#ue4-general

1 messages Β· Page 356 of 1

quasi furnace
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And it's assets bought off the market place

misty creek
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Okay, I'm pretty sure that those should show up. What is the file extension?

quasi furnace
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.uproject

misty creek
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Are you using a different engine version than what they were built for?

quasi furnace
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No we are using the same version. I asked if he was using the most recent and he said yes

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let me try to redownload it real fast

dark depot
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you open .uprojects you dont import them into a project

quasi furnace
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I did open it but now it's saying i dont have the correct version.

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Whats the most recent version of UE4?

misty creek
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4.21.1

quasi furnace
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how do i download that

misty creek
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Go into the launcher

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And hit the plus next to Engine Versions

quasi furnace
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i dont see an update button lol

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ahh ok thanks

misty creek
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np

dark depot
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what version do you have and what version is it saying you need

quasi furnace
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I have 4.20.3 and it didnt say what version I needed but that the file was made with a newer version

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I just assumed that Epic Games launcher would notify me if there was an update

dark depot
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it does

misty creek
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Which leaves with with very few choices πŸ˜„

quasi furnace
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I must have missed it then lol

errant tundra
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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

tulip vault
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should we put the news how subnautica is free right now on the store

dry moon
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I've finally done it, solid 30FPS in some heavily dense forests

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Now I can say my game runs better than Fallout 76

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*On Xbox One

tribal pebble
strong mesa
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Hey guys , how is it going
i just realized that i don't know the difference between a text and a string

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haha oopsi πŸ˜…

crisp fable
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umm

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guys

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i dont get it

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is this a test

versed spear
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do you see doing the same for any other?

dry moon
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You can always remove android related stuff

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so it doesn't show up in the engine

versed spear
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"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. "

crisp fable
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a bit weird

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@dry moon (nice name) all mobile related plugins are disabled

dry moon
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Well I mean deleted them from the engine folder

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if the project is not going to be android

narrow star
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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

plush yew
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How to fix it?

digital anchor
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@strong mesa A text supports localization, a string support editing it

plush yew
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Already deleted binaries, Saved, Intermediate, but still

digital anchor
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did you try building from the sln file?

plush yew
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It doesn't work, always errors

digital anchor
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whats the error

plush yew
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What build type?

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There are 5 of them

digital anchor
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like DebugGame Editor?

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what do you mean with build type

plush yew
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There are different build types, Like Development Editor, Development, DebugGame, DebugGame Editor and Shipment

digital anchor
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yeah i usually use DebugGame Editor to disable optimizations

grim ore
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why not build it for how you built it before?

plush yew
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because I can't even open it in UE

digital anchor
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anyway if it gives an error while building then show the message

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should work, if everything is ok

plush yew
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ah, now I foudn it "Please update to version 15.9."

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shet

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Not sure if it'll help

flat stump
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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.

grim ore
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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;```
manic pawn
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they are obviously not giving away all ark assets

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why would you even think that

wise barn
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Hey guys

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If I imported a head and a body to ue4 from Blender how do I merge ( combine) them in UE4?

plush yew
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Are they static meshes?

wise barn
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@plush yew skeletal mesh not static

upbeat trench
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What will be released first Unreal 3, Half-life 3 or System Shock 3?

south ridge
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Half-Life 3 will never be released, so it's down to just the other two

abstract relic
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We're on Unreal 4

south ridge
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Gonna release Unreal4 2 and then Unreal4 3

abstract relic
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There you go πŸ˜›

upbeat trench
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what if its Unreal 0

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they need to show how the prisoner got on the vortex rikers

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maybe they were the escaped tournament fighter

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maybe the moon prison is a processing center for Alleria

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Unreal4 2 could be the remake of the original game with Unreal4 3 being what happens after

south ridge
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Unreal4 2: episode two

upbeat trench
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thats the original DLC RTNP

wispy pasture
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Does WaveWorks have any documentation? I can find docs for most of the other GameWorks tools, but not that one...

wise barn
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Nvm

brittle gulch
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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?

wise barn
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@brittle gulch my though is make something your pc can handle without "surffering" a lot.

wary wave
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@brittle gulch - instanced meshes is likely

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I would however handle their transform changes in a separate thread

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as not to clog up the main thread

dim arch
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anyone know if there is some marketplace or elsewhere project available which implements

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in-game mesh/terrain editing

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something like being able to construct a world in client using pregenerated meshes, as well as modifying terrain and mesh parameters

reef python
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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?

cloud cobalt
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Define blurry ?

reef python
cloud cobalt
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Oh, sounds like you have DPI Scaling going on

reef python
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How do I turn it off?

cloud cobalt
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I mean, your display settings in Windows have scaling

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But if you remove the scaling you'll have really really really denser UI

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I guess it's like a small laptop you're using ?

reef python
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No, a desktop

fierce tulip
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pre-4.19 tends to be a bit blurry, but newer versions are crisp on 4k

reef python
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I'm on 4.21.1

fierce tulip
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I dont use dpi scaling though

wispy pasture
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Have you also tried turning off anti-aliasing in the viewport?

cloud cobalt
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Try setting the scale to 1

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Looks like you're currently running on 2 or something

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I guess this is the case and UE then decides that the resolution it's rendering at is the scaled resolution

reef python
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Mine is currently on 200% Recommended

cloud cobalt
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Yep

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Try 100% and check the viewport

reef python
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When i set to 100% the blurrines dissapears but everything on the screen becomes really small

cloud cobalt
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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

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I would advise working at 100% res myself (which is why I'm happy with a 1080p monitor)

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I have no idea if UE4 has clean support for DPI that way

reef python
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Ok thank you, but I will have to work in the blurry πŸ˜„

paper kernel
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Is render targets really only way to produce dynamic split screen?

glacial pecan
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@reef python you shouldn't use Windows 10 UI scaling for the Unreal Editor, use the built-in UI scaling in the Editor instead

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I don't have the editor on this machine right now, but you can search for the setting in the engine settings.

cloud cobalt
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I'm guessing he doesn't want small UI on his entire machine

wary wave
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@paper kernel - I mean you're rendering the scene twice, so I'm not sure what the objection to render targets is?

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You could make changes in native code to the split screen behaviour though, shouldn't be too difficult

paper kernel
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from what I read on forum posts, it gets tricky if you want to render the split at an angle

wary wave
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Well sure, but what would you otherwise do?

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Cameras are cameras, you're going to have to render a lot of unused stuff

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Otherwise we're talking about some fairly deep modification

reef python
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@glacial pecan Thank you so much, I really mean it, I've had this problem since august. Finally I can start making games πŸ˜„

grim ore
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I just want to point out on the 3rd I pointed out it was the Scaling and you must have missed the message πŸ˜›

reef python
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yep probably, thank you too

supple totem
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hi all, is there a way to visualize noise created with PawnMakeNoise()?

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the AI debug menu didn't seem to show anything

barren delta
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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?

flat stump
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@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.

manic pawn
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you can use them for the purpose of making mods for the game only, this applies to all mod editors

copper fable
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hey guys, i have opened my project in VS and none of UE4's API is coming up.

sudden agate
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Is there a way to select a Mesh already imported as a LOD of a mesh?

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I want to have Meshes generated with ProxyLOD as a LOD for my static meshes

grim ore
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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

full atlas
silver crown
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It's cuz Epic is spying on us

manic pawn
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πŸ•΅

lavish marlin
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Hey guys if i buy a map of the unity store can i import it into my UE4 project ?

tranquil bone
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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

lavish marlin
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anyone know why my map is looking metallic

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its the textures from the map i downloaded? but yh its this

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its like a shiny mirror

wise barn
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Pls help

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My material is showing this

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But on the mesh it is all black

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Why??

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Nvm found out

earnest cape
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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.

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But if I relaunch the editor, the lights are back where they should be

clear junco
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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

weary basalt
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Check the rest of the log, there will be some Errors

clear junco
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but it didnt work

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there are no any other errors

weary basalt
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Search for the term "Error" and you will find some

clear junco
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there is an error with visual studio Please update to version 15.9.

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how do i update that?

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oh i think i have the update i download that now and i hope that works

fleet sundial
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Does anyone know if Steam has anything against winning a cash / Steam wallet prize in a game?

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Not like gambling or anything. I want an event where if a player solves a secret puzzle, they win something

clear junco
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I dont think they would like that

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i understand it like "you solve the puzzle and then you get 5$ on steam" ? or how do you mean that?

fleet sundial
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Something along those lines yeah. First one to solve this mystery puzzle wins X

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Almost like a special event

high stone
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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.

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Hopefully with Unreal entering the arena we can see asset flips go away.

fleet sundial
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Hmm

south ridge
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@fleet sundial you will have to contact Valve directly for those kinda things

fleet sundial
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Yeah thought as much

south ridge
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You shouldn't do anything that isn't simply taking money for your game without talking to Valve

lavish marlin
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guys there is preview watermarked on the whole map is this because i did not build lights yet?

fleet sundial
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That’s a valid point

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@lavish marlin yes

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That’s a lighting preview

lavish marlin
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thanks man!

fleet sundial
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🀘🏻🀘🏻🀘🏻

lavish marlin
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now i can use my favorite texture now woo!

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cheers man gg u helped alot

lavish marlin
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anyone know what this is.?

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im trying to import some water materials and i have no clue what to choose.... rarely comes up with this?

barren delta
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all these look wrong => find some pipeline for importing materials of the kind you wanna import. now sure it exists

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i usually had to import textures and create material inside UE from scratch

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it may be a bad option for water material

lavish marlin
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i clicked import this came up

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whatever this is i did not touch

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sorry no........ its grass blueprint lmao

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not water

barren delta
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importing textures and creation of material in UE will give you some ugly results fast

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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

narrow star
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for UI best practices, is it better to just use widgets directly with the player controller or should I put them under a HUD?

spark pike
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can u not save bone edits on a skeletal mesh ? rotations etc in the skeletal mesh editor

vagrant iris
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I'm no unreal expert, but I'm sure you can

spark pike
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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

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must be missing something

vagrant iris
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@spark pike I don't fool around with the 3d side of unreal a whole lot

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Gives me the heebie jeebies

spark pike
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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

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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

vagrant iris
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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

spark pike
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ah yeah the flipbook stuff. i havent touched that yet. im a bad 2d artist

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actually i dont even do art. but its fun to mod existing stuff

vagrant iris
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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

spark pike
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yeah, unreal is a huge learning curve. ive only been doing it for a year or so and still barely know anything

vagrant iris
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Same man. Unreal can be a killer

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Survive off of tutorials on youtube.

spark pike
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yeah basically

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haha

vagrant iris
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Have you used unity before?

spark pike
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i havent

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started with unreal haha

lavish marlin
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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

weary basalt
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@lavish marlin Yeah thats because its being clipped on the near clip plane.

lavish marlin
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im using the free water materials from unreal engine : ) and i found out i have to add a post process volume

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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

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make it ( really dark )

upper heart
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Is there a way to have the send crash report button send the results to us instead of Epic?

earnest cape
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I think there's a crash reporter plugin

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I'd have to look lol

wispy pasture
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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

south ridge
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@upper heart yes there is

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Mmm

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I'm afraid I don't think I have the link anymore, but you can kinda figure it out from the source code

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But you can roll out the epics crash reporter system for yourself, yes

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It requires you to reconfigure the endpoints for the crashreporter in its config ini file

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They give you the server software that can receive the crash reports and catalogue them, add to database

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But they don't give you their internal website they use to browse these reports

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And this whole thing is tailored for MS SQL stuff (server only, there isn't that much to the server)

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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

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At its base, when you press "send crash report" it sends a POST request to the endpoint with a simple zip file upload

random holly
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Does anyone know of any free buildings?

south ridge
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I know there are many abandoned houses in Latvia

random holly
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building models for UE4 πŸ˜‚πŸ˜‚πŸ˜‚

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Whoops

wise barn
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Hey guys. Anyone knows how to socket a skeletal mesh( head) on another one( body) so it become one single mesh with different skeleton?

grim sinew
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I don't even need to scroll to see it

weary basalt
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@wise barn Dont spam messages thanks. Read the #old-rules please.

wise barn
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@weary basalt sorry but I really need help

weary basalt
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That doesnt give you any special right to spam the same message.

frozen horizon
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Guys I am looking for simple 3d games to remake for practice. Any ideas? (Mobile)

wispy pasture
red pewter
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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

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oh just found out that we can right click any actor and lock it's movement πŸ˜›

wispy pasture
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Good to know πŸ˜ƒ

red pewter
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yeah πŸ˜„

paper kernel
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uuuh

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why does migrating a single Widget wants to copy over my whole project?

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oh ye, single reference to game mode

still bay
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have a noob question. Do a lot of you guys here code in Blueprints mostly or in C++?

upbeat trench
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yes

still bay
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not really sure which engine to stick with, unity or unreal. both are kinda at the same playing field now.

cedar snow
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try them both

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see which one satisfies your requirements and abilities

still bay
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I'm guessing you guys here have both of them installed? haha

odd osprey
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I do

cedar snow
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i do, but i don't think that's the rule

odd osprey
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and I am kind of deciding which one to use as well

cedar snow
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though them being free to try out helps

odd osprey
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I know c++ better than c# but then again unity's coding is simpler than unreal

cedar snow
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also the turnaround cycle is faster in unity

spare sun
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is it though

abstract relic
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Usually up to a point

still bay
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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.

spare sun
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modelling, animation, writing and sound can be transferred to different areas too

brave lark
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made my first pull request on github today. it was for ramas victory plugin for UE4 πŸ˜ƒ

slender horizon
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hey how can i open uasset in blender?

wise barn
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U cannot

slender horizon
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when i export to fbx

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just have the bone

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dont have the mesh

wise barn
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Is it better to Merge Skeleton at Runtime or to Socket the head to the body?

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@slender horizon what are u exporting?

slender horizon
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character

lavish marlin
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use mixamo for a head start and then when u get ur game going can always find something later

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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

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anyone know how i can make a plain to curve? or something

slender horizon
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so how can i do it ?

lavish marlin
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u can get free characters and animations all u need for a basic game

slender horizon
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@lavish marlin

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i want the character

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that mixamo dont have

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i know mixamo

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i also have use it

lavish marlin
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oh

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gonna have to buy one with money tbh then dude

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thats how it goes

slender horizon
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im not finding the character

lavish marlin
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free3d - sketchfab - cgtrader

slender horizon
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i want to export that character in unreal engine

lavish marlin
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what character

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im not too sure myself tho on this

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i had this issue

slender horizon
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paragon character

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nvm

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it's ok

lavish marlin
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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

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paragon is in ue4 for free

slender horizon
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yeah

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i know

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i want export to other file

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i want to do the animtion

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*animation

lavish marlin
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they have animations

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and mixamo has the rest

slender horizon
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i know

lavish marlin
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its all there

slender horizon
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dude

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i know

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all the thing i need is export the model

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i already download all

lavish marlin
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ur just saying export

slender horizon
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i know that have animation

lavish marlin
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u never say where

slender horizon
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nvm

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thanks a lot

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i try to do it by myself

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πŸ˜„

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thanks

lavish marlin
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very rude guy thanks X D

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next time try to explain yourself abit more dude ittl help

slender horizon
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no

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i already say XD

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ok

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i said it agian

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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

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just have the bone

lavish marlin
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watch tutorials on youtube there is alot of info there :

slender horizon
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after i import to the blender dont have the mesh

snow sparrow
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attach mesh to bones

slender horizon
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@snow sparrow how to do that ?

snow sparrow
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@slender horizon let me try it with shinbi

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yeah its just exporting the animation

slender horizon
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@snow sparrow so how can i export with mesh ?

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delete the animation ?

snow sparrow
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not a good idea there must be a way, you can simply use static mesh but that ruins everything

slender horizon
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i found this

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but the video cant watch

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😦

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but he say need to delete the cloth somehting

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now ill try it

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and

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Thanks a lot

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πŸ˜„

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Thanks u all πŸ˜„

snow sparrow
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@slender horizon you know i found a way

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its in a video

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hes using decker

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at the end of comment sections there are replies that point to your problem which is how to remove clothes

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i hope it helps

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just exported Shinbi

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its actually very straight forward and easy

tall pendant
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nope

wispy raven
#

Hey guys, I'm searching for a PC that costs 1000€~ for ue4

snow sparrow
#

never heard of it

plain turret
#

Anyone here know of a guide on just replicating velocity from char movement component? I

wispy raven
#

I found a PC with 8gb ram, a GTX 1060 and an i5

#

Is it good?

plain turret
#

@wispy raven build your own pc

snow sparrow
#

moar RAM plz

wispy raven
#

For now I can not buy the components, I can only buy pre-built PCs

#

But I will improve it with time

plain turret
#

that PC will run ue4 just fine but prob want more ram you will cap out sometimes

wispy raven
#

Ok, thanks 😁

snow sparrow
tall pendant
#

hmm how is that locomotion template thingy taking so much mem?πŸ€”

plain turret
#

gets worse with visual studio open

snow sparrow
#

you gys!!!

#

actually i was deleting shinbi from porject

#

vs alone takes 12GB

#

makes me MAD

plush yew
#

Hello guys I have a prioblem with my project

#

I can't switch lines but I followed the steps like in the video

lavish marlin
#

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

slender horizon
#

@snow sparrow thanks but i alreayd done XD

#

Thanks a lot

lavish marlin
valid lichen
#

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.

lavish marlin
#

follow up this is as best i can do X D

vale silo
#

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)

rose bison
#

everything on an ssd?

grim sinew
#

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

pallid compass
#

@vale silo sounds like ur pc is slow af for some reason, what sort of storage drives u got?

vale silo
#

not SSD

pallid compass
#

That is why

vale silo
#

I am using black series WD SATA HDD (7200rpm)

rose bison
#

switching to ssd reduced my engine build time from hours to like 30min

vale silo
#

hmm

#

how often do SSDs fail nowadays ?

rose bison
#

never

#

+/- a couple %

lavish marlin
wise barn
#

Is my pc specs good? Btw it is a laptop

lavish marlin
#

does anyone know where the forward axis is? should be under ( none )

#

been watching splicing tutorial

upper sluice
#

My imported images when applied as materials come out black in some objects but on others not. Why is this happeningggggggg

lavish marlin
#

been spending half a day trying to create a curved road for my game: (

wise barn
#

Core i5 2.7 ghz
8gb ram
Windows 10 1809
Amd Radeon et Intel graphics cards
1 TB HDD

lavish marlin
#

what vram?

#

oof amd oh

pallid compass
#

@vale silo yeah that is wayy two slow honestly

lavish marlin
#

amd is the only slower pard id say im runnign gtx 1060 with i5 6600k its great for this

pallid compass
#

would recommend at least raid 0 SSD's, but u can get away with 1 ssd i guess

tall pendant
#

nothing wrong with amd tbh

vale silo
#

I suppose it comes down to SSD vs Nvidia 2070 πŸ˜ƒ

#

(for me at least)

pallid compass
#

2070 is trash for price imo

tall pendant
#

you can get Samsung SSDs for ~150€ tho

vale silo
#

whaaa?!

pallid compass
#

if ur on budget

#

u want a 256/512gb ssd

vale silo
#

last time I checked it was ~$300

pallid compass
#

pref 512

vale silo
#

I need 1Tb

pallid compass
#

or actually

#

no u dont

#

not for engine work

#

x2 256gb SSD's

#

if ur on budget

tall pendant
#

1000GB Samsung 860 Evo ~140€ here

pallid compass
#

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

vale silo
snow sparrow
#

sigh....

pallid compass
#

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

vale silo
#

hmm.. so which one is good then? (M2)

pallid compass
#

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

snow sparrow
#

are you going to build all the time? like every 10 minutes?

#

whats the point of so much speed anyway

pallid compass
#

Well it depends what your doing really

snow sparrow
#

1 ssd is enough

pallid compass
#

If your not building alot then x2 SSD is the way to go

snow sparrow
#

my opinion! ofcourse

pallid compass
#

1 for project / raw, one for engines

snow sparrow
#

now its better

#

you can alwayse use a cache too

pallid compass
#

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

snow sparrow
#

wondering why you are changing engine/ are you working at epic games?

pallid compass
#

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

snow sparrow
#

im inside debug mode with all symbols too, building takes a minute or two, but im on a precompiled one.

pallid compass
#

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

snow sparrow
#

hm...

pallid compass
#

Oh yeah my bad

#

U said symbols,

#

Oh wait hang on

#

Do u have launcher ver?

snow sparrow
#

yes

pallid compass
#

Ah yeah you cant build debug engine, but you can build debug game

#

afaik

vale silo
#

I only build every 10 min when UE4 project crashes (sometimes mobile VR is too picky when it comes to dependencies)

pallid compass
#

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?

vale silo
#

project

snow sparrow
#

lol

vale silo
#

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?

snow sparrow
#

your ssd dies soon!

pallid compass
#

U dont want anything that writes alot on a NVME

#

There not as durable as standard ssd

vale silo
grim sinew
#

Probably after a couple hundred TB written

pallid compass
#

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

grim sinew
#

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.

pallid compass
#

well NAS that needs windows

grim sinew
#

Like a month ago

pallid compass
#

Because after awhile with no system for it to auto turn on easily

grim sinew
#

Because Windows file systems suck for data security

pallid compass
#

u stop caring and refuse to walk too the next room to turn it on

rose bison
#

obviously annecdotal, but I've been using ssd's for as long as their're available, not one has failed me yet

pallid compass
#

I have never had an SSD fail me either actually

#

There rather durable

grim sinew
#

I'm still using my first SSD from 2011

vale silo
#

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

grim sinew
#

You say that like you can only have two drives on your computer

rose bison
#

I am sitll running a crucual m4, that thing is about 7 years old

grim sinew
#

Add, don't replace.

#

Until your chassis/motherboard is out of drive slots, there's no good reason to remove a drive

pallid compass
#

They actually have write limits, but once u pass them they dont just break

#

Its just for warranty

vale silo
#

well, if I use SSD for OS, then I'd have to reinstall everything

grim sinew
#

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

pallid compass
#

If i ever get $$ again to finish this build i plan to reinstall my OS

vale silo
#

no, I have no SSD at all

grim sinew
snow sparrow
#

guess you are in good hands i go back to my works

grim sinew
#

^Learn to put files on the drives that make the most sense

pallid compass
#

Whats your budget motor

#

something like errr

vale silo
#

none so far.. Didn't plan on buying any hardware after I got more RAM and new CPU

grim sinew
#

Just for fun @pallid compass . And yes, I did name my other two machines after levels in Halo πŸ˜›

pallid compass
#

256gb OS SSD(assuming u can keep it tidy)
512gb Projects /raw
512gb Engine

#

omg

snow sparrow
#

LOL

pallid compass
#

Dude i need to use mine more, way more

snow sparrow
#

@grim sinew WHAT ARE YOU!

pallid compass
#

I cant leave my NAS on 24/7 tho due to the cost as im not getting work atm lmao

vale silo
#

I guess I can add one SSD 512Gb for UE4 projects and keep the rest of my stuff where it is now, on HDDs

grim sinew
#

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

pallid compass
#

if u really have too, just get 512gb ssd and put ur engine and project on there

grim sinew
#

πŸ˜„

#

X is also a secondary lightmass rendering box, or for photoscans if I don't want to tie up my desktop

pallid compass
#

oh thats kinda nice

#

oh zero i did my brother pc the other day

#

FULL RGB TUBING POWER

grim sinew
#

I hate RGB and think it's a worthless gimmick to justify charging $40 more for 4 cents of LEDs

pallid compass
#

u know uv gone too far when the liquid is RGB

tall pendant
#

πŸ€”

grim sinew
#

Very pretty, now go shove it under a desk so you can't see it

#

πŸ˜›

tall pendant
#

πŸ˜„

pallid compass
#

Lmao

tall pendant
#

its a workstation afterall

pallid compass
#

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

vale silo
#

ok, so what SSD would you recommend @pallid compass ?

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

vale silo
#

I mean only 1 SSD for engine and projects

pallid compass
#

but budget friendly i guess

grim sinew
pallid compass
#

jfc zero

#

when u become a rich hoe hire me to come do my magic too that pile

grim sinew
#

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

frank escarp
#

its a good idea to never remove drives

pallid compass
#

this ^

frank escarp
#

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

pallid compass
#

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

frank escarp
#

as long as you got dem sata space

#

keep addin

pallid compass
#

i know what zero is gonna type

frank escarp
#

the 1 tb hdd is like 8 years old

pallid compass
#

I just know it

grim sinew
#

After researching file integrity while building my NAS, I don't trust RAID at all anymore.

pallid compass
#

I KNEW It

grim sinew
#

Especially since my RAID1 died on me and killed everything ;-;

pallid compass
#

oUCH

grim sinew
#

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.

pallid compass
#

ok zero while u are here

grim sinew
#

I am never here! o.o

pallid compass
#

WHY CAN E NOT ACTIVATE STENCIL RENDER SETTINGS IN PREVIEW WINDOWS

#

do i need to make a PR or am i blind

grim sinew
#

I have never once used stencil, so you would know more than me.

pallid compass
#

@frank escarp

#

then

grim sinew
#

Actually that's not entirely true, I think I used it once for a ping/sonar effect, but that's it

pallid compass
#

Seams object instances only hold render meta data(or w/e its called) while being placed in the world

frank escarp
#

@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

pallid compass
#

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

grim sinew
#

@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!

pallid compass
#

Oh dam that sounds nice, h avent done that yet

#

my router sucks balls

#

lmao

grim sinew
#

I'm skipping the router, direct PC to PC connections

pallid compass
#

IT CAN DO WIRELESS FASTER THAN ETHERNET MAKES NO SENSE

#

Its what i get for using service provider routere

grim sinew
#

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

#

πŸ˜ƒ

pallid compass
#

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

clear junco
#

is it true that you cant package your game when a map has over 2gb?

snow sparrow
#

google it

thorn vector
#

Hi

#

Do anyone know how to make dashing like this

tame flint
#

does anyone know how to turn off the damn compiling shaders every time i start my game????

thorn vector
#

What everytine u start ur game?

#

I never have an issue with that

spark pike
#

@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

thorn vector
#

Wait ill try

spark pike
#

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

thorn vector
#

The cobtrol pawn is which one there are three is is locally and is player

spark pike
#

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

tame flint
#

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

vale silo
manic pawn
#

cheap? that's expensive

thorn vector
#

What is this node name

#

I forgot

worn granite
#

Equals (Enum)

thorn vector
#

Ok thanks

worn granite
#

can also search by ==

vale silo
#

@manic pawn $147 for 1Tb of fastest SSD? How is it expensive ?

manic pawn
#

usually eu price is higher than us price

plush yew
#

1tb boi

vale silo
#

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) ?!

manic pawn
#

all prices in eu include tax (only us is too dumb to figure out how to do that all the time)

vale silo
#

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

frank escarp
#

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"

vale silo
#

tax varies from state to state

#

so it's much easier to have prices without taxes

manic pawn
#

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

vale silo
#

no, it's more convenient for vendors

frank escarp
#

yes, becouse it "seems" like stuff is cheaper

vale silo
#

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)

manic pawn
#

"exemptions"

#

sounds like those exemptions should be the ones having to do math, not everyone else

abstract relic
#

They do. You write it off when you file your taxes

quiet rampart
#

hey all !

#

i have some difficulties with my scene in unreal, i wonder if someone can help me ?

manic pawn
#

someone can probably help you

abstract relic
#

You don’t need permission to ask a question

quiet rampart
#

i try to get the light and shadows rights. there is a dynamic directionnal light in the scene

vale silo
#

so, anyhow, has anyone had NVMe SSD and used it to build UE4 source (occasionally) AND projects (often) ? How long did the drive last ?

quiet rampart
#

but when i get a little back, there is a big leak in the corners

grim sinew
#

@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.

vale silo
#

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

manic pawn
#

it works completely fine

grim sinew
#

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.

vale silo
#

(nothing that supports the theory of NVMe dying quickly)

manic pawn
#

probably because that theory is nonsens

grim sinew
#

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

night eagle
#

I don't use Unreal

vale silo
#

well, NVMe is a ton faster than SATA SSD. I just don't see why buy SATA SSD since it's magnitude slower

grim sinew
#

Because not everyone has NVMe on their motherboard or wants to buy an adapter.

vale silo
#

ah, I see

thorn vector
#

@spark pike yo i used the dashing u said

manic pawn
#

sata ssd costs half as much, so that's also a factor

grim sinew
#

NVMe is just newer, that's all there is to it.

thorn vector
#

I tested it on mmo starter kit and it doesnt work @rk9

grim sinew
#

And yeah, they're more expensive since they can price gouge. It doesn't cost more to make.

thorn vector
#

@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

pallid compass
#

You cant just stack NVME either

grim sinew
#

Did you just ping the same poor guy 3 times in 20 seconds?

pallid compass
#

Depending on your board and CPU

#

they will start eating lanes

#

and stuff

grim sinew
#

Yeah, NVMe is just a smaller form factor PCI-E

#

That's how it works

vale silo
pallid compass
#

also if u have more than 1 m.2 slot it starts getting a little complex

grim sinew
#

Cool, then use it

manic pawn
#

almost all modern mobos do

grim sinew
#

Samsung and Intel make the best SSDs, btw. Brand does matter when picking drives.

#

Speeds vary a great deal

frank escarp
#

you can get a m2 pci adapter

#

i need to get a new nvm drive

#

my laptop is probably on the brink of death

grim sinew
#

Yeah, I have one on my X99 mobo. It still gets the full speed on my samsung nvme drive

fierce tulip
#

peeps, hardware talk should go in #lounge πŸ˜ƒ

clear junco
manic pawn
#

what if you just rename the channel to "lounge 2" πŸ€”

clear junco
#

this map has 2.3 gb can i reduce that somehow?

pallid compass
#

put less stuff in it

clear junco
#

i dont wanna remove all that foliage

#

there must be a other way

pallid compass
#

optimize assets then

clear junco
#

how can i do that?

pallid compass
#

By that response i dont think you can

#

Reduce the polygon count and texture memory usage

manic pawn
#

what does "this map has 2.3gb" mean

#

file size? memory usage in game?

clear junco
#

file size

grim sinew
#

The map or the builtdata?

languid shard
#

@fierce tulip hardware talks should go in #hardware

#

owait

#

πŸ˜„

pallid compass
#

Lmao

grim sinew
#

#hardware would be the #rei channel and you know it

languid shard
#

i tried

pallid compass
#

pls no hardware channel, id never get anything done

languid shard
#

hardware talk all the day and night

errant lintel
#

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 ?

pallid compass
#

email epic about licencing

errant lintel
#

good idea

manic pawn
#

it doesn't make a difference, since royalties don't work on a per project basis

pallid compass
#

also

#

use slate with out the engine module?

errant lintel
#

yup actually the Epic launcher use Slate without the Engine module

#

also there is a standlone renderer module

pallid compass
#

oh right gotcha

manic pawn
#

epic launcher uses slate to display a terribly integrated web browser :(

pallid compass
#

knocking out the stuff u dont need

errant lintel
#

@manic pawn Yeah, this is called "Optimization" kappa

manic pawn
#

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

spark pike
#

Not sure. I'm pretty new to unreal as well

#

There might be better ways to do it honestly.

opal ocean
#

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?

manic pawn
#

at editor or run time

opal ocean
#

editor

manic pawn
#

you can just use a scene capture component to draw it to a render target with alpha

#

in an otherwise empty level

opal ocean
#

Need to make a preview icon for some meshes, but all the material work is in UE4

tall pendant
#

or custom depth

#

it's an option in the HRSS Tool

manic pawn
#

that'd work for generating a mask

opal ocean
#

I'd have to set that up to run every time the game loads tho?

#

or, everytime I need the preview?

manic pawn
#

every time you want to render an icon

opal ocean
#

hmmm

#

I suppose thats doable, its for the main menu, which is currently empty

cyan burrow
#

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

opal ocean
#

sure

fierce tulip
#

first you make a folder.

plush yew
#

wow

opal ocean
#

Ok I got it rendering πŸ˜„ needs some tweaking, the perspective is off 😦

fierce tulip
#

<_<

thorn sierra
#

Does anyone know when the store offers come out?

vernal tapir
#

Can anyone tell what's causing performance spikes in my game by .ue4stats file?

plush yew
#

hello

#

where i can download nvidia gameworks for latest ue4 ?

high stone
#

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.

plush yew
#

i mean did someone pre compiled for ue4 latest can share them with me , i dont know how to build them.

copper fable
#

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?

crisp fable
#

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

grim ore
#

one you build out your custom build is that not enough to move to wherever you want to go?

ancient otter
#

Do you guys know any place where i can learn about advanced mats?

crisp fable
#

matt i dont know how to do that like the official ones, ie. debug and development, with debug symbols

abstract relic
#

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 (you’ll spawn wherever location you were in the editor by doing this). If not, check collisions

vernal tapir
#

Mb check if pawn's possess is set to Player0?

steady stump
#

Help - "Instanced meshes don't yet support unique static lighting for each LOD." My lighting won't build past 0%...

south ridge
#

Well...

#

...

#

Don't use instanced meshes?

#

Make them movable/dynamic?

sudden agate
#

@steady stump the LODs of your Meshes need to have the same Lightmap UVs

steady stump
#

@south ridge Making them dynamic doesn't fix the issue.

#

@sudden agate Pretty new to LODs. How do I check those values?

crisp fable
#

hi i wish to make a complaint

#

HLOD takes forever

#

and apparently only 20% CPU

#

fix it please

#

end of complaint

plush yew
#

are there any mmo starter kits on market? o.o

static viper
#

Sadly yes

south ridge
#

@plush yew do you think a MMO starter kit would get you far? πŸ˜„

static viper
#

People actually believe that yes

plush yew
#

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

static viper
#

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.

abstract relic
#

MMO is the worst option for art regardless

plush yew
#

What do you mean it gets boring fast?

#

the sculpting ?

polar hawk
abstract relic
#

You cannot get into visual detail cause you know, it’s massive multiplayer

plush yew
#

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

static viper
#

You are way off if you think your idea is fast and easy

#

Get a team

willow stratus
#

Is unity bad, just wondering I’m a unreal fan but what does unity have that unreal doesn’t?

plush yew
#

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

spare sun
#

is this your first project πŸ€”

abstract relic
#

(Please say no)

plush yew
#

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

spare sun
#

I'd say try to start with an rpg first

plush yew
#

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?

spare sun
#

I mean as start smaller

#

I've seen some starter kits, overall not too impressed

abstract relic
#

You can buy assets; dialogue system, networking framework and such. You still need to have foundational knowledge of it though. You’ll be out a few shiny pennies and a trashed project because of its scope mind you.

plush yew
#

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

spare sun
#

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

abstract relic
#

Pick a genre that compliments your technical interest. MMOs are for masochistic team of programmers

wary wave
#

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

plush yew
#

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

grim sinew
#

They probably just forgot a 0 in there, they meant 30-50 years

spare sun
#

when ue5 comes out

grim sinew
#

UE8 will be out by then

languid shard
#

ue4ep3

spare sun
#

time to publish

plush yew
#

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

spare sun
#

10/10, now you got the mmo script

abstract relic
#

Don’t be silly, they’ll be watching wheel of fortune on loop

wary wave
#

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

plush yew
#

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

wary wave
#

The engine isn't the problem, it's your expectations

grim sinew
#

If you don't want to put time into smaller games, you're doomed from the start on a bigger one

plush yew
#

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

sudden agate
#

what do you mean I need to have patience, money and skill to make games?

grim sinew
#

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

plush yew
#

theres always a fix if you bang your head long enough but no pc abuse

#

allowed"

grim sinew
#

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.

sudden agate
#

Are MMOs still a thing tho?

grim sinew
#

"Yeah we made this entirely custom server and netcode solution for the engine and.... nobody can afford it"

wary wave
#

I think the closest thing you'll get to a starter kit is something like SpatialOS

spare sun
#

they could be if ur original and not making a wow clone. Better off hosting wow private otherwise

wary wave
#

But you're in for a surprise if you think you can plug art and gameplay into that and just go

grim sinew
#

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"

spare sun
#

there goes my dream

wary wave
#

I watched someone spend two hours getting a cube to rotate on clients using spatialOS the other day xD

grim sinew
#

lmao

abstract relic
#

Dear god

spare sun
#

need 2 programmers for that

grim sinew
#

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

worn granite
#

Eh

#

Older versionsay have e been

abstract relic
#

You’re forgetting about the other programmer responsible for holding the key to the room they’re locked in

worn granite
#

Newer versions are not that hard to grok

plush yew
#

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

worn granite
#

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

errant lintel
#

@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

wary wave
#

^ this

#

it's pretty fiddly when you're getting started

winged crypt
#

Anyone know why a packaged .exe would be corrupt / unreadable by default? Successful build.

#

4.21.1

frozen halo
#

build-computer has the aids

ornate surge
#

could someone help me out in returning the angle of the line trace inpact normal ?

regal mulch
#

(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

ornate surge
#

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 ?

regal mulch
#

So you want the angle of the surface compared to a flat surface?

ornate surge
#

yeah i think so

regal mulch
#

Then replace LineTraceDirection * 1.0) with just a plain 0, 0, 1 vector

#

Rest stays the same

digital anchor
#

@regal mulch isnt that exactly the HitNormal?

regal mulch
#

He wants the angle between the Normal and the UpVector

#

At least that's what I understood

ornate surge
#

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

regal mulch
#

Then improve your math

#

Math is required in GameDev

#

At least if you are interacting with things in the world

ornate surge
#

thanks for the help i know what i need to figure out though.. the angle between up vector and hit normal πŸ˜›

wary wave
#

my math still sucks half the time, mercifully most basic game math problems are an easy google away πŸ˜‰

languid shard
#

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―_(ツ)_/Β―

wary wave
#

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

languid shard
#

yeah

#

maths uuuuh... finds a way

wary wave
#

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

languid shard
#

gamecode on the surface is mostly logic

wary wave
#

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

ornate surge
#

yeah i get by pretty good also but when it gets to the techy stuff like my problem i get confuseled lol

lyric merlin
#

oh poop, does the Actor Position node return the centre of the mesh bounds, not the origin?

static viper
#

It returns root.

#

Whatever is at root doesnt matter

#

It returns root

wary wave
#

yeah, it'll return whatever the root is

#

specifically actor root location

#

it doesn't care about any mesh it may have

static viper
#

Or damn pivots

lyric merlin
#

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

lyric merlin
#

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

lyric merlin
#

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?

static viper
#

What are you trying to create

#

It sounds really awkward

wary wave
#

I assume he's trying to avoid multiple layers of transparency

lament dagger
#

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

lyric merlin
#

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

wary wave
#

@lament dagger - just wait

#

it's probably doing distance field calculations or something, and that takes forever because the assets are stupidly high res

lament dagger
#

@wary wave it doesnt respond and I wait for like 30min

wary wave
#

yeah, it's gonna take a while

#

especially with a lower spec machine

lament dagger
#

any way to make it faster?

#

I wait for 30min to put a tree

clear junco
#

can you make something like "Sublevels" in ue4 ? so that not one lvl has over 2 gb ?

static viper
#

You can

clear junco
#

how?^^

#

im new

static viper
#

Prrsistent levels

#

Its a bit tricky to explain

#

But easy todo

clear junco
#

do you have a yt tutorial?

#

or can you show me a good youtuber

#

?^^

cloud cobalt
#

@lament dagger Are you using the Kite demo ?

#

None of these assets are meant for game dev

#

They're literally way too heavy

lament dagger
#

I just wanna mes around

lyric merlin
#

@wary wave You don't have any leads do you?

clear junco
#

oh you shouldnt use kite demo? xD

wary wave
#

not a clue

clear junco
#

i used it in mine

wary wave
#

I don't really do rendering stuff that much

clear junco
#

that could explain why my map has over 2 gb xd

static viper
#

Kite demo was just to show pff

wary wave
#

and yeah, the kite demo assets are a bit too high res for game applications

cloud cobalt
#

Kite was a cinematic demo, not a real-time scene