#ue4-general

1 messages · Page 336 of 1

sonic pagoda
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And learn from that

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And make the scale x 100

abstract marsh
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I've seen the water shader.

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This is what we have for water right now.

sonic pagoda
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It looks cool

abstract marsh
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I don't think scaling up the asset will make a giant 'wave' though

sonic pagoda
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Oh i personally havent used it it was just a thought

abstract marsh
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Yeah, the free asset does not work like that unfortunately.

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Thanks anyway.

outer vortex
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maybe for a base just get like a huge curved pyramid shaped mesh and move it along your ocean? then add some particle effects for landfall

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could animate it a little to make it look like the wave is breaking

heady quartz
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Fortnite’s water is just a plane ?

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The water outside the island

scenic wadi
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How do u make a game on unreal to be mmo

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Like i wanna make a website (obvs with something else) with a link that goes to the game

celest lintel
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you guys think sea of thieves has the best water?

static viper
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no

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its stylized

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sooooo

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yee

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crysis 1 is still a leading example...

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also

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deathrey is making some real ass nice water

sudden agate
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@grave nebula has the best water kappa

cloud cobalt
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Sea of Thieves has incredibly great water

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It's very dynamic in terms of physics, it changes a lot with time of day

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I don't know of any other shipped game that has anything like it

static viper
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oh here we go

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shots fired

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abandon ship

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there is literally no game that has water like this

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(╯°□°)╯︵ ┻━┻

cloud cobalt
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Uh, okay

static viper
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you need to defend your argument

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bc i literally told a game that had this 2007 already XD

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i wanna see how you fight that

cloud cobalt
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Crysis 1's water is beautiful, but it's much flatter, doesn't have foam or effects

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I'm not even sure it had dynamic physics

cloud cobalt
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There's a shoreline shader

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But no foam on top of waves

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And I don't see wave physics

static viper
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i am trying to get a glitch video

cloud cobalt
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It looks like a basic plane with displacement

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And a decently nice water shader

static viper
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boat riding

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with waves interaction with the boat

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also changes with tod.

cloud cobalt
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Better, but it's still a flat plane

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And nowhere near as dynamic as in Sea of Thieves

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Have you watched the video I linked ? The timing I linked it at has some great water gameplay

static viper
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well i get that

cloud cobalt
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Not to mention the foam I was talking about, which is nowhere to see in Crysis

static viper
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clearly their boat simulation is some pubg stuff

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but

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for 2007 to have water like that...

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sea of thieves clearly is just inherint of crysis water

cloud cobalt
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It was a great achievement in 2007, but Sea of Thieves is miles ahead, which was my point

static viper
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bc its 2018?

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crysis was also miles ahead

cloud cobalt
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No, because it's way more dynamic and much better rendered

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Like I explained

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I don't give a shit about dates

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Right now the best ocean simulation in a shipped game, that I know of, is in SOT

static viper
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bc it came after crysis

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so just spot 2

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bc we had this in small already 2007

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we had buyoncy

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waves

cloud cobalt
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Clearly we didn't, since Crysis just features a flat plane

static viper
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reflection

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refraction

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how is that flat

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it clearly moves in the Z space aswell

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sot prolly also uses gerstner

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wich is the same idea

cloud cobalt
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Only on Z, though

static viper
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thats the point of flat

cloud cobalt
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Yes, that's my point

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It's flat

static viper
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flat is about ups and down

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not right and left

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tesselation is all about that

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and gerstner wave moves vertices in other axis too

cloud cobalt
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Again, my point is that SOT's water is way more advanced, because it actually features waves, not just some random vertical movement

regal mulch
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What does the year matter? If Crysis didn't do what SOT does, then SOT has the better water.
Crysis could have done that too, but didn't. What a weird argument to be hold.

cloud cobalt
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🤷

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I don't understand how people think like that

static viper
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were just headbanging.

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and i clearly prefer crysis water...

regal mulch
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I never liked Crysis to begin with :D

cloud cobalt
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Wind Waker had better water because it came first too ?

static viper
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OH FINE

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XD

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ofc

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it works like that

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we had to start somewhere

cloud cobalt
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We're talking sate of the art here

static viper
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water used to be a blue flat pixel

cloud cobalt
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Not who did it first

regal mulch
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Was the water of that Pirate Assassins Creed that bad that it doesn't get listed?

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(not sure anymore)

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Pretty sure I enjoyed the waves in that game

static viper
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i believe in the first ass creed with ships they used tess

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i saw a glitch once where it was very obvious

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not sure about odyssey

cloud cobalt
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No one gives a shit who came first, we're technical people on a technical discussion, the point is what's the current state of the art and best water existing, so that people can look at these for references. Crysis was nice, Wind Waker was nice, neither of those is remotely state of the art

static viper
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i love how you always assume speak for everyone XD

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i literally give a shit about history

languid shard
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waveworks is state of the art

cloud cobalt
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Battlefield 4 also did much better water than Crysis

languid shard
static viper
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which came out when?

cloud cobalt
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it doesn't matter

static viper
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ofc it does

cloud cobalt
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People are doing games in 2018, not in 2007

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Your game will be judged for 2018

static viper
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people did games in 2007 too.

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that is also a weird argument

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i wont expect anyone to have bt4 graphics just bc its 2018

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what a weird expectation

cloud cobalt
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Everyone expects Sea of Thieves water now

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That's my point

static viper
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i dont expect it

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you assume that

regal mulch
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I doubt you couldn't have done the SOT water in 2007.

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There was simply no need for it

static viper
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and crysis was already unstable asf

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they clearly tried

cloud cobalt
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If your game features an ocean and it looks like in Crysis, you'll probably get people telling you the water sucks

static viper
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then i tell people that they can fuck off 😄 bc i am all about gameplay

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and i make games how i like them...

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people are very... spoiled

cloud cobalt
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Great ! There's a market for ugly games with great gameplay, I guess

static viper
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is that what you want to say?

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now you assume my game will be ugly

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ori is ugly bc it doesnt have sot water?

honest vale
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it's because your discord nick is ugly

sudden agate
static viper
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oh man its so sad i dont have more time o.o

honest vale
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😛

static viper
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i need to get going

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pls dont mind me and just assume i am still here

cloud cobalt
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Saying "I don't care about graphics because gameplay" is silly

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They are not competing points

static viper
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pity

cloud cobalt
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In SOT's case, the advanced water has incredible gameplay implications

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As in a rowboat is basically completely stealthy

languid shard
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water is basically 50% of the game

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would be quite a bad decision to skip on it

cloud cobalt
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If your game doesn't rely on that, you probably don't need the same level of water

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But if you're doing an ocean shoreline, then doing great water isn't going to hurt the gameplay for your game

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And doing Crysis water might hurt the graphics

languid shard
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have you guys seen the free water pack on the MP btw ?

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with what Epic announced a few days ago

languid shard
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yup

cloud cobalt
languid shard
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looks nice enough

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havent fiddled with it much yet

cloud cobalt
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It's decently a nice base for work

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Though not the best water either

languid shard
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tis free

cloud cobalt
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The UE4 community ocean thing was looking good

languid shard
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indeed

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using DFs ?

cloud cobalt
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IIRC yes

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I don't remember where's Deathrey's water is at, I think it's pretty good too

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The ocean thing is probably the go-to in UE4 right now

languid shard
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its got quite a lot already afair

cloud cobalt
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Anyway, I guest that answers @celest lintel

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😄

celest lintel
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@cloud cobalt just got caught up, was that guy trolling or serious... honest question

cloud cobalt
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Serious

celest lintel
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that logic though man...

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so snes zelda best water cuz superior for its time?

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lol

waxen wedge
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Hmm my launcher did a double update and now I'm IP banned from unrealengine.com all of a sudden

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and now it's back...bizarre

idle sail
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So I heard that racing games are the easiest genre to make

kindred knoll
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wouldnt surprise me

idle sail
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would a multiplayer racing game be the easiest genre then too?

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lol

cloud cobalt
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Racing games are not that easy tbh

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They can get pretty technical

idle sail
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some one said if you want to make a game multiplayer its basically adding 5x the difficulty

cloud cobalt
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That is correct

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There's no built-in support for vehicle multiplayer in UE4, too

idle sail
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Hmm

cloud cobalt
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So it will gets very technical immediately, with your own movement component implementation

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The easiest game to make is something like Pong

idle sail
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I mean of all the more full kind of game genre's

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RPG rts fps moba kind of thing

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something abit more realised

cloud cobalt
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Well, it's a bit like asking whether it's easier to build a jet airliner or a moon rocket

idle sail
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well... is it?

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😄

cloud cobalt
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Airliner is probably easier

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But you're not building an airliner

idle sail
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I mean

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I could be

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🤔

cloud cobalt
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You're not going to build a 787 alone, even if you've got all the parts and 50 years

idle sail
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Brb

cloud cobalt
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Same goes for a full-scale RPG

idle sail
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proving you wrong

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jks jks

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I just had a cool idea for a game

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Like a cyber punk style open world racing game

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just casual simple

cloud cobalt
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As an indie dev (small team) or single dev, it's important to understand the technical implications of your ideas, because every feature can be too much to handle if you're not careful

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For example, multiplayer racing is possible, even alone, but it will require C++ and some weeks of work to even get your cars running on an empty level in MP

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So that's something to consider

idle sail
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Mmmm just throwing ideas around

cloud cobalt
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What's easy is single-player, mobile-style games

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Most of these can be done in a week

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And if you're new to gamedev you probably need to start there to understand how things work

idle sail
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Oh I do 3D art/vfx

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If I was gunna do it

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I would do the whole artisitic side first

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then just find some programmers and show them an be like

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wanna jump on board 😄

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or atleast a sturdy art demo

cloud cobalt
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Yeah, the problem is that programmers can get their art for a few bucks on the marketplace

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So they don't run to artists a lot

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My advice to you would be something like a puzzle game, or exploration game

idle sail
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Jeeze mr optimism over here

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😄

cloud cobalt
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Easy to program, art-intensive

fierce tulip
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and trying to get multiple plugins/blueprints working together as a non-coder is hell :p

idle sail
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I know its not as easy as im making it sound 😄

cloud cobalt
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I'm not Mr Optimism, for good reason - gamedev isn't a field for optimists, it's a field for careful people

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And I just spent 5 years on my own game

idle sail
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how'd that go?

cloud cobalt
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So like, don't do that

idle sail
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talk me out of it because I wanna do it

cloud cobalt
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You'll hate your own work after two years tops

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Guarantee

idle sail
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Way ahead of you on that one mate

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I hate it already

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my vfx/3D stuff that is

graceful sky
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just watch the typical GDC talks 😛 pretty negative after solodeving stuff 😄

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It's just an insane amount of work, dedication and effort

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even for those "lucky ones with the right game at the right time". Barely anything is luck.

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just a shitload of effort.

idle sail
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What I see around me, is alot of potential and talent in New zealand going to waste simply because lack of oppertunity, either that or going overseas

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I want to make a company so I can hire these people

cloud cobalt
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Game industry is hardcore, indie dev is harder (no real chance of making money, possibly do a great game anyway), single dev means you'll be lucky to finish

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So manage your expectations

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We spend almost five years as a team of two, we made some money on it, around a few months worth of work

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i'm pretty sure we're doing okay in today's market

idle sail
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Whats the game?

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would I know it?

cloud cobalt
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Probably not !

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200 games on Steam every week

idle sail
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I know right thats crazy 😅

cloud cobalt
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So my message is like, start small, and try to do what you A) love and B) can do alone

graceful sky
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how much of that is junk tho..

cloud cobalt
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Don't think too much of hiring people etc

idle sail
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ANYWAYS

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back to my idea

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😄

graceful sky
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747 ?

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😄

idle sail
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I think a cool cyberpunk racing game

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would be cool

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is basically

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all I was trying to say

cloud cobalt
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Probably

graceful sky
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on a mobile platform then ?

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multiplayer / party games is also a genre i dont see to many games in (not that i've searched alot but)

cloud cobalt
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Just saying, this isn't the most art-friendly type of game, it's programming intensive, doesn't really fit your skills

idle sail
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I think in my skill set no matter what I make its gunna be art heavy to compensate

cloud cobalt
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Yeah, but a racing game has a baseline of work required in programming

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I mean, if you were doing a game focused on walking around to escape a place

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That can be literally programming-free

idle sail
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Mmmm

cloud cobalt
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Because the engine gives you nice templates for walking etc

idle sail
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Brb

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making that game

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😄

cloud cobalt
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Look around in engine templates and ask yourself if any of those feel like something you could build a game with

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And then you can learn Blueprint to do small additional things on top

idle sail
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I guess its a by-product of how I think, when I think game I think artistically

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art first kind of thing

cloud cobalt
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Sure

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Just don't do the art for a racing game and then ask someone to do the racing gameplay

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Because that wouldn't work

idle sail
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😅

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I wanna make a simple kind of puzzle solver game but kinda with rpg controls

short onyx
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I have a question about level composition, where can i post it?

languid shard
short onyx
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Oh well x)

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Thanks :p

clever niche
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so i'm trying to make an rts and i was looking at setting up attribute sets. I have it currently set so that units have a set of attributes that apply to them, structures have their own but then idk how to set up the cost to deduct from the player (who doesn't have a set of attributes yet, I just store currently on the playerstate) . Anyone have ideas?

vale silo
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Do you think 4.21 release is happening this week ?

languid shard
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could be

grim ore
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I would be willing to bet my dog that the release is this week based on track record.

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... but then again I don't have a dog so shrug

unreal spoke
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When I run towards my particle system a new explosion gets triggered.
I figured out this was caused by the change of LOD. So from the distance(LOD1) I see 3 PS emitters but when the animations triggers if I run towards it, then the LOD changes (to LOD0) and I can see 5PS emitters ( because the LODO is more detailed).
Is there a way to do the LOD change smoothly?

bitter iris
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Guys could anyone help me. I'm trying to create a loading screen to overlay the black
screen with the transition from main menu to the level.

My level is level streamed so I need to display a loading screen until the level is loaded and
another thing is I need to some how stop the player spawn until the level is loaded.

I would appreciate it if anyone could help me.

unreal spoke
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"startup video player" or something like that IIRC

bitter iris
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Like theres a black screen between the intro at the start, to loading the level so i need to some how put a screen over it

static viper
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ufff

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that logo

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ooof.

bitter iris
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which logo

grim ore
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You can remove the pawn from your game mode in the level you are loading and it would stop the default player from spawning. You would have to then spawn it in later. Alternately you can spawn the player in without controls and then just give him controls once you fade in the screen.

bitter iris
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Ill have a look around on google on how to cover the black screen with a loading screen as i dont know how to do it

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im sure i can find docs on how to spawn it in and out for when the levels loaded

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thanks

cerulean coral
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good evening

bitter iris
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Could anyone help me on why my character is spawning at 0,0,0

minor wave
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@bitter iris Double check and make sure that you're actually using the player start

static viper
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that looks like that player start is broken

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unused

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and it seems to be in a persistent level

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which is also bad habit

bitter iris
novel wraith
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I just got to 85% downloaded and my internet went out...

high stone
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Can someone confirm that Autodesk doesn't collect royalties anymore?

surreal viper
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is the wiki broken for everyone or just for me?

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everything is full of junk like this

silver crown
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Been a while @surreal viper

surreal viper
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then I guess there is like zero reason to complain about it 🤦

silver crown
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Just be sad

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¯_(ツ)_/¯

still island
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Hi. I have a question regarding lights baking. In my game players will be able to actually build their own buildings, walls etc. The issue here is ue performance. These buildings once built will not be able to move anywhere, so we would like to bake it in real time otherwise it will badly work for performance (real time shadows etc) . So is there a way that we could bake it in real time from c++ or any other place ? Or is there other trick for that kind of scenarios ?

grim ore
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I would say check out the videos epic has done on the lighting system for fornite as it supports the same basic system in reverse?

still island
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I will check it out

grim sinew
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Unreal can’t bake at runtime for any reason.

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The process would take way too long

sinful umbra
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imagine lightmass kicking off at runtime

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gamers would think your game is doing something malicious

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all the cores being slammed like that

plush yew
tawdry raptor
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when i shot my projectile it boucnes around thje room how do I make it act like a real bulket?

vast anvil
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@tawdry raptor - depends on what you want it to do. Perhaps an "on hit" event to destroy it on collision, or a physics material with less bounce. May want CCD if moving fast

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anyone know the current status of LPV? I've just enabled it - seems great, but emissive materials dont seem to inject? Googling around i get the impression this just may no longer work in new versions?

tawdry raptor
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so there is no set way to set up a bullet?

vast anvil
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@tawdry raptor what result do you want? perhaps a raycast would be a good solution?

earnest hornet
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Hi 😃

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I was having a small error and I was wondering if somebody more proficient than me would be willing to help me out.

dark depot
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its always best to just say what your issue is

earnest hornet
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So I'm working on painting a landscape. And where two separate layers meet it went back to checkerboard mode as if it were blank.

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I'm extremely new, not sure why its happening and hoping its a relatively easy error to resolve.

dark depot
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could just be compiling shaders not sure

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or your material

earnest hornet
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Its been that way for around 20 minuets so I know for a fact it has nothing to do with loading considering my computer has loaded in proficiently.

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Probably not I've been following a step by step tutorial and I've done everything right thus far.

dark depot
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have you tried playing in editor it might need to compile some and its just not launching it

earnest hornet
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Its not like small specific areas, entire squares have gone blank. But let me try playing it in editor

dark depot
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paint those

earnest hornet
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I do, it still doesnt load even if its been painted over

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Is there a way to revert back to previous auto saves? That might be easier than me trying to troubleshoot the issue and I'll try and re-paint

plush yew
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Might be hitting the sampler limit. Try setting your samplers to Shared: Wrap

dark depot
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yeah you set up #source-control at the start of a project 😛 there is also some autosaves in the saved folder but what tommy is saying could be it

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share your material if you can and landscape mat settings

earnest hornet
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I just re-filled the layer with the base dirt material and it appears to be fixed.

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I just have to re-paint the grass on but that shouldn't be a problem its a small area.

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Shoot nvm, I get back to the same layer I want to paint on and it errors every time

little helm
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I am looking for help rebuilding some project files a friend has sent me so that I can view the maps/levels in the editor, so far I have been able to get the uasset files showing up in the editor but it fails to load the assets and wont give an error. Any help would be appreciated and I am willing to pay if someone can help me figure out the problem.

ebon goblet
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Anyone know what the simplest way to print what bone "capsule" you've hit is?

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I'm referring to the ones in the physics tab.

regal mulch
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The HitResult should return that to you

surreal viper
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what are the requirements for a BP node to accept more than one input for the same object input variable? how can I make a function such in c++? 🤔

ebon goblet
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@regal mulch thanks a lot.

regal mulch
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@Hotshot_Kyle#9783 Yo, stop spamming all channels with that.

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Welp

static viper
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i think he stopped

regal mulch
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I think he left or?

static viper
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dont know how i can tell that

ebon goblet
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If you click someone and then click their picture, you can see mutual servers.

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It does appear that he left.

regal mulch
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Yeah he's not in the Member List anymore

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¯_(ツ)_/¯

languid shard
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that was fast

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didnt even see the messages

sleek crypt
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Any help with world machine tiled landscapes? When i export to unreal the terrain appears cuted and not stay in the good position

sudden agate
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@sleek crypt When using Tiled Export, World Machine offers to swap the Y Tiles. Check/Unchek this.
There is also an option at import in Unreal.

unreal spoke
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Are there 3d widgets in ue4 already or do we still need to do the capture scene 2d thingy?

wary wave
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define '3d widget'

unreal spoke
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a 3d mesh for the hud

vast anvil
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yesterday I was asking about getting LPV working with emissive materials - after adding these lines:

r.EarlyZPass=3
r.GBuffer=True
r.EarlyZPassMovable=False        
r.DBuffer=False        
r.ClearSceneMethod=1        
r.WireframeCullThreshold=5.000000        
UIScaleRule=ShortestSide        
UIScaleCurve=(EditorCurveData=(Keys=),ExternalCurve=None)```
to my default engine in the rendering section, it works
wary wave
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if it's on the HUD, you don't really need a 'widget', you can attach meshes to the camera

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otherwise there is a widget that does some kind of 3d

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I forget the name but it's obvious

unreal spoke
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So if I have a HUD that is covering 100% of the screen, can I still use a 3d mesh as part of my hud? Like the typical character 3d model in the inventory screen?

cloud cobalt
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@unreal spoke Whatever happens, HUD & UI will always be rendered on top of the 3D scene

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So you have two solutions : render 3D elements as 2D widgets, or render 2D elements in the 3D scene

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First approach is camera + render target, second one depends on what you're doing

unreal spoke
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@cloud cobalt Well, so at some point the player will look at the final boss and then the idea is that the time slows down a bit, the boss character keeps rendering while everything else becomes HUD (with an opaque background, the name of the bad guy and some other data). And the control is removed from the player for a few seconds so the boss stays in frame.
I guess I could use the first approach but then I would need to figure out a way to mask the character. And as the camera framing is never know in advance I cannot use the trick of putting the camera and a copy of the enemy in faraway area of the level.

wary wave
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that doesn't sound like a HUD

languid shard
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sounds a lot like the character introductions of borderlands to me

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like this

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or these

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@unreal spoke isnt it ?

unreal spoke
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Yeah, exactly like that!

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@languid shard any idea of how to do that?

languid shard
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afaik all these were pre rendered cinematics

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in the borderlands games

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but you could do it by doing a rendertexture of the character into a dark box area with all the bits around it (text, background, effects)

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using custom depth

wary wave
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better off doing it pre-rendered

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saves a lot of fiddling with render targets etc

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and you'll be able to make it look how you want

languid shard
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^ yup

unreal spoke
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the thing is that this is dependant on the player, so I can not control when or how the player will see the boss or hos is it going to be frame or from how far.
I'm thinking now that maybe I can prepare a recording actor and place the camera where the player camera is and then maybe use custom depth with stencil to mask out the rest of the stuff...

amber bramble
#

hi all, im closer to an pickup system. but the anim montage is for 1sec, how can i make it so, it stays with this gun? and how do i swap also the aim, reload? P.S im a beginner. so i need more explaination then; use this or use that. sory

lilac cobalt
#

hey everyone

#

How can I launch Editor in Visual Code?

#

I see launch.json

cerulean coral
#

good evening

plush yew
#

I'm being slow? Or thats the development to get my inventory work right and well, took me 2 days ignoring the learning part and reprototyping

#

can anyone here make me a intro for youtube??

fierce tulip
plush yew
#

How can I fix unreal engine autatiom tool build failer

#

Failed

#

Spelt it wrong xd

wary wave
#

anyone know if any of the content examples etc have a hollow cylinder mesh?

#

oh ffs

#

derp

#

Shape_Tube is in the default starter content xD

cinder iron
#

good one hehe

wary wave
#

spend a few minutes looking for it, and it's there the whole time

frozen spoke
#

Hey everyone - I'm new to unreal but very experienced with other engines and C++. Please let me know if this is the wrong place for this question: I've inherited an Unreal project. I need to open it in the most modern version of unreal. Communication with the original devs is extremely difficult. When I try to open the solution to get the original project running, there are a lot of missing dependencies with full paths such as D:\unreal\Release-4.17\Engine\Build\BatchFiles\Build.bat. When I search all the source files for references to these locations, the files have a note in them saying that they're automatically generated. How do I regenerate these files with paths that reflect my own folder structure?

#

I should note as well that the original project used unreal built from source

regal mulch
#

@frozen spoke Is the original Source Version changed or did they use an unchanged version?

frozen spoke
#

I think it's largely unchanged but it's hard for me to confirm

regal mulch
#

In general, you'll have to rightclick the UPROJECT file and hit "Generate Visual Studio Project Files" to generate Intermediate and Cpp Stuff

frozen spoke
#

I am currently attempting to build the original version

#

I had no idea that was even an option. Let me try that and report back. Thank you.

regal mulch
#

You should check the official docs about UE4 first

#

Cause that's like the most basic thing when working with UE4 and C++

frozen spoke
#

That's very very fair. I expected to be able to poke around the project and find my footing and that hasn't been the case.

#

(in my defense I did build the newer version of unreal and managed to get all of that working very well. I wanted to attempt simply importing what I could of the project. It's very small and I figured that might be an option.)

regal mulch
#

You also have to keep in mind that Engine != Project

frozen spoke
#

I'm very aware of that

regal mulch
#

UE4 has two different ways of working: Launcher Version and Source Version.
A Project works with both (depending on its needs)

#

If you have a project, you should always be able to open it with a new Engine version

#

Which can potentially break code (cause deprecated).

#

So the initial conversion should never be in place, but rather a copy

#

Or well, Source Control

frozen spoke
#

there were a large number of errors, but I think it's due to the absence of a plugin

regal mulch
#

You'd then need to resolve the new compile errors in C++ and Blueprints and that's it

#

You should also check if the old project has any Engine Features turned on

#

Having them turned off in the PRoject Settings could lead to errors and missing functions etc. too

#

Usually that shouldn't reset though as long as you have the config files

frozen spoke
#

Thank you very much for all of this. Do you have any suggestions for resources that will help me get started efficiently with regards to my situation? I understand that my situation is extremely specific and unlikely to have a good tutorial

#

haha you beat me to it

#

it's a little frustrating because I imagine my problem can be solved relatively quickly, but I'll need to get a lot of information before I'll understand how.
That's not a complaint, just an observation that I'm making while frustrated 😛

regal mulch
#

Well generally it's pretty simple

#

You rightclick the UPROJECT File

#

You Switch Engine Version

#

You select your new ENgine Version

#

That should already regenerate project files

#

You open the SLN file

#

you build for Development Editor

#

And that's it

#

Erros that come up are up to you. You are free to post them into #cpp if you can't find a solution to specific ones

frozen spoke
#

Good. Thank you. That's a very very helpful start. I'll try to go down that road and only come back if I have very specific questions. Thanks again ❤

#

generally speaking I imagine that if the errors become more... c++-ish I'll be ok

#

it's a very unusual system to wrap my head around!

frozen spoke
#

I have a specific question already haha. When I try to compile I get this error
Couldn't process file MainWindow.resx due to its being in the Internet or Restricted zone or having the mark of the web on the file. Remove the mark of the web if you want to process these files
Is this a common error specific to unreal?

#

A quick google makes it sound like it has to do with compiling on a network drive, which I am not

sleek crypt
#

i need some help with procedural landscape ecosystem, any help?

fierce tulip
#

I wonder if its possible to replace the base "material" or "particle system" by overwriting it or whatever

#

i did see something related to it somewhere once, but cant remember

grim ore
#

Has anyone here used the 4.21 Audio Export option for Sequencer exporting and had it work properly? I can't seem to get it to render out the audio portion properly =/

unreal spoke
#

When I set the global time dilation in this way the Timeline update also gets slowed down and so it's complicated to control exactly the length of the effect. Is there a way to make the timeline last the expected time while the rest of the game is slowed down?

safe rose
#

@unreal spoke open her up

unreal spoke
#

@safe rose Ahhh, "ignore time dilation" 😄 Thanks

safe rose
#

😃 np

mint umbra
plush yew
#

@mint umbra If it doesn't work with grass node then do it in grass material

grim ore
#

well what are you doing with the asset?

#

like if it's a house with multiple colors then maybe make 1 material that you can swap the colors on? If it's uhm.... a dude with different materials then just swap out the textures in the material if that is the only change? I would say if it's something as simple as that maybe just work on the making the material adjustable so you can swap some parameters. You can always swap materials after spawning an asset as well or even in it's construction script

mint umbra
#

@plush yew Oh yeah, I could just push the WPO down. Thanks! :)

weary void
#

hello everyone. So im trying to make a game ofc and im trying to implement vehicals. I have managed to do everything appart from audio. I have googled it and found some helpful stuff but it's not really working. My issue is im having trouble with getting the pitch of my engine sound to change with the rpm of the car. I know most people use fmod for this sort of stuff but i don't want to have to spend any money and id really like to see if i can get a good sounding car from jsut the game engine itself. Id appreciate any help i can get you can dm me if you want so i don't miss you answer. thank you

ruby folio
#

@bitter iris Did you get your level loading sorted?

paper kernel
#

what's the deal with end bones in fbx exports?

minor creek
#

in my player controller, I set event ActorOnClicked->DestroyActor

#

I placed a cube in my level clicked it, it didnt destroy, am I missing something?

whole quarry
#

set it in the actor that contains the cube

unreal spoke
#

how to enable texture arrays?

plush yew
#

hi all ! 😄

#

pfff im glad there are so many unreal engine users here, o have a big problem you guys 😢

#

so, im following virtus tutorials this one

https://www.youtube.com/watch?v=8GciQU5ZYrg

bud i cant use the number 1 to 9 😢 when i use something like a to Z or num1 to num9 it works , bud what is a game if u cant use the upper numbers? right ^^

can anyone please help me? 😢

Today we show you how you can setup our character's first combat ability, spawning a projectile in the scene that will head off in the direction of the playe...

▶ Play video
fierce tulip
#

bud > but

plush yew
#

haha thanks xD, but can anyone help me? 😃

#

its more then 6 houre's that im trying solving this problem , my head burst like a vulcano 😮

somber quail
#

Does changing "bCanBlueprintsTickByDefault=true" to false have any performance benefits?

wary wave
#

yes

#

actor ticks that don't do anything will still cause the tick event to be called and resolved

#

for a single actor it's not too much of a problem

#

but most games will have tens of thousands of actors, and if they're all ticking doing nothing you can end up eating a lot of frame time doing literally nothing

leaden dust
#

@somber quail where do you find that setting?

#

I've been meaning to set it to false too

regal mulch
#

Where does one properly store/pass info about the current state of a pawn when they shot a bullet?
I assume I would need to pass info from Pawn to Bullet and then from Bullet to EnemyPawn and then from EnemyPawn to GameMode in case they are killed?

#

Don't think that qualifies for "DamageType" or?

wary wave
#

traditionally damage type has an instigator

#

depends on whether that state may change after firing though, I guess

#

and what you want to do with the information

regal mulch
#

For example if the enemy was in air during the shot

#

So it has to be data that is possible to change after the shot hit

#

or rather during the shot being issued and it hitting something

wary wave
#

after hit, or after fired?

#

yeah, so you'll need to save the state into something when you fire, then read it when you make the hit

regal mulch
#

Well the Player can land before the projectile hit

#

So i need to save the data upfront

#

Yeah, just wondering if UE4 has some common stuff for that

#

Or if I need to pass that along the pawn

wary wave
#

nothing built in, but you can save that state information in the projectile or something belonging to it

#

damage type wouldn't necessarily be a bad place to put it, since you're already storing instigator info

regal mulch
#

Well Damage Type gets created from class

#

So you don't pass it along with the Damage event

#

It gets created during it

#

So I guess that can't be used

#

Well guess I will use some struct and pass that along

languid shard
#

hey lads, got a problem with timers by event

#

I'm setting up two timers at the same time, one is shorter than the other

#

in editor, both fire when they should (0.25s and 1s)

#

but on mobile it seems only the longer one fires ?

#

is there a timer count limit or something on mobile 🤔

regal mulch
#

For the same function or two different functions?

languid shard
#

different functions

regal mulch
#

Hm, then not sure, they should both execute

languid shard
#

basically I'm using touch to raycast

#

short touch = debug raycasted actor name

#

long touch = teleport to raycasted location

#

if the user moves his finger during the touch, reset the short raycast (and count as flick)

#

I'm not sure why it works in editor and doesnt on the phone

regal mulch
#

Maybe it's not a problem with hte timers

#

but with the touch input

#

Add some print strings and see what calls

languid shard
#

works correctly in editor, sending to phone to see if it prints the right stuff

#

welp

#

looks like my screen is too sensitive

#

"moved" triggers all the time

#

even when I'm not moving while touching

#

removed the "moved" resets, I guess I'll deal with it..

next jackal
#

anyone here who can help me with a small problem in unreal conserning char movement

autumn quarry
#

guys is Epic Launcher down? I can't seem to login

static viper
#

i just logged in

autumn quarry
#

shit so it's problem on my end. thanks.

weary void
#

wow im really thankful you guys could help answer everyones question appart from myn. thank you

steep crystal
#

@weary void People do this by free will and are not forced to do anything. Usually people answer the questions they see if they have knowledge on the subject.

#

Also you might get better results in the #audio channel as your question is audio-related

autumn turtle
#

Hello, I'm trying to drag and drop AICharacter from widget to my mouse location. Any tutorials on this? I've gone through a bunch similar, but none where I can actually drop a character.

autumn quarry
#

guess what. 4.21 is out an hour ago. I guess that could be why the regional server was down for a while

#

let's go bois

autumn turtle
#

Kind of like Clash royale, dropping character into the worldspace from a card

wary wave
#

also @weary void , Epic has a vehicle example game that already does exactly that

autumn quarry
#

@autumn turtle can be (overly) simplified into 2 steps.

  1. use UMG to implement drag & drop
  2. once the card is dropped outside of the deck, project the position from screen space to world space and spawn the pawn
autumn turtle
#

ok, I'll try to figure that out. Thank you!

grim ore
#

yay 4.21 is finally out, I can go take a nap lol

static viper
#

are you tired of telling people when 4.21 comes out?

grim ore
#

nah I had to wait in anticipation on the videos in my queue with no idea of when to release lol

vale silo
#

yay!

fierce tulip
#

omg! 4.21!

#

:p

vale silo
#

hmm... AI doesn't get a lot of love at all :/

static viper
#

i am downloading the shit

#

i will look if there are any boosts

#

or plugins broke

grim ore
#

AI doesn't unfortunately but it got some minor speed improvements and a new BT task node so atleast it was not ignored.

fierce tulip
grim ore
#

yeah the docs with the new stuff from 4.21 are actually complete with examples for most of the new stuff, it is very nice to see.

tall pendant
#

would be interesting to know how their solution compares to umbra's perf wise

static viper
#

still downloading

fierce tulip
#

umbra = bayonetta

grim ore
#

Also if you didn't read the notes and care about Niagara there is supposed to be a new Niagara example map in the Content Examples. Downloading it now to check 😃

vale silo
#

I wish Niagara supported Android already

cerulean coral
#

good evening

grim ore
#

man I did not know Niagara was not supported on Android 😦

strange sapphire
#

1060 3GB vs RX580 4GB

grim ore
#

Nvidia should run cooler and less power if that matters, performance probably not much change

strange sapphire
#

I guess 1060 3GB then

#

because that little performance wouldn't do much, would it?

#

thanks man

grim ore
#

well some games it's higher, some it's lower. some games it's 70vs80 for example and some it might be 45vs40

strange sapphire
#

yeah

#

and it also varies on whose the card itself is

grim ore
#

yep and silicon lottery and etc. etc.

strange sapphire
#

yeah

grim ore
#

but it's 120watt 1060 or 185watt 580 so that's usually what matters to me. more power draw, more heat, more potential fan noise

#

the good thing tho is that both are good cards 😃

strange sapphire
#

yep!

#

thanks mate

plush yew
#

I dont see no 4.21 on the launcher.

uneven fractal
#

Replication graph?

urban meadow
#

i say this every release...but i wish they would stop and stabilize current version...super annoying, always something broken, like early days of unity

plush yew
#

Yeah I can agree.

#

I cant even get a stupid cylinder AI through a door gap.

white solar
#

Have a quick question---
is Unreal 4.21 backwards compatible?

urban meadow
#

probably decently compatible back to 4.19, i think that's where the big material changes happened

plush yew
#

how to get the new unreal engine?

white solar
#

just want to be certain before my partner and I decide to run around on 4.21

urban meadow
#

can clone and upgrade your project to test

maiden swift
#

@plush yew Download it in the Epic Games Launcher.

plush yew
#

where

wet bough
#

Any issues so far with 4.21?

spark orchid
#

New SpriteRotatationRate module, huh 😄

white solar
#

okay thanks Juan!

maiden swift
#

@white solar As far as I know it's not backwards compatible. Always make a copy of your project first to make sure it works.

white solar
#

okay thank you

maiden swift
#

@plush yew Library tab > Click the + next to ENGINE VERSIONS > Select 4.21.0 > Click Install

plush yew
#

Oh its right there. Okay.

maiden swift
#

👍

plush yew
#

Last time, I kept getting 4.19.

#

Lets just hope it solves my issue..

#

thanks

maiden swift
#

If you get a different version, click the number and choose the one you want from the dropdown. 😃

plush yew
#

;D

static viper
#

if the new version doesnt appear you just have to restart launcher completly

#

it doesnt update that tab auto

plush yew
#

Oh.

#

Oh okay.

#

Hate to admit, the engine fustrates me at times.
Only because its my fault.

#

Something usually goes wrong and I sit there for hours trying to figure it out

static viper
#

thats normal

plush yew
#

But then I see that its a really simple and fixable issue.

static viper
#

everyone starts somewhere

plush yew
#

Well nothing is more aggravating then realizing that the problem was just a small little misclick or forgetting to plug in a node after hours of saying "the heck is the issue"

static viper
#

well

#

instead of aggro

#

i would say

plush yew
#

And I mean literally hours.

static viper
#

luck

#

luck that the solution is that easy

#

and that ue4 that good

#

imagine a critical bug

#

with your code...

#

something unique

#

new

#

thats the real shit

plush yew
#

Then maybe thats whats going on with the frikn cylinder AI never going through the frikn door GAP.

static viper
#

yee door and ai ^^

#

that is a small basic start problem for every ai coder

#

😄

#

getting them through doors

plush yew
#

Like there isnt even a door at all and

#

The AI just spazzes on that spot

#

Like WHAT

true ledge
#

i hope the geographic sun works for autumnal shadows

static viper
#

if the nav mesh is broken

#

and your ai is wrongly coded...

#

then its very easy

plush yew
#

No both is very fine

static viper
#

you say that

#

like

#

if you would know

#

XD

plush yew
#

'-'

true ledge
#

i tried simulating sunset in october a few months ago and there was just shadow acne everywhere

plush yew
#

Then you can help me out here in a bit.

static viper
#

but still your ai spazzes.

#

show code!

#

and pathgrid

plush yew
#

Is it because its in Blueprint

static viper
#

yes ofc

#

the ai doesnt walk through your doors specially bc you code in bp.

plush yew
#

you gotta be kidding me.

static viper
#

i am...

plush yew
#

Oh thank god.

#

Because I have no idea how to even comprehend how behavior trees and tasks and blackboards even work.

static viper
#

oh

#

behavior trees

#

¯_(ツ)_/¯

plush yew
#

Thats why I use BP.

#

oh great another engine version, rip I spent 2h installing the last one yesterday.

#

I get trees give more flexability but..

#

Not for a simple roam and chase...

static viper
plush yew
#

No one answers it.

static viper
#

i dont use BT at all

#

and my AI goes through doors and more...

plush yew
#

How tf.

static viper
#

Ai channel 😛

#

i cant help but think that people are spoiled with BT

plush yew
#

I dont like BT's. Just for the fact its weird and complicated to understand for some reason.

#

Maybe thats me, I dont know.

#

But it also doesnt help that I literally work on it alone in my entire family.

#

I cant even design. Im making a game that has cylinders with jagged teeth as the baddies.

#

Simple as finding a key and getting out of there.

#

'-'

#

I have the great ideas in mind
I just dont have the great designs.

#

I cant even make a chair.

urban meadow
#

BT's are worthwhile to learn, all it takes is just sitting down and going through the learning material, you do have to adjust your way of thinking logically with them, but they're pretty simple after that

plush yew
#

Thaaats what Im trying to do

#

But obviously Im doin something wrong.

#

If I cant fix something as simple as a cylinder going through a door gap then there is no way I can do anything else.

#

The game would've been done weeks ago.

#

But this one little issue is what's stopping me.

#

Oh the great delight of coding.

#

I just thought of something funny

#

A convo between two coders.

"I sent you nodes plz respond"

#

Cuz

#

Nudes. Nodes.

#

Okay im gonna.. go install 4.21.

urban meadow
vale silo
#

BTs can be cumbersome and confusing, but that's what UE4's AI is built around and that's what you want to use

plush yew
#

No way

vale silo
#

(unless you are a seasoned AI C++ programmer)

plush yew
#

Which Im not

vale silo
#

then use the tools engine comes with

plush yew
#

And tbh Im fairly new to the engine.

#

Not nooby new but yeah

vale silo
#

as it is it's hard to find help with AI and standard set of tools. Imagine doing something backward?! No one will be able to assist / help you.

plush yew
#

...wat

lean oyster
#

maan, what are those pre-reqs for 4.21? cant launch it. currently using 4.18

ruby folio
#

Afternoon all. Just after some general opinions on stuff.
I am looking to set up either an IndieGoGo, Kickstarter or Patreon.
Anyone here use more than one. What are the pros and cons of each

wary wave
#

IndieGoGo has a limited audience compared to Kickstarter but lets you take funds even if you don't hit the goal (probably not a positive tbh), and Patreon is more geared towards subscription based content delivery than singular projects

#

I don't use any of them however

static viper
#

depends too on how many people you have

#

a patreon is entity based

#

mostly one man armies

#

indiegogo and kickstarter support entire teams

#

both can make for a project

#

but you need to use logic here.

#

its more approp to have a patreon for a small project with alot to show already

#

kickstarter and indiegogo is more for large team projects

#

alot of details between

#

like rewards

plush yew
#

Im not even 18 so I cant do any of them.

#

Oops.

rigid ginkgo
#

unreal hey

plush yew
#

whaddup

#

Wait does age have anything to do with compatibility with coding

rocky kestrel
#

@plush yew no worries man gameplay programmers typically aren't all that great at making assets or art. Just greybox your game and it's usually simple to replace with high quality assets later :)

plush yew
#

whats greybox

obsidian garnet
#

So with pixel streaming in the latest version of ue4, does this mean we can create a setup like sketchfab for displaying models on web and mobile?

rocky kestrel
#

@plush yew just getting the systems down. Using placeholder assets

#

Ie using a grey box as a car

plush yew
#

But the cylinders arnt placeholders.

#

They're colored, they got sounds, etc.

#

Dont question it.. its a long story..

rocky kestrel
#

I see I see

#

Well in the event you run into the common scenario of trying to add more to your game but not having the models to do it, just do a shitty rectangle thing

#

I saw you mention a chair ahove

plush yew
#

Blocky chairs.

#

The classic

rocky kestrel
#

6 rectangles you got a chair

#

:)

plush yew
#

I mean I make everything kinda blocky

#

Blame Minecraft. I build alot of things there

#

But yeah

#

But I guess low polygonal stuff are kinda trendy anyway.

rocky kestrel
#

I just buy everything from the marketplace

#

Why I'm brome

plush yew
#

Well Im just broke.

#

So I gotta compromise alot.

#

I tried using Blender at one point and Im just sitting there like

#

WHAT IS THIS.

#

So I kinda just pooped on the idea and went back to rebuilding in the engine itself.

#

Which idk about you all, but I find that easier.

rigid anchor
#

Not thrilled that each new version hogs more and more of my CPU and I can't do anything while compiling code or building lighting. Old hacks to reduce the usage aren't working like they used to. It looks like it used to consider cores to be physical cores and now it considers them to be logical cores. Not cool IMO.

plush yew
#

Oh thats not good news for me at all.

#

I have a low end pc..

rigid anchor
#

Laptop-bound here

plush yew
#

Okay thats worse.

#

No offense not tryna make ya feel bad

#

But thats even more bad news.

rigid anchor
#

4.20.2 was fine. Just change ParallelExecutor.cs a little for code compiling and BaseEngine.ini for lighting. In 4.20.3, it still worked for code compiling but not for lighting. With 4.21, the fix for code compiling doesn't work anymore.

plush yew
#

Should I stop installing it then

rigid anchor
#

Can't hurt to try. This is just my experience.

plush yew
#

Then Ill try

rigid anchor
#

Now I can't even watch a video without it stuttering.

plush yew
#

If anyone here knows me, its that I try the new stuff. Always.

safe rose
#

Everyone install 4.21

#

And submit bug reports

#

Please Beta Test

plush yew
#

Or that.

safe rose
#

For the rest of us

plush yew
#

Okie dokie

safe rose
#

(that won't upgrade until a hotfix is released)

plush yew
#

Love me some b e t a t e s t i n g

rigid anchor
#

I submitted a report on this issue (4.20.3) and got a response. Then nothing.

plush yew
#

Thats the thing I hate about communities

ruby folio
#

@safe rose 4.21 isnt a beta

plush yew
#

"Oh dont worry we'll fix it."

Nothing.

static viper
#

spoiled XD

#

just spoiled

plush yew
#

Not to criticize or anything

static viper
#

offense

plush yew
#

Well okay

safe rose
#

@ruby folio yeah it is

plush yew
#

Maybe a bit.

#

But its still true.

safe rose
#

Any .0 release, you should consider it Beta

plush yew
#

Actually that is true

safe rose
#

Alpha was Preview

ruby folio
#

It aint a beta

plush yew
#

Oh.

#

Well,

#

Uh.

safe rose
#

It's not out of Beta (for me anyway) until that shit no longer has hotfixes 😃

plush yew
#

Awkward.

#

Ayyyyyyyyy

safe rose
#

??

#

@ruby folio You obviously don't understand what I am telling you

#

It's okay

plush yew
#

Oh it does have a zero at the end.

safe rose
#

Continue installing 4.21 everyone and please submit those bug reports

plush yew
#

Im currently still waiting to install it so I can see the full number

ruby folio
#

I agree with that for sure. But its long out of beta. Hot fixes dont mean its still in beta

plush yew
#

Wait what are hotfixes again?

grim ore
#

he is just saying that 4.21.0, the first public release in the 4.21 series, is normally considered "beta" as the bugs that missed the cutoff for release will get patched in 4.21.1 and .2

ruby folio
#

Anyway. I see Linux got a bit of love this time round. And a crash reporter finally

safe rose
#

^

rigid anchor
plush yew
#

What. The fudge.

#

Am I looking at.

grim ore
#

it's normal to push out a .0 release with known issues that get fixed in the .x releases 😦

plush yew
#

Well thats what devs do actually

#

They throw it out there and wait for the feedback

rigid anchor
#

That's me building 4.21. All the procs running. I have 4 physical cores.

plush yew
#

Sheesh my dude

#

And thats on a laptop?

rigid anchor
#

Yessir

plush yew
#

Im curious how slow is it now

safe rose
plush yew
#

Thats epic.

#

Jokes that everyone already knows. Hooray.

rigid anchor
#

It's probably building a little faster, actually. But that's the problem: I can't do anything else.

ruby folio
#

Time for a new laptop

plush yew
#

Tbh if someone did work with me, it'd be a blast.
Im not completely serious with the stuff.
I mean Im serious but Im not super duper dedicated kind of thing

safe rose
#

I know why they probably released it today. Since MegaJam starts tomorrow. A lot of new devs will probably download 4.21 and use it... and catch all the bugs

#

I feel really bad for them

plush yew
#

mmmmm

#

I see.

safe rose
#

best way to QA though

#

Cause who knows where all their Fortnite money is going

plush yew
#

lambos.

rigid anchor
#

So I'll go spend a grand or two cuz I can't control CPU usage like I used to?

grim ore
#

real reason to release today? Holiday vacation 😃

ruby folio
#

Sounds like a plan

safe rose
#

What holiday?

plush yew
#

I dont even have a dollar.

grim ore
#

Thanksgiving

safe rose
#

??

grim ore
#

they take like 3 weeks off

safe rose
#

we are still a few Thursdays away lol

ruby folio
#

Halloween 2

safe rose
#

Wtf..

plush yew
#

'-'

#

Im just as confused as you are @safe rose

safe rose
#

3 weeks? No wonder Unity caught up.

plush yew
#

I dont like Unity, not because its bad. I mean its an awesome engine..

safe rose
#

I know they take almost a month off for Xmas/New years

grim ore
#

week of the holiday is off for sure, then the week before is lazy week so most won't work. that leaves this week for release

plush yew
#

its just not simple coding like UE..

#

Oh.

#

Makes sense.

grim ore
#

pretty much epic shuts down halfway thru november and doesnt come back till january sometime lol

plush yew
#

Thats..

#

Wow.

safe rose
#

This is why other countries destroy us in productivity

plush yew
#

Lazy as hell if I do say so

safe rose
#

Japan...China...

rigid anchor
#

Although this isn't the 1st time they've pushed out a version too early

safe rose
#

School systems are the same way

rigid anchor
#

Although I don't know this is too early. Just they have before.

grim ore
#

yeah right now schools are off off off all the damned time

safe rose
#

Land of the Free... Land of the Time Off

plush yew
#

...what?

#

Well im homeschooled i dont have that freedom as much

rigid anchor
#

No one works more hours than Americans, yall.

plush yew
#

You arnt american if ya dont punch yourself in the head.
Idk why I always say that tbh

#

Cuz working in America is the same dang feeling

#

A frikn headache.

rigid anchor
#

Is Niagara out of the experimental stage?

plush yew
#

Dont ask.

grim ore
#

yes Niagara is no longer experimental

rigid anchor
#

That's welcome news

plush yew
#

I dont even know what that is.

#

Ive seen it a few times but it doesnt seem really

#

..whats a good term

rigid anchor
#

It's pretty badass IMO

grim ore
#

Niagara is neato but no real mobile support 😦

plush yew
#

Somebody simplify what it is

grim ore
#

but then again who devs for mobile 😛

safe rose
#

@grim ore When did they say Niagara was out of EA?

rigid anchor
#

It replaces Cascade for particles

plush yew
#

...Oh thats why it doesnt make sense to me

safe rose
#

It was still EA in 4.20 (per their release notes) and no mention in 4.21

#

Unless I missed it

plush yew
#

I dont use particles..

grim ore
#

not EA, its out of experimental. still in EA

tall pendant
#

besides switch (which is a mobile device in a nutshell)

grim ore
#

experimental where you have to turn it on, EA where it's in "beta", and then release

safe rose
#

I haven't touched Niagara yet, been waiting...again...for other people to bug report the heck outta it

ruby folio
#

It was mentioned loads in the 4.21 patch notes

rigid anchor
#

That effect where you can turn a mesh into particles and have them wash away is noice.

safe rose
#

Looks pretty awesome though

plush yew
#

So Niagara is a partical thing?

safe rose
#

Replaces Cascade

grim ore
#

the Content Examples for Niagara are a good place to start if you want to learn how they work.

safe rose
#

Oh, they have CEs for that?

plush yew
#

And whats cascade again?

safe rose
#

I might check it out then

ruby folio
#

Also mentioned in the patch notes

grim ore
#

yep yep and updated in 4.21 with the new gpu to texture thingy

dark depot
#

yeah they added a content example map in 4.20

#

oh did they release more

safe rose
#

Nice, I never upgraded to 4.20

grim ore
#

just 1 new update in 4.21, to the CE map

plush yew
#

Blaze it.

ruby folio
#

We have a 14 year old

dark depot
#

^im happy those jokes can go away now

plush yew
#

*16

safe rose
#

We have many of those

ruby folio
#

haha

plush yew
#

Sorry for being this way.

grim ore
#

honestly the best thing about 4.21 and niagara is the new system to allow you to make new effects from templates or other existing systems. no more needing to just make a system and an emitter and going "WTF do I do now?"

plush yew
#

'-'

rigid anchor
#

Never be sorry for what you are. That's what Lady Gaga taught me. 😃

ruby folio
#

@grim ore Yeah the templates look super handy

plush yew
#

Ooooookie dokie I didnt see that coming

#

And the engine is still verifying the download

#

Well isnt that just great

rigid anchor
#

I always forget that Github isn't the only way to get UE4...

plush yew
#

I always forget that Epic Launcher isn't the only way to get UE4...

ruby folio
#

Its the only way on linux. Apart from AUR

rigid anchor
#

And if you want to do dedicated server work

plush yew
#

Aur you kidding me.

ruby folio
#

haha

#

I always pronounce it that way in my head

plush yew
#

I think alot of people do.

#

Still waiting. Its at 98 percent.

#

Whats prerequisites

#

Oh.

#

Thats what it is.

#

Niagara Falls

#

There ya go that sounds like a place for Unreal

#

And I notice a first problem already

#

Its stuck at "Initializing... 45%"

wispy comet
#

Hey guys

plush yew
#

whaddup

wispy comet
#

I'm wondering what Houdini actually does

#

because i know it's a procedural software

ruby folio
wispy comet
#

with the emphasis in 'procedural'

grim ore
#

45% loading is creating the DDC (derived data cache), it's not stuck it's processing

plush yew
#

Oh.

wispy comet
#

but i still don't quite get what i can practically use it for

plush yew
#

Well its taking a dang while

wispy comet
#

.-.

grim ore
#

it can take minutes to hours depending on your machine

plush yew
#

Piss.

wispy comet
#

specs?

#

@plush yew

plush yew
#

Alright might as well go grab lunch

#

Its a low end. Idk the specs specifically

#

All I know is its got 2 terrabytes of storage space..

wispy comet
#

any idea of the CPU/GPU?

plush yew
#

Nope

wispy comet
#

or RAM that you have?

plush yew
#

Nope.

wispy comet
#

running windows?

plush yew
#

Yep.

wispy comet
#

go to settings -> system -> about

grim ore
#

@wispy comet lets say you make a door in houdini, you do it by defining stuff like the door frame and the panels and the knob and such. each of those definitions might be it's own module to create that part. Now if you expose parts of those modules and create them in a procedural friendly way you can have a "door" that you can adjust into infinite designs

wispy comet
#

hmm... alright

grim ore
#

now expand that to a building then a city and bam

wispy comet
#

so basically, instead of a traditional blender workflow

#

i'll stick with your door, where i make a door, then manually tweak it to make variations

grim ore
#

Houdini is a very programmer centric flow, you define the parts and put them together

wispy comet
#

i just hit a button and it makes variations for me?

grim ore
#

pretty much yes, you program the design of the pieces then you can do that

wispy comet
#

yeah, so i've heard

#

that's cool

plush yew
#

Is it free '-'

wispy comet
#

because i saw Andrew Price's BlenderCon 2018 talk

tall pendant
#

if you add the functionality it can do such things

wispy comet
#

and he mentioned it as something that can generate procedural buildings

rigid anchor
#

Check out the destructible stuff Epic did with Houdini

grim ore
#

the nice part is since it's all programmerish you can go down to the basics and redo a core part of your door as opposed to something like a 3D program where you have already change and now you would need to rebuild that part

tall pendant
#

it's not a click and go tool

wispy comet
#

@plush yew it's like 4.5k

plush yew
#

Dollars?!

wispy comet
#

yup :\

plush yew
#

Fuck that