#ue4-general

1 messages · Page 343 of 1

true finch
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Hey guys, is there anything new to making a game moddable? I have read some things, but everything seems so hacky ... Is there a proper way to add mod support?

plush yew
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Check out Ark

vivid totem
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hello guys, im new and noob, is this room ok for asking noobs Q&As?

grim ore
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every room is ok for that, some just better suited than others.

vivid totem
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tnx... Noob Question, how to I free Rotate on this?

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i dont want to use x,y,z axis, i just want to free rotate

plush yew
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so like

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i can help

vivid totem
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yes plss

plush yew
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then u can freely move it

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how ever u want

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just the 3

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not the first one

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well thats the move tool

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next is rotate tool

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and other is teh tool that can resize

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hope im right

grim ore
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I think he wants more of a single widget rotates on all axis and less on the snapping

plush yew
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o

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oh and mathew i need help also lmfao

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the car just lift from the ground and it then flys up then down

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on to ground

vivid totem
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oh fuck! now I know why i cant freely rotate it, i forgot to click "Transformtoolmode"

plush yew
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lo

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lol

vivid totem
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SO NOOBISSSHHH to the max

plush yew
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how tf they get up there

grim ore
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If it flies up then comes back down there is a good chance it's got physics enabled and is being spawned in the same place as something else so is being forced out

plush yew
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ok

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i dont think i can find the physics thing on it

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only this

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that was the default it came with

grim ore
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I have no idea how the car is designed but i would assume it has something affecting the physics on it. a collider or mesh

plush yew
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yeh cause im using the player interraction project

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and it used to wrok fine

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work

grim ore
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try spawning the car in the middle of the air next to nothing and see what happens

plush yew
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kk

vivid totem
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is there a way to make the object unchoosable? like its just Visible but unchoosable

plush yew
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that did not work lmfao

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now the cars flying around the map

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hitting stuff

cerulean nova
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sounds like something on your car colides with something else in the car for example

plush yew
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hmm

cerulean nova
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could even be the player modle itsle

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itself

plush yew
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wanna know where ig ot the car from

cerulean nova
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if u stuck 2 things into collision they tend to push against each other and that forces them to fly who ever played Gmod knows that to well 😂

plush yew
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yeh

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CharacterInteractionV3

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thats the pack

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btw

cerulean nova
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🤷 ^^

plush yew
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it should not

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have any errors

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let me try reimport

cerulean nova
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maybe its just a setting that u overlooked ^^

plush yew
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pl

soft lodge
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hi folks, how do I detach the camera from the pawn again when Playing in Editor?

weary basalt
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F8

soft lodge
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F8 doesn't seem to work unfortunately

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like, the game/camera just continues as normal. Is there something else I should do to take over control of the camera while leaving my pawn?

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Note: I'm using 4.21 in case it's different/broken in that

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not working in 4.20 for me either

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anyone any other ideas?

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weirdly enough, now F8 suddenly started working :/

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Strange, but thanks @weary basalt

plush yew
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does anyone knows how to create a camera system like fnaf in Unreal insteaf

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instead*

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anyone

cerulean nova
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not that hard 🤷 just switch the active camera actor in a array for example?

plush yew
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you know fnaf?

cerulean nova
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nope

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just saw videos ^^

plush yew
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ooh

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its a robot game

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"horror game

cerulean nova
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yeah i got that but the player actor cant move and so its just a camera itself too

plush yew
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how can you import 3d models of Animatronics

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and how do you make the animatronic move to each romo

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room*

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i want to make a Fnaf Fan game

cerulean nova
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as far is a saw it they never moved on camera rather switched positions and ony started to "run" on the nearest one or not?

plush yew
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oh k

cerulean nova
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its very simple if u ask me but u should start with something more simple if dont even know how to get the models into ue4

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^^

plush yew
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but you know how to make them switch position

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so im gonna create my 3D model of my animatronic

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ive done my main menu so thats al gud

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only the map and models and the animatronic switching position

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is my difficulty

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yeah,,,

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;_l

cerulean nova
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the positions swiched based on entering+leaving and switching cameras by a randome chance i could imagine + the time just passing by incase u dont enter or do anything at all

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but there is way more u need like a "jumpscare" animation for each and all that

plush yew
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do you know how to add your intro like "vFuzion Productions" ................. TheSpyers then the game menu shows up

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like a vidoe

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video

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my room is dark so i make spelling mistake

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ima on my light

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k back

cerulean nova
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took 2 seconds to look up

plush yew
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Omg

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thanks

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😄

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Im going to credit you 😄

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As a Special Thanks

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Like

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Special Thanks to : Net

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its rare to finds lots of unreal tutorial...

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😦

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i mostly see unity tutorial

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k

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ima watch the vid

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thanks m8

cerulean nova
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np...

fathom gust
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how should I export an fbx/static mesh from maya to unreal so that I right position and pivot position ?

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so that I get*

cerulean nova
cinder pasture
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Whenever I open a file in UE4.21 it crashes. Any thing could be done?

fathom gust
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@languid shard I reported the bug yesterday and it turns out that when I open my unreal file in a text editor 'Enterprise = true' is not there.

honest vale
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AAAAAAAAAAAAA why is there no methods to sort arrays in BP?

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my god

grave nebula
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Working with arrays in BP is pretty suicidal overall ><

static viper
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you are assuming theres a method to sort arrays in c++?

plush yew
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Just create it yourself :p

static viper
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its really easy

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🤞

cerulean nova
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or make a counter that counts up to X and make every integer activate the next Camera and make it be countable backwards to Starting point 🤷

static viper
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exactly my words

cerulean nova
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based on what i heared he isnt that expierienced and i wanted to push him in the right direction with as much info ^^

honest vale
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@static viper of course there is

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you just pass a lambda function to the sort function

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ffs I don't want to implement quicksort with BPs D:

static viper
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gid help

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and gid well soon XD

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bless you

cerulean nova
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everybody needs to start somewhere 😃

icy bone
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@honest vale TArrays have sort not sure if its exposed to BP

honest vale
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yes, seems like it's not

static viper
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i love how everyone says something different

icy bone
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@honest vale weird cus its so very common, maybe u need to call from kismet static library or something

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i only use C++ so i dunno about BP for this, i just expose whatever i need

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is ur project purely BP?

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otherwise u could solve this particular case in C++ :p

honest vale
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I want to make something for marketplace and not get bogged down in C++ plugin approval process

languid shard
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@fathom gust huh well that's weird, should've been set to true

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Can you force it ?

fathom gust
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@languid shard haven't tried yet dont want to mess things up. I am waiting for their reply if they say so ill go for it.

languid shard
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Should be alright, that won't mess anything

fathom gust
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okay Ill try it

plush yew
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hi everyone

fathom gust
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@languid shard damn it worked alex

mint sequoia
fierce tulip
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yea, a lot of that around blick friday/thanksgiving

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ill take care of it

whole quarry
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that awnserhub topic, lmao 😄

ocean widget
static viper
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potential scam?

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you either have a scam case

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or not

ocean widget
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Yeah

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Well I worded that poorly

static viper
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do not make this public.

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its best to ask a mod directly about it

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regardless

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you will need strong evidence

ocean widget
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Yeah I got plenty of that

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Thanks

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Was wondering what the best way of procedure would be

tardy fossil
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Hello everyone, got a newbie question (apologies if there is different channel for it)
Is there any way in unreal to create an instance/blueprint out of scene assembled meshes/sounds/lights ? (example being a ship model with multiple parts, assigned materials and set sounds)
...so i can use it on any map as "instance" and simply drag & drop this assembled model

regal mulch
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Well, UE4 doesn't have Prefabs

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If that's what you ask for

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There is a prefab plugin, but not 100% sure how much functionality that allows

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You can always make a level and stream/load that in

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But a set of spawnable actors is something that you'd have to implement yourself

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@tardy fossil

tardy fossil
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i guess it is "prefabs" i was looking for... thanks... i know that u can copy-paste selection from "scene" between levels but thats not very elegant

(at least for me its very distracting when instead of single "prefab" i have huge hierarchy maze with each actor having 100+ lights/meshes/sounds under it)

plush yew
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hello guys I want to ask you how to sell anything to marketplace for example I made one wood and I want to sell it which are the steps to post it in the marketplace?

fierce tulip
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one wood?

plush yew
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I said example

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the wood and its textures

fierce tulip
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wood as in a whole forest? a wooden block?

plush yew
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no matter

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like this

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to post i here for money

fierce tulip
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google "ue4 marketplace submission guidelines"

plush yew
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thank you

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I found it

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then?

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there are only info what I can post

fierce tulip
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if you would read, you would see that second 2 has info about file structures, quality, etc

languid shard
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@fathom gust see :p sometimes the best fixes are the simplest

versed spear
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Hi everyone. Where would I post if I am looking for some one to help with art work if it is not applicable to the job channels?

plush yew
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somebody good with materials?

versed spear
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Maybe an art channel would be a good thing to add so that our artists can network with the community.

plush yew
ancient otter
slender horizon
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not bad but normal

spare sun
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you asking for feedback?

vivid girder
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If I accidentally import an SK to the wrong SKEL, is there a way to fix the SKEL? Or just prevent this in the future?

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It added all these bones(?) that i'm not sure how to remove

ancient otter
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@spare sun yes

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i changed some stuff tough

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how does this looks now?

spare sun
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#work-in-progress
imo clothes & weapon need a better texture & hand seems quite far and stiff

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also blue is quite saturated, compared to everything else. Makes the eyes stick to the hand instead of watching the surroundings

plush yew
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Looks like CS:GO

tender bluff
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guys this may sound weird

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but what if i did procedural generation with a neural network

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like the positions of the objects are represented with 1 pixel and the lightness is the range from like -1000 to 1000

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and there are 3, one for xyz

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and then i use a image generator i coded to generate these images of 3 pixel pairs to find positions of the objects

spare sun
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a neural network has to be trained though

tender bluff
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yes

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i made it already

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i just need to test the theory

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ill basically code something to get each object

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and use like excel to convert the numbers to color

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if it can figure it out

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that would be so cool

ancient otter
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@plush yew its csgo

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i used hammuer, crowbar, etc.

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@spare sun i will solve that

thorn vector
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Yo

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Anyone know how to make my game multiplayer i trying to make mmo

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Is steam multiplayer good

cerulean nova
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Unreal Engine 4 + MMO = NOT SIMPLE

vivid girder
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Is it just me or is GetRotation() totally broken in anim bp's

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In 4.21.0

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All of these return 0

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But in the blueprint the same ones return the correct value

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And the velocity in the anim bp is working perfectly, so i know it's getting the actor reference correctly

plush yew
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Is there a plugin to take notes in UE4 ?

vivid girder
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Wow, this is so dumb

plush yew
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Well it's always useful to being able to take notes

vivid girder
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1 works but 2 doesn't

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So Get.....Rotation() functions seem totally broken in ABPs

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yet Velocity from the pawn reads perfectly fine

vivid girder
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@plush yew There is a plugin for that but I don't think it's been maintained since 2017

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FixIt

fringe pivot
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does anyone know a good sky/day-night-cycle system? I have checked the marketplace and it doesn't seem to anything that worth buying

true swallow
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im sorry but game assets are so overpriced

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some shit thats 50-60 dollars in reality should only be like 3-5 dollars

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and im not talking about stuff like art assets

fringe pivot
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ikr

true swallow
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like shaders and shit

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that take 5 minutes to make

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indie devs need to be more communal

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like music producers

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we all need to help eachother more

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instead of making some cool assets and putting a fucking 90 DOLLAR price tag on it like its some groundbreaking shit

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in reality its just some blueprint that took 10 minutes to make

minor creek
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well most indie game devs are broke lol

true swallow
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so are music producers

plush yew
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@fringe pivot i know one

true swallow
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im from the music production industry

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or crowd

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whatever you want to call it

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very communal

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sharing sounds and presets

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we should have an asset sharing / game resource sharing channel

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ive got tonnes of ambient music and stuff that im willing to give out for free

minor creek
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idk what ya want me to say

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lol

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it'd be nice, but its not gunna happen

spare sun
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well nobody pays 90$ for something they can make in 10 minutes themselves

minor creek
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you get what hes saying though

cerulean nova
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People ask for stuff that takes A. 5 seconds to look up or B. Want to buy something that is so simple that if they are not able to do that wich is like super basic they eiter will never get the game done or will have a frankenstein of a marketplace game

plush yew
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@vivid girder I meant simple 2D notes as a notepad

vivid girder
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Those are called comments and they're everywhere

plush yew
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In scripts, but I wished a notepad that can be set in a tab

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Like the text editor in Blender

vivid girder
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Just do it with 3d text or something

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This would be an extremely niche feature

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I've never once needed to write paragraphs of text outside of a level or code to be viewed while working in the editor

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And if i did I'd just use wordpad

plush yew
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Yeah, I mean it could have been a nice basic native plugin

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Just so you can organise your ideas in the software itself

spare sun
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yea honestly when saving up ideas I simply open up notepad in project folder and tab out. Or comment them in the code

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but I see how it could be a thing

vivid girder
plush yew
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Oh, yes, why not using Blueprint comments ?

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Good idea

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Or best, create UI Blueprints

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Don't know why I haven't thought of this earlier

fringe pivot
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I'm trying to follow some tutorial, the guy at the video has a "global postprocess" component which I don't

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Do I need a plugin or something or maybe it was renamed to something else?

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I guess it's post process volume now

paper kernel
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you can set the postprocess material directly to your camera

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so you don't have to rely on volume coverage

paper kernel
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🤔 hmmm

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Physics constraint motor target doesn't seem to operate as intended

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my default target is set to 0(origin)

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if I modify it to -20 with keypress, it slowly drops to that location

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but as soon as I set it back to 0 it bounces to it real fast

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as if it was still trying to reach the 0 position

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it is a soft constraint so damping should be a factor when moving both ways

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seems to work the other way too

still island
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Hi. I work with one other person on my project remotely. I am coder and he does all designing. I store my code on github and he can update the project whenever he needs. Sometimes he asks me to build some c++ component for him etc. And then he has to update the code and recompile it on his machine. My question is.. is it necessary to share the code all the time ? It'd be waaaay more comfortable if I could just send him the .dll file and that's it. But UE always requires the code on his machine too. Is there a way to work with dll only ?

plush yew
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Hello guys I have a problem with the Mobile Runner Game
When I follow his steps he can geneate the infinity ile but I can't why?
The bluperints are same

plush yew
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anyone can help?

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and want to send screenshots

latent moth
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why is changing a brush image on a HUD not actually changing it?

plush yew
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anyaone can help me

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pleas

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I can't continue with my project

plush yew
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hi

mint umbra
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Hmm... just updated to version 4.21 and my grass foliage isn't showing. I tried recompiling the landscape material to no effect, the scalability etc. is as it should be, I am showing Grass. Anyone got any suggestions?

thorn vector
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yo can anyone help me setup steam multiplayer

ruby robin
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Guys, is it possible to remove material, but replace all references with Material Instance? I do not see my instance in replace asset list

lavish marlin
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can somoene point me to a tutorial of how to harvest something but instead of instant its like runescape gather?

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for instance trees mining fishing so on but u stand there and every so often u get an item

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i have a full inventory system ready for this also

hushed monolith
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so I just signed into epic launcher and it only has ue4 up to 4.16 all of a sudden... has anybody else seen this?

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hmm... signing back in fixed it. nevermind

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weird

fallow prism
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@lavish marlin Look up a tutorial on stamina bars. Its pretty much the same concept, ur doing an action that requires u to deplete a bar, and at the end of the bar, something happens

lavish marlin
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i never thought of that thanks!

fallow prism
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np

lavish marlin
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i have made an inventory system pickup items erm also a tree into actor thats how far i got but there are not many tutorials on what im doing

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cant find how to get an item from depleting a tree XD

fallow prism
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there are different ways to do that. You can either set up an event, for when a tree is broken, or a boolean and condition to see if the tree is broken

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but first u need to give a "health bar" to the tree

vivid girder
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Can the GPU time ever be lower than the Game time?

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Also, is the GPU visualizer wrong?

grim sinew
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If I remember correctly, Game is the game thread, aka game logic/CPU

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So if that’s higher than the GPU time... there may be a problem.

vivid girder
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Just wondering because i've never seen it higher

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Is anything in the GPU thread capped by the Game thread?

grim sinew
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Draw calls

vivid girder
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Isn't that in the Draw thread?

grim sinew
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Probably. You’re the one with the stable internet connection, not me! Go check ;-;

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cries in Canadian hotel WiFi

vivid girder
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Oooooof

grim sinew
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Flying back tomorrow, thank god. Can’t take another day of this.

vivid girder
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Could have just said Cries in Canadian

I watched through the Unreal Academy series on it and that really helped, I just assume people here have used the profiler in more depth than I have

grim sinew
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And the GPU visualizer is always wrong on the first frame you use it. Spam the console command 2-3 times.

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And look, rendering is complicated. Some things are only GPU, some are both. It depends on the effect and how it was coded.

vivid girder
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No matter how many times I spam it I get <10ms of total GPU time in the profiler

grim sinew
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Like the indirect baked lighting. Used to be CPU. Now it’s GPU. Things change.

vivid girder
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And always >16ms in stat unit

grim sinew
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Before volumetric lightmaps it was a CPU calculation.

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Eh. Editor lies. Don’t listen to it. Run the actual client stand-alone when profiling

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Editor overhead is not insignificant

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There’s also an extensive video on YouTube epic made on performance profiling using the shooter game as an example

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It covers the profilers

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Both of them

vivid girder
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The one with Zack, right?

grim sinew
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Again, asking the guy here that can’t google it.

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YouTube kills the WiFi

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I just remember it exists, watched it a while ago

vivid girder
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Oh, thought you just remembered the video

grim sinew
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Watched it probably over a year ago now, cant remember who it was

vivid girder
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Can't forget that dude's hair

golden magnet
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anyone know how to snap an object to the grid? snapping is so frustrating in ue4 lmao

grim sinew
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It does that by default

pallid compass
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turn grid snap on

dusty cypress
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ye top right

pallid compass
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or wait for my new grid support plugin to come out 😉

golden magnet
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oh right, but when I scale the object it seems to break

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what unit would I have to scale it by to keep it snapped then?

pallid compass
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Because the grid does not scale.

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actually

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It does not break

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The pivot does not change

grim sinew
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100 centimeters is 100 centimeters regardless of scale. The grid does not break. Your pivot does not change.

untold cobalt
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Hi everyone I'm using varest plugin database system is running but there is an object that I want to transfer the database object can do

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Please Help Me ?

devout sun
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One thing that I've seen during my tries with Unreal Engine and other engines, is that people just don't want to teach, they just sell a use-ready module

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For example, a rhythm-based game in Unreal, people just show demos and point to assets in marketplace, which are ready to use blueprints

dry moon
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It does depend on how in depth people have created them. Most often people who spend too much time on it see it as a way to make some money for all the time they spent on an issue

devout sun
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For a rhythm game, what skills do you need in Unreal? That's what I want to focus, learning the needed skill for a certain type of game I want to make. I have models ready for the notes, models that I did myself.

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I don't want to just get ready to use blueprints

dry moon
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Do you know how to code C++ or use blueprints?

devout sun
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I'm not flaming Unreal itself

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I know C++ up to pointers, and a little of blueprints. But I spend a lot of time during my childhood learning GML

dry moon
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Yeah I understand, I can see where you are coming from. I've felt that way with a lot of things

devout sun
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Learned GML because I didn't have a good computer to use 3D engines at that time

dry moon
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I'd definitely suggest you look into blueprints in depth more. Small steps into what you want to do

devout sun
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I also have a long background in LMMS and FL Studio, did about 10 songs already

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Along with audio and video editing

dry moon
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I started UE4 around a year ago, and I'm still learning which is the best to create blueprints and performance with them

paper kernel
#

(╯°□°)╯︵ ┻━┻

devout sun
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One of my songs became the main theme of the game I'm working on at my gaming school

paper kernel
#

why can't my head primitive in PHAT have collisions without it spazzing out

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every constraint has identical settings, why is the head spazzing over collision

dry moon
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I would suggest looking into reading files, so you can custom files to run along a song

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like guitar hero does

devout sun
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If there was a way to read MIDI and use soundfonts instead of data files and track-based audio for keysounds

dry moon
devout sun
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Holy s**t, that's cool

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Precisely what I wanted

dry moon
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The developers of Unreal Engine have side projects they always release

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so definitely check out the forums.

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MIDI Device support is also a builtin plugin for UE4, so just go to Edit > Plugins

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and look for MIDI

devout sun
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I'm subbed to the Youtube channel already

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But thanks for that info

plush yew
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Hey guys, I'm new on this discord and I have really big issues issues with Unreal Engine ( Import landscape I create in World creator 2 ), someone here can help me ?

supple totem
#

Yeah go ahead and ask here or level design

plush yew
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In few words, when I export my WC terrain in unreal, my export doesn't match with my wc2 terrain, the topology is different, more flat, like a scale problem
Is just that ^^
Look :

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But I think I know where is the problem : the scale

supple totem
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You can increase z scale on landscapes

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Like you scale other actors

plush yew
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Yeah, I just do that, look :

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But not perfect and I put a random value...

supple totem
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How does the image that you import look? Are the peaks white?

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You want to make sure the wm export is using the full range of 16 bit png shade

plush yew
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On the last image ?

supple totem
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So, whatever wm exports

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Is there white in it?

plush yew
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No ?

supple totem
#

If not, it's not using the full range of values it can

plush yew
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Is uniform

supple totem
#

So, id look into wm export scale

plush yew
#

( I put here the reply to this question on the WC2 discord :
in UE4 max landscape height is 512 meters
so you have to do some math to get correct multiplier
and if you change horizontal size / resolution you have to incorporate that "info" in your calculations " )

#

And I export in raw, no PNG

supple totem
#

Ah I've never used raw,only png

plush yew
#

You work with World Creator ?

supple totem
#

Once yeah. I mostly used gis software for terrain exports tho

plush yew
#

okay okay

supple totem
#

Oh no wait I used world machine

#

Never used wc

plush yew
#

ok

hushed delta
#

found a bug here on 4.21, importing a skeletal meshes and assigning to it an existing skeleton results in the mesh imported backwards (-y instead of +x)

weary basalt
#

@hushed delta Have you reported it on the AH?

#

Theres nothing that can be done about it here.

hushed delta
#

can someone test it? i want to discard a bug in my install

#

just take any skeletal mesh fbx and import it on an existing skeleton

weary basalt
#

Can you reproduce it in a blank project?

#

Easier for you to do that then ask for someone else to.

hushed delta
#

i'm gonna test it right now

#

testing...

weary basalt
#

If you do reproduce it in a blank project, post on the AH with the reproduction steps and Epic will look into it themselves.

silver crown
#

I run on the oldest UE4 👀

plush yew
#

i need help
i want to make on an actor blueprint "on_begin_overlap" a function from another blueprint (tps_blueprint) get disabled

#

Hi Im using skeletal meshes made in Blender and they have this Root Bone called after the mesh in Unreal, is there any way to get rid of them? Is it an Unreal or Blender thing?

#

I think it's the Armature in Blender, maybe I should give it a common name

hushed delta
#

found it, it was a 4.20 bug, fixed on 4.21 (the inverted mesh on import)

#

@plush yew you can use a modified fbx export to get rid of the extra bone

plush yew
#

@hushed delta You mean an external FBX export? Not in Blender?

hushed delta
#

in blender, another exporter like a plugin

#

i always use the auto-rig addon, but i think that the UE tools can do a good export

#

an its free

#

if it's a model created by yourself, instead of using a root bone on the armature

#

change the armature name to "root"

#

and animate the armature for root motion

plush yew
#

Yeah I think I'll just give the armature a common name

#

Thank you btw, I'll also look for some export plugins

#

Any idea what causes these certain lower arm bones to be shifted/ going in the other direction like this? This problem did not appear before

#

And it's just at animations

#

All transforms are applied, rolls on 0

strong mesa
#

i have so many things to report about exporting from 3ds max about a lot of bugs and i have the explanation for it , i just got out of a tow month bugs and crashing course , so i'd like to have someone talk with me so that i can detail all the exporting bugs and detail the situations i went through

plush yew
#

@daring nimbus brief answer for you here - i handle network errors with event networkerror blueprint code, beyond that you might consider to ask this question in #multiplayer while deleting it here if you like. if you develop in dedicated servers remember to compile from source as well.

daring nimbus
#

@plush yew Noted. Thanks for the response--taking a look.

heavy prairie
#

been struggling with this one--If I want a to have a Pawn that moves in one direction at a constant rate, I figured I'd could add a FloatingPawnMovement component to the Pawn and set the velocity to a constant value. That doesn't seem to work though. Instead, to get the Pawn to move, I have to do an "Add Input Vector" on the Pawn's Event Tick. Does that seem weird? Should I be able to set the velocity on the FloatingPawnMovement component and expect the Pawn to move along at a constant rate?

mint umbra
#

Just updated to 4.21 from 4.19. I had fully functional landscape grass, but now it's not showing in viewport. Engine scalability is set to epic, grass is toggled in the Show meny, I've re-connected wires in the landscape material and I've edited and reset the grass density. Is this a thing with 4.21?

#

It's showing when simulating, but not in viewport, although it's toggled to Show. Uh...

#

Okay, toggling Realtime fixed it. That wasn't an issue in 4.19 though.

grim ore
#

@heavy prairie floating pawn is literally a floating pawn, like a ghost or a UFO. You would want something like projectile movement which makes it move forward in a constant direction/rate

heavy prairie
#

thanks @grim ore ... I'll give that a shot.

autumn turtle
#

Are there any good ue4 courses or certification like programmes out there that could thoroughly prepare me for creating online mmorpg games? I see a lot out there but I trust this group much more than promises from udemy course descriptions.

grim sinew
#

You will die of old age before you make an MMO on your own.

#

Give up and do something more reasonable on a much smaller scale. Like 1/100,000th the scale.

autumn turtle
#

Not expecting to make a full fledged mmorpg like wow. Something much more basic.

#

Thanks for the pep talk though. The question was related to courses out there though.

grim sinew
#

Doesn’t matter. The very idea of even getting a player count that massive is a pipe dream for most indies.

#

And the knowledge of how to do it takes years to learn, it’s not something a course can teach you.

#

MMOs take millions of dollars to make, and it’s not the catering budget. They take the most skilled programmers and networking engineers around to do it.

autumn turtle
#

Cool, so any direction on that then? Or are you just going to keep telling me to give up?

grim ore
#

To answer the question there is no course out there that can thoroughly prepare you to make an online MMORPG.

grim sinew
#

I’m going to keep telling you to give up, and to get a computer science degree instead.

#

It’ll be more worth your time.

grim ore
#

If you want a head start you can buy the UE4 or the Unity MMORPG kits and start modding from there.

grim sinew
#

Unreal’s MMO kits can’t make MMOs, they don’t fix the networking problems.

autumn turtle
#

Thank you MathewW

grim sinew
#

Get a computer science degree, learn proper networking, and then join a company that makes MMOs. It’s the only chance you realistically have.

#

Anything else is false hope.

#

The project scope is too massive for individuals to ever attain.

plush yew
#

hey zero 😃

#

remember me? lol

grim sinew
#

Vaguely.

plush yew
#

hows it going

grim sinew
#

Sucks. I’m in Canada, just wrapped on production. Heading back to the US tomorrow.

grim ore
#

Despite the negativity look into project gorgon and it's development if you want to see a smaller scale mmorpg from a small team.

plush yew
#

i have to mail something to someone in canada

#

my old comp

grim sinew
#

Free me from the hell that is hotel WiFi.

plush yew
#

we'll see how it goes.

#

hotel? 😮

autumn turtle
#

Eh, I am used to negativity like that. Internet is full of the kind.

grim sinew
#

Yes, how dare I try and put you on the right path

#

I’m just a monster

plush yew
#

a smart monster. but still a monster.

#

😃

#

lol

grim sinew
#

The worst person to dare suggest you get a good education and proper team instead of throw away years of your life.

plush yew
#

ZN means well hes' just very direct

autumn turtle
#

Thanks for pointing me towards something MathewW, instead of just telling me to give up lol

grim sinew
#

Well, we’ll see how it goes in a few months. Making games is funny, the more you learn, the more you find out how much you need to learn. And a MMO is a bottomless pit of “Oh god I need to learn so much”

plush yew
#

ZN, out of curiosity, you buy anything on the MP?

#

want to know if there's anything last minute i should get

#

im frantically looking for something i need before the fall sale goes out

grim sinew
#

Rarely. There’s a good spline generator thing that I use for ivy that saves me a ton of time. But usually, if I find the need to get something on the marketplace, I instead learn how to make it myself.

plush yew
#

ack, expensive

grim sinew
#

A lot of the time it’s pretty attainable to learn things if you keep to small steps, and it puts you in a better position instead of the trap of “Well I spent all this money on the marketplace and don’t understand how it works, now I need to spend more money to finish the project since my personal skill can’t keep up”

plush yew
#

it looks cool

#

i'm getting exhausts for $23 lol

grim sinew
#

Think the spline generator is like $40 last I looked, pretty good for what it is. The ivy alone is worth it for me as an environment artist, ivy is a massive pain to do manually.

plush yew
#

i looked at UT editor like you said ZN

#

on and off

#

i tried to incorporate some of the methodology in their design, but it was a lot to take in . so small steps.

grim sinew
#

Yeah. Small steps is the best way to do any of this. Too big and it becomes a monumental task.

plush yew
#

getting into decals and stuff now

#

there's a good mp asset for decals pretty cheap as well

grim sinew
#

Most of what you need to learn about decals you can get from the content examples

#

Beyond that, textures.com is really all you need. Either that or a camera

#

Like if you want to have a scorch mark, just toss some charcoal dust on some white paper and take a photo.

autumn turtle
#

Bro has a comp sci degree. I went immunology and infectious disease. This is more of a serious hobby i want to pick up. Even so, comp sci hasnt prepared him for mmorpg development. We are playing around right now... looking to get more serious. We would never claim to be capable of creating an MMO as a two man team, but you have to start somewhere. We are looking at maybe an android game like one of the .io and then eventually attempting something like a very basic poor mans clash royale. Either way. Looking for a solid foundation to build our knowledge from instead of wasting time on garbage courses.

#

Having said all that, any solid UE4 courses or other resources out there for someone looking to grow?

plush yew
grim sinew
#

There’s some super basic stuff on udemy, but a lot of game dev programming is just learning on the job and building yourself up with small/manageable projects.

plush yew
#

there is also the academy page as well

#

and udemy

#

whatever you do don't give up that's for sure 😃 game dev is really fun

#

one of the best ways to be creative

grim sinew
#

The best way to learn how to make games is to make games. Shove your MMO idea off to the side for a while and make smaller projects, the smallest you can think of, and steadily build up to it.

autumn turtle
#

Any of that have some sort of testing to keep my understanding of course topics in check?

grim sinew
#

And yes, the smallest you can think of. Even that is still probably going to be too big at first, as you’ll quickly learn.

plush yew
#

@autumn turtle check out SFML if you want to get into CPP dev ( https://www.sfml-dev.org/ ) when you say testing some of the udemy tuts have tests like the ben tristem one. the youtube ones are more follow along, and docs are docs

cinder locust
#

Question. What is more efficient, linetrace or overlap?

grim sinew
#

I remember hearing once that overlap was, but line trace is better if you’re not doing it every frame and only once in a while.

autumn turtle
#

Ive been running through some video tutorials on youtube, but a lot of that doesnt really stick since they just basically hand you what you need rather than forcing me to think about solutions.

plush yew
#

i've been through that a bunch

#

i just take what i need and adapt if necessary

grim sinew
#

Yay, I’m completely getting ignored now.

#

Alright, I tried. Nothing I can do beyond that.

plush yew
#

haha zn

#

herp you can also check out the marketplace if you want there's some good sales on there

bitter iris
grim sinew
#

MIght have a corrupt uproject file, open it in notepad and check

bitter iris
#
    "FileVersion": 3,
    "EngineAssociation": "4.20",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "SurvivorX",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        }
    ],
    "Plugins": [
        {
            "Name": "UWorks",
            "Enabled": true,
            "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/382ff2e7db2f483c82bf7246530d100a"
        },
        {
            "Name": "Substance",
            "Enabled": true,
            "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/2f6439c2f9584f49809d9b13b16c2ba4"
        },
        {
            "Name": "ApexDestruction",
            "Enabled": true
        }
    ],
    "TargetPlatforms": [
        "WindowsNoEditor"
    ]
}```
#

This is the uproject

grim sinew
#

And running the uproject gives you that error?

autumn turtle
#

Not ignoring. So you are saying just try something like create a basic fps instant respawn game or some other basic idea. Get to the point where i am comfortable creating similar projects, then add to it little by little. Right?

bitter iris
#

im trying to run a server from the exe

#

i can open the project an package, just not run the server.exe

grim sinew
#

And yes, a basic FPS will teach you orders of magnitude more than any single tutorial. You need to learn how to make a full game, with AI and everything. And you need to learn how to do good level design for it to be any fun.

#

And if you introduce multiplayer, everything is suddenly 3X harder

#

Let alone “massive” multiplayer

autumn turtle
#

True...

grim sinew
#

Most UE4 devs struggle for years to break more than 100 players per server

#

Just because of how Unreal’s server works

#

It’s not built for it

bitter iris
#

whats the most a unreal game can do player wise?

grim sinew
#

Epic in 4.21 just had to introduce brand new networking tools just to get Fortnite to comfortably reach 100 players, let alone more

autumn turtle
#

So what would be a reasonably attainable number for players per server in ue4?

grim sinew
#

100 is the “realistic” cap. It’s not a hard cap, as in not hard coded, but no hardware that exists can do more than 100 players per server right now with how Unreal’s server works.

#

To do more, you need to build Unreal’s netcode from scratch

gloomy helm
#

The amount of players depends on the type of game

grim sinew
#

Or use something like improbable that’s already done that for you (but is also extremely expensive)

#

Unreal’s native server cannot exceed more than 100 players comfortably. There’s a reason why everything from Conan Exiles to Squad and Fortnite can’t break 100.

autumn turtle
#

Cool, gives me more to think about while I start learning from the basics.

grim sinew
#

It’s simply not a thing the netcode can do. That’s why I said the best way to make an MMO is a computer science/networking degree. Because in order to actually make an MMO in Unreal is to have that knowledge to make new netcode.

autumn turtle
#

Maybe one day that would be something for me to look at. I just want to start learning and developing, even if it is something small. I can still make something fun even if it isnt an mmo.

grim sinew
#

And that’s a much safer attitude to have. With those 3 sentences, you’re much more likely to succeed at making something.

autumn turtle
#

Thanks for the info. I do appreciate it.

spare sun
#

by 100 players you mean 100 being processed at the same time without chunking?

grim sinew
#

Chunking is a brand new thing in 4.21 and I know nothing about it, on account of being in production hell the last 4 weeks. But even with chunking, while I imagine it’ll lessen the load a little, it probably won’t revolutionize the server loads and bring the engine to MMO standards, that’s just not realistic, fundamentally, with how Unreal replicates data.

#

I need to read the docs on it once I get home

bitter iris
#

In your opinions, would 4.21 be viable to switch to?

grim sinew
#

Sure why not.

#

Better than 4.20 was

bitter iris
#

I'm currently using 4.20, and I've had a lot of problems with it

grim sinew
#

But yeah the replication graph system, afaik, is only affecting the data sent to the clients. It doesn’t actually lessen the load on the server itself at all @spare sun . So it wouldn’t help with the player count problem, since that’s server CPU based. It might help with clientside latency though.

#

Like for Squad, the barrier was player movement physics. That’s why player count dropped to 80 when vehicles were introduced, they had to lower the cap to allow vehicles to even exist on the server.

#

So it’s a mix of things that all builds up to make it not very viable.

gloomy helm
#

Playermovement is brutal on the cpu

grim sinew
#

And the SPECTER/Meltdown bugs made the problem even worse. Cutting 20% CPU speed might not matter for most end users, but for Fortnite I remember they had to do networking optimization specifically to combat the fact that those patches crippled server performance for them.

plush yew
#

4.21 is pretty good, noticing some improvements with some code plugins i have

#

and less latency in some featuresets.

#

some niagara stuff i had broke but it was in beta anyway

grim sinew
#

4.20 was the most buggy release since 4.13. Epic shoved a ton of WIP features in all at once so stuff broke

#

4.21 is from what I’ve seen much more stable

bitter iris
#

I think once I look into the new stuff / features Ill update

#

As 4.20 just seems to be so messed up

plush yew
#

@grim ore hey u still around? sorry to ping you but just wanted to say hey. havent talked to you in a while. hope all is good with the kiddies 😃 be well

grim sinew
#

If you don’t need new stuff, I still recommend 4.19. It’s really solid and all the fun stuff 4.21 promises (namely virtual texturing) is still WIP. 4.22 will be fun though, that’s when we get RTX and possibly the new light paper

#

Lightmapper

#

Stupid autocorrect. Why does it even do that when I’m using a keyboard for my iPad

bitter iris
#

I mean RTX isnt really an interest at all

grim sinew
#

Anyone that says that as a dev is either not an artist or misinformed

#

RTX for lightmapping is a godsend.

#

It’ll be around 100x faster than CPU

plush yew
#

the nvidia ceo was having a field day on the rtx release event. it made me interested actually haha

grim sinew
#

The demos of Unreal’s new lightmapper using RTX I’ve seen were actually real-time.

#

Instant lightmap baking, or close to it, as you make changes in the level

plush yew
#

i currently have a 9 series gtx. my next update might be the low end RTX card.

#

if i dont end up just saving for a new car. we'll see

grim sinew
#

Anything DX12 capable can use DXR

bitter iris
#

im just looking at gaming benchmarks mostly with the rtx series

grim sinew
#

And there is a version of Lightmass 2.0 that uses DXR

#

Nobody here cares about benchmarks when discussing this. It’s irrelevant.

bitter iris
#

🤷

grim sinew
#

I don’t need 60 lightmap bakes per second. I need 1.

#

1 FPS is literally all you need for it to work.

#

Light baking via DXR/RTX is not comparable to realtime raytracing on reflections

#

“Hey I can cut down your light baking time from 2+ hours to 10 seconds or less” Who would say no to that?

bitter iris
#

when you put it like that then i understand

grim sinew
#

Luoshang’s GPU lightmass is already 10x faster than CPU lightmass, and it sits at about 300 megarays per second. 10 gigarays on RTX cards is over 20x faster than even that.

#

It’s not unrealistic to say that we might be seeing 200x faster baking because of it.

#

And I for one, am very excited about that prospect.

bitter iris
#

Yeah it sounds awesome, however personally I'd rather not spend that much money for faster times baking, I don't do game dev full time, im learning as I go through my game an i mostly game casually an semi-professionally, so RTX in a gaming stand point wouldn't be worth it to me personally as I can wait for the baking times and id rather not loose 40-60% performance with RTX on

grim sinew
#

You are aware that baking lightmaps via RTX would have no frame rate impact, right?

#

Just like how baking lightmaps on your CPU doesn’t make it run slower

#

And ANY DX12 capable card can use DXR

#

Not just RTX stuff. RTX is just faster at it.

bitter iris
#

Again im just comparing benchmarks with the 2080 ti, seems to be a huge dip in performance when its on

gloomy helm
#

All the dynamic lighting bois get left out

bitter iris
#

lol

grim sinew
#

Yes. Because it’s running at RUNTIME

#

Are you baking your lightmaps at runtime?

#

No. Nobody does. That would be stupid.

gloomy helm
#

That's the joke

grim sinew
#

There’s also a huge dip in performance if I set my CPU on fire with a blowtorch, but you don’t see me doing that when playing games.

#

And that metric would be about as relevant as RTX benchmarks are on this.

bitter iris
#

my point is gaming wise rtx just isnt worth it to me

grim sinew
#

I wonder how long the CPU would even function under a blowtorch...

bitter iris
#

i9-9900k, 2080 TI with RTX on is like half the performance of RTX off (bench)

grim sinew
#

Eh. Give it a few years. I remember when SSAO was like a 20-40 FPS hit too.

#

Now it’s so simple that even mobile can do it

#

Everything’s heavy at first when it’s new

bitter iris
#

yeh

#

obviously theres alot of improvements needed, im just not interested in paying 1500 for a gpu my 1080 ti can stay with me for now

grim sinew
#

And the RTX benchmarks we’ve seen have had no notable performance difference between low/medium/high settings on the other settings in the game. Meaning, it’s an RT Core bottleneck alone.

#

More RT Cores will fix it, given time. 10 gigarays is not enough.

#

You need to remember, RTX is on an entirely different part of the GPU than CUDA. It’s not impacting rasterization performance.

#

The slowdowns we’re seeing are solely an RT Core bottleneck

bitter iris
#

fair

grim sinew
#

Raytracing is not being done on the CUDA cores that render the rest of the game

gloomy helm
#

I hope they dont make the 2060 RTX

bitter iris
#

already in production 100%

grim sinew
#

Why?

gloomy helm
#

Would be useless for gaming

grim sinew
#

So make lower sample count options for cards like that. Stuff like raytraced AO can work fine with low sample counts

#

We already have raytraced shadows in Unreal in form of distance field shadows, move that to RTX and it’ll get even faster.

#

Reflections are expensive.

#

Reflections are maybe the most expensive thing, next to GI, that you can raytrace, because you need 1 sample per pixel

#

AO you can have 1 sample per meter

gloomy helm
#

If the 2080ti doesn't have enough horsepower for raytracing, then the 2060 has no chance

grim sinew
#

Why do I even bother typing stuff

gloomy helm
#

At that lower end gpu market you would just be making the card more expensive for no reason

grim sinew
#

There is a good reason. Standardize it ASAP so more devs can use it.

gloomy helm
#

Can't standardize it if AMD doesn't have an equivalent

grim sinew
#

Worked wonders for CUDA.

#

Bull, AMD does have an equivalent. Radeon Rays. It just sucks.

#

And DXR IS A STANDARD PART OF DX12 ALL DX12 HARDWARE CAN USE

#

RTX is just a library for DXR, DXR is the core of it all

#

DX12, as standard, has raytracing functionality.

dawn vessel
#

How do you make LOD's fade in ? Not pop in which makes it look ugly.

#

On Static Meshes

gloomy helm
#

Dithered LOD Transition?

fathom gust
#

Hey guys, Im getting this lightmass crash error and the solution I got from forums is to clear the lightmass and swarm cache but I dont know how to do it can anyone please tell ?

#

Solved/

plush yew
#

anyone got tips on making a gta game?

#

any videos on that

#

like open world ones

whole quarry
#

I got a tip, forget that idea and make something you can complete in 1 life time

plush yew
#

lol

#

funny cause unity has torts on it

kindred viper
#

You could make the open world, driving and walk/running in GTA style quite quickly if you didn't care much about the artwork. The logistics of it are fairly simple in UE with the way streaming levels work

plush yew
#

yeh but any tuts on it?

#

like thoes kinds of stuff u said

kindred viper
#

just the basics on level streaming, persistent worlds really. Its not too complicated. It's kind of done via a boolean and knowing what you want to show

plush yew
#

ye

kindred viper
#

world composition tutorials would be the place to look terminology wise

plush yew
#

ye

#

its weird tho

whole quarry
#

Did you make any other projects/games prior to this one?

plush yew
#

why does unity have to have more gta tuts lmfao and then unreal is like empty

#

only tuts i found

#

was weapon wheels and stuff

#

i never really made other projects

#

but me and my friend and stuf fare making this

whole quarry
#

Good luck

plush yew
#

we have like a team of 3 or 4

kindred viper
#

maybe the mobile indie market that saturated with gta style clones were all using unity and they shared the info 😄

plush yew
#

lmfao

#

polly

#

well i want a mix of gta and assasins creed

#

in mine

#

something unique

#

not just some plane old clone

#

where i have climbing free running and stuff

#

i know it might take 5 years but im willing to do my best

#

just allways dreamed of it

kindred viper
#

I dont think its impossible to do, but there is a lot of work and planning needed. The individual parts of the whole are already delivered with UE4 in the form of tutorials, marketplace items and the tools to make anything you dont have.

plush yew
#

ye

#

well i did get taht open world kite demo

#

that can help?

kindred viper
#

I wouldn't put my faith in it now. It's a bit old. There may be significant changes and optimisation has come a long way since then.

plush yew
#

ya

#

well for now im using a pack called

kindred viper
#

the core of world composition hasn't changed though. so it will be similar in parts

plush yew
#

character interaction

#

its not bad

kindred viper
#

Fortnite tutorials would be cool if you can find them. Im sure there is a GDC video on Fortnite's artwork and world building

plush yew
#

yes

#

id love to make a fornite game lmao

#

i love the building

kindred viper
#

i cant stand the building in fortnite. Im just no good at it. I can barely aim, nevermind build a fort whilst shooting

plush yew
#

rip

#

may i show u what project im using as ofr now in dms?

kindred viper
#

if you like

plush yew
#

okay

summer verge
#

How come my GPU only gets utilized to around 25% in PIE (thus resulting in a terrible frame rate) but it gets 100% when I launch as a standalone game?

fathom gust
#

Hey guys, I want to create these light scattering/shafts at a distance in my huge scene without it being really expensive. I have exponential height fog with volumetric fog turned on. Can you suggest something ?

weary basalt
#

Create a “godray” texture and put it on a plane. Cheap as chips haha.

honest vale
#

why the launcher never remembers me even though the checkbox is ticked.....

fathom gust
#

@weary basalt yea doing that only, but I was not sure if it will expensive than actual lights or not. Thanks

dire fjord
#

Has anyone seen any animation packs anywhere that have wrestling, or martial arts that actually involve throws? I'm looking for a specific animation and hoping to find it in an existing set somewhere.

plush yew
#

Sorry I also asked in the Animation channel, but any idea what causes these lower arm bones being shifted like this?

#

It's just at animations

dire fjord
#

animations are basically just locations for bones. So what's happening is that something isn't translating properly. Did you make the animation specifically for that mesh?

#

or did you retarget from another mesh?

plush yew
#

It's done for the mesh

#

To me it looks rather like the rotation of the bones is wrong

dire fjord
#

it's only those parts that are going strange?

#

are they moving at all?

plush yew
#

Yeah the lower arms and the "second" hand parts are like this. They seem to still be parented but the rotation is just off which is weird because f.e. at the lower arms the hands are in the correct place

fathom gust
#

Hey I am a noob at Blueprints and I want my god ray to rotate -90 to +90 to -90 continuously whenever I play preview.

weary basalt
#

Use a timeline?

sudden agate
#

Timeline or use Tick

fathom gust
#

I used tick even that was not working. This is not a level blueprint

#

can you link me up with some tutorials timeline or blueprint anything

whole quarry
#

Make a timeline, set Duration of Timeline to i.e. 5 seconds. add a Float track, add 3 points in it. 1 at 0.00 with -90 value, add another point at 2.5 seconds with 90 value. Add another on 5 seconds with -90 value. Enable Looped, connect the Event BeginPlay node to the Play From Start of the Timeline node

fathom gust
#

So the timeline holds just some values and doesn't care what actor its being used for or what type of transformation ?

earnest cape
fathom gust
fierce tulip
#

doubleclick on the timeline, then it should open the graph tab, which has that looped option thingy

fathom gust
fierce tulip
#

that.. I dont know :p
i barely touch bp's

fathom gust
#

Oh shit didnt even realised there are dedicated channels for stuff. Sorry disturbing if I'm in the wrong channel

fierce tulip
#

np, this one is for generic questions and discussion so its fine

static viper
#

🐶

cinder locust
#

Question. Im trying to build a handful of buildings using modular walls etc. Currently i am placing every wall in the level blueprint as static meshes. Would it be wiser to create actor blueprints that contain the built houses, so a handful of static meshes inside said actor bp, or would that impact performance to mush?

#

Kind if like making prefabs in unity

static viper
#

we have a prefab plugin on the mp

#

but besides that you will have no real chance

#

blueprints withput a tick could work

#

but no real prefabs

cinder locust
#

Prefab plugin?

#

Thats a thing?

static viper
#

yep

#

it can hold entire levels

cinder locust
#

My other idea was to simply group the objects on the map so i can copy and paste entire groups but its not as clean

#

Is that for purchase/ download?

#

And do you have a link? :P

static viper
#

last i checked it was purchase

cinder locust
#

Whats it called? Ill look it up

static viper
#

it might be just prefab on the marketplace search

cinder locust
#

Yep

#

I think i got it

#

Thanks big time

#

I think i got it

#

Grr damn mobile discord...

valid pike
#

What is the point of all that “lets meet” in game industry?

static viper
#

whats the context?

valid pike
#

IDK everyone tried to arrange some meetings. mostly in indie industry

static viper
#

mh

#

if its only that

valid pike
#

?

static viper
#

i mean meeting people in irl is fucking great

#

the way discussion work irl is so much more detailed

#

it feels great to actually meet devs

#

if you havent been on a meeting yet this is hard to explain

valid pike
#

So it is pointless? just a socializing stuff?

static viper
#

this chat is like 10% of that XD

#

its not pointless...

#

social stuff is extremly important

#

so get going to meetings and socialize XD

#

ey that message didnt roll

#

you dont want to be an asshole in the industry

#

there

valid pike
#

Heh, ok, thank you.

#

I dont feel a part of any industry though

static viper
#

you are here tho...

#

meaning you are either wrong here

#

or doing gamedev...

#

when you do gamedev you are taking part in the industry

#

you may be a minor

#

but still part of it

valid pike
#

So industry is not in industrial scale heh

static viper
#

industry is not an actual word here

#

we could also say

#

gamedev society

#

as in soul society

valid pike
#

yeah that would make more sense

static viper
#

or pet amazed people

#

we are a group of people and you must socialize here :3

#

and meetings are great to learn more about that

#

learning to be nice!

#

its tough for me mostly. bc i am an owl

valid pike
#

heh

#

Not sure bout the gamedev I mostly feel like I am a pathfinding dev ))

#

And I fail hard in it

static viper
#

describe

valid pike
#

Ehh... unreal pathfinding + avoidance is nearly non existent

#

So I’m working on this much more than on a game

#

and thats sad

wary wave
#

Unreal doesn't provide a complete pathfinding solution because individual games have different needs

#

it only has a very basic pathfinder as a result, but the nav mesh system is a decent enough starting point

valid pike
#

good excuse

sudden agate
#

Looking at the IBL Thread you notice how shitty unreal handles dynamic lighting.

icy bone
#

hi All, anyone ever encountered this when building before: The following levels will not have the lighting rebuilt because of your selected lighting build options

#

building lighting

wary wave
#

I have not seen that particular message before, but it seems self-explanatory?

valid pike
#

I am not here to trash ue4 but the navigation pathfinding + agent avoidance is just bad

wary wave
#

In what context? I mean UT uses it and it works pretty well

#

Fortnite also uses it

valid pike
#

Fortnite?

#

Uses something else

#

Not exposed in UE4

#

Paragon used even more complicated stuff

wary wave
#

Fortnite is why the dynamic navmesh / recast stuff made it's way into UE4

valid pike
#

Fortnite uses RVo + NavEdges provider

#

the second is not in UE4

sudden agate
#

why does Fortnite need navmesh?

valid pike
#

because of dynamic building

#

I guess

wary wave
#

navmesh edge walking is fairly doable in UE4

#

IIRC Rama has a wiki page covering it

valid pike
#

Thats not an edge provider

#

And ok edge provider actually doable

#

but it doesn't get desired results

#

base RVo impl in UE4 is stripped

#

and fails to avoid fairly easy cases

earnest cape
#

Because the base game of fortnite has ai lol

livid timber
#

Someone here knows sjoerd de jong?

#

Not personally ofc

fierce tulip
#

both actually

#

why do you want to know @livid timber

livid timber
#

Because he is doing a presentation in my university about ue4

#

^^

#

He is amazingly good

static viper
#

where you from?

livid timber
#

Spain

static viper
#

you are one of alex studs then

fierce tulip
#

yea Sjoerd knows his stuff

livid timber
#

Alex?

fierce tulip
#

paschall

static viper
#

barcelona

livid timber
#

Naaa, thats not my university

#

Nope, im from madrid

#

He is doing a tour i guess

fierce tulip
#

yup

livid timber
#

He is recreating a scenary of a city now

static viper
livid timber
#

Taking request from the public

fierce tulip
#

tell him Yoeri said it needs more particles :p

wary wave
#

haha

static viper
#

and about that ending in solus....

wary wave
#

I've run into him quite a few times over the years xD

static viper
#

how rude

#

you could have just met him randomly... no run into him immidianly

livid timber
#

Hahahaha

#

He is making burning trees now

livid timber
#

Anything you want me to request?

#

Im about to ask for rain

fierce tulip
#

nahh, just enjoy his presentation

livid timber
#

Hahaha ok

#

Thanks guys!

fierce tulip
#

worst case, tell him to add an easter egg

teal tulip
#

don't ask about rain cause niagara isn't ready yet @livid timber

#

@static viper so this topic is why you named me ?

static viper
#

yes

#

your superiority was needed

#

you are spain

teal tulip
#

I'm just an alien that fall over spain, what makes it total different

cedar snow
#

is there a way to add simple (scale, rotate, translate) animations to (scene-) components of an actor?

#

that get loaded together with the actor

spare sun
#

how bad is ue4 networking actually? The 100 players thing means chunks of 100 players or 100 processed in total?

grim sinew
#

100 total.

#

And it’s not bad, it’s just built with standard 16-32 player max games in mind.

#

Just like how fighting game netcode wouldn’t work on fortnite.

#

It’s purpose built to be as general as possible. Needing massive player counts is a very new thing.

spare sun
#

for ue maybe, but in general no

grim sinew
#

Well yes in general. Majority of games are under 32 players.

#

Vast majority in fact.

teal tulip
#

don't expect by default all will work like that, usually need changes etc and proper management of each class you make

#

I have to name COD4 back more than 10 years ago used to run 64 players servers just fine (that was the limit)

spare sun
#

what's the actual reason of you considering 100 players a limit here? Bad scalability? Big overhead?

wary wave
#

context is king

#

different games have different networking requirements

#

bandwidth ultimately is your limit

#

how you can subdivide your networking and what your various limits are, will all be derived from there

#

Battle Royale networking only works because they can effectively compartmentalise players - the player counts for which naturally decrease over time

#

IIRC, this collapsed when Epic tried to do 'esports' Fortnite, because players played ultra-conservatively

#

resulting in too many players in proximity for the networking to hold up

#

CoD 4's old 64 player servers worked because the amount of stuff that is actually networked is pretty low; the accuracy of each local simulation isn't that high

teal tulip
#

well lets be honest there was more things on client side not replicated at all but the 64 players had more or less equal contents of the common modern BR games, nades, primary, secondary and dropped weapons etc

#

yeah the world and things was smaller and now have way more pickups

wary wave
#

'primary', 'secondary' etc is all nonsense, it isn't important for replication (only which weapon is carried)

#

CoD 4 uses almost exclusively traces with a couple of exceptions for weapons fire

#

it doesn't have hundreds of projectiles flying around, let alone ones with complex or dynamic trajectories

#

their networking model is super simple, they only have a 'player fired event' - the client and the server can actually differ quite a lot in interpretation of a shot

#

since the player can be in a different location, facing a different direction on each xD

spare sun
#

as far as I understand, ue4 replication means simply client-server synchronization at certain intervals, right?

wary wave
#

I mean, that's what game networking is, isn't it not?

spare sun
#

now, could you wait for magic packets and send them without a stable rate using the same system?

wary wave
#

game networking already assumes it isn't stable

spare sun
#

it's still being sent at a rate

#

but what I mean is not having one

wary wave
#

it's usually event driven rather than fixed interval, but I'm a bit miffed as to why you'd want to eliminate packet scheduling?

rose bison
#

isn't the new replication graph thing supposed to give you all the control you need over these things?

spare sun
#

hm so it's actually event driven

#

I must be mistaken from older articles then

wary wave
#

it depends on what is being replicated

#

things like player movement are fairly continuous

#

other things are not and are event driven

#

to my knowledge though, any value that doesn't change, is not replicated

#

exception being things like simulated proxies (e.g. players) who likely have some validation in there (do we still call them simulated proxies?)

frail bear
#

is there anyway to hide stuff in your vault, or is using the search function best just wondering how people manage there assets there

winged crypt
#

Anyone know what this is about? Can't find anything concrete about it online. It happens every time I launch my project now (and if I manage to get in, happens after like 5 minutes of work)

wary wave
#

it's a DirectX 11 crash

#

there's no other information in that call stack that would be useful to anyone

sudden agate
#

make sure the Back Buffer Format is set to default @winged crypt

#

Since recent versions you can change the Format. But some formats crash

grim ore
#

so logic problem. I want to have lets say 1000 items in the scene each represented by a static mesh. Now the easy way is to have each one part of an instanced mesh for performance but what if I want each one to have unique data about it such as variables assigned to each one I can access that will hold different data. Normally I would just make them all blueprints but I think 1000 blueprints won't batch and perform much worse right?

static viper
#

you want me to test it

#

i will place 1000 fooditems

grim ore
#

well I am testing it now but I would assume 1000 non batching meshes with data would perform worse than like 20 batched meshes representing 1000 objects

#

trying to wrap my head around a data structure I could use to keep track of it all using ISM's and that could be serialized out to a save game and then brought back in lol

static viper
#

i have bad news

#

very bad news

#

unreal doesnt care

#

XD

frosty bloom
#

@grim ore Have you considered making an Object Pool System?

grim ore
#

that was a thought but it's more of them all being on screen at once. making a 3d farming sim game for the wife so imaging 1000 tiles on the ground representing a dozen or so types of objects.

#

going to just say screw pre optimization and see what happens with pure blueprints lol

static viper
#

you need to be careful when using construction script

#

i had a hard time duplicating my items or moving

#

ue4 will loop through the const script alot

#

and the start of the game gets more delayed

grim ore
#

yep nothing in there, I already did that with a base grid with 1000 units heh. You can shut off the "run construction on drag" which helps on that

static viper
#

obviously its better to not have 1000 items at once 😄

cinder iron
#

hism + interaction

#

in case you are worried by quantity of things in the screen

grim ore
#

awesome, thanks 😃

plush yew
#

Oh. Wait NVM forget the question I asked.

#

The auto activation was off....

glass roost
#

I have a menu setup and I set the start button to open a different level, which has the game mode all setup when you open the level itself, but when you're playing in the editor, and click the start button, and once the map loads, the player controller is unresponsive. Is there something that I am missing by chance?

plush yew
#

Might have missed putting in a Possess node somewhere.

#

BeginPlay - Possess (target is player character and the pawn itself usually)

glass roost
#

Ok, so wouldn't be trying to set the game mode then?

plush yew
#

It's not necessarily the Game Mode no

glass roost
#

When I open the level itself in the editor, and look in the world settings, it shows the correct game mode and all that (which is different than my menu game mode), but it just seems like it's still on the menu game mode

plush yew
#

I suggest changing the game mode as well on BeginPlay before possessing the player pawn

#

I'm not a big expert on it but it's the basics that I know.

glass roost
#

Haha ok. Yeah I'm by far an expert too but just been stuck on this for a few days now in between classes lol.

#

Alright, well I'll play around with it some more after class. Thank you for your advice!

plush yew
#

No prob.
I don't guarantee it'll work.

misty creek
#

Do you need to change your input mode?

plush yew
#

No his problem is that his character won't receive input at all, which generally means it isn't possessed.

misty creek
#

Yes, I know, but he was just on his menu system, so I wasn't sure if he had set input mode ui only.

#

That would effectively stop the player from reacting to input

lament kraken
#

When you copy all your epic games files and have 2 copies and want to get rid of one and than you try to delete it and than you delete everything

#

4.20 7gb, fortnite 15gb, 4.19 idk but probably 5 or 7gb

dawn vessel
#

Where do I enable Dithered LOD Transition ?

supple totem
#

its in the material properties

#

the panel on left when you are clicking on the final node of a material

#

for it to work, all materials in object need it enabled