#ue4-general

1 messages ยท Page 349 of 1

dark depot
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im more interested in this new store section

polar hawk
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1984's reductionist viewpoint on language is reaaaaaaaal

grim ore
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if you go back to the older launcher you will find the settings popup points the wrong way now on the back button lol

dark depot
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you guys should make it include more then just epic game wink wink

maiden swift
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Yeah the store is very intriguing.

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Makes me wonder if we'll be able to publish our games there in the future. ๐Ÿ˜

paper kernel
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I would like to see an option to make your own library of your premade assets, without the need to plow through all the mini projects and migrate from them

cloud cobalt
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@elfin jacinth By the way I've been talking to Chance, when he's not on a plane somewhere, and I'd love for Epic to get some love on modding. The technical part of it. Documenting what Epic considers the process at minimum, ideally support on loading PAKs manually, and some specialized Steamworks integration if you guys are really wondering what to do with your day. This is a long-standing topic in the community that both motivates many people, and is really hard to self-fix in the engine because it's an arcane part of it. I know it's not shiny and all, but it's really a nice feature to have.

polar hawk
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I find it really interesting that it takes 45 seconds for the library tab to show me that I have nothing owned or installed

maiden swift
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^Seconded.

minor wave
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@elfin jacinth Also, a folder / category structure for the vault would be nice

maiden swift
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It takes an awfully long time just to get my Library status.

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And I, too, have nothing installed there.

languid shard
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also when you change from the home/store/library menus to the unreal engine

dark depot
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@polar hawk weirdly this build before today didnt do that to me

languid shard
#

style change :p

grim ore
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Anyone else find it weird that modding is considered a game if you hide the game tabs?

polar hawk
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and what is even worse is

maiden swift
#

I would love more robust settings for launcher defaults, i.e. default project location, default engine location, vault location, etc.

polar hawk
#

the library tab attempts to get details

grave spruce
#

why there 2 library GWvertiPeepoSadMan

polar hawk
#

EVERY TIME IT IS SWITCHED TO

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like what

maiden swift
#

Right? I mean how does it not cache that? ๐Ÿ˜ฆ

dark depot
#

cause its uhh "beta" atleast thats what ill keep telling myself

polar hawk
#

yeah but

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I didn't opt into this beta

minor wave
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Well you can opt ouut

elfin jacinth
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Let me know if you need my support on that @cloud cobalt

grave spruce
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this is force not opt in GWseremePeepoLife

polar hawk
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opt-out beta is super weird compared to opt-in beta

minor wave
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Its just to get more people into the beta program

polar hawk
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its the wrong way to get people into it

maiden swift
#

I agree opt-in would be nicer.

polar hawk
#

because then you have people like me

minor wave
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Atleast that's my understanding of it

polar hawk
#

non-stop talking shit about it

maiden swift
#

Opt-in with a notification the beta is available.

polar hawk
#

everything frustrating is 100x more frustrating when its done upon you instead of with you

dark depot
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i imagine this version was also built to have less fortnite people accidently downloading ue4 i have seen way to many complaints on that haha

languid shard
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project and asset custom categories

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pleaaaase

wary wave
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how do you accidentally download UE4 ๐Ÿ˜

dark depot
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no idea

paper kernel
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ยฏ_(ใƒ„)_/ยฏ

polar hawk
#

also

minor wave
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@wary wave You underestimate the general stupidity of the human race

polar hawk
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whenever this was fucking added by default

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god damn it

paper kernel
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I wouldn't even mind keeping it open in the background but et call home

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๐Ÿ‘Ž

polar hawk
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aye in the background its taking 500mb of ram

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just chillin

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cool

dark depot
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yeah its crazy

paper kernel
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can't complain on ram usage when I have chrome with +10 tabs in the background constantly

grim ore
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well steam starts automatically so why not the epic launcher because reasons

polar hawk
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steam doesn't eat cpu time or ram

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steam is totaling about ~130MB for me, which is still annoying, but its not 500mb

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and it doesn't randomly spin up cpu work

dark depot
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looks like this new version isnt using CPU anymore like it used to at least

maiden swift
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Something like that could work.

reef python
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I don't know if you could see it very well, but for some reason in the viewport and when I start the game its really blurry, the game is only blurry other than that the editor is fine.

maiden swift
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Guide them to the Settings page where you highlight the new beta option.

minor wave
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@polar hawk Launcher is at 200mb for me tho, not horrible but wouldnt mind taking less

polar hawk
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why is mine taking double then

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ahhhhhhhhh

dark depot
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cause it likes you

minor wave
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@reef python Are you running the editor at low settings or something?

reef python
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Where can I check that?

dark depot
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settings

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hit that then uhh something in that

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haha i dont have ue4 open

reef python
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Engine Scalibility settings?

minor wave
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Settings -> Engine Scalability Settings

dark depot
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yep

minor wave
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Yes

reef python
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Everything is on epic

dark depot
#

whats your screen res for you monitor

elfin jacinth
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Just got word, Allar.

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We are aware of the scrolling bug.

reef python
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2560 x 1440

dark depot
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@elfin jacinth can you convince the engine team to have the engine order me pizza when i launch it

minor wave
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^ bump

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This is a priority

elfin jacinth
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I'll tell you what

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You call me every time you launch the engine

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and I'll order you pizza.

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I just need your credit card number

dark depot
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hahahhahaha

elfin jacinth
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Talk about full service

minor wave
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Where's voice over pete when you need him

dark depot
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could it just a epic grant i have a nice game

lime cobalt
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I have a new game concept

spare sun
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damn

reef python
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But does anyone know what my problem is

grim ore
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@reef python you have a 1440p monitor but what is your windows scaling set to? looks pretty high

cloud cobalt
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@elfin jacinth - I think we're fine ourselves with a working mod support using custom tools. But we spend weeks getting there, and people who want more advanced features will bump into a wall quickly. Just so we're clear, there is simply zero documentation on modding, at all. There's a Tom Looman tutorial from many versions ago, and it's not up to date. Stuff like integrating Steamworks cleanly borders on the impossible with 4.15 onwards.

lime cobalt
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a player makes a very complex scene with ue4, saves it, 3 players are watching

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1st player presses control+z very fast, ue4 at some point is going to crash

polar hawk
lime cobalt
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the first to say "ue4!" while having his(her) arms up in the air at the precise moment ue4 is crashing wins

minor wave
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And hey, have you tried the mother of all solutions?

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Closing and restarting?

reef python
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OverKlocked yes I have

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Where do i find post process settings

minor wave
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Google it my man, you'll find your questions answered a lot faster

maiden swift
minor wave
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^ This is beautiful

cedar comet
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U know when ironman equips his armor it flies to him or un compresses itself it really is awsome and i'd like to know how to do that on Unreal Engine
How would i achieve such a result.
Could anyone help me like in a call or in message i'd be awsome
If you think unity is better for this just tell me

minor wave
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I'd suggest by starting to have a look on how God Of War created their flying axe.

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I know there is an UE4 tutorial somewhere on youtube

cedar comet
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Its just that i really need help with this

minor wave
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And then its a lot of animation work and stuff

cedar comet
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i had a dream of having iron mans armor and wanted to make it a game

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Could you link me videos i could use as help ? @minor wave

grim ore
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It's not easy but it's doable in any engine. You will probably need to get each piece animation that shows it being "built" then you just move them from one location to the other while playing the animation

cedar comet
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How do i make be done on the player

grim ore
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well you would have to start in a DCC program like Maya or Blender to make each piece and animate it. If you are starting from scratch with no knowledge then doing it right is going to take a while and the engine doesn't really matter.

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if you want to do it raw and dirty you need each piece and you can just scale them from 0 to 1 as they fly from origin to destination on the character. you can use sockets to define the location for them to move to in the world.

cedar comet
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Ah nice

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@grim ore is it possible for u to stay online and for us to talk about trying this cuz its really a dream

minor wave
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@cedar comet Solely judging from your questions, it seems as though you may not have a lot of experience in game dev

cedar comet
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Yeah im new

minor wave
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Ah

cedar comet
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but not too new

minor wave
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in that case

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I'd suggest you make smaller scaled features and work your way towards your iron man concept

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You'll need to be proficient in modelling, animating as well as programming to get that done as a one man team

cedar comet
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Hmm do i require c++ programming

lime cobalt
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also

cedar comet
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i mean i know c++ its just that its buggy with unreal

lime cobalt
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this goddamn shadow dissapearing bug is hapenning again

minor wave
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@cedar comet I'm not saying it cant be done in blueprints but ideally yes, C++ is the way to go

reef python
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I've tried everything still blurry.... and searched every possible keyword on google with my problem

lime cobalt
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while I only added an object in the scene and my shadow settings are the same as before

minor wave
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@reef python Is it happening for any project you open?

cedar comet
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@grim ore do you think its possible with blueprints?

reef python
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Yes

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I've tried blank project, ive tried third person etc

cedar comet
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oh and btw can you help me achieve this @minor wave

lime cobalt
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ffs did they even test openGL ES2 when they've put it in the engine ?

cedar comet
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in a call oR message

minor wave
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@reef python well last resort would be to reinstall the engine

lime cobalt
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if these shadows keep bugging randomly I won't be able to have shadows in my game ffsssss

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it's unbelievable

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at some point i will have to switch to unity even if it means starting the project from scratch

minor wave
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@cedar comet Unfortunately I wouldn't be able to help you. I'd would take a bit too much of my time to find out how to make such a thing

grim ore
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@cedar comet moving stuff and playing animations is completely doable in blueprints

lime cobalt
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even the fucking shadows are bugging for fuck sake

cedar comet
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Alright ill do it with blueprints then

lime cobalt
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engine of shit

cedar comet
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and for the coding part is it still possible in blueprints @grim ore

grim ore
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what would you be coding?

lime cobalt
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huge shadows are disappearing when i'm rotating the camera

minor wave
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@cedar comet I would really suggest you get some udemy classes or some sort of training in unreal before starting anything of that scale my man

lime cobalt
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everything is ok in desktop renderer, but not in openGL ES 2

cedar comet
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its not for a full suit tho its just for a gauntlet @minor wave

minor wave
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Either way

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The core concept is the same in both cases

lime cobalt
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and I don't know how to fix this ๐Ÿ˜ 

dark depot
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@lime cobalt all day you have been in here whining like a child about different things how about you relax and now your having a issue why dont you explain in depth what is happening

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are you testing on a phone or with the desktop renderer

cedar comet
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what would be easier blueprints or c++

lime cobalt
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@dark depot I did explain several times what is hapenning, if you're not capable of reading , block me so I don't have to undergo your presence

cloud cobalt
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Okay that's fucking enough @lime cobalt

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Tone it down

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Please

minor wave
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Guys forget it

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No one's gonna help him so its fine

grim ore
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Blueprints are easier than C++ for new people for the most part, C++ generally needs more work to learn.

lime cobalt
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@cloud cobalt I have shadows disappearing in my game ffs

cedar comet
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alright

minor wave
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@cedar comet Yeah, what Matthew said.

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But ideally, C++ is the way to go

lime cobalt
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i've been tuning this all day, now i've been adding another object in the scene, the bug is hapenning again

cedar comet
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Cuz i will be also doing a flying mechanic and arm pulse attack like a beam and also an interactive like Hacking

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ill start with bp work my way up to cpp @minor wave

cloud cobalt
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@lime cobalt I didn't saw your detailed explanation of the problem so I can't help you, and your attitude makes no one here want to help you

lime cobalt
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what attitude

minor wave
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@cedar comet I suggest you move your question over to a related channel. Maybe #blueprint or #animation

lime cobalt
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i'm complaining about a bug

cedar comet
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Ok

lime cobalt
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you've ever seen peoples complaining ? well that's what i'm doing

dark depot
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Quote " ffs did they even tested openGL ES2 when they've put it in the engine ? if these shadows keep bugging randomly I won't be able to have shadows in my game ffsssss
it's unbelievable
at some point i will have to switch to unity even if it means starting the project from scratch. even the fucking shadows are bugging for fuck sake. engine of shit everything is ok in desktop renderer, but not in openGL ES 2 and I don't know how to fix this ๐Ÿ˜  " that is all you said none of that is explaining your issue like you should be. Soooo instead like debug like you should A does it happen on mobile device or in engine . B have you tested other object C have you tested in blank project

minor wave
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@lime cobalt If you're complaining, dont expect anyone to help you out

grim ore
minor wave
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If you're asking for help, format your questions and make it legible

cloud cobalt
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@lime cobalt Saying it's a bug is attitude. No one here can fix engine bugs. People might fix your problem.

lime cobalt
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if i had a nickel for peoples giving fucking useless life lessons instead of talking about actual UE4 ...

minor wave
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Mate, if literally everyone is giving you shit, maybe you're full of crap

cloud cobalt
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Describe your issue nicely, be constructive, get help

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You're not doing that

lime cobalt
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@cloud cobalt surely someone knows about realtime shadows and mobile rendering, surely someone has encountered this bug before

cedar comet
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@grim ore thank you this is what i was trying to find also

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but videos would help alot too

lime cobalt
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@cloud cobalt ok , another life lesson from you and I block you, enough from this

wary wave
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I've made Android / GearVR games and had no issues with shadows

dark depot
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since you dont like ue4 or this discord why not just leave so we can help people that care enough

minor wave
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@cedar comet The official Unreal Engine Youtube channel is great

wary wave
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the issue could be hardware related, alternatively it may be worth seeing if the problem occurs in another version of the engine

cloud cobalt
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Right @lime cobalt , I'm blocking you. I wish I could help you instead. Bye

lime cobalt
#

less spam is always helpful

minor wave
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lol, feels like I'm back in high school again

dark depot
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same i have 3 mobile games out and have not had this and that is why im asking you questions about how you went about debugging this

lime cobalt
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go pontificate someone else with your useless life lessons in a #ue4-general ffs

dark depot
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also since your on mobile #mobile go there

minor wave
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@lime cobalt You literally did nothing to explain your issue mate

dark depot
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more people may be able to help

minor wave
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And yeah, if you want help, a specific channel would help

lime cobalt
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@minor wave as I was saying, I have a directional light, some objects , and rendering the scene in GL ES 2

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(mobile)

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the shadows of that directional light are appearing/disappearing randomly when I'm moving the camera

dark depot
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and again is the issue happening on a device or in mobile render mode of the enditor

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have you tested other objects

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is the directional light on default settings

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have you tested in a blank project

lime cobalt
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i've tried to change almost all the light settings, it keeps hapenning

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changing the "dynamic shadow distance movable light" helped at some point

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but now that bug reappeared out of nowhere ffs

dark depot
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are all your lights mobile

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or static

lime cobalt
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when i'm posting to a specific channel, i'm ignored

dark depot
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or stationarity

lime cobalt
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when i post there, i get pontificatings and life lessons

dark depot
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your not ignored it just takes time

lime cobalt
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not saying that for you OverKlocked

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so yeah

wary wave
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sometimes you just have to wait for people with specialist knowledge to be around

cloud cobalt
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Or not insult them

wary wave
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the less common / more obscure the issue, the less likely someone here is around with the prerequisite knowledge to answer

lime cobalt
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and I should calm myself but I cannot

dark depot
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so take time and relax before posting then

lime cobalt
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i realize I might be annoying at times but it's like everything i've no choice but to rely on is crashing in my fucking face

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and I've not insulted anyone specifically

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tell to the peoples calling everyone a "cuck" all the time on youtube twitter and co to stop doing that

dark depot
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we are not on youtube or twitter

lime cobalt
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they are insulting ppls all the time, not me

minor wave
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@dark depot You wouldn't happen to have any experience developing on the UWP fork of UE4 would you?

wary wave
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I'm not sure anyone does

dark depot
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@minor wave i have a little helped get some builds pushed to xbox are you having an issue

minor wave
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Having an issue building the engine from source

dark depot
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yeah that one is tricky i had to reinstall visual studio but there is a forum thread that details what all it needs

minor wave
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Wouldnt happen to have a link would you?

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This was my issue. Copy pasting from an earlier message:
I'm trying to build Microsoft's fork of UE4 for the UWP version (4.19) and I keep getting a couple of errors

'/FU' requires an argument
and
MSB3075 - The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
Anyone got any solutions?

dark depot
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ill try to find the link

minor wave
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Appreciate it mate

paper kernel
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I got few errorcode 5's today for no real reason

dark depot
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didnt ue4 4.19 have visual studio issues in the first place i wonder if its related to that @minor wave

minor wave
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@dark depot Might be a possibility, but I have no other choice

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The curren stable release branch for the UWP fork is from 4.19

dark depot
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yep

minor wave
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if only epic decided to support uwp builds without requesting a custom engine

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  • wishful thinking *
dark depot
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that would be nice i know they dont because the whole windows store issues but its now a way for indies to get on xbox

minor wave
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Yup. Maybe its on their to-do board.

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@elfin jacinth Care to comment?

misty creek
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Does anyone know if you need vs 2015 to get CodeWorks going? I tried to install it with vs 2017 but it kept giving my this warning
The selected items:
Nsight Tegra, Visual Studio Edition 3.4.16231.3325

Missing external dependerncies may cause the error of installation:

  • Microsoft Visual Studio

And if ignore the warning it won't install, it hits and error.

Any ideas what is wrong?

wary wave
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do you not have visual studio installed?

misty creek
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I do, I have used it with UE4

wary wave
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it seems to think you don't

misty creek
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I know

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Do you think reinstalling would fix it?

minor wave
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Nvidia suggests using 2015

sudden cave
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Heyo

misty creek
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@minor wave Thanks, yeah, I did see that, but on UE4 stater page it says that you can use vs 2017

dark depot
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that means for ue4 itself

wary wave
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that may not be the case for Codeworks

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yeah

misty creek
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This bit right here: The CodeWorks for Android 1R6u1 installer requires an installation of Visual Studio to complete successfully. Supported versions are 2013, 2015, and 2017.

dark depot
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ahhh

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ok then haha

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visual studio detection can be weird and buggy as hell you could to a repair on your install to see if that fixes it

plush yew
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heey i got buuug proble

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problem ๐Ÿ˜ฎ

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biiig

misty creek
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Yeah, that is probably better than reinstalling it

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Thanks all!

elfin jacinth
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What am I commenting on?

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If it is easier for me to say no comment, I'll go with that one.

dark depot
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that is the correct answer tim

elfin jacinth
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(I am not important enough to ever have to say that)

minor wave
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@elfin jacinth If Epic has any plans to officially support UWP builds on the default engine

elfin jacinth
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I feel like No Comment is an important people term

plush yew
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can anyone help me with the ships and rock pack?

elfin jacinth
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I am not sure if we do or not, Over.

dark depot
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you just need to sneak into big tims office and make it look like an order from him ๐Ÿ˜„ hehe

elfin jacinth
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@plush yew You might try #fab - the creator COULD be in there.

minor wave
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@elfin jacinth roger Roger.

elfin jacinth
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He and I share the same initials.

plush yew
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thanks oke

dry moon
#

Do you like coffee or tea

cedar comet
#

tea

dry moon
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Tea is definitely best

misty creek
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Depends on how tired you are

dry moon
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anyone have a time frame for 4.21.1?

plush yew
#

anyone have time to help me get my ship saling on the water?

misty creek
lime cobalt
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i got the shadows working ... fingers crossed so that it keeps working, and I won't mention this issue here in any case

plush yew
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thanks

misty creek
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No problem. ๐Ÿ˜ƒ

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Visual Studio stinks

plush yew
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thanks for the video again

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can i ask more stuff?

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if i have a top down level but i want the roofs to be dynamic with that i mean if i walk into a house i want the roofs to dissepear is that posible?

cedar comet
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d

grim ore
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this gives you roughly how to do it, alternately if its location based you could trigger walking into the house and set the visibility of the roof to hidden

ancient otter
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@grim ore the car thing is now non existend

grim ore
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It's the Vehicle Game example project under the learn tab, it's still there from what I can see

ancient otter
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Under the learn tab?

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I swear i dont have a "learn tab"

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Like, actually.

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Show me screenshot pls?

ancient otter
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I have the beta, but i disabled it to check if it was there

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Ohhh the library

grim ore
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and if it's the beta its on the top next to unreal engine

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no the learn tab

ancient otter
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Its supposed to be in the library?

grim ore
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thats just a screen shot

spring blade
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Does anybody know if i can check if 2 widgets are touching?

ancient otter
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Oh

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But its supposed to be there rigth?

grim ore
ancient otter
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Ohhhh

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I will check if its there

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It is there... I had it in spanish and it said more info not learn

spring blade
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Does anybody know if i can check if 2 widgets are touching?

grim juniper
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hot

ancient otter
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Btw im also getting a problem when using tesselation

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Its flickering

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i had to lower it down so it stopped

spring blade
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does anyone know how i can make it so the mouse is visible the whole time?

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so that when i click the editor it doesnt dissapear

lime cobalt
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@spring blade shift + f1 while playing the game in the editor ?

spring blade
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yeah, but when i click in the game it goes back

grim ore
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set the input mode on the player controller to ui and game

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or set show mouse cursor to true

lime cobalt
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what @grim ore said

spring blade
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how do i set the input method to ui?

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i tried setting show mouse cursor to true on player controller but it does the same ting

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but, nevernmind its not important anymore because i just put a transparent button with a z order of -999 covering the wole screen

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probably not the best fix but it worked

lime cobalt
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there's a blueprint node for that one sec

spring blade
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theres no need anymore

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i fixed it

lime cobalt
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player controller node, and then select set input mode UI only

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that's how I do it anyway

novel ember
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so i have something crashing the engine in a widget blueprint because it's hooked up to the preconstruct

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is there a way to get to it without crashing the game?

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because as-is opening the blueprint causes a crash immediately

lime cobalt
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@novel ember I do initialize everything on tick, to avoid inits getting null references

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after every object being created, that's where I get every object to search references to other objects

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not saying it's the best thing to do tho ...

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in tick , i got a method like if (SomeNeededObjectReference==NULL) { SomeNeededObjectReference=FindAllActorsOfClass(SomeClass).get(0); }

novel ember
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i get that but i'm asking if there's a way to fix it now

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like to be able to just go in and disconnect the node in that blueprint without it crashing

lime cobalt
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well that's how I fixed it

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doesn't the preconstruct method happens during the game ?

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is it a method that is executed inside the editor ?

novel ember
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from what i can tell yeah

lime cobalt
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you maybe have a Saved folder in your project directory, there's maybe an older version of your blueprint

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if you back up all your project before, you can replace your blueprint by a previous version of this blueprint found in the "saved" directory

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also, it shouldn't crash... it should return an error message saying the function can't execute

#

this is blueprint too... blueprints are a VM so there's totally the possibility to add such messages ...

novel ember
#

okay yeah i just had to import a backup thanks

lime cobalt
#

np

gleaming lagoon
#

Is there an common practice for ue4 backup? So that I don't run into similar case with the guy up there? ๐Ÿ˜›

manic pawn
#

use version control

gleaming lagoon
#

@manic pawn which one? Github? Git? TortoiseSVN?

south ridge
#

I use Arq 5

#

For the actual backups

spring blade
#

hello

#

does anybody know how i can check if 2 widgets are touching

#

i cant find anything on google or the documentation, maybe somebody has a hacky way they use to test widget collision, please let me know

cedar comet
#

alright so following my convo i wanted to make a suit equip iron man style

#

@grim ore

tribal pebble
#

so it says that i need to scale teh animation 10 times its original , scale , make instant interpolation (not linear) , then bake it again , then import in ue4, and give ue4 10 times the read speed for the animation

#

but the last step is not clear

cedar comet
#

So know im asking myself what engine is best to do it on

#

unreal or unity

tribal pebble
#

"Unfortunately I don't have a clean way to achieve that look, but maybe you can use this workaround:

In Maya, bake your animation with the desired number of frames.

Scale up the baked animation curves to about 10x the original length. (It must have enough frames to exceed your FPS in UE4 so the engine can't interpolate between frames.)

Change the interpolation of your keys to "step tangents", bake again and export as FBX.

In Unreal, set the "Rate Scale" to 10. " 

@lime cobalt

#

where is rate scale tho

#

and am i missing something inthe steps?

@cedar comet sorry for cluttering the chat dude

cedar comet
#

np

tribal pebble
#

maybe ue4's way can be more satisfying but more convoluted ,imo if you code its the same really (just an opinion i don't code)

grim ore
#

@cedar comet the engine is not a factor for what you want to do. Most of what you are asking can be done in either engine and is primarily animation which is done outside of the engine

cedar comet
#

alright

#

but

#

idk really

#

unity seems simpler

#

but the optimization

#

is horrible

tribal pebble
#

Matthew do you know anything about the thing i mentioned? i have interpolation problems with animations from blender

#

its for sequencer

#

so the solution i found is to make the animation giant and make the interpolation Stepped (so it actually can imitate the 25 fps )

#

my issue is that 25 fps animations in sequencer when playing or rendering ,it thinks its 30 or 60 fps based on my performance (so scrubbing doesn't make the interpolation bad its perfect)

only playing makes it go wrong @grim ore

#

like some things that should change from 1 frame to the next , when playing or render ,have interpolations that break the animation transitions

grim ore
#

@cedar comet for what you want and learning either engine will be fine. Blueprints generally has a lower learning curve for most non programmers while C# in Unity is easy to pick up if you are used to programming languages. Neither is wrong, both will work. You should do some basic tutorials in each and see which feels better.

#

@tribal pebble I saw the conversation earlier and unfortunately I have like 3% experience with the animation system for my time using it ๐Ÿ˜ฆ

tribal pebble
#

dam

#

๐Ÿ˜ฆ

grim ore
#

yeah I only use the default stuff as art is way out of my league

tribal pebble
#

i just can't find a way to change interoplation for imported animations in ue4 too

cedar comet
#

can someone come in a call with me?

#

vc

tribal pebble
#

do you have the sexy lizard man voice?

cedar comet
#

No

#

im 13

#

lol]

tribal pebble
#

then can't sorry

#

i only talk to lizard people lolol

cedar comet
#

Rip

grim ore
#

I am assuming the custom sample rate when importing the animations are not working to let you make it 25fps?

tribal pebble
#

yeah exactly

#

it just resamples it for some reason

#

any interpolation change in blender, doesn't transfer

#

it considers it all Linear too

grim ore
#

using the new 4.21 import screen does it show at 25fps in the file frame rate?

tribal pebble
#

wait how do i reach the new imoprt screen?

#

i just drag and drop the fbxes

grim ore
#

it pops up the import dialog tho right?

tribal pebble
#

oh that one

#

lemme open ue4 and check

grim ore
#

yeah at the bottom in 4.21 it shows file info now

cedar comet
#

Unity or Unreal

#

Im a beginner

grim ore
#

both

#

pick one and learn it for a week then do the same for the other

tribal pebble
#

allright it says frame rate 25

#

but it still screws up during render or play

grim ore
#

well we atleast know it shouldnt be the file

tribal pebble
#

yep

#

maybe i could try the method of the link (increasing the lenght of animation ) and giving ue4 a x10 rate speed

#

obviously with the 10x animation baked ,so when its sped up by 10 times, it will have duplicate frames to play

grim ore
#

so when it's playing it back in the animation editor it shows 30fps in the top left? or it just looks weird at 25

tribal pebble
#

ok lemme explain by images

#

top one is frame 1 bottom frame 2

#

the camera changes from 1 to 2

#

but when i scrubb first camera has frame 1, and when camera changes i see frame 2

#

when i render or play , it shows frame 1 , before camera changes for 1 frame ,it shows frame 1.5 (inbetween) , then when camera changes it shows frame 2

#

the only way for now to fix that is to cut those 2 frames ,and take the little cut frame ,and give it a different start offset( a change by -0.01 or +0.02 if i need the frame 2 to stay)

grim ore
#

yep damn. Even looking thru there I cannot even guess I know so little about the animation system. It's on my list but it's been there for 2 years so.....

tribal pebble
#

aw xD

#

well i guess i'll try the other methods and see if they work

grim ore
#

I know it's weird but if you lock your FPS at 25 does it still happen?

tribal pebble
#

uh how do i do ?

grim ore
#

t.maxfps XX

tribal pebble
#

sorry i'm newb

grim ore
#

in the console (`)

tribal pebble
#

italian keyboard lemme chane to english and see where it is

grim ore
#

stat fps in the console shows viewport fps, t.maxfps 30 or whatever locks the fps to that max

#

and yeah noooooo idea what it is on other keyboards lol

tribal pebble
#

xD ye lemme gogle one sec

grim ore
#

someone was complaining earlier changing the hotkey didnt work on non US keyboards sooo dunno if it even works well lol

#

its the tilde key, top left on a US layout to the left of the 1

tribal pebble
#

aigh i changed it from preferences to shift apostrofe

#

soo do i write like t.maxfps 25?

cedar comet
#

how do i call hand_l with blueprint

#

??

grim ore
#

yep just type in t.maxfps whatever to lock the max to that number

#

stat fps shows the current fps if you want to check it

tribal pebble
#

O MY

#

GOD

#

I LOVE YOU

#

IT WORKED!!!!!!!!!!!!!

cedar comet
#

@grim ore @tribal pebble could you try to answer my question

grim ore
#

lol it's a weird solution but if you are rendering out maybe it helps

tribal pebble
#

finally i can finish this damn animation xD

grim ore
#

@cedar comet it depends on what you are doing. i would assume hand_l is a skeleton bone so normally you wouldnt. If you are trying to get the location of it you can add a socket on the skeleton and then get a reference to that for where it is in the world.

#

with that said this falls into the same category as before lol, I barely understand the animation system

cedar comet
#

Im trying to make an object teleport and set his hand as his parent socket

grim ore
#

then you need a socket on the skeleton to set it to

#

a socket is an actual item added onto the skeleton in the skeletal editor in UE4

cedar comet
#

๐Ÿ˜ฆ

#

i cant get it

cedar comet
#

I want to call it

#

@grim ore

tribal pebble
#

bruh that's so complex, no wonder i stick to making and animating 3D models lol

#

props to you all coders out there!

cedar comet
#

I abandon

#

fuck this

#

my dream is ded

tribal pebble
#

for now!

cedar comet
#

no

#

for ever

tribal pebble
#

welp just try to find some correlated tutorials online? there is always something out there

#

๐Ÿ‘ฝ

cedar comet
#

No one wants to help like do it with me

#

so what ever

tribal pebble
#

i mean not everyone is active

cedar comet
#

its been 3 days

#

ive asked this question

tribal pebble
#

welp in the correct channel? personally i rarely get answers in dedicated channels ^^"

ancient otter
#

Guys im getting a problem with displacement again

#

this is te texture

#

but again is going bad

#

i ahve to put like 50 to get a "good" result, but it starts flickering :/

icy bone
#

@cedar comet lol ure so impatient

novel ember
#

nvm

twilit dawn
#

Hello everyone.

spare sun
#

hello

weary basalt
#

Hello

twilit dawn
#

Question does unreal auto set an array of spawned items within a blueprint?

weary basalt
#

What do you mean?

#

You have to fill arrays with values manually.

twilit dawn
#

were trying to get something to spawn 10 things two teams of 5 but we only get 1 team of 5 and 1 team of 4 and it is random as to what team gets the 5 and 4

south ridge
#

If you specify it in the CDO (default settings), they will be carried over to the instances

twilit dawn
#

nm figured it out.. First Spawn is spawning without character.

#

.<

rocky kestrel
#

Anyone have any good resources on how the underlying frameworks work and interact? Like in depth explanations of PlayerState, GameMode, Player controller etc

#

Trying to figure out server stuff is a headache

#

I've read that guys compendium on networking but I'm still unsure of how to use the frameworks to their strengths

lyric merlin
#

hmm.. I need to roll the camera somehow in the editor so I can test some view-dependent stuff. Anyone know a way of doing that?

plush yew
#

anyone here

sudden agate
#

@south ridge I would like to do Bitshift and stuff tho :(

fathom gust
sudden agate
#

@fathom gust are you using a landscape?

fathom gust
#

no

sudden agate
#

make sure to turn off Crack Free Displacement

fathom gust
#

it was off initially. was not working. Ive turned it off

sudden agate
#

is your mesh dense enough?

fathom gust
#

The tessellation is subdividing the mesh. Do I need to make already dense mesh ?

sudden agate
#

yes

south ridge
#

@sudden agate there are bitshifts in HLSL

#

Use custom node

sudden agate
#

@fathom gust Tesselletion shouldnt be used to create the main sillhouette of the mesh but only to create small details

#

@south ridge yes, but it can only return Float1/Float2/Float3 and the inputs are Float only aswell

south ridge
#

But you can do everything in HLSL and even work with ints

#

Or just pass ints around as floats

#

You only have 8 bits lol

#

Or you want all 32 bits?

sudden agate
#

I only need 8 bits

south ridge
#

So in our game I have a shader which uses bitmasking to light up sections of the texture

#

It's a bitmask mapped onto a texture mask sorta thing, if texture has specific pixel value, it gets lit up etc

#

I did all bitwise logic in HLSL for that

sudden agate
#

I tried it yesterday already, but the custom node complains about unidentified token "int"

south ridge
#

Well, I just used floats and did bitwise on them directly hurr

sudden agate
past sun
vernal tapir
#

Can anyone pls help me out? I'm getting outraged. I have a bouncing ball and hit events don't trigger all the time, which makes it unplayable.

#

I've asked in physics, no answer

#

It seems like an engine bug, a bad one.

uneven fractal
#

doubt

past sun
#

Do you have right collisions in place?

uneven fractal
#

if you want to be outraged try using unreal 4 version 4.5

lyric merlin
#

@past sun Your picture is lacking in pixels

vernal tapir
#

Collisions is fine, they just trigger about 80% of all time

uneven fractal
#

well by definition something is going wrong with collision the question is what

vernal tapir
#

Yeah

#

Not exactly

#

Hit events not generating

uneven fractal
#

actually can you post a picture of the static mesh collision?

vernal tapir
#

COllisions is

uneven fractal
#

in the actual static mesh file

vernal tapir
#

I thought it might have something to do with precision

uneven fractal
#

that doesn't appear to be a ball?

vernal tapir
#

What doyou mean?

uneven fractal
#

You said you have a bouncing ball

vernal tapir
#

the ball is a regular sphere collider

#

Here's the scene

uneven fractal
#

so is there anything different when it doesn't send out hit events?

#

or is it just like bounce off 4 walls and doesn't register a hit on the last one?

vernal tapir
#

Oh gosh

#

I don't believe i've fixed it

#

There is like gazillion physics settings

#

It probably was bounce threshold in project settings

#

Seems to work now

uneven fractal
#

huh guess my theory wasn't right oh well

vernal tapir
#

It was something about slipping on surfaces

#

Basically i'm doing Defrag in VR

uneven fractal
#

aight

vernal tapir
uneven fractal
#

well okay

vernal tapir
#

Thanks anyways

uneven fractal
#

apprently my code was too sexy and the bot deemed it explicit

vernal tapir
#

At least i can help someone on this

#

Oh, i'm just a blueprint peasant

uneven fractal
#

I'm making mini games inside another game

vernal tapir
#

that's nice

#

Switching interfaces and stuff

#

?

uneven fractal
#

Pretty fun to ride off the exsisting player base but the version of unreal 4 is like 40 versions behind

vernal tapir
#

Why do you use the older one?

uneven fractal
#

because that's the version of unreal that the game is created in

#

not my game just modding it

#

When a studio customizes the engine too much for their needs sometimes it becomes nigh impossible to update the game to the newest version

vernal tapir
#

Oh, that's the worst scenario, probably

#

I was struggling the same way, when there was no built in GoogleVR plugin and 3rd party cardboard code worked only on older engine versions

uneven fractal
#

Yeah the game is ark which is a survival game that includes tens of thousands of networked actors so the reason they modified it so much was to optimize the networking to make it playable. They were ahead of their time in terms of networking optimization back then but ironically now modern UE4 is way better network optimized

vernal tapir
#

Oh gosh, it eplains some things, haha

void geyser
#

anyone here tried an udemy course as a tutorial for beginners? a lot of these online video tutorials seem to be all about blueprints, and i just don't get them like i do coding

vernal tapir
#

The most painful thing is that you can't downgrade your project

uneven fractal
#

blueprints are coding

#

never heard of udemy

vernal tapir
#

@void geyser i do stuff that i need right now, dig specific tasks, and yeah, blueprints are coding

uneven fractal
#

I would recommend just using the tutorials epic themselves put out

void geyser
#

i mean i work as a software dev, the blueprints system is just not meshing with my brain

vernal tapir
#

And they make debugging waaaaaaay more obvious

void geyser
#

i get some of it, but a lot of it seems.. random?

uneven fractal
#

what do you mean?

#

Some things I've found unintuiative but I think that's just because I'm not used to c++ which is basically what blueprints are based on

void geyser
#

i'm actually pretty comfortable with C++, so that's why I thought those might be better tutorials for me

#

i've been trying to follow along one of the tutorials put out by epic

#

but I feel like this guy just says "okay now we do this, and then we do that" without explaining why or how he got to that conclusion?

vernal tapir
#

You're not getting like overall logic, right?

uneven fractal
#

never dabbled in animation graphing tbh

vernal tapir
#

Mb you should try to get some basic tasks done? So you would need to dig some specific info and solve some "real"problems?

void geyser
#

hmmm maybe? like for instance, right now I'm stuck on something:

#

I used the third-person template, and am trying to add the punching montage this guy has given us in our anim BP

#

buttt in the tutorial, they define jumping as a state machine (makes sense, i get that)

#

however, in the third-person template, jumping is already built-in to the character

uneven fractal
#

Do they make a state machine for jumping or do they just mention it?

void geyser
#

they make it

uneven fractal
#

oh wait I remember this tut

void geyser
#

so i'm stuck because i don't know how to access whatever jumping state machine exists in the third-person tutorial compared to making my own

#

i'm sure i can follow this tutorial step-by-step and finish it, but if i can't branch out and change one thing and make it on my own... haha

uneven fractal
#

So the point of this tutorial is to show you how they made the 3rd person template starting from scratch

#

You can't access a state machine that hasn't been built yet

void geyser
#

right, makes sense... but somehow in the template the character already knows how to jump

uneven fractal
#

I was also kind of dissappointed at the end of that tutorial a year ago when I realized I wasn't making a 3rd person game I was making a 3rd person template

#

the one in the video or your template?

void geyser
#

so the video starts from scratch, I started from the template built in to unreal

#

I want to use the pre-existing jump in the template and hook it up to the punching in the tutorial

vernal tapir
#

Built in character movement component can have jump function in it already

uneven fractal
#

damn when you accidently hit the browse button on a class input and there are hundreds of that class in the project

#

5 minutes later

void geyser
#

I guess I wish the tutorial also explained things a little more? like... I can follow the tutorial, but once it's done, if I was asked to do the project again from scratch without a tutorial, I wouldn't be able to do it I don't think

#

anyway sorry for complaining

#

I think I'll go try a different tutorial or something

uneven fractal
#

people don't recommend that tutorial for you to memorize how to do what they did exactly

#

it's just a way to introduce blueprinting basics

void geyser
#

yea, sadly I don't think it's explaining any of that to me

#

he pulls up the event graph, but doesn't explain to me what it actually is

uneven fractal
#

well not even blueprint basics more like navigating the engine itself

void geyser
#

I just think I'll need to learn blueprints a little better as well - like when to do something in code, and when to do it in blueprints

uneven fractal
#

Thankfully that question is one I can answer

#

You want to do network intensive and performance based operations in c++

#

So like stuff on event tick or loops that interate through hundreds of objects

#

On super repetitve tasks like large loops you can see 90% performance savings by using C++

void geyser
#

but other things like

#

creating a projectile or particle effect

#

playing a sound

#

should be done in blueprints?

uneven fractal
#

yes

#

well it depends

#

the main benefit of blueprints is the speed you can make them vs c++ which is relativily slow

#

so if your looking for quickly making something you would normally choose blueprints but if your more experienced with c++ is totally okay to do everything in c++

#

but I would learn blueprints just because they have the potential to be far far faster to create then c++ once your accustomed to them

void geyser
#

any recommendations on blueprints tutorials? the one i've been following hasn't been helping much

uneven fractal
#

eh after that one I did the epic games multiplayer one afterwards

#

probably unwise though since the difference in difficulty is night and day

void geyser
#

like all I want to do is make it so when you left-mouse click, an animation plays, and maybe a particle effect - that would be a great starting place for me, but even that is just too much right now

uneven fractal
void geyser
#

looks like I need to take that animation, put it in its own montage, then have an animation blueprint for the character and inside it, have a custom event that links to a montage play

uneven fractal
#

not necessairly

void geyser
#

and inside the montage have a notifier and use that notifier to spawn a particle?

uneven fractal
#

you can play an animation on a mesh without a animbp

#

the animbp is used for complex charectors with lots of animation, states ect, complex animations like montages/blendspaces ect

void geyser
#

like a player character

uneven fractal
#

yes so you can start playing with animations in the charector bp

#

and as your needs become more complex move on to the animbp

void geyser
#

what if i wanted to spawn the emitter at a specific point during the animation?

#

also I assume all this goes inside... the character blueprint event graph?

uneven fractal
#

Well if you know the exact point in the animation you could put a delay node after the play animation node so the emitter plays at a certain time in the animstion

void geyser
#

gotcha, I need to look at all the available nodes

#

since right now they seem like magic ๐Ÿ˜ƒ

uneven fractal
#

Yep you have all your standard c++ stuff if you know where to look

#

For loops,while loops, for each, delays,timers,event dispatchers, functions,gates

#

And even some stuff that c++ doesn't have like do once nodes

white pagoda
#

Does anyone here know anything about how Unreal works with SLI gpu setup?

void geyser
#

Maybe I'll try that one tutorial in C++ and then after I finish it try to rebuild it using blueprints instead

white pagoda
#

Sounds like a good way to learn.

worldly sierra
#

Hi do you have any idea how to install nvidia flex at this moment?
github page is down

languid shard
#

@cursive dirge might know

grim juniper
#

I have a simple little question just cause. Anyone know why landscapes have a default location of 0,0,100 instead of 0,0,0?

cloud cobalt
#

Maybe because a flat landscape at 0 would have the world grid overlayed

#

And it would look wrong

teal tulip
#

the landscapes are scaled, probably the engine himself calculate the location the vertical difference ?

#

no idea

static viper
#

one could also ask why landscapes begin at a edge

#

so if you center them,... they are in only positive areas

#

they are not centered

#

also a weird thing

wary wave
#

because they're basically 2d array of vertices and the top left corner is vert 0,0

#

just like how they came from a texture, and the pixel at 0,0 corresponds to said verts

grim juniper
#

Is there any way to get more vertical resolution? Not that I need it, just curious if it's possible

wary wave
#

also, a 512x512 texture doesn't actually have a center pixel

#

@grim juniper - some texture formats offer more precision

#

I usually use a RAW format when exporting / importing terrain for that reason

grim juniper
#

But what if you're not importing a landscape, but hand sculpting it? It should be at max vertical resolution, right?

wary wave
#

a standard bitmap only gives you 255 'steps' in height, but you can get a lot more out of a raw file

#

hand sculpted would probably be max resolution, yeah

#

I don't see why it wouldn't be

grim juniper
#

Yeah, makes sense

wary wave
#

at that point you're limited, so you'll instead want to think about how you're going to mitigate that limitation

grim juniper
#

I'm only interested in making racing games, so I probably don't need as much vertical resolution as something where you've got a human sized character walking around

wary wave
#

I'd be surprised if you're having trouble with resolution for racing games tbh

grim juniper
#

I'm kind of just in messing around stages. Not really making anything yet. Just learning the editor and getting more confident in my ability to actually make something

#

I want to get into world building. Designing road networks and stuff interests me a lot, so I want to make sure I have the landscape set to give me the option to make a large world with potentially a lot of elevation change

#

So I have scaled the Z pretty high as well as I've moved the landscape up so the farthest down it can go is slightly below sea level since I doubt I'll need to go below sea level much.

grim juniper
#

Just messing around I made the z scale 8 times larger so the highest elevation is about 4km. The smallest step is about 6.2 cm. Honestly better than I expected. Not sure I'd ever go nearly that high though LUL

wary wave
#

4km is enormous

grim juniper
#

Yup

wary wave
#

there's only something like 20 points on Earth you couldn't accurately model with that :p

#

(and if you went to 12.4cm per step you could do them all)

grim juniper
#

Pikes Peak is a little over 4km iirc

wary wave
#

1690m prominent according to wiki

grim juniper
#

Yeah, I meant overall elevation. Which is insane

wary wave
#

you only need to model prominence with a landscape

#

since you only care about the height of surrounding terrain - not how far above sea level you are, hehe

grim juniper
#

The idea is I want to build the world larger over time. Or at least be able to keep expanding it as I want to. Going from beach the whole way up to mountains and stuff

#

Not recreating any real world location

wary wave
#

you can use more than one landscape (and will probably want to anyway)

grim juniper
#

So I doubt I'd ever go to Pikes Peak elevations LUL

wary wave
#

but also, there is the problem of time / effort

#

building large outdoor areas takes a considerable amount of time, simply due to the space you need to fill

#

I'd be careful about setting your goals too high

grim juniper
#

I've been messing around with World Composition. With the option to add adjacent landscape levels

#

I know all about managing expectations. I want to start out small

#

But I want to make sure I have stuff in place to be able to keep expanding it

wary wave
#

IIRC, a 2kmx2km Ark map, entirely outdoors without too much complexity, took me something like 2-3 months of full time work to build

#

that was largely just landscape, painted foliage, and manually placed rocks

waxen glacier
#

I am struggling with a good landscape material with auto slope detection for cliff faces and paintable layers

#

Not sure if that would be useful for a world comp map though

#

The paintable layers would be for like painting roads and all but i probably could use splines instead

grim juniper
#

I might decide to do a low poly art style just to make it faster to build stuff, but honestly this is all just experimentation to see what I can do

wary wave
#

I would use blueprint / code based spline tools for roads

grim juniper
#

Way ahead of you

wary wave
#

IIRC there's a free / cheap road plugin that does that non-destructively already

waxen glacier
#

Yeah i think i know what ur talking about

#

landscapes are tough a lot more complicated than i originally thought

#

i haven't even touched distance based tesselation

#

for extra pizzaz

#

prob not practical for games though

grim juniper
#

I've been working on a road tool using the procedural mesh component to build the mesh, then convert them to static meshes

wary wave
#

I usually use spline mesh components, but yeah

waxen glacier
#

I have been doing ue4 for over a year and still haven't got to splines lol

wary wave
#

the real trick is painting and deforming the landscape non-destructively

#

@waxen glacier - splines are a wonder-tool, I recommend learning them

#

lots of practical applications if you're doing real world environments

waxen glacier
#

Absolutely I agree it's just im still neck deep in tons of other stuff haha

wary wave
#

I use them for walls, fences, bodies of water, telegraph pole networks, roads, paths, ropes, vines, all sorts ๐Ÿ˜„

waxen glacier
#

Yep i've seen their power

grim juniper
#

I started with spline meshes, but I wanted total control over the mesh so I can make unique sections of road

waxen glacier
#

what's the difference?

grim juniper
#

With procedural meshes you have to make the mesh from scratch instead of supplying a mesh

#

Well, you can supply a mesh, but I want to build from scratch

#

This way I can also give the mesh world space UVs meaning no need for projecting textures

waxen glacier
#

That's interesting ๐Ÿค”

#

all within ue4?

grim juniper
#

Yeah

waxen glacier
#

I do my assets externally so that's interesting ill have to look into that as well after i jump into basic splines

#

never really heard of anything like that though

grim juniper
#

Well you need to generate all the verts and triangles and stuff manually basically

#

It's easier to make a road when you keep it a grid shape

waxen glacier
#

Yeah makes sense

#

Still interesting none the less

grim juniper
#

I have a nicer looking screenshot, but I haven't found it yet

wary wave
#

looks pretty reasonable

#

the real trick has always been intersections, hehe

#

if you can get good looking intersections, you're ahead of most people

grim juniper
#

Oh yeah, I have some ideas, but I've yet to make anything for that. It's a problem indeed

static viper
#

looks promising

grim juniper
#

Oh and I'm cheating a bit in those images above, it's pretty much just a grid, so those lanes which are only along part of it are actually along the whole thing and are just squished to 0 wide NotLikeThis I've worked on it since then though. I can fix that part

static viper
#

just wait until you meet spline tangents ๐Ÿ˜„

grim juniper
#

Here's a nice looking screenshot thanks to Substance Source for the asphalt material

waxen glacier
#

Yeah that is pretty cool but I agree intersections is where the challenge will be. Best of luck with it ๐Ÿ˜ƒ

grim juniper
#

Thanks ๐Ÿ‘

#

I'm really curious to get into editor scripting to see what's possible to make all this easier

#

Oh and all of this is in Blueprints LUL

#

I've also worked on a tool to quickly and easily place utility poles. Uses the cable component for the cables.

white spruce
#

I thought 4.21 released? Why is my Epic launcher only showing 4.21 Preview 4?

grim juniper
#

I think it's a bug with the new beta launcher

white spruce
#

You're right. I just restarted it and it shows 4.21

#

Thanks!

wary wave
#

I used spline meshes for the cables, but yeah, you can do a lot with it!

#

I kinda want to make a survival game, but make good use of the spline tools and stuff to set up automated processes (rather than spending all your time manually harvesting shit, you'd set up automated networks to gather most resources)

floral finch
#

so, this is the 2000's version of IRC ๐Ÿ˜„

trim pier
#

wheres the best place for me to report a bug?

cloud cobalt
iron wadi
#

Have there been any weird changes to how physics assets work between UE4.19 and 4.21? Because when I import and set up a ponytail physics asset in 19 it works as intended with a rigidbody node in anim BP, even colliding with itself (capsule in the asset for body), but in UE 4.21 it no longer works in rigidbody node and the asset itself doesn't collid the ponytail with body capsule anymore

#

I imported the same asset the same way in both versions

paper kernel
#

something iffy about phat for sure

#

my auto-generated bodies were reversed

hollow quail
#

Hello

#

is there a detailed free grass texture that i can find?

fathom gust
#

Edit: nvm, just silly overlapping

wary wave
#

that doesn't look like a texture problem

#

looks like Z-fighting

#

two different planes in the same place

#

hard to really tell with such a static camera and short clip though

static viper
#

odd z fighting

reef python
#

So yesterday I asked about a problem on my viewport, were the viewport was blurry even in play mode, so after a bit we tried most solution so you guys told me to reinstall the engine, so I reinstalled the engine and it did not work, so I tried earlier versions (19 and 20) still the same problem, what can I do to fix my problem?

elfin jacinth
#

Good morning!

languid shard
#

good afternoon ๐Ÿ˜„

teal tulip
#

^

languid shard
#

EU WEST WILL PREVAIL

teal tulip
#

you're on point my compatriot @languid shard

#

Russia forever

languid shard
#

Dota flashbacks

teal tulip
#

COD flashbang

lone yoke
static viper
#

HEY

#

i poosted first

vale silo
#

wow, I like it

#

thanks Epic

#

Now just please release 4.21.1 hot fix

#

๐Ÿ˜

languid shard
#

woah

#

Unity on Epic Store

#

never thought I'd see that one day

#

but its nice

vale silo
#

this store sounds like Steam killer.. Besides revenue share, it offers direct line to your customers.. Nothing like Steam.

#

really hyped now

maiden swift
#

What a way to start the day.

languid shard
#

๐Ÿ˜„

reef python
#

So yesterday I asked about a problem on my viewport, were the viewport was blurry even in play mode, so after a bit we tried most solution so you guys told me to reinstall the engine, so I reinstalled the engine and it did not work, so I tried earlier versions (19 and 20) still the same problem, what can I do to fix my problem? [My earlier message got buried] [Repost]

fierce tulip
#

I just hope it doesnt have the same rocky road and sometimes "odd" settings, or non-existent settings that a good marketplace needs, like the ue4 content marketplace has had.

#

I welcome it a lot though

maiden swift
#

Yeah, UX is going to be key. There's a lot of value being offered here, but no info on what the backend is like.

#

Could be missing features compared to Steam, or even itch.io.

safe rose
#

Yeah I figured they would launch store

#

All the signs were there

plush yew
#

Seems interesting. Cool stuff.

maiden swift
#

On the other hand, I'm actually hoping this is the reason the Marketplace backend updates have been delayed so much.

safe rose
#

@fierce tulip where is that from?

#

Damn shame Unity games get the same cut as UE4 games ๐Ÿ˜‰

fierce tulip
maiden swift
#

They don't @safe rose.

#

Well, I guess technically they do.

wary wave
#

oh snap son

safe rose
#

@maiden swift dont what?

#

you mean because of unity side costs?

maiden swift
#

Epic covers the 5% for UE4 games, but I guess they're equal since Unity has no royalties.

#

But yeah, Unity still costs more up front so there's some offset there.

safe rose
#

to me, this seems like you can do free version

#

of unity

maiden swift
#

Sure, but you'll have to buy Pro eventually if your game takes off. Worth keeping in mind.

safe rose
#

Maybe

#

But, anyway

#

They are doing pre-selection for games for now

reef python
#

Does anyone here actually use the discord store, to my knowledge it didn't really go so well as expected

safe rose
#

Who knows if this store will do good

maiden swift
#

Discord Store is in beta, so it's too early to tell.

safe rose
#

But the point is...it's happening

#

And may shake things up on Steam side finally

plush yew
#

I use the games on the discord store cuz of nitro

safe rose
#

That's the real benefit from this

plush yew
#

Good perk

cloud cobalt
#

Discord is 30%

safe rose
#

Because anyone can get on Steam

#

But we don't know the exact requirements yet for Epic Store

reef python
#

But epic got an advantage due to fortnite being on there too, people are already used to epics ecosystem(?).

safe rose
#

`Q: You plan to open up to more games in 2019. What's the right amount of openness you want for the Epic Games Store?

Tim Sweeney: We'll have an approval process for new developers to go through to release a title. It will mostly focus on the technical side of things and general quality. Except for adult-only content, we don't plan to curate based on developers' creative or artistic expression.`

#

Still need more info than that

thorny cipher
#

lol

plush yew
#

I think in any case it will take a bit of time for the store to get momentum. Note the article says "long journey". But it could be really good.

safe rose
#

The problem is. Just because Fornite/ Launcher gets a shtiton of traffic, does not mean shit for developers getting their games bought

#

Because guess what?

thorny cipher
#

14 day refund is stupid

safe rose
#

Most people play fornite because it's free

cloud cobalt
#

@safe rose Exactly the same thing goes for Steam.

safe rose
#

@cloud cobalt ?

dark depot
#

I mean that is how steam was successful at the start

safe rose
#

No..

#

It's not the same at all

#

wtf

cloud cobalt
#

90% of Steam players have exactly one game, @safe rose

safe rose
#

The ONLY reason the increase in traffic to launcher = Fornite

#

So, if the majority of players are only there to play that game

#

And only if they are cheapsakes

thorny cipher
#

you can finish a game in like 5 hours

#

then refund

#

logic??

safe rose
#

Then it stands to reason that most will not buy shit from the store

dark depot
#

The only reason steam had traffic when it launched was half-life so

safe rose
#

@thorny cipher Agreed on the refund policy

thorny cipher
#

if they offer refunds, but dont take that money from the developer - sure

whole quarry
#

@safe rose if you enter a store, you only look at the product you went to the store for or do you also see the other products in the shelfs?

wary wave
#

Fortnite is making huge bank, so it being free is not necessarily a thing

safe rose
#

@dark depot But... this isn't Steam

#

This is 2018/2019

#

Post Steam

vale silo
#

So, 14 days refund and no DRM is why I am not going to bother with Epic's store front

safe rose
#

New store, with a unique user flow

thorny cipher
#

maybe when all the developers leave steam theyll make half life 3

safe rose
#

not the same as Steam

#

I'm not trying to downplay how cool this is...

#

But you all need to get real

thorny cipher
#

competition is fucking good

#

finally

safe rose
#

This may not end up being the greatest thing since sliced bread

plush yew
#

Maybe people will go with the honor system of keeping what they buy :)

thorny cipher
#

steam can stop screwing developers

safe rose
#

But it may end up having ramifications throughout the store world

plush yew
#

Since epic is so loved

maiden swift
#

It's exciting news, but we're all very aware that this is not a guaranteed success.

dark depot
#

Yeah but even if they only allow AAA at the start it makes other storefronts have to do things

wary wave
#

DRM has never worked, and a 14 day refund policy is healthy

cloud cobalt
#

^

thorny cipher
#

well they have the support of the whole UE community I believe

safe rose
#

Nah

wary wave
#

heck in Europe it's technically still the law

cloud cobalt
#

I'm very happy we have refunds

safe rose
#

14-day, no questions asked?

#

Even after 20 hours?

wary wave
#

yup

cloud cobalt
#

Yes

wary wave
#

90 days here, by law

whole quarry
#

Steam has a refund policy as well though!?

safe rose
#

So basically, people can play your game the entire weekend and refund..

plush yew
#

Yeah. Time will tell. Always pays to be optimistic though.

safe rose
#

Wtf...guys

cloud cobalt
#

It's the law, and it's very healthy for your game

safe rose
#

You guys...

vale silo
#

yes, Steam does, but it's a sane policy

safe rose
#

Fuck the law

#

Take it into your hands

#

RDR

thorny cipher
#

Well goods is different

#

Laws are outdated

cloud cobalt
#

I'm from Europe, and I love that law. And I also love it as a user and dev.

safe rose
#

I actually don't mind Steam Refund policy, but they don't adhere to it

maiden swift
#

I suspect the refund policy may cause hesitation for anyone developing a single-player game.

thorny cipher
#

A mass produced toaster != game

safe rose
#

I had plenty of games refunded after the 2-hour mark

grim ore
#

so everyone keeps saying how fortnite drives traffic but how much does it really drive to the PC launcher? Fortnite may be big but the it's on more than just PC to get that number.

safe rose
#

@grim ore ๐Ÿ˜ƒ

wary wave
#

it's pretty big on the PC

safe rose
#

I just said that

plush yew
#

Maybe they'll add a game play hourly counted on the binary or something

#

Counter

safe rose
#

Just because it drives a lot of traffic to the launcher, doesn't mean it's going to be some crazy hit

#

It may flop

thorny cipher
#

I'm sure they will use their leverage of fortnite to say "hey look at the store while you're here"

vale silo
#

Maybe too many devs here don't spend enough time with average Joe who will abuse that refund policy

cloud cobalt
#

@safe rose I would take a refund over a negative review happily any day of the week. It's way, way less impacting. A refund is one lost sale, and sure, we have like 10% refunds on Steam. A negative review is way mroe than one lost sale.

safe rose
#

Especially if they handle it worse than Steam

grim ore
#

pretty big is not a metric. Pretty big compared to the people that live in montana or pretty big compared to the population of china?

safe rose
#

@cloud cobalt What if you can get a Negative Review + Refund? Just like Steam?

thorny cipher
#

@cloud cobalt or get both kappaross

cloud cobalt
#

Mostly people don't

#

Our experience

safe rose
#

rofl

vale silo
#

Just told co-worked (an engineer nonetheless) about 14 days and first thing he said was how cool is this - free games.

safe rose
#

that's a lie dude

#

Well, no

cloud cobalt
#

We have way, way more refunds than negative reviews

wary wave
#

the big thing that concerns me more, is that Epic infrastructure for anything online is no way ready for this

safe rose
#

I take that back

cloud cobalt
#

Like, 100x more

safe rose
#

You are correct, majority, will refund before posting neg reviews. But you definitely get combos.

thorny cipher
#

Maybe you get 1 refund a month

wary wave
#

answerhub, forums, launcher, all catastrophic

thorny cipher
#

problem solved

#

๐Ÿ˜„

grim ore
#

answerhub is not a disaster, it's just a good excuse to go out for lunch while it loads...

cloud cobalt
#

Actually we had something like 600 refunds, and maybe 10 neg reviews, 1 or 2 combos

thorny cipher
#

Launcher is still slow as fuck

safe rose
#

@cloud cobalt out of a total of how many sales?

cloud cobalt
#

6000

maiden swift
safe rose
#

@cloud cobalt how old was your game?

#

(launch time)

cloud cobalt
#

Two months ago

safe rose
#

Remember, as time went on, kids got more entitled and whiny

thorny cipher
#

@maiden swift can you use < > inside the bottom 2 links โค

#

To get rid of embed

cloud cobalt
#

We're also open-source and DRM-free and we have an Itch build, and we're doing a mod kit too. Build trust with your audience, not walls

safe rose
#

Hm

#

WTF

#

I hope they come out with an achievement system