#ue4-general

1 messages ยท Page 351 of 1

pallid compass
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its still like

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4.5

manic pawn
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wasn't it on some ancient version

pallid compass
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or 4.7

manic pawn
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ye

pallid compass
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yup

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they fucked with engine internals

restive basalt
pallid compass
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instead of building on it

manic pawn
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well

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so port those fucks

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and it's problem solved :D

grim ore
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I think Funcom made a great decision trying out UE4 with The Park and then adopting it. That was a fun little game to be honest.

pallid compass
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m8 they cant even make a material right

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wat r u mad

novel mango
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isn't Ark slow because it just has so much stuff in it?

hushed wing
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thanks again @grim ore <.<

worn granite
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no

pallid compass
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no

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its slow because its retardly made

worn granite
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ark is slow because its dumb

novel mango
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you sure?

pallid compass
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More sure than u sir

novel mango
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cause you have entire forests that are all destructible

worn granite
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I can do ark with double the perf

novel mango
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and interactable

pallid compass
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So?

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same with fortnite

novel mango
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fortnite is nowhere near the same scale though?

worn granite
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fortnite actually has more going on

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for any given actor

pallid compass
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fortnite is much bigger in scale

novel mango
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have you seen some of the things people have built in ark?

grim ore
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@hushed wing lol ๐Ÿ˜ƒ just saying what I think is true. Love the secret world and them doing stuff like The Park as a spinoff to field test the engine was a great decision and shows in conan exiles

pallid compass
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i know ark

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iv got 6k hours on it

hushed wing
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I had fun making the save game system for the park, but didn't really get much into ue4 before the next one

pallid compass
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Iv got a reddit post of my self

worn granite
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In any case, BP doesn't help ARK at all

pallid compass
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fixing the fps issues

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its nothing to do with the size of it

worn granite
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but it isn't the cause.

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performance actually isn't even the main factor I don't use BP.

novel mango
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but it absolutely should?

pallid compass
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the size ampfies the shit storm it is tho

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How so?

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that makes no sense

novel mango
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because you have so many objects in the scene

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that are all independently interactable

pallid compass
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So?

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Thats not hard to do

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HISM

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ISM

worn granite
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then why doesn't fornite have the same issue?

grim ore
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It sounds like we need a UE4 Battle Royale but the twist is the devs are forced to make a game using the opposite of what they prefer normally between BP or C++

pallid compass
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ECS

novel mango
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most games don't give you things that have thousands of independently interactable pieces in one structure

pallid compass
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blah blah etc

worn granite
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fortnite's interaction is way more overhead than ark's interaction

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or at least, it should be.

pallid compass
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Because its not part of the core gameplay

novel mango
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@worn granite because fortnite doesn't give you thousands of independent interactable objects in one small location

pallid compass
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in most games

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Yes it does lmao

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What do u think the building system is

worn granite
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You're just not listening to me.

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SO good day to you

pallid compass
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someone give him some glasses

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and scrub out his ears

grim ore
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having many objects to be interacted with that are just copies of eachother is bad if ARK does that without using H/ISM system. You can see Conan Exiles using it because the meshes don't match properly whey they swap them out lol

pallid compass
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ark has no HISM

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or ISM

hushed wing
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swap them out?

pallid compass
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not even sub grouping afaik

grim ore
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man that would definitely exlain it then

pallid compass
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even when structures link up

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ur always paying draw call per object lmao

hushed wing
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building system in conan exiles uses instanced static meshes, not hierarchial ones. Never got around to trying out how hierarchial would affect it.

pallid compass
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HISM is just ISM with LOD

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u cant have seperate LOD on ISM}

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HISM are alot more complex tho

grim ore
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yeah when they swap out the ISM mesh for the interactable one they dont, or didnt when I tried it last, match the exact settings on the original so you can see a small pop in as the mesh is replaced.

hushed wing
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oh you're talking about resources then.

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Those are HISM

restive basalt
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But doesnt HISM have issues when scaling objects & LOD, or has that been fixed?

grim ore
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yeah sorry trees and bushes and rocks

pallid compass
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sscaling u cant do

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u cant individually scale any ISM with out issues

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HISM are built for LOD

restive basalt
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Thats what I thought, was just checking

pallid compass
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Yeah theres not much info on them

hushed wing
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never tried scaling, but i believe they do support it? :/

grim ore
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It's just one of those things you notice when you see other UE4 games

pallid compass
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If u scale one

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u scale it all

hushed wing
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The PerInstanceSMData does have a full transform.

pallid compass
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u cant scale on

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1*

hushed wing
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no you can scale individual ones

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i am quite sure.

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You just have to do it on the instance transform

restive basalt
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How does the foliage tool differ from manually creating HISMs? You can still foliage with a blueprint I believe

pallid compass
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foliage is HISM

grim ore
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oooh... I love you guys. I needed more nodes to cover and I don't think I have touched on ISM yet ๐Ÿ˜ƒ

restive basalt
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But you can scale with foliage with no issues?

pallid compass
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I dont know much about the foliage system

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its not the same as the engine baking HISM

hushed wing
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Well the foliage system gets a bunch of HISM components for the different types of foliage.

pallid compass
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engine HISM might support scaling im not 100% sure because iv never tried it

hushed wing
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and you can scale them differently

restive basalt
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Yep, i knew there were both HISM but you can scale with foliage, which made me wonder how it works

hushed wing
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we use that for the rocks in conan exiles quite a bit afaik.

pallid compass
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prob just a scale wrapper on the HISM data per instance

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or something

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Im no expert on ISM or HISM

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only know what iv seen from browsing internal code

hushed wing
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Check out the PerInstanceSM Data thingy then. It holds the actual data it keeps "per instance". And it has scale in it. :d

pallid compass
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well there u go then

hushed wing
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I have a dream to add material options to it ๐Ÿ˜

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one day.

pallid compass
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Yeah u do that and u defeat the purpose of HISM ISM

hushed wing
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not for the triangle data!

pallid compass
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not hard to do tho

hushed wing
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but.. yeah.

pallid compass
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u could make that in bp

hushed wing
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hissss

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:p

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anyway, i gotta go to bed.

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Nice talking to you, good night!

pallid compass
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recycle system for ISM with material support i guess

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night

harsh tiger
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curtis, i've made an widget to get the location of a missile within a blueprint and show it on the screen. but i get an error an was hoping you could help me

dry moon
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Does anyone know what the difference is with frame buffer pixel formats?

harsh tiger
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i cant sent screenshots???

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@pallid compass

pallid compass
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oh

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that means

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u cant have a input

harsh tiger
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it only happens when i add the input

pallid compass
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on the function

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yeah

harsh tiger
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why?

pallid compass
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Because its a delegate

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The signature does not match

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in the internals

grim ore
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well you can definitely have individual transform values for each ISM in an ISM component including scale and rotation

pallid compass
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Prop bindings are really bad to use

harsh tiger
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how would i get the world location of the missile

pallid compass
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Is that a widget yeah?

harsh tiger
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yep

pallid compass
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Well for sure the widget should not be trying to get it

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Something should push too it

harsh tiger
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like a game instance or is that a big no no?

pallid compass
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Prob not

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errr

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I mean

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fuck it u can cheat

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Set the reference

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in the widget

harsh tiger
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its only gonna be in the scene for like 5 seconds before its destroyed

pallid compass
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Missile variable

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Then check if its valid, and if its valid get its location

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basically the same thing, but with out a input on the prop bind

harsh tiger
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an i can do this in the text binding?

grim ore
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what are you trying to use the text binding for?

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to show the location of this object in the text all the time?

harsh tiger
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basically, i have a predator missile that comes into the map. an i have a widget an want to show the missile location in the widget

pallid compass
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Set the variable in the widget somewhere

harsh tiger
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yeah

pallid compass
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then check if its valid in the prop binding

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if it is grab the location

harsh tiger
grim ore
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well if we are using a binding we might as well be super inefficient at the same time, you could always just get all actors of class on tick for that missile then you don't even need to worry about setting the variable it will just be valid whenever you have one somewhere lol

pallid compass
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Only 1 return node

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You need to cache the output

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so create local text vairable

harsh tiger
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not a bad back up plan mathew xD

pallid compass
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set it based on is valid

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then plug the cached variable in too the output

harsh tiger
grim ore
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man you had to make me check but multiple return nodes are fine in property bindings

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as long as the signature for the input and output are the same it works ๐Ÿ˜›

harsh tiger
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its saying its not valid, or at least no location is showing

grim ore
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yep it's not valid because where do you set it at?

harsh tiger
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ahhh, i set it in the variable on the left

grim ore
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like the predator missile variable, what sets it to be the one in your scene?

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yeah... with UMG.... you can't set anything to anything in the scene because UMG doesn't exist until runtime...

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which is why the stupid suggestion to get all actors on tick was presented lol

harsh tiger
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makes sense

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i actually typed get all actors of class as you said it xD

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just want it working for now

grim ore
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I am all about bad ideas in blueprints

harsh tiger
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well your videos have helped get me this far haha so i'll take it for now

grim ore
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oh yeah as long as you understand this is a really stupid idea. If you are going to do it atleast maybe do another is valid check on the tick before you get all actors so that way when it is valid you no longer do it

harsh tiger
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that got it working

grim ore
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oh god no, just get the item from the array at index 0 lol

hot drum
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help plz

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plz

grim ore
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no reason to do the loop since you only want the first result

hot drum
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I have a very simple character bp

grim ore
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we might as well make the code as efficient as it is inefficient lol

hot drum
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he can move and look around

harsh tiger
steady prawn
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hello!!

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how are you?

hot drum
harsh tiger
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it works with the get too

grim ore
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yes better but I would do the is valid before that as well like you do in the property binding so it only ever does the get all actors if the is valid is false. Then when you find it the first time it will stop

hot drum
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and whenever I look around the camera rotates around the center of the capsule

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leading to my character clipping through walls and stuff

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and it's really annoying

harsh tiger
grim ore
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@hot drum have you tried using the default FPS template so you have a working valid FPS character?

hot drum
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yeah but how do I do it from scratch ;_;

plush yew
grim ore
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if your project is not big it's not a big deal to be honest it's just stupid is all lol

hot drum
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me/

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?

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well

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I know it's small and all

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but I'm trying to learn lol

grim ore
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@hot drum try parenting the camera to the mesh so when you move the mesh it moves the camera with it

harsh tiger
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this project will maybe end up on 2-3 peoples computer haha. its not going to steam or anything, just a learning project

hot drum
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still does the thing :\

grim ore
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I was checking out the fps template setup. The camera is separate but it has it behind the capsule for the player not in the middle

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but that shouldn't be it. Do you know if you are actually rotating the right thing?

hot drum
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I think I'm rotating the whole characte itself

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I just deleted the thingo and going with the fps template

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the big sad

grim ore
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yeah I am trying to recreate the issue here

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but I can't seem to clip when rotating

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yeah made a new character, added a camera and moved it up, set up input, and tested and my character capsule collides with the wall and doesnt seem to clip for me

hot drum
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you just do the basic thing with the input axis

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move the cam up

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bambo

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well

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shit

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I go to the fps template

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and it did the same thing I did

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and it w or ks

grim ore
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maybe it was your test level or the fov or something weird affecting it

hot drum
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No no no

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I was definitely clipping

grim juniper
hot drum
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And going through

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so it wasn't the fov

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:c

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The red is how it was rotating

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it wasn't rotating by itself

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on it's own pivot

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it was using the center of the capsule as a pivot point

grim ore
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oh that is super weird

hot drum
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leading to the camera arking down and going out of the collision box

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I have no clue what I was doing wrong

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but uh

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I g u e s s

grim ore
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might have changed something somewhere and let it rotate the camera independent of the character

hot drum
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well the thing is

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it's happened to me on every single project with this type of control that I've worked on

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:thonk:

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๐Ÿค”

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ok gtg

grim ore
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Keep in mind if you didnt know you can always add in the template packs and don't need to start a new project if you just want to add in FPS or TPS for example

polar hawk
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anyone have an aluminum substance sbar I can test something with for 5 minutes

grim juniper
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So yesterday shortly after talking about how the difficult it is to create an intersection tool I had come up with an idea to make it work. It's based on the idea that it's easier to work with grid shapes. Here's a little concept I drew in paint

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In a realistic scenario there'd be a lot more geometry so it'd be more smooth since edges don't bend like that LUL
But I think it get's the idea across well

polar hawk
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Apparently I've been under a rock that has been unaware of free substances

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thanks

grim juniper
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LUL Well, there you go

dry moon
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Anyone know whats up with the BokenDOFRecombine#2

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even with DOF disabled, it costs 0.13

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in profilegpu

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ahh its part of r.SeparateTranslucency

vagrant iris
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Hey in your guys' opinions what makes a successful Kickstarter campaign for indie games?

manic pawn
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it actually reaching the goal seems like a pretty good indicator of success ๐Ÿค” ๐Ÿค”

vagrant iris
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Okay yea obviously, but what aspects go into reaching the goal

south ridge
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Successful in two ways

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In marketing way if it brings you new players, in financial way if you actually fund the amount you really need for development

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I don't think you can say it's successful if you got less than you need to make the game, cause then the game won't be made

manic pawn
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don't you just get 0 if you don't reach the goal

south ridge
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@manic pawn yeah, that's an easy resolution

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A more complicated one if you DO get funded for the full amount

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And then you realize the amount isn't enough to deliver and your backers get mad

manic pawn
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does anything happen if you just take the money and disappear

maiden swift
south ridge
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Yes, your brand gets tarnished ๐Ÿ˜„

restive basalt
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Im having a weird issue when moving a static mesh in level, it causes it to pop on top of other actors instead of sliding through them. Anyone know what might be checked on for this?

grim juniper
manic pawn
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๐Ÿค” seems like that mesh could have less triangles by avoiding the split down the middle

grim juniper
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The split is necessary, plus it'll add the ability to have some height variation

plush yew
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guys i need help with cutscene for my game intro but when i put the video on the game and then i launched the game , the cutscene doesnt show up it just starts the game......

weary basalt
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Startup Movies only play in Standalone.

plush yew
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but i cant find startup movies

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i only see movies tab

brisk osprey
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Is it possible to create two different versions of unreal ? Like a unreal 4.21 with some plugins and another instance of Unreal 4.21 with no plugins or custom files

fierce tulip
paper kernel
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I feel like that character article is in lines of "draw 2 circles" and "draw rest of the owl"

static viper
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this looks awfully weird

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is it 3d now

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or some mumbo jumbo text??

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what is that

fierce tulip
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a poor joke hehe, but its actually 3d

earnest cape
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Does anyone know of a really good menu navigation system?

regal mulch
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In what regard?

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Mouse, Gamepad Navigation?
Or just UX wise?

earnest cape
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Controller support/keyboard navigation that doesn't rely on tick

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I found one plugin so far that's still new but it has issues

stray ermine
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Is there any way to make the editor go fullscreen (without taskbar)? With F11 , the taskbar still resides, and the screenshots taken are shorter than actual resolution (i.e. 1920x1040, rather than 1920x1080).

earnest cape
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the tab bar?

stray ermine
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I meant the Windows taskbar.

earnest cape
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right click > hide taskbar

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oh sorry it's in taskbar settings now

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Automatically hide taskbar

stray ermine
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Yes I know that, thank you. I was curious if the Editor can do that itself automatically in some way (like some other fullscreen apps).

earnest cape
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Shift + f11

stray ermine
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Ok using a combination of F11 and Shift+F11 worked, thanks.

fierce tulip
earnest cape
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Probably need to rename something in the outliner lol

fierce tulip
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its just a standard sphere mesh, and its only this one being annoying

earnest cape
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I would just make a new one at that point

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Check your export settings too

fierce tulip
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its all fine, guess max is messing up something in the mesh itself

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"FBXMesh object is not found in the node given. Make sure the mesh exists in the scene."

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IT EXISTS

teal tulip
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@fierce tulip Why the people use these skin textures, like that people ever seen their body ? alex

earnest cape
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Maybe you didn't select the mesh and told it to export selected

teal tulip
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But nice characters tbh

fierce tulip
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@teal tulip for closeups, you know, LOD's

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@earnest cape that would not be the case, even on my most tired days that doesnt happen.

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works if I place another sphere and export, so i think max is pulling a max

earnest cape
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Sounds like it

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I'm currently annoyed at menu navigation

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It has been a thorn in my side for the past few months

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I'm considering ditching UMG completely and just making all my menus 3D

static viper
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but you got a game running already?

earnest cape
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I would be much further along if this wasn't such an annoyance

static viper
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mh

plush yew
static viper
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you dont want it on tick

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why is it so important that it isnt on tick?

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is that the only issue?

teal tulip
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Well if you drop a imagine and don't name the problem

earnest cape
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Pausing the game causes issues with timers

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so maybe I'll go back to using actual tick

static viper
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issues with timers?

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explain

rose bison
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timers are ticked

plush yew
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navmesh is completely broken, ai wont move, the entire navmesh moves when i start the game, any help?

static viper
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oh shit

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right

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oh my

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yes that is so right

earnest cape
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As in, the button just stops working when the game is paused

static viper
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you are fucked are you

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XD

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wasnt there a thing

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mh

rose bison
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you can enable tick when paused for specific actors

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and UI

earnest cape
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I'll look for that

teal tulip
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thats rare, seems like a bug or something rare

static viper
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no

earnest cape
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maybe I can salvage my previous project

static viper
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it was fixed already.

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yee

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the resukts say that you can reactive tick

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tho i didnt tried that yet

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tough issue

earnest cape
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I also didn't experiment with umg animations until recently so that fixes another issue I was having

fierce tulip
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anybody with max willing to try and make a sphere > 64 sides > edit poly > remove half of the mesh > export > import to unreal.

static viper
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you should look for 2 things

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fine anything that sayis pause or tick in your umg

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and on widget create

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find if theres a tick group or so

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bc after you pause the game everything will stop as you said

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so you could afterwards enable it again

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time dilation will not fix this either

plush yew
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does anyone have a fix

static viper
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it slows down tick

earnest cape
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Maybe I'll go back to that and try to fix it

static viper
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there should be input events yes

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and post there

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with proper details

earnest cape
fierce tulip
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Ok, thats rather odd. 64 sides sphere cut to half > cant import it for the life of me, 66 or 62 sides cut in half > imports fine

static viper
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you are confusing unreal with your perfect pot numbers :PPP

earnest cape
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Unreal just hates math

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And spheres

fierce tulip
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and max hates users :p

static viper
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thats why you take maya..

fierce tulip
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Luos's dislike maya

earnest cape
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Did you try making it in another modeling program?

fierce tulip
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im fine with a 62 or 66 sided sphere :p

earnest cape
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Pretty sure even blender would handle a 64 sided sphere lol

fierce tulip
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not sure its max, might be some weird thing happening in ue4

plush yew
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nothings workingggg

fierce tulip
teal tulip
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You dislike maya but in the file says max

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๐Ÿค”

fierce tulip
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max has me in a stockholm syndrome hold

static viper
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hercy

teal tulip
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XD

earnest cape
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I thought blender was sort of like a free version of max

teal tulip
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Well it isn't, its like a free version of a Blender

earnest cape
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Lol

earnest cape
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Yeah I can't find anything to set the widget or buttons to be ignored from pausing

teal tulip
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the player controller can be set to tick or not at pause

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but you should read from somewhere do pause the widgets ?

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or was the actual HUD idk

earnest cape
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Already active

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I think it's having issues because I'm using timers

teal tulip
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not sure if the timers have individually that kind of things aswell

earnest cape
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The buttons are just checking focus, so if I move this code out of the buttons and call it in every active widget, maybe that will get it working

static viper
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i am going tpo check for you know

earnest cape
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Check focus is called from the timers

rose bison
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ya, thats not going to work

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also why do you handle focus on your own?

static viper
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wow there is nothing about tick for umgs...

earnest cape
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Because it needs to work with gamepads and keyboard

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Not sure if there's a better way

rose bison
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there are focus events you can subscribe to

earnest cape
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I'm not seeing them

static viper
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could be binds

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or function overrides

earnest cape
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There's on hovered but that doesn't work with keyboard

static viper
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think again

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it only doesnt work bc it is called from mouse events

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but you can manually call these events

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they have internal bools

rose bison
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hm, they actually aren't exposed to BP...

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nvm, they are native events

earnest cape
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I'm making a new project just to mess around with this

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Maybe we can find a better way

rose bison
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focus received is an override function

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focus lost is an event you can just put on the event graph

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no delegates though, so you probably have to set that up yourself to make proper use of that

static viper
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Called it!

earnest cape
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Alright so I got the test menu set up

vast pine
#

Anyone ever come across simple beacon usage in ue4 like example of a server query

regal mulch
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UT

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Also the "Simple" Beacon usage is basically the Test Classes that UE4's Source Code has

vast pine
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Lightweight implementation? Ok I'll take a look. Ty sir

regal mulch
#

@earnest cape For Focus stuff you want to make your own "FocusableWidget" class

#

That has one native widget in it

#

When your outer Widget receives focus, you give that inner widget focus

#

At the same time you sadly have to track on tick if the inner widget has user focus

#

And then fake the hover effect

#

At least for Gamepad stuff

#

Other way would be moving the mouse invisible onto the focused widget, but I didn't get that working

#

Apparently FN is doing that

earnest cape
#

I'll try that now

vast pine
#

Omg speaking of focus I spent a good part time day work wondering why a menu couldn't be clicked. Even with the HUD self test hit invisible because i set it's order at 99 the menu was behind this full screen one not getting the requests ๐Ÿ˜‚

regal mulch
#

If you dive into the focus stuff with gamepad and keyboard

#

you really want to make sure you have full control over your widgets

#

Meaning you almost never want to add a widget to the screen that inherits only from UserWidget

earnest cape
#

So make a parent class

regal mulch
#

But rather have some predefined widget classes that handle doing the focus properly

#

Yeah, I have one Parent that is called "BaseWidget".
That handles what ALL widgets have to handle. For Gamepad that's checking if the key that was pressed is e.g. the BackButton (defined via user settings, that's a bit more complex though).

#

And from there I have a MenuWidget Class, a Dialog WidgetClass and Focusable Widget Class.

#

Menus can spawn Dialogs. Menus and Dialogs can contain FocusableWidgets

#

And FocusableWidgets are hte ones that manage the native widget

#

Such as a button, a slider and such

#

Can also construct a custom widget with that

earnest cape
#

Why have I never found any tutorials that go over this method?

regal mulch
#

Because it doesn't exist

earnest cape
#

Seems like a good tutorial

regal mulch
#

I had to find a good way for my client

#

ยฏ_(ใƒ„)_/ยฏ

chrome cedar
#

hey ๐Ÿ˜ƒ just a quick question. Iยดm quite new to UE4 but I wonder if thereยดs a way to slow down the "navigation speed" when you click on play. Iยดd love to move a lot slower there

regal mulch
#

And while manually handling that stuff with indices and such as valid solution, I wanted to make sure that hte focus system works

#

@chrome cedar Can you explain what you mean with Navigation Speed?

earnest cape
#

Yeah using indices for navigation was something I tried before and was very confusing with bigger menus

vast pine
#

I wish there was an enum, well guess you could make one. For. Key press having focus and workaround in bp to override a keypress like escape close this widget instead of main open/close menu etc

chrome cedar
#

when I move through my scene with rightclick + w,a,s,d itยดs pretty fast. is there a way to slow it down much more so the movement with rightclick + w,a,s,d is not that fast?

stray ermine
#

Did something change about in-editor console shortcut? (backtick) opens CMD box now, but neither (backtick) nor (tilde) opens that command line below viewport anymore?

regal mulch
#

@vast pine That's not how it works sadly

#

Game and UI have two different input things

#

What I did is use a bit of C++

#

And expose a list of buttons to the ProjectSettings

#

the Base WIdget class checks if the pressed key is part of them and calls a function

#

e.g. "BackButtonPressed"

#

I can implement that in the children

#

And the place to define the buttons is in the ProjectSettings

#

So similar to the input settings

#

@chrome cedar If it's pre runtime (so just editor) you can change that at the top right of the viewport

#

There is camera speed thingy

vast pine
#

Ah

earnest cape
#

I just made an event dispatcher that presses the back button lol

regal mulch
#

Yeah, but you have to hardcode which key that caused

#

Cause UI doesn't work with the InputActionEvents that you defined in the settings

earnest cape
#

True. I had to set input mode to game and ui

regal mulch
#

@stray ermine Command line keys are defined in the Input Settings of your project

stray ermine
#

And there is only "open console command box" option in Editor Preferences now.

earnest cape
#

which is not recommended

regal mulch
#

Not true

#

Are you aiming to have a Splitscreen game?

earnest cape
#

imo every game should have splitscreen support

chrome cedar
#

thanks! that worked nice! but as you mentioned itยดs just in the editor. is there any way to have this kind of function when I click on"play"? cause in the editor I still have the UI which isnยดt what I want

regal mulch
#

Input Mode counts for the whole Screen and is not per Player.

#

If you have one player in a menu and one in the game

#

You can't set the mode for one to game and for the other one to UI

#

Cause that counts for both

#

So you need to keep track of Players being both in game and ui and then use GameUI mode

#

I found that out yesterday

#

Cause when I opened my menu, the other players lost game input

vast pine
#

Rocket league if I recall has there split screen give whoever hit escape control of the menu

earnest cape
#

Well that's good to know

regal mulch
#

That's different per game though

#

In Hoverloop we have menus per player

#

e.g. Player 2 can open his menu and go to spectator, or change teams

#

That shouldn't affect other players

earnest cape
#

Did you set the pause menu to cover the whole screen or per player?

regal mulch
#

The Menu is per Player

#

But that's really up to the game

earnest cape
#

I'd like to see how to do that too

stray ermine
#

@regal mulch I was referring to in-editor console (command line history), not hardware consoles (if I caused a misunderstanding).

regal mulch
#

We have options for camera that are per player

#

@stray ermine Do you mean the console that pops up on the bottom of the viewport?

vast pine
#

Focus given to player control 0 or 1 to said menu?

regal mulch
#

Focus given to the Player who opened the menu

#

Focus is based on PlayerController

stray ermine
#

@regal mulch Exactly that. (backtick) opens only the command box now and I could not find any configuration option related to getting that console back.

icy bone
#

its funny to see how dead/alive this chat can be

regal mulch
#

We have this by now

#

To setup Keys for the UI

vast pine
#

I see pretty cool

regal mulch
#

@icy bone Welp, every now and then I take a break from work and asnwer all kinds of crap in a random channel

#

That makes things alive

earnest cape
#

Oh nice actual input settings for ui

regal mulch
#

This stuff is not what you want?

#

@chrome cedar So you are moving too fast in your actual game?

#

That's usually depending on the Pawn you have Possessed

vast pine
#

Class is derived into gameinstance?

stray ermine
#

@regal mulch Nope, but it's my bad, I just "figured out" the problem now. Hitting backtick outside of viewport opens the command box, inside viewport it opens the console at the bottom of viewport.

#

@regal mulch Thank you for trying to help out btw.

chrome cedar
#

@regal mulch I guess :/ when I navigate in the editor I could change the movement speed just like you said. but when I click on "play" in the menu, the camera movement is too fast

regal mulch
#

That's hard to fix without knowing what the pawn/character is you have possessed

#

Cause that one holds the speed setting

chrome cedar
#

I havenยดt added any character so far I guess ๐Ÿ™ˆ is it hard to setup?

#

actually Iยดm just trying to create a tiny cheap film sequence of what Iยดm having in my scene. just like 10 seconds where you can see the animated objects and the environment. or is there an easier way to do that?

earnest cape
#

Is there a way to get the screen space location of a button?

paper kernel
#

you can get screen location if it's a child of canvas panel

earnest cape
#

What is the name of that node?

paper kernel
#

can't remember, search for location I guess

earnest cape
#

I'll look

paper kernel
#

in context of canvas slot child

plush yew
#

anyone have a better way to describe the comparison of inputs from players to a "sample" input and determining its similarity

#

my google-fu is strong but I dont know what terms I can use

paper kernel
#

input vectors?

#

dot product

pallid compass
#

CROSS PRODUCT

#

CROSS SCALER PRODUCT

paper kernel
#

computer says dot

willow stump
#

Hey guys, do you have a resource or a tutorial on creating trimsheets cus what I have found already is quite vague

#

I am really interested in learning that stuff and applying it in my future projects

plush yew
#

@paper kernel its a series of inputs

#

but are these inputs converted to vectors?

paper kernel
#

usually ๐Ÿค”

#

or, axis input at least

plush yew
#

left is original, right is input

#

these would be vectors? Just want to confirm

ruby folio
grim ore
#

I put it all in the /Content folder and just filter out what I need

earnest cape
#

So I think I found a better way of doing menu navigation with gamepad support that's actually pretty simple

#

I'll make a forum post when it's ready

#

And it's working while the game is paused

#

so that's awesome

ruby folio
#

@supple totem You dump everything in one folder?

static viper
#

you should keep order really

#

lights in one folder

#

with sub groups

#

actors

#

world actors

#

static meshes

earnest cape
ruby folio
#

ha @polar hawk Dudes a leg end

#

Cheers for that!

earnest cape
#

His stuff taught me so much

#

very complicated blueprints though. I like that he started making smaller projects

plush yew
#

are there any good C++ UE4 courses that aren't paid

grim ore
#

yes, read thru thru the ue4 docs and the battery tutorial series on YouTube from Epic then just browse thru the source. If you mean learning C++ from scratch then just learn C++ without learning UE4 first.

icy bone
#

@plush yew there are no good unpaid C++ tutorials sadly. But there are several ok tutorials you can use combined to acquire the same knowledge, i.e those mentioned by @grim ore

#

@plush yew there are no good unpaid C++ tutorials sadly. But there are several ok tutorials you can use combined to acquire the same knowledge, i.e those mentioned by @grim ore

#

@plush yew there are no good unpaid C++ tutorials sadly. But there are several ok tutorials you can use combined to acquire the same knowledge, i.e those mentioned by @grim ore

#

hm something is wrong with my net

chrome cedar
#

can anyone quickly tell me how to export a matinee as video sequence? my tracking shot works well but I have no idea how to export it ๐Ÿ˜ฆ

#

I created the tracking shot, created a director group but when I export it, it doesnยดt show anything of the camera

static viper
#

against the rules

#

dont post that

#

remove it

#

@plush yew

earnest cape
#

<@&213101288538374145>

upper heart
#

I'm here

earnest cape
#

lol

upper heart
#

thanks

earnest cape
#

There's also a bot that can detect discord links

static viper
#

its better if do manually

#

people should read de ruules :3

novel wraith
#

I have discord to only give me notifications for mentions yet I still got notified for that?

earnest cape
#

THE RULE OF LAW

#

Discord likes pinging people period

plush yew
#

sorry guys, apologies

upper heart
plush yew
#

Where am I good to post?

upper heart
#

Discord servers nowhere, see rule #6

plush yew
#

Ok fair does

plush yew
#

is it possibe to view only the selected meshes in UE4 or do some sort of mass applying of material on specific Meshes?

#

also hi๐Ÿ‘‹

static viper
#

yes ue4 has that

plush yew
#

WHERE

static viper
#

i am not sure yet where

#

its not dynamic

#

but when you right click the object

#

then visibility

#

you will find nice things

plush yew
#

@static viper Thx found a way with visibility

stoic moth
#

so VS 2019 preview 1 was announced and it comes with AI in IntelliSense, did anyone tried it with UE4 yet ? Does it handle the suggestions any better or are we still stuck with Visual Assist still ๐Ÿ˜ฆ ?

gleaming lagoon
#

Guess what

#

My 64 GB ram came in the mail today. Gotta wait after work to install :/

versed spear
#

What is an actor?

grim ore
supple totem
versed spear
#

ah Mathew please don't fall for it. Your one of the most helpful people here. just ignore me because this will go on for weeks. It is pay back time.

#

What is a blueprint?

stoic moth
#

payback for ?

versed spear
#

Read graphic channel

stoic moth
#

so ppl told you to use looking-for-talent channel and you got pissed no one answered ?

static viper
#

you know i am reading this

versed spear
#

reading what?

static viper
#

ah i see

warm rune
#

Just wondering here... I'm using Unreal for a tv show.
I'm trying to organize all the folders. but everytime I create them, and leave them empty. When I close the unreal the folders vanish. Is that normal?

stoic moth
#

had problems since ever with UE and it's directory structure

grim ore
#

yes leaving a folder without content that is normal

warm rune
#

shit

stoic moth
#

it keeps invisible assets that are redirects to your assets when you move around your stuff for cleanup purposes ...

grim ore
#

put a placeholder file in them if you really need a blank folder

warm rune
#

im going to have to import a texture or create a empty blueprint in oder for the folder not to be deleted automatically?

#

lol damn

weary field
#

is there any channel with support?

versed spear
#

I fill my folders with stupid question to ask in this channel for a month.

warm rune
#

@versed spear wow so bold

static viper
#

i fill my with evidence

versed spear
#

im a noob what do you expect put that in there too ๐Ÿ˜›

warm rune
#

very angry too

#

need to fill up your life with more joy

#

stop with the cancerous attitude

versed spear
#

lol angry this is too much fun

warm rune
#

proper english too if possible

versed spear
#

naw I ant doin dat

warm rune
#

if you're gonna troll at least troll in a way people can understand

digital anchor
#

lmfao

warm rune
#

๐Ÿ˜—

versed spear
#

someone has to teach bullies what to expect if they troll the wrong person

warm rune
#

you're just a noob at trolling too. We get it

versed spear
#

๐Ÿ˜ƒ

warm rune
#

I'm acceptable of people's shortcomings

static viper
#

pls stop responding to him...

grim ore
#

@warm rune I just tested and it's not the best solution but you put a useless text file in the folder itself on your file system and that will hold the "blank" directory for you. the file will not even show up in the content browser this way

versed spear
#

as Arnold said I'll be back

static viper
#

@grim ore

warm rune
#

@grim ore thanks! I will do the same. We don't really need to create all the folders, but other artists are working on and they run into some problems with source control

static viper
#

did you test setting a color?

warm rune
#

So I decided to just create everything and update on our server

grim ore
#

yep it's a weird way it handles blank folders but I think it's due to the way it tracks files and folders using redirectors when you move stuff.

#

yep it makes sense to lay out the project structure for other people in advance

#

just not much sense when the folders disappear lol

warm rune
#

gotcha. I had this addon that enables you to mass move and mass rename in engine without many issues, but it's still slow

#

hehe yeah!

latent moth
#

when your fps can be both around 60 or 20 in random ways in the same place on a level, what do you do to understand what the issue is? stat unit says that cpu is stable

paper kernel
#

what about render complexity?

#

(that weird green-red screen thing)

latent moth
#

thatโ€™s in editor not in game

static viper
#

if you have a standalone you will not get these debug things

#

but that doesnt matter

#

go into your editor

#

play in new viewport

#

and hit f5

grim ore
#

or uh just randomly delete/hide stuff in the scene and see what happens lol

supple totem
#

@latent moth there is some method of triggering profiling during sudden fps drops

#

this talk is fantastic, I think that is where I heard of this method

latent moth
#

ok, will try those. one of those days, will need some time away from ue.

#

thank you.

supple totem
#

time away from UE?

#

nonsense

versed spear
#

so I wrote a song that I want to put in my game but I wanted to see what you guys thought first. Bad boys, bad boys
Whatcha gonna do, Whatcha gonna do
When Sheriff Owl come for you
Ban me?
Whatcha gonna do, whatcha gonna do-ooo
Yeaheah
Bad boys, bad boys
Whatcha gonna do, whatcha gonna do
When the owls come for you.
Bad boys, bad boys
Whatcha gonna do, whatcha gonna do
When the owls come for you.
When the mods aint givein you no breaks
And the Owls rain down on your parade
No trolls are ever afraid
They keep the posts comein and give you no break.
Hey hey
Bad boys, bad boys
Whatcha gonna do, whatcha gonna do
When the owls come for you.
Bad boys, bad boys
Whatcha gonna do, whatcha gonna do
When the owls come for you-uuu.

grim ore
#

I always vote for the randomly do stuff method. You can learn random stuff randomly when randomly disabling/changing things lol

latent moth
#

happens only on a compiled game.

supple totem
#

oof

#

so, one thing to keep in mind

latent moth
#

so itโ€™s crazy slow to try out anything

supple totem
#

compiled games dont run at whatever your engine scalability was set at

grim ore
#

does it happen when running full screen in standalone in the editor?

supple totem
#

you can sue scalability # console command to change that

latent moth
#

havenโ€™t tried full screen in editor

#

what is scalability #

grim ore
#

and yeah scalability might be an issue

supple totem
#

console command

#

so, scalability 0 is lowest

#

I think scalability 4 is highest

static viper
#

if you count correctly yes

#

cinematic was added

supple totem
#

i dont

static viper
#

no

#

0 would be low

#

1 medium 2 high 3 epic

#

4 cinematic

latent moth
#

itโ€™s configurable in game

#

i have settings for everything

static viper
#

bc that cinematic does more stuff then it looks like...

#

cinematic completly turns off baked light for instance.

latent moth
#

anti-aliasing etc

supple totem
#

still worth a try imo

latent moth
#

no baked lights

static viper
#

o boi did we ran into that issue

#

not prepared

latent moth
#

itโ€™s a map full of foliage and for the love of me canโ€™t get it to bake lights

supple totem
#

well if you got foliage

#

full screen makes more foliage render

latent moth
#

i was told not to anyways

supple totem
#

so you def ought to try fullscreen in editor to compare

static viper
#

windowed games โค

supple totem
#

you know, if gamers were just fine playing at 720p windowed

#

performance wouldnt be an issue

#

but they refuse

latent moth
#

i wish i could have some sparring partner sometimes

#

always something blowing up in your face

#

like iโ€™m learning the hard way that doing fps with full body, attaching the camera to the socket of the head results in non-smooth mouse movements

regal mulch
#

Code with this

#

Solves all anger issues

latent moth
#

oh i have one of those for every letter

#

iโ€™m not angry... just tired.

#

thatโ€™s why i need to rest, thatโ€™s all.

regal mulch
#

So sparring partner in terms of company partner?

#

sad beep

latent moth
#

๐Ÿ˜ƒ

#

i have friends coding in ue but right now iโ€™m still the one โ€œtutoringโ€ them

#

i meant someone to discuss these issues and things we can try.

regal mulch
#

Yus

#

It's handy to have someone in the same room to discuss things

#

Actually sitting back to back atm with a whiteboard between us

grim ore
#

Cats. Lots of Cats. Real and Stuffed.

latent moth
#

eheh ๐Ÿ˜ƒ

shell jetty
#

Coding cats

latent moth
#

well i brought it to myself a little

regal mulch
#

I can offer a tiny kitten and a big woof

grim ore
#

You can talk to them or yell at them and it's a great distraction for when you get stuck

latent moth
#

MP, full body views, dense forests,...

regal mulch
#

I reaaally need to get the rest of my PC to put my M2's in

latent moth
#

real time dinamic weather, snow and wetness increasing real time

regal mulch
#

It#s so annoying to see your compile output not doing shit cause the HDD is at 100%

polar hawk
#

All the people that are surprised raise their hand

regal mulch
#

That was posted earlier already by a different page

versed spear
#

I noticed when I minimize unreal as small as possible the compile times go faster.

regal mulch
#

Last commit isn't THAT old. Actually though it's much older

#

Was more leaning towards Q1/Q2 of 17, but well

latent moth
#

if you move your mouse while compiling it goes faster

#

especially between 2:12 and 4:18am

versed spear
#

can't troll a troll sry

polar hawk
#

If you compile and forget about it

#

it goes way faster

regal mulch
#

^

fierce tulip
#

if you dont compile, you are already done waiting

latent moth
#

also turning pc upside down seems to work

static viper
#

it usually fails when i forget it :c

regal mulch
#

Specially if you put the window into the background and it errored out a second later

#

But you only notice 10 minutes later

versed spear
#

I was looking for a way to compile all folders while I am sleeping. I thought the validate assets would work but it just crashed. it was working though. maybe I just did to many folders

regal mulch
#

I got my Switch here, in case VS starts actively timing out

#

I did the Blueprint Unit Test

#

Crashed the engine cause it reached max Object count

#

gg

#

Still good it exists though. Easier to check if all Marketplace Project BPs still compile after update

#

HEY, the Editor is starting up

#

Only 10 minutes since pressing compile

safe rose
#

@polar hawk oh wow...lol

#

That Fortnite...

#

While I am not surprised...

#

I think it's pretty shitty of Epic

#

Tons of people were playing and modding it

regal mulch
#

How can someone be surprised by that

safe rose
#

Looking forward to it

regal mulch
#

It's literally not been touched in over a year

safe rose
#

Yeah, we devs would know

#

But the players may not

fierce tulip
#

hope they allow the modders to pick it up again

safe rose
#

I doubt it

regal mulch
#

@safe rose You really think the players didn't notice not a single update being done since august 17?

safe rose
#

They might shelve it completely

#

@regal mulch Dunno, not if they were modding it

#

Some modders take months...

regal mulch
#

Ah well

safe rose
#

So, they might not bother looking at "updates"

versed spear
#

that's the whole problem with ur4. The leave everything untouched. No wonder every feature is un-usable

safe rose
#

@versed spear lol.. only thing I agree with you is Paper2D

latent moth
#

ue4 and epic are all dev oriented, not game(r) oriented.

regal mulch
#

"Everything" is wrong

#

"Untouched" is also wrong

safe rose
#

Other than that. Epic has been okay with every system

livid haven
#

I know, right? Fortnite totally doesn't function.

versed spear
#

yea I use a lot of paper2d my game is 2.5d

safe rose
#

Well, Fortnite technically doesn't right?

#

It's still in "alpha/beta" ?

#

Or did it actually release 1.0 without me knowing

livid haven
#

(Pssst... we don't use a modified version of the engine. We "eat our own dog food".)

versed spear
#

a max of 100 actors is not usable.

regal mulch
#

It being alpha or beta doesn't really matter

safe rose
#

It does

#

Matter quite a bit

#

It's not "finished"

#

And well, never will be

regal mulch
#

The game is steady, even if you label it gamma

safe rose
#

But at least League of Legends is

#

Like, there's a distinction, imho

regal mulch
#

@versed spear No idea what you mean tbh

livid haven
#

Alpha/beta have stopped meaning jack all in today's post-release production lifecycle.

safe rose
#

Between a game in alpha/beta doing seasons, and one that's 1.0+

#

and doing seasons

#

LoL did it as well early on

versed spear
#

well I want like 300 flipbooks on screen at one time maybe that will help?

regal mulch
#

Ah well, as long as it's not in Early Access and releases a DLC ;)

safe rose
#

@livid haven I don't necessarily disagree with you there

#

Actually, make me wonder the stance of EA on Epic Store will be

#

Since it's so freaking common now, even AAA do it

regal mulch
#

@versed spear Every Engine has its pros and cons.
UE4 isn't strong on the 2D end. If you want to do a 2D game, you should have looked into the pros and cons of the software available to you.

safe rose
#

I wouldn't say that UE4 isn't strong on 2D end

#

It's just very underutilized for the most part

versed spear
#

well I did find a way to have 100 actors per server and have them still able to see each other but that is just a work around for ur4

safe rose
#

So info/help is just as bad

#

Doesn't help that Noland left it at that state

#

Would be interesting to see Noland or someone else pick it up and improve

hushed wing
#

i'm a bit curious as to this 100 actors per server limit you speak of.

regal mulch
#

Name it as you want

versed spear
#

lets not even get on their net code that is where the problem is

hushed wing
#

We have thousands of actors.

safe rose
#

With all that damn Fortnite money

regal mulch
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I wouldn't do 2D in UE4 without having someone that can extend the Engine for it

safe rose
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Aye, but at that point...waste of time

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If you're doing a serious 2D, GameMaker 2

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Probably your best choice around

regal mulch
#

The Replication Graph system allows to have a ton of replicated actors

frank escarp
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PUBG is using 4.16 + some cherrypicks from newer version

safe rose
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Unity and maybe GDOt

frank escarp
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we have literally thousands of actors

versed spear
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yea I plan to pay some one to make a multiplayer version of my game after the single player is released

frank escarp
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it works

regal mulch
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You do know that turning singleplayer into multiplayer is basically redoing the game?

versed spear
#

yea

safe rose
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gl with that

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Lots of time wasted

polar hawk
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if he ships a product

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less time wasted than most

versed spear
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haha naw I get to remake my fav game of all time well worth it

static viper
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He ships it with your allar style guidelines ๐Ÿ˜„

polar hawk
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ยฏ_(ใƒ„)_/ยฏ

static viper
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OHHHHHHHHHHHHHHHHHHHHHHH

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got him

regal mulch
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Na, he doesn't care. Good luck getting him haha

versed spear
#

๐Ÿ˜›

static viper
#

man leave me my victory XD

regal mulch
#

I'm happy something like that Guide exists

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I can't stand unorganized projects

grim ore
heavy ether
#

i know this chat is all about modern unreal engine, but i thought i'd throw this out there in case anyone ever needs to dig through old UnrealScript stuff for some reason.. i was poking at a mod I wrote years ago, and lack of syntax highlighting was obnoxious... here's a visual studio code extension that adds some minimal language/grammar support for old-school UC files: https://github.com/ericblade/vscode-unrealscript

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wow, my nickname here. oops. lol

regal mulch
#

@grim ore You mean Multiplayer?

grim ore
#

yeah you just choose it and it packages your game for multiplayer, It's super easy I don't know why everyone says it's hard ๐Ÿ˜›

grim juniper
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One button to add multiplayer??? PogU

versed spear
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naw its not that easy my inventory came set up for multiplayer and I know what I would have to do to fix it all for multiplayer. I wish it was that easy ๐Ÿ˜„

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I am just hoping my single player game does good enough to pay for server costs. Only thing I'm worried about.

heavy ether
#

multiplayer is only hard if you don't think about it from day 1.

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and think about it every day

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all day ๐Ÿ˜ƒ

hushed wing
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multiplayer is many times more complicated than singleplayer for many reasons. (Without commenting on it being hard or easy :p)

heavy ether
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sure it is. but if you're thinking about it from the start, and you're always thinking about it, then you do things in a way that makes it much much much less hard.

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do not ever sprinkle your code with "// TODO: this won't work in multiplayer"

hushed wing
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Depends on how many people you work with, they all have to think of it.

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:d

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each human is someone who might forget

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and now one of your features is broken in mp. However small it might be.

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But it's doable, obviously. There are mp games :d

heavy ether
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much easier to fix a feature than it is to fix a broken design ๐Ÿ˜ƒ

hushed wing
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/nod

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=p

heavy ether
#

i got into coding for games because i was playing a Unreal (2003-engine) game that was not originally built for multiplayer, but had it tacked on at the last minute during development. i wanted to mod it so it worked right. turned out that there was pretty significant breakage on the native side that was nearly impossible to work out.. but still got quite a lot of stuff fixed/working/reimplemneted. modding was so much fun ๐Ÿ˜ƒ

hushed wing
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modding ftw, i also started with that. ๐Ÿ˜„

heavy ether
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... and i was just answering someone's questions about a mod i wrote back in that day, and that led to me having to put together that unrealscript vscode colorization thing just so i could read it. wall of grey text sucks.

plush yew
hushed wing
#

@plush yew When you eject you are technically seeing the "Editor" world and not the ListenServer/Client 1 world (afaik).
I'm not sure about the specifics about your beam's implementation, but that could be relevant.

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Maybe some different tick rates

terse pewter
#

hi, are there Italians?

high stone
#

Uh... Is this a pizza question?

#

Because I can cook pizza really good.

dry moon
#

Does anyone have any idea how cloths work? If you can set the gravity to 0?

#

so it kinda floats?

wispy pasture
#

Hi there, does anyone know what kind of licensing is involved for individuals who want to make a commercial product using nvidia WaveWorks or other GameWorks products?

thin hemlock
#

So for the Epic game store has there been any word on a community market type thing where games can have cosmetics?

true swallow
#

Iโ€™d assume you would have to have a system built within your game for that

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Idk if there is going to be any actual apis to sell in game items like that

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But I could be wrong haha

thin hemlock
#

gotcha so no official word on anything like that yet

true swallow
#

Yeah idk

thin hemlock
true swallow
#

I have a pretty big game idea but I donโ€™t know where to even start with it

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So Iโ€™ve been just doing pre production by myself for like 2 months now

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Planning everything out

thin hemlock
#

I've recently switched over from a Unity project I worked on for a year to recreate everything in Unreal

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Unity when compared to Unreal is like a battleship with no engine, no guns and no crew

true swallow
#

I donโ€™t like unity because I donโ€™t know how to program and Iโ€™m just a music producer

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So I like the visual coding

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Because I work a lot in midi so itโ€™s easy to translate effects chains and synth builds in max over to unreal

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speaking of which does anyone need any music for their game

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or sounds

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ill do it for exposure

celest creek
#

Blue, I do my own music as well (probs the part I enjoy the most about game making.. oddly enough I guess..) but am curious to hear your stuff if you have something online?

true swallow
#

here you are

celest creek
#

Also - I haven't done anything with UEs synth stuff, good to hear you seem happy with it (?)

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Use ableton as well, Max not so much..

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thanks

true swallow
#

max is super fun to learn

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currently working on an art installation at my college using unreal and max

celest creek
#

cool stuff, love the crazy turns your stuff takes sometimes ๐Ÿ˜ƒ

true swallow
#

thank you!

celest creek
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I'd love to learn max to be honest, just no time with me doing it all for my game... while working full time ๐Ÿ˜ฆ

wispy pasture
#

Your music is pretty cool Blue

celest creek
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That's my stuff if you're interested, it's pretty old and there's problems with it.. I've learnt a lot since then ๐Ÿ˜ƒ

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That's a more recent one

true swallow
#

thats a pretty old song haha

celest creek
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yup lol

true swallow
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not a bad remix though

#

have you heard of 1788-L?

celest creek
#

still, probably the most recent thing I have online.. I'm hogging my tracks for now! ๐Ÿ˜„

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thanks

true swallow
#

probably going to be releasing like 80 songs i havent released

celest creek
#

nope, but I'm googling right now haha

true swallow
#

for free

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to use for video games or whatever you want

celest creek
#

cool, that'd be interesting to check out once it's out there

true swallow
#

thank you!

grim sinew
#

@wispy pasture none you just use it. Nothing else needed

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No charge involved

wispy pasture
#

@grim sinew does that include commercial projects too?

grim sinew
#

I already told you. Yes.

wispy pasture
#

Thanks, it's important for me to clarify before I sink some time into that!

supple totem
#

hi all, are there any downsides to working in the Debug Editor? Besides performance issues?

gleaming lagoon
#

New memory installed... Time to bake UE4 ๐Ÿ˜„

hushed wing
#

it's a lot slower @supple totem

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significantly.

supple totem
#

yeah for sure

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but if I tested something, then saved my project

high stone
#

Nice! Make sure you have plenty of HDD space for the RAM, or turn off the Virtual Memory. A lot of people make that mistake with 128/256 SSDs.

hushed wing
#

But other than that? not really.

supple totem
#

the save wont be dirtied in any way

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okay cool

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thanks

hushed wing
#

@high stone you mean pagefile?

gleaming lagoon
#

Question, what consumes the memory the most when building your level for lights?

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Somehow my memory just jump up to 20 gb when building the lights ๐Ÿ˜

gleaming creek
#

Do people actually use the dialogue wave system for speech?

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It's rather convoluted and unfinished

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It seems to integrate with the built-in subtitles but those are pretty unconfigurable

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There's dialogue contexts that let you configure lines for different speakers, but that doesn't seem particularly useful when there's only one subtitle shared for the entire dialogue (so if you had multiple characters with the same piece of dialogue, they'd all need to have the exact same wording)

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Also doesn't appear to handle different languages

livid haven
#

Uh... I think almost every remark these is actually wrong. At least almost every remark. ^^()

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Fortnite uses it extensively.

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So, the trick is that you only put in one "source" spoken text.

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Each context would have a different localization.