#ue4-general

1 messages Β· Page 358 of 1

crisp fable
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1,048,576 buildings being more than reasonable πŸ˜‰

vale silo
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does anyone know if DepthFade supported in ES3.1 (it should be) with forward shading, MSAA and no HDR ?

dry moon
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I wouldn't see why not

harsh tiger
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i have a large scene and when i try to build the lighting, ue4 stops responding but swarm keeps going. any tips on how to solve this?

crisp arrow
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any ideas?

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(to be clear, it crashes on the "check(0)", meaning it makes it through that loop)

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I don't have a good idea for how to begin to debug this. Allowing it to simply return null causes a crash elsewhere. I did see that ParameterCollectionInstances seems to have no contents during the crash

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(also should I move this to engine-source?)

digital anchor
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@crisp arrow version?

crisp arrow
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4.20.1

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the game was originally 4.17.2

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but it does run in windows (although there are errors)

regal mulch
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@crisp arrow You def should be careful to not share any console code

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:P

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Despite that I would check if the mentioned functions are actually calling

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That's the first hint you get

crisp arrow
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Oh I am being careful haha! I'm assuming you mean the ones in the comment?

regal mulch
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Correct

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Also checking which instance it's searching would be a start

crisp arrow
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Ok. I'm temporarily removed from my pc, if not though, are there common reasons for either of those?

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That's wise. I meant to but my watches weren't resolving very quickly at all. I'll try that when I can afford to be more patient.

regal mulch
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I can't really help you with the specific issue

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Never had that

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Just throwing ideas for debugging at you

crisp arrow
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I asked here hoping that it'd be a known issue

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I appreciate that though! I've never had an issue like this and am generally unfamiliar with unreal source so I'm not entirely sure what I'm even looking at here. It seems as though this is called by something resembling a VM even, so the callstack wasn't helpful.

regal mulch
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Well if you really can't get an answer, then you should go into the internal forums for the console stuff

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So that you can freely post stuff without breaking the NDA

crisp arrow
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Yeah that's the next step

regal mulch
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Anyway, time to sleep. Good luck!

crisp arrow
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Again, I was hoping this was more a 4.17 to 4.20 issue

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Thank you!

light thunder
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What is "generally" more performant/optimized - checking a simple box collision to fire a event or adding a range check of a rotation range of an actor's component, when I am already ticking the movement of it in any case (that can't be avoided due to the nature of this) basically - simple box collision or rotator range check?

dry moon
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I would say simple box check since it isn't ticking, and only triggers once something enters the box

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and you can set it so it only checks certain things through the collision settings

icy bone
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any pro on animation here?

abstract relic
icy bone
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well this is unreal chat

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gonna ask some general stuff

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regarding unreal animation

misty creek
valid aspen
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where would i ask a UBT/uproject/.Build.cs question?

manic pawn
valid aspen
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ah, didn't see that channel. thanks

elfin jacinth
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Evening all

versed spear
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Good Evening Tim.

vale silo
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is it weird that with UE4 stock binary my Android project builds in no time, but with UE4 built from source (I built Development Editor) it takes ages to build my project ?
(my project is BP-only)

grim ore
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yes that does sound weird

vale silo
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@elfin jacinth is there anything Epic will announce for 2019 (besides Epic Game Store) before Christmas ?

grim ore
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Epic already left for the holidays, it's over.

elfin jacinth
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Today was our last day in the office

vale silo
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ah, fun

elfin jacinth
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I had surgery today, so I was not even in the office

vale silo
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are you doing ok?

elfin jacinth
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Yea, they just had to do some stuff to my achillles tendon

vale silo
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πŸ‘

elfin jacinth
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Thank you for asking

vale silo
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πŸ˜ƒ

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so, I am getting this:

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Running: C:\Program Files (x86)\IncrediBuild\xgConsole.exe "D:\projects\UEO4211_1320\Engine\Programs\AutomationTool\Saved\Logs\UAT_XGE.xml" /Rebuild /NoLogo /ShowAgent /ShowTime /no_watchdog_thread
UATHelper: Packaging (Android (ASTC)): --------------------Build System Warning---------------------------------------
UATHelper: Packaging (Android (ASTC)): License is invalid:
UATHelper: Packaging (Android (ASTC)): License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
UATHelper: Packaging (Android (ASTC)): This build will run in standalone mode.
UATHelper: Packaging (Android (ASTC)):
UATHelper: Packaging (Android (ASTC)): -------------------------------------------------------------------------------
UATHelper: Packaging (Android (ASTC)): --------------------Project: Env_0---------------------------------------------
UATHelper: Packaging (Android (ASTC)): ** For UnrealPak-Win64-Development
UATHelper: Packaging (Android (ASTC)): PCH.Core.cpp (0:05.64 at +0:00)
UATHelper: Packaging (Android (ASTC)): SharedPCH.Core.cpp (0:01.57 at +0:05)

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why?!

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note that's only 4.21 that does this crap.. 4.19 never did this

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(only maybe for initial build)

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@elfin jacinth any word about Infinity Blade 2/3 assets release ? 😊

tiny apex
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Wasn't sure where to put this, so i'll ask here. I'm importing some fbx character models into Unreal, and a few of them have weapon/shield/armor meshes attached. On import, the meshes get attached to the skeleton as if bones. Do I need to remove the extra meshes before import, or is there a way to separate them?

safe rose
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Telling you, every studio needs to adopt this two-week paid vacation for the holidays

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Actually, every workplace

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You'd get more productive people

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In the new year

elfin jacinth
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I'm still going to be working

safe rose
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Everyone hates working around the holidays

elfin jacinth
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Just doing it from home

safe rose
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Yeah, well, it's better to work in PJs (or nude) at home, than Epic Shirt and Jeans at the HQ πŸ˜‰

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Well, either one actually isn't too bad

elfin jacinth
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You're making some assumptions there buddy. πŸ˜›

safe rose
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Ah true, I guess I did see some suits the last time I toured Epic HQ /s

vale silo
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I wish Epic had an office in Texas πŸ˜ƒ

safe rose
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I wouldn't be surprised if they snagged an Austin studio some day

vale silo
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Austin is too overcrowded

abstract relic
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@tiny apex if you’re planning to spawn the weapons on a socket, yes they need to be removed from the character and imported separately

tiny apex
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Ah, figured as much. Thanks @abstract relic

crisp fable
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anyone know what the physx broadphase settings are about?

distant river
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Y'all having a good time around the holidays?

crisp fable
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hey guys

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does anyone want to help me make my game

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its a terrible clone

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i have no skills to speak of

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and im 14

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but it will make millions

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and ill give you a CSGO weapon skin as payment

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cause im the mastermind

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any takers?

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its like battle royale except you play as a cake

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i havent really fleshed the idea out to be honest

lime tulip
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Is it called Forkknife?

abstract relic
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An action pack game where knives and forks brutally clash in an blackboard screeching tableware-cide. Fun for the whole family

versed spear
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Using ai crowd control, is there a setting to make pawns separate fast because if I spawn the pawns at same location the move slow while moving away from each other. Once they are not stacking the pawns move at the correct speed. Any thoughts on how to make them separate faster when spawned at same location?

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I can avoid this problem by not spawning them at the same location but I would like the pawns to spawn at the same location and not slow down each others movement when spawned at same location.

leaden dust
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can someone recommend me learning resources for unreal cpp

crisp fable
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what

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no i was just reminiscing

fierce tulip
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<_<

static viper
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Jeez

fathom gust
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the player/camera is not spawning at player start but at the origin 0,0,0. Plus the player start capsule says bad size

wary wave
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....so obviously there's a problem with your player start

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(it's almost like it can't spawn your player there :p )

fathom gust
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yes, what should I do though

static viper
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Look at the spawn actor

fathom gust
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Its not colliding with anyother object's collision, I second that.

static viper
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Bad size means it is stuck in something

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Does it say bad size

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Theres still the option that its stuck in collision

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Yiu can check by activating visual buffer : player collision

fathom gust
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I checked using show collision

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There is a huge sky sphere mesh tho

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oh yes, when I put the player start outside the sky sphere, it doesnt say bad size any more

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how can I remove collisions

static viper
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Well

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Deactivate collision on huge sky mesh?

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You click it

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And scroll down to collision

wary wave
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haha, there we go

fathom gust
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yeah done. but the camera/player is still not spawning there

static viper
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Xd

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I am cofused

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Show picturr

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You jus weirf

wary wave
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it's almost certainly a level problem

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which is usually collision

fathom gust
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I think I messed up with the game modes

static viper
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Thats good

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Also a level thing.

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A typical minor bug

fathom gust
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fixed. current camera was selected instead of player start. my bad. thanks

static viper
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Xd

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Hahahahaha

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Merry christmas

fathom gust
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Merry christmas ya'll.

whole quarry
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christ merrymas

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and a new happy year

static viper
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A year happy new?

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Marry christ

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2018 was just bad

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I really need a good 2019

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I need to think of a new years phrase

whole quarry
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if you thought '18 was bad, wait for '19...

fierce tulip
fathom gust
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18 was good for me, But i have a feeling 19 will be bad.

solemn kraken
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yall ever release a functioning feature just to flex on AAA companies?

wary wave
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in English?

solemn kraken
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just memeing companies like EA that releases 1/3rd of a game and calls it a 'full game' and also prices it at 60 eur lmfao

wary wave
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...and yet people buy it, and the 40 euro season pass

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Β―_(ツ)_/Β―

fierce tulip
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  • dozens of dollars on microtransactions
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they are the opposite of real MVP's.
(not according to the companies)

wary wave
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to be fair, EA's player base has declined massively in just two years, on PC it's borderline dead

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FIFA not withstanding

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it's almost like people are getting pissed with the overzealous monetisation

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still enough console scrubs sucking it up though, hehe

solemn kraken
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With the amount of people actually playing pc games and being vocal i hope that the big companies realizes that even if its a product they have to listen to the consumers instead of shoving agenda and bad business down peoples throat

fierce tulip
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think we'll need to get used to the fact that most big companies try to sell games like regular products

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which is what they are, but some are pushing it atm

wary wave
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EA did hire a 'boxed retail product' guy as their CEO a while back

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this feels very much like that hangover still

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minimal new product development, maximum monetisation

fierce tulip
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3dsmax :p

dim arch
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has aids

cinder iron
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So everyone here is aware, don't utilize them on BP's without knowing about this

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Big kudos to Kaos and Zlo who helped me confirming various issues around this

dim merlin
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hi, anyone has a advice on adding manny skeletal meshes (like 1k - 5k) at runtime?

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anything that can optimize my framerate?

sudden agate
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@dim merlin dont use Skeletal Meshes if you want performance

dim merlin
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basically need to animate

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however they dont need to rendered all at once

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however when they are hidden they still affect framerate?

cinder iron
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you can animate using vertex animations

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but it depends on what you want to animate

dim merlin
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like animals πŸ˜‰

cinder iron
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what kind of animals?

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crabs, fishes or similars?

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or quadruped like?

dim merlin
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nah really like bigger animals, deers, cows, etc.

cinder iron
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then heavy culling I guess, If you can't afford to snap some vertex anims there

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birds can be vertex based

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for example

dim merlin
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hhm yeah okay

cinder iron
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just think of animals you could vertex animate

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and those that you can

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just do it

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it will save you a good amount of time

copper fable
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hey guys, i am getting the following error when trying to create a struct:

Severity Code Description Project File Line Suppression State
Error MSB3075 The command ""D:\Program files\Epic Games\UE_4.20\Engine\Build\BatchFiles\Build.bat" DauntlessEditor Win64 Development "D:\Unreal Projects\FPS\Dauntless\Dauntless.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. Dauntless C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44

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this is the struct code:

USTRUCT(BlueprintType)
struct FWeaponAttackData : public FTableRowBase {


    GENERATED_BODY()

    

    UPROPERTY(BlueprintReadOnly, EditAnywhere)
    FName animationMontageClipName;
    UPROPERTY(BlueprintReadOnly, EditAnywhere)
    float baseDamageMultiplier;
    UPROPERTY(BlueprintReadOnly, EditAnywhere)
    int32 staminaRequired;
    UPROPERTY(BlueprintReadOnly, EditAnywhere)
    int16 movespeedPercentage;


};
dim merlin
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@cinder iron it seems that even empty actor blueprints make my fps drop to 60 with 1,5k

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there's no other solution for that?

cinder iron
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Culling. I mean yeah, the more actors you have, the worst it will perform. Now it scales with the complexity of each actor

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Do they tick? Yes/no.

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That adds up

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  • several other factors I am not going to comment now
novel spire
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Should I set main camera in game mode, or in a game manager actor in the scene?

opal ocean
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What does this warning mean? how short is short? Caution!! this routine is O(N^2) allocations...use it for parsing very short text or not at all!

wary wave
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Big O notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. It is a member of a family of notations invented by Paul Bachmann, Edmund Landau, and others, collectively called Bach...

opal ocean
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so if I do a big file, it'll eat up memory like crazy?

manic pawn
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it'll just be slow

wary wave
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X is number of things to operate on, Y is time, basically

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yours is the red line

crisp arrow
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What is TestPAL? It's failing to compile for me on certain configurations. Is it required?

manic pawn
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why are you compiling it?

opal ocean
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ah. Ok.. well... it shouldnt be too bad for my use-case

wary wave
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I have never heard of Testpal

crisp arrow
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it's a project inside of the unreal source

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everything else is building except that

manic pawn
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you need your project target, unreallightmass, unrealpak, shadercompileworker

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don't build solution

crisp arrow
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Ok - I was building all of the projects in the configuration to be safe. Is that absolutely true?

odd osprey
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Is it good practice to remove the defaultsceneroot component from an actor and replace it with lets say a static mesh? ( I'm new to unreal )

grim ore
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It depends on if you want a scene component (basically just a transform) as your root. Collision is generally on the root but having a scene component as root allows you to layout the children relative to it.

dull oyster
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Hello. I can ask a question about unreal engine here ?

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cuz i have a problem with it

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or i have to go to other channel ?

grim ore
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You can do whatever you want if you follow the rules, pretty much just ask in one channel of your choice.

dull oyster
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i installed unreal engine but looks likke my subscription is off. How do i activate it ?

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cuz on screens i have seen that there should be a yellow box saying "subsriction status: active" i dont have that

static viper
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Unreal has no subscription on the engine

dull oyster
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hmm... then maybe u can tell me why i cant activate my datasmith plugin :<

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it should be under "plugins" and its empty.

grim ore
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That is Unreal Studio, that is different than Unreal Engine

dull oyster
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0_O

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ok thx XD

novel spire
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My Unreal Engine crashes every time I click "Maps and Modes" in Project Settings, probably because I've deleted some gamemode classes and rebuilt the project a couple times.

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What can I do?

static viper
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Recreate it

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A dummy with the same name

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Same location

novel spire
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Okay let me try

celest creek
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Hey all, what's the best way to rotate an actor around its own axis when you're using collisions on it (meaning you're stuck with having to have your mesh as the top item in the hierarchy)?

shy raven
#

Complete noob here to UE and programming in general. I've been following EvilDoUsHarm's 2d platform game tutorial. During one of the eps of his tutorial, he mentions that with the tile sprites, you want to bring some of them forward just a little bit... or you get these white lines. I followed his tute exactly up until that point and when I followed his instructions on which tiles to move and how far to move them, everything looked way worse and nothing like his.. lol. So I gave up on following that particular suggestion and started looking into what causes the white lines to show on the left and right edges of the tiles.

That brings me to a forum thread I found and the statement: "What you are seeing is an artifact of texture filtering, and can be fixed by using the "Condition Tile Sheet Texture" menu option on the tile set in the content browser."

I used individual png files and created individual sprites from them... not a sprite-sheet... I cannot find any way to condition these tile Textures within the content browser... in fact - besides right-clicking - I don't see a Content Browser menu.

Can someone please help me? The PNG versions are clean and these artifacts are seriously annoying. Lol.

static viper
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The issue is png

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Its not clean.

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You should really use tga here

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Png is almost uncompressed.

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But it has isdues with transpareny

shy raven
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Checking the free tileset I grabbed to follow his tutorial... I don't think they had tga. Never heard of it. I was not aware png had issues with transparency, as I had no problems with using it for sprites in Unity.

static viper
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Try it

shy raven
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But thank you for your response. I am checking.

static viper
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Yee

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You should ask in graphics

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They cqn explain

shy raven
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Ok. I will take it to graphics, as the package I downloaded doesn't have tga. I did find a SGA tilesheet, however.

shrewd gorge
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Dumb question: does Unreal 4 Editor sync Editor settings with your account?
If not, I'll backup my settings somehow I'm really lazy when it comes to setting things up over and over again.

grim ore
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@celest creek you are probably running into gimbal lock. Try Add Rotation instead of Set to allow the engine to handle that issue. You would have to modify your code of course but adding rotation should let you get past weird issues

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Nothing is synced in the editor, it's saved locally.

shrewd gorge
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Will make a habit of backing it up, thanks.

light thunder
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It isn't possible to use an instance static mesh inside of an actor is it? I've got a gauge template and I'll be spawning like 10 of them on an actor - they each have a component that is unique (the needle on the gauge) but for optimization, is there a way to render them all as one like an instanced mesH/

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doing this all while they are part of their respective actors

grim ore
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well if you use version control on your project you shouldn't have to worry about backing up.

light thunder
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otherwise I'm assuming I'd have to make some spawn function that puts them in the world as instanced meshes---

grim ore
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if you have a blueprint actor you can have an instanced static mesh component on it and that should work?

wary wave
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YUP

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oops, caps

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but yes, I do that all the time

light thunder
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So I have a Valve parent class, because I am spawning multiple Valves in the world, and they have components like gauges with them....but if each valve is spawn as a unique actor,?

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or will I have 10 "invidudual" instanced static meshe components, which the renderer will still render as 10?

grim ore
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if you have a "valve" blueprint every time you spawn one it is unique yes

wary wave
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you want one master actor with the instanced mesh component, and valve actors that request a mesh instance at a given transform

light thunder
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that's what I'm wondering, it might not be worth the effort performant wise but I was curious if there was an easier way

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@wary wave I might look into that, I'm still setting up all the logic but I'll add that to the possibilities list

wary wave
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in the past I've had a project where I had one 'master' actor that managed all instanced meshes in the world

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actors would request an instance of mesh 'XXX', the master would check to see if there's a component for it (and if not, create one), then maintain a mesh at the given transform

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it's a pain to set up, but if you have a lot of cases where you want to instance things (in my case also heavy proceduralism), it can pay off dividends in the long run

light thunder
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But when I built it, like a year ago, I hardly knew anything about BP, (like casting for example)

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so I built it the "most wrongest " way possible

wary wave
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honestly, if it's only a handful of meshes you won't get much out of instancing

light thunder
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I agree, the only reason is I might have to do some spawning anyway because I want the user to be able to customize it, so spawning the stuff is going to happen in any case

crisp arrow
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I asked a variation of this question yesterday, but narrowed it down and also managed to make some progress on debugging. I am completely stuck, however.
I have a project that I need to port from 4.17.2 to 4.20.1. I built unreal from source. I can play it in editor (there are some errors but I can work through those).
When I try to deploy to windows, which I need to be able to do for testing purposes, this method breaks:
https://i.gyazo.com/9bf018d7b4f082d2061d4c7d0fef7c82.png
I don't know much about MaterialParameterCollections. Any input at all is massively appreciated

#

I have confirmed that the methods in the comment are called, and they do populate that list. However, on deploying, the list is empty again.

light thunder
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@crisp arrow Have you merged any actors or played with any HLOD systems?

crisp arrow
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This is a blueprint-only project. I am well-versed in C++, but relatively new to Unreal.

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No - this project builds fine on 4.17.2

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all I did was switch the version of unreal

light thunder
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That's not what I asked πŸ˜ƒ

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LIke, do you have any HLOD's or merged actors in your project, at all, regardless of when you built them

crisp arrow
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haha, sorry. No I have not. I don't know if they have been merged by someone else before it landed in my hands

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If you think that might be causing the issue, is there a quick way I could check?

fierce tulip
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material parameter collection is like an array or whatever that can hold some variables you can tweak

crisp arrow
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Yes - I have confirmed that the lightsource MPC does exist in the project

fierce tulip
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you need a specific node to use them in the material editor.

tribal pebble
#

does anyone know how to render a Sequencer movie ,with UNLIT shading

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instheado f Lit

fierce tulip
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but if there are no values in there..

crisp arrow
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There are values inside of it

fierce tulip
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never heard of instancing them though

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thats about all the knowledge I have about em as a non-coder, just someone who uses materials extensively

crisp arrow
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I'm assuming that looks more or less normal

fierce tulip
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yup

grim ore
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well the obvious thing to check since it's a source code issue is to check the commits to that file and that section since 4.17 and see if something obvious changed? It's weird since it's a BP only project that you have the issue in the first place.

crisp arrow
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I would imagine that the issue happens elsewhere, just given that the list is empty, and this looks to be a symptom of that, but I can absolutely diff them to see if I can learn something

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I was exploring the right-click menu on that asset, and I found a validate button. I don't know what it does, but I ran it and it said that there is "No Data Validation" for this object. Could that be relevant?

grim ore
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any reason you don't use the binary version of the engine instead of source?

crisp arrow
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Yes - it's a requirement unfortunately.

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I'm assuming a Material Parameter Collection is essentially a series of uniforms for a shader, yeah?

wary wave
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I wasn't even aware that MPCs could be instanced

grim ore
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Maybe remake the MPC then if you think that is the issue, rename the old one and remake it then replace all references?

crisp arrow
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(that's more to satisfy my curiosity than anything else)

wary wave
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and yeah, it's a single set of values that can be efficiently propagated into any material that references it

crisp arrow
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I can definitely try that! But like I said, the actual "ParameterCollectionInstances" array is empty

wary wave
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you're not maybe using modified UE binaries perchance?

crisp arrow
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so it feels less like a problem caused by the MPC by itself, and more like a problem caused by some build issue

delicate needle
#

Howdy! Anyone here knowledgeable on Amazon AWS? I'm looking for a virtual server host that can run an Unreal instance from and stream/encode.

crisp arrow
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That depends on what you mean by modified binaries - there is another exporter installed, but I'm not using it

wary wave
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'exporter'?

crisp arrow
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sorry - I'm not sure what the terminology is with unreal haha. I have a plugin that lets me deploy to a different, non-windows target

wary wave
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I'm referring to the editor binaries

crisp arrow
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No, nothing substantial beyond support for that target. I would be very surprised if this problem didn't occur if I hadn't included support for that platform, since I am building for Windows atm

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I could rebuild a clean editor, but it would take several hours

wary wave
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I did a 'find' for UMaterialParameterCollectionInstance on my solution and nothing has come up

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but this may be a local problem with VS

crisp arrow
#

Yeah I just confirmed that it's in the normal build

#

it's in World.cpp

wary wave
#

cheers

#

need to work out why VS is misbehaving, some source files aren't opening -_-

crisp arrow
#

it's a heavy heavy program and a heavy project lol

#

I just wanna draw some attention to the thing I said earlier I was exploring the right-click menu on that asset, and I found a validate button. I don't know what it does, but I ran it and it said that there is "No Data Validation" for this object. Could that be relevant?

#

does that mean anything to you?

wary wave
#

I recall it only works with specific assets, but I've never used it

#

I suspect you also need to implement your own validation functions to make the most of it anyway

crisp arrow
#

that would make sense for a lot of things

#

I also checked the code that calls this method and it would absolutely crash if it were to return null

#

so the crash I'm getting is correct and necessary

#

the only real mystery is why that array is empty. I'm going to try to set a data breakpoint but debugging this stuff is so clunky

#

ha - small update. I get the same crash when it auto-saves

wary wave
#

heh

crisp arrow
#

when porting a project from one version of unreal to another, are there any general tips or tools I should be using beyond simply clicking "Switch Unreal Version" on the project?

wary wave
#

generally speaking I try to avoid it for any project of a size

#

only update if necessary

crisp arrow
#

I figured haha, unfortunately I have to

stiff moon
#

hello, is there someone who knows a how to get pixelstreaming to run via internet and not localhost?

#

πŸ˜ƒ

next badger
#

Wow!

crisp arrow
#

Small update on my issue - I found a construction script that was running that appears to have played a part in causing the error. I don't know why that's the case, but I'm investigating

odd osprey
#

yeah i got this asset in the thumbnail its pretty good

#

i like that epic have free assets every month

wispy pasture
#

What's the best way to simulate a moon with the new SunPosition plugin? I was previously using a static mesh moon but want to switch to the new system

wary wave
#

You don't, probably

#

I don't think it accounts for the moon?

wispy pasture
#

I don't mind getting the calculations for the moon trajectory and such myself, I'm just wondering if someone has figured out a better way to do it than orbiting a static mesh... e.g. can the new Get Sun Position function be duplicated and then altered to make it a moon?

wary wave
#

if you're going to do the calcs yourself then the position plugin is probably useless

wispy pasture
#

Possibly, I had built my own Sun/Moon system in 4.19 but the one in the plugin is better than what I built

wary wave
#

you could splat a texture onto the dome based on where it should be rather than use a mesh

#

will be a bit fiddly and probably require a custom dome mesh

wispy pasture
#

That's an interesting idea

#

I'm right in thinking that to edit a built-in function like Get Sun Position, I have to do it in C++?

wary wave
#

the sun plugin is probably completely useless for a moon

#

since it's sole purpose is to work out where a sun should be

light thunder
#

What's the difference between Color Variable versus Linear Color and which one does NamedColor use ?

wispy pasture
#

Okay, I'll investigate altering the texture, thanks for your advice!

crisp arrow
#

Jesus.
I'm trying to Launch on a non-microsoft platform. The project I'm using contains a bunch of models of windows, and generally a lot of assets with "windows" in the name. They're in a folder called "Windows". I get the following error:
ERROR: The following files are set to be staged, but contain restricted folder names ("Windows"):

#

is there a way to bypass this?

#

without having to rename things and relink everything, that is

celest creek
#

@grim ore Thanks, I'll give that a shot for sure! My ship does rotate though, it doesn't get stuck around gimbal... but you raise a good point, if I could change the rotation hierarchy/order then I could likely get around this but don't know if that's possible without adding transforms and only rotating one axis on each (which will not work as I'm running collisions, and collision only work properly if the collision mesh is at the top)

#

I'll give it a shot either way, maybe it'll get me something

crisp arrow
#

(I'm currently searching the entire solution for the error string hoping that I'll be able to find this restricted folder name list and blast it straight to hell, but I'm curious if there's a more... reasonable way to resolve this, such as disabling the check.)

#

Found it, and I can brute force it. What an unpleasant and arbitrary thing.

fierce tulip
#

@crisp arrow when switch wasnt announced it was called project wolf. folders named wolf would do the same thing

idle sail
#

4.21 released pepeWhy No more 4.20 jokes PPepoSmoke

crisp arrow
#

Oh I get what's going on - I just don't understand why lol

#

and even worse, why it happens at the end of the build process lol

supple totem
#

hi all, I am writing my own PlayerController class derived from the usual base one.... should I be calling any Super:: functions in my constructor?

rose bison
#

you mean the cdo constructor? then no.

supple totem
#

whichever constructor this is:

#

APlayerControllerGreylock();

#

just a boring old C++ constructor it looks like

rose bison
#

thats the cdo constructor.

supple totem
#

ahhh

#

thank you!!

sonic pagoda
#

does anyone think simplygon will update their plugin?

#

its still stuck at 4.17.2

#

do we have a spy here anyhwere that works at microsoft

next badger
#

@sonic pagoda I've just roamed their forums. Seems it's dead. As well as Unity one.

sonic pagoda
#

damn

#

that sucks

#

im going to try and run it from an older project

next badger
#

@sonic pagoda ue4 embedded cruncher is not bad

sonic pagoda
#

for SK meshes?

#

@next badger

next badger
#

i'm not sure if the sk mesh support on the engine right now

sonic pagoda
#

yeah from what i remember it isnt... ive used the static mesh one a lot, its great

copper fable
#

hey, i am parrenting a static mesh to a socket and then setting its relative trasnform, in game when i look a certtain direction it seems that the roation isnt applied properly when attaching the component

static viper
#

Sounds like gimbal

#

Mh

burnt vault
#

hopefully a simple question but why is this happening

#

the two objects that are the glass planes are instance but one is showing reflection and is darker while the other is completely transparent

regal mulch
#

@copper fable Feature

dry moon
#

I really had a brain fart when trying to design fall damage

#

I wanted smaller values to go up slowly, but higher values to expand exponentially

#

but finally did it

smoky bramble
#

anybody know of any quickstart guides or examples using the messaging system (IMessageSender, IMessageReceiver, etc)? google is failing me 😦

sonic pagoda
#

so, working on a mobile game and every performance bit matters, should i update booleans directly on the character BP and cast to the anim instance and update it there (as events and not in event tick obviously) , instead of having it run on the animation blueprint event tick[event blueprint update animation] in the anim blueprint?

#

so instead of updating the booleans in the anim bp by check every frame for the character, just have those boolean states be updated by casting to the anim instance / anim bp when the boolean actually needs to change

#

?

#

seems like the answer would be yes

next badger
smoky bramble
#

awesome, tyvm πŸ˜ƒ

plush yew
#

guys i have question

#

help please

regal mulch
#

@plush yew Post your question. Otherwise we can't help.

plush yew
sonic pagoda
#

oh thats a good program

#

go to start

#

add or remove programs

#

and then uninstall unity

#

and download the new version of the engine

plush yew
#

i dont like unreal

sonic pagoda
#

i

#

um

#

think you are on the wrong server then

#

idk if we have a #unity channel on here

#

actually we do

#

those nice folks over there might help you

plush yew
#

unity loads 99999 times faster than unreal

#

@sonic pagoda

fiery ginkgo
#

this is probably a troll

plush yew
#

and it has beautiful silverish design

manic pawn
#

so go to a unity server

#

πŸ€”

plush yew
#

they dont help me there

sonic pagoda
#

Game Dev League

plush yew
#

they said im noob

sonic pagoda
#

is a good server for engine agnostic help

plush yew
#

guys why people consider

#

unreal engine better than unity

sonic pagoda
#

idk, me personally: i installed both engines

#

messed around with unity

#

had no clue what i was doing

#

messed around with ue4, everything just felt intuitive

#

no previous game engine experience or coding experience since like qbasic, and i was up and moving stuff around in the level easily... had no clue what that compile button did, but it made me confident enough to want to learn how to implement the logic

#

whereas, i opened unity again, and was still like

#

what the hell is a prefab

#

i did a unity tutorial a couple of months back, just for the heck of it

#

and both engines are very similar

#

but c++ is more powerful than c#, not that you always need MORE power, but, you have it... if you need it.. and the engine source code... plus I personally think Tim Sweeney is an awesome guy who has been making games for decades

#

whereas i have no clue who the unity devs are

plush yew
#

mb unity devs work in mcdonald

#

@sonic pagoda idk c++ seems ugly

#

c# seems very well planed and organized everything is so rational because it was made by people who kknew how to make languages (cuz they made c++)

#

and most people dont use c++ anyway they use blueprints and compiile time is high

sonic pagoda
#

i dont use c++ unless its something ultra specific that blueprints doesnt have

#

i can count those situations on 1 hand though

#

and compile time

plush yew
#

yeah

sonic pagoda
#

zero

plush yew
#

so you dont benefit from c++

sonic pagoda
#

i nativize

#

my blueprints to c++

#

have my entire mobile game nativized from blueprints to c++

#

so visual coding, to c++ is pretty darn nice

plush yew
#

idk what is nativizing

sonic pagoda
#

yeah c# did seem easier, i wont lie... but ... learning c++ is also something you can take with you for life, and go to work at a game company with their own engine made in C++

plush yew
#

but you will not learn c++ if u use blueprints all the time as you claimed

sonic pagoda
#

nativize is something unreal engine released in like 4.16 or 4.17 that takes the blueprints and compiles it to c++

#

i kinda do though

#

blueprint nodes are just c++ functions exposed

#

so you kinda learn the logic of it after a while

#

but yeah, nothing like a good book on the subject

#

instead of having ; -> ( ) :] lol i have these pretty lines and boxes with their magical colors

misty creek
#

You learn the logic, just not the syntax.

#

And the syntax is the easier part

plush yew
#

eternal ue4 vs unity fight

sonic pagoda
#

me honestly

#

id use both

#

unity for mobile

#

unreal for console or pc/mac

#

i dont really have that time though

#

ive spent about 3 years on unreal and still dont know everything i want to know

#

imagine if i take on unity as well

plush yew
#

lol3 years

#

L0l

#

why

dire storm
#

Where would be an appropriate place to post learning resources. I know people are always asking where and how to learn stuff. I'm still very green at learning c++ but I found this course to be extremely helpful in understanding wtf is going on and well explained.

#

I wanted to share it to others overwhelmed on how to get started.

plush yew
#

on facebook

misty creek
#

I'm not sure exactly on the rules, but I think that would be good in the cpp channel. @dire storm

#

It isn't UE4 r so it might be removed

dire storm
#

feel like it would be really handy to have a resources section that is curated and locked where everyone could point to set people off on the right direction. Especially for exceptional resources.

misty creek
#

Yeah, having a resource section would be great

dire storm
#

@wary wave Has this been discussed? Adding a curated resources section to the discord channel for exceptionally good reference material?

wary wave
#

a million times

#

at the end of the day, Discord isn't a good repository for information

dire storm
#

Thanks πŸ˜ƒ

wary wave
#

there are far better places for it (for example wikis etc)

dire storm
#

I have so much material already slated on my plate to chew through I haven't been looking around for new stuff. I just found this gem and thought I would share then got curious about having a resource page. Thanks for the feedback.

plush yew
#

Hi

misty creek
#

Hey

plush yew
#

Hi guys im new.

#

I was just wondering if anyone know how to reset the graphics settings for UE4 project?

#

I change the engine scalability settings in editor but as soon as i hit play they reset back to the weird settings again.

#

Any thoughts?

#

I look on internet but cant find anything that explains how i can do it.

copper fable
#

any know why this eeor is poppin up when i am trying to implament a PawnSensing component?

#

Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) class UClass * __cdecl Z_Construct_UClass_UPawnSensingComponent_NoRegister(void)" (_imp?Z_Construct_UClass_UPawnSensingComponent_NoRegister@@YAPEAVUClass@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FObjectPropertyParams const Z_Construct_UClass_AMonsterController_Statics::NewProp_pawnSensing''(void)" (??__E?NewProp_pawnSensing@Z_Construct_UClass_AMonsterController_Statics@@2UFObjectPropertyParams@UE4CodeGen_Private@@B@@YAXXZ) Dauntless D:\Unreal Projects\FPS\Dauntless\Intermediate\ProjectFiles\AMonsterController.gen.cpp.obj 1

icy bone
#

any ue4 C++ pro here?

weary basalt
#

Try the #cpp channel perhaps????

icy bone
#

feels like all my questions ahve been deflected

copper fable
#

Can't seem to add an AIPerceptionComponent in C++

#

it just gives me the same error as the PawnSensing

light thunder
#

I just realized Epic is giving away Subnautica, won of my favorite games and probably the best example of Early Access Success, but isn't it built on Unity?

weary basalt
#

@summer lily Read the #old-rules, we do not allow Discord invites.

light thunder
#

If I want to use a color variable that is more or less universal across Actors Vs UMG, I'd want to use linear color right?

steel shuttle
#

hello. i want to ask because i don't know my question will fall under what category. how can i fetch username of the player from google play account?

grim sinew
vale silo
faint musk
#

getting a crash every time i try to drag in a Lightmass Importance Volume. Any workaround for this? I can't build my game's lighting without one :/

safe rose
#

@faint musk post the actual error

faint musk
#

this is all it gives me

safe rose
#

@faint musk enable debug symbols

faint musk
#

Found it, thanks. I'll follow up in 10 mins or so

#

looks like physx is busted? ill try reinstalling my nvidia drivers and see if that does anything

grim sinew
#

PhysX doesn't use the GPU in Unreal

#

Are you using a custom engine build or the default launcher one?

faint musk
#

default

grim sinew
#

Just to be sure everything's normal, run the verify command from the launcher too

zenith flower
#

code iz brok plz fix

#

k thnkx

plush yew
#

Anyone intrested in helping me with line trace by channel on a private call?

#

I will share screen and you can help.

#

I really need help with something and i bet it's not that hard to solve im just being stupid and cant find the solution.

plush yew
#

Okay let me explain instead.

#

Okay so i have my line trace channel thing

#

I made it so its 500 cm long

#

so the trace length is exactly 500cm long line

#

now when i use the break hit result

#

to get the distance it says 500cm when i am the furthest away

#

and 0 cm when i am the closest

#

how can i inverse this value or whatever it's called

#

so it says 500cm when i am the closest

#

and 0 cm when i am the furthest away the line can trace?

#

How would i do to achieve this?

south ridge
#

value = 500 - x

plush yew
#

what would the x wait thanks but could you explain more? I am too stupid to understand lol

#

what is the x supposed to mean?

south ridge
#

You gave me task with one input (distance to target) and one output (inverted distance to target)

#

What could possibly x mean

#
500-50 = 450
500-250 = 250
500-450 = 50
500-500 = 0```
static viper
#

Nah

#

This is stupid

#

If You want a trace length based on distance you will need a second trace

#

And from that on you get lenggh in percentage

whole quarry
#

Or just substract the vectors of the actor locations and get vector length?

plush yew
#

I need trace in CM not in percentage

static viper
#

You can round it later.

#

Wait

#

Oh my god

south ridge
#

I think all he wants is to invert the distance so it counts from 500 to 0 and not from 0 to 500

plush yew
#

Yes exactly! Thanks... How would i do this?

south ridge
#

You already got answer in how to do that

static viper
#

Thats super easy tho xd

#

Lol

plush yew
#

Im not good at math lol plz help

static viper
#

If you know its 500 cm...

plush yew
#

Is the X the actor location? or something

static viper
#

And its 250cm

#

Sooooooooo 500 - 250

whole quarry
#

What is your goal? What are you tracelining for?

plush yew
#

I AM SO STUPID LMAO HAHAHA I GET IT THANKS GUYS

static viper
#

Xd

plush yew
#

Thanks BlackFox!

south ridge
#

@plush yew you really need to get better at math before doing videogames

plush yew
#

My goal is to make a physics spring

south ridge
#

Remember when they said you don't need math in real life

plush yew
#

Lol

south ridge
#

They were lying, you need math in gamedev, a lot of it

static viper
#

I never understood the haters

plush yew
#

math is fun but i have too low iq to understand it lmao

abstract relic
#

Some prefer pretty pictures over numbers

static viper
#

:(

#

Whats wrongvwith sis

#

I like pictures with colorful things

#

Its math

plush yew
#

I was trying to make a flight simulator game but wanted to punch my head thru the wall when trying to fix some errors with the flight model thing lmao

#

because i was too eager to finish it fast so i implemented extra physics stuff before finishing the other which ended up in me not knowing wtf to fix because everything was a mess lmao. Now instead im trying to make a boat game or something idk i just make guns for the fuck of it.

south ridge
#

Duuude. As someone who did flight sims... that stuff needs so much math it's ridiculous

plush yew
#

lmao ik

#

how advanced did you make it? did you use real life formulas or how did you make them?

#

did you ever finish them?

#

it would be interesting to know since i am still trying to make one that actually flies like in real life almost

south ridge
#

Real life formulas, yes

#

I did something like X-Plane does, very similar to their blade element theory

plush yew
#

lololol

#

This might be extremely stupid question again but i am no expert at all on airplanes but you know how the faster a plane goes the slower the plane rolls? Do you know the formula for this or what this is called?

#

Since i have no idea and i don't know where to find this

#

or maybe thats not even true idk

south ridge
#

I have a book that explains it all, but if I give it to you, I fear you wouldn't really understand the math in it

#

https://en.wikipedia.org/wiki/Stability_derivatives this is the keyword you're looking for

Stability derivatives, and also control derivatives, are measures of how particular forces and moments on an aircraft change as other parameters related to stability change (parameters such as airspeed, altitude, angle of attack, etc.). For a defined "trim" flight condition,...

plush yew
#

BlackFox i will add you as friend on discord if this is okay with you πŸ˜ƒ

south ridge
#

Err

#

I would rather you ask questions here or in #legacy-physics and highlight me

#

So others could answer too πŸ˜„

plush yew
#

Okay thanks bro.

#

Ayy BlackFox. You know how i am trying to make these fake landing gears. Those that use line trace channel and add force? Well do you know any way i can add friction to them with any math formula or such? Thanks

south ridge
#

I can explain that a little later. For simplicity, you basically just need to find the forward vector of your actor, find relative velocity of the floor below you (it will be "floor_velocity - your_actor_velocity" or something like that), find dot product between these two vectors (to figure out how much sideways friction you need), then apply a sideways force based on that dot product you got + some multiplier (coefficient of friction times mass of the plane)

bitter oyster
#

is it possible to render a sequence while your game is running? i have a gun turret I want to record shooting but the sequence renderer doesnt seem to go to play mode

plush yew
#

Okay thanks BlackFox.

frank plume
#

Can someone just render a scene in blender for me

#

Please

#

Anyone??

#

Coz my pc is gonna take a lot of timr

#

πŸ™ πŸ™ anyone????

grim sinew
#

1: This is an Unreal discord, not Blender. 2: This is #ue4-general , not #lounge . 3: Buy time on a render farm if you need it that badly.

whole quarry
#

@frank plume what is long time and what sampling settings do you use?

#

Had such a hurry but doesn't even reply.. lol

frank plume
#

No sorry

#

@whole quarry

#

I have 2000 samples

#

And filmuc log encoding base for color management

#

The scene is 1,114,000 verts

whole quarry
#

2000 is waaaaay to high dude

frank plume
#

And will render farm give me filmic log encoding base @grim sinew

whole quarry
#

24 with clamp usage is more than enough

grim sinew
#

Render farm will give you whatever you pay them to do.

#

Go google one.

frank plume
#

Okay

#

24 is giving noise

#

Okay

whole quarry
#

thats why using clamps..

frank plume
#

Okay

#

Then I think I can do it

#

Well thanks

whole quarry
#

search for Blender Guru tutorials, he has a video on how to properly make renders

unreal token
#

I have a question about character mesh weapon collision if anyone can help

#

I’m making a tps

#

I had an existing weapon(rifle) that I swapped the skeletons on

#

Adjusted sockets ect to fit

#

Fires as well

#

But when I shoot the weapon all the projects don’t make it past my characters skeletal mesh

#

Projectiles*

#

Tried everything I know no luck

whole quarry
#

so when you shoot you hit yourself

#

stop shooting yourself

unreal token
#

πŸ˜’πŸ˜’

#

Wish it were that easy lmao

whole quarry
#

It is

unreal token
#

Has anyone had or solved this issue

whole quarry
#

set the bullet collision to overlap, on Event Overlap Begin, check if Hit Actor == PlayerPawn, if true nothing, if false > do what you want

#

Incase you use tracelining (more precise due to bullet speed and frame counts), its the same principle

unreal token
#

Sorry I still really new I don’t understand what is easy and why isn’t yet aha

teal tulip
#

Don't spawn the projectiles from the middle of the character or that

#

Spawn from the weapon barrel point with a socket or something

#

you can know where the location is

#

But usually the TPS spawn the projectiles from the camera or near, it depends what kind of game you want

#

And the camera should be over the character

unreal token
#

I’m doing a tps

whole quarry
#

Adding a socket to the end of the gun barrel as bullet spawn point/traceline start location is always the way to go

unreal token
#

I will try that out

#

Thanks appreciate it

whole quarry
#

combining both = godmode tier

teal tulip
#

even if is a TPS there are TPS games where the bullets spawn on the camera

#

the actual trace, no the effect

unreal token
#

I see

teal tulip
#

you can take the camera location and add 100 units forward more or less where the character is

#

spawn there

#

or in the weapon socket

whole quarry
#

hes making a TPS... spawning bullets from the camera is wrong πŸ˜›

#

its easy to do it like that for FPS, but even still I wouldn't use the camera as spawn location

unreal token
#

How long have you guys been using ue4??

whole quarry
#

nearly 3 years now

teal tulip
#

since 2014

unreal token
#

Kinda starting , I’m getting the hand of it .. it’s just a lot to take in

#

This is my first engine

whole quarry
#

start small and grow over time

teal tulip
#

could bet in games like fortnite the bullet spawn in the camera

whole quarry
#

use the templates as starting point and learn from their bp's

#

@teal tulip doubt it as you can swap weapons :d

teal tulip
#

well that isn't related

#

if you use the same location

#

or you could even store location per weapon

whole quarry
#

If someone from Epic would awnser it, I bet 50 DAL that they use socket location instead of camera location πŸ˜„

#

why make it so hard

teal tulip
#

you can easy check that yourself tbh

whole quarry
#

reusable for every SKM

teal tulip
#

GetCharacterBulletLocation()

#

the same

whole quarry
#

yes but requires manual labor for every SKM edit you ever make for the weapons

#

Get weapon name... find it in a datatable.. etc

#

its more work

teal tulip
#

is the same work my friend

whole quarry
#

Ofcourse not, when using socket, you just make 1 time the script to get the socket location, for every weapon you add 1 socket for Barrel End, thats it... never having to even think about "oh shit I still need to find out the location of the barrel end in the char bp, then add it to a datatable, then fix up the enum to switch to the right weapon, search it back up in the datatable and set the barrelend location

teal tulip
#

In APB for example

#

The bullets spawn from middle of the camera

#

Based aswell in the weapon socket

whole quarry
#

APB failed for many more reasons, im sure thats one of them πŸ˜›

teal tulip
#

the guy that made APB

#

works in Fortnite

whole quarry
#

I hope has foliage creator

teal tulip
#

So yeah I would say

#

Didn't failed by gameplay

#

As Fortnite is a perfect copy in every way

#

So you get the camera middle

#

Then get the weapon barrel socket

#

calculate the distance between the hitpoint of the camera and the weapon socket

#

if the weapon is further away from the impact then make a trace from the barrel

whole quarry
#

if you use camera center as start point, the hit angle is completly wrong and you wouldnt be able to hit anything right infront of your char though

teal tulip
#

if not, then the trace is from camera

#

if the bullets don't hit the middle of the screen then is frustrating

#

when you're in a coner etc

#

The bullets that spawn from weapon socket have 2 problems

#

A. Get blocked by the things in front of the weapon

#

B. Cross the walls

#

So you need the camera center

whole quarry
teal tulip
#

yeah you have to use the 2 points as reference

#

weapon and camera

#

or you can do directly from weapon

#

without camera check as you named, but then that isn't a good option for arcade games

#

But yeah go fortnite put in a corner shoot the weapon

#

See if the bullets are block in front of the weapon

#

or cross in the camera

whole quarry
#

they try to be a eSports, im sure they use socket location

teal tulip
#

idk what of the both are but can be a combo or just socket

#

actually the esports games are the most fake ones

#

and pretend to be fast

#

@whole quarry Fortnite have a line traced from the camera/character middle where mark the bullet collision

#

so another time is both but pretending to be precise

#

in any way you need a double check to make sure the bullets don't spawn from the other side of the wall

#

when the weapon penetrares the meshes

plush yew
#

guys whats easiest graphic style

#

for mah game

#

im not into detailed models

idle sail
#

So it was nice of epic to release the paragon assets but when are they gunna release fortnite assets? πŸ˜„

steady owl
#

They won’t @idle sail

#

Unless it somehow fails

#

Which is unlikely

grim sinew
#

Easiest graphics style is cubes.

idle sail
#

I think it would be cool if they made the game modable though

grim sinew
#

Not happening.

steady owl
#

I think they are trying with Creative mode

#

In game

#

Ez mode

idle sail
#

Ehhh I mean thats a farcry from mods

grim sinew
#

Fortnite assets aren't ever happening, too much of a cash cow

idle sail
#

yeah for sure

steady owl
#

Well it’s the closest you’ll get

#

They aren’t going to make a traditional mod editor like UT

idle sail
#

Eventually im sure they might

#

but that would years down the track

steady owl
#

I really think they’ll just continue to beef up creative mode

#

And allow you to set basic rules

#

But I hope I’m wrong

#

It would be great to have a mod editor

idle sail
#

Yeah would be cool to just see how they did some of the stuff

steady owl
#

You can always look at the models with UModel

#

Seems every person on YouTube is doing that now

#

For thumbnails

#

epic don’t seem to mind

idle sail
#

oh not the models so much, more like seeing how they're using niagara

steady owl
#

Yeah that stuff will probably be forever a black box

plush yew
#

guys is the graphics or lightning in unity anyhow inferior to the one in Unreal ???

grim sinew
#

They probably aren't for majority of stuff, since Niagara was too unstable for use until Fortnite was already out

regal mulch
#

They will probably have talks and stuff once Niagara is fully out

#

And if they used it in fortnite, they will use that as examples

grim sinew
#

The Unreal and Unity visual quality is frankly identical if you have competent artists behind it. Unreal just gives you a better start and includes all the post processing you need.

plush yew
#

so i will need to write additionalcode in unity to make it look good ?

grim sinew
#

Google it.

plush yew
#

okay thanks

regal mulch
#

Things look good if the artist behind it is good.

grim sinew
#

It's easy to forget, but Fortnite was in dev since 2012, long before Niagara was even a thing. The vast majority of stuff is using Cascade, as was I imagine everything for the original Fortnite game before battle royale.

regal mulch
#

Yeah def

#

However the recent push in Niagara also has to come from somewhere

grim sinew
#

And when making something as big as Fortnite BR, stability is probably the most important thing right now. So they're likely still using cascade, but pushing to make niagara more stable so they can confidently move to it

#

It would be an utter disaster for Epic if they made a Fortnite patch that crashed because of a Niagara bug they didn't know about

steady owl
#

Yeah I’m noticing more niagara looking things recently

#

With some of the emotes and fx

#

With logic controlling stuff floating around

plush yew
#

i cant find any good unity and ue comparison in google

steady owl
#

But it otherwise could easily all be done with cascade

#

@plush yew use both pick one

#

I like Ue better

#

Whatever makes you happy

grim sinew
#

@plush yew That's a lie and you know it, the two engines have been compared to death for 4+ years

steady owl
#

There are many comparisons btw

grim sinew
#

Search harder

regal mulch
#

Yeah we also don't want to see yet another discussion breaking out here.
So please don't bring one up :P

grim sinew
#

Bottom line: The two engines use identical lighting models and identical shaders. Any differences are up to the artists and how they use it.

plush yew
#

ok thks

#

I wanna use unity because im mad c# fan

regal mulch
#

Then go ahead and do that

plush yew
#

was wondering if graphics hold me back but seems not, thanks for claring that up

#

ohh thanks for motivating me too

grim sinew
#

Unless you're hiring senior level people, your artists will hold you back more than the engine will

plush yew
#

i am indie

grim sinew
#

That's not what I said

regal mulch
#

It's pretty simple: Good Artist -> most likely good graphics
Bad Artist -> most likely bad graphics

#

No matter what engine you use

plush yew
#

of course but who has money to hire artist lol

#

and a good one

regal mulch
#

Then you don't have to care about the choice of engine anyway

plush yew
#

and if I had pro team you would suggest unity or ue ?

grim sinew
#

You're not listening to us.

regal mulch
#

I suggest whatever suits your project and team better

plush yew
#

maybe one day i will make small gamedev company

#

theres a good rts game (which name i forgot) that has beautiful simple graphcis that i would like to inherit

regal mulch
#

Both engine can do that. The only other suggestion I can give you is to also look behind the engine.
Meaning what does the dev who created the engine offer you.

grim sinew
#

Good, now go learn how to make art so you can do that.

regal mulch
#

And how payment etc. works for using the engine

sudden agate
#

Fortnite was in Dev before UE4 was released? πŸ€”

grim sinew
#

Yes

wary wave
#

I worked on it in 2012

#

so yeah, a long time

spare sun
#

damn

fierce tulip
#

<_< we had someone who went to gdc with our udk game to show it to epic so we might get into the ue4 beta that year.. anxiety kicked in and never showed it.

grim sinew
#

lol I just walked into their booth and asked πŸ˜›

#

Somehow that worked.

fierce tulip
#

yea, I was.. rather annoyed hehe

static viper
#

And now you make 6000 per month on fx

#

10000

#

100billion

wary kiln
#

hey im new i dont know where to write this, but i have a few questions about soemthing in unreale ngine any experience programmer here that are good in ue4?

#

please pm me

static viper
#

We have Channels for questions

wary kiln
#

where?'

static viper
#

Its very unlikely that someone pms you

#

Scroll doen

#

Down

#

Youll find the channels

wary kiln
#

cant find it

static viper
#

Well whats the question

#

Lets start there

wary kiln
#

can i pm you i like to take this in private πŸ˜›

static viper
#

But can you describe what you want

#

You are making this hard for yourself xd

empty berry
spare sun
#

^

wary kiln
#

ok i was just wondered asomething game i used to play back in 2016 and before but the devopler closed server and and al i was just wondered of difficult it to re create game in better version

static viper
#

But how is that private?

#

Whats the game name

#

2016 is like... Yesterdax

#

In gametime

wary kiln
#

anyone heard of bounty hounds online? i want to make smiliar as possible i oved that game

#

would be great to make smiliar copy

static viper
#

Whats the game about?

#

You will need money and a team

#

It says online

spare sun
#

yes, in theory it's possible to recreate. But it's an mmo, you sure you wanna copy it?

regal mulch
#

Welp, multiple months of dev time. Enough money to pay artists, programmers and backend services.

wary kiln
#

yes but try google and you see it

grim sinew
#

If you need to ask how difficult it would be, it's too difficult for you.

#

Whatever it is doesn't matter. Make something smaller.

static viper
#

Oh gid

#

God

#

This will not at all be easy to clone

#

This will need a large 20 ep head team

cloud cobalt
#

Definitely not clone-able by a single developer, no matter how experienced.

#

Like most games

static viper
#

20 - 60 people could handle this

#

Mostly the cose and hardware

#

It doesnt look great but needs 3d and animation

wary kiln
#

ok i just wanted to ask hehe make not online then? to start with

static viper
#

Dont make at all.

#

Forget it

#

Even with team

#

Forget it

#

Create cool singleplayer game instead

#

Or coop

wary kiln
#

what if i taken over production of the game would it then be diffcult to upgrade graphics in game?

static viper
#

Dont Take over

#

It looks like dead weight

wary kiln
#

what program to you think its made in? ok i will try make my version or something smiliar

cloud cobalt
#

Here's my advice

#

Do your own game

static viper
#

It looks custom

cloud cobalt
#

A very simple one

grim sinew
#

Go make pong.

abstract relic
#

Spacewar

graceful sky
#

Tetris

spare sun
#

pacman

cloud cobalt
#

A 3D Rubik's Cube

wary kiln
#

any good gaming server i should use me and few friends gonna make an rpg games

#

need gaming server and database etc

#

nay ips what we should use?

#

any tips*

graceful sky
#

Tfs worked great for me 😢

static viper
#

If you dont know, or any of your friends... Then you should scrap this plan.

#

Scrap your plan

graceful sky
#

But what owl says ^

static viper
#

A experienced network coder or manager would instantly know.

#

And any real gamedesigner would ring alarm bells on the cimbination: friends, server, rpg

plush yew
#

Hello!!

static viper
#

Hi

plush yew
#

What can i do in this chat?

static viper
#

Ask questions about ue4

#

:3

plush yew
#

This is only forma Questions?

#

For*

static viper
#

What do you want

plush yew
#

Nothing, just talk about my Game idea, where can i talk about that?

static viper
#

Gamedesign :3

plush yew
#

Ok, thx

tall pendant
#

except that: #design-chat is NOT for talking about game ideas...

#

but whatever..nobody on this discord reads channel topics anyways

plush yew
#

Ohhh

static viper
#

What

#

How is it not

plush yew
#

Where so?

static viper
#

Xd ehat

plush yew
#

I dont want broke the Rules!

static viper
#

Its gamedesign and he isnt looking for an idea

#

He says he has one

wide stirrup
#

sa

#

sa

spare sun
#

πŸ€”

elder bramble
#

Hey is there anywhere here I can go for troubleshooting games?

#

and issues with games running unreal

#

Because I have a huge problem and I am struggling to fix it

#

Or if there is anyone in the discord I can talk to for troubleshooting?

wary wave
#

if it's individual games you'd be better off asking in their respective communities

elder bramble
#

It's not individual

#

It's EVERY game running unreal (excluding Zeus Battlegrounds because they use a different sound system)

#

Asking in their communities prior spawned no help from anyone @wary wave

wary wave
#

I'm not really sure anyone else in here will be able to offer much help though

elder bramble
#

not even the Epic Staff or anything?

wary wave
#

unlikely

elder bramble
#

May I give a rundown of my issue in here just in case someone has had the same issue and can be of help?

worn granite
#

its a misconception that epic staff know the entire engine

#

and by all means.

wary wave
#

I mean you can try

elder bramble
#

Alright give me a second

wary wave
#

but we're developers, many of whom are artists, level designers etc, we don't really know much troubleshooting packaged game issues other than what you can already find discussed online

elder bramble
#

So the rundown of my situation is as follows: Any game I play that runs the Unreal Engine on Steam or any other platform has no sound. I tried to do the following: -verifying game cache -reinstalling games -Updating sound drivers including my motherboard's sound driver -messing with sound settings -updating windows.

#

Zues Battlegrounds is the exception which I tested because it uses WWise instead of Unreal's default audio system

worn granite
#

logs from an affected game?

#

(actually, if you can, just start the game and get to the menu and close it)

elder bramble
#

I don't know how to get the logs regarding audio issues through steam without crashing because as of now only crashing produces logs

#

and they don't crash because it's just the sound

#

But yeah I just launched the game, got to the menu and closed it

#

@worn granite now what?

worn granite
#

Go to your appdata/local folder

#

and find the game's directory.

#

it may not be the same as the name.

elder bramble
#

Wouldn't the game's directory be under Steam?

worn granite
#

Here's Dreadnought

#

(I think?)

elder bramble
#

I can't find the game itself

worn granite
#

I've never crashed in that game.

elder bramble
#

Nor can I find a local folder

worn granite
#

Okay, well.

#

I dunno what to tell you.

#

Anyway, it may not even have anything. But if there's a message about why the audio init failed, it'd be here.

elder bramble
#

FOUND LOGS

wary wave
#

what operating system is this?

worn granite
#

win

elder bramble
#

Windows 10

#

Says "Failed to create XAudio2 interface

worn granite
#

Does it give anything?

elder bramble
#

LogAudio: Warning: Warning: SynthComponent failed to start due to failiure in initialization.

#

LogInit: Failed to create XAudio2 interface

worn granite
#

also look for LogWmfMedia

elder bramble
#

That's not in there

worn granite
#

fair nuff

wary wave
#

you probably don't have DirectX properly installed

#

you need the DirectX End-User Runtimes

elder bramble
#

I am trying to install that

worn granite
#

probably a specific version too

elder bramble
#

but the installation keeps failing

#

It's the June2010 one I am betting because that comes up on every single troubleshooting thing

#

I don't know why it won't let me install the June 2010 one

wary wave
#

probably because it's 8 years out of date

#

and according to the website, Win 10 isn't supported by it

#

trying to find a more up to date installer, but I'm willing to bet that in Win 10 it's supposed to be installed automagically by windows update

#

which is a crock of shite

#

yeah, should be installed by default

worn granite
#

Whoops!

wary wave
#

"Updates will be available through Windows Update. There is no stand-alone package for these versions of DirectX."

worn granite
#

Is it OS reinstall time, already? kappa

wary wave
#

quite possibly

#

fuck I hate Windows 10

#

"Let's take all control of just about everything away from the user! What could possibly go wrong?"

elder bramble
#

@wary wave alright I will be back when that process finishes

#

if that doesn't work I guess I will have to reinstall the OS

#

but I can't do that until after Christmas

wary wave
#

fun fun fun