#ue4-general

1 messages Β· Page 357 of 1

cloud cobalt
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Every texture is 8K

wary wave
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oh, it was real time

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but yeah, the textures etc are huge

static viper
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A map with 2gbs sounfs like it has huge built data

clear junco
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oh.. do you know any assets that i can use? that look like the kite things? like trees and that stuff?

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yea because the cliffs they have over 300mb

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and the size of them isnt that big

cloud cobalt
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Yeah it was real-time on a liquid-cooled gaming rig

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It doesn't even run at 30fps on my work machine today

fierce tulip
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with at-that-time high end titans

clear junco
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can someone send me free assets ?

cloud cobalt
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No

static viper
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Yes!

clear junco
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what no? lol

static viper
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Theres frer stuff on the launcher

wary wave
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it ran on my machine at a bit sub-30, and my machine wasn't all that high spec

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(i7-4790k + GTX980)

cloud cobalt
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I have slightly less than that myself

wary wave
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took about an hour and a half to do all the damned distance fields etc

cloud cobalt
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@clear junco Look at the store for paid assets that will work out of the box, look at the free stuff on the launcher that's not Kite, and look at the Internet for free stuff you'll need to integrate yourself

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But mostly, free assets are not what you want for your game imho

clear junco
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i can ask for tips wtf.

cloud cobalt
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Unless it's just for learning

clear junco
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dont be like that

sudden agate
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wait. even searching of assets is too difficult for people?

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lul

clear junco
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or do you wanna hear something like that when you need help?

sudden agate
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google is your friend

cloud cobalt
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I am helping you right now πŸ˜ƒ

clear junco
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and no its not too "difficult" i just wanna have some tips.

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no your not helping

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your just saying "no"

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thats what you said first.

sudden agate
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"can someone send me free assets" how is that asking for tips?

static viper
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You got lots tips :3

grim ore
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The Learn tab has other assets you can use for free in your project that include trees. The Content Examples has trees as well.

cloud cobalt
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@clear junco No one is going to send you assets. People might help you finding where to find some, which I did.

fierce tulip
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  1. google is your friend
  2. Free assets are on the marketplace and learning tab in launcher.
  3. dont tell people about fight club
frozen halo
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i got a tip right here also

static viper
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Theres a fightclub here guys

dim merlin
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Hi, anyone of u guys think a city simulator could make use of the unreal AI system (navmesh) ?

static viper
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It secret

wary wave
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I would build a totally custom AI setup for a city sim

static viper
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Ue4 nav system can use crowd mqnager

wary wave
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city sims are hard though, when you get down to that kind of level of detail

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traffic management is an absolute nightmare

dim merlin
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just about it, the problem seems that ai might not reach the target location when its bugged

cloud cobalt
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The problem with city sim is that it needs to work on the entire city to make sense, while navmesh will be very tactical and "shortest path ignoring traffic"

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Traffic isn't "shortest path" at all

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Game nav usually is

dim merlin
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yeah @cloud cobalt true,but besides that

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i could make ai use roads and paths as prefer right?

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however untill i have just bugging (stuck) ai with navmesh i dont believe that i can make it like this

cloud cobalt
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Navmesh is the answer for how to move a pawn across an mostly-open level using the shortest path, city sims is pure network navigation with congestion, so imho it's not the right tool

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Navmesh's strenghts will be wasted, and it won't answer the most important problem

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Which is congestion

dim merlin
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any idea how i should start on this?

wary wave
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I'd imagine with a lot of reading

cloud cobalt
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Frankly I would go all custom. Implement a concept of "road" that goes from one intersection to another with vehicules that move from one end to the other

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Then move on to intersections

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And then to navigation (the easy part)

lyric merlin
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Poop, cheers anyway

wary wave
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there'll be academic articles regarding traffic simulation out there somewhere

cloud cobalt
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Navigation is probably the easiest because graph theory, and AI driven vehicles that just need to look correct

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If they take a 2x longer route it's fine

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But I fear you'll need to reimplement the concept of road

dim merlin
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okay, however, my project wont have physX vehicles btw, its like a historical city builder

cloud cobalt
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Yeah physics sounds like a terrible idea for a city builder

dim merlin
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yeah:)

cloud cobalt
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Game physics are a terrible idea alltogether, as someone who just finished a very physics-based game

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πŸ˜›

dim merlin
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@wary wave its not about traffic simulation that much

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ai should be able to find paths to

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like a forest

cloud cobalt
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The problem is, it's really hard to show even random traffic on a road network

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I mean it's not that hard, but it's not a day of work either

dim merlin
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yeah indeed

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its just like, i can do c++ but i should know what to do first πŸ˜„

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perhaps i could use the ai navmesh with a few fixes..

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ive come this far im using navmesh invokers on my ai

fierce tulip
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so I had a udemy course bookmarked about a year ago.
I remember it saying "3 days left at this price"
its actually still three days.

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silly udemy

cloud cobalt
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The most basic traffic simulation would be like that : network of road segments (splines) that connect at intersections, and vehicles that pick intersections A and B as start & end, find a travel itinerary, and move along the splines, not bumping into other vehicles

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It's not that hard

lament dagger
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anyone knows where I can get trees for free?

cloud cobalt
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Learn tab

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There has to be 1 or 2

fierce tulip
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hehe one of those mondays

dim merlin
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@cloud cobalt i assume that your idea's will cover AI (walking pawns) to?

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i dont like to call it 'traffic'

grim ore
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There are atleast 3 trees in the learn tab. Kite Demo, Open World Content, and the Content Examples. Now that I think about it the flying example with the hangglider has some as well

cloud cobalt
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@dim merlin Dunno about that. For that, navmesh is probably great

wary wave
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pedestrian traffic and road traffic is more or less the same

dim merlin
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@wary wave but, what about procedural generated buildings?

wary wave
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unless you have a small number of pedestrians (unlikely), I'd probably forgoe details like collision etc

cloud cobalt
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Simulating realistic pedestrian + cars is not easy at all

dim merlin
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as its a city builder, all navigations needs to be recalculated

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its just im asking because i still notice my AI being stuck all the time

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so i doubt about the navmesh stuff at all!

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i mean, is it capable of being 100% 'stuck-free' ?

grim ore
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sure if you program it that way

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why is it getting stuck? fix that issue. repeat.

dim merlin
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@grim ore thats really the point, as like all stuff in my map is procedural added

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but, u guys really have any idea of a project or thing that does custom ai?

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maybe a plugin to buy?

wary wave
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you really want to roll your solution by hand

dim merlin
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yeah, its pretty project-specific to

cloud cobalt
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Basically navmesh doesn't have the logic to say "this path is congested, try another one", or the logic to say "this is a road, use the road"

dim merlin
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@cloud cobalt but i suppose i can add that logic ?

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but my opinion is that, when i would decide to create another solution, i might remake the navmash :S

cloud cobalt
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Like I said, for cars, I'm doubtful navmesh has any use

dim merlin
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yeah, i agree

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its just for humans (or horses and animals)

lament dagger
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did someone just @ me

dim merlin
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not here @lament dagger πŸ˜‰

lament dagger
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k

wary wave
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I doubt I'd use it for people either

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not at that kind of level

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a game like Planet Coaster isn't doing much for navigation for each of those individual people

dim merlin
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@wary wave but how would u see the improved solution then?

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i mean, still.. the collisions etc should be used

cloud cobalt
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Nope

wary wave
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you're more than likely better off not using collision

cloud cobalt
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Collision testing on a crowd ? Nope πŸ˜ƒ

wary wave
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I don't think any city sim does

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in most games in the genre, people just walk through one another

cloud cobalt
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How often do you rely on collision IRL for your navigation ? πŸ˜›

dim merlin
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so that would just be like attaching ai to surface using traces?

wary wave
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I probably wouldn't even do that

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I'd just query the spline path directly

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'location at distance'

dim merlin
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@wary wave but what if there's no spline at all πŸ˜ƒ

cloud cobalt
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My take, again : network of splines. That's a serious approach to the problem imho

wary wave
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if there's no spline at all then you may want to seriously reconsider how you're building basic navigation data

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grids are one option

dim merlin
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imagine just a terrain, a few dozens of trees

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i think its pretty hard to let ai find their path trough it right?

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navmesh can do that easilly ..

cloud cobalt
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If your entire game is just a terrain with 20 trees, navmesh is fine

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But you said "city"

wary wave
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yeah, there is a very defined difference between a handful of people on an empty terrain, and a 'city' with a road network and potentially hundreds of people

tepid karma
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Hey All, recently upgraded from 4.18 -> 4.21 and after some testing I am unable to bake lighting scenarios from the command line. Whats the best way to report a bug to unreal I posted on udn last week but haven't heard back at all is there a better end point for bug submissions?

cloud cobalt
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If you're actually on UDN you should get the best support

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You can report a bug using the bug report form

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If you're sure it's a bug and you have a simple project to reproduce it

lavish marlin
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hey guys im trying to use a spline how would i rotate the axis of the object t make it like this ...

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so the spline is like this ( paint edit )

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like the spline line on the yellow so i would need to rotate 90degrees but im not sure how to

plush marsh
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setActorTransform ?

lavish marlin
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im new to this tbh

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i clicked and dragged and what do u know done it

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click and dragged rotation it didnt work by manual

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but the splline stays where it is

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im just trying to curve it and then flatten to make a road

grim ore
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are you trying to curve/adjust the spline or adjust the item that is on the spline point?

lavish marlin
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i was watching that lastnight

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but when u try to curve a flat plane it wont do it the way i want it like there examples i done many scripts for this

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now im just looking for a curved plane i can just use for a road thats static i can put together

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still cant find tho

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ill just have to buy a road pack its much easier for me

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still no idea what ones good

plush marsh
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I don't really understand what you are trying to do. If you are using spline with spline meshes, then orientation is here. In SplineMesh

upper heart
mint umbra
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I have 20 different photogrammetry rock meshes from the marketplace. They all have one material each, no instancing etc. I have three different variations of the material: regular, moss and snow. I displace the snow / moss. What's best performance wise, one material per mesh or make a master material with a material instance per variation?

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I guess the latter, but just wanted to get that confirmed before I begin putting down the work hours

fierce tulip
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master mat.

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kinda odd they dont have instancing between them

mint umbra
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Yeah, I thought the same. It makes everything much easier. 60 material instances, leeet's go.

vivid vale
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Hye, the "free for the month" assets in the marketplace stay in my account forever? or do I have to pay to keep using them after the month is over?

static viper
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They stay

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Its yours

vivid vale
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YEY

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πŸ˜ƒ

dawn vessel
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Is it hard to make a Minecraft like generated world using BP and is it bad to do it in BP?

vivid vale
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I have a feeling it is but I have no idea...

dawn vessel
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Well the main question tbh is doing it in BP okay?

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Or should I make it in C++

vivid vale
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choose the easier for u

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for me I will go with bps cause I suck at c++

dawn vessel
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Well Performance is the big thing

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It's not that I will do whats easiest. It's also the risks

vivid vale
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well

abstract relic
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I personally like to do a prototype in Bps. Transferring it to cpp once the logic has been hashed out

plush yew
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Hi do I need to make model for every single item lying on the ground ?

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game is topdown

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graphics

grim ore
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you only need to make a model for anything you want in your game

static viper
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Yee

grim ore
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There are alternatives such as using textures as decals to simulate stuff on stuff like grafitti or I guess technically papers on the ground. You can always use particles as well to fake items in a scene.

static viper
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Create minecraft in c++

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Was done before tho. With detail

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Actually

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Its free on forums...

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Miecraft game

plush yew
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i want to make game in unreal engine

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but it is too hard

grim ore
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making a game is hard. just keep doing it and it will get easier.

abstract relic
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Just keep at it. Learning takes time

grim ore
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wait... that sounds like everything in life...

plush yew
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i mean every time i want to include something like inventory or items i need to google and watch tutorials

grim ore
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well you don't have to if you know how to do it already

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otherwise I guess you have to learn =/

plush yew
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i did know in the past but i forgot

abstract relic
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Time to relearn 😜

grim ore
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ah, repetition is a good thing when learning πŸ˜ƒ

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get that muscle memory all worked out

tall pendant
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if you have to look up tuts all the time ... you might not ready for a production yet.

plush yew
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can I cover default ue4 model with skin armor etc?

lunar bobcat
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Anyone willing to help me out with Game Design in the #design-chat chat?

plush yew
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so I dont have to make human models which are hard

gleaming creek
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I'd imagine there's no way to convert a project from one version of UE4 to an older one?

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Not sure what to do about the guy asking for a 4.19 version of my Marketplace product, probably nothing to be done

lunar bobcat
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Anyone?

glossy ibex
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Try opening the unreal project file with a text editor and changing the engine association? @gleaming creek

silent pelican
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hi everyone. Which channel should I post in if I want to make changes to the underlying rendering pipeline of UE4 ?

grim ore
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@plush yew you can cover it with a new texture but it's going to match the layout (the robotic look) of the original mesh. You can add items to it with sockets, like armour and over itself as well.

glossy ibex
lunar bobcat
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😐

silent pelican
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@glossy ibex thanks a lot ! πŸ˜ƒ

lunar bobcat
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0of

plush yew
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@grim ore yea that robotic looks is weird man XD

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okay thanks

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ill try to cover it with skin and see

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maybe ill add skin as armor

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to not look robotic

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i mean in sockets, and then normal armors in sockets too

grim ore
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you can use Mixamo to get humanoids but there is some work involved in getting the skeleton setup correctly in UE4 now. it's some work but it's free humanoids

plush yew
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are they high quality

abstract relic
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It isn’t too bad though, just clean up the vert weight and rig

grim ore
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they are good nuff, check them out on the interwebs

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high quality is relative lol. You can use the fuse software to create your own humanoid then rig it in mixamo as well

lavish marlin
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how do i make a plane bigger and then save it as that size ?

grim ore
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that plane is just a static mesh actor blueprint, you can see that on the right side. Create a new BP actor, add a static mesh component to it, set it to what you want, and you have the same but in your content browser you can re use.

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If you just mean the actual mesh resized, you can export it out and change it in your DCC program

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or use geometry brushes to create one the right size then covert to static mesh

lavish marlin
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im just trying to make it a size of a road as i got splines to work a guy was helping me

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so change it to a blueprint and then inside the bp edit the X - Y

grim ore
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yep so pick one of the above? the actual static mesh itself is only one size unless you change it

lavish marlin
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yeah i understand that bit

grim ore
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if you need a blueprint you can just change it inside it, if you need the static mesh itself changed you have to do it with another program or create one the right size and export it out.

lavish marlin
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ok im gonna try do thos blindly X D

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thanks i understood u cant change the size as it is

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ill try

grim ore
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do you need it as a blueprint or a static mesh?

lavish marlin
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static mesh

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i made it into a blueprint and then changed the size its perfect but

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we are using it for splines so is there a way to change bp into static mesh

grim ore
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nope

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You either export out the original mesh back to a FBX and edit it

lavish marlin
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oof

grim ore
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or you can use geometry brushes

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create a new geometry brush, size it to the correct size in the brush settings, then the little drop down below it has create static mesh

lavish marlin
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all we need to do is make the static mesh size bigger

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ok mate i will do that right now

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i cant find when i right click

grim ore
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? Geometry brushes are in the main modes window on the left

lavish marlin
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oh u mean paint

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yeah im in there looking now

grim ore
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nope, the first tab is Place. then in the list on the left you have geometry

lavish marlin
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yeah im on that

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LOL

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ffs ignore me...

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yeah in place gotya

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yeah right so ill use a box as its closest thing to what i can use i can always thin it

grim ore
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yep use a box, in the brush settings is the size in units, just change that (dont scale it, change the brush settings size)

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then the drop down advanced options below that has the create static mesh that exports it out to a static mesh

lavish marlin
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thanks man took me a while to edit the size i needed as was deciding

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: )

gleaming creek
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@glossy ibex That tricks the old editor into opening the project, but it can't load any of the assets

glossy ibex
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welp that's a shame

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if all the assets have been modified by a newer version of the engine I don't think there's a way to convert it to an older version tbh :/

static viper
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There is one

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But its a bit... Slapped one

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Bruted

lavish marlin
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i have made my spline as a road curved the road added textures and im happy with it all

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but i cant walk on it

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collision is set to block all as default

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on the mesh im using that i added to the spline

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or is this in the spline bp?

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im not the best at making roads X D

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paths that is

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curved more with splines ok i found that bit out but walking on it is the problem

paper kernel
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alt-c to show the collision

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but I can tell, the collision is not gonna be very usable

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struggling with the same problem myself

grim ore
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Chances are, and this is probably because you created it with a geometry brush, the static mesh does not have a collision collider set up.

lavish marlin
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you told me to create it with a geometry brush so thats what i done

paper kernel
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yes that's also true, but spline mesh doesn't deform the existing collision, but seems to generate a new one

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there's the option(in case it's not dynamic) to convert the premade mesh into static mesh

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which then lets you to create new(and better) collision for it

lavish marlin
grim ore
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click on the collision menu at the top and add simple box collision

lavish marlin
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oh box collision!

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i added simple

grim ore
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not the collision icon, the menu at the top that says collision

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Collision -> Add Box Simplified Collision

lavish marlin
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that is the only thing i can see at the top

grim ore
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so you don't have file, edit, asset, mesh, collision, etc? at the top?

lavish marlin
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oh yeah i do

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but u just said at the top so that was there too

tall pendant
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πŸ€”

lavish sparrow
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Hello people. I was wondering if someone may help me real fast. I just completed my first month for unreal in school, but unfortunately that's the only time we use it. Is there somewhere good to go to find tutorials for how to do stuff. Mainly to be able to make a game with base building.

weary basalt
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Youtube

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Do some google searches

high stone
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Google has gotten pretty awful at searches in present day. I also recommend Duckduckgo, and CGsociety org. I used CG to learn how to make better skin. There's a few additional game developer websites that can help. You might have better luck finding them on Gamasutra/ Game Developer.

plush yew
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@weary basalt
I would add

  • will power
  • persistence

to the list lmao

grim ore
inner socket
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Does anyone have a simple way to replicate animations?

next badger
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till someone makes you a custom tutorial or you get banned

weary basalt
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@grim ore then just spam this channel dont encourage rule breaking please lol

lavish sparrow
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Oh no wasnt going to spam. Unless I posted my question in the wrong chat. In which case I apologize

next badger
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Yeah, Unreal Academy is good place to start, some of the tutorials even have non trivial info.

lavish sparrow
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Okay I will check that out tonight then. Thank you

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Wait base building wouldn't happen to have another name for it would it?

idle sail
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Would people be interested in a blog that has indepth break downs of the paragon shaders/vfx?

lavish marlin
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has anyone bought any road or paths and used them in UE4?

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as im abit stuck after i bought one just

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i read the whole import tutorial on the page i imported it real good just dont know how to apply them like the video shows u

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it uses a substance plugin

grim juniper
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What are you asking? How to edit the substance parameters like in that video?

lavish marlin
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yeah!

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tbh half the time i dont know what im saying X D

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but yeah im using the correct file to edit each material/texture but its not doing anything im missing something but unsure what

lavish marlin
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im fine for now as i can add the road in it looks perfect but id love to edit it sometime

grim juniper
thorn vector
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Hi do any of you guys know yt channels that do tutorials for 3D Maya For Animation And Modelling

velvet depot
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since this is probably way more active, I`ll just drop a note that I'm in need of some help with 2D issues, should be simple beginner stuff

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ty

plush yew
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spatial os is a free asset? o.o

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or was that only during November ?

mint umbra
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Has anyone else had rendering issues with True Sky's 4.21 binary version? As an example the cloud shadows aren't accurate at all and the sky goes fullblown overcast in PIE without me having any keyframes that suggests it to.

wise barn
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Hey guys. Anyone uses Substance Painter for textures?

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And do u use the LiveLink plugin?

bitter iris
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welp

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for some reason server can see the door properly but client cant

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its way over on the right πŸ˜‚

abstract relic
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Substance painter is an artist’s dream. A poorly optimized dream but still a dream πŸ‘ŒπŸ½

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Sounds like a feature mate 😜

bitter iris
vernal tapir
abstract relic
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Oh my, what have you done to your poor computer

vernal tapir
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It's an Android

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Weird spikes on simplistic scene

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How s this possible? What can cause it?

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There's like zero info at all

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I've seen they match with some GC stuff but there's no info about it at all

cloud cobalt
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@vernal tapir Well, you could look into how many objects you're creating & destroying

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Though it seems pretty extreme

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How many ticking objects do you have here ?

vernal tapir
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NONE

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I have literrally only my pawn going across the level

cloud cobalt
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Does it happen on a blank project ?

brittle gulch
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imagine an actor with a simple custom movement behavior logic, like move to a target and rotate towards it.

Now I want 100 copies of this actor in the world.
Is it better to have a single actor with an array of vectors (representing all the actor's location), and update all the movements at once with ForEachLoop on tick?
or is it better to have a single object per actor in the world?
Assuming that the actor is a simple arrow.

spice spire
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Hello, all connaisseurs. I am wondering if anybody else has been bumping into this issue with gamepads in Unreal. Analogue input essentially seems like a difficult thing to get working across all sorts of controllers.

regal mulch
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@vernal tapir Does that happen in standalone versions?

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Cause the GC is hard coded to to a full cycle or so if run in PIE

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It gives me hickups here too, but it's fine in standalone/package builds

spice spire
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I am doing a third person RPG and have implemented a Root motion controller which works decently enough with a PS3 pad that i had lying around. I have nice progressive movement with the character. I `ve had windows 10 acting out suddenly not recognising the controller and so I bought one that is Xinput / Dinput compatible and to my surprise does not work whatsoever with my project, pawn or camera, (it does work fine with games and other UE projects). Looking at the showdebug input I can see that it logs values of 0 or 1 for the axis while the PS3 has a nice float between 0 and 1.

vernal tapir
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@regal mulch I'm already thinking to try it out in a blank project, but it's frustrating that there's literally 0 info about all these profiler stuff

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Only like broad talk about improving performance in general

regal mulch
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Well the things you see on the left are scoped stats

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They basically put them into a function

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And if the function calls it will record it

vernal tapir
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Yeah, i know all that stuff

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And how to load graphs from each single task

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like memory load or CPU things

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But it still won't give me clear answer why the game is SO laggy

#

Should i google like staticdrawlistdrawtimefronttoback?

cloud cobalt
#

By the way, profile only in standalone

#

For rendering stuff, use profilegpu

vernal tapir
#

I'm using stat startfile/stopfile to record logs from android device

#

It's not rendering, as far as i can see, cause it behaves the same even at the map with 20k tris

#

all baked with no roughness and stuf

woeful thorn
#

Hey guys! Quick question, are the 3d models of Unreal Tournament free to use for my own game?

grim sinew
#

No.

#

No mod kits on the launcher are free for you to use in your own game. None of them.

#

That includes UT4.

cloud cobalt
#

Uh, I thought UT4 was the exception.

#

Otherwise sure, mod kits are very much not free assets

#

Alright, UT4 is clearly off limits too.

grim sinew
#

UT4 has a restrictedassets.txt file that outlines the policy, aka "don't do it"

delicate needle
#

Howdy. I'm back yet again on this long toothed project. The one concept I am still stuck on is BP communication / casting. I just not getting it. I think the main issue is, most of my functionality of my project takes place on a run time created HUD Widget for interfacing with the project.

Specifically I am trying to: "Call a function within a static mesh actor from a button on the HUD" - More specifically, I have a static mesh fridge with a mesh array of various fridge options, and a button/function that will cycle through them. I would like to call this function from outside of this object, from the HUD.

glacial pecan
delicate needle
#

@glacial pecan I've recently gone through that series, but I will take another look!

obtuse path
#

Anyone else's Docs showing up in (what I think is) Japanese despite the URL specifying en-us ?

sick meteor
#

please Can someone help me figure out how to add melee weapons to the advanced locomotion system

misty creek
#

@obtuse path I'm getting English. What did you search for?

obtuse path
#

Anything, I tried all sorts, in this specific example I just typed in something as simple as FVector

#

Okay, most things are showing up in a mixture of English and non-English now, but FVector still comes up in (what I think is) Japanese

#

Must be a weird glitch in the docs code, when I click on any of the results, the pages come up in English

misty creek
#

I'm getting the Japanese too on that page

stoic cobalt
#

guys did any of u have this issues

drowsy spade
#

with my limited knowledge, that screen only uses a plane with UI ontop of it. Am I right?

errant lintel
#

Hi there, someone already tried to use the HTTP Chunk installer plugin ?

grim ore
#

You can either use a material on a surface and then animate what you want it to show, something like a progress bar or other static data is easy this way. IF you want something that is more interactive or adjustable then using a UMG widget in world space would allow you to overlay a UI element on a surface in the world

teal tulip
#

Sounds like some computer component is broken or some driver @stoic cobalt

stoic cobalt
#

nothing is broken

#

because im only facing this issue in ue4

#

and apparently not only me is having this issue

#

already downgraded drivers to 391 and will check if it does anything

drowsy spade
#

@grim ore Ok so the materials assigned to the geos are what animates it, do you have any tutorials you could recommend?

#

As I can only understand it vaguely but I have no idea on how to do it technically

grim ore
#

I don't but googling ue4 animated materials came back with a few. You have the flipbook way of something that is basically just a playback of a video on the material or you can animate each element like a progress bar moving over time. it all depends on what you want. Something high quality like that picture seems like a pre rendered effect tho for a video

woeful thorn
#

Hey guys

#

Any solution for the packaging warning of
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOnline: Warning: STEAM: Steam API disabled! ???

#

I just saw now that of course the steam overlay it's disabled in the build

drowsy spade
#

@grim ore I googled it and got me with the flipbook method. What keywords should I use to find the second (animate each element), and the third method (Pre rendered) you mentioned so I can just google it?

grim ore
#

the pre rendered is not something you would use in the game, I was just mentioning that the screenshot you are showing looks like it was rendered out in high quality and is not something you would see in a game environment.

#

the animating one has no real keywords, you just have to learn how materials work and how you would change them over time. I guess material parameters would be a good start as that is how you adjust parts of materials at runtime

drowsy spade
#

@grim ore Ok Ill start from there. Thanks for the help!

plush yew
#

Anyone know of a prefab setup that’s kind of like xcom would love to play around with that turn based style in unreal.

abstract relic
#

There’s a turn based example under the learn tab of Epic’s Launcher

plush yew
#

Thank you πŸ™

stoic cobalt
#

is there anywhere i can directly report some issue with the engine?

#

except forums

#

cuz no one gives a fuck about forums

#

i wrote a thread about 2 weeks ago and got no real response

grim ore
stoic cobalt
#

ty

fierce tulip
#

he asked for a banhammer

graceful sky
#

Lol πŸ™„πŸ˜…

static viper
#

Thanos was here

fierce tulip
#

thanos would ban 50% of yuz all

#

:p

static viper
#

You prolly would agree to that...

fierce tulip
#

with my luck, it would ban the 50% thats never active

static viper
#

Mh

#

Sounds fair

graceful sky
#

Should be possible for automated rules, inactive for X amount of time (months, half a year or whatever) gets removed :p

static viper
#

I wouldnt do time

#

I would do messages

fierce tulip
#

we do have purge options, but dont use it

static viper
#

And time between

#

We dont need purge

#

Maybe a wall

#

No purge

vivid girder
#

How can i trigger a full runtime navigation rebuild?

#

I've tried RebuildNavigation as a console command but it is blocking the game thread

static viper
#

You dont need that

#

You can force nav to dynamicly fast rebuild on change

#

At runtime

#

Read up on invokers

vivid girder
#

If I spawn 200 actors that are all 'Navigation enforcers' wouldn't that be less performant than a full navmesh?

static viper
#

This highly depends on so many factors

#

Navmesh luckily works with clusters

#

So the generation happens at the speed always

#

You should try rly

vivid girder
#

I'm currently generating a world at the start of the level, then placing a few other buildings in afterwards. I've tried dynamic navmesh, but it doesn't register all the colliders, especially when they're spawned in on the same frame...so my AI tends to just run into walls because the navmesh wasn't updated.

#

When I do the console command it rebuilds the navmesh correctly

#

But i'll try invokers

static viper
#

Invokers do that too

vivid girder
#

Would i still need the runtime navmesh as well?

static viper
#

Invoker are freaking buggy

#

They generate at all times

#

And they dont ever break

#

It gets annoying in editor

#

But its gold in a game

#

The mesh ofc needs to be

#

Generate only around invoker

vivid girder
static viper
#

Its in kite demo

fierce tulip
#

so odd, watching a blueprint tutorial and I almost fall asleep, see the person do stuff in material editor and im wide awake and be like, bro.. you can do that more optimal :/

#

one day i'll be the same with blueprints :p

worn granite
#

which tut?

fierce tulip
#

mr murphies first two games tut from udemy.

worn granite
#

haven't seen that one

fierce tulip
#

for someone without any bp experience, imho he explains well

static viper
#

God

#

The lag

#

I can ignore

lime tulip
#

How do you even turn it off?

fierce tulip
#

(right?)click on it, disable

grim ore
#

You can disable it completely in editor preferences -> General - Tutorials -> Disable all Tutorial Alerts. Highly recommend doing this on any new project lol

regal mulch
#

Or, you use it to check if the engine isn't frozen

static viper
#

Engine usually is frozen tho...

spark pike
#

Real MVPs learn the engine via that and nothing else

vernal tapir
#

Ok guys that's REALLY weird. Completely empty scene on android with just one camera and ALL possible settings reduced to minimum gets +- 7 ms in world tick time with GC giving 50ms spikes regularly

vale silo
#

that's because UE4 expects 100 players in the scene

#

because of Fartnite of course

#

Are you developing for Oculus Go ?

vernal tapir
#

No, regular cardboard devices

lavish marlin
#

does anyone know why i can only see one side and not the othere

vernal tapir
#

Cause you have to use 2-sided materials

lavish marlin
#

im not sure but we bought this pack and its enter-able ?

#

is this set by them u think

vernal tapir
#

It supposed to work this way

#

Rendering the backside of objects is expensive and not necessary

lavish marlin
#

so kinda saying its landscape buildings to view at distance or

#

i want to make this a house that my player can go inside

misty creek
#

@lavish marlin You could probably go into the material and check Two Sided

lavish marlin
#

yeah i got it sorted by going into material cheers for the reply man!

dire storm
#

Hey guys its been a bit since I've been able to be really active. These 18 credit hour semesters are rough! I'm burning through C++ learning atm and I have a [Question]. How would yall recommend learning the structure and flow of the UE4 engine. Basically I feel like if I can understand how everything is broken down from a top level down it will really help me learn how everything works. Vice just diving into one thing and getting confused on how it all works.

#

I should have added I'm referring to coding in C++ in the engine and navigating everything.

oak temple
#

Experience. Just work through the process

#

There’s no quick way to learn unreal

vale silo
#

hmm... so if I use launcher version of UE4, my Android build is ready in 5-10 min. If I use UE4 built from source, it takes hours to build Android project. Why?!

pallid compass
#

ur prob building the engine as well by mistake

vale silo
#

I am not sure how this could happen :/

#

my project is BP-only

pallid compass
#

if its bp only why the heck do u have source

vale silo
#

Oculus fork

pallid compass
#

ahh

vale silo
#

(because launcher version has old integration)

pallid compass
#

ur prob building stuff u shouldnt be building then with source

#

when u first build source

#

it has to build the whole engine

vale silo
#

hmm.. I only build Development Editor

#

what else do I need to build?

pallid compass
#

either way

#

ur first build is gonna be hours

#

if ur machine is poop

vale silo
#

i7-7700 32Gb of RAM

pallid compass
#

does not matter what type of editor you build, if its source its source

#

ye slow af

vale silo
#

eh?! daaamn

pallid compass
#

for building source that is

vale silo
#

what's fast af ?

pallid compass
#

this

vale silo
#

pfff

#

I guess

pallid compass
#

takes me 11 mins ish to build a full fresh engine

dry moon
#

I want one of those

#

I'm still on AMD 8000 FX

pallid compass
#

lmfao

#

rip u

dry moon
#

takes FOREVER to do anything

#

but that's the broke life yo

manic pawn
#

wtf 11 minutes

pallid compass
#

yess

#

we have been through this boi

manic pawn
#

did you figure out what was holding it back

pallid compass
#

ram

#

Ram speed shaved off 25$

#

25% ish

#

by pushing to 3600mhz

#

i had to let immut watch me do it ages ago

#

because he didnt believe me

#

was 10/10

manic pawn
#

I need this cpu but 5ghz

pallid compass
#

im stuck at 4.4 when all cores are loaded

#

but that sucks a huge amount of voltage

manic pawn
#

oh shit when did that happen

pallid compass
#

like

#

borderline 300w

#

lmao

#

1.54v

#

SPOOKIE STUFF

#

heat aint no problem tho

manic pawn
#

I heard they were gonna announce a new series of these cpus soon

pallid compass
#

Yeah they are

vale silo
#

btw, in the Project Settings > Packaging, there is a drop down menu for build option (the very first one). Which one should I choose ?

pallid compass
#

I always stay away from that stuff though

#

Takes over a year for a cpu to stabilize

#

through bios updates and stuff

manic pawn
#

it doesn't with intel πŸ€”

pallid compass
#

normally with either intel or amd

#

if u go and buy a top end cpu as soon as it comes out

#

with a brand new board

#

and just go for it

#

you run in too problems

#

stability mainly

manic pawn
#

tho I guess intel hasn't done a revolutionary new cpu in forever

pallid compass
#

Never had it not happen every time i have done it

manic pawn
#

I like how people always come up with crazy nonsense for "leaks"

#

16 cores at 5.2 ghz! because of course!

pallid compass
#

everytime i read 5ghz

#

and it comes out, there is always a catch

#

"oh ye u can have 5ghz if all your other cores are sleepin"

dry moon
#

You can hit 5.2ghz if you burn your house down

pallid compass
#

I honestly think if i didnt have a zenith extreme, and i was doing 1.54v

#

My capacitors would explode

vale silo
#

we need #hardware

#

meanwhile, in the Project Settings > Packaging, there is a drop down menu for build option (the very first one). Which one should I choose ?

manic pawn
#

what are the possible options

pallid compass
#

which ever build you need?

#

i think hes talking about debug, dev, release

manic pawn
#

oh

#

well

#

the one you want

vale silo
#

no, there are like 4 options

plush yew
#

Hello

vale silo
#

always, never, when project has code and editor is locally built, and when editor is locally built

pallid compass
#

oh

#

well again

#

which ever one is better for you

#

depends what your doing

manic pawn
#

never seen this option before πŸ€”

vale silo
#

just building my android project that is BP-only

pallid compass
#

Its the set of options that dictate how your project is handled during packaging

#

like if your working on mobile and making odd tweaks

#

you normally want to full rebuild

#

to avoid issues for example

vale silo
#

so I am guessing if I am building an apk for a device, I need to choose "always" ?

pallid compass
#

or something

#

i use to use it for mobile

#

nope

#

thats not what i said

manic pawn
#

I can't think of any case where you would want a full rebuild when ubt thinks you don't

pallid compass
#

I said i use to do it to make sure the package was cleaned because i was making engine changes and doing odd stuff to paper2d

#

I had odd shit happening zeb

#

Stuff not getting updated and pushed too the android device

#

I think somehow the launch to device push too the android device was fucking about with the package when it was launched on the device

#

as launch to device and putting a packaged game on the device is totally different

plush yew
#

Kind of new to this ive done some lessons but need some information on a blank project. The skybox is gone and its just black where should I go from there?

pallid compass
#

top left search for sky box and add new one

manic pawn
#

there's a default sky sphere blueprint

plush yew
#

Thank you working on that turn based game and appreciate the advice πŸ˜ƒ

#

But mainly learning for myself to be honest.

velvet depot
#

Can someone help me with suuuuuuuuuuper simple camera shit I can't figure out

#

It should be simple, I just need to set it up so I can spend the next 20+ hours setting up sprites for my level

#

t-t

pallid compass
#

try asking a question archon

#

that might help

velvet depot
#

soryr,so

#

when I play the game it just goes black

#

When I put in this guy

#

The premade one

#

he doesnt check collisions

pallid compass
#

That is two dif things

#

no col or goes black

velvet depot
pallid compass
#

The background material is set to lit and theres no light maybe?

velvet depot
#

it's not set to lit

#

the material is unlit translucent

pallid compass
#

that is odd

#

need way more details

plush yew
#

Sweet needed Atmospheric fog and directional light and now I can see.

velvet depot
#

Idk, I think I haven't set up my char spawn properly

#

will ahve to watch tutorials on that

#

OMG

#

It's on a different level

#

because I've set them up on different levels, under 1 persistent

#

but why is it not playing them?!!!!!

#

SO i've got the 'Mother level' Innisttrad All

#

under that there's Throne Room and Backplate (the grey background)

#

If I play the game from the Persitent Level

#

innistrad All

#

It hides the backplate level and the throne room

#

??

#

Why

#

😒

grim ore
#

do you have it set to auto load the sub levels at all times?

velvet depot
#

I don't know?

#

How do I do it

grim ore
#

right click the streaming level in the level browser, streaming method, always loaded

boreal shadow
#

hey guys, if anyone got time, ive got a problem with my first person character dying after 5-10seconds after spawning, would be cool if someone could help me using screen sharing

grim ore
#

add the on destroy event on your character and breakpoint it so you can see what might be happening when it happens. KillZ (below the world) and a destroy timer (lifetime) are obvious ideas as well.

velvet depot
#

Now If I can only get help in figuring this out

#

I can finish off my demo layout

#

so

#

Camera isn't following character

#

Char spawns where he should and cam looks at where it should but when I move char, the cam doesn't follow

misty creek
#

I don't know but just one idea the camera is attached to the character?

velvet depot
#

I followed a tutorial for this in a different project, I can't figure this out by myself sadly

#

The camera isnt attatched with a red string arm or anything

#

I'm not sure how it operates and tutorials skip this part because it's premade in unreal...

#

for Paper 2D...

#

But I set this up so it can only follow on X and not when char jumps

#

so

#

This is the player thingy

#

There's no camera in it, CAM is a seperate blueprint

#

and it has Auto Activate for Player 0, and I've set char to be indx 0

#

I'm not sure where the connection between the two lies..

#

It's supposed to be in the CAM Blueprint, where it gets the Player Actor's movement and copies it over

misty creek
#

Okay, so here is something that should work, in your camera blueprint use the tick and cast to your player get the players location and use that to set your camera's location. Since you don't want it to move on X leave that at 0.

grim ore
#

chances are that custom event, which moves the camera, is supposed to be an event tick and not a custom event.

misty creek
#

That would work, but is rather hacked

muted minnow
#

Hello, anyone have any suggestions on how to handle a charged attack with gameplay abilities? I'm thinking I should do it with an animation montage with anim notifies for levels of charge, and then somehow pass charge variable to the gameplay ability? Right approach? Another?

velvet depot
#

YES, That's it

#

It has to be AN EVENT TICK

#

ffffffffssssssssssssssssss

#

@misty creek thanks to you for the input too, I'm sadly quite bad at unreal at this point but I`ll try to do that setup just for training !

#

see what happens

#

but it worked when I changed the custom event to event tick..

misty creek
#

Your way is better

sonic pagoda
#

if i have a top down character, with 8 movement directions, but his legs blendspace sometimes mix up those animations when its between 2 animations (at a certain angle), my solution i guess would be to detect if that character is closer to 1 of those 8 directions, and i can do that , messily with branches and such, but is there something that could easily faciliate such calculation?

#

instead of having to do like 8 of these

boreal shadow
#

guys, i wanted to make a 4km x 4km landscape, whats the best way of doing it?

grim sinew
#

A ton of level streaming

torpid compass
#

unity better alex

high stone
#

@elfin jacinth I shot you a pm. Had a quick question. Thanks!

fathom gust
high stone
#

See if you can bake in AO, ambient occlusion?

fathom gust
#

bake in AO as in turn AO on in the world settings

#

Lightmaps build by unreal are good but even if I crank up the res nothing seems to change.

#

no, Infact its getting worse when I increase lightmap res

plush yew
#

Hello guys I have this problem

#

how to solve it?

#

how to compile to find my error

#

anyione can help me?

fathom gust
plush yew
#

this is the output log

#

anyone?

honest vale
#

@fathom gust looks like poor lightmap UVs

fathom gust
honest vale
#

yea that's really really bad

plush yew
#

what about me?

honest vale
#

I'd stitch the stair surfaces and the 90 degree angled wall parts between steps together

#

and then relax it

fathom gust
#

okay. Ill stich them and then test

#

thanks

honest vale
#

another option would be to have enermous amounts of padding between each island

#

well, not enermous, whatever is required by the planned minimum lightmap resolution πŸ˜„

plush yew
#

Hello guys I have a problem with this error

#

this is the output

fathom gust
#

@honest vale the padding is good enough in the above uv right ?

honest vale
#

I'm not sure

plush yew
#

ehoooo

fathom gust
#

@honest vale I stiched the UVs but the problem still exists

honest vale
#

are you sure your lightmap UV channel is correct?

fathom gust
#

yup

honest vale
#

try it with default settings

fathom gust
#

nothing is working

sudden agate
#

@fathom gust is your Lightmap UV Channel correctly set?
In the Static Mesh Editor, make sure you have two UV Channels (UV0 and UV1) and your "Lightmap UV Channel" is set to 1.

fathom gust
#

yes Its correct

sudden agate
#

turn on the "Detail Lighting" Viewport to see the actual lighting

#

and show it

fathom gust
#

Detail lighting

#

lightmap res 512, I was testing if cranking it up will help

sudden agate
#

your lightmap is shit anyways.

fathom gust
#

both of them ?

sudden agate
#

I'd suggest to straighten the Lightmap UVs

fathom gust
#

okay ill give it a shot

languid shard
#

whats with the weird colors btw ?

#

looks like a flowmap

spare sun
#

looks like grass

#

very blocky grass

languid shard
#

grASS

fathom gust
#

There are two emissive billboards opposite this prop at a distance. which are acting as a light source

languid shard
#

much better

fierce tulip
#

that the lightmap?

languid shard
#

lots of small bits though

#

top bits wont even have a pixel of lightmap

fierce tulip
#

edges cant be used for lightmaps, need a pixel between em

#

also needs a pixel between each island

sudden agate
#

with "straighten" I mean to actually straighthen your uvs. Not to separate each piece @fathom gust

fierce tulip
#

and with pixel i mean if its 64x64 lightmap, only have 62x62 pixels left for lightmap uvs

fathom gust
#

I used maya's layout and set the shell padding to be 10 pixels

fierce tulip
#

128x128 means 126x126 pixels left for lightmap

#

but at what resolution did you make that layout?

#

if thats 10 pixels, looks like you generated it on 4k or so

fathom gust
#

@sudden agate ok Ill try that too

#

1024

fierce tulip
#

set it to the lightmap res you'll use in ue4

#

1 pixel is enough, could use 2 for safety

sudden agate
#

the point is:
You should align your UVs to pixels. Otherwise you will see more bleeding on lower resolutions

fathom gust
#

So i can use the checker map to get an idea of the pixels positioning right and then i can allign the uvs

#

?

sudden agate
#

yeah. 3Ds Max has a Pixel Snap setting for UVs. Maya probably has the same

#

your uv's should look something like this (just straight lines. I only have a mouse here)

fierce tulip
#

also, you can make ue4 look at your lightmap, and rearrange it for the lightmap resolution you use. if your lightmap is rather well made, it does quite a good job

#

ship it Rail :p

fathom gust
#

Initially I was using ue4 lightmaps only.

sudden agate
#

tbh making Lightmaps is the most fun part in Modelling.

fierce tulip
#

haha

cloud cobalt
#

πŸ€”

fierce tulip
#

sounds like I have a partner in stockholm uv unwrapping syndrome

cloud cobalt
#

I will admit to enjoying regular unwrapping

sudden agate
#

it's probably because I suck at modelling itself πŸ€”

languid shard
#

I do enjoy pressing the "generate lightmap" button in unreal

#

πŸ€”

fathom gust
#

I like unwrapping but doing it for lightmaps is next level.

sudden agate
#

better

fierce tulip
#

whats that weird edgy at the top right

sudden agate
#

but the parts on the upper part should be connected aswell

fathom gust
#

they wont be seen.

sudden agate
#

then why waste UV space at all?
Remove these polys from your model

fathom gust
#

In case my seniors change there mind in future. The modellers and my seniors dont know shit about game engines.

fierce tulip
#

my ocd is tingling af. hehe.
send me that mesh please

fathom gust
#

can I attach it in discord ?

fierce tulip
#

dm me

fathom gust
#

yeah. I will tell the modeller to remodel the entire scene. its not good.

fierce tulip
#

the texture uv is.. well.. you wouldnt get any proper texturing on the wall surfaces

#

nothing too bad, but the thin edges would have a bit of stretching

fathom gust
#

I am not texturing it. I am just using a mask for the emissive lights with a base rough material in unreal

fierce tulip
#

can you show me the material?

fathom gust
#

Nothing changed in the detail panel

fierce tulip
#

your lightmap is actually fine hehe

#

no need to put something into metallic or specular btw

fathom gust
#

so what is causing those issues, should I change something in the lightmass settings

#

everything is at default right now.

fierce tulip
#

this is just a simple 64x64 lightmap

#

not sure whats going on with yours, dm me the texture as well hehe

#

then i'll send you the uassets back, and see if that works

#

Β―_(ツ)_/Β―

#

only thing I can think of, is that somehow the wrong uv channel is being used

fathom gust
#

I turned off the shadow casting from those two masked emissive light sources. Looks better now.

unreal spoke
#

Can a cloth asset be created from a static mesh? Or does it need to be skeletal mesh?

cloud cobalt
#

If you want the Nvidia APEX cloth system, then it needs to be authored from their tool, and yeah it's handheld as a skel mesh IIRC

unreal spoke
#

@cloud cobalt didn't they change Apex for Nvidia something?

cloud cobalt
#

Dunno, I stay super far away from anything nvidia myself

#

As far a software goes

static viper
#

Arent they replacing apex?

unreal spoke
#

NvCloth

fierce tulip
#

@fathom gust if it works, it works hehe

fathom gust
#

true

unreal spoke
#

ok, so self-answer: cloth asset must be generated from a skeletal mesh. Good thing is that I don' t need the apex file as before it can create one automtically from lod 0 (of the selected section).

ancient otter
#

Nvidia Cloth is the best so idc

#

I use nvidia branches xd

fierce tulip
grave nebula
#

Oh damn, pinball! They used to be fun.

surreal viper
#

is there a way to modify a value(float) in BP which was passed as reference? πŸ€”

#

nvm, found it, set float (by ref)

upbeat trench
#

what if VR Pinball where you are the ball

#

🀒

stoic cobalt
#

could anyone help me with this weird shadow

cloud cobalt
#

Looks like regular dynamic shadow acne

#

Try playing with the shadow offset

stoic cobalt
#

i can also say that

#

when the light gets closer to the wall this effect gets stronger

cloud cobalt
#

Basically, light rays parallel to a surface will look like that in UE4

#

It's been a problem for years

unreal spoke
#

Trying to create a cloth mesh with the new nvcloth. I select the section to simulate and right click, then I create the "clothing data". Then I apply this new clothing data to the same section paint the influences. And nothing moves. I go to Character/clothing and enable "enable cloth simulation" and set the value of wind to 200(the slider is limited to 2, but you can type higher values). And nothing moves. Except one single time it moved.... So is the NVCloth system preview super buggy or am I doing something wrong?

stoic cobalt
#

lmao

#

why they didnt fix that for this long

cloud cobalt
#

Because it gets almost ok with shadow bias, careful composition, and little use of dynamic lighting alltogether (because static is faster and looks better)

#

It's only really a problem in games that use lots of dynamic lighting

stoic cobalt
#

weird

cloud cobalt
#

UE4 rendering has always been very geared toward static scenes imho

#

Which is what you'll do on stuff that's not a PC anyway

stoic cobalt
#

yea

vale silo
#

But Crysis 3 is not static and it runs fine on consoles

stoic cobalt
#

btw im also getting this weird ao on some of my brushes

#

i had this problem with hbao and when normalmap compression was set to default but now everything seems to be fine except this

#

(this is ssao only)

unreal spoke
#

Can I have like a cloth hanging from the ceiling that moves (cloth simulate) when the character passes through?

grim ore
#

Going thru the Content Examples project 2 years ago and it's amazing how much is in there. Going thru it again today and I am like "I know how the did that!" lol

plush yew
#

Hello...?

#

Lp! Im looking for a tutorial on how to create bike/bicycle that can be possesed by 3rd person character. It seems that there is a tutorial for every single thing but not one for this :D. I would be realy gratefull if someone can help.

#

Im looking for Help, i want create a Game!

#

i would help u but im a begginer

#

Same

#

I was "Trying" to make a Game

#

But yet im not Ready...

#

what do u want to make?

#

An a Multiplayer Game

#

Like a Game with so much Gamemodes in one (Ill tell u un Private)

#

k

fierce tulip
plush yew
#

Alright

grim ore
#

Yep crap anim curves add bone is broken in 4.21 lol =/ Can't really learn this stuff if it literally does not work

regal stone
#

I went to build, and all my objects are black. Does anyone know why?

#

Build lighting.

plush yew
#

......

delicate needle
#

Has anyone here messed with the new Pixel Streaming? I'm trying to run the signaling server and I'm getting errors.

dark depot
#

i havent but its always best to post the error/issue so people can reply faster

#

might not be a pixel streaming specific thing or if it is we can use the error to figure it out

regal stone
delicate needle
dark depot
#

did you follow a tutorial for anything @delicate needle

delicate needle
#

Yes

icy bone
#

anyone here make VR game

grim ore
#

you didnt follow the tutorial

grim ore
#

you are missing Node.js

delicate needle
#

Ah. I remember reading about that Mathew! Thanks!

#

In my defense, that Node.JS was not mentioned in the linked guide!

#

Oh it was...

#

AHHHHH!

grim ore
#

heh

delicate needle
#

Sorry! Doh!

grim ore
#

even linked to the download

delicate needle
#

Old age.

grim ore
#

I can verify the tutorial works if that helps as well πŸ˜ƒ

delicate needle
#

Have you port foward tested it across the cloud?

grim ore
#

yep, its nothing abnormal if you work in a virtual server environment

delicate needle
#

Also, what about multiple instances, is that pita to set up?

grim ore
#

I have not tried that yet but I would not expect it to be based on what I tested

#

the networking guide gives a good breakdown of how that works and the matchmaking server

icy bone
#

so any VR guru here?

fierce tulip
#

< follows tutorial, something doesnt work
< doubt myself, follow the last hour of tutorial again.
< finds out it still doesnt work.
< spends 10 minutes googling on why
< finds out its because after pressing "play"I didnt click the mouse in the viewport.

delicate needle
#

Got the pixel streaming working, were stoked!

worn granite
#

that's better than the tut being wrong in the first place.

#

looks at half the tutorials on youtube, including some from epic

fierce tulip
#

never had that issue though, when did they add that joke in?

#

never happened to me in 4.18 and earlier

delicate needle
#

01> Looks at tutorials for the answer to one simple problem.
02> Tutorial dances around the issue but ultimately takes an entirely different approach
03> Redo work to follow the approach found in tutorial, get stuck yet again with a new issue. Go to 01.\

regal mulch
#

@fierce tulip Probably also depends on the game setup.
Think you can bypass that if the InputMode is set to Game Only at the start

#

Maybe the projects you worked on have that

#

I don't have that ticked

#

And my current 4.20 project instantly gets focus

fierce tulip
#

Β―_(ツ)_/Β―

#

as in, no fricking clue hehe

regal mulch
#

Time to improve your coding skills!

fierce tulip
#

blueprints is enough for now hehe

#

^current feels

grim ore
#

That reminds me of the Pinball tutorial that Chris Murphy has on Udemy

worn granite
#

p sure that's what he's doin

fierce tulip
#

yup hehe

grim ore
#

well then that would be why lol

fierce tulip
#

threw my dailyschedule around so I can spend an hour a day on bp's, something I just didnt have the time to touch, not to mention found really daunting

grim ore
#

I've been spending all day trying to learn animation stuff so I am right there with you

#

so many frigging words I don't understand lol

fierce tulip
#

hehe iknowthatfeelbrohug

grim ore
#

I got to say tho the content examples if you pick them apart are amazing resources

#

I really with Unity had something like it

regal mulch
#

blueprints is enough for now hehe

#

Oh boy

#

Oh boy oh boy

fierce tulip
#

as in c++ vs blueprints

#

not that one is code and the other isnt

regal mulch
#

:P plus points for understanding what I meant

plush yew
#

Hey, is there a way to become notified when UE4 release free assets ?

#

like the monthly ones they're releasing ?

fierce tulip
#

@regal mulch if anything I totes agree that both are (a form of) coding.

regal mulch
#

@plush yew Probably only via Twitter, their blog or the #unreal-news or #fab channel

grim ore
#

make a marketplace scraper and have it check daily πŸ˜ƒ

fierce tulip
#

^ scrapper

grim ore
#

you can also read about how allar made a replacement launcher years ago if bored and use his code to make your own πŸ˜ƒ https://allarsblog.com/2015/12/06/creating-custom-marketplace-frontend/

crisp fable
#

guys i have a bit of an issue

#

we need to visualize a city, easy enough right

#

but we also need to be able to turn individual buildings on and off

#

this pretty much rules out HLOD

#

so drawcalls are through the roof

#

and uh, i dont know what to do

copper fable
#

hey guys, is there a way i can make a component function implementable?

crisp fable
#

wait a minute

#

maybe if i encode a building ID in the vertex color

#

and just shrink it to zero in the material to make it disappear

#

πŸ€”

frank escarp
#

@crisp fable masked material

#

tho that overdraw

crisp fable
#

yes or that

#

well

#

i thought early Z fixed that

frank escarp
#

collapsing vertices could work better due to less pixel shader stuff

crisp fable
#

yeah

#

and i still have to encode the vertex color because the buildings will be combined into a single material

#

oh wait ill ne...

#

hmmf

#

i need to encode its centroid as well

#

i hope colors are rgba not just rgb, although a centroid in the horizontal plane only would be ok i guess

frank escarp
#

why centroid?

#

just collapse the vertices to 0,0,0 or NAN

crisp fable
#

oh yeah im not animating it

plush yew
#

oh alrighty thanks @regal mulch I had thought, I heard about a news letter sub via the pod cast?

#

but Im unsure o.O

maiden latch
#

Has anyone achieved crossplatform chat between oculus go and windows?

grave nebula
#

@crisp fable Have a control render target, to which all builds are mapped. Write to the target to control visibility and cull building instance in vertex shader. Something like that.

crisp fable
#

are you a wizard

#

but yes thats a far better and more flexible idea

#

although obviously, a) requires certain UV precision, b) clamps buildings to a reasonable number