#ue4-general
1 messages Β· Page 356 of 1
Okay, I'm pretty sure that those should show up. What is the file extension?
.uproject
Are you using a different engine version than what they were built for?
No we are using the same version. I asked if he was using the most recent and he said yes
let me try to redownload it real fast
you open .uprojects you dont import them into a project
I did open it but now it's saying i dont have the correct version.
Whats the most recent version of UE4?
4.21.1
how do i download that
np
what version do you have and what version is it saying you need
I have 4.20.3 and it didnt say what version I needed but that the file was made with a newer version
I just assumed that Epic Games launcher would notify me if there was an update
it does
Which leaves with with very few choices π
I must have missed it then lol
not sure if anybody is interested, but I created a very basic spreadsheet calculator that allows you to calculate what your total royalties due are for your mobile game if you sell it on the App Store/Google Play marketplaces. It also calculates the Epic 5% royalty after the $3000 discount and breaks down what your gross and net profits will be. It's basic and doesn't take into account any other factors such as quarterly gross sales that may play a factor into your royalties to Epic.
https://docs.google.com/spreadsheets/d/1FWwOQWJAlxQKyKwTD08lTz6un0-Be-AsZTa-rBDJFF4/edit?usp=sharing
should we put the news how subnautica is free right now on the store
I've finally done it, solid 30FPS in some heavily dense forests
Now I can say my game runs better than Fallout 76
*On Xbox One
oi i found a professional Ue4 level designer doing stuff! https://www.twitch.tv/bawwcas
Hey guys , how is it going
i just realized that i don't know the difference between a text and a string
haha oopsi π
do you see doing the same for any other?
"it seems like these threads seem not to be active in a packaged build. When running the frontend profiler in a packaged build the threads are not showing up at all. "
Well I mean deleted them from the engine folder
if the project is not going to be android
for some reason vsync seems to do nothing for me, tried a few ways to ensure it's enabled including r.VSync 1, but framerate is generally between 80 and 110 for me
@strong mesa A text supports localization, a string support editing it
Already deleted binaries, Saved, Intermediate, but still
did you try building from the sln file?
It doesn't work, always errors
whats the error
There are different build types, Like Development Editor, Development, DebugGame, DebugGame Editor and Shipment
yeah i usually use DebugGame Editor to disable optimizations
why not build it for how you built it before?
because I can't even open it in UE
anyway if it gives an error while building then show the message
should work, if everything is ok
Am I correct that that Ark modding kit includes the assets from the game? If so are they under the UE store license? I mean could they be migrated into another UE4 project and used if one so desired? Not planning to do this, just curious about the licensing.
when you click install there is a separate license agreement just for the kit and part of it is ```2. License Conditions
You may not do any of the following with respect to the Licensed Materials or any of its parts:
(a) use it commercially;```
Hey guys
If I imported a head and a body to ue4 from Blender how do I merge ( combine) them in UE4?
Are they static meshes?
If they're static meshes follow this guide @wise barn https://docs.unrealengine.com/en-us/Engine/Actors/Merging
@plush yew skeletal mesh not static
What will be released first Unreal 3, Half-life 3 or System Shock 3?
Half-Life 3 will never be released, so it's down to just the other two
We're on Unreal 4
Gonna release Unreal4 2 and then Unreal4 3
There you go π
what if its Unreal 0
they need to show how the prisoner got on the vortex rikers
maybe they were the escaped tournament fighter
maybe the moon prison is a processing center for Alleria
Unreal4 2 could be the remake of the original game with Unreal4 3 being what happens after
Unreal4 2: episode two
thats the original DLC RTNP
Does WaveWorks have any documentation? I can find docs for most of the other GameWorks tools, but not that one...
Nvm
Hi guys, I'm trying to create a flock with a steering behavior.
I don't know if I use a single actor with an Instanced Mesh Comp, to reduce draw calls and do all the calculations in this single actor.
Or if I use an actor per flock member, handle the calculations independently in each other actors and not caring about draw calls.
My main concern is about the nested loops that are necessary to make the steering behavior calculations. When I have quite a lot flock members (about 100) it's starting to kill my computer.
What are your thoughts?
@brittle gulch my though is make something your pc can handle without "surffering" a lot.
@brittle gulch - instanced meshes is likely
I would however handle their transform changes in a separate thread
as not to clog up the main thread
anyone know if there is some marketplace or elsewhere project available which implements
in-game mesh/terrain editing
something like being able to construct a world in client using pregenerated meshes, as well as modifying terrain and mesh parameters
So I asked a few weeks ago about my viewport being blurry and no one was able to help me so I will try again, I have a 2560 x 1440 screen, Engine settings set to epic, searched all of google. Has anyone experienced this before?
Define blurry ?
idk how well you can see it here
Oh, sounds like you have DPI Scaling going on
How do I turn it off?
I mean, your display settings in Windows have scaling
But if you remove the scaling you'll have really really really denser UI
I guess it's like a small laptop you're using ?
No, a desktop
pre-4.19 tends to be a bit blurry, but newer versions are crisp on 4k
I'm on 4.21.1
I dont use dpi scaling though
Have you also tried turning off anti-aliasing in the viewport?
Try setting the scale to 1
Looks like you're currently running on 2 or something
I guess this is the case and UE then decides that the resolution it's rendering at is the scaled resolution
Mine is currently on 200% Recommended
When i set to 100% the blurrines dissapears but everything on the screen becomes really small
The problem here is that with DPI scaling, you basically want parts of UE4 to render at native, and the rest at a scaled res
I would advise working at 100% res myself (which is why I'm happy with a 1080p monitor)
I have no idea if UE4 has clean support for DPI that way
Ok thank you, but I will have to work in the blurry π
Is render targets really only way to produce dynamic split screen?
@reef python you shouldn't use Windows 10 UI scaling for the Unreal Editor, use the built-in UI scaling in the Editor instead
I don't have the editor on this machine right now, but you can search for the setting in the engine settings.
I'm guessing he doesn't want small UI on his entire machine
@paper kernel - I mean you're rendering the scene twice, so I'm not sure what the objection to render targets is?
You could make changes in native code to the split screen behaviour though, shouldn't be too difficult
from what I read on forum posts, it gets tricky if you want to render the split at an angle
Well sure, but what would you otherwise do?
Cameras are cameras, you're going to have to render a lot of unused stuff
Otherwise we're talking about some fairly deep modification
@glacial pecan Thank you so much, I really mean it, I've had this problem since august. Finally I can start making games π
I just want to point out on the 3rd I pointed out it was the Scaling and you must have missed the message π
yep probably, thank you too
hi all, is there a way to visualize noise created with PawnMakeNoise()?
the AI debug menu didn't seem to show anything
not sure what channel is good for this question. How may i force compile shaders for specific shader platforms and feature levels and store into ddc?
@manic pawn well I didn't actually think they were giving away all the Ark assets but they advertise on the modding tools page that it includes all assets in the game but they don't say anything there about how they can be used - apparently you find out after you click install how they can be used.
you can use them for the purpose of making mods for the game only, this applies to all mod editors
hey guys, i have opened my project in VS and none of UE4's API is coming up.
Is there a way to select a Mesh already imported as a LOD of a mesh?
I want to have Meshes generated with ProxyLOD as a LOD for my static meshes
Intellisense really does not work well in UE4 codebase. Most people recommend you get Visual Assist. ignoring that just let the intellisense compiler run for a while and hope it catches up
what is this??
I get this error every 5 minutes or so while using UE Editor..
https://i.imgur.com/fr60S03.png
and if i disable my internet i start getting get this spam msg..
https://i.imgur.com/z6Q5TqE.png
It's cuz Epic is spying on us
π΅
Hey guys if i buy a map of the unity store can i import it into my UE4 project ?
Anyone know how i can select an item and then get all of the items data from a structure ive done this using widgets but its not working since it will only be able to select the last button added into my inventory system
anyone know why my map is looking metallic
its the textures from the map i downloaded? but yh its this
its like a shiny mirror
Pls help
My material is showing this
But on the mesh it is all black
Why??
Nvm found out
So I've been having this issue where when I reopen a map, the streamed in lighting map resets all the light actors and reflections to 0x0x0 in the world.
But if I relaunch the editor, the lights are back where they should be
i need some help i try to package my game but it wont work and i dont know why... UATHelper: Packaging (Windows (32-bit)): ERROR: UBT ERROR: Failed to produce item: C:\Users\Admin-PC\Documents\Unreal Projects\Run Part 2\Binaries\Win32\Runpart2.exe UATHelper: Packaging (Windows (32-bit)): (see C:\Users\Admin-PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\L+UE_4.21\UBT-Runpart2-Win32-Development_2.txt for full exception trace) PackagingResults: Error: UBT ERROR: Failed to produce item: C:\Users\Admin-PC\Documents\Unreal Projects\Run Part 2\Binaries\Win32\Runpart2.exe UATHelper: Packaging (Windows (32-bit)): Total build time: 14,61 seconds (Parallel executor: 0,00 seconds) UATHelper: Packaging (Windows (32-bit)): Took 14,9132038s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (32-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Admin-PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\L+UE_4.21\UBT-Runpart2-Win32-Development_2.txt) UATHelper: Packaging (Windows (32-bit)): (see C:\Users\Admin-PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\L+UE_4.21\Log.txt for full exception trace) PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\Admin-PC\AppData\Roaming\Unreal Engine\AutomationTool\Logs\L+UE_4.21\UBT-Runpart2-Win32-Development_2.txt) UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (Windows (32-bit)): BUILD FAILED PackagingResults: Error: Unknown Error
Check the rest of the log, there will be some Errors
Search for the term "Error" and you will find some
there is an error with visual studio Please update to version 15.9.
how do i update that?
oh i think i have the update i download that now and i hope that works
Does anyone know if Steam has anything against winning a cash / Steam wallet prize in a game?
Not like gambling or anything. I want an event where if a player solves a secret puzzle, they win something
I dont think they would like that
i understand it like "you solve the puzzle and then you get 5$ on steam" ? or how do you mean that?
Something along those lines yeah. First one to solve this mystery puzzle wins X
Almost like a special event
Steam looks the other way on a lot of things. If it's not a part of their service, they could lay down the hammer in the future.
Hopefully with Unreal entering the arena we can see asset flips go away.
Hmm
@fleet sundial you will have to contact Valve directly for those kinda things
Yeah thought as much
You shouldn't do anything that isn't simply taking money for your game without talking to Valve
guys there is preview watermarked on the whole map is this because i did not build lights yet?
thanks man!
π€π»π€π»π€π»
anyone know what this is.?
im trying to import some water materials and i have no clue what to choose.... rarely comes up with this?
all these look wrong => find some pipeline for importing materials of the kind you wanna import. now sure it exists
i usually had to import textures and create material inside UE from scratch
it may be a bad option for water material
i clicked import this came up
whatever this is i did not touch
sorry no........ its grass blueprint lmao
not water
importing textures and creation of material in UE will give you some ugly results fast
as i saw in videos people often use mix grass / sand / dirt / whatever mix for floor and add lot of grass /tree meshes as foliage
for UI best practices, is it better to just use widgets directly with the player controller or should I put them under a HUD?
can u not save bone edits on a skeletal mesh ? rotations etc in the skeletal mesh editor
I'm no unreal expert, but I'm sure you can
hmm alright. just got into retargetting. but everytime i save the rotations and such in the original skeletal mesh tree it just reverts back to original form after ive saved it
must be missing something
@spark pike I don't fool around with the 3d side of unreal a whole lot
Gives me the heebie jeebies
haha. im loving it so far. i was retargetting some animations to the robot kallari in paragon. originally the retarget worked fine but the fingers were all messed up since the robot hands are originally adjusted differently than the mannequin ones
so i had it working in the preview finally. clicked save but then opened it back up and it reverts to normal. so im guessing its not actually possible to save skeletal animations
That sounds pretty cool. I fooled around with paragon assets for a little bit until I learned that I could just use 2d sprites in the third person template instead. So I've got all these 2d images walking around paper mario style and it's hilarious
ah yeah the flipbook stuff. i havent touched that yet. im a bad 2d artist
actually i dont even do art. but its fun to mod existing stuff
That it is. I actually started out in the paper 2d system building my game. Like I hadn't done any research before hand so I knew nothing about unity or game maker. I just remember some bum online saying unreal was free and that was enough for me
yeah, unreal is a huge learning curve. ive only been doing it for a year or so and still barely know anything
Have you used unity before?
when i put water into my streams its just thin.. so when i go under the water from under it looks like its not there
@lavish marlin Yeah thats because its being clipped on the near clip plane.
im using the free water materials from unreal engine : ) and i found out i have to add a post process volume
so i might as well make it white dark so u dont rly notice as in real life u dont rly see the waters edge as you are already submerged inside the water
make it ( really dark )
Is there a way to have the send crash report button send the results to us instead of Epic?
Is there a way to get the BP_SkySphere to automatically refresh every second or so in the editor (not simulating)? I'm trying to test some colour curves and it's a slow process with manual refreshes
@upper heart yes there is
Mmm
I'm afraid I don't think I have the link anymore, but you can kinda figure it out from the source code
But you can roll out the epics crash reporter system for yourself, yes
It requires you to reconfigure the endpoints for the crashreporter in its config ini file
They give you the server software that can receive the crash reports and catalogue them, add to database
But they don't give you their internal website they use to browse these reports
And this whole thing is tailored for MS SQL stuff (server only, there isn't that much to the server)
I've set it up once and got it working to the point where it would receive files from the clients and save them to a special folder, but I did not install MS SQL and whatever extra bits it needs to properly file the reports in the database
At its base, when you press "send crash report" it sends a POST request to the endpoint with a simple zip file upload
Does anyone know of any free buildings?
I know there are many abandoned houses in Latvia
Hey guys. Anyone knows how to socket a skeletal mesh( head) on another one( body) so it become one single mesh with different skeleton?
@wise barn Dont spam messages thanks. Read the #old-rules please.
@weary basalt sorry but I really need help
That doesnt give you any special right to spam the same message.
Guys I am looking for simple 3d games to remake for practice. Any ideas? (Mobile)
@frozen horizon try this: https://www.youtube.com/watch?v=OcaNdzEXch8
This is the demo of the game Kula World on the Demo One disc. It's a game where you play as a beach ball in a 3D environment collecting fruit and other littl...
how're you doing guys?
quick question. is there a way to lock a Camera's location/rotation for still images?
I keep moving that by mistake, I'm not talking about bookmarks but an actually way to lock the camera's transform
oh just found out that we can right click any actor and lock it's movement π
Good to know π
yeah π
uuuh
why does migrating a single Widget wants to copy over my whole project?
oh ye, single reference to game mode
have a noob question. Do a lot of you guys here code in Blueprints mostly or in C++?
yes
not really sure which engine to stick with, unity or unreal. both are kinda at the same playing field now.
I'm guessing you guys here have both of them installed? haha
I do
i do, but i don't think that's the rule
and I am kind of deciding which one to use as well
though them being free to try out helps
I know c++ better than c# but then again unity's coding is simpler than unreal
also the turnaround cycle is faster in unity
is it though
Usually up to a point
my main reason for learning game dev is the programming side. cause I'm pretty sure you can transfer your scripting skills in a different area like app development.
modelling, animation, writing and sound can be transferred to different areas too
made my first pull request on github today. it was for ramas victory plugin for UE4 π
hey how can i open uasset in blender?
U cannot
Is it better to Merge Skeleton at Runtime or to Socket the head to the body?
@slender horizon what are u exporting?
character
use mixamo for a head start and then when u get ur game going can always find something later
guys im trying to make a road for my game but i have tride spline tool to bend but does not work with the road
anyone know how i can make a plain to curve? or something
so how can i do it ?
@lavish marlin
i want the character
that mixamo dont have
i know mixamo
i also have use it
Taking assets from Adobe Mixamo and bringing them into UE4. Patreon: https://www.patreon.com/deanashford Twitter: https://twitter.com/Play_Ruff Discord: http...
oh
gonna have to buy one with money tbh then dude
thats how it goes
im not finding the character
free3d - sketchfab - cgtrader
i want to export that character in unreal engine
but im just going to adk someone to make it for me or buy a naked model and then dress with clothing i would buy
paragon is in ue4 for free
yeah
i know
i want export to other file
i want to do the animtion
*animation
i know
its all there
ur just saying export
i know that have animation
u never say where
very rude guy thanks X D
next time try to explain yourself abit more dude ittl help
no
i already say XD
ok
i said it agian
i already download the character from unreal engine,i want to export the character to the 3D file(like .FBX)then i want to import to blender or 3Ds max to animation it,but when i export the character
just have the bone
watch tutorials on youtube there is alot of info there :
after i import to the blender dont have the mesh
attach mesh to bones
@snow sparrow how to do that ?
not a good idea there must be a way, you can simply use static mesh but that ruins everything
i found this
but the video cant watch
π¦
but he say need to delete the cloth somehting
now ill try it
and
Thanks a lot
π
Thanks u all π
@slender horizon you know i found a way
its in a video
Transferring Paragon Characters to blender, creating animations and importing back to UE, re targeting to original skeleton.
hes using decker
at the end of comment sections there are replies that point to your problem which is how to remove clothes
i hope it helps
just exported Shinbi
its actually very straight forward and easy
nope
Hey guys, I'm searching for a PC that costs 1000β¬~ for ue4
never heard of it
Anyone here know of a guide on just replicating velocity from char movement component? I
@wispy raven build your own pc
moar RAM plz
For now I can not buy the components, I can only buy pre-built PCs
But I will improve it with time
that PC will run ue4 just fine but prob want more ram you will cap out sometimes
Ok, thanks π
Good luck then
hmm how is that locomotion template thingy taking so much mem?π€
gets worse with visual studio open
you gys!!!
actually i was deleting shinbi from porject
vs alone takes 12GB
makes me MAD
Hello guys I have a prioblem with my project
I can't switch lines but I followed the steps like in the video
guys ino its messy had to squash it all for print screen
my spline dont stretch the mesh for this im using a basic road everything else works just no bending as the whole point
Hi. How do you "force refresh" the Library of the Unreal Launcher? I moved and renamed projects, and it just won't refresh, even after a restart.
follow up this is as best i can do X D
I making a fresh dev build of my game for Android. It takes hours, even though my PC is i7-7700 with 32Gb of RAM.. Is it normal to take so long? (at least for initial full rebuild)
(building UE4 from source takes all night on the same PC)
everything on an ssd?
If building UE4 from source actually takes a full night instead of the average 30-60 minutes, then yeah, building a game could take a bit
@vale silo sounds like ur pc is slow af for some reason, what sort of storage drives u got?
not SSD
That is why
I am using black series WD SATA HDD (7200rpm)
switching to ssd reduced my engine build time from hours to like 30min
Is my pc specs good? Btw it is a laptop
does anyone know where the forward axis is? should be under ( none )
been watching splicing tutorial
My imported images when applied as materials come out black in some objects but on others not. Why is this happeningggggggg
been spending half a day trying to create a curved road for my game: (
Core i5 2.7 ghz
8gb ram
Windows 10 1809
Amd Radeon et Intel graphics cards
1 TB HDD
@vale silo yeah that is wayy two slow honestly
amd is the only slower pard id say im runnign gtx 1060 with i5 6600k its great for this
would recommend at least raid 0 SSD's, but u can get away with 1 ssd i guess
nothing wrong with amd tbh
2070 is trash for price imo
you can get Samsung SSDs for ~150β¬ tho
whaaa?!
last time I checked it was ~$300
pref 512
I need 1Tb
1000GB Samsung 860 Evo ~140β¬ here
Seperate the project / raw from the engine
pro tip if u got the slots most of the time u want x2 512gb instead of a 1tb
U get double speed to some sense
something like that https://www.newegg.com/Product/Product.aspx?Item=9SIABVR7E37222
sigh....
Well sure u can go NVME if u want
But i would not recommend putting an Engine and a project on a NVME
Your gonna butcher your NVME lifetime
I keep my Engine builds on a NVME, and keep my projects on a u.2
hmm.. so which one is good then? (M2)
Honestly u would be better off getting a 256gb nvme & 512gb SSD
I believe that NVME has a write limit of 300tb i think?
but SSD's go wayyyy higher
So you really dont want something like a project on a NVME drive
are you going to build all the time? like every 10 minutes?
whats the point of so much speed anyway
Well it depends what your doing really
1 ssd is enough
If your not building alot then x2 SSD is the way to go
my opinion! ofcourse
1 for project / raw, one for engines
I tend to make alot of engine changes and builds though, so i use m.2
I am waiting to SLI x2 Samsung Pro M.2's actually
not sli
jfc
raid 0
wondering why you are changing engine/ are you working at epic games?
no i am not
Im just always faffing about with it and stuff
sometimes engine modules too
I tend to work in the debug Editor build though
im inside debug mode with all symbols too, building takes a minute or two, but im on a precompiled one.
Oh right thats debug symbols not the same as debug Engine
Debug engine has no compiler optimizations
Its slower than normal engine, but makes debugging in vs alot easier
yes
I only build every 10 min when UE4 project crashes (sometimes mobile VR is too picky when it comes to dependencies)
Actually im assuming since the debug engine requires a full rebuild? id have to double check but pretty sure thats the case
Build project or build engine?
project
lol
once I build engine I don't mess with it
so what happens if I use 1 SSD (NVMe) to have OS and all apps on it, plus engine, plus projects?
your ssd dies soon!
U dont want anything that writes alot on a NVME
There not as durable as standard ssd
and how soon this SSD will die https://www.newegg.com/Product/Product.aspx?Item=9SIA12K6WA0943 if I have everything on it ?
Probably after a couple hundred TB written
Not very soon
Just buy two SSD's man
x512gb
put ur project/raw on one
put your engine / w/e on another
same storage twice the speed
(kinda)
Hey zero
want to know why u dont build ur own NAS
SSD lifespans are a myth, it just comes down to random hardware failure like any other component with modern SSDs. People have intentionally tried killing modern ones, like the Samsung 840 Pro (older ver of what you linked to) and it's still going after 2PB written
@pallid compass I literally did.
well NAS that needs windows
Like a month ago
Because after awhile with no system for it to auto turn on easily
Because Windows file systems suck for data security
u stop caring and refuse to walk too the next room to turn it on
obviously annecdotal, but I've been using ssd's for as long as their're available, not one has failed me yet
I'm still using my first SSD from 2011
currently I have 1Tb for OS/UE4/games/apps and 1Tb for games/projects (UE4 and art)/general storage.. So 512/512 isn't gonna cut it for me
You say that like you can only have two drives on your computer
I am sitll running a crucual m4, that thing is about 7 years old
Add, don't replace.
Until your chassis/motherboard is out of drive slots, there's no good reason to remove a drive
They actually have write limits, but once u pass them they dont just break
Its just for warranty
well, if I use SSD for OS, then I'd have to reinstall everything
If you're not using an SSD for your OS and have one, that's already a mistake. But you don't NEED to put everything on an SSD
If i ever get $$ again to finish this build i plan to reinstall my OS
no, I have no SSD at all
guess you are in good hands i go back to my works
^Learn to put files on the drives that make the most sense
none so far.. Didn't plan on buying any hardware after I got more RAM and new CPU
Just for fun @pallid compass . And yes, I did name my other two machines after levels in Halo π
LOL
Dude i need to use mine more, way more
@grim sinew WHAT ARE YOU!
I cant leave my NAS on 24/7 tho due to the cost as im not getting work atm lmao
I guess I can add one SSD 512Gb for UE4 projects and keep the rest of my stuff where it is now, on HDDs
So the X drive is going to be for backups of my desktop (once I reconfigure Acronis), and the Z drive is the archive of all my old projects and the media server
if u really have too, just get 512gb ssd and put ur engine and project on there
π
X is also a secondary lightmass rendering box, or for photoscans if I don't want to tie up my desktop
oh thats kinda nice
oh zero i did my brother pc the other day
FULL RGB TUBING POWER
I hate RGB and think it's a worthless gimmick to justify charging $40 more for 4 cents of LEDs
π€
π
Lmao
its a workstation afterall
I cant even finish my build yet since i decided i wanted to make all wires from scratch, i got to wait till i can afford the rest of the fans
as i cant put them in later rip
ok, so what SSD would you recommend @pallid compass ?
256gb OS SSD(assuming u can keep it tidy)
512gb Projects /raw
512gb Engine
Endgame budget
should be a tiny bit more expensive than buying a 1tb ssd
I mean only 1 SSD for engine and projects
but budget friendly i guess
Send help my computers are taking over my apartment
Hahaha
Yeah you can kinda see the mess of wires in the back especially
It's just layers upon layers of adding onto it over the last 3 years
its a good idea to never remove drives
this ^
my workstation pc has a 1 tb nvm drive (ssd) a 500 gb ssd, a 256 gb ssd, a 4 tb hd, a 2 tb hd, and a 1 tb hd
u can have ur pc off, and if ur raid is done by bios and u remove a sata cable and put it back in
Your array is 100% dead
i know what zero is gonna type
the 1 tb hdd is like 8 years old
I just know it
After researching file integrity while building my NAS, I don't trust RAID at all anymore.
I KNEW It
Especially since my RAID1 died on me and killed everything ;-;
oUCH
3TB of Unreal stuff
Thank god for backups, but still. Never again.
A drive died, and the intel raid manager thought it would be a good idea to wipe the working drive when I put a new one in.
ok zero while u are here
I am never here! o.o
WHY CAN E NOT ACTIVATE STENCIL RENDER SETTINGS IN PREVIEW WINDOWS
do i need to make a PR or am i blind
I have never once used stencil, so you would know more than me.
Actually that's not entirely true, I think I used it once for a ping/sonar effect, but that's it
Seams object instances only hold render meta data(or w/e its called) while being placed in the world
@pallid compass create a postpro that shows it
btw, stencil is kind of broken in many ways
i found it was not possible to use it in ps4 on forward renderer mode
well i use stencil too apply my outline via PP, but theres no way to activate it when it requires objects to have stencil value of 1, when u cant change stencil render value in any preview scene windows
Oh really? dam that sucks
They made some changes recently too it as well
Im on def rendering because of softmodes shader models, no forward support yet ALL HAIL TXAA
@pallid compass Oh also, I just got some 10 gigabit ethernet cards off amazon. Time to embrace 800 mb/s reads and 600 mb/s writes off of regular platter drives over network!
I'm skipping the router, direct PC to PC connections
IT CAN DO WIRELESS FASTER THAN ETHERNET MAKES NO SENSE
Its what i get for using service provider routere
I don't need 10 gigabit to my router. Since it's 3 machines, if I get 3 cards with 2 ports each I can connect them all directly
π
oh true thats a good idea
I cant actually fit a network card in my rig Lmao
no space
Unless i can find a pci extension cable that is x4 and not x16 one as there far too wide
Then i can hide the network card
btw i shifted to lounge before someone shouts
is it true that you cant package your game when a map has over 2gb?
google it
does anyone know how to turn off the damn compiling shaders every time i start my game????
@thorn vector controlledpawn> Cast to character> get forward vector> get vector length>promote float to variable. And pass that in to add impulse Maybe?
Just off the top of my head. Seems like that could work as a dash
Wait ill try
Multiply it and pass the multiplied value into add impulse. U might have to normalize the forward vector on top of that and pass that in as a direction. Not sure though. I'm at work atm so I can't fiddle with blueprints atm. Sadface
Also this way will probably not work standing still. Might be an easier way
The cobtrol pawn is which one there are three is is locally and is player
Where u doing the function from? The character itself? If so maybe Getplayercharacter
If it's the character itself. Right click add custom event.
Then call that from player controller
With an input binding
So custom event> getplayercharacter>charactermovementcomponent > get forward vector>normalize and pass into add impulse or add force
Then just add the force value
If it's a sidescroller u might need right vector
so does anyone know how i can keep unreal engine from compiling every time i press play in the editor???
it should not have to compile 300 shaders every time
why is this SDD so cheap https://www.newegg.com/Product/Product.aspx?Item=N82E16820147673 ?
cheap? that's expensive
Equals (Enum)
Ok thanks
can also search by ==
@manic pawn $147 for 1Tb of fastest SSD? How is it expensive ?
https://geizhals.de/samsung-ssd-860-evo-1tb-mz-76e1t0b-a1756905.html I can get it for less
usually eu price is higher than us price
also the fastest ssd would be this one: https://geizhals.de/samsung-ssd-970-evo-1tb-mz-v7e1t0bw-a1809117.html
lol, how is 138EUR (and I bet you have to pay VAT on top of that) is cheaper than 147 USD (with no tax because most of the time there is no tax when buying online in USA) ?!
all prices in eu include tax (only us is too dumb to figure out how to do that all the time)
btw, I can't find anywhere online that NVMe lasts less than SATA SSD... Is it one of those myths from earlier times ?
138 EUR is 156 USD
which is still pricier
unless you actually pay tax in usa
in europe, its allways VAT included in prices
thats something that really triggered me in usa
"2 dollars for a bag of chips"
(brings out 2 dollars from wallet to pay"
goes to pay
"its 2.2 dollars"
are you saying they're too dumb to show the correct price for each state
it works just fine with a different price for each eu country
no, it's more convenient for vendors
yes, becouse it "seems" like stuff is cheaper
plus, there are tax exemptions
without taxes included, everything is easier
you'd get used to it in no time if you lived in US (if you moved from EU to Us for example)
"exemptions"
sounds like those exemptions should be the ones having to do math, not everyone else
They do. You write it off when you file your taxes
hey all !
i have some difficulties with my scene in unreal, i wonder if someone can help me ?
someone can probably help you
You donβt need permission to ask a question
i try to get the light and shadows rights. there is a dynamic directionnal light in the scene
this is what i want
so, anyhow, has anyone had NVMe SSD and used it to build UE4 source (occasionally) AND projects (often) ? How long did the drive last ?
@vale silo They will last until you replace it. Stop asking or just google it. Modern SSDs don't die until you write multiple petabytes to them.
well, I googled and nothing came up ... That's why I am asking since some people here said not to use NVMe for that purpose as it will die quick
it works completely fine
For the average user that's well over 10 years. You will replace it because you need more space before you need to replace it from wearing it out.
(nothing that supports the theory of NVMe dying quickly)
probably because that theory is nonsens
NVMe is just a way to plug it in, there's nothing special or different other than that compared to regular SSDs.
The actual memory is the same
SATA SSDs would be just as fast if SATA itself wasn't so slow
I don't use Unreal
well, NVMe is a ton faster than SATA SSD. I just don't see why buy SATA SSD since it's magnitude slower
Because not everyone has NVMe on their motherboard or wants to buy an adapter.
ah, I see
@spark pike yo i used the dashing u said
sata ssd costs half as much, so that's also a factor
NVMe is just newer, that's all there is to it.
I tested it on mmo starter kit and it doesnt work @rk9
And yeah, they're more expensive since they can price gouge. It doesn't cost more to make.
@spark pike
But when i used other project it works @spark pike why mmo starter kit wont let me dash
Use the launch character or teleport
You cant just stack NVME either
Did you just ping the same poor guy 3 times in 20 seconds?
looks like my mobo supports NVMe out of the box https://www.asus.com/us/Motherboards/Z170-A/
also if u have more than 1 m.2 slot it starts getting a little complex
Cool, then use it
almost all modern mobos do
Samsung and Intel make the best SSDs, btw. Brand does matter when picking drives.
Speeds vary a great deal
you can get a m2 pci adapter
i need to get a new nvm drive
my laptop is probably on the brink of death
Yeah, I have one on my X99 mobo. It still gets the full speed on my samsung nvme drive
what if you just rename the channel to "lounge 2" π€
this map has 2.3 gb can i reduce that somehow?
put less stuff in it
optimize assets then
how can i do that?
By that response i dont think you can
Reduce the polygon count and texture memory usage
file size
The map or the builtdata?
Lmao
#hardware would be the #rei channel and you know it
i tried
pls no hardware channel, id never get anything done
hardware talk all the day and night
I have a licensing question about Unreal licence, if I use Unreal (Slate) without the Engine module to make the launcher of my game + my game
Is it two different projects or one ?
email epic about licencing
good idea
it doesn't make a difference, since royalties don't work on a per project basis
yup actually the Epic launcher use Slate without the Engine module
also there is a standlone renderer module
oh right gotcha
epic launcher uses slate to display a terribly integrated web browser :(
knocking out the stuff u dont need
@manic pawn Yeah, this is called "Optimization" 
I mean using web ui is technically not that bad
but pls sync the frame rate to the application it runs in correctly
and enable gpu acceleration
discord is probably the best web ui based thing around
fast and works flawlessly unless something's wrong on the server side
Not sure. I'm pretty new to unreal as well
There might be better ways to do it honestly.
Is it possible to take a screenshot or a picture of a mesh, with a transparent background? or do I have to photoshop the background out?
at editor or run time
editor
you can just use a scene capture component to draw it to a render target with alpha
in an otherwise empty level
Need to make a preview icon for some meshes, but all the material work is in UE4
that'd work for generating a mask
I'd have to set that up to run every time the game loads tho?
or, everytime I need the preview?
every time you want to render an icon
is it okay if i ask basic questions here? i watched the tuts a while ago and would rather just ask the questions that i forget rather than rewatching whole tuts
sure
wow
Ok I got it rendering π needs some tweaking, the perspective is off π¦
<_<
Does anyone know when the store offers come out?
Can anyone tell what's causing performance spikes in my game by .ue4stats file?
I'm not sure on game works. But Nvidia's website has white papers, experimental drivers, cuda developer software, and other neat tools for game development.
i mean did someone pre compiled for ue4 latest can share them with me , i dont know how to build them.
hey guys, my project is crasshing on start up and is giving me this error in the crash log
[2018.12.16-23.04.16:180][ 0]LogUObjectBase: Error: 'this' pointer is misaligned.
[2018.12.16-23.04.16:180][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
dw i got it
also do you create an actor component using the CreateDefaultSubObject too?
does anyone have experience on distributing a custom build?
i dont want to pull my branch and build everywhere, i just want to have a build somewhere that i can use
one you build out your custom build is that not enough to move to wherever you want to go?
Do you guys know any place where i can learn about advanced mats?
matt i dont know how to do that like the official ones, ie. debug and development, with debug symbols
Make sure you have the game mode and default pawn set in the project setting first thing first. Remove all player starts from the scene to test if you or someone accidentally hard coded a location (youβll spawn wherever location you were in the editor by doing this). If not, check collisions
Mb check if pawn's possess is set to Player0?
Help - "Instanced meshes don't yet support unique static lighting for each LOD." My lighting won't build past 0%...
@steady stump the LODs of your Meshes need to have the same Lightmap UVs
@south ridge Making them dynamic doesn't fix the issue.
@sudden agate Pretty new to LODs. How do I check those values?
hi i wish to make a complaint
HLOD takes forever
and apparently only 20% CPU
fix it please
end of complaint
are there any mmo starter kits on market? o.o
Sadly yes
@plush yew do you think a MMO starter kit would get you far? π
People actually believe that yes
For what I have in mind yes, but just as a start-up of course I'll need knowledge etc, but I would prefer to just focus on creating the environment and the world rather than the coding aspects as the initial project start
Yee thats a nogo xd
In mmo there is 90% coding
You are definitly outmatched if you do this alone
And enviroments gets boring fast as its dead without interaction
Dead mmo.
MMO is the worst option for art regardless
You cannot get into visual detail cause you know, itβs massive multiplayer
for what I have in mind its nothing crazy, just tab targeting a finalize version for example would only include, 5 skills per weapon with only 2 weapons as a start. spread amongst 3 unique factions totalling 6 unique weapons but similar, and 30 skills unique skills with similar animations the real focus would be only the world as my vision is to encourage exploration. instead of some triple A wireframes for an mmo and triple A skills aswell as combat, anyhow thats way off topic xD was just wondering if there are any known mmo starter kits
Is unity bad, just wondering Iβm a unreal fan but what does unity have that unreal doesnβt?
It would be something that will most likely take 3-5 years, that's with a starter kit and focusing on a small world at first but without a starter kit it's out the question xD
is this your first project π€
(Please say no)
I've messed around a ton with sculpting, I'm pretty much entirely new to what else the engine has to offer I'm sure I've only scratched 1% of the surface. :c learning new things can be quite overwhelming at first but I enjoy creating environments
I'd say try to start with an rpg first
even with a starter kit, those are just tools and a means of progression nothing can be done without actually putting in the time and effort, I'd say overall currently I have very little knowledge of the engine and even just in general its functions yeah I was thinking that too but any project in general will consume a lot of time and effort :c
I consider mmos RPGs, do you mean RPG as just the solo player experience?
You can buy assets; dialogue system, networking framework and such. You still need to have foundational knowledge of it though. Youβll be out a few shiny pennies and a trashed project because of its scope mind you.
yea, I wouldnt reckon anyone to put up a seriously thoughtout and optimal starter kit without investing a lot of time and effort, or releasing something from their current project without costing a lot. but I think this coming year there perhaps will be a few works in progress on the way? xD
Yea I totally understand
I mean not to delude you, the chances of finishing mmo all alone are pretty slim
and there you have publishing, marketing, actual multiplayer chunking, lots and lots of assets
Pick a genre that compliments your technical interest. MMOs are for masochistic team of programmers
3-5 years for an MMORPG 0_o
Man, I've seen promising indie projects that took twice as long to not even get the basic tech done
yeah I can imagine its quite slim and lol red xD besides the multiplayer frameworks and such, I'm really just thinking of a simple combat system and nothing too insane tbh that wouldnt be too code intensive, I just dont know how intense the framework" part is and thats generally what glues everything together right xD
They probably just forgot a 0 in there, they meant 30-50 years
when ue5 comes out
UE8 will be out by then
ue4ep3
time to publish
np I'll hop in a cryogenic chamber in the mean time and have em freeze meh
ill return to a world of cyborgs no longer using our dated means of gaming
ill be praised as the ant that survived without the knowledge of survival
xD
10/10, now you got the mmo script
Donβt be silly, theyβll be watching wheel of fortune on loop
The moment you go 'massively' anything in games, it's time to look at custom solutions that do exactly what you need and nothing else. It's about efficiency above all else - if you want a starter kit, you've probably already failed.
I'm not even sure what a 'starter kit' on the marketplace would offer, and I'm willing to bet none of them have ever even been tested in a real world environment
Yea I'll perhaps just stick to the dated source engine for now xD dont really have any ideas, for smaller games as its not something that I would really wanna put in the time or effort building and crafting towards :c
The engine isn't the problem, it's your expectations
If you don't want to put time into smaller games, you're doomed from the start on a bigger one
I'm sure sometime, perhaps even soon they'll be some big starter kits coming out as I can see it being something highly profitable for the creators
what do you mean I need to have patience, money and skill to make games?
You will, in some way, make a colossal mistake, at some point, and only recognize the problem after it's too late to fix and need to start over
And since the project is so big it'll waste years of your life
And no, big starter kits will never happen, because it can't be profitable. You would need to invest millions of dollars only to sell like 10 copies.
Are MMOs still a thing tho?
"Yeah we made this entirely custom server and netcode solution for the engine and.... nobody can afford it"
I think the closest thing you'll get to a starter kit is something like SpatialOS
they could be if ur original and not making a wow clone. Better off hosting wow private otherwise
But you're in for a surprise if you think you can plug art and gameplay into that and just go
Yeah, SpatialOS is good on paper, but it almost seems like their business model is building people up beyond reasonable expectations of their own ability to make something that uses it properly
"We'll handle the networking, all you need to do is do the work of 100 artists and 50 programmers, by yourself, before you go bankrupt or die of old age"
there goes my dream
I watched someone spend two hours getting a cube to rotate on clients using spatialOS the other day xD
lmao
Dear god
need 2 programmers for that
One to do the work and the other to keep him away from sharp objects
Two hours just to replicate a cube rotating, either they never did networking in Unreal before or SpatialOS is a nightmare
Youβre forgetting about the other programmer responsible for holding the key to the room theyβre locked in
Newer versions are not that hard to grok
loool
Yea, thinking of any sort of project even on a small scale can be quite over whelming, I'll just focus on mapping for now xD
Even with a perfect code backend and all the raw art, if you're a solo dev you'll struggle to ship
Just having skimmed
@wary wave , @grim sinew the SpatialOS GDK override the Unreal net driver, so now it's like developing a game with the native Unreal Network
Anyone know why a packaged .exe would be corrupt / unreadable by default? Successful build.
4.21.1
build-computer has the aids
could someone help me out in returning the angle of the line trace inpact normal ?
(Normal DOTPRODUCT (LineTraceDirection * -1.0))
And then ACOSD on the result
Gives you the angle between the linetrace and the impact normal
Both vectors have to be normalized of course
is there a way to just know what angle the hit was so what my prob is .. i want to spawn a object out on terrain useing mouse loction but i do not want to spawn this if the hit is like a mountain are steep hill ?
So you want the angle of the surface compared to a flat surface?
yeah i think so
Then replace LineTraceDirection * 1.0) with just a plain 0, 0, 1 vector
Rest stays the same
@regal mulch isnt that exactly the HitNormal?
He wants the angle between the Normal and the UpVector
At least that's what I understood
yeah it seems a little to tricky for me i hnave messed with dot products and things but that was following along a tut. and my math is not so swell lol
Then improve your math
Math is required in GameDev
At least if you are interacting with things in the world
thanks for the help i know what i need to figure out though.. the angle between up vector and hit normal π
my math still sucks half the time, mercifully most basic game math problems are an easy google away π
my math teacher in highschool said "Antoine you suck at math, you're not gonna make it to engineering schools"
yet here I am with a Masters in immersive tech
Β―_(γ)_/Β―
I had a similar experience with a math teacher who almost outright refused to teach me (which is part of why I think I'm so bad at math sometimes) - but I get by absolutely fine
thing is, unless you're a hardcore graphics programmer, you don't need to memorise the 20-something trigonometric identities and how to derive them
gamecode on the surface is mostly logic
for the most part you just need a good enough basic understanding of trig, vector math and mechanics, and from there you can often understand most things, or at least know enough to start putting together a solution
yeah i get by pretty good also but when it gets to the techy stuff like my problem i get confuseled lol
oh poop, does the Actor Position node return the centre of the mesh bounds, not the origin?
yeah, it'll return whatever the root is
specifically actor root location
it doesn't care about any mesh it may have
Or damn pivots
yeah, phew, cheers guys
something else is pushing this off-centre
ahh, I had an Object Position node in one place by accident instead of Actor Position
sneaky thing
hmm.. I need to hide inner faces of this transparent non-convex mesh
I almost need like a z-prepass for individual models
I'm using the forward renderer, so should be poss
if dithered temporal aa wasn't broken in vr I'd use that, and just have masking instead of transparency. That would also solve the problem
Anyone know if it's possible to do per-mesh z-prepasses (with the forward renderer) so only the frontmost face on transparent meshes is rendered?
I assume he's trying to avoid multiple layers of transparency
heeyyyy so I am trying to put a tree from kit demo right? And when its loading ue4 just doesnt respond. Any help?
the loading stops at 84% or something
Yup. Specifically I'm projecting directional imposters onto meshes to fake volumetric clouds in VR. So something similar to octahedral imposters, but using meshes of volume contours instead
But yeah, only want to project onto the front faces
@lament dagger - just wait
it's probably doing distance field calculations or something, and that takes forever because the assets are stupidly high res
@wary wave it doesnt respond and I wait for like 30min
can you make something like "Sublevels" in ue4 ? so that not one lvl has over 2 gb ?
You can
@lament dagger Are you using the Kite demo ?
None of these assets are meant for game dev
They're literally way too heavy
I just wanna mes around
@wary wave You don't have any leads do you?
oh you shouldnt use kite demo? xD
not a clue
i used it in mine
I don't really do rendering stuff that much
that could explain why my map has over 2 gb xd
Kite demo was just to show pff
and yeah, the kite demo assets are a bit too high res for game applications
Kite was a cinematic demo, not a real-time scene
