#ue4-general
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Is Simple Grass Wind or SpeedTree Wind expensive to use?
If all Meshes in my area have it.
Speedtree and simple wind are pretty decent with performance
I think its safe to use
I got it for my trees, and a custom wind for my foliage and I'm getting great performance even for my ok rig
tons of trees and grass
I'm trying like hell to find out if Milestone ever did any talks or papers about the engine mods they did to correct physx vehicles implementation in UE4. The only one I've found so far is https://www.gamasutra.com/view/news/296681/Game_Tech_Deep_Dive_Reworking_the_Unreal_Engine_for_racing.php but would love to find something in greater detail. Looking at https://devtalk.nvidia.com/default/topic/917201/physx-and-physics-modeling/how-to-handle-wheel-on-wheel-interaction-with-physx-vehicles-/ it seems like raycasting is the primary culprit but it hints at that it is on UE4's end rather than physx.
Anyone have any related references to this?
It does sound like they rewrote almost the entire vehicle module but most of it sounds like preference and only early portions such as suspension raycasting was actually required
Thanks for your help @plush yew & @misty creek ! I forgot about having the player controller set to ui only. It is now fixed. Thanks again for both your guys help!
yey
Glad you got it working π
No problem
π
Hihi anyone know how to get controller in multiplayer network client through UI widget blueprint?
Rpc?
rpc what
@sly willow #multiplayer
Does anyone actually sign up for [Unpaid] jobs in #looking-for-talent ?
If yes... Why...?
I can imagine that it is a good practice.
https://cdn1.epicgames.com/ue/product/Screenshot/23-1920x1080-294e0218e961aa807b32f662c4334053.jpg
I can't decide if I should do my cliff meshes like this. With a grass mesh on top. Instead of using a blended material like I have done.
Or should I use vertex paint for them
If I use vertex paint I can guarantee the grass will only ever bee on the top. O wherever I want it
my advice
dont use vertex paint on massive open worlds
you are lucky if you get to finish placing all the rocks...
and even start with details...
extremly lucky
dont create more work
finish the one you have
You can save vertex paint though. So you wont need to paint each individual mesh as you place it. Or is there another reason not to use it?
Ermm... You can save vertex paint in UE
Vertex Painting means you cannot instance the meshes
solve the painting procedurally with a material
i mean that i dont think you can paint instances
what you can do is paint individuals
but you cannot save that
there is internal vertex paint
and external added one
How do i even instance meshes anyway?
I take it just dragging them from CB to level isnt instancing?
maybe in the final render
but in the actually creating you are placing an individual actor
you can instance them via foliage
tho i dont advice that with large rocks XD
nooo
So all my cliff meshes are gonna be placed by hand
Will they not be instanced?
they are as individual as any static mesh
i really cant tell if there is another way. i never saw one
the system makes logic
is logic
XD
i hope you are fine π
you are making this awfully complicated
just place your rocks already
Im not making it complicated. I assumed thats how it worked which is why I asked, and I was correct....
ahh, owl being as unclear as ever :p
i wasnt clear about what he was trying todo at the first place XD
Quick question guys... I don't understand the logic behind this blueprint, actor is destroyed, and immediately after that a particle effect is spawned using the actor's location, how is that possible, since the actor is destroyed, shouldn't it location return a null value? I'm new to Unreal so bare with me please. π
yee you should spawn particle before destryoing the actor that spawns it XD
i saw this behavior too in umgs
but in umgs its making sense
Just to test it, I tried both ways, before and after DestroyActor... but it makes no difference
Same result, particle effect spawns
@ruby folio - unless you need the grass geometry distinct from the rock geometry, I would use projection in the material
it's just infinitely more convenient
yee it might be that it waits for the actor to complete actions
@sudden agate Are you saying that if I had a single mesh, with saved vertex paint.
I drag two copies into the world. They are instanced.
But if I alter the vertex paint on just one of them, they are no longer instanced?
@wary wave Yeah I think thats what I will do for these meshes.
if you alter the vertex paint they're no longer instanced; they have differing geometry
Excellent. Cheers for clearing that up ambershee. That is how I understood it after all.
destroy actor doesn't immediately delete it
it'll sit around for a while waiting for gc
so I guess you can still read position
yee gc is the likely answer
same for umgs
they wait
but are reduced from gameplay or screen
at any case cant rely on the gc being nice
I'm creating a game series that has physical table top collectables (e.g. cards) and a story line I want to explore as a VR interactive story. One of my ideas is that in the VR game you can complete missions that provide the player a redeemable code ( coupon ). They can then enter that code in the games website (or VR web browser) to build their own deck / collect virtual items.
Just curious what you guys think about this, does it sound convoluted using coupon codes?
Example: Player defeats boss [ gets unlock code for boss card ] > opens the website externally (or in VR > enters the code in the game websites shop collecting the virtual item in their account
why have coupon codes when your software can literally just do it all without a middle man?
doesn't make much sense to me, you can just give them the virtual item, no need for the coupon code
people who don't realize the coupon exists will continue to pay the full price
people might not be bothered to use it since it takes extra steps
all results in more money than it giving everyone the thing by default
whilst probably true, seems like a sketchy line of reasoning
well, it being sketchy is the whole point of that stuff isn't it
When you write an FText::Format and realize you wrote all of your format arguments as{0}
doesn't destroy actor simply queue the actor for deletion, not instantly destroying it?
afaik it happened in certain intervals
Yop, the GC cleans it up
@merry gazelle I really like breaking 4th wall in video games, as long as it is a nice (best surprising) addition, not a side effect nor annoyance.
It can be pretty cool for the first time, but if you plan to force user to do this every boss and have like 30 bosses, then a good thing can turn into annoyance.
@wary wave The series also includes livestreamed table top games where players earn "scrap" currency. I think it helps to manage all the currency / virtual item inventory through the site since it ties into the experience outside of VR
If I've found, let's say, a secret boss, and it would drop a single (eg QR) code instead of ingame item, that would be latter redeemable for some collectibles, I think it could be really cool experience.
I've looked into using something like VaRest / HTTP requests in game but that's also a little to technical for meπ
@pure stratus Yeah I also thought about QR codes, there's a couple plugins in the marketplace I might use.
Is there a way to disable texture building when launching the engine?
@thorn topaz Shader building ?
no at 73% while the engine is loading
LogTexture: Display: Building textures: Katana_Black_AO (G8, 2048X2048)
First launch of the project ?
nope, happens every time
Did you successfully launch the engine and then exit it cleanly ?
I know we had broken textures with 4.20 and we had to manually rebuild all of them once
Basically put a texture filter in content browser, select all , right click, rebuild
We're in 4.18
I'll try that and close and reopen
only 10,000 textures to rebuild, awesome
guys! what's wrong with 4.21 ?! I migrated a project and when I select a BP actor in my outliner (from persistent level) it crashes the editor! I can't even replace/delete that actor cuz it crashes immediately...
like
everything is wrong with 4.21 XD
i had the same crashes
you can stop trying. just go back to older version XD
ow shit
Owl upgraded her daily rage against UE4 from 4.20 to 4.21? :D
well i didnt even used 4.20
XD
but 4.20 was less worst
actually compared to 4.21 20 was ok
Me, and a lot of other have no problems with 4.20 or 4.21
Specially not "Crash on Selection"
haha ... but cmon this bug is so silly you don't even want to workaround
Check the Crashlog
checking the crashlog on multiple crashes is ... weird XD
I mean Alless
you cannot argue that 4.21 is fine after multiple different crashes XD
I didn't have a single crash caused by UE4 itself in 4.20 or 4.21
4.20 crashes all the time too
what crash info is he gonna get from "i selected a bp"
I call stack for example
Quality of UE4 Releases has gone down considerably since 4.10
@regal mulch To be fair, I have two easily reproduced crashes in engine, 4.20, just clicking on regular engine buttons
i am just sayin his errors are very weird
the same as mine
and it makes no sense that new projects just work fine
I'm not saying its perfect, but I also find it bad to just tell everyone who experienced a crash to not use 4.21
I was totally fine with 4.20 ... but seriously I was maintaining the project version to version and never had editor issues at least. but will see
But Epic's priority is Fortnite, and they have a crapton of engineers to fix their source when crashes occur for Fortnite
There is a enough people who don't have problems
If it doesn't affect fortnite and no one reports it properly...don't expect it to get fixed
So, report your damn bugs
It has always been like that
My experience with 4.20 :
- selecting the player pawn from the outline view in editor raises an assert that freezes for stack collection, and doesn't crash
- clicking the "preview mesh" options for a material function very often crashes
I suspect no one simply tried these
Before Fortnite it was Paragon
having variables/parameters inside material functions.. inside material functions.. make them not work in the instance
And they are making the most money from Fortnite, not devs
Well, most of the devs never ever release anything
Epic making more money from their game is a terrible situation for developers
I wish Fornite tanked
i am sure this is just an out of season joke
If Fornite goes done, they work on the next game
They already have other projects at hand
Pretty sure they aren't gambling with what we do here
they have more projects?
Yes
and fortnite can go away? π
i feel like fortnite is gonna be there very long
why would they discard
The other projects are on hold atm
what are those?
A mobile game for example
Frankly, I've never got the engine to crash in the material editor before 4.20
4.19 broke DLC support, of all things
actual projects*
They keep adding llots of stuff from fortnite
And then some other thing that I can't recall what it's called
They had JJAbrams for that
Or whatever the guy is called
oke
Isn't Epic games creating that "Battle Breaker" and "Spy Jinx"?
what
Spy Jins the other thing
But it's not gonna go anywhere with Fortnite making money of course
If I right-click to edit a StaticMeshActor, and switch materials in one slot, I can see the change in the popup window, but not in the main world. Why not? It's the same static mesh used in the world!
you editing it in the mesh viewer? or just one thats placed in the world?
I have no idea, I right-clicked to edit, and my edits show in the popup viewer, and if I click browse to asset, I can see the previw has updated, and if I right-click from the content browser, it's also updated.
But not in the world.
bc the world very likely has a unique version of your rock
you might have change the material there
overriden the parent
you can fix that easy by placing the rock new
Ok, I can actually see that the world actor also shows the material slots and the element hasn't updated. But why? how can I remove the override, and where does the override come form?
I can't replace it, because the placement is imported, and I have a couple of hundred of these
you edited an instance
No, I specifically tried to not edit an instance, but the source mesh
Import the asset as a new asset with a different name, remove the old one, ask the engine to replace with the new
If selecting all of them isn't feasible
YES, thank you!
I don't know how to write your nick, but thanks, the yellow little arrow did it!
I wonder why they were all overriden... Datasmith issue, I guess
^^
@cloud cobalt by rebuild do you mean reload?
Yeah
ok thanks
4.19 4.20 onwards has been increasingly unstable tbh
lots of core features stopped working around that time
DLC support being one, DPI scaling being another
one of my own projects is on indefinite hold until they fix the latter
then there was the dumb bug in 4.20 where you couldn't even rotate the FirstPersonCharacter mesh in any way
how did that even ship?
Well when they are done they click the big "Ship It" button and then go out for a snack.
I'm hoping for a giant "spring cleaning" update where its fixes and optimizations rather than more features
I think we have been hoping for that for a few years now π¦
but not at the expensive of the existing ones!
Well at this point it has the features I need, I just want some optimizations on handling alpha overlaps :(
I wouldn't expect that any time soon - not given what's already there
it's just the nature of the renderer they've gone with
Dreams and Tears sounds like the last 3 weeks for me working on this multiplayer stuff lol
"yay it works" turns into "but only for the server" turns into "ok fixed" turns into "and now only on the client 1 and server but not client 2" and repeat lol π
When doing player based networking it is very important to analyse the context - this means who is sending the message and from where it is sending it - It is important to understand what you are doing and understand aswell why something is failing, going through the basics is essential when doing networking.
yep yep and I try so hard to visualize it before the head explodes lol
so far the biggest issue for me has been trying to determine who should do what and when they should do it and why. Single player is so much easier when you just go screw it and have no concern over ownership lol
All, I'm adding a BP Actor which has a SPLINE as a root component. In the construction script, i have a HAS AUTHORITY switch and in there I add the Spline Mesh Components. The BP Actor is set to replicate, so is the SPLINE and the Spline Mesh Components.
https://gyazo.com/1962d176e2b0f5d96f4490c6f0905a53
Why is it that the clients do NOT see the spline mesh components?
Hmmm no clue, try to bring it into an event?
And you can always merge the mesh, since splines are easy to plop down again if the river isnt very long
I dunno can you even replicate generated spline component
sounds like a lot of data
and if I'm totally not mistaken, component replication does not create the component on client side
unlike with actor replication
merge the mesh,
can this be done?
Ahh I have 0 clue about network stuff, yeah just merge it
my issue is that this mesh component is used in hit events that get replicated, so the components have to be too
Yeah you can, the merge tools merges the blueprint into a single static mesh
hit can occur only on server, you just replicate the required data to clients
yes, but if the component is not replicated then the hit data is obviously invaid, since the component has a different ID
I don't think you get it. If the component is created client side, it will not have the same network id.
this is why i'm creating it replicated in the first place.
server should be authoring the hit anyway
yes, but all of the decal impact and such are generated locally, and if the component is invalid (because not replicated) then you cannot attach it to them.
You will get a LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: DecalComponent /Game/Maps/Levels/UEDPIE_1_OSA_Level_Test.OSA_Level_Test:PersistentLevel.BP_OSA_RiverWater_2.DecalComponent_6 NOT Supported.
yea, then create the spline on clients too
I don't reason why you can't do that. references will get solved when you pass the RPC
then save it to separate reference on begin play and use that reference
the hit event contains a COMPONENT, which is replicated from server so it has a specific ID, but if that component is not replicated then the clients go "I don't know the component".
Ok forget it π
yet all the ones you are stating are nonesense
thanks anyway for trying to help π
then write a bug report and roll thumbs
eheh ok will do that
Any idea why my radial force isn't moving my character or any other objects?
nvm, created an explosion actor and added that
but not destroying destructible objects... or moving other objects
just pawns
nvm, force wasn't high enough
π
make it a habit to hit ctrl s after every 2 changes
unreal crashes way too often to not do it almost automatically
yeah I hear that
obviously we try to not get microtransaction going in ue4 XD
maybe you should ask this question in the forums
no idea XD
well something like fortnite is all custom code on a custom backend
the game sends the request to the back end, it processes the request with the payment processor, the results come back and they give you credits or an error. There are a few services out there you can use to do that but it's a legal thing or you can use a third party like steam to handle it. It looks like something like Gamesparks has a UE4 plugin as well.
does anyone know how to solve the bug where child actors get all their components reset
if i set any values they just reset again when i restart the editor
they wont save
i had this yes
you will have to recode your system
and just spawn the actors with data from a datatable
its much safer
i guess that would work
doesnt seem like the proper solution as much as a workaround though
but i might have to
well it gives more powers
a datadriven system will make your system much more flexable
Hi Im curious what the best workflow is for level steaming is for lighting consistency and optimization. Do I build the entire level first, and then break it down into smaller sublevels (then set the streaming volumes)? Or would I start designing a level with all of the sublevels in mind from the get go?
ok i got my data back
made a change to the parent and reversed it
then recompiled
then restarted editor
dunno what actually went wrong internally though
you know I love the engine but when it's a checkbox for a dedicated console server in Unity and a giant pain in the ass for one in UE4 it makes me go "Unnnghhhhhh" πΏ
It's not like dedicated server is something to lightly consider though
You need dedicated if you're doing competitive games, basically, and if you're doing a competitive game, you've got worse issues than building dedicated
steam i cant find any documentation for steam in app purchases for ue4 or any thing ,,, it just handels the payment ,,, needs a payment server , , and i have no idea what is that
@grim ore
does game sparks do iap on pc @grim ore
just got unreal yeet
@wet zenith Have you looked at he steamworks SDK ?
Not sure if UE4 provides an easy C++ interface for that
(it doesn't)
yes it doesent
You'll need to use the steam SDK directly then π
dedicated server is really common in sandbox games and others that let players run their own servers... there isn't much that needs to be considered, you just give people both options
the way unreal requires me to build a separate exe for something that should be a -dedicated is really annoying
Yeah, that's true. Still, I wouldn't expect that to be a first choice as an indie.
@cloud cobalt When a user wishes to buy something in-game, your game sends a purchase request to your -------purchasing server---------.
The Server itself is not the issue
whats purchasing server ???
Hosting them is
^
it isn't if you have the players host them
my comment was just on how annoying it is to need a separate install/setup to create a dedicated server compared to unity was all π I still chose UE4 over Unity for this current MP project just due to how quickly I can iterate in the engine.
@wet zenith Sounds like you need to create a server system to handle the microtransactions, and Steam only does payment
Well the seperate install is a pain but that's main due to the target stuff for servers missing
Technically Epic could put that stuff into the binary launcher version too
i defiantly don't have one of those ,,,is there any documentation for that somewhere @cloud cobalt
However despite some extra work, it's not hard to create a dediserver
π
yep not hard just not as easy as a checkbox π
Welp, Unity has other negative points
If you create a custom event in an event graph and call it, does the event execution begin next frame by chance?
@wet zenith No I don't believe so. This isn't exactly something you'll find tutorials for tbh. Look at the guide entirely to see if you understand better
The purchasing server can be any service entity that your game system has for handling purchase requests. It could be a web server or your authentication system. The server will need to communicate with the Steam billing servers over HTTP. Your purchasing server can also request the user's country, language, and currency from the Steam billing servers. You can use this data to adjust your pricing as needed.
It's literally the next sentence
@wet zenith Basically, this is something you'll need to create yourself from scratch outside UE4
And connect to your company's accounting etc
Yeah, it's basically a web service that communicates with Steams Billing Server via HTTP Requests
If this sounds too complicated for you, it probably is, no offense. Doesn't look like anything amateur-level
yaa
its just something to relay info from ue4 to steam ,,,
like ask steam take 10 usd
That's not how it works.
and when it return successful it reply to the game ,, its done ?
UE4 implements Steams API. You have to implement the API calls and in addition have a Web Service actually handle the Requests.
someone somewhere has to be legally responsible for handling the money and steam is like "nuh uh you do it"
Correct
does any one know a ready some service provider for that ?
can't generate project files..... need C++ toolchain installed.... hug UE4
It's like I am not supposed to be working on this project at real work π
https://answers.unrealengine.com/questions/661396/need-a-pc-in-game-real-money-solution.html this was a post about the PC transaction stuff and it went as well as this conversation lol
your gonna need to find a payment processor out in the real world and set it up on your back end
and your gonna need some super safe setup or your gonna have a bad time. probably C++ integration for sure as I wouldn't trust any of the http stuff in blueprints to do it
The steps are:
- You need the API setup in your game. So the steam header etc.
- When your user wants to buy something, you need to get their data. E.g. SteamID, Country code etc.
- Together with the Data of Step 2, you need to fill in a lot of other data, including what currency and item the user uses and gets
3.1. This is a POST HTTP request. It will return successful or not.
3.2. This request goes from YOUR Purchasing Server to the Steam Billing Server. - If successful, the user will get a notification and can then accept the purchase
- Now your Purchasing Server comes in. It has to use a specific API Call "FinalizeTxn" to complete the transaction.
5.1. this is up to you. If you report that the transaction worked, without actually handling any money at that point, yo ubasically gave stuff for free.
Whatever happens in step 5 is up to your purchasing server
bookmark that somewhere
lol here is a Unity thread that devolved into a mess if you want to read it, might be some info in there on providers. https://forum.unity.com/threads/pc-iap-dlc.434013/
No. This is their docs. You can literally read that.
Sure
Actually, one step is wrong. gimme a sec
Fixed it
In Step 3 it basically goes Game/Player -> Purchasing Server -> Steam -> Player and P-Server
I think steam handles the notification of your player for you
so why steam,,, i see it can be ignored in that process
as long as you send everything correctly
No one says you need steam for ingame purchases. They hust offer a service for you.
Having a weird problem... I am spawning a sphere into my game whenever I right click, but each one I spawn disappears after a couple seconds. I didn't set anything up for this to happen. Any idea how to stop it from disappearing?
check the lifespan
lifespan is 0 (infinite)
Yeah, coding everything yourself for example
3rd?
actor, yes
Otherwise, google is your friend @wet zenith
yeah make it yourself or ship to a mobile platform where they handle things for you
thank you @regal mulch
You gotta put some effort into this. InGame purchases aren't something easy
You are actively handling peoples money
So you have to code a robust WebService for that
ya ,,it took 3 weeks of my schedule
And if you find something 3rd Party, be aware that they probably cost you
since there is more then one option IAP on pc is a wild beast
@autumn turtle BP or C++?
BP
Are you saving the spawned Sphere in a Variable?
@dark depot like?
Or are you setting LifeSpan or calling DestroyActor on it somewhere?
nope, LifeSpan 0, and not calling DestroyActor
mind sharing the spawning bit of code?
i was meaning buying something isnt locked down like mobile so there isnt a 1 thing fits all thing setup you have to make it yourself then pick a 3rd party to process the info it will involve you having to code alot
Well, how likely is it that this happens every 30 seconds +-? @autumn turtle Cause it sounds like the GC cleans it
that would be actually pretty weird
ya ,, i figured that part π @dark depot
add the on destroyed event to your sphere and then maybe look thru the stack trace to see what might be happening?
Sorry, new to UE4
er set a print string on that event and then breakpoint it lol
playing around a bunch trying to get more familiar
so when you said that lifespan was 0, were you speaking about the lifespan of the actor that spawns the spheres or about the spheres themselves?
Visual Studio does not like 128GB SSD's lol... poor thing
It prints an actual call stack, like the one in C++
you can use the new BP debugging window as well for the stack π
Yeah, just saying
Ah man, that reminds me of my 2 M2s that are laying here
Can't install them until I get my new mainboard and Cpu -.-
aww
They were on sale, so I had to buy them early
I bought the wrong M2 for my install so it could be worse lol
im having a problem with rotating a camera
nice
I would love to upgrade from my 850 normal to a newer evo
You might wanna check atm? Idk if they are cheap everywhere
They are still 44% off here
that's cheap
I just spent a months income on holiday gifts or I would have loved to get myself something π
Yeah original price is 219 per
normal price appears to be ~114β¬ for one
@grim ore Give your loved ones a hint what you want ;)
it was a new cpu/mainboard/drive or the family got gifts and they gave such nasty looks when I suggested the first lol
nevermind it was lagging
yeah $378 US here for the 1TB, I would have to get that to replace the 1TB I have now.
yeah it's a bit but it is really nice not having to worry when installing stuff or using stuff. I just offload finished projects to the external drive and /hug the ssd whenever I do work
2TB us 430β¬ excl vat
but that's madness
Yeah that's why I just bought two 500 hehe
Was cheaper than 1 TB >.>
welp building source on an i7-2600. time to go take a few hours off for lunch lol
Buy new CPU. Earn more money with it. Buy better gifts next time.
Win.Win.
Your kids will understand
buy even better cpu next time*
Psstt
why can't i change the sun height in the sky sphere ?!
@manic pawn That's pretty much done forever now
can't we have some fancy new material that allows faster transistors or whatever
more cores is still useless for so many things
@strong mesa Isn't that done via the Rotation of the Directional Light that is linked to it?
Hello everyone It's so great to be here.ππ
hello guys
guys who can giw me free assets? π
im new in unreal engine
but in marketplace not enoght assets
hey there
@night chasm Assets don't grow on trees
i did some reading, and it seems you can't use bitmap fonts in unreal
i wanna make good game π
is this really true?
yes
You can import whatever is in a TTF file
A TTF could represent something as in a bitmap
Even though it's not
Archive of freely downloadable fonts. Browse by alphabetical listing, by style, by author or by popularity.
These are TTFs
but ttf files converts the font into vector
TTFs are vector, sure
Let's say you take a bitmap font as a TTF, designed as 8x8
Just use that font at 8 size in UE4
It will be exactly like the bitmap
Because TTFs are rendered as a bitmap at some point anyway
The key is keeping the scale
i tried to make a .ttf font from a custom pixel art letter but it ruined it while transforming it into vector
My point is, take this : https://www.dafont.com/vcr-osd-mono.font it's 21px high, so use that in UE4 at 21px
VCR OSD Mono Font | dafont.com
It will be looking like a bitmap
Tbh I didn't noticed huge changes in common tasks with the SSD vs a HDD that is 7200RPM
heh I have the 5820k at home for real work, this 2600 is the work machine for business stuff in C# so no need for a faster rig
I want a freaking overclocked thread ripper for compile times but those cost real money π
@delicate lintel An additional point is filtering - depending on how you render the text, you should be wary of texture filtering set to something "modern" like linear, and stick to nearest
yea i know bitmap fonts are resolution baked so you need a version for different resolutions, that's not the problem
the problem is bitmap fonts arent compatible with .ttf
well, i just tried and it got converted into vectors
Vector is not incompatible with pixels
Every 2D pixel game on a PC is rendered with vector art
That's how GPUs work
i guess it could be replicated, all i saw is that the picture changed
Just render your vector font at its design size and it will be exactly like as designed.
i used some online font creator, maybe theres a better way
Don't use font creators, pick fonts that already work well like the one I shared
Designing fonts isn't easy
hi everyone
@delicate lintel Crafting TTFs and using them isn't the same. I know you can use a TTF font to represent pixel fonts, and you can render that fine with UE4. If you only have pixmaps right now as an input, no, that won't work with UE4.
Like I said, this https://www.dafont.com/vcr-osd-mono.font will render fine in UE4
VCR OSD Mono Font | dafont.com
so how can you add your own custom bitmap font?
me?
@delicate lintel I have never designed TTFs so I don't know
If you don't have a TTF, you can't use it
There are thousands of pixmaps TTFs on the Internet though
@regal mulch yeah but when you link the directional light to the sky sphere you can control it
Try to pick one here : https://www.dafont.com/bitmap.php
Archive of freely downloadable fonts. Browse by alphabetical listing, by style, by author or by popularity.
and i once was able to do that but that was long time ago
those are all monochrome tho
anybody know if it's possible to modify via blueprint/c++ the velocity of already spawned particles coming out of a particle emitter? I can successfully change the initial velocity, but having trouble figuring out if I can change the velocity of an already spawned particle.
aka just one color, aka not bitmap lol
Okay, I give up
fonts are always monochrome
^
if you want to convert text to an array of colored images that is outside of what fonts are meant to do
I've actually implemented TTF support into a game engine so I kind of know a thing or two about this
yea they're called bitmap fonts
well it seems you don't know what bitmap fonts mean
classic example: https://imgur.com/a/vstsvhJ
Right, I don't even know what a bitmap is
Ask someone else if you don't like the answers
does anyone here know about input touch event?
that font in your image is colored by multiplying it with the color you want it to be
something is happening again XD
hermit are you trying to copy that from the screenshot?
yes, i created a similar font
how can i import bitmap fonts in unreal?
@delicate lintel If your bitmap font has grayscales values, you can rasterize a Truetype vector font and get exactly the same thing
lmao
ue4 has guidelines for this
You can't and you don't need to
has anyone every built a virtual tour and exporting as HTML to be view on the web?
TTFs are bad, mkay ?
they are bad?
You specifically said I didn't know what a bitmap font was
Which is pretty fucking funny
you said they're monochrome
removed
what is going on here
lol nothing
why did you say that
because he is being rude
remove it.
ok
jeez
I've got to admit I am confused by the picture personally. What was supposed to be a font with a picture in it? I saw some text with some of it being colored but no actual pictures in the text?
i thought this was about richtext
Anyway, bye
cya
good
so you could you turn this into a .ttf ? just curious https://upload.wikimedia.org/wikipedia/en/4/48/AmigaColorFont.png
or lets say, a greyscale version, thats ok too
ok i will try, thanks a lot
with a greyscale you can just turn it into a color
i was confused, because i tried to convert something like this into a .ttf and it converted it into some weird vector monochrome version
you should get just this without color
tho real ttfs are just black.
every of mine are black
you are doing some hockus pockus stuff...
its just custom looking letters
thats what bitmap fonts are afaik
how do you convert it?
in unity theres a plugin called shoebox
i had a college who created a new font all by herself... in a day. without my guidence
she just used a website and photoshop
so
it isnt hard at all to get right
well ok shes a 2 ...
so no wonder
π
Bitmap fonts are more of an oldschool thing. Much more flexible to use grayscale version and just do material stuff now
There is nothing stopping you from making your own bitmap sprite sheet and then coding up a system to use that for your font system if you wanted. It's a bit weird and oldschool but hey why not!
coding skills? π
that's not stopping you, that would be delaying you a bit is all.
sorry folks i dont want to interrupt π I'm in the process of using UE4 more regularly and was curious is it post to create something similar to this example but in UE4 and export it as HTML?
possible**
yes it is. There is WebGL export as well as the new Pixel Streaming plugin
It would be much heavier to load tho, this is just 3d pictures
right so level 2 question haha
K I'm really getting annoyed
And I definitely need help as to why this.. whatever it is happens
is it possible to wrap a two image and then build the tour to keep it light?
lite?
and i suppose from there you can build an HUD to have more interaction?
just for reference there is https://www.unrealengine.com/en-US/tech-blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4 supported so you could do the same thing and use the panoramic plugin and export out an image from UE4
Alright, nav mesh. Placed it down after I put down some labrynth maze thing.
Works fine.
But when I adjust the size of the labrynth, the entire nav mesh system no longer works, even if I place a new one down.
Usually opening a new level works but its tedious.
What gives
How are you adjusting the size?
up or down? if down is the min width for a nav system too small
X and Y value
Width and length
The nav bounds is enclosing the entire thing top to bottom
yeah i was using panotour from kolor.com (owned by GoPro) and it was discontinued back in September. so if it possible to take the dev. into UE4 im pumped
Are you scaling it up or down?
and if you reset it back to the default the nav mesh starts working again?
Lemme check
Nope.
The entire nav mesh system will not wanna cooperate anymore
Basically it doesn't work.
you try rebuilding it?
There's probably a setting to have it rebuild automatically
π
Has anyone had issues with the near clip plane seemingly culling entire objects?
check out the build menu there are a few items in there π
it's anything specific to that map that can be "baked". So lighting is the obvious example, but it can be navigation or even stuff you wanna build also.
Didn't know
ah, sorry, didn't mean to butt in, thought the issue was solved.
it basically was, nw - also no
okay
I don't feel as though this is the appropriate chat, but I don't see a better one.
To my understanding, the way that near clip culling is supposed to work, is that objects that get too close, parts of it disappear as the object clips through the plane
however whats happening is the entire object is losing visibility at once.
no progressive clip through, just on/off
google has so far turned up no results that tell me to do anything other than modify the clipping plane, which I set to .5 and it still was causing issues... I could set it even lower, but that seems like a very poor workaround
and everyone who has had the issue has had the progressive clip, not binary on/off
Could be a bounding box issue. Tried increasing it?
I definitely wouldn't set the clip too low as that will cause some weird stuff to happen just an FYI
on top of only moving the problem anyway
Its a skeletal mesh btw, so I'm taking a quick look at the bounding boxes
I need some direction here. My input touch is breaking. Pressed and release is triggering. My character walks around but then some times the pressed does not trigger but the release always gets triggered. What could be causing this.
btw your videos are top notch, Matthew!
Thanks π Hopefully something in there helps out
a lot. i remember learning collision and level streaming from you, among many other things
guys something really weird is happening
So if I click supper fast my input touch breaks and will not move my character and if I click in random spots slower it will move my character. WTF is wrong with Input touch!
is there a way to recompile all blueprints?
there is not, that would be too easy wouldn't it
it would be to easy if input touch would work correctly.
never used touch input so I have no clue
its a unreal thing they fail as programmers
maybe it's thinking your fast taps are attempts to double click or something like that
have you tried it on another device to eliminate that as an issue?
yep
it acts the same on every device
in pie and 3 other devices
the pressed just breaks and then works again off and on
I need the press to be reliable
so how are you handling the press? on like the screen in general or on an object or on a widget?
how come i need to close and open the unreal editor to see my compiled changes?
it works fine my character moves the problem is the pressed just stops workin then works again if I change press locations
what is this black magic
when the pressed stops working the released is still getting triggered so I do not know what it just decides not to trigger the pressed.
if you remove all your code after the print strings and just test with touched and released is it still broke?
it works off and on depending on how much i am tapping the screen. Seems like it breaks when I tap fast in one direction so I think it is just getting overwhelmed if that makes any sense.
it does, does a moved fire when that happens possibly?
nope it will not even trigger the print after pressed when it locks up so I start clicking a new location and it will fix itself and start triggering again
the other option is to skip the input touch node and do the down events themselves. I am assuming you have nothing else eating input as well possibly like other objects set to absorb input
see i would understand if it just didn't work but it works fine
it is the input touch node that is broken
ok so above that code i have the code for mouse input
that works find and does not break ever
this is strait from the top down template nothing changed it should just work as intended.
ok i will see what other nodes i can use to avoid this. That might be an option if there is any.
I just don't see why I have to pay royalties to epic games when their engine has so many short falls like this.
my works fine, i have multiple touch detection with flicking, pressing and dragging.
hmm im using 4.19 what you using?
see that is weird that the pressed works fine then it don't click other area works fine it is total random so it is so difficult to debug
hm... u doing bp only? my is in c++
yea bp only
but tested bp first and worked
remove all the extra stuff to debug it. just a blank scene with nothing in it and the input touch node with print string on all 3. make sure 100% it's your node causing the issue
doing it in a blank new project as well would eliminate more issues
ok ill try that
alternately you can look at the code for the match 3 project and see how they do it
from what I was reading it could be due to some collation issues so a blank project may steer me in the right direction
hi all, anyone know why using splines on my landscape causes all my procedural foliage to get erased on those tiles?
is it about time for 4.21.1 hot fix release ?
@wet zenith For my VR game I'm planning on using Wordpress e-commerce with a coupon / QR system. If the player earns an item in game they get a code redeemavle through a browser.
baked lights
you could certainly make it one
How so?
when you click the arrows, it seems like it's just interpolating from the current camera position and rotation to a new one
- the click-to-rotate-camera that happens by default if you enable the cursor
Its a rotation around a fixed point, like a FPS camera with on screen controls. Then you click and are moved to other fixed points by lerping the camera or using something like sequencer for a camera playback or even just a track on a spline to move the camera.
it also looks like it's running in the editor for that video lol
I haven't used sequencer before, can you use the current camera rotation as a start value with that, like he's demonstrating in the video?
Oh cool. Do you know of any tutorials that explain a simple setup?
yeah sequencer can take real info from objects at runtime but to be honest I would set up an array of transforms and just loop thru them all using the controls setting a new view target for each one
Hmm okay good to know! Iβm clearly new to UE4 Im an archviz guy and coming away from VRay to learn real-time I love what this platform can do I suppose I need to take some baby steps haha
I could swear I did something like this for someone on a livestream but I can't find the video. The keys you need are the set view target with blend node (swapping one camera for another with interpolation)
and then uhm UMG for the interface and an array for holding locations or cameras to swap to/from
Yes!! That makes complete since
This will help to replace the kolor tool I used - panotour pro.
yep you can make it as fancy as you want. Just going from one camera to another for example or fancier using splines as a camera track to have sweeps between locations for example. the core concept is basic π
Yes!! Haha take a look at this example I built the interface but know that GoPro killed off the software I need to adapt to new things
Recreating this is the goal do you thing itβs possible
Again itβs image base but effective
that one is even "easier" in theory as you don't even need to track items in an array for back/forward due to the map
the map is a UMG image, the hot points are well hot points you can click on and each point can simply reference the camera it needs to and move your view to that.
each hot point could be an easily re usable item that could be set up individually with the correct location to go to
To keep everything lite is it possible to take 360 image maps can create a system that navigate through each one
Map the images to a sphere for example
lots of options. Just as a point of reference tho when using UMG (ui stuff) you can't directly reference items in the world in the editor so you can't just say "hey umg widget I want you to go to this camera here in the world" because the UMG does not exist in the world till runtime.
it should be possible, sure. The default sky sphere is basically that already.
Yeah
you would just make a custom material with that 360 image and wrap it around the player
using unreal for that is going to be way heavier than the original thing
So creat a level with multiple spheres with different images mapped to each on and a target view for each and create a system and can navigate through each one with a simple camera transition
Yeah
But the software isnβt available
It was discontinued in September
even if you don't render the whole scene (which would be crazy compared to this viewer), just unreal rendering an empty scene and coming up with black will be orders of magnitude slower
Hmmm yeah I see what your saying
ie krpano - which is the base frame work for my work example above
Or is there a better idea
unreal has a webgl export but it will create a finished self contained app thing that is also huge
if you can render the sphere views somehow, it would be a lot more efficient to just make a clone of this viewer with js
I'm not sure where you would start with that though
considering there's a js framework for literally everything today, there's probably also a thing that can display spherical captures and let you look around
To run a web base ue4 project on the web is it complete dependent on the end users gpu?
Got it
if you have infinite money, you can also try this new pixel streaming thing where it will render on a server and stream video
the other alternative but it requires a server somewhere is the pixel streaming plugin but yeah exporting out the 360 pano capture of the area then putting it into another webgl js player is a lightweight option
Yeah panotour pro was that original solution ahh GoPro and I are not friends at the moment haha
Okay good information much appreciated. Iβll keep you guys posted on further development and discoveries
I'm kinda curious what a real-world use of pixel streaming is
Yeah same here
well lets say you walk into a car dealership and want to preview some cars, high end shit. You can do it all on a touchscreen. Now doing 1 of those with a machine per might be overkill when you could set up a server/server farm somewhere else and have it just stream to dummy clients
same with say art installations or other stuff that you want to be interactive but not need a computer in the open or hidden.
π€
now I never said these were good ideas but hey it's a start. remote rendering with interactiveness basically.
I guess that might save some hardware if you have multiple screens but don't use all of them at once
another weird one is stream your game with a custom ui interface for people to watch and they can interact with you on.
people can chat with you easily, they could click button in the web ui to spawn stuff or vote etc.
huh
and it's all just rendering out once locally and being sent out into the webs
sure it is
I had to read them all lol
there is even a matchmaking server you can run for distributing viewers
so its like multiplayer but weird
imagine twitch but with a custom interface on the website for interacting with the streamer as an option
I guess it will make multiple local player things like if it was split screen?
π€ I kinda want to mess with this now for no reason
if you can run it from the editor, that would be super useful for showing people a specific thing without having to wait ages packaging the project and sending it to them
Hey everyone, I'm new to all this but going to fullsail and in an unreal level design course. Where should I go for some help?
I've got the infinity blade pack and I'm supposed to use it to block out a level. The problem is I can't figure out how to get at the assets
there doesn't seem to be much difference in practice, I'd just get the cheaper cpu
@frosty torrent
@vast granite Hey there should be a folder on the main directory on UE4
Named the thing you downloaded
Are you having trouble finding the exact location inside the folder?
https://cpu.userbenchmark.com/Compare/AMD-Ryzen-7-1700-vs-AMD-Ryzen-5-2600/3917vs3955 maybe useful site
Wouldn't you just drag in your assets?
Into the content browser
then it should give you an import screen, just hit import all or import individually if you want
Your assets should appear right there ready to use
unless it's via marketplace and that's done differently I've never worked with marketplace assets
I think their already imported
If you installed Grasslands, click through the folder and try out each one until you find a folder containing them. What you said is the right one. I got the snow one from the marketplace. But yeah just try out different folders and there'll be a big folder containing a lot of other folders that have types of assets
You can try clicking in the folder and taking a screenshot and we can try to direct you
Not sure what it'd be called tho xD
I think it's Environments
!gameidea
Want game ideas? Send me a DM!
ah hey they changed it, interesting
Believe environment has other folders containing all of the cool stuff
Won't confirm tho because I never used Grasslands
But that's what it is for the rest of the things I use
It was in evrionments. Just jumbled in a lot of folders. Can I change the folder structure or do you think that might break some of the textures?
Yeah that's what it is for me
Is there a hotkey to duplicate an asset?
Ctrl-d ?
Ctrl+W just found it
If not it's ctrl-w lol. If not it's ctrl-c then Ctrl v. If it's in the editor it's alt drag on the transformer move widget to drag out a duplicate.
which i7 is it
there isn't a "bias" on that chart really, those intel cpus are just better than the ryzens they were compared with
if you put your old cpu on there it would score much less than all of the others
you can always return it if it doesn't end up being as good as you want π€
I would expect it to run faster than your current cpu
I've got an i7 2600 at work and comparatively my 5820k at home smokes it. I would expect the ryzen to perform similar to that at least so a 2600 -> ryzen to be a nice upgrade for the cost.
Assuming you get a 6 or more core ryzen that is.
An i7-2600 tops out around 3.5ghz so it's not like it's got screaming single core speeds as is.
Yeppers
not really, since its single core is also much worse
the new one will just be all around better
I paid 25 bucks for the i7 at work so for the price the old ones still work great for raw processing if needed it's just at this point it's been yeaaaaaaars of upgrades to compete against
have to be careful with the ryzens though, appearantly not all memory works right with it
Memory is love for a ryzen for sure. They love speed and compatibility
if only the new memory wasn't so ridiculous expensive
hi
all seems pretty slow
I got 3200mhz cl16
anything more was too expensive
wtf the prices seem to have dropped again since I bought it
nice π
I got 32
i7 7820x
at 4.6ghz
I'm clearly cooling it wrong tho, because this happens when compiling intensifies
it continues working fine at this temp so I decided to do nothing instead
holy hell that's a high temp
oh interesting the 4.21 branch on github is flagged as 4.21.1 now
the poor 2600 pretty much gave up when I tried to compile the engine at work earlier. between it and the mechanical drive it was futile
oof
yeah I would think soon. I had to compile it for a dedicated server and just noticed the release branch for 4.21 is .1 now
wait do you mean the .version file or whatever
that's been at .1 for a while now
the longest engine compile I have heard of is 12 hours
it was done on... a cpu, I guess
Feel like I am never going to fix this. I tried with a blank level and still input touch press stops working. π¦
I was at 4 hours with about 300 of the parts compiled. the cpu had less to do with it than the compile trying to murder the hard drive with 8 processes compiling at once =/
the build actually becomes much faster after around 50%
but ye non-ssd isn't gonna work
yep I just wish I could have dropped the thread count down to lower the hdd thrashing but nope I think epic broke that lol
just edit ubt to fix it
didnt want to get that deep into trying to fix it. the build config xml file seemed to do nothing now =/
So i installed an NVMe SSD yesterday and installed VS 2017 on it but now in the launcher when I try to create a C++ project from template, it says I need to install VS 2017. Any ideas how to get it to recognize?
to <1 to scale it down
yeah I did that and the maximumprocessors but it ignored it
did you install the VS 2017 C++ toolkit? or just VS 2017
I'm actually not using that thing anymore
yes, when it pops up in the launcher it says "install VS 2017" and everything it has selected there is installed
quick question
let's say i have an arbitrary range between 1 and 0, i.e. 0.55-0.65
along the lines of a progress bar widget, how would i go about displaying this in a way that scales, as in via horizontal boxes / grid panels?
it will download about 5GB of stuff
@thorn topaz run the visual studio installer and make sure the C++ toolkit is installed. If all else fails reboot?
then you compile a few targets and suddenly you got up to 100GB of intermediate garbage
@grim ore
@novel ember so you want 0.55 -> 0.65 to represent a 0-1 range?
yeah that looks like it should @thorn topaz π¦
I feel like it's an issue that the unreal launcher is installed on my C drive but VS is not
no, i'm saying within a rectangular box (think border widget), i want the range 0.55-0.65 within said box to be visible, and the range outside that to not be visible
but in a way that scales independently of specific resolutions
that is a very good possibility, I have only ever had to install VS on the C drive
about all I can think of for that @novel ember since I don't play with UMG much anymore is an image using the box/border setting and leaving that inside area open
actually I think I found an okay workaround
maybe show a picture of what you are truing to do lol?
there are many ways to achieve that
i set up a grid panel with 3 columns, and columns 0 and 2 have the bottom of the range and the top of the range while column 1 has a scale of 0
if you want to use widgets you could use fill ratios on 3 widgets inside a horizontal box
or a material
or whatever
and then i just manually set the scale to be 1px x whatever within that column 2 border widget
that might work
came up with a simple example for my first idea
the first image is the background, the 3 in the box are all set to fill horizontally with ratios 0.55, 0.1, 0.35
i don't know that the method using those direct values means the orange box physically occupies a range of 0.55-0.65 though
you have 0.55 to the left, the range is 0.1 wide, and you have 0.35 right to reach 1
@grim ore yea no luck
ouch. All I could guess is to reinstall it on your C: drive like it expects and see if it works. I don't know if the engine is hard coded to the directories or not but I have a feeling it might be =/
It works on my other projects, just not new ones from template
were those created before you installed VS on the other drive?
yes and i uninstalled all other versions of VS
i am having trouble (still) getting anything unreal related to work today. website opens really slow for me or even doesnt even load and now even the epic launcher constantly tells me, that "i might have trouble with my internet connection". While I am STREAMING. While I am surfing and searching for solutions. IΒ΄ve barely ever had anything like this with any software so far xD Its just weird. Anyone experienced this before and knows a solution?
I have the taskmanager open checking my up and downloads, my connection is perfectly fine. Theres no traffic going on atm
@thorn topaz no luck out there on the web that I can see either π¦ I am out of ideas besides removing VS completely and reinstalling it to the default. I also have never used the UE4 installer stuff in VS just the default launcher from Epic and the default installer from MS
yea that's what i'm using. default launcher and installer
I cant even open the frigging issues page to search the forums for solutions. Every other website works xD What is this Oo
maybe a rogue proxy in the way on your machine?
all UE4 sites? wiki, forums, docs pages, and answerhub?
https://www.unrealengine.com/en-US/support/report-a-bug
this one i got running. The redirect though to "issues" didnt work and the answerhub is not loading either
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.