#ue4-general

1 messages Β· Page 344 of 1

supple totem
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hi all, since I updated to 4.21, I can't see all options for my procedural foliage objects, like num steps and seed density... to see them I need to look at the object property matrix, but the regular window doesn't show those options. Anyone have an idea how to fix this?

dawn vessel
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Is Simple Grass Wind or SpeedTree Wind expensive to use?

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If all Meshes in my area have it.

dry moon
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Speedtree and simple wind are pretty decent with performance

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I think its safe to use

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I got it for my trees, and a custom wind for my foliage and I'm getting great performance even for my ok rig

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tons of trees and grass

honest rune
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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?

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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

glass roost
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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!

plush yew
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yey

misty creek
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Glad you got it working πŸ˜ƒ

plush yew
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No problem

glass roost
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πŸ˜„

sly willow
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Hihi anyone know how to get controller in multiplayer network client through UI widget blueprint?

icy bone
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ui is always on client

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so there should be a function for this

barren delta
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Rpc?

sudden agate
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rpc what

regal mulch
livid lantern
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If yes... Why...?

sudden agate
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I can imagine that it is a good practice.

ruby folio
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Or should I use vertex paint for them

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If I use vertex paint I can guarantee the grass will only ever bee on the top. O wherever I want it

static viper
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my advice

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dont use vertex paint on massive open worlds

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you are lucky if you get to finish placing all the rocks...

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and even start with details...

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extremly lucky

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dont create more work

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finish the one you have

ruby folio
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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?

static viper
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no youre right

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you cant save it

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its better to paint them in tool before hand

ruby folio
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Ermm... You can save vertex paint in UE

sudden agate
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Vertex Painting means you cannot instance the meshes

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solve the painting procedurally with a material

static viper
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i mean that i dont think you can paint instances

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what you can do is paint individuals

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but you cannot save that

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there is internal vertex paint

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and external added one

ruby folio
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How do i even instance meshes anyway?

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I take it just dragging them from CB to level isnt instancing?

static viper
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maybe in the final render

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but in the actually creating you are placing an individual actor

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you can instance them via foliage

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tho i dont advice that with large rocks XD

ruby folio
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nooo

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So all my cliff meshes are gonna be placed by hand

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Will they not be instanced?

static viper
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they are as individual as any static mesh

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i really cant tell if there is another way. i never saw one

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the system makes logic

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is logic

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XD

ruby folio
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Wut?

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Ok. So yes. Static meshes are automatically instanced

static viper
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i hope you are fine πŸ˜„

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you are making this awfully complicated

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just place your rocks already

ruby folio
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Im not making it complicated. I assumed thats how it worked which is why I asked, and I was correct....

fierce tulip
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ahh, owl being as unclear as ever :p

static viper
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i wasnt clear about what he was trying todo at the first place XD

tardy sapphire
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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. πŸ˜„

static viper
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yee you should spawn particle before destryoing the actor that spawns it XD

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i saw this behavior too in umgs

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but in umgs its making sense

tardy sapphire
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Just to test it, I tried both ways, before and after DestroyActor... but it makes no difference

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Same result, particle effect spawns

wary wave
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@ruby folio - unless you need the grass geometry distinct from the rock geometry, I would use projection in the material

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it's just infinitely more convenient

static viper
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yee it might be that it waits for the actor to complete actions

ruby folio
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@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?

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@wary wave Yeah I think thats what I will do for these meshes.

wary wave
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if you alter the vertex paint they're no longer instanced; they have differing geometry

ruby folio
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Excellent. Cheers for clearing that up ambershee. That is how I understood it after all.

manic pawn
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destroy actor doesn't immediately delete it

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it'll sit around for a while waiting for gc

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so I guess you can still read position

static viper
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yee gc is the likely answer

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same for umgs

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they wait

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but are reduced from gameplay or screen

icy bone
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at any case cant rely on the gc being nice

merry gazelle
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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

wary wave
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why have coupon codes when your software can literally just do it all without a middle man?

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doesn't make much sense to me, you can just give them the virtual item, no need for the coupon code

manic pawn
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people who don't realize the coupon exists will continue to pay the full price

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people might not be bothered to use it since it takes extra steps

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all results in more money than it giving everyone the thing by default

wary wave
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whilst probably true, seems like a sketchy line of reasoning

manic pawn
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well, it being sketchy is the whole point of that stuff isn't it

polar hawk
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When you write an FText::Format and realize you wrote all of your format arguments as{0}

copper tangle
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Hi

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Vulkan for windows is available?

spare sun
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doesn't destroy actor simply queue the actor for deletion, not instantly destroying it?
afaik it happened in certain intervals

regal mulch
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Yop, the GC cleans it up

pure stratus
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@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.

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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.

merry gazelle
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@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

pure stratus
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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.

merry gazelle
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I've looked into using something like VaRest / HTTP requests in game but that's also a little to technical for meπŸ˜…

@pure stratus Yeah I also thought about QR codes, there's a couple plugins in the marketplace I might use.

thorn topaz
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Is there a way to disable texture building when launching the engine?

cloud cobalt
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@thorn topaz Shader building ?

thorn topaz
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no at 73% while the engine is loading

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LogTexture: Display: Building textures: Katana_Black_AO (G8, 2048X2048)

cloud cobalt
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First launch of the project ?

thorn topaz
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nope, happens every time

cloud cobalt
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Did you successfully launch the engine and then exit it cleanly ?

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I know we had broken textures with 4.20 and we had to manually rebuild all of them once

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Basically put a texture filter in content browser, select all , right click, rebuild

thorn topaz
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We're in 4.18

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I'll try that and close and reopen

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only 10,000 textures to rebuild, awesome

somber condor
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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...

static viper
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like

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everything is wrong with 4.21 XD

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i had the same crashes

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you can stop trying. just go back to older version XD

somber condor
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ow shit

regal mulch
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Owl upgraded her daily rage against UE4 from 4.20 to 4.21? :D

static viper
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well i didnt even used 4.20

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XD

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but 4.20 was less worst

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actually compared to 4.21 20 was ok

regal mulch
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Me, and a lot of other have no problems with 4.20 or 4.21

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Specially not "Crash on Selection"

somber condor
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haha ... but cmon this bug is so silly you don't even want to workaround

regal mulch
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Check the Crashlog

static viper
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checking the crashlog on multiple crashes is ... weird XD

regal mulch
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I mean Alless

static viper
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you cannot argue that 4.21 is fine after multiple different crashes XD

regal mulch
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I didn't have a single crash caused by UE4 itself in 4.20 or 4.21

cloud cobalt
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4.20 crashes all the time too

static viper
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so only bc you are fine means 4.21 is fine?

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XD

regal mulch
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Only because your project crashes means it's not fine?

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wtf

static viper
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what crash info is he gonna get from "i selected a bp"

regal mulch
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I call stack for example

safe rose
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Quality of UE4 Releases has gone down considerably since 4.10

cloud cobalt
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@regal mulch To be fair, I have two easily reproduced crashes in engine, 4.20, just clicking on regular engine buttons

static viper
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i am just sayin his errors are very weird

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the same as mine

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and it makes no sense that new projects just work fine

regal mulch
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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

somber condor
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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

safe rose
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But Epic's priority is Fortnite, and they have a crapton of engineers to fix their source when crashes occur for Fortnite

regal mulch
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There is a enough people who don't have problems

safe rose
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If it doesn't affect fortnite and no one reports it properly...don't expect it to get fixed

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So, report your damn bugs

regal mulch
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It has always been like that

cloud cobalt
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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
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I suspect no one simply tried these

regal mulch
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Before Fortnite it was Paragon

safe rose
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Aye

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This is Unity

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They make their own games and need to make money

fierce tulip
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having variables/parameters inside material functions.. inside material functions.. make them not work in the instance

safe rose
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And they are making the most money from Fortnite, not devs

regal mulch
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Well, most of the devs never ever release anything

static viper
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lets just wait for 4.21 update

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and see

cloud cobalt
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Epic making more money from their game is a terrible situation for developers

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I wish Fornite tanked

static viper
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i am sure this is just an out of season joke

regal mulch
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If Fornite goes done, they work on the next game

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They already have other projects at hand

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Pretty sure they aren't gambling with what we do here

static viper
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they have more projects?

regal mulch
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Yes

static viper
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and fortnite can go away? πŸ˜„

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i feel like fortnite is gonna be there very long

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why would they discard

regal mulch
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The other projects are on hold atm

static viper
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what are those?

regal mulch
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A mobile game for example

cloud cobalt
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Frankly, I've never got the engine to crash in the material editor before 4.20

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4.19 broke DLC support, of all things

static viper
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actual projects*

safe rose
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They keep adding llots of stuff from fortnite

regal mulch
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And then some other thing that I can't recall what it's called

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They had JJAbrams for that

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Or whatever the guy is called

static viper
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oke

frosty bloom
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Isn't Epic games creating that "Battle Breaker" and "Spy Jinx"?

regal mulch
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Yeah these two

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Battle Breakers is the mobile game

static viper
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what

regal mulch
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Spy Jins the other thing

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But it's not gonna go anywhere with Fortnite making money of course

glacial pecan
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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!

fierce tulip
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you editing it in the mesh viewer? or just one thats placed in the world?

glacial pecan
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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.

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But not in the world.

static viper
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bc the world very likely has a unique version of your rock

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you might have change the material there

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overriden the parent

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you can fix that easy by placing the rock new

glacial pecan
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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?

static viper
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why?

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this is a feature

glacial pecan
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I can't replace it, because the placement is imported, and I have a couple of hundred of these

static viper
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you edited an instance

glacial pecan
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No, I specifically tried to not edit an instance, but the source mesh

static viper
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then select em all

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and press the yellow symbol besides the material

cloud cobalt
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Import the asset as a new asset with a different name, remove the old one, ask the engine to replace with the new

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If selecting all of them isn't feasible

glacial pecan
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YES, thank you!

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I don't know how to write your nick, but thanks, the yellow little arrow did it!

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I wonder why they were all overriden... Datasmith issue, I guess

static viper
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^^

thorn topaz
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@cloud cobalt by rebuild do you mean reload?

cloud cobalt
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Yeah

thorn topaz
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ok thanks

wary wave
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4.19 4.20 onwards has been increasingly unstable tbh

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lots of core features stopped working around that time

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DLC support being one, DPI scaling being another

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one of my own projects is on indefinite hold until they fix the latter

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then there was the dumb bug in 4.20 where you couldn't even rotate the FirstPersonCharacter mesh in any way

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how did that even ship?

grim ore
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Well when they are done they click the big "Ship It" button and then go out for a snack.

dry moon
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I'm hoping for a giant "spring cleaning" update where its fixes and optimizations rather than more features

wary wave
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aye

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I mean, I like new features

grim ore
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I think we have been hoping for that for a few years now 😦

wary wave
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but not at the expensive of the existing ones!

dry moon
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Well at this point it has the features I need, I just want some optimizations on handling alpha overlaps :(

wary wave
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I wouldn't expect that any time soon - not given what's already there

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it's just the nature of the renderer they've gone with

dry moon
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Yeah I know, only dreams

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Dreams and tears

grim ore
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Dreams and Tears sounds like the last 3 weeks for me working on this multiplayer stuff lol

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"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 πŸ˜ƒ

cinder iron
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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.

grim ore
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yep yep and I try so hard to visualize it before the head explodes lol

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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

latent moth
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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

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Why is it that the clients do NOT see the spline mesh components?

dry moon
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Hmmm no clue, try to bring it into an event?

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And you can always merge the mesh, since splines are easy to plop down again if the river isnt very long

paper kernel
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I dunno can you even replicate generated spline component

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sounds like a lot of data

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and if I'm totally not mistaken, component replication does not create the component on client side

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unlike with actor replication

latent moth
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merge the mesh,
can this be done?

dry moon
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Ahh I have 0 clue about network stuff, yeah just merge it

latent moth
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my issue is that this mesh component is used in hit events that get replicated, so the components have to be too

dry moon
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Yeah you can, the merge tools merges the blueprint into a single static mesh

latent moth
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AH ok, no I don't want to do that

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I want to be able to modify it

paper kernel
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hit can occur only on server, you just replicate the required data to clients

latent moth
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yes, but if the component is not replicated then the hit data is obviously invaid, since the component has a different ID

paper kernel
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🀦

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just create the splinemesh on clients too

latent moth
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I don't think you get it. If the component is created client side, it will not have the same network id.

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this is why i'm creating it replicated in the first place.

paper kernel
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server should be authoring the hit anyway

latent moth
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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.

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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.

paper kernel
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yea, then create the spline on clients too

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I don't reason why you can't do that. references will get solved when you pass the RPC

latent moth
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no, they don't @paper kernel

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it's two different local objects

paper kernel
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then save it to separate reference on begin play and use that reference

latent moth
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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".

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Ok forget it πŸ˜ƒ

paper kernel
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then tag it

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there's million ways to get around it

latent moth
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yet all the ones you are stating are nonesense

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thanks anyway for trying to help πŸ˜ƒ

paper kernel
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then write a bug report and roll thumbs

latent moth
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eheh ok will do that

autumn turtle
autumn turtle
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nvm, created an explosion actor and added that

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but not destroying destructible objects... or moving other objects

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just pawns

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nvm, force wasn't high enough

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πŸ˜›

supple totem
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ugh think twice before skipping those autosaves

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just lost hours of work

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it hurts

manic pawn
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make it a habit to hit ctrl s after every 2 changes

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unreal crashes way too often to not do it almost automatically

supple totem
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yeah I hear that

wet zenith
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Hello guys ,,, Any one recommend a good Microtransactions system for windows

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?

static viper
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obviously we try to not get microtransaction going in ue4 XD

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maybe you should ask this question in the forums

wet zenith
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πŸ˜„

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like fortnite vbuks

static viper
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no idea XD

grim ore
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well something like fortnite is all custom code on a custom backend

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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.

spare steeple
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does anyone know how to solve the bug where child actors get all their components reset

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if i set any values they just reset again when i restart the editor

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they wont save

static viper
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i had this yes

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you will have to recode your system

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and just spawn the actors with data from a datatable

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its much safer

spare steeple
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i guess that would work

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doesnt seem like the proper solution as much as a workaround though

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but i might have to

static viper
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well it gives more powers

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a datadriven system will make your system much more flexable

molten birch
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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?

spare steeple
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ok i got my data back

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made a change to the parent and reversed it

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then recompiled

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then restarted editor

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dunno what actually went wrong internally though

grim ore
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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" 😿

cloud cobalt
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It's not like dedicated server is something to lightly consider though

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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

wet zenith
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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

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@grim ore

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does game sparks do iap on pc @grim ore

plush yew
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just got unreal yeet

cloud cobalt
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@wet zenith Have you looked at he steamworks SDK ?

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Not sure if UE4 provides an easy C++ interface for that

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(it doesn't)

wet zenith
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yes it doesent

cloud cobalt
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You'll need to use the steam SDK directly then πŸ˜ƒ

wet zenith
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any work around or other solutions

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?

cloud cobalt
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Here's your doc

manic pawn
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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

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the way unreal requires me to build a separate exe for something that should be a -dedicated is really annoying

cloud cobalt
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Yeah, that's true. Still, I wouldn't expect that to be a first choice as an indie.

wet zenith
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@cloud cobalt When a user wishes to buy something in-game, your game sends a purchase request to your -------purchasing server---------.

regal mulch
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The Server itself is not the issue

wet zenith
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whats purchasing server ???

regal mulch
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Hosting them is

cloud cobalt
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^

manic pawn
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it isn't if you have the players host them

grim ore
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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 πŸ˜› I still chose UE4 over Unity for this current MP project just due to how quickly I can iterate in the engine.

cloud cobalt
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@wet zenith Sounds like you need to create a server system to handle the microtransactions, and Steam only does payment

regal mulch
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Well the seperate install is a pain but that's main due to the target stuff for servers missing

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Technically Epic could put that stuff into the binary launcher version too

wet zenith
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i defiantly don't have one of those ,,,is there any documentation for that somewhere @cloud cobalt

regal mulch
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However despite some extra work, it's not hard to create a dediserver

wet zenith
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πŸ˜…

grim ore
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yep not hard just not as easy as a checkbox πŸ˜›

regal mulch
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Welp, Unity has other negative points

sleek mango
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If you create a custom event in an event graph and call it, does the event execution begin next frame by chance?

cloud cobalt
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@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

regal mulch
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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.
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It's literally the next sentence

cloud cobalt
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@wet zenith Basically, this is something you'll need to create yourself from scratch outside UE4

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And connect to your company's accounting etc

regal mulch
#

Yeah, it's basically a web service that communicates with Steams Billing Server via HTTP Requests

cloud cobalt
#

If this sounds too complicated for you, it probably is, no offense. Doesn't look like anything amateur-level

regal mulch
#

If you scroll down it says how to use it

#

And encryption you need

#

etc.

wet zenith
#

yaa

#

its just something to relay info from ue4 to steam ,,,

#

like ask steam take 10 usd

regal mulch
#

That's not how it works.

wet zenith
#

and when it return successful it reply to the game ,, its done ?

regal mulch
#

UE4 implements Steams API. You have to implement the API calls and in addition have a Web Service actually handle the Requests.

grim ore
#

someone somewhere has to be legally responsible for handling the money and steam is like "nuh uh you do it"

regal mulch
#

Correct

wet zenith
#

does any one know a ready some service provider for that ?

grim ore
#

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 πŸ˜›

#

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

regal mulch
#

The steps are:

  1. You need the API setup in your game. So the steam header etc.
  2. When your user wants to buy something, you need to get their data. E.g. SteamID, Country code etc.
  3. 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.
  4. If successful, the user will get a notification and can then accept the purchase
  5. 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

cinder iron
#

bookmark that somewhere

grim ore
#

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/

regal mulch
#

No. This is their docs. You can literally read that.

wet zenith
#

Sure

regal mulch
#

Actually, one step is wrong. gimme a sec

wet zenith
#

ok

#

?

regal mulch
#

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

wet zenith
#

so why steam,,, i see it can be ignored in that process

regal mulch
#

as long as you send everything correctly

#

No one says you need steam for ingame purchases. They hust offer a service for you.

autumn turtle
#

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?

cinder iron
#

check the lifespan

regal mulch
#

How do you spawn teh Sphere

#

Is that an actor?

wet zenith
#

is there any alternative to that rout ?

#

like 3r party

autumn turtle
#

lifespan is 0 (infinite)

regal mulch
#

Yeah, coding everything yourself for example

wet zenith
#

3rd?

autumn turtle
#

actor, yes

regal mulch
#

Otherwise, google is your friend @wet zenith

dark depot
#

yeah make it yourself or ship to a mobile platform where they handle things for you

wet zenith
#

thank you @regal mulch

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

wet zenith
#

ya ,,it took 3 weeks of my schedule

regal mulch
#

And if you find something 3rd Party, be aware that they probably cost you

dark depot
#

since there is more then one option IAP on pc is a wild beast

regal mulch
#

@autumn turtle BP or C++?

autumn turtle
#

BP

regal mulch
#

Are you saving the spawned Sphere in a Variable?

wet zenith
#

@dark depot like?

regal mulch
#

Or are you setting LifeSpan or calling DestroyActor on it somewhere?

autumn turtle
#

nope, LifeSpan 0, and not calling DestroyActor

cinder iron
#

mind sharing the spawning bit of code?

dark depot
#

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

regal mulch
#

Well, how likely is it that this happens every 30 seconds +-? @autumn turtle Cause it sounds like the GC cleans it

cinder iron
#

that would be actually pretty weird

wet zenith
#

ya ,, i figured that part πŸ˜… @dark depot

autumn turtle
#

it's consistent for every sphere, it happens about 2 seconds after spawn

grim ore
#

add the on destroyed event to your sphere and then maybe look thru the stack trace to see what might be happening?

autumn turtle
#

Sorry, new to UE4

grim ore
#

er set a print string on that event and then breakpoint it lol

autumn turtle
#

playing around a bunch trying to get more familiar

cinder iron
#

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?

regal mulch
#

You can print call stacks in Blueprints

#

Can'T recall what the node is

grim ore
#

Visual Studio does not like 128GB SSD's lol... poor thing

regal mulch
#

It prints an actual call stack, like the one in C++

grim ore
#

you can use the new BP debugging window as well for the stack πŸ˜ƒ

regal mulch
#

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 -.-

grim ore
#

aww

regal mulch
#

They were on sale, so I had to buy them early

grim ore
#

I bought the wrong M2 for my install so it could be worse lol

plush yew
#

hey s

#

guys

regal mulch
#

Well pay 173€ for two 500GB M2 970 EVO

#

Couldn't resist

plush yew
#

im having a problem with rotating a camera

grim ore
#

nice

regal mulch
#

That's without VAT though, cause company

#

@plush yew Post your problem (:

grim ore
#

I would love to upgrade from my 850 normal to a newer evo

regal mulch
#

You might wanna check atm? Idk if they are cheap everywhere

plush yew
regal mulch
#

They are still 44% off here

manic pawn
#

that's cheap

grim ore
#

I just spent a months income on holiday gifts or I would have loved to get myself something πŸ˜ƒ

regal mulch
#

Yeah original price is 219 per

manic pawn
#

normal price appears to be ~114€ for one

regal mulch
#

@grim ore Give your loved ones a hint what you want ;)

grim ore
#

it was a new cpu/mainboard/drive or the family got gifts and they gave such nasty looks when I suggested the first lol

plush yew
#

nevermind it was lagging

regal mulch
#

Cheapest I can find is 113€ atm

#

@grim ore Such monsters

#

Poor Mathew

grim ore
#

yeah $378 US here for the 1TB, I would have to get that to replace the 1TB I have now.

regal mulch
#

Bah, 1 TB M2 is weird

#

That currently costs

#

lemme see

#

217€ excl VAT

grim ore
#

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

regal mulch
#

2TB us 430€ excl vat

#

but that's madness

#

Yeah that's why I just bought two 500 hehe

#

Was cheaper than 1 TB >.>

grim ore
#

welp building source on an i7-2600. time to go take a few hours off for lunch lol

manic pawn
#

buy new cpu instead of gifts

#

unreal compile times are clearly more important!

regal mulch
#

Buy new CPU. Earn more money with it. Buy better gifts next time.

#

Win.Win.

#

Your kids will understand

manic pawn
#

buy even better cpu next time*

regal mulch
#

Psstt

manic pawn
#

if only they still made faster cores instead of adding more

#

:(

strong mesa
#

why can't i change the sun height in the sky sphere ?!

cloud cobalt
#

@manic pawn That's pretty much done forever now

manic pawn
#

can't we have some fancy new material that allows faster transistors or whatever

#

more cores is still useless for so many things

regal mulch
#

@strong mesa Isn't that done via the Rotation of the Directional Light that is linked to it?

lusty knoll
#

Hello everyone It's so great to be here.😊😊

night chasm
#

hello guys

#

guys who can giw me free assets? πŸ˜„

#

im new in unreal engine

#

but in marketplace not enoght assets

delicate lintel
#

hey there

cloud cobalt
#

@night chasm Assets don't grow on trees

delicate lintel
#

i did some reading, and it seems you can't use bitmap fonts in unreal

night chasm
#

i wanna make good game πŸ˜„

delicate lintel
#

is this really true?

night chasm
#

yes

cloud cobalt
#

You can import whatever is in a TTF file

#

A TTF could represent something as in a bitmap

#

Even though it's not

#

These are TTFs

delicate lintel
#

but ttf files converts the font into vector

cloud cobalt
#

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

delicate lintel
#

i tried to make a .ttf font from a custom pixel art letter but it ruined it while transforming it into vector

cloud cobalt
#

It will be looking like a bitmap

teal tulip
#

Tbh I didn't noticed huge changes in common tasks with the SSD vs a HDD that is 7200RPM

grim ore
#

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 πŸ˜›

cloud cobalt
#

@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

delicate lintel
#

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

cloud cobalt
#

Of course they are.

#

Hell, there is even a "pixmap" type in TTF

delicate lintel
#

well, i just tried and it got converted into vectors

cloud cobalt
#

Vector is not incompatible with pixels

#

Every 2D pixel game on a PC is rendered with vector art

#

That's how GPUs work

delicate lintel
#

i guess it could be replicated, all i saw is that the picture changed

cloud cobalt
#

Just render your vector font at its design size and it will be exactly like as designed.

delicate lintel
#

i used some online font creator, maybe theres a better way

cloud cobalt
#

Don't use font creators, pick fonts that already work well like the one I shared

#

Designing fonts isn't easy

delicate lintel
#

i already have a font, in pictures

#

pixel art

burnt vault
#

hi everyone

cloud cobalt
#

@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.

night chasm
#

@delicate lintel @cloud cobalt thank you

#

for info

delicate lintel
#

so how can you add your own custom bitmap font?

night chasm
#

me?

cloud cobalt
#

@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

strong mesa
#

@regal mulch yeah but when you link the directional light to the sky sphere you can control it

cloud cobalt
strong mesa
#

and i once was able to do that but that was long time ago

delicate lintel
#

those are all monochrome tho

heavy prairie
#

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.

delicate lintel
#

aka just one color, aka not bitmap lol

cloud cobalt
#

Okay, I give up

manic pawn
#

fonts are always monochrome

cloud cobalt
#

^

manic pawn
#

if you want to convert text to an array of colored images that is outside of what fonts are meant to do

cloud cobalt
#

I've actually implemented TTF support into a game engine so I kind of know a thing or two about this

delicate lintel
#

yea they're called bitmap fonts

#

well it seems you don't know what bitmap fonts mean

cloud cobalt
#

Right, I don't even know what a bitmap is

#

Ask someone else if you don't like the answers

versed spear
#

does anyone here know about input touch event?

static viper
#

bitmap fonts?

#

monochrome?

manic pawn
#

that font in your image is colored by multiplying it with the color you want it to be

static viper
#

something is happening again XD

delicate lintel
#

but its not monochrome

#

it has an actual picture with various greyscale colors

static viper
#

hermit are you trying to copy that from the screenshot?

delicate lintel
#

yes, i created a similar font

static viper
#

ok

#

so whats the issue?

delicate lintel
#

how can i import bitmap fonts in unreal?

cloud cobalt
#

@delicate lintel If your bitmap font has grayscales values, you can rasterize a Truetype vector font and get exactly the same thing

static viper
#

oh

#

you need to convert it into a ttf ofc

cloud cobalt
#

lmao

static viper
#

ue4 has guidelines for this

cloud cobalt
#

NO BUT NO TTFS ARE WRONG

#

or something

static viper
#

what

#

how else do you want to get a new font into ue4??

cloud cobalt
#

You can't and you don't need to

static viper
#

yee

#

so whats the issue

#

XD

burnt vault
#

has anyone every built a virtual tour and exporting as HTML to be view on the web?

cloud cobalt
#

TTFs are bad, mkay ?

delicate lintel
#

i never said that

#

relax

static viper
#

they are bad?

cloud cobalt
#

You specifically said I didn't know what a bitmap font was

#

Which is pretty fucking funny

delicate lintel
#

you said they're monochrome

static viper
#

what

#

i am just so confused.

#

are we gonna talk about fonts

cloud cobalt
#

@delicate lintel All TTFs are monochrome, rasterized to grayscale

#

aka bitmap

versed spear
#

removed

static viper
#

what is going on here

versed spear
#

lol nothing

static viper
#

why did you say that

versed spear
#

because he is being rude

static viper
#

remove it.

versed spear
#

ok

static viper
#

jeez

grim ore
#

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?

static viper
#

i thought this was about richtext

cloud cobalt
#

Anyway, bye

static viper
#

cya

versed spear
#

good

delicate lintel
static viper
#

yes

#

just look at free font sites

#

they all do ttf

delicate lintel
#

or lets say, a greyscale version, thats ok too

static viper
#

and they all wpork in ue4

#

yes ofc

delicate lintel
#

ok i will try, thanks a lot

static viper
#

with a greyscale you can just turn it into a color

delicate lintel
#

i was confused, because i tried to convert something like this into a .ttf and it converted it into some weird vector monochrome version

static viper
#

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...

delicate lintel
#

its just custom looking letters

static viper
#

and this has nothin todo with bitmaps or greyscale XD

#

yee

#

just custom looking

delicate lintel
#

thats what bitmap fonts are afaik

static viper
#

how do you convert it?

delicate lintel
#

in unity theres a plugin called shoebox

static viper
#

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

delicate lintel
#

😁

plush yew
#

Bitmap fonts are more of an oldschool thing. Much more flexible to use grayscale version and just do material stuff now

grim ore
#

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!

delicate lintel
#

coding skills? πŸ˜„

grim ore
#

that's not stopping you, that would be delaying you a bit is all.

burnt vault
#

sorry folks i dont want to interrupt πŸ˜„ 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**

grim ore
#

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

burnt vault
#

right so level 2 question haha

plush yew
#

K I'm really getting annoyed

#

And I definitely need help as to why this.. whatever it is happens

burnt vault
#

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?

grim ore
#

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

Unreal Engine

Here I'll walk you through Ninja Theory's particular settings and workflow for capturing 360 stereoscopic movies like the one we just launched today for Hellblade: Senua's Sacrifice. Read on to learn more about using theΒ "Stereo Panoramic Movie Capture" feature which works o...

plush yew
#

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

grim ore
#

How are you adjusting the size?

plush yew
#

Simply scaling

#

With the tool thing

#

You know

grim ore
#

up or down? if down is the min width for a nav system too small

plush yew
#

X and Y value

#

Width and length

#

The nav bounds is enclosing the entire thing top to bottom

burnt vault
#

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

grim ore
#

Are you scaling it up or down?

plush yew
#

I just said

#

X and y value, the width and length

#

Not the height

grim ore
#

I never said height

#

increasing or decreasing the scale

plush yew
#

What??

#

Oh

#

Increasing

#

Upped it from 5 to 7, both values.

grim ore
#

and if you reset it back to the default the nav mesh starts working again?

plush yew
#

Lemme check

#

Nope.

#

The entire nav mesh system will not wanna cooperate anymore

#

Basically it doesn't work.

versed spear
#

you try rebuilding it?

plush yew
#

I.. wait there's a way to rebuild?

#

Oh

#

OH

#

That was it??

worn granite
#

There's probably a setting to have it rebuild automatically

plush yew
#

Found it

#

That did the trick..

versed spear
#

πŸ˜ƒ

plush yew
#

I thought building was for like, the lighting..

#

Thanks

foggy raft
#

Has anyone had issues with the near clip plane seemingly culling entire objects?

grim ore
#

check out the build menu there are a few items in there πŸ˜ƒ

worn granite
#

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.

plush yew
#

Didn't know

foggy raft
#

ah, sorry, didn't mean to butt in, thought the issue was solved.

worn granite
#

it basically was, nw - also no

foggy raft
#

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

worn granite
foggy raft
#

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

plush yew
#

Could be a bounding box issue. Tried increasing it?

grim ore
#

I definitely wouldn't set the clip too low as that will cause some weird stuff to happen just an FYI

worn granite
#

on top of only moving the problem anyway

foggy raft
#

Its a skeletal mesh btw, so I'm taking a quick look at the bounding boxes

versed spear
#

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.

foggy raft
#

Took a bit to find, but I got it to work, thanks!

#

I modified the Bounds Scale btw

delicate lintel
#

btw your videos are top notch, Matthew!

grim ore
#

Thanks πŸ˜ƒ Hopefully something in there helps out

delicate lintel
#

a lot. i remember learning collision and level streaming from you, among many other things

turbid escarp
#

guys something really weird is happening

versed spear
#

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!

turbid escarp
#

is there a way to recompile all blueprints?

manic pawn
#

there is not, that would be too easy wouldn't it

versed spear
#

it would be to easy if input touch would work correctly.

manic pawn
#

never used touch input so I have no clue

versed spear
#

its a unreal thing they fail as programmers

manic pawn
#

maybe it's thinking your fast taps are attempts to double click or something like that

grim ore
#

have you tried it on another device to eliminate that as an issue?

versed spear
#

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

grim ore
#

so how are you handling the press? on like the screen in general or on an object or on a widget?

versed spear
#

lets see if I can show you let me get a screen shot

turbid escarp
#

how come i need to close and open the unreal editor to see my compiled changes?

versed spear
#

it works fine my character moves the problem is the pressed just stops workin then works again if I change press locations

turbid escarp
#

what is this black magic

versed spear
#

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.

grim ore
#

if you remove all your code after the print strings and just test with touched and released is it still broke?

versed spear
#

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.

grim ore
#

it does, does a moved fire when that happens possibly?

versed spear
#

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

grim ore
#

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

versed spear
#

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.

icy bone
#

my works fine, i have multiple touch detection with flicking, pressing and dragging.

versed spear
#

hmm im using 4.19 what you using?

icy bone
#

worked since 4.19. using 4.21 now

#

worked on all phones i tested

versed spear
#

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

icy bone
#

hm... u doing bp only? my is in c++

versed spear
#

yea bp only

icy bone
#

but tested bp first and worked

grim ore
#

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

versed spear
#

ok ill try that

grim ore
#

alternately you can look at the code for the match 3 project and see how they do it

icy bone
#

ye i agree with mathew

#

test blank

versed spear
#

from what I was reading it could be due to some collation issues so a blank project may steer me in the right direction

supple totem
#

hi all, anyone know why using splines on my landscape causes all my procedural foliage to get erased on those tiles?

vale silo
#

is it about time for 4.21.1 hot fix release ?

merry gazelle
#

@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.

manic pawn
#

baked lights

burnt vault
#

I’m more interested in the navigation setup

#

Is this a simple blueprint setup

manic pawn
#

you could certainly make it one

burnt vault
#

How so?

manic pawn
#

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
grim ore
#

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

manic pawn
#

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?

burnt vault
#

Oh cool. Do you know of any tutorials that explain a simple setup?

grim ore
#

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

burnt vault
#

Hmm okay good to know! I’m 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

grim ore
#

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

burnt vault
#

Yes!! That makes complete since

#

This will help to replace the kolor tool I used - panotour pro.

grim ore
#

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 πŸ˜ƒ

burnt vault
#

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 it’s possible

#

Again it’s image base but effective

grim ore
#

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

burnt vault
#

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

grim ore
#

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.

burnt vault
#

Yeah

grim ore
#

you would just make a custom material with that 360 image and wrap it around the player

manic pawn
#

using unreal for that is going to be way heavier than the original thing

burnt vault
#

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 isn’t available

#

It was discontinued in September

manic pawn
#

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

burnt vault
#

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

manic pawn
#

unreal has a webgl export but it will create a finished self contained app thing that is also huge

burnt vault
#

Aaaa I understand

#

Okay so I need a new approach.

manic pawn
#

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

burnt vault
#

How much coding would I need to know

#

Haha yeah me neither

manic pawn
#

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

burnt vault
#

To run a web base ue4 project on the web is it complete dependent on the end users gpu?

manic pawn
#

yes

#

it will run locally

burnt vault
#

Got it

manic pawn
#

if you have infinite money, you can also try this new pixel streaming thing where it will render on a server and stream video

burnt vault
#

Haha yeah I saw that

#

I don’t have a server that could support the traffic haha

grim ore
#

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

burnt vault
#

Yeah panotour pro was that original solution ahh GoPro and I are not friends at the moment haha

#

Okay good information much appreciated. I’ll keep you guys posted on further development and discoveries

manic pawn
#

I'm kinda curious what a real-world use of pixel streaming is

burnt vault
#

Yeah same here

grim ore
#

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.

manic pawn
#

πŸ€”

grim ore
#

now I never said these were good ideas but hey it's a start. remote rendering with interactiveness basically.

manic pawn
#

I guess that might save some hardware if you have multiple screens but don't use all of them at once

grim ore
#

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.

manic pawn
#

huh

grim ore
#

and it's all just rendering out once locally and being sent out into the webs

manic pawn
#

I don't think that's what this does?

#

it's not for broadcasting stuff

grim ore
#

sure it is

manic pawn
#

isn't it for single viewers

#

that then basically take up an instance of the game

grim ore
#

nope

#

its a window into a UE4 viewport basically

manic pawn
#

oh

#

I never read this far in the docs before

grim ore
#

I had to read them all lol

#

there is even a matchmaking server you can run for distributing viewers

manic pawn
#

so its like multiplayer but weird

grim ore
#

imagine twitch but with a custom interface on the website for interacting with the streamer as an option

manic pawn
#

I guess it will make multiple local player things like if it was split screen?

#

πŸ€” 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

vast granite
#

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?

tough zephyr
#

I assume just ask in the chat room that the topic is for?

#

Idk I'm new here too xD

vast granite
#

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

manic pawn
#

there doesn't seem to be much difference in practice, I'd just get the cheaper cpu

#

@frosty torrent

dusty cypress
#

@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?

manic pawn
vast granite
#

I have the grasslands folder under the content browser

#

That's the pack I got

tough zephyr
#

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

vast granite
#

I think their already imported

dusty cypress
#

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

vast granite
#

I checked all of them and all they have are shaders and materials

dusty cypress
#

I think it's Environments

tulip vault
#

!gameidea

plush yew
#

Want game ideas? Send me a DM!

dusty cypress
#

Effects are particle stuffs, maps is the map showcase for it

#

as far as I know

tulip vault
#

ah hey they changed it, interesting

dusty cypress
#

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

vast granite
#

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?

dusty cypress
#

Yeah that's what it is for me

vast granite
#

Is there a hotkey to duplicate an asset?

grim ore
#

Ctrl-d ?

vast granite
#

Ctrl+W just found it

grim ore
#

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.

manic pawn
#

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 πŸ€”

#

I would expect it to run faster than your current cpu

grim ore
#

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

manic pawn
#

not really, since its single core is also much worse

#

the new one will just be all around better

grim ore
#

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

manic pawn
#

have to be careful with the ryzens though, appearantly not all memory works right with it

grim ore
#

Memory is love for a ryzen for sure. They love speed and compatibility

manic pawn
#

if only the new memory wasn't so ridiculous expensive

plush yew
#

hi

manic pawn
#

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 πŸ‘

#

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

grim ore
#

holy hell that's a high temp

manic pawn
#

no one will know when I sell it on ebay in a year

#

it's clearly a Firelake-X

grim ore
#

oh interesting the 4.21 branch on github is flagged as 4.21.1 now

manic pawn
#

oh nice

#

no release yet tho

grim ore
#

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

manic pawn
#

oof

grim ore
#

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

manic pawn
#

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

versed spear
#

Feel like I am never going to fix this. I tried with a blank level and still input touch press stops working. 😦

grim ore
#

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 =/

manic pawn
#

the build actually becomes much faster after around 50%

#

but ye non-ssd isn't gonna work

grim ore
#

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

manic pawn
#

just edit ubt to fix it

grim ore
#

didnt want to get that deep into trying to fix it. the build config xml file seemed to do nothing now =/

manic pawn
#

it definitely does things πŸ€”

#

you can set the processor count multiplier thingy

thorn topaz
#

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?

manic pawn
#

to <1 to scale it down

grim ore
#

yeah I did that and the maximumprocessors but it ignored it

manic pawn
#

weird

#

it works for me

#

oh wait

grim ore
#

did you install the VS 2017 C++ toolkit? or just VS 2017

manic pawn
#

I'm actually not using that thing anymore

thorn topaz
#

yes, when it pops up in the launcher it says "install VS 2017" and everything it has selected there is installed

novel ember
#

quick question

manic pawn
#

the code is smaller than the engine

#

compiling just takes forever

novel ember
#

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?

manic pawn
#

it will download about 5GB of stuff

grim ore
#

@thorn topaz run the visual studio installer and make sure the C++ toolkit is installed. If all else fails reboot?

manic pawn
#

then you compile a few targets and suddenly you got up to 100GB of intermediate garbage

thorn topaz
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 😦

thorn topaz
#

I feel like it's an issue that the unreal launcher is installed on my C drive but VS is not

novel ember
#

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

grim ore
#

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

novel ember
#

actually I think I found an okay workaround

grim ore
#

maybe show a picture of what you are truing to do lol?

manic pawn
#

there are many ways to achieve that

novel ember
#

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

manic pawn
#

if you want to use widgets you could use fill ratios on 3 widgets inside a horizontal box

#

or a material

#

or whatever

novel ember
#

and then i just manually set the scale to be 1px x whatever within that column 2 border widget

grim ore
#

that might work

manic pawn
#

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

novel ember
#

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

manic pawn
#

you have 0.55 to the left, the range is 0.1 wide, and you have 0.35 right to reach 1

thorn topaz
#

@grim ore yea no luck

grim ore
#

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 =/

thorn topaz
#

It works on my other projects, just not new ones from template

grim ore
#

were those created before you installed VS on the other drive?

thorn topaz
#

yes and i uninstalled all other versions of VS

wary ferry
#

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

grim ore
#

@thorn topaz no luck out there on the web that I can see either 😦 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

thorn topaz
#

yea that's what i'm using. default launcher and installer

wary ferry
#

I cant even open the frigging issues page to search the forums for solutions. Every other website works xD What is this Oo

grim ore
#

maybe a rogue proxy in the way on your machine?

wary ferry
#

hm xD gonna take a look

#

its still weird thats its only with unreal related sites

grim ore
#

all UE4 sites? wiki, forums, docs pages, and answerhub?

wary ferry