#ue4-general
1 messages Β· Page 358 of 1
does anyone know if DepthFade supported in ES3.1 (it should be) with forward shading, MSAA and no HDR ?
I wouldn't see why not
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?
thats the error i get
I've built UE4 from source, and I'm porting a game from PC to Console. When I attempt to deploy to console, unreal crashes here: https://i.gyazo.com/84a309a806eac9569673dfea2b8fd175.png
any ideas?
(to be clear, it crashes on the "check(0)", meaning it makes it through that loop)
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
(also should I move this to engine-source?)
@crisp arrow version?
4.20.1
the game was originally 4.17.2
but it does run in windows (although there are errors)
@crisp arrow You def should be careful to not share any console code
:P
Despite that I would check if the mentioned functions are actually calling
That's the first hint you get
Oh I am being careful haha! I'm assuming you mean the ones in the comment?
Ok. I'm temporarily removed from my pc, if not though, are there common reasons for either of those?
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.
I can't really help you with the specific issue
Never had that
Just throwing ideas for debugging at you
I asked here hoping that it'd be a known issue
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.
Well if you really can't get an answer, then you should go into the internal forums for the console stuff
So that you can freely post stuff without breaking the NDA
Yeah that's the next step
Anyway, time to sleep. Good luck!
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?
I would say simple box check since it isn't ticking, and only triggers once something enters the box
and you can set it so it only checks certain things through the collision settings
any pro on animation here?
That would be best asked in #animation
where would i ask a UBT/uproject/.Build.cs question?
ah, didn't see that channel. thanks
Evening all
Good Evening Tim.
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)
yes that does sound weird
@elfin jacinth is there anything Epic will announce for 2019 (besides Epic Game Store) before Christmas ?
Epic already left for the holidays, it's over.
Today was our last day in the office
ah, fun
I had surgery today, so I was not even in the office
are you doing ok?
Yea, they just had to do some stuff to my achillles tendon
π
Thank you for asking
π
so, I am getting this:
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)
why?!
note that's only 4.21 that does this crap.. 4.19 never did this
(only maybe for initial build)
@elfin jacinth any word about Infinity Blade 2/3 assets release ? π
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?
Telling you, every studio needs to adopt this two-week paid vacation for the holidays
Actually, every workplace
You'd get more productive people
In the new year
I'm still going to be working
Everyone hates working around the holidays
Just doing it from home
Yeah, well, it's better to work in PJs (or nude) at home, than Epic Shirt and Jeans at the HQ π
Well, either one actually isn't too bad
You're making some assumptions there buddy. π
Ah true, I guess I did see some suits the last time I toured Epic HQ /s
I wish Epic had an office in Texas π
I wouldn't be surprised if they snagged an Austin studio some day
Austin is too overcrowded
@tiny apex if youβre planning to spawn the weapons on a socket, yes they need to be removed from the character and imported separately
Ah, figured as much. Thanks @abstract relic
anyone know what the physx broadphase settings are about?
Y'all having a good time around the holidays?
hey guys
does anyone want to help me make my game
its a terrible clone
i have no skills to speak of
and im 14
but it will make millions
and ill give you a CSGO weapon skin as payment
cause im the mastermind
any takers?
its like battle royale except you play as a cake
i havent really fleshed the idea out to be honest
Is it called Forkknife?
An action pack game where knives and forks brutally clash in an blackboard screeching tableware-cide. Fun for the whole family
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?
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.
can someone recommend me learning resources for unreal cpp
<_<
Jeez
the player/camera is not spawning at player start but at the origin 0,0,0. Plus the player start capsule says bad size
....so obviously there's a problem with your player start
(it's almost like it can't spawn your player there :p )
yes, what should I do though
Look at the spawn actor
Its not colliding with anyother object's collision, I second that.
Bad size means it is stuck in something
Does it say bad size
Theres still the option that its stuck in collision
Yiu can check by activating visual buffer : player collision
I checked using show collision
There is a huge sky sphere mesh tho
oh yes, when I put the player start outside the sky sphere, it doesnt say bad size any more
how can I remove collisions
Well
Deactivate collision on huge sky mesh?
You click it
And scroll down to collision
haha, there we go
yeah done. but the camera/player is still not spawning there
I think I messed up with the game modes
fixed. current camera was selected instead of player start. my bad. thanks
Merry christmas ya'll.
A year happy new?
Marry christ
2018 was just bad
I really need a good 2019
I need to think of a new years phrase
if you thought '18 was bad, wait for '19...
https://forums.unrealengine.com/development-discussion/content-creation/1563148-how-do-i-create-fast-a-random-minecraft-world
great question, better answer
Hello, I am totally new to UE4.
I want to create world of blocks, also buildings etc etc.
As far as I am concerned RN is that i have to create everything
18 was good for me, But i have a feeling 19 will be bad.
yall ever release a functioning feature just to flex on AAA companies?
in English?
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
- dozens of dollars on microtransactions
they are the opposite of real MVP's.
(not according to the companies)
to be fair, EA's player base has declined massively in just two years, on PC it's borderline dead
FIFA not withstanding
it's almost like people are getting pissed with the overzealous monetisation
still enough console scrubs sucking it up though, hehe
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
think we'll need to get used to the fact that most big companies try to sell games like regular products
which is what they are, but some are pushing it atm
EA did hire a 'boxed retail product' guy as their CEO a while back
this feels very much like that hangover still
minimal new product development, maximum monetisation
3dsmax :p
has aids
https://www.youtube.com/watch?v=Ix3L9NbC568&feature=youtu.be
Just confirmed on a blank project Instanced UObject problems
[TITULO EN MAYUS] :D Abre la descripciΓ³n para mΓ‘s informaciΓ³n, FLP's, presets o links de otros tutoriales. [ESCRIBIR DESCRIPCION DEL TITULO] FLP : 50 likes! ...
So everyone here is aware, don't utilize them on BP's without knowing about this
Big kudos to Kaos and Zlo who helped me confirming various issues around this
hi, anyone has a advice on adding manny skeletal meshes (like 1k - 5k) at runtime?
anything that can optimize my framerate?
@dim merlin dont use Skeletal Meshes if you want performance
basically need to animate
however they dont need to rendered all at once
however when they are hidden they still affect framerate?
like animals π
nah really like bigger animals, deers, cows, etc.
then heavy culling I guess, If you can't afford to snap some vertex anims there
birds can be vertex based
for example
hhm yeah okay
just think of animals you could vertex animate
and those that you can
just do it
it will save you a good amount of time
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
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;
};
@cinder iron it seems that even empty actor blueprints make my fps drop to 60 with 1,5k
there's no other solution for that?
Culling. I mean yeah, the more actors you have, the worst it will perform. Now it scales with the complexity of each actor
Do they tick? Yes/no.
That adds up
- several other factors I am not going to comment now
Should I set main camera in game mode, or in a game manager actor in the scene?
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!
so if I do a big file, it'll eat up memory like crazy?
it'll just be slow
What is TestPAL? It's failing to compile for me on certain configurations. Is it required?
why are you compiling it?
ah. Ok.. well... it shouldnt be too bad for my use-case
I have never heard of Testpal
you need your project target, unreallightmass, unrealpak, shadercompileworker
don't build solution
Ok - I was building all of the projects in the configuration to be safe. Is that absolutely true?
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 )
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.
Hello. I can ask a question about unreal engine here ?
cuz i have a problem with it
or i have to go to other channel ?
You can do whatever you want if you follow the rules, pretty much just ask in one channel of your choice.
i installed unreal engine but looks likke my subscription is off. How do i activate it ?
cuz on screens i have seen that there should be a yellow box saying "subsriction status: active" i dont have that
Unreal has no subscription on the engine
hmm... then maybe u can tell me why i cant activate my datasmith plugin :<
it should be under "plugins" and its empty.
That is Unreal Studio, that is different than Unreal Engine
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.
What can I do?
Okay let me try
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)?
I'm currently doing this but it's not working very well:
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1563525-ship-rotating-around-its-own-axis-project-download-included
Hi all helpful souls,
I've bumped into a problem I'm really struggling with and without fully tearing my hair out I've come to the conclusion I'll need some
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.
The issue is png
Its not clean.
You should really use tga here
Png is almost uncompressed.
But it has isdues with transpareny
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.
Try it
But thank you for your response. I am checking.
Ok. I will take it to graphics, as the package I downloaded doesn't have tga. I did find a SGA tilesheet, however.
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.
@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
Nothing is synced in the editor, it's saved locally.
Will make a habit of backing it up, thanks.
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/
doing this all while they are part of their respective actors
well if you use version control on your project you shouldn't have to worry about backing up.
otherwise I'm assuming I'd have to make some spawn function that puts them in the world as instanced meshes---
if you have a blueprint actor you can have an instanced static mesh component on it and that should work?
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,?
or will I have 10 "invidudual" instanced static meshe components, which the renderer will still render as 10?
if you have a "valve" blueprint every time you spawn one it is unique yes
you want one master actor with the instanced mesh component, and valve actors that request a mesh instance at a given transform
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
@wary wave I might look into that, I'm still setting up all the logic but I'll add that to the possibilities list
in the past I've had a project where I had one 'master' actor that managed all instanced meshes in the world
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
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
I have this old Virtual Pump panel I'm porting to VR -
But when I built it, like a year ago, I hardly knew anything about BP, (like casting for example)
so I built it the "most wrongest " way possible
honestly, if it's only a handful of meshes you won't get much out of instancing
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
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.
@crisp arrow Have you merged any actors or played with any HLOD systems?
This is a blueprint-only project. I am well-versed in C++, but relatively new to Unreal.
No - this project builds fine on 4.17.2
all I did was switch the version of unreal
That's not what I asked π
LIke, do you have any HLOD's or merged actors in your project, at all, regardless of when you built them
haha, sorry. No I have not. I don't know if they have been merged by someone else before it landed in my hands
If you think that might be causing the issue, is there a quick way I could check?
material parameter collection is like an array or whatever that can hold some variables you can tweak
Yes - I have confirmed that the lightsource MPC does exist in the project
you need a specific node to use them in the material editor.
does anyone know how to render a Sequencer movie ,with UNLIT shading
instheado f Lit
but if there are no values in there..
There are values inside of it
never heard of instancing them though
thats about all the knowledge I have about em as a non-coder, just someone who uses materials extensively
https://i.gyazo.com/03cb26d55f2f5a073c3d4b2463afe465.png this is what it looks like
I'm assuming that looks more or less normal
yup
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.
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
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?
any reason you don't use the binary version of the engine instead of source?
Yes - it's a requirement unfortunately.
I'm assuming a Material Parameter Collection is essentially a series of uniforms for a shader, yeah?
I wasn't even aware that MPCs could be instanced
Maybe remake the MPC then if you think that is the issue, rename the old one and remake it then replace all references?
(that's more to satisfy my curiosity than anything else)
and yeah, it's a single set of values that can be efficiently propagated into any material that references it
I can definitely try that! But like I said, the actual "ParameterCollectionInstances" array is empty
you're not maybe using modified UE binaries perchance?
so it feels less like a problem caused by the MPC by itself, and more like a problem caused by some build issue
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.
That depends on what you mean by modified binaries - there is another exporter installed, but I'm not using it
'exporter'?
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
I'm referring to the editor binaries
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
I could rebuild a clean editor, but it would take several hours
I did a 'find' for UMaterialParameterCollectionInstance on my solution and nothing has come up
but this may be a local problem with VS
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?
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
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
heh
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?
generally speaking I try to avoid it for any project of a size
only update if necessary
I figured haha, unfortunately I have to
hello, is there someone who knows a how to get pixelstreaming to run via internet and not localhost?
π
Wow!
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
yeah i got this asset in the thumbnail its pretty good
i like that epic have free assets every month
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
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?
if you're going to do the calcs yourself then the position plugin is probably useless
Possibly, I had built my own Sun/Moon system in 4.19 but the one in the plugin is better than what I built
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
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++?
the sun plugin is probably completely useless for a moon
since it's sole purpose is to work out where a sun should be
What's the difference between Color Variable versus Linear Color and which one does NamedColor use ?
Okay, I'll investigate altering the texture, thanks for your advice!
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
@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
(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.
@crisp arrow when switch wasnt announced it was called project wolf. folders named wolf would do the same thing
4.21 released
No more 4.20 jokes 
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
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?
you mean the cdo constructor? then no.
whichever constructor this is:
APlayerControllerGreylock();
just a boring old C++ constructor it looks like
thats the cdo constructor.
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
@sonic pagoda I've just roamed their forums. Seems it's dead. As well as Unity one.
@sonic pagoda ue4 embedded cruncher is not bad
i'm not sure if the sk mesh support on the engine right now
yeah from what i remember it isnt... ive used the static mesh one a lot, its great
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
hopefully a simple question but why is this happening
the glass is showing up completely different
the two objects that are the glass planes are instance but one is showing reflection and is darker while the other is completely transparent
@copper fable Feature
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
anybody know of any quickstart guides or examples using the messaging system (IMessageSender, IMessageReceiver, etc)? google is failing me π¦
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
This is the place to show, share, and link to your stuff!
awesome, tyvm π
@plush yew Post your question. Otherwise we can't help.
how to create character when im in this screen https://i.imgur.com/fAyhD0u.jpg
oh thats a good program
go to start
add or remove programs
and then uninstall unity
head on over to www.unrealengine.com
and download the new version of the engine
i dont like unreal
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
this is probably a troll
and it has beautiful silverish design
they dont help me there
Game Dev League
they said im noob
is a good server for engine agnostic help
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
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
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
yeah
zero
so you dont benefit from c++
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
idk what is nativizing
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++
but you will not learn c++ if u use blueprints all the time as you claimed
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
this is just visual c++
instead of having ; -> ( ) :] lol i have these pretty lines and boxes with their magical colors
eternal ue4 vs unity fight
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
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.
on facebook
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
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.
Yeah, having a resource section would be great
@wary wave Has this been discussed? Adding a curated resources section to the discord channel for exceptionally good reference material?
a million times
at the end of the day, Discord isn't a good repository for information
Thanks π
there are far better places for it (for example wikis etc)
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.
Hi
Hey
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.
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
any ue4 C++ pro here?
feels like all my questions ahve been deflected
Can't seem to add an AIPerceptionComponent in C++
it just gives me the same error as the PawnSensing
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?
@summer lily Read the #old-rules, we do not allow Discord invites.
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?
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?
has anyone experienced this issue https://forums.oculusvr.com/developer/discussion/72116/depthfade-not-working-on-go-using-es3-1/ ?
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
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 :/
@faint musk post the actual error
@faint musk enable debug symbols
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
PhysX doesn't use the GPU in Unreal
Are you using a custom engine build or the default launcher one?
default
Just to be sure everything's normal, run the verify command from the launcher too
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.
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?
value = 500 - x
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?
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```
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
Or just substract the vectors of the actor locations and get vector length?
I need trace in CM not in percentage
I think all he wants is to invert the distance so it counts from 500 to 0 and not from 0 to 500
Yes exactly! Thanks... How would i do this?
You already got answer in how to do that
Im not good at math lol plz help
If you know its 500 cm...
Is the X the actor location? or something
What is your goal? What are you tracelining for?
I AM SO STUPID LMAO HAHAHA I GET IT THANKS GUYS
Xd
Thanks BlackFox!
@plush yew you really need to get better at math before doing videogames
My goal is to make a physics spring
Remember when they said you don't need math in real life
Lol
They were lying, you need math in gamedev, a lot of it
I never understood the haters
math is fun but i have too low iq to understand it lmao
Some prefer pretty pictures over numbers
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.
Duuude. As someone who did flight sims... that stuff needs so much math it's ridiculous
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
Real life formulas, yes
I did something like X-Plane does, very similar to their blade element theory
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
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
BlackFox i will add you as friend on discord if this is okay with you π
Err
I would rather you ask questions here or in #legacy-physics and highlight me
So others could answer too π
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
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)
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
Okay thanks BlackFox.
Can someone just render a scene in blender for me
Please
Anyone??
Coz my pc is gonna take a lot of timr
π π anyone????
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.
@frank plume what is long time and what sampling settings do you use?
Had such a hurry but doesn't even reply.. lol
No sorry
@whole quarry
I have 2000 samples
And filmuc log encoding base for color management
The scene is 1,114,000 verts
2000 is waaaaay to high dude
And will render farm give me filmic log encoding base @grim sinew
24 with clamp usage is more than enough
thats why using clamps..
search for Blender Guru tutorials, he has a video on how to properly make renders
I have a question about character mesh weapon collision if anyone can help
Iβm 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 donβt make it past my characters skeletal mesh
Projectiles*
Tried everything I know no luck
It is
Has anyone had or solved this issue
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
Sorry I still really new I donβt understand what is easy and why isnβt yet aha
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
Iβm doing a tps
Adding a socket to the end of the gun barrel as bullet spawn point/traceline start location is always the way to go
combining both = godmode tier
even if is a TPS there are TPS games where the bullets spawn on the camera
the actual trace, no the effect
I see
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
hes making a TPS... spawning bullets from the camera is wrong π
its easy to do it like that for FPS, but even still I wouldn't use the camera as spawn location
How long have you guys been using ue4??
nearly 3 years now
since 2014
Kinda starting , Iβm getting the hand of it .. itβs just a lot to take in
This is my first engine
start small and grow over time
could bet in games like fortnite the bullet spawn in the camera
use the templates as starting point and learn from their bp's
@teal tulip doubt it as you can swap weapons :d
well that isn't related
if you use the same location
or you could even store location per weapon
If someone from Epic would awnser it, I bet 50 DAL that they use socket location instead of camera location π
why make it so hard
GetSocketLocation.Name('BarrelEnd') poof
you can easy check that yourself tbh
reusable for every SKM
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
is the same work my friend
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
In APB for example
The bullets spawn from middle of the camera
Based aswell in the weapon socket
APB failed for many more reasons, im sure thats one of them π
I hope has foliage creator
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
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
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
Lemme show you what I mean with my mad mspaint skills:
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
they try to be a eSports, im sure they use socket location
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
So it was nice of epic to release the paragon assets but when are they gunna release fortnite assets? π
Easiest graphics style is cubes.
I think it would be cool if they made the game modable though
Not happening.
Ehhh I mean thats a farcry from mods
Fortnite assets aren't ever happening, too much of a cash cow
yeah for sure
Well itβs the closest youβll get
They arenβt going to make a traditional mod editor like UT
I really think theyβll just continue to beef up creative mode
And allow you to set basic rules
But I hope Iβm wrong
It would be great to have a mod editor
Yeah would be cool to just see how they did some of the stuff
You can always look at the models with UModel
Seems every person on YouTube is doing that now
For thumbnails
epic donβt seem to mind
oh not the models so much, more like seeing how they're using niagara
Yeah that stuff will probably be forever a black box
guys is the graphics or lightning in unity anyhow inferior to the one in Unreal ???
They probably aren't for majority of stuff, since Niagara was too unstable for use until Fortnite was already out
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
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.
so i will need to write additionalcode in unity to make it look good ?
Google it.
okay thanks
Things look good if the artist behind it is good.
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.
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
Yeah Iβm noticing more niagara looking things recently
With some of the emotes and fx
With logic controlling stuff floating around
i cant find any good unity and ue comparison in google
But it otherwise could easily all be done with cascade
@plush yew use both pick one
I like Ue better
Whatever makes you happy
@plush yew That's a lie and you know it, the two engines have been compared to death for 4+ years
There are many comparisons btw
Search harder
Yeah we also don't want to see yet another discussion breaking out here.
So please don't bring one up :P
Bottom line: The two engines use identical lighting models and identical shaders. Any differences are up to the artists and how they use it.
Then go ahead and do that
was wondering if graphics hold me back but seems not, thanks for claring that up
ohh thanks for motivating me too
Unless you're hiring senior level people, your artists will hold you back more than the engine will
i am indie
That's not what I said
It's pretty simple: Good Artist -> most likely good graphics
Bad Artist -> most likely bad graphics
No matter what engine you use
Then you don't have to care about the choice of engine anyway
and if I had pro team you would suggest unity or ue ?
You're not listening to us.
I suggest whatever suits your project and team better
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
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.
Good, now go learn how to make art so you can do that.
And how payment etc. works for using the engine
Fortnite was in Dev before UE4 was released? π€
Yes
damn
<_< 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.
yea, I was.. rather annoyed hehe
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
We have Channels for questions
where?'
Its very unlikely that someone pms you
Scroll doen
Down
Youll find the channels
cant find it
can i pm you i like to take this in private π
^
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
But how is that private?
Whats the game name
2016 is like... Yesterdax
In gametime
anyone heard of bounty hounds online? i want to make smiliar as possible i oved that game
would be great to make smiliar copy
yes, in theory it's possible to recreate. But it's an mmo, you sure you wanna copy it?
Welp, multiple months of dev time. Enough money to pay artists, programmers and backend services.
yes but try google and you see it
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.
Oh gid
God
This will not at all be easy to clone
This will need a large 20 ep head team
Definitely not clone-able by a single developer, no matter how experienced.
Like most games
20 - 60 people could handle this
Mostly the cose and hardware
It doesnt look great but needs 3d and animation
ok i just wanted to ask hehe make not online then? to start with
Dont make at all.
Forget it
Even with team
Forget it
Create cool singleplayer game instead
Or coop
what if i taken over production of the game would it then be diffcult to upgrade graphics in game?
what program to you think its made in? ok i will try make my version or something smiliar
It looks custom
A very simple one
Go make pong.
Spacewar
Tetris
pacman
A 3D Rubik's Cube
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*
Tfs worked great for me πΆ
If you dont know, or any of your friends... Then you should scrap this plan.
Scrap your plan
But what owl says ^
A experienced network coder or manager would instantly know.
And any real gamedesigner would ring alarm bells on the cimbination: friends, server, rpg
Hello!!
Hi
What can i do in this chat?
What do you want
Nothing, just talk about my Game idea, where can i talk about that?
Gamedesign :3
Ok, thx
except that: #design-chat is NOT for talking about game ideas...
but whatever..nobody on this discord reads channel topics anyways
Ohhh
Where so?
Xd ehat
I dont want broke the Rules!
π€
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?
if it's individual games you'd be better off asking in their respective communities
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
I'm not really sure anyone else in here will be able to offer much help though
not even the Epic Staff or anything?
unlikely
May I give a rundown of my issue in here just in case someone has had the same issue and can be of help?
I mean you can try
Alright give me a second
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
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
logs from an affected game?
(actually, if you can, just start the game and get to the menu and close it)
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?
Go to your appdata/local folder
and find the game's directory.
it may not be the same as the name.
Wouldn't the game's directory be under Steam?
I can't find the game itself
I've never crashed in that game.
Nor can I find a local folder
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.
FOUND LOGS
what operating system is this?
win
Does it give anything?
LogAudio: Warning: Warning: SynthComponent failed to start due to failiure in initialization.
LogInit: Failed to create XAudio2 interface
also look for LogWmfMedia
That's not in there
fair nuff
you probably don't have DirectX properly installed
you need the DirectX End-User Runtimes
I am trying to install that
probably a specific version too
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
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
Whoops!
"Updates will be available through Windows Update. There is no stand-alone package for these versions of DirectX."
Is it OS reinstall time, already? 
quite possibly
this may work:
http://www.tomshardware.co.uk/forum/id-3160247/restore-directx-reinstalling-windows.html
fuck I hate Windows 10
"Let's take all control of just about everything away from the user! What could possibly go wrong?"
@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
fun fun fun

