d games work

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I dont know , like a forest?

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so how does that work

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so apparently you can not attach an actor to an other actor in ue4 ๐Ÿค”

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๐Ÿค” does the Set Simulate Physics detach the component from it's parent? ๐Ÿค”

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no

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its just falls to the ground

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cause it has physics simulated

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you want to look into "physics constraints"

plush yew
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It does seem to detach it

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when enabling physics

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it seem to detach the mesh from the parent scene component

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and when you disable the physics

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it's no longer attached

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so when i attach this actor to an actor

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its only the scene component that comes

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it has nothing to do with physics constrains lol

slender veldt
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@regal mulch turns out I had to add that line and this line also to get the project rename to work with my c++ parented BPs

+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/ProjectName")

Thanks again!

carmine wind
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can someone help me i added an animation to something in the widget but its starting at the last point and i want it to star from 0 but i mean when i press play it should already be at 0 and if i play itll go forward but if i press play its starting from the last point

winged crypt
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How expensive are destructible meshes in UE? For example, I want to have a few buildings with breakable windows

dawn vessel
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So every month, more content from the marketplace becomes free ?

weary basalt
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No its just a monthly thing.

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The ones that were free the previous month would return to their original pricing

grim juniper
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I think there'll just be a few each month. The first 5 listed in the blog post will only be free during November, so I'd expect December will probably only have around 5 free packs as well. It's too early to tell if they'll add any more to the permanently free list yet.

plain token
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hey can someone explain an ECS system in Unreal also can it be used in multiplayer gameplay also isn't the current replication system kinda working in the same way??
please help

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#replication

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#entitycomponentsystem

thin mantle
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Hey guys, I described a huge problem we have in our current project, over at the #graphics channel. as it is quite urgent some help would be much appropriated! Thanks! ๐Ÿ˜ƒ

fierce tulip
paper kernel
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the heck does he even want

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free stuff?

fierce tulip
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first he wanted me to basically do a 1:1 step by step lantern vfx thing, including how to make the textures, meshes, set it up in ue4, etc. (for free ofcourse)

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I have him some pointers, and now he keeps asking me to give my work away for free

paper kernel
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...to score an internship position

fierce tulip
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yup

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I dont feel like scolding him, but I dont want a tirade when I say no either

weary basalt
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Yeah i dont respond to those lol

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More trouble than they are worth

paper kernel
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by logic you shouldn't get an internship position for job you have no idea how to do

fierce tulip
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I told him that already hehe

weary basalt
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But he reaaaallly needs it man, you should do the work for him so he gets it.....

paper kernel
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or, you could ask for the job ๐Ÿค”

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there's clearly an opening there

weary basalt
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Id say its an entrance test

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Screening or whatever

fierce tulip
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im swamped as it is XD

weary basalt
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Im only joking man, no way would i do work for someone else to get a job that they cant do themselves....

fierce tulip
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I mean asking for his job :p

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oh well

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ยฏ_(ใƒ„)_/ยฏ

paper kernel
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ye I'm shrugging here too

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getting accessed none on cast success

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PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property ParentPawn". Blueprint: 0PawnMovement Function: Execute Ubergraph 0Pawn Movement Graph: EventGraph Node: Cast To PrimitiveComponent

fierce tulip
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O_o

weary basalt
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The RootComponent maybe invalid

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๐Ÿคท

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Oh its not talking about in Beginplay though.

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Or is PawnMovement your component?

paper kernel
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0PawnMovement is actor component yes

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and root component is collision capsule

weary basalt
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Weird

paper kernel
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might have broken in migration

paper kernel
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made 1:1 copy and it works

iron wadi
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is there a way to see why are there so many shaders and where are they used?

wary wave
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probably, but I'm not sure that that information would be very readable, nor necessarily useful

paper kernel
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isn't it usually a matter of "how complex" instead of how many

plush yew
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why does blender take so long when editing video clips to render them?(edited)
i open a video in blender, edit it, and when rendering, it takes almost as long as rendering renderings and not a video ๐Ÿ˜„

fierce tulip
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@fathom gale this is mainly an ue4 related discord, not a show your 3d model in progress thing, for that try the polycount or your 3d program of choice discord channel.
Worst case it should be in #work-in-progress

fathom gale
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aight chief

plush yew
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why does blender take so long when editing video clips to render them?(edited)
i open a video in blender, edit it, and when rendering, it takes almost as long as rendering renderings and not a video ๐Ÿ˜„

digital anchor
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@plush yew this is mainly an ue4 related discord, not a ask support for blender thing, for that try your 3d program of choice discord channel.
Worst case it should be in #lounge

fierce tulip
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XD

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^

fathom gale
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lol

grave nebula
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So, people are outsourcing their art tests nowdays ?

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That refined gentleman should get outsourcing-related internship position.

paper kernel
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so, marketing?

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anyone have ideas how to calculate segway-like orientation

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I guess it's just adding location interpolation to lower end

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...no that's not it

plush yew
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Does someone know this error code?

cloud cobalt
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@plush yew My German is rusty but does it say the prerequesites couldn't be installed ?

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What's your computer & Windows version like ?

plush yew
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win 10

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i have 3 other versions normaly in installed and all of them are working

cloud cobalt
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Tried restarting ?

leaden dust
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hey

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how could I get this type of art styple for my game

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If theres anything I could watch on youtube for this, I'll be grateful if you link me to it

fierce tulip
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mostly proper cell shading

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and well, proper modelling and shader/texture stuff

leaden dust
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@fierce tulip k thx

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could you link me cel shading?

fierce tulip
cloud cobalt
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Cell shading is uh, an entire art style, it's not going to be just a Youtube tutorial

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It's to game design what jazz is to music

leaden dust
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kk thx

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is overwatch cel shaded?

wary wave
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I don't think so

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it's cartoony though

cloud cobalt
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Nope

leaden dust
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how do you do cartoony without cel shaded

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I am a bit confused

cloud cobalt
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Cell is technically just a specific technique

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"Cell" shading has, well, cells of color

fierce tulip
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how do you do cartoony without cell shading? really good mesh, texture, and shader work

cloud cobalt
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"Cartoony" style isn't so much about how the pixels look than it is about the general proportions & animation style

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And of course the detailed modeling is pretty specific too

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You could say that cell-shaded games are cartoony, while not all cartoony games are cell-shaded

fierce tulip
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not to mention that "cartoony" still has dozens and dozens of substyles

cloud cobalt
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To be honest there's lots of art terms that are fairly vague

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People talk about "stylized" a lot now

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Which basically means everything but photorealistic art

fierce tulip
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hehe

cloud cobalt
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@leaden dust In any case, what you've linked first looks a lot like Breath of the Wild, if you're looking for additional references

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Which is definitely cartoony, with some cel-like filtering on top as a post process... Whether it's strictly speaking cel shaded is debatable

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The important part is nailing down what you really want, more than the terms

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You can start by browsing ArtStation for some time to narrow down what you like

terse notch
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Guys I decided to make a game by myself like fortnite any tips on modeling cause I want to make skins

fierce tulip
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start modeling!

terse notch
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It will be my first game

grim sinew
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RIP if youโ€™re trying to make a game that large for your first try

terse notch
#

What should I make

grim sinew
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Something a lot more simple

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The most simple game you can possibly imagine

terse notch
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But I want to make a big game

grim sinew
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And youโ€™ll die of old age before you do it you do it first

terse notch
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I mean I did make a game called cube shooter

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Want me to put a pic up

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I mean vid well I will when unreal loads

grim sinew
#

Fortnite took a huge team at epic what, 8 years to make? There is literally not enough time in your life to do it solo

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You need experience and you need partners

unreal spoke
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agree

terse notch
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I have no friends that make games -o-

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Why wonโ€™t unreal load!

grim sinew
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Compiling shaders at first launch

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Takes a bit

terse notch
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No I meant this would be my 2nd game

#

There itโ€™s loading

vale silo
livid haven
#

Oh, it's your 2nd game? By all means then. That totally makes up for not having millions of dollars to hire highly experienced veterans for the better part of a decade. ๐Ÿ˜‰

unreal spoke
#

@terse notch you are not trolling us, right? One single person (even with a lot of multi-disciplinar experience) cannot make Fornite in a reasonable amount of time.

terse notch
#

Iโ€™m not joking

#

Didnโ€™t 2 guys make it in 8 years

livid haven
#

Warshift is the most impressive project I've seen from I think basically one guy.

grim sinew
#

Youโ€™re kidding right?

terse notch
#

Nani

livid haven
#

Poe's Law man. I don't even.

terse notch
#

Forget it Iโ€™m gonna play some splatoon 2

worn granite
#

gotta be a poe methinks

olive yew
#

I need help

#

Is it hard to make a tv screen that shows the arena?

#

Like a big screen that shows where people are for example in soccer

elfin jacinth
#

@vale silo Which post?

paper kernel
#

@olive yew it's not super hard, but rather expensive performance-wise

low snow
#

Hi guys, do you know if i buy Substance Painter for 990$ with 12 month updates. would i still be able to use it after 12 month? i dont see it being annual

vale silo
#

@elfin jacinth the one I linked.. Unless it was already deleted..

elfin jacinth
#

I am not seeing it

vale silo
#

yeah, got deleted.. Some user with only 1 post under its belt re-posted OP

elfin jacinth
#

Ah yea, someone deleted i then - thanks for letting me know tho

fathom gale
#

lmao

thorn vector
#

hi

fierce tulip
slow python
#

Start

latent moth
#

Yes, they have a base color set. what am I supposed to use to have those lit by a spotlight?

plush yew
#

I have been working on a game for 8 years

#

near to launch The particle system is annoying keeps breaking the game

latent moth
#

@plush yew I just think I am the one doing something wrong ๐Ÿ˜ƒ Sorry for your experience

fierce tulip
#

@latent moth are they translucent?

latent moth
#

hold on

plush yew
#

oh

#

r.i.p

latent moth
#

sorry if this is basic, materials are not my thing

fierce tulip
#

no worries hehe

latent moth
#

๐Ÿ˜ƒ

fierce tulip
#

same tab as where you set it to translucent scroll down

latent moth
fierce tulip
#

"lighting mode" > set it to volumetric directional

plush yew
#

guys can i ask someone for a loading screen desgin

fierce tulip
#

per vertex is a bit cheaper, try that first

plush yew
#

i need spinning icon

fierce tulip
#

"per vertex directional"

latent moth
plush yew
#

to fit the games "feeling"

fierce tulip
#

yea see if that works

latent moth
#

checking

fierce tulip
#

you can try (TRY) disabling "apply fogging" to save a bleepload of instructions, but it might not look that well in some scenes.

plush yew
#

@latent moth can you degian a loading screen for the game

fierce tulip
#

@plush yew please dont random bother people asking them to do your work. we have #looking-for-talent for that.

plush yew
#

sorry

fierce tulip
#

read the pinned post in that channel to get started

latent moth
#

awesome it works! however they "wiggle"

fierce tulip
#

wiggle?

latent moth
#

yes, however the version without "prevertex" works fine

#

with it, they get "distorted

fierce tulip
#

dont have ue4 open so cant say. might be a bug?

latent moth
#

i don't know ๐Ÿ˜ƒ

#

i have another material with the same issue but this one is more complex... rain

fierce tulip
#

just add a comment in the material "try per vertex later, need to fix wigglywiggles"

latent moth
#

just add a comment in the material "try per vertex later, need to fix wigglywiggles"
AHAH will do ๐Ÿ˜„

#

can I fix this one too with the same way? it does not have a base color

fierce tulip
#

I tend to keep rain unlit and tweak the hue etc so it matches the scene.
much cheaper that way.
but yea, it should work

latent moth
#

it doesn't unfortunately the rain is invisible

#

yes i did the same! ๐Ÿ˜ƒ

#

with the hue

#

but still it does not get lit because it is only emissive so i don't know what the best approach is

fierce tulip
#

pff not sure about a best approach.
regular translucency, unlit, any value under 1 for emissive doesnt make it emissive, just slightly unlit

#

additive... not so sure about. it tends to add its color to the underlying layers

latent moth
#

this comes from the content pack

#

(i think)

fierce tulip
#

iunno

latent moth
#

๐Ÿ˜ƒ ok thanks

fierce tulip
#

good luck

#

good luck

fringe pivot
#

I don't know if the actor/pawn/character is not well documented or it's just I'm dumb as fuck.
Anyways, as I understand it: I should choose actor for unanimated things like a chair, pawn for living things, not sure about what is character intended for.

grim ore
#

A Pawn is an Actor that can be an "agent" within the world. Pawns can be possessed by a Controller, they are set up to easily accept input, and they can do various and sundry other player-like things. Note that a Pawn is not assumed to be humanoid.

Character

A Character is a humanoid-style Pawn. It comes with a CapsuleComponent for collision and a CharacterMovementComponent by default. It can do basic human-like movement, it can replicate movement smoothly across the network, and it has some animation-related functionality.

Actors are instances of classes that derive from the AActor class; the base class of all gameplay objects that can be placed into the world. Objects are instances of classes that inherit from the UObject class; the base class of all objects in Unreal Engine, including Actors. So, in reality, all instances in Unreal Engine are Objects; however, the term Actors is commonly used to refer to instances of classes that derive from AActor in their hierarchy, while the term Objects is used to refer to instances of classes that do not inherit from the AActor class. The majority of the classes you create will inherit from AActor at some point in their hierarchy.

In general, Actors can be thought of as whole items or entities, while Objects are more specialized parts. Actors often make use of Components, which are specialized Objects, to define certain aspects of their functionality or hold values for a collection of properties. Take a car as an example. The car as a whole is an Actor, whereas the parts of the car, like the wheels and doors, would all be Components of that Actor.```
fringe pivot
#

ok, let me change the question, let's say you want to create a chair, a bear and a human enemy npc, which class would be the most appropriate for each one?

worn granite
#

actor, pawn, character

fringe pivot
#

alright thanks, that makes sense

worn granite
#

ofc you can do character for both creatures like some do

#

0/10 would not recommend

grim ore
#

you could do an actor for all 3 but it would be silly as well ๐Ÿ˜›

#

well not silly assuming you wanted to roll your own character code for example

#

the key is Actor is the nude , the Pawn has some underoos on, and the character has some clothes on. If you need something to start off with that the class provides you should use it. The docs do explain the features that each class comes with by default.

#

but on the flipside trying to do a bear with the character might be hard due to the capsule component and other stuff it comes with by default

sudden agate
#

@fringe pivot Character is a pawn is an actor :P

#

Pawn is used for things that need to be controlled (AI or Player)

#

A Character is a "special" pawn, which comes with a Movement Component and some extra functions like crouch and jump

#

I recommend using Pawn if you know what you are doing, because there is no Movement or gravity and such

fringe pivot
#

lack of movement and gravity is a good thing?

vale silo
#

shouldn't bear and human be both characters ?

grim ore
#

If the bear won't take movement from the player then pawn might be better. No need to worry about the capsule being an issue as it would not be suited for a 4 legged bear.

vale silo
#

I see

grim ore
#

the main addition as a character is the character movement component which gives you stuff like network lag compensation on input and a working character controller setup for taking in inputs and making smooth movement.

vale silo
#

doesn't bear need movement component? (assuming bear will be an AI driven actor)

grim ore
#

you don't need the movement component to use things like the nav mesh or to just move it

vale silo
#

oh, snap

#

I am using characters for my bipedal AI :/

#

I thought I needed character movement component there

grim ore
#

I want to say back in the day it was restricted to characters but was allowed for pawns years ago.

#

but your best off using character for bipeds if needed plus if your subclassing the same base character for AI and the Player it makes it easier as well

vale silo
#

surprisingly any AI tutorial out there (the ones I watched) insisted on character and not pawn :/ Epic really needs to double down on AI training materials for UE4

grim ore
#

I would guess they are using humanoids is why? plus stuff like getting the character speed for animations perhaps?

vale silo
#

right, the latter is critical

#

how'd you get speed for N-legged AI without using character movement component ?

grim ore
#

maybe checking and storing based on last frame or other calculations. Probably the same way you get it on the CMC behind the scenes.

#

CMC just takes all that math and stuff and makes it easier for you lol ๐Ÿ˜ƒ

#

it looks like there is a velocity variable you can get on any actor as well so there we go ๐Ÿ˜ƒ

vale silo
#

aye, cool

cloud cobalt
short onyx
#

my bad

late olive
#

You know, I never figured the term โ€œWhile I was waiting for these assets to be madeโ€ said by a game dev would sound so cringeworthy

#

Tell me Iโ€™m not alone

livid haven
#

@late olive Got no context for that remark whatsoever.

late olive
#

A guy making a game and the game is basically an asset flip.

#

Itโ€™s one thing to make an asset flip, itโ€™s another to be so damn open about it.

#

Even if youโ€™re lying about it, it at least shows you have some dignity or reputation you want to protect.

livid haven
#

But who said that line? I just searched and no-one in this server said those words.

#

Nor did I see any link to anything where someone said that.

#

Far as I can tell, we have no way of knowing what it is you're even commenting about. ๐Ÿคท

potent silo
#

sorry to be a bother, but where would something about camera and spring arm collision/movement go?

worn granite
#

its the video he just linked sion

fringe pivot
#

how do I make the the pawn I just created to use some specific aicontroller?

grim ore
#

or you can use a node to set it

#

make sure if you are spawning in an AI you use the Spawn AI node and not the normal Spawn node

fringe pivot
#

@grim ore thanks, both pawn and aicontroller are C++ classes

#

I guess I should ask in cpp

loud blade
#

Hello,does anybody have advice for beginner at game dev?๐Ÿ˜€

grim ore
#

Don't start. Run away as far as possible. Bathe daily.

cloud cobalt
#

@loud blade Start small

vale silo
#

mod Quake 1 @loud blade

#

(or rather fork of Quake 1 engine - Darkplaces engine)

tall pendant
#

for q1 i'd go with quakespasm tho ๐Ÿ˜„

#

dp has a few fancy graphic features tho granted

loud blade
#

so it is better to start with quakespaskm

#

quakespasm

cloud cobalt
#

Start with basic game ideas in UE4 imho

vale silo
#

with DP you can use IQM models (straight export from Blender), Quake 3 maps (which allow for static meshes and more advanced materials). Basically some of the gained experience modding Quake 1 using Darkplaces engine can be directly carried over to UE4.

#

nah, if someone never modded games or did any kind of game dev, UE4 is an overkill

#

need a game with content and game code to start somewhere, preferably simple enough where you don't need to go through several editors and coding to get something really simple up and running

loud blade
#

Then i will start with simple games in UE but it seems too complicated..

flat marlin
#

Hey guys i was wondering if models are handled in a certain way in UE4

#

for example i have this character that has split edges

#

joining them all up with smooth shaders presents well a horrible looking smoothed out model

#

does UE4 handle smooth shading differently to give sharp edges were needed?

vale silo
#

check import FBX options

#

make sure you don't recalculate normals and tangents on import

flat marlin
#

i just wanted to know if UE4 handles shaders in a certain way.. im debating with someone on the topic of it

#

and its all smoothed

vale silo
#

๐Ÿคฆ

grim ore
#

@loud blade making a game is complicated, making most things are if you want to do it well. Figure out why you want to get into game dev and focus on doing that reason. If it's just to make video games pick a simple goal like making something move back and forth then turn that into a game by adding stuff.

cloud cobalt
#

@flat marlin UE4 will smooth all linked vertices together, smoothing groups & edge splits will break it up (depending on import settings)

flat marlin
#

So these errors wont happen

red moss
#

Hey guys. I am running into an error

cloud cobalt
#

All smoothing errors can be prevented, yes

red moss
#

anyone can help?

#

The umg wont stay on meh screen

#

when i go in game

#

to test

flat marlin
#

its just because while weighting certain characters for UE4 my co workers joined all the split faces together to prevent the mesh from splitting which was a weighting issue more than anything but the characters smooth shader in UE4 looks off

cloud cobalt
#

@flat marlin Split faces are one method to break up smoothing

#

If the model was designed that way, it should stay

red moss
#

ok

#

let me see if that helps

flat marlin
#

i'll show a better example of what theyve done...

red moss
#

?

#

Ok I seperated them.

#

Let me see if the issue is fixed

#

Omg you guys are ACTUAL gods.

#

thanks karin

glad badge
#

Tell ur friends! Guys, destiny 2 is free on Battle.net, claim it now!

high stone
#

Still waiting for Diablo 2 to become free. Lost my original disk. ):

#

Wait it's only $10?! Finally... (checks for exansion) Another $10... C'mon Blizzard!

frail sail
#

Ayy lmao

zenith pewter
shadow wind
#

Hi! I need help with the particle system! I'm a beginner in UE4 ;u; Can someone help me?

#

I'm sorry if this is not the right place to ask for help!

high stone
#

You need to write a code if tessellation, translate Y+.01; Something like that. I don't recommend getting complex with the code, otherwise it'll put a strain on the engine. That's why most game devs just settle for some clipping. I'm considering putting invisible voxels in the feet, and repeating that with the ground shadow. Because voxels normally don't clip. It probably won't end well when I attempt it next year.

zenith pewter
#

@high stone thanks for answer. : )

high stone
#

I hope you find the fix that works best for you.

shadow wind
#

Hi! Sorry, can you guys help me? I want to put a orbit to a particle emitter, but I want it to be only at the end of his lifetime. Thank you!!

#

I tried to put the distribution as vector uniform curve, but it doesnt work

frail sail
#

@shadow wind Maybe you'd better write here #visual-fx

shadow wind
#

Ok, thank you!! ^^

frail sail
#

np

shell kettle
#

Should I use an object space normal map for a door, or just 3D model the geometry? Which is more efficient?

red moss
#

Hello.

south edge
#

Does anyone know a fairly easy way to make PS deal damage?

#

(Im working on a laser system between 2 actors, and I want to make the laser deal damage to the avatar)

#

Looking around I see using box collision is sort of the get to, is that so?

plush yew
#

What do larger studios use for project management?

#

I was thinking of challenging myself to write a HacknPlan plugin for UE4 in C++, I'm wondering if there's a more popular project management tool though

shell kettle
#

I know there's also Trello or Smartsheet

weak harness
digital anchor
#

nvm

patent hornet
#

no spammerino

glossy flame
#

<@&213101288538374145>

weary basalt
#

All good

vivid girder
#

How would you approach a mini-map for a procedurally generated environment?

#

I'm trying to decide how to create an image from a grid. Drawing each pixel seems inefficient, but I'd only need to do it on level load. Then possibly change a few tiles later on.

sudden agate
#

@weak harness Controller actually

cursive wasp
#

on this video the guy creates anotehr spline but button is it to that at make another point

weak harness
#

@sudden agate What's your reasoning behind choosing Controller?

sudden agate
#

Inventory is carried over when you die

#

and in my case is not replicated

trim granite
#

Any news on the final 4.21 build? Are there going to be more previews after this?

plush yew
#

@vivid girder it depends on how you generated the map

#

If you can pull the mesh data into a render target and you can render it to a custom texture.

cursive wasp
#

what button is it to create another point on a spline

#

like example like how this guy does it in the video

frank plume
#

Anybody friend with Hopkins94

#

Anybody

fathom gale
#

wat do u guys feel when u see this

#

HermitToday at 12:08 PM
Only retards make FPS games solo

static viper
#

Tell a mod

#

/shrug

cursive wasp
#

never mind i figured it out

plush yew
#

If anyone is interested pm me

bitter iris
tawdry narwhal
bitter iris
#

All on the list are permanently free?

#

Beginning today, the following content will be free to download throughout the month of November. Once youโ€™ve acquired this content, itโ€™s yours to use forever!

tawdry narwhal
#

anything on the list is permanently free if you grab it in november

#

some will remain free afterwardes

tall pendant
#

old news ๐Ÿ˜›

tawdry narwhal
#

-e

bitter iris
#

Ahh I assumed when you said "Some" arent

#

I get you

tawdry narwhal
#

@tall pendant well I just read about it today, by chance - and you can't get enough of free content

frail sky
#

Hello, If anyone know about the world composition, the streaming level can work fine but there is a problem. When the player approaches these levels, the AI is generated, but after the player is away, unloading the level causes the AI to drop below the map, some generated Physical objects will also fall after unloading the level๏ผŒCut down plants and resources will be reborn. How do you solve this problem? If I can't solve it, I will have to give up the world.I am sorry that I am not good at English, thank you for your help!

fierce plover
#

Im trying to make a healing ability for my character following this guide https://www.youtube.com/watch?v=pq77asEjRaQ but when i spam press the keybinding it will cast a second time without the animation playing.

The animation is set to play when the "casting" boolean is true, and i have it so that when the ability's activation keybinding is pressed, "casting" is set to true, movement is disabled and health is added, and then after a short delay movement is re-enabled and "casting" is set to false.

When the delay is longer than the casting animation itself it works fine, but when the delay is shorter than the animation and the ability is cast in quick succession, the second time the animation just wont play.

Any ideas why this happens and how to make the animation re-start when the ability is activated the second time?

In today's video we take a look at how we can setup our player's healing ability, going over step by step how we can do all the blueprint conditioning to see...

โ–ถ Play video
fierce tulip
#

yes, you do look good in stockings

fierce tulip
plush yew
#

whats this

#

๐Ÿค”

potent silo
#

is there a reason that box traces cant detect complex collision only meshes, but line traces can

fierce tulip
#

its a uv-packer that uses 2d physics to pack the uvs

frank escarp
#

its actually real

#

a blender plugin some guy created almost as a meme

fierce tulip
#

id love to have that option in IpackThat for when I am bored

late olive
#

@tawdry narwhal and whatโ€™s stopping people from making asset flips with those?

#

@livid haven watch the video I linked. Thatโ€™s where itโ€™s from

grim ore
#

Asset Flipping is good money and many people do it. You don't have to like it but there is nothing you can do about it. Accept it as a fact as a game dev and make the choice to do it or not but it should not affect you as a person or a game dev.

fierce tulip
#

^ goes for many things in life. its good advice!

tawdry narwhal
#

@late olive your point being?

plush yew
#

anyone else have issues alt-tabbing in their ue4 game(s)? I have to spam alt-tab / windows key to get it to let me back into windows in mine

next badger
velvet fern
#

it was building fine. i just added some static meshes. didn't do anything lighting-wise

paper kernel
#

could be a simple ยฝ bit

velvet fern
#

wut

spare kernel
#

the actual mesh not worried about the player moving

shadow bison
#

hi

cunning heath
#

Static mesh has gone crazy

strong mesa
#

hi how can i invite someone to the server

weary basalt
south edge
#

is it a vector track?

#

nvm got it loll

shadow bison
#

someone use maya ?

#

im new in maya , i before used blender

#

i dont know nothing about maya

#

i speak spanish ,sorry my english is bad

#

and i want to learn how use unreal engine

#

please teach me

plush yew
#

Hi I am new

#

any good tutorials

#

@frosty torrent should i learn C++ or Blueprints

shadow bison
#

mmm so i have to use blender again ?

fringe pivot
#

is it possible to include the the 3rd person model and animation in a FP project?

spare kernel
#

why would it not be?

fringe pivot
#

How to? Or where are those files located?

quartz grotto
#

is there an FBX somewhere for the UE4 mannequin?

fringe pivot
#

I guess so, I'm trying to find it but my total commander got crazy, it's greping files content rather than looking in their file names

#

This is really weird

#

All the files are .uasset so idk, anyone know how to import them?

vale silo
#

why did you go with maya @shadow bison ?

shadow bison
#

i dont know , only i want to try use that program

finite fox
#

anyone out there used google play on unreal?

minor creek
#

is anyone else somewhat new to the engine and trying to learn it?

kindred viper
#

im not new to the engine and im still trying to learn it

plush yew
#

pubg is assest flip

#

so hm

high stone
#

Not looking forward to people stealing the assets from my game. I warned people years ago of this dark era. Thanks for allowing it to flourish Valve.

#

At least Unreal found a way to keep it reasonable.

#

Unreal, "You want assets. Pay us money for stuff that is registered on our store. So the creators of said assets get a cut." Valve, "You want assets. If you steal them from other games. We might stop you in a week. But it could take months. Enjoy that free money. We won't take legal action."

minor creek
#

?

outer vortex
#

I will admit I stole the sounds from baldur's gate 2 for use on the flash game we had to make for uni project

#

does that make me a criminal

#

or even... a bad person

#

i took a gamble on the teacher not being familiar with the game, which was likely since she was younger than me and female

graceful sky
#

One would question your ethics

#

People who steal once is likely to do it again

outer vortex
#

oh gawd i'm doomed

#

prays to jeebus

#

save me lawd

cloud cobalt
#

Just don't do it anymore

outer vortex
#

i promise, i shall repent and atone for my sins

tall pendant
#

age and sex are irrelevant in that regard tho

outer vortex
#

well, young women are less likely to be familiar with the hardcore nerdiness that is AD&D

#

that was my reasoning

#

esp in 2008

high stone
#

@graceful sky Yep. I think we'll eventually see the law step in and fix the mess. Just wish Valve was more like Unreal on this subject.

outer vortex
#

Valve is pretty questionable

tall pendant
#

Valve only lets everyone sell their products. It's called free market.

high stone
#

I wouldn't mind as much if they stole it for no profit.

graceful sky
#

So you would be ok if someone stole your stuff and gave it away for free? ๐Ÿ˜›

#

#NoProfit

minor creek
#

@outer vortex she knew it was from BG2 and secretly passed ya

high stone
#

It's the whole I worked my butt off and someone's making money off me. That's the painful part.

#

I'm very much not a fan of the 1890's.

graceful sky
#

pretty common throughout the world tho..

#

Asia has a history of copycating

tall pendant
#

Using stolen assets is always an bad idea.

graceful sky
#

and people buy from asia

tall pendant
#

You won't get an job if people find out.

#

And trust me..they will ๐Ÿ˜„

high stone
#

Google can copyright music off a single note, images caught under a single snapshot. It can be monitored better.

#

Plus the thieves usually leave all the original code intact. Because they aren't spending time to make their own.

graceful sky
#

Singlenote copyrights is a joke imo

#

just like the "quote" copyrights

high stone
#

I was hoping Nintendo or Sony went PC by now. We need some more competition. Plus I want Xenoblade 2 on PC!

graceful sky
#

I want Zelda in 4k 60fps ๐Ÿ˜„

#

without fakin' it

high stone
#

Aye.

minor creek
#

dont want it, make it ! :b

high stone
#

Imagines Nintendo going PC... (Drool)

cloud cobalt
#

They'll die before that though

graceful sky
#

IRL , maybe

#

as a company, not really

#

I'd love to see the switch controllers elsewhere aswell

#

in different sizes aswell, but the concept overall is brilliant imo

#

this is getting very OT tho

cloud cobalt
#

Just saying Sony would be 10x more likely to drop consoles

high stone
#

Sony is already preparing the PS5.

tall pendant
#

or MS

high stone
#

MS technically is on PC. Just people pretend they aren't.

#

MS store is a thing to behold.

tall pendant
#

for MS console biz is a loss most of the time

#

i dunno how numbers are on Sony's side

graceful sky
#

mb @cloud cobalt i missread your comment x) Yeah i agree, i dont think they'll let lose anytime soon, so i wouldnt expect anything on pc in the near (or far) future ๐Ÿ˜›

minor creek
#

whats the benefit of buying a console instead of pc?! :/

#

just the console only games?

cloud cobalt
#

Console devs usually are hardware companies

#

Their business is hardware

#

And they make money from publishing games

#

(on a normally great hardware)

high stone
#

Sony is doing great on PS4 sales.

cloud cobalt
#

Oh sorry you meant buying

tall pendant
#

A clear benefit of a console is it's lifetime and support with games.

#

on PC you're likely to have to upgrade every so often

high stone
#

I just don't want to spend $300-$500 on a new console every 5 years. When I already do something like that for my PC.

cloud cobalt
#

@minor creek Great game experience for a few years at 1/2 the cost of a PC, no bullshit included, couch-friendly

#

If you love playing on PC stay on PC

tall pendant
#

on PC you spend more in a shorter timeframe tho?

graceful sky
#

Some bullshitt are still included tho

#

ps1 and ps2 had no bullshitt

high stone
#

PC costs more. But I need it for work.

graceful sky
#

ps3 and 4 has alot of it

high stone
#

I don't see game consoles helping me pay taxes, or fill out forms.

tall pendant
#

then it's a tool for work. I dunno if i would go with an gaming argument then tbh

high stone
#

PC is a tool for work and a gaming machine.

#

It's both. And it's sexy.

cloud cobalt
#

Then go PC

high stone
#

But I want Xenoblade 2. ):

cloud cobalt
#

I have both a gaming PC and a console, don't play much on PC these days, I'd rather cut of with the work tool and be in my couch playing

high stone
#

I got a huge PC screen and TV monitor. I also have tons of game controller ports for my PC. Arcade sticks pwn.

cloud cobalt
#

More power to you

high stone
#

It's expensive. I'll admit.

graceful sky
#

what isnt tho..

#

any hobby is expensive

#

some less, some alot more

tall pendant
#

Well, The question was what are the benefits of an console. ๐Ÿค”

cloud cobalt
#

The thing with consoles is that they're not that expensive

#

New consoles right now are $300 and have been for a time

tall pendant
#

Costs is def. one big reason

graceful sky
#

The main benefit today is that you cant work on it

#

๐Ÿ˜„ for me that's a benefit !

#

xD

high stone
#

It's the $300-$500 for a few games tops. That's the rub. I only want 2 Switch games. If you are buying a ton of games, console is better.

cloud cobalt
#

Anything remotely looking like a new gaming PC is 3x the cost of a new console

graceful sky
#

that's also the drawback of the combo gaming pc / work pc. Procrastination becomes 10 times easier.

#

Not sure if that's true, Stranger. IF you compare buying a completely new pc including everything, yes then the 1 time cost is higher.

#

But if you already have the PC, upgrading after 5 years can easily be just a gfx

#

especially these days with the power we got

high stone
#

Aye.

#

With the exception of 2017. When PCs cost $2k.

graceful sky
#

My i7 was 7 years before i changed it. And it was not because i needed to

high stone
#

BTW prices have dropped back to normal.

tall pendant
#

an gpu can cost 3x the price of an console tho thesedays ๐Ÿ˜„

graceful sky
#

If you grab the same gpu as the console has, it's half the console price : )

cloud cobalt
#

Hell, any gaming GPU costs as much as a full console

high stone
#

If you get the Nvidia bleeding edge RTX hyper edition. Plenty of cheap versions that are 1 year old and good enough for games.

graceful sky
#

you gotta compare apples with apples imo ๐Ÿ˜ƒ

#

hype* edition *

tall pendant
#

You can't really compare pc gpus with consoles imho tho

#

they work differently

graceful sky
#

How so ?

high stone
#

Technically GPUs are the sole requirement for PC gaming.

cloud cobalt
#

Console GPUs are much more integrated

#

All the system only has video RAM for RAM for example

high stone
#

True, often putting the CPU and GPU near or on the same area.

cloud cobalt
#

So your console has 8GB of really fast memory used for everything

high stone
#

A chunk of console memory is dedicated to the game and OS.

#

It's actually closer to 6gb.

cloud cobalt
#

Just like on PC

graceful sky
#

so the 7870 in the ps4 cant be compared to a 7870 in a pc because they are more integrated?

#

sure its an SoC etc

cloud cobalt
#

Because it's not a 7870

#

And it doesn't use DirectX or OpenGL

#

etc

#

Like Dizco said, they're pretty different

graceful sky
#

Even so, wouldnt that just mean that if you wanna get equal quality/fps, you'd just have to boost the pc untill they do ?

#

If a ps4 has an advantage over equal series gfx for a pc, that means you'd need a higher series on the pc to match it...

#

you still wouldnt have to go RTX2080TI,

#

meaning it would still be cheaper to upgrade the gfx,

cloud cobalt
#

Except you're not buying console games on PC

#

You're buying PC games

#

And you're maybe playing at a high res etc

#

So the market is different

#

Consoles are cheaper, PCs more expensive in general but can be better-looking

high stone
#

Not looking forward to 8k. They want to push it out next year. Dell, LG, Sony.

graceful sky
#

that's were i'd argue they're not. In the long run a pc can effectively be cheaper, with the same graphic quality as the console

cloud cobalt
#

If you buy a PC 3 years later

high stone
#

PC often surpasses console. Because of it's fast hardware advancements.

cloud cobalt
#

Of course

#

Still way costlier

high stone
#

Although... We're seeing mid upgrades to console in 8th gen.

cloud cobalt
#

The value of consoles is simply great performance at low price

#

That's it

#

For the Switch it's a... gaming tablet that docks to your TV and plays Nintendo games ? And it's like $300 ?

graceful sky
#

hope they come with an upgrade ๐Ÿ˜„

#

tegra 2/3 ๐Ÿ˜„

high stone
#

The Switch is getting an upgrade.

cloud cobalt
#

You might prefer a PC, I've been building watercooled rigs for years, I do see the appeal

frank escarp
#

one thing with PC gaming is that you get tons of bundles and offers

cloud cobalt
#

But consoles are incredibly appealing

frank escarp
#

so then, if you have a semblance of patience, you spend less than half on games

high stone
#

I think we're in that period where both markets have enough to offer to remain competitive.

#

Not like 7th gen where it got a really big gap.

hearty ermine
cloud cobalt
#

Not confortably no

#

It's a laptop, it's running W7, the processor is weak

hearty ermine
#

good to know

cloud cobalt
#

It will run, to be clear

#

But don't expect comfortable work

outer vortex
#

minimum specs on the website weren't so clear

#

still hoping my hacked dell optiplex with gtx 1030 will run it

cloud cobalt
#

UE basically needs a gaming system with a strong CPU and SSD

#

If you can't play games at 60fps, you won't play your own game at 60fps

spark sonnet
#

Hello guys. So I got a problem I've been struggling with for some hours now and I was wondering if this is the right place to ask?

steep crystal
#

@spark sonnet you probably want to ask in one of the channels that relate to your problem. If there is no channel that fits you can ask here

spark sonnet
#

ok. Thank you. Its about locking the mouse position when dragging the camera.

steep crystal
#

@spark sonnet Could you elaborate? Do you need help with ways to accomplish it, or are you having problems implementing it, etc

spark sonnet
#

Ok. So I am trying to make a game with similar camera controls as roblox and other games like that. So I now have to drag the camera around with my right mouse button which is what I want, but I want the cursor to stand still when im holding down the right mouse button. Now its just moving to either of the sides of my screen. Is there a way to lock or freeze the cursor position when im holding down right click?

#

It works when im hiding the cursor but I want to be able to see the cursor the entire time

paper kernel
#

you can save the cursor position to variable, and set cursor to that position while doing the camera rotation

#

so the cursor continues from same position

#

other way would be to not lock the cursor to viewport, but that's gonna get real annoying when playing in windowed mode

left flame
#

Someone knows why Media Player works in editor and not in the packged game?

spark sonnet
#

Thank you @paper kernel

south edge
#

Does anyone know a fairly easy way to make PS deal damage?
(Im working on a laser system between 2 actors, and I want to make the laser deal damage to the avatar)

ruby folio
#

OK. going a bit insane. Where can I find the menu option to reimport a tiled landscape.
I saw it not 10 minutes ago!

lilac cobalt
#

I can't open project anymore

#

got this error Assertion failed: Enum [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\EnumProperty.cpp] [Line: 195]

#

Open *.txt file in Crashes folder

#

I see this error [2018.11.04-15.53.22:207][ 0]LogBlueprint: Error: [Compiler WG_HotKeyBar] The variable HotKeySlotArray declared in WG_HotKeyBar has an invalid type Array of Structures

#

Now cannot open project to fix it

silver crown
#

You're using C++ @lilac cobalt ?

lilac cobalt
#

yes

silver crown
#

Using custom nodes with multiple exec outputs?

#

ie ExpandEnumAsExecs

plush yew
#

So after what seems like forever without wifi, I finally installed UE 4.20.X. (I canโ€™t remember the last number) it says I can launch it on the side panel, but in the library tab, it has the words prerequisitesโ€ what does this mean? It wonโ€™t launch.

dense prawn
#

Please tell me what I'm doing wrong. I only get this error when I'm in Unreal 4.19.
My materials have never worked in this version. But im being forced to use it this month due to class requirements. My xcode is up to date.

static viper
#

that definitly is not ue4 normal O.o

#

that looks like a special material

#

or a heavy bug

#

what isnt broken

tall pendant
#

Hmm thats a obv issue with metal. Sorry i don't have a mac.

#

somebody on AH mentioned setting Metal Shader target from Standard Metal To Metal v2.0 in project settings. Perhaps that helps. @dense prawn as said i'm not working on a mac so i dont know much about mac shader models.

dense prawn
#

Yeah, nothing special with the material.

#

@tall pendant What is AH? Ill play with that setting and see if it fixes it

fierce tulip
#

answerhub

kindred viper
#

Anyone know of a good Character Creator for making dynamic looking characters?

#

in UE4 tho, not anything like MakeHuman

alpine tide
#

hello

plush yew
#

Ok I have a new issue. First of all, I canโ€™t edit a single vector constant, and 3 vector constants donโ€™t want to change colors of materials. Hereโ€™s a look:

alpine tide
#

I have a general 3d engine-related question. Not specific to unreal (but it could be in principle)

granite solar
#

shoot @alpine tide

#

@kindred viper you just want to click a couple times and have a full on human body?

kindred viper
#

@granite solar Kind of. Some kind of collection of morphs in a setup you can switch between. So you can customize your character.

#

with clothing too

granite solar
#

sounds like your dream app would be .. gulp .... daz 3d

kindred viper
#

well iClone would be suitable for making them

#

I meant more of something already made, rather than me going and making it myself

alpine tide
#

Suppose that I am creating a 3d game that is when it comes to gameplay fundamentally 2d. Say, a 3d strategy that is played on a flat plane (i.e. not homeworld). Now I might want to have internal game logic that is more or less independent of the 3d engine. One issue is that in 3d, coordinates that are on the ground are often labeled as X and Z. But in 2d coordinates are X, Y. Which of those should be used not to create confusion later? Any consensus?

#

there are many other issues of course. But this is the first one.

kindred viper
#

is it a side scroller?

alpine tide
#

no

#

example would be real time or turn based strategy

kindred viper
#

ahh

granite solar
#

right on TBS rock

#

hmmm

plush yew
#

Ok Nevermind. Color finally changed. Still canโ€™t change the single constant tho.

granite solar
#

I don't think there would be confusion. if you have it all be 3d coordinates.

alpine tide
#

Maybe put the entire game board on the "wall", so X, Y are used?

#

in both cases

#

dunno

broken stream
#

hi guys, need some help if any one can help, im traing to make my crouching smothe but it gose uner the ground

mint umbra
#

Can I prevent one landscape layer from being painted over another one? I.e I don't want my handpainted layers to override my auto material.

icy bone
#

@alpine tide use X, Y for unreal. if its opengl then Z is usually the depth so ground is kinda x, z like u said. But in general it doesnt matter u decide urself. But in Ue4 u should ude X, Y for convenience since the ground is defined on X, Y

#

@alpine tide but in 3d game graphics u have to use x, y, z anyway... for projectiles, effects and stuff, all need x, y and z info

ruby folio
#

@mint umbra Yeah. Make your auto generated ones the last ones in the material blend

mint umbra
#

Oh, wonderful, I'll give that a shot. Cheers!

#

That would work with MatLayerBlend nodes aswell? I'm blending my erosion based on the Base output of the first MatLayerBlend, so I'd need to work around that to pull off having that as my last blend. @ruby folio

lime barn
#

having trouble animating the models in the polygon city pack when i follow the instructions of the tutorial in the description of the pack and re-target the animation of the third-person mannequin after changing the base pose to more of a t-pose the result has the arms swinging way out further than the original animation. Did i go wrong somewhere any help is great?

harsh tiger
silver crown
#

@harsh tiger That's your marketplace assets

harsh tiger
#

@silver crown so if i delete that folder it will remove all assets from my projects?

silver crown
#

No, only the vault cache

#

in the launcher instead

harsh tiger
#

does remove local content take it out of that project?

silver crown
#

No

bitter iris
#

Is there a way to let all of the level load in first then spawn the character? my character just spawns under the map as the level isnt loaded yet. Will also need to put a loading screen over it

tulip idol
#

Im searching a way to paint foliage meshes that have vertex painting on it, but so far no luck

#

anyone has experience with it?

unreal spoke
#

I want to activate an enemy character when the player is looking at him for 1 second or so? What's the best approach?

thorny cipher
kindred viper
#

no but that sounds useful

thorny cipher
#

Do you know where i'd set a define flag? #if USE_HITCH_DETECTION

unreal spoke
#

Is possible to hide/show a sublevel from blueprint on runtime?

patent hornet
#

@broken stream i think its because y ou are setting the half-height, which i believe makes the half height of the capsule (in this case the character)'s middle part to be at the ground level

#

instead you should either remove the crouch half height node completely, or find a way to make it so that when the character crouches, it doesn't affect the z-value of the character

thorny cipher
#

Found it.. adding GlobalDefinitions.Add("ALLOW_HITCH_DETECTION=1"); to target

patent hornet
#

not too sure how to really fix it though, but that is what is causing your problem

broken stream
#

good day, so i have trtaing this for 2 day or more and im realy stuck man, if you have any help on this i realy like

#

yes liet me try that

gleaming latch
minor creek
#

UE4 has built in damage system, could you use receiving negative values of damage to heal?

weary basalt
#

Yes

#

UE4 only goes so far as providing the "Damage" Events, they dont actually modify anything. Its up to you to implement what it means to "Take Damage"

minor creek
#

ahh ok thanks

dire zealot
#

Hi, For my project each element in my niagara particle collection needs to access the location and other properties of all of the other elements in the system at every tick. Is it possible to do is and then do multiple iterations every tick because some of the properties depend on each other?

broken stream
#

@patent hornet Thanks man i got this to work, not like you told me but somthing ells, but thanks for traying to help me.

patent hornet
#

ah good to hear!

fringe pivot
#

Does anyone know some reading material about building natural environments, forests and such?

high stone
#

Not sure if they have it on the website. But Speedtree may offer some insight on the subject.

#

The gist of it is fractals, and Bsplines.

abstract marsh
#

If I wanted to make a giant ocean wave, what would be the best and cheapest way?

#

I want it to be a hazard that can wipe out players, and function like a tsunami.

sonic pagoda
#

Well check out the new free ocean assets