#ue4-general
1 messages · Page 339 of 1
done but it make no difference
I think the BP the error is referring to is the sky sphere one
I didn't touch anything there
The tutorial says: change the sun's "Mobility" property to "Movable and uncheck "Cast Static Shadows."
That's all what I did
I think something is fucked up in my project, I can't even see clouds
this chats unreal 😉
yay got some improvements, now sun moves and no errors
still no dark sky or stars at night tho
wonder why the "refresh material" checkbox is disabled
@fringe pivot It never stays checked on. It's basically a hack where they use a checkbox as a faux button.
ahh thanks, I guess it doesn't have anything to do with my issue then
Yeah. That's expected behavior. 🙂
You click it, it turns to true and refreshes the material, then immediately turns back to false.
Can anyone explain soft references?
Pros/cons, what they are in general, when you'd use them?
Is it always for cross-level functionality?
hey, I have a frustrating problem hoping someone can help me with it
basically the BPP logic is not functioning correctly on a different platform. what could cause that issue?
the project works on desktop and certain laptops, but seems like the bp function is breaking on a lower end machine, whats the best way to find the root cause
You could try comparing logs (using Development Builds) of what values you are expecting and compare them
well we tried debugging via printstring, it seems like an event in another bp is not firing after being called with a valid reference
so im not sure if theres some kind of event priority process or if its an architecture issue
actually if we run it about 100 times
it works like once or twice
Not really advice but I've had Was Recently Rendered node breaking on Mac
seems like there is some issue with a null object reference because of a delay node
has anyone tried the pixel streaming btw? is there some way to delay the input latency to increase frame quality
i wonder, does anyoen else have a problem with F to focus zooming way out - and beign unable to accurately focus directly on an object - it;s liek some components of a blueprint cause it to not be able to focus properly - is there a solution?
select another thing in the blueprint and press F
in cascade 9 out of 10 times camera decided to focus on the galaxy the emitter is in, instead of the emitter itself
are packaged games supposed to generate crash logs? or any way to enable it? getting a crash and its not generating crash logs...
you can use development build
that generates logs
shipping is only supposed to tell you that it broke
@digital anchor They'll generate crash dumps, which you can debug in VS
You can also add your own logic to check the validity of assertions, and report to you
We've implemented a CHECK() macro that phones home to us with a call stack, for example
on Saved/Crashes?
i see theres a bunch of .logs and UE4MiniDumps but none for this crash
Hey, anyone knows a better way then 'Procedural Mesh' or 'Runtime Mesh' for UE4. Ive been looking for about a year to do something like the terrain of Cities Skyline
it cant be true its totally impossible with unreal, atleast i hope so
what do you mean with a better way? procedural mesh seems like the better way, unless it only moves up and down, then maybe u wont need to generate more mesh
You could try voxels
and if you dont feel like doing yourself, there are plugins for that
that too
guys
ive been investigating it for a year
bought the best voxel plugin around
but still, as i say. the procedural mesh seems not good enough
cities skylines can have maps larger than 10 square km
its not possible to do it without LODs
but LODs for terrain is kinds odd
im sure it'd be possible
if everything was a triangle
Flatland: The Game
Flatland 2: The Game: The Sequel: The Next Dimension
its not possible to render more than lets say 600k verts with procedural mesh, its to heavy
Flatland 3: Super Turbo Spacetime Remixxx
i might even move to another engine like unity, or a custom
So there was some info about UE4 getting real-time collaborative editing?
that's a plugin someone made
yeah
looks like epic's making their own too
but dunno when it'll be added
scene fusion it was called
yep that's the one
if stat rhi is correct,
I'm not ready to collaborate with anyone anyway
im rendering 3 million triangles
and the whole game is running at like 3ms
with procedural mesh
@digital anchor just how :0
my fps drops like shit, really
and my pc is pretty good..
u must be using LODs after all?
Im not using lods, (even tho the plugin i use support it, i disabled), but i dont see how procedural meshes are heavier than normal meshes, except when generating them
surely regular mesh could be subject to some wizardy optimization
ontop of my head, I could see issues with culling for example
and shadows
well, materials in general
yes!
i think the problem is something else then..
so what fps would u have with 3m of tris?
Yeah probably.
Anyone knows if they changed PP Ambient Occlusion in 4.20? it worked fine in < 4.20
The Buffer Visualization is completely white and no settings changes anything
they changed it yes
4.21 it is changed
but its more like sorted out
then changed
hmm okey, but nothing in 4.20? any known issues with ProcMeshes?
hi hi ^^
are here some people who uses the mobile up down unreal engine thingy? i got some questions
yo
Can unity projects be translated to UE4?
I’m making a game in an engine that exports to unity, (but I am terrible with c so I cant use unity) so I was wanting to know.
err
well
assets will transform 90%
you will loose all code tho
i think there is a scene converter to get at least a few things
but really its better to start over in ue4 rather then translate
any one know where i can get some good ww1 themed assets for a trench scene im making preferable cheap or free I have 0 money im a graduate
anyone know how to put ure mmorpg mobile game into google play?
you submit it to them for some cash
How do I get rid of this "TEXTURE STREAMING POOL OVER (number) MiB BUDGET"
It's really frikn annoying
make lower resolution textures or use r.Streaming.Poolsize command
^
ye sorry, r.Streaming.Poolsize = 2000
idk the recommended tbh
ye
I’m trying to get a sense of good practicing when using attribute sets. Yeah have attributes that apply to some classes but not other (I.e. units and towers share health but units have a movement speed and towers do not. )
What would be the best way to handle something like this? Should I just have a single attribute set or does it make sense to break them up or subclass them?
if youre constantly getting into this problem, you probably should separate everything into components
HealthComponent, MovementComponent... etc
then you just drag and drop your components on the units that use them
Quick question. I'm going for a flat shaded, low poly look.
Would a smooth shaded character look out of place? If all the characters and creatures were smooth shaded.
sounds like it would look out of place
Example. (Obviously not my character)
anyone here experienced with archviz beds and stuff? talking about marvelous designer workflow
yo luos where did you learn particle effects. Did you just mess around or was the some resource that at least helpped you get started
pre udk I did a lot of vfx for littlebigplanet 2 (hobby)
and when I started using udk after a long unreal engine hiatus I just took a few of the vfx that came with the engine and rebuild them from scratch. afterwards I just practiced a lot, read/saw tutorials and took it from there.
why would a casual gamer care for houdini tho? I think it's a good deal.
subscription. meh.
only limitation is it uses steams LM
this seems the same
270 dollas
houdini really pays for itself if you can use it
IF you can use it lmao
Houdini if you just want to learn, grab it on Megascans for free imo
It’s even a commercial license
Isn’t it paid?
no
no student account either, its basically a free demo
good to know if its useful for you
https://megascans.se/indie I would honestly just get it via this for learning
oh thats interesting
you pretty mch need to know programming to truly use houdini at its strenght
without programming, you get some neat as fuck parametric modelling and some real nice VFX tools
Houdini and speedtree, and unlimited megascans access, for royalty share. But if you’re just using it to learn, who honestly cares about royalties
but you cant go anywhere on the procedurall bullshit
It leaves the window open to go commercial if you want later on at least
my issue with Quixels offer is that you have to use Megascans.
it makes perfect sense tho
@fringe pivot #graphics and what do you mean "on the left"?
the 0,0,0 is a constant3Vector
anyone got a decent basic triplanar UV setup they don't mind sharing?
want to project different colours onto walls, floor, ceilings respectively
and for some reason some of my stuff is just coming out all blended at '0.5', so to speak
for reasons I cannot fathom
@lethal hull has a neat one afaik
yeah, I had a look at that, but it didn't seem to work for me
currently doing a lerp based on Vertex Normal->World to Local->Z
all of these meshes are the same mesh with different scales
you can see in the case of the four 'paths', they are correctly black
vertex normal?
but the rest are getting values of 0.5 on every face
it wont work on pixel shaders
use world normal
PixelNormalWS
dafuq
am i trippin
It can only be used in material inputs that are executed in the vertex shader, like WorldPositionOffset.
i though this was true but apparently not
here's a cheap one
hard seams but it works in UV space so you can reuse the output for free
and it is very very cheap
I'd replace the CheapContrast_RGB there with a Round node, i made that before they added it in 4.12
I use that mainly for grunge and other things where the seams aren't a big deal but you also don't want to waste a bunch of instructions on
You can also combine that into a function with a traditional triplanar setup and use some textures with a high quality projection and some with that cheap projection, since sharing part of the graph should make things a bit cheaper
cheers, I tried that one
hi all
is there a chanse i can do away all shadow without doing all the light compoments?
components?
not sure what you're asking for?
on a related note, my skylight isn't working
I do have an exponential fog in there, but skylight isn't having any effect
aha, made it moveable
Hello where can i ask Questions about the new Pixel streaming? :)
probably in here depending on the question
Well i got it to run on locahost not hard haha but with the documentation provided by epic i dont seem to find a way to stream it over Internet. Does anyone have an idea? :)
well it's just a server that hosts stuff and does stuff to someone else.
so you would replace localhost with your IP address you want to connect to that is hosting it as the client
and the server would host it and have it's ip as the one hosting it with all appropriate ports open
It's the same basic premise as setting up a web server
Yeah I understand that thank you:) but how do i find out my own IP so i can Distribute to others? I tried using what is my ip and i got the adress of the computer but i didnt seem to get inside.. Does it work with dyn dns or something similar?
well what is your ip is going to give you your outward facing IP. If you are using a router then you will need to forward the port for the server to your exact pc. If you have no router then you need to open up the port in your firewall.
Ah ok.. Well i have a router. But if i open a port, in that case 90 or 9999 from matchmaking or the normal 2 run.bat files with Port 80/8888? And if ports are open then i can use the ip that i find on whats my ip?
Is it possible to have a water source emitting water, or is it something that has to be baked at compile time?
you would need to forward the outward port, 80/8888 for example, to your local machine that is running the server. you would do this in the router and it's normally called port forwarding
Yo, is launcher down for anyone else?
Ok i will try thx @grim ore :)
Just a thought, you know the epic skin shader, how did they deal with having skin on something that was also another material if it was not all one mesh?
say Skel mesh for the legs, from hip to ankle, if you had skin showing how would you deal with it?
layering/multiple materials
Yeah it would have to be multi materials
kinda expensive i guess but u know
cant really layer skin shaders
afaik
Is there a way to do smooth sky transitions in UE4 rather than just replacing the skyspehere material?
Can anyone recommend any communities and meetups in the california bay area / san francisco?
Especially for VR development. Kind of poking around on Meetup and have a few hunches/leads but am looking for ones that are well known or vetted
Honestly, that or any other communities that anyone can recommend outside this one for that sort of space
Unreal has a meetup page. There should be a bunch of areas in California. You can also try GDC next year.
blarg, skylight has stopped working again!?
definitely needs some tips on using the damned things, and getting them to light ceilings nicely (dynamic lights)
Anyone got a tip for away to feather this mask out a little to cover the white bits im missing? its a bi product of working in low res textures with out being able to cut UV's
yee
need a quick bit of help that doesnt fit in any channel
I made a game back in february
I just recently started working on it again
I am trying to redo the sound system
and I cant even find the node that plays the ambient music
Find in blueprints doesnt work
lmao
wait
nvm
its a physical object in the world
im a dumbass
wat?
they told me if I made my lights static and built it that I would be able to see my shadows move but they stay still the fan shadow is suppse to move, does anyone know why my fan shadow cant move
those exec wires need straightening
dude
i tried
they wont
they are all unaligned
they get close
but wont
so I just made them curve around the value wires nicely
and some of them are straight up close
but not far away
ex. Last wire of the "Set Defaults" section
Hey guys, just making a whole bunch very short and straight to the point Unreal tuts - This is the play list - https://www.youtube.com/playlist?list=PL1DrFRqy1K5VZqcGBzdr7sSsJUuluO3-W
You'd benefit from some scripting and editing
If your selling point is short and to the point I should never hear/see you reaching/guessing.
Hey anyone looking to play with some paragon files?
I want whatever actor I click on last to become the current "target" for like attacks, how do I do this?
help :X
Hey, I got a ball actor (c++) I created, and a ball spawner (also actor), I was wandering what do you guys think is the best way to let the player/enemy access the spawned balls? its an array and it is inside the spawner class
@ancient sandal reference the spawner to player/enemy, and make a method to get balls array
or upon spawn you can subscribe ball to player/desired enemy
Yeah I thought about referencing the spawner, I will probably do that, thanks!
might be also helpful to reference spawner in game mode, and then get it from there
How to use pixel streaming outside the local network
@plush yew how would you get it from the game mode? I never really used game mode yet
you can get it with AYourGameMode* GameMode = Cast<AYourGameMode>(GetWorld()->GetAuthGameMode());
and then GameMode->GetSpawner()->GetBalls();
Cool thanks!
@plush yew One more question, how would you store the spawner in the game mode?
you would search it at the start?
i guess it depends on your game design, do you need it at start, or on ball spawn
if you need to interact with the ball on spawn, you can also create delegate that you will broadcast and pass the pointer to it
I need it at the start basically
Is there another way to get it into the game mode instead of searching it at begin?
Yeah
ok, so make a property in game mode, and get and set methods for it
on spawner begin play, GameMode->SetSpawner(this);
you can also reference blueprint of your spawner in game mode
and create it inside game mode
on construct
then you can be sure you will always have game spawner
np 😃
my viewport is stuck... i can't click any of the buttons or use the mouse/wsad to move the camera
mmm, restarting the editor worked
can anyone explain to me why i should use any other lighting mode than moveable
i don’t get it
Static is cheaper for performance
Static looks way better than dynamic if you do it correctly
can i see an example
Vanishing of Ethan Carter, 100% baked light
But you dont need to look at big games, light baking should be better in most cases
the only reason to not use baked light is when you cant, fornite for example has day/night cycles and everything can be destroyed, so baked is not a choice
Static is faster AND looks way better, unless you can't use it
Day / night can actually be used with static, using lighting scenarios - as long as you don't need it dynamically (it's one or the other)
so dynamic lighting would not look as pretty as static does in that image
can i get an example of that as well?
Dynamic lighting would look worse yes
Dynamic shadows are incredibly costly, and look like shit when parallel to surfaces
Dynamic lighting also doesn't bounce
(not until we have proper dynamic GI which we don't)
so global illumination only works with static light?
It's the only scenario where it's really supported, yes. There have been 3-4 different projects to bring dynamic GI to UE4, but none of them is really production ready
Not to mention it will always look worse than static
Static lighting can require days of building on large levels, you can't have that in 16.6ms without compromises
This is what dynamic shadows look like on a sphere
There are some settings to make it less horrible, but mostly dynamic shadows will look like shit
Baked lighting (in this case using GPU Lightmass) looks like that instead https://forums.unrealengine.com/filedata/fetch?id=1551168
TLDR : use static lighting for all non-moving light sources
but what if the light doesn’t move but a character e.g. walks near it
no shadows, right
Stationary lights will handle that
They're static lights that handle moving objects
and what is the difference between those
lol
@muted apex Anything dynamic will always look worse than static
If you've got moving objects in your game, they'll get worse shadows
But most game objects aren't moving, so you can at least enjoy faster, better lighting for them
@red shell It's usually enough to take a docked window and wiggle it over the broken window.
Don't have to restart the editor
ah, thanks
Happy birthday @polar hawk
Is possible to make an explosion that only affects (damage-wise) actors in a cone? Currently my explosions are affecting stuff in the other side of walls. So the idea is to affect a cone of 180degrees aligned with the normal of the hit point.
on thinking about it, couldnt you make an area of effect hit box mesh? That way anything thats in the collision area partially or fully is damaged?
ie make a collision mesh thats a cone
theres other ways however for an easy way that would probably work
anyone hitting up unreal dev days in montreal today? on my way now
hmm. so on hit/explosion I create a collision box on the occluded part (inverted normal of the hit) , get the list of actors and when doing the radial force, using that list of actors as input in "ignore actors". Something like that?
yeah something along those lines - it would need tweaking however it would be fairly easy to reuse for different radius' etc once its working.
cool. Thanks @hidden cairn I'll give it a try
sadly no @swift yarrow but hug everyone I know :p
hug all the people!
ello olblue
No idea why but my build is stalled at 0% on my very large level - was fine before that. I'm going to try kicking it, crying and alcohol.
left it to build for two days
¯_(ツ)_/¯
same
I blame the new version - my older version was corrupted in a system fail. Im hoping the next ue4 release doesnt have the same issues on radiosity builds
I copied my project from UE4.20.3 to UE4.21.0
The engine notify me to update these assets.
But It does not tell me where these assets are.
@hidden cairn swarm thingy permission dialog? I got similar results when the windows dialog asking for permission when to background and I couldn't see it
if I hug everyone - you'll see me in the news
@short coral you can set a break on the warning in c++
sadly only way around scenarios like that as far as i know
does anyone know why cpu is getting stalled?
http://prntscr.com/li8d95
Cuz it has nothing to do?
might be, unit graph shows "game" is 6ms while gpu is 20ms
trying to narrow down whos the culprit behind everything. scene is not that heavy but im using world composition so get heavy freezes when new layer is being rendered
Odd hehe, I needed a cannon, use search > "Cannon", only result is a mesh named "barrel" and its exactly what I needed.
Any idea why I cant rotate the SprintArm in the 3rd person blue print that comes with the starter content?
I can rotate it but nothing happens (the transform changes but visibly nothing happens)
I tried removing Use Pawn Control Rotation but it didn't help
any idea?
@restive eagle Other thread is taking too much time
dont remember if its socket or target
@cloud cobalt i kinda figured out, problem is too many draw calls
get 40kk tris 😄
Yeah, that would do it
@restive eagle This wont let me rotate though
then rotate the camera and not the spring arm
the problem is that the spring arm is colliding with stuff in the wrong way
The spring arm orientation is wrong so I get weird zooming
if its a pawn mainly you move the spring arm using those
http://prntscr.com/li9q2h
Alright removing this line from the CPP:
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...
did the trick
still trying to figure out custom map support
potentially willing to pay for help if someone has enough knowledge on the subject
yes
when I package the project, the final exe doesnt od anything
doesnt even create a log
process monitor didnt show anything weird
it worked like a week back and I only changed assets, source files etc, no settings, no engine changes
did something like that happen to anyone, if it's a common issue?
ive had it before
try deleting saved/intermediate
then package
also a setting to change that might help
let me load editor to find it
make sure this is set under packaging settings
i had your issue before and ive had an issue where setting that fixed it
not sure if it was the same issue though
@spare steeple Supporting user levels depends quite a lot on what exactly you want the experience to be like
As in, UE editor vs your own in-game editor
And whether Steam workshop is supported
And multiplayer
ideally users have an unreal project they can cook maps from
and upload to steam workshop
and yes its for multiplayer
the only real challenge i have is getting my main packaged game to load maps cooked from the editor project
Okay, so I'm working on this basically too, except no mutliplayer
Some insights :
- You can't release the UE editor. You can release your project's sources, tell people to install the UE4 editor, and generate a mod based on the last release of the game.
- You can release the UE editor if your company enters a deal with Epic about it to distribute it on their launcher.
- You need your own software to upload content to the Steam workshop.
- Currently, I fear 4.20 and 4.19 at least broke support for mods.
As to multiplayer, you'd need the server to tell connecting players about any Steamworks package used, so that they could download it dynamically. I don't know much about that, it's going to be quite involved
ive got that part figured out
attempting to connect to a server requests custom content via TCP
and downloads anything the server says the client needs
If you've succeeded in discovering assets loading from a pak file, i'd love to know about that, because no one appears to have done so
Maybe levels are different
not from a pak, but ive noticed if you put a umap in the game's content folder, it knows it exists
just doesnt load it
one sec
Right, an uncooked map might work
I've been trying to load fully cooked packages with many files inside
it looks like the AssetRegistry doesn't find the content afte rmounting the pak
right
i tried playing with pak files and nothing worked
but keep in mind im not using the standard DLC method
All things mods. Looking to build a mod for an Unreal Engine 4 game? Wanting to make your game moddable? This is the place for you.
i cooked it from another project
but if i put "tester.umap" and all the associated files in my packaged game's content folder
anywhere in it
it gives me this error: ERROR: The map '/Game/eggfdgddasfr/tester' does not exist.
when i try to load
the khgfjdgkjdf folder name is just spam
no matter where it goes in there
it finds it
Well yeah that makes sense, it needs to use the DLC method
and apparently adds it to the asset registry
"apparently" ?
well it gets further than it does using a pak
it finds the file im talking about no matter where its located
all i type in the console is `open tester'
i could put that in 100 subfolders and it would still find that path when i just type open tester in the console
but a pak seems to give a complete error when trying to find it
So you can actually open the map unless it's in a pak file ?
i cant open it, but it finds the path and then tells me it doesnt exist
It's normal that it doesn't work if you cooked the pak file without the DLC method, it's basically a separate game
yeah
my ideal scenario is providing a separate project as an editor though
i just made a plugin to communicate map objects
they place plugin objects, main project converts them to real game objects on load
I got an actor blueprint with a sphere collision in it, I enabled Simulation Generates Hit Events on the root + the collision, put collision presets to Pawn, and added event "BeginOverlap" on the sphere
Any idea why the event wont fire?
when the player collide with the sphere
check what the collision response is to to that channel you are looking for
trigger volumes are generally set to overlap all, thus triggering overlap events on channels
oh
right
Thanks !
Is there a way to check if an actor is collided with the floor? (only the floor)
one way is to get overlapping actors and checking the tag
get overlapping actors - for each loop - get tag(= your added tag) - branch
or make a collision box and on overlap set boolean true, on overlap end boolean false
Hi, anyone thinks its possible to create a runtime terrain using render target?
https://forums.unrealengine.com/unreal-engine/events/95573-training-stream-blueprint-drawing-to-render-targets-overview-sept-20-live-from-epic-hq?123164=
Trade Shows, Livestreams, Dev Tours, Workshops, and Other Official Unreal Engine Events.
@restive eagle Thanks !
@dim merlin terrain systems aren't included in the ship game so I think no
only with custom tools if you make a custom landscape system using the procedural meshes sytem
@teal tulip yeah however not possible for my game
that you see in that post are material no terrains
i know
so don't have collision
Well I made a mesh
as normal mesh sculpt in Blender
but that depends of your level of detal needed
you can use the normal landscapes too, but none of the both can be edited in realtime
probably @silver crown have a solution for you with the voxel terrain
i got the voxelplugin.com but its just to heavy for large maps
then I have no idea what other thing you can do
i was thinking about faking using rendertarget
but its not very common i quess :/
and then i would need to program ai without navmesh
does anybody have any marketing contacts?
if so, please send me a message, i am looking for some help
Is there any way to have some legally secure place to talk about ideas? Maybe a place restricted to those who have signed NDAs and sent mods proof of identification.
yes if you want to get an office somewhere, have them sign the documents, then discuss it?
alternately sign the NDA's then have a conference call over any phone service
or uhm... just discuss it and hope for the best?
@neat geyser The usual advice on this is that ideas are mostly worthless
The execution on them can have value
aww I didn't want to say that
Yeah, but if someone has a great idea and working on the skills to develop it, but someone else already has the skills to develop it, the first person could mention it and be completely ripped off.
That doesn't happen
lol
that could happen anyways?
What happens is : people create a great game, with a great idea, like Battle Royale
The game works
The game is copied
That does happen
that both wont and will happen, regardless of telling someone your idea or not
What doesn't happen is someone saying, "Battle Royale Zombie game, but with candy", and other people thinking "GENIUS, let's copy it immediatly"
even then good luck getting an NDA to matter for an idea if that's what you want it to cover or for someone to sign an NDA to talk about ideas
Also the more complex your idea is, the less likely it is to get scooped from under you. Candy crush but with emoji as an idea would be an easy steal, for example.
But I'd argue that such simple ideas are literally worthless
IMHO,
- Most ideas never ever make it to a game because they simply don't work
- Most games share 90% of the same ideas, and the value lies in how well the ideas are implemented
- Game ideas are always way more vague than they appear
- Competent game developers always have a backlog of ideas
Eh NDAs don't really matter anyway. It's a deterrent, though.
Just go through a list of best selling games ever
The idea was never new
Minecraft was a novel concept that was a full decade in the making as an open-source project
PUBG was like the 5th iteration of the same idea
Eh, I don't really care about best selling. I care about making something i care about that could possibly produce a living for myself.
Most AAA are the 46780° iteration of the same idea
minecraft actually wasn't even all that novel though
The point is, no game has ever succeeded out of a great unique idea that was never tried before
Games succeed because of a great implementation of such an idea
well the longer you take to discuss your idea the less time implementing it and the less time producing a living so.......
Discussing your ideas is great, because you're mostly going to find out that it sucks
And then find a new one
man where is the lebouf emoji for just do it
there we go 😃
get your idea "down" and actually test it
wasn't Infiniminer where notch got a few ideas from for MC?
aaaand back to cooking
I'm just sitting here compiling 900 items in VS.
wow just read up
wtb threadripper
10/10 slaughter
@neat geyser The best advice I can give you is to discuss every idea you have in depth with as many people as possible, show them gifs of your prototype, get as much feedback as possible
^
rei go away you're not meant to know I wake early
Luos, did you literally just say not to share ideas, then agree with someone saying to share ideas?
He means your idea isn't amazing
he did
Because it's not
If I had a dollar for every "great game idea" that turns out to be "last year's best-selling game, with ZOMBIES", I would be richer than Notch
I think the sentiment is to develop ideas to the point where there's substance. Have gifs, flesh out the details, actually iterate on your own. Bring in others for feedback.
FlightSimulator but with zombies 🤔
Elevator pitches with no backing are the amazing idea nobody wants to hear.
Worst case, you hook me on your idea and I want involved. I find out you've got.... a game.txt.
Ok, well this was fun and 10% helpful. Thank you @cloud cobalt, and @grim ore for giving actuall advice.
Ideas have no value in game development because they're too abstract. They're not copyable. Game jams often work exactly like that
You're given a vague idea and 100 teams produce 100 games
What's the difference between Breath of the Wild and Horizon Zero Dawn ?
You'll need to get very specific to spell out real differences
Yet both games came out a week apart, and feel fairly different
I mean, both games are open-world exploration games with medieval combat, fighting animals and decaying, advanced creatures to repel an evil force, with some story elements, side quests, an inventory, food crafting
Core differences would be on art direction, story structure, and weapon management
My point is that an elevator pitch for both games would look similar, but the results don't.
you can probably do better pitch on horizon if you step on the spoiler territory
I dont think I can continue with this coding crap
The computer I use.. it's so bad
Im constantly editing at 11-13 fps.
It's driving me effing nuts.
in game?
The engine itself
OH.
Or anything really
BP?
What??
Are you using BP
Im not even running the game
aight
I said the engine itself, that applies to everything, running or not.
Guys, if you have 100 animations, and every one of them needs to apply different types of damage on specific frames, how do you avoid ending with 100 diferentes anim notify events?
make a generic Anim Notify which has some parameters to determine what happens @hushed delta
also #animation
Im so happy with myself
I just imported my first model from blender into the engine having no idea what Im doing and it was successful
😎 feels good
Ye it does
Except the model itself just looks ridiculous xD
Not like, ridiculous as in it screwed up. Ridiculous cuz I made it
i can make cube
and scale it
my modelling skill
I made some weird polygonal...Thing.
Its bipedal and actually has a skeleton so I mean not bad for someone who doesnt know what the fuk hes doung
i'm having issues importing a csv into ue. I've attached the csv and i get an error saying that it can't convert it to a string
my guess is i structured it wrong but idk how
do you have the first column which is the row name?
and how is your data table structured
I would say you have to insert a column at 1 with your row names as your first issue, the other columns are your data table properties
lol
lol
wrong chat
Oh i don't have it as row name it's unit name
i'm not even getting to the dialogue to select a class
still nothing
this is the current file i'm trying to import
ok so when you drag and drop it into the content browser what happens?
also I fixed the file and it works fine here sooo... lets see if we can figure it out on your end
the new file works fine btw, that is the correct structure (but you dont't need anything in A1 as it's the row name and it ignores it
i click import and click on the file
and it goes nope
what did you do to fix the new file
hmm now it's working 🤔
no clue what was wrong before.
ah I never import CSV files I just drag/drop
and yeah my fix was the same thing you did, added a column with the row names which you did in your 2nd file
well now at least i get the dialogue it't not showing hte stuct
did you create the struct?
and make sure the names match the columns exactly so you might want to make them all uniform. CamelCase or Space Case but the same would help out in the future
struct FUnitDefaultValues : public FTableRowBase {
GENERATED_BODY()
public:
FUnitDefaultValues() {};
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
FText UnitName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
FName UnitClass;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
FName Team;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int Health;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int HealthRegenRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int Aura;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int AuraRegenRate;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int MovementSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int SpawnTime;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int SupplyCost;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int DustCost;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
int AttackRange;
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unit Init Data")
// TSoftObjectPtr<USkeletalMesh> Mesh;
};```
oooh ok
i'll fix that
i have spaces int he csv
UnitName is not spaced 😛
thats why i brought it up
but besides that I have never made a struct in C++ so.... #cpp might be able to help with that. I make my structs in BP
do i even really need the name column in the csv then?
the first column has to be the row names yes, then every column after that is a property in the struct
ok
so A1 is blank, B1 is the first property name, C1 etc..
A2 is the first row name, B2 is the first property value, C2 etc
stupid stuff
So what do you guys think of the new replication graph thing? Useless, Niche useful, or game changer?
@grim ore random question. can i have enum values in a csv get imported properly?
i mean they are just ints so it should be fine
I want to say yes if they are of the right format in the CSV file, I tried this if I can find the video lol
ok so you can do a struct and array, I tested that, but your asking about just setting the value of an enum basically?
yeah it looks fine. I created an enum with (Melee,Ranged,Building) as the values. Added "Type" property with the variable of that enum I just created to the struct.. Added a new column to the CSV and set it to the values I wanted and when I imported it set the enum correctly.
cool
mine has confused me 😛
in the unit class it shows the right values but in the table view it's invalid
also if i click on the drop down i don't have the option to select elite unit
is elite unit in your enum then?
weird then, it should work if the spelling is correct and the enum has the value
because in the picture if you actually look at the unit class int he picutre for the row i selected it looks normal
I am unable to type in paid work section?
i just can't change it cuz then i can't go back
i don't even see a paid work channel
Where?
at the top of the screen there is a pin next to the searchbar that explains how to use the channel
@grim ore it was a hot reloading issue. I closed down the client and rebooted and it's all good now
oh yeah.. C++..... good times!
lul
does anyone know where the ue4.sln file is located in windows 10?
for like the whole engine or for the project?
@dapper obsidian For the game is on the main root of the game folder, for the engine in the main root of the engine folder, if you want to use sources you rather download a version from Github, need to download it then press Setup if I don't remember bad and then is the other batch that one generated the sln
Alright Im in my model's skeleton editor, how do I make a blank, new animation for it (I didnt make any animation in Blender)
It looks like you can go up to the top and do create asset and create a new animation if you have none
Maybe it's only in the newer versions but on 4.21 it's on the toolbar in the Animation section at the top
I dont have an animation tab '-'
but you are going to find doing animations in the editor itself is going to suck
Meh
But no I dont see an anim tab..
Did I somehow import it as just a static
I have Skeleton, Mesh, and the Physics tab
no if you see a skeleton its a skeletal mesh, perhaps without any animations there is no tab
@plush yew You can create a blendspace from your mesh in the content browser
ok it looks like you need some sort of an animation so yeah creating a blendspace will trigger it
but again, good luck getting animations with just the editor.
right click the skeletal mesh in the browser, and create at the top
I have a ton of BP_Building derived children that can be built on any tile. I'd like to make it so none of them can take damage or execute their code in the world until their "building" phase is done. I'm thinking of making another class to do all the building (that could take damage and stuff too), then allow the original building to start executing it's code and render itself in the world. Thoughts?
Because apparently Construct Object doesn't spawn it in the world
objects are not in the world, correct. they would have to be an actor or other derived object that exists
After the Building is constructed, do i spawn it the normal way to have it start executing code?
The big reason i need it constructed is so i can access default variable values
you can get the default variables from an object without constructing it
You can do static access in BP?
There is a node for Get Class Defaults that gets your default values for any variables
Oh cool!
but besides that if your items is executing code and you don't want it to you can always just set a boolean that is checked whenever something fires to see if it's built or not
Yea, that'd be a pretty large refactor and make the code a little less clean imo
The building class has like 30 derived children, and they each have specific functions
I really just don't want them to be able to execute beginplay until I specify, but i would like a reference created
Would I still get that with Construct()?
Construct should fire when the actor is spawned in, so should begin play unfortunately.
technically that's wrong but it's close enough. https://docs.unrealengine.com/portals/0/images/Programming/UnrealArchitecture/Actors/ActorLifecycle/ActorLifeCycle1.png
If there was a way to spawn it in disabled and then enable the parts you want to run but BP's really don't work that way
This should be pinned somewhere if it's not
well it's in the docs so close enough 😉
Thanks for posting
I'm actually a bit confused
Where does Construct play into this
I assume it stops before spawn
But it seems in the diagram that construction comes after
well it's on the right side and called before initialize and begin play, so during spawning but before spawned
In that case, wouldn't Construct halt before PostActorConstruction()?
well it would run before it, I guess it depends on what code you have in it. I don't think it blocks spawning as far as I know.
well it might I guess, I never checked lol. I would guess a blocking call like an endless loop might stop the actual spawning
😃
Mathew is da best
What would have been cool is if a parent could stop a child function easily so if the child calls the parent the parent could stop the function from continuing but no such luck
Guess that would be doable if Super() calls were macros with exec flow
It'd be the purge of the century
yeah I think it's just going to need some work to get what you want to work lol, yay for programming
well I think that's trying to construct a blueprint by calling construct object?
I would assume it is expecting you to spawn it
I can't just construct an actor?
I've never tried, I always spawned in actors as they exist in the world
Alright, seems I can't construct Actors with this node
Well, AActor is also UObject, but for BPs at least only children of UObjects you create
The plural of LIFE is LIVES iirc
But not sure if there are some rules to using LIFES instead ? hm
Yeah afaik, LIVES is the correct plural. LIFES only exists because people seem to use the rule "Noun + s = Plural" too often on it
Make a picture of a face or your ship or whatever you character is then have that and x2 next to it or even 2. Look at how they handled it for mario. No need for language 😃
But you might want to wait for a person who has english as their first language
Yop, text is usually quite "ugly"
more pictures, less translation!
but yes to answer the question lol, it is Lives for plural and Life for single.
for that yes
thank you guys
interesting light/fog/ post process in that scene
If you are interested in any RPG assets humble has a new bundle and most assets look like they are source so should work in any engine. https://www.humblebundle.com/software/rpg-game-dev-bundle
Tell Tale is removing their games from Steam. Beware.
Any option to repair or restore files? it seems like some of my files just wont show in unreal
what files do you mean?
So I'm not sure what's happening and would love some input. I was working on my project in UE4 4.20 and all of a sudden I got a total black screen and my PC was frozen. I couldn't do anything. I thought maybe it was just UE4 that did it but I wasn't even doing anything. I had 2 blueprints open. So I restarted my PC and I got it right off the bat on the Windows blue load screen. This time it was a total blue screen freeze. I restarted again and made it to YouTube where I got a total orange screen freeze with wierd buzzing sounds. So I used Display Driver Uninstaller and removed all drivers and then installed the newest driver. But I still get the freezing. What the heck?? I just had a gtx 780ti die on me so I got a gtx 780 and now this 780 is doing this. Anyone have an idea on what could be wrong? Another bad GPU? Or something else like PSU?
check what ur bluescreen said. It can be anything, ranging from bad ram to overheating.
@spare sun It wasn't that kind of bluescreen of death lol It was literally the color blue. It was a Cyan blue screen. It had no info like a traditional BSOD. It must just pick a random color and freeze with it on the screen. I had Orange, Black, and Cyan
I've seen the orange one once, it should still say the stop code
you mean on the screen or in a crashfile somewhere?
on the screen
There's nothing on the screen
can you reproduce it? Does it simply crash everytime after you startup?
It stays orange or black for a few seconds then my monitor displays the searching for input like my PC's not plugged in
so the pc itself doesnt reboot?
No it doesn't. I did one time get the "driver stopped responding then recovered"
ah but its not a real bsod at all then
thought you meant bsod by blue screen
lol I knew that would throw people off lol
I thought maybe it was just a bad driver so I removed it and installed the newest fresh driver but It started again today
does it crash even if you do nothing for a while after rebooting?
So that's the strange part. I thought It was UE4 because thats what I was using the 1st time it happened. But I restarted and was just on YouTube and it happened. Then I restarted and didn't even make it past the "starting Windows" screen that appears right before your desktop appears.
It got worse and worse
worse and worse? The fans are spinning, right?
That's another thing I'm not sure about with the MSI GTX 780. One fan barely spins and the other spins fast unless I do something demanding then both spin fast. Is that normal?
My friend gave me the card about a month ago because my gtx 780ti died on me.
so I don't know much about it
what are the temps
I don't have it in right now because it was so broke. I'm using my old 550ti which sadly seems to be working and more stable than the 780. But I did check msi afterburner and the line was flat. It wasn't climbing
I even ran Kombustor after installing the new driver just to test it and see if I could stress it enough to cause it to happen again. But got nothing. I watched a movie last night and nothing happened. But all of a sudden a few minutes ago I was on UE4 and it froze again. 😦
few minutes ago on 550ti?
no on 780
I just put in the 550ti in order to use my pc. I don't have a built in gpu on my motherboard
well if 550ti works just fine under same circumstances I think you found the answer before even asking the question
I would agree with you usually but I'm a little worried because it hasn't even been 2 months since my gtx 780ti died in a similar way
I don't want to go out and buy a nice new GPU and then find out my PSU or Motherboard is killing them lol
well if ur overclocking it could
if ur undervolting it could simply make it crash frequently without permanent damage
if ur psu isnt strong enough it could crash too
if its overheating, which I thought about when you said worse and worse - it could
Hmm Maybe it is. Should I use MSI afterburner and just max the fans all the time?
just check if ur hitting critical temps during heavy load
also you gotta reinstall drivers (depending on the gpu ofc) but you probably know it. Its not like 550ti automatically work for 780 - though they might.
Just sounded like you simply swap them out
UE4 and discord shouldn't be a heavy load though right? I was just editing blueprints. I use DDU to uninstall the driver and then replace the card and install the newest driver. I know I did it fast but I did it correctly lol
ue4 can be
but I'd just benchmark and watch the temps during it
ofc if ur idle temps are in the 70 deg range something went quite wrong anyway
Ok So I guess I'll get the 780 set back up then run the benchmark and see if I can reproduce it again.
Ok that's another question i had
with the new drivers
I had no issues for a month then yesterday I get the message telling me to update to the newest driver. I declined and started having these issues..... 😦
Smells fishy to me but could be a coincidence
you can always choose to install older ones
Can nvidia effect the driver you have installed? I mean i didin't have any trouble until yesterday. Could they even do that?
IDK probably just my conspiracy theories
lol
well, technically they could without even knowing. Like declining could reset your profile or smth. But I wouldn't count on that
I'd sooner believe windows has installed another of his silent updates and broke the driver
True Windows is evil too lol
ikr. But for now just check ur temps and try to rollback to older drivers.
worst case it's a hardware fault
I'm getting the older driver now and am about to uninstall and shutdown. Hey Thanks for letting me vent and helping me out. Its just frustrating when this happens, especially when your in the middle of something. I'll let you know what happens.
np
@spare sun well I'm on my phone now. I uninstalled the 550ti driver and shut it off. Then I plugged in the 780 and it didn't even make it to the desktop. Lol nothing but a solid white screen
Has to be a hardware issue right?
Guess I'll be using the 550ti. I sure know how to kill 780 gpu's :(
holy shit..
I'm 1 step away from force deleting 2 years of work over this bloody bug
anyone know why unreals volumetrics randomly seem to fade in and out
does noone know why volumetrics fade in and out ?
@rose bison #blueprintsfromhell material for sure
Why does this bug happen ?
Anyone know a way to get FindPathToLocation() to work reliably?
I have to assume it's some sort of collision issue at this point
This is returning -1
https://www.epicgames.com/fortnite/forums/suggestions-advice/332141-you-do-not-have-any-debugging-symbols-required-to-display-the-callstack
this is hilarious
LoginId:fd18710143009a82ab7c089a4024aaa6
EpicAccountId:ad4f46f940374bc4b9a9e8439eca5059
You do not have any debugging symbols required to display the callstack
epic please fix
I wonder if EPIC will actually push out a version of the engine with RTX support before the end of the year
Well, I suppose it's actually DXR support
technically DXR will be the first time we get an actual real time dynamic GI solution since LPV was abandoned
Probably not
Well, since 4.21 just came out I'm not really expecting it, but iirc they said it'd be in by the end of the year 
I don't mind playing around with it, but that's all. The whole RTX stuff feels like another Hairworks.
Looks pretty, but no one would buy an overpriced GPU for that.
At least that's what I can read out of all the Battlefield 5 posts.
For Games that is.
For ArcViz or so it's probably cool.
Yeah, it's definitely not a game changer at the moment, but it's important to get it out there and have support for the day when everyone can afford a GPU that can run it
@wary wave - I have undeleted the thread ... please get me added to the moderator group here
Aha, I knew I wasn't making it up. This article says "Running on what Epic still refers to as “experimental code” (planned to be introduced to Unreal Engine for production later this year) the raytracing in the demo..." https://arstechnica.com/gaming/2018/03/star-wars-demo-shows-off-just-how-great-real-time-raytracing-can-look/
I know it doesn't say for sure, just pointing out that it was at one point planned to be before the end of the year. Doesn't look like that's happening though
@wary wave -- who is the user ... let me just reach out to them?
@mint sequoia
I have sent them a DM
cheers ^^
hey, how does filling shared DDC work? we have shared DDC setup on a NAS and two machines, ran a fill on one machine over night and the second machine is now still computing shaders and loading maps slowly
and still sending data over to the NAS
@wary wave - all sorted, user is happy.
@iron wadi @pallid compass might know, but not sure how much this is related to unreal engine so might be better to take it in lounge
great ^^
eeeeeh it's shader cache in unreal engine? not sure how it would be unrelated, but thanks for the tip
yeah, it's very much a UE thing
I missed the dcc thing, only the nas thing :p
we used shared data caches at Bohemia, but unfortunately I don't know much about how that was set up
@grim ore purchased, thanks 😃 could use some placeholders.
@frosty moon Forum Mod?
Yes boss
qdelpeche on the forums ... email address is quintond@gobbogames.co.za
I can send you a DM on the forums if you want
does anyone know why i get this error every time i load up a project? Old or new is still the same?
@ me if you know the answer please
I need a good idea for sustainable development app. Does anyone have any ideas? It's for a school project. Post the idea her or DM me.
@harsh tiger - you get the error message because those assets are not there and it thinks they should be (something, probably the level, references them)
I mean it says exactly which meshes want those materials, and it says they're not there
is there a way to get the complete (asset) path of a level? e.g. the level is located in maps/world1/level1 though GetMapName only returns the last part (level1)
context: after that level has been exclusively loaded
Is there a console command in preview that unlocks camera?
Is possible to change texture configuration (texture group, filtering, use of mipmaps, etc) on runtime using blueprints?
can anyone please tell me why my TriggerBox isn't working? I'm using the OnActorBeginOverlap
Hey guys. work has kept me out of UE for almost a year now so pardon the noob question. I'm trying something with one of the paragon characters.
I would like to pause the animation on a certain frame.
In other words, I would like to define the pose from a specific frame in one of the animation clips.
I don't even know where to start.
@lean junco have you tried creating a notify in the animation timeline?
@plush yew Nope, that sound like a starting point.. then what do I do? Where and how would I reference and set it?
open up the animation, then at the timeline at the bottom, put the cursor over the time of where you want to create the notify, right-click and create notify, name it
then in the event graph of the animation blueprint, you can refeerence it
@plush yew I'm hesitant to try and assist you with your trigger box question, because I'm sooo rusty, but, are you overlapping with an actor? I remember having problems with it when I used a pawn, not an actor
@plush yew Thanks dude! I will try that
yes, i have it overlapping with the third person character
I had so much S@#t with that on the last game jam I did... I will try and see if i can find the project to see what worked.. remember it having something to do with the type of collisions it would trigger
ouch
because i never use box triggers, i just use the collision boxes you can create in an actor blueprint
jeeze just chatting with you makes me realize how much I have forgotten in the last yeart
lol
i figured it out. apparently, you aren't even supposed to hook up the reference to the third person character. it just automatically knows. <.<
oh hell. I'm glad you found that, cause I would have totally overlooked that 😃
Hello guys. I'm having a little problem with Overlap Events. Attached a Capsule to my Third Person camera, so when it Overlap with a Wall it fires an Event. The problem is that it only fires when the Characters Moving. If i just move the camera without moving the player it doesnt fire.
Do Server's lose lots of performance if Collision is too intensive on Meshes?
Like using complex collision on everything?
I would assume they would
"Lots of performance" and "too intensive" isn't really clear
Overall, unless you're doing things really wrong, collision is unlikely to be a major problem
Complex on everything may not even work, as two Complex wont collide with eachother.
... Complex collision everywhere is definitely wrong
@errant fable screenshot of the blueprint viewport?
@dawn vessel The problem with complex collision is that you'll have gameplay problems before you have performance problems (which are only a financial problem, server-side)
Needing complex everywhere means your assets are fucked up
You'll have characters bumping into stuff all the time
Complex meaning they are as on point collision as possible.
Is what I was aiming for.
You should strive to avoid that
Collision is deeply linked to movement, and no one enjoys bumpy movement in games
@unreal spoke https://www.youtube.com/watch?v=derh2vGfTtQ at 12.20
A short tutorial to show how I hide terrain when the player character moves behind walls etc. This allows the player to be able to keep eye on the surroundin...
I guess you should say more about your game, but mostly, collision in games is always very simplified because it makes the gameplay much cleaner, easier to understand, and more reliable
btw, if you want your character to precisely walk over the mesh, use IK setups
your capsule wont bump, but his feets will stick to the ground and stuff
@errant fable That box seems to be parented to the spring, not the camera
Tried both
@errant fable which one has "use pawn control rotation"? The spring or the camera?
@unreal spoke Spring
guys, i need some help
i need to remove starter content from my project
but even if i delete it, after a full build, the content keeps getting re added by the engine
is there a config i'm missing?
So, anything called on a pawn with a player controller is done on client, while everything called on a pawn using and AI controller is done on server. Is this a correct statement?
found it guys
DefaultGame.ini
InsertPack=(PackSource="StarterContent.upack,PackName="StarterContent")
found it xd
sorry!
Where do I post models just to show em off
Tune in for today's livestream with @HighlySpammable to discuss advanced technical art in #UE4! He'll walk through how to create a vanishing effect, using advanced material techniques.
11AM PDT/ 2PM EDT/ 7PM GM https://t.co/tYgIsr2UPw
#work-in-progress if its ue4 related @plush yew
Okay
Does this controller work with UE4 on windows 10? https://www.nacongaming.com/product/controllers/gaming-controllers/compact-controller-ps4/
NACON™’s Wired Compact Controller packs in an impressive range of features, including a touch pad, stereo headset jack and vibration motors. The ergonomic