#ue4-general

1 messages · Page 362 of 1

static viper
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so you can see the folder structure

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its a small button on the conent browser

icy gale
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No idea whats that, but I'll figure, thanks :]

dry moon
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It doesn't get stuck no

static viper
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that is great news

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fantastic news

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then you can assume that ue4 default capsules wont fail

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also the box test

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and that speedtree is doing weird stuff

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you shouldnt fiddle with collission physics values at this state

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its just a tree

dry moon
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I mean even with engine default caopsules do the same issue

static viper
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you tested with box?

dry moon
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Doesn't stick with boxes

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but speed tree doesn't offer box only collision

static viper
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sad isnt it

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the leaves dance in the wind... as i slowly drop to the floor

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why

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i cry out

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why god

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isnt capsules working

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as it begins to rain

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😢

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@dry moon

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show me the settings for the capsule.

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collission

dry moon
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Its blockall

static viper
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the entire branch with arrow down

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show

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me

static viper
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open presets pls

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with a bit luck

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what a funny issue

dry moon
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its default besides one

static viper
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shit

dry moon
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like I said

static viper
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well

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then it must be the obvious

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have you fiddled with walkable slope angle yet?

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its on 0

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ECB seems to be replaced by this

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even tho its a bool

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this must be 4.21

dry moon
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I actually get this when I get stuck

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FirstPersonCharacter_C_0 is stuck and failed to move! Velocity: X=75.44 Y=-35.59 Z=0.00 Location: X=32658.26 Y=-386654.63 Z=-164770.80 Normal: X=-0.83 Y=0.51 Z=-0.21 PenetrationDepth:0.015 Actor:SkinnyTree_Cluster1_2 Component:StaticMeshComponent0 BoneName:None (0 other events since notify)

grim ore
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so it's a long shot but what is the "Can Character Step Up On" set to on that tree?

dry moon
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You can't set that in foliage

grim ore
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well that's silly 😦

dry moon
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and by default its set to yes

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in code

static viper
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thats a bizare issue

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bone name likely means auto bone

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static mesh component 0

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that sounds interesting

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wouldnt it ask for collision capsule

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instead its saying static mesh

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foliage is actor

next badger
copper fable
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does anyone here know how i can create a new object from a class reference in c++?

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i want to create a new object with the type that is selected in the "attachedAttack" property

hard minnow
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I'm quite new to this part of the process. So I have a simple skeletal mesh. It's basically a leg with 4 separate parts. A created a skeleton in maya by just parenting each mesh to a corresponding bone (as it's shown on the first screenshot). And it seems it's all good, but in the Physics Asset... I don't know, I couldn't find any info on it for these cases... In the PhysicsAsset it created separate bones for each object that go from the object to the origin of the scene and it all looks strange... (as it is shown on the second screenshot) Is it supposed to be like that?..

hard minnow
next badger
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@hard minnow meshes should not be a part of skeleton hierarchy

hard minnow
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meaning I should merge and skin them?...

next badger
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@hard minnow not necessary, but if they are skinned you could put them in a separate group

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they will merge any way on export

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since each SK mesh is only a single mesh

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*on import

hard minnow
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So there is a way to make them seem like a one mesh?..

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without actually merging them to one mesh?

next badger
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@hard minnow when you export fbx and import it in ue4, meshes bound to single skeleton may be merged in to single skeleton mesh (there's a checkbox on import iirc)

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oh, nope, SK meshes have no this option, so they will be merged

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@hard minnow but you have to store mesh and skeleton joints separately in maya

hard minnow
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ah

next badger
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then when you export, select skeleton and desired meshes

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meshes will be merged

hard minnow
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should it be like this in maya?

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or like this

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?

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The second one seemed to work... Thank you~

next badger
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@hard minnow you don't have to nest meshes, they are skinned right?

hard minnow
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no they are not

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I exported it like on the second screenshot and it seems like it's working

next badger
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oh...why making a skeleton then?

hard minnow
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To move it...

next badger
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you know you could just attach a static mesh to a skeleton joint?

hard minnow
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Ah....

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right...

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but I wondered if that's the right approach for this...

next badger
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the proper way is to skin them

hard minnow
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So it's still wrong?

next badger
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well...i can't say it's wrong, but it's definitely not the industry standard

hard minnow
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Gotcha. Then I'll skin it. Thank you a LOT

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Really.

next badger
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np

hard minnow
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You got me out of the abyss of despair~

light thunder
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Can someone point me towards learning more about working with containers OF containers - I need to basically have a String Array, and each element has it's own String array - and each element of that has its own Structure

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I know how to work with structures but I've never gone beyond that in terms of complexity

lavish marlin
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can someone help with texture tiling?

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my textures tile and its blatantly obvious lol

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one dev was saying they dont all tile its just people uploading tiled textures so i was wondering are there some that are already merged well?

next badger
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@lavish marlin no...in general all textures produce visible repetition pattern

grim ore
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well you could always stretch the single texture across the area so it never tiles.... it just might uh, look bad lol

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to deal with tiling you hide the tile edges, or you use macro and micro texturing to break up the tiling

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There is a really good UDK article on it if I can find it

gleaming creek
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You can use a few methods to avoid obviously repeating textures

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For example, if you have a long corridor

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You can make the corridor out of multiple segments, each with different textures

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so if you mix them up enough, you won't use the same segment twice in a row

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which will make the repeats much less obvious

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Another trick is to break up the surface with detail

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A repeating texture is much less obvious if it's broken up by other detail, such as columns

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A third trick is to make a material which supports vertex painting to add detail

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then vertex paint different details along the length of the surface, so each one is unique

lavish marlin
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awesome guys thanks

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to explain what im doing .. im painting this on a landscape

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but i dont know how to paint on a material rather i paint with textures and i was checking all over and people was creating materials

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ill check the link

gleaming creek
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Oh, terrain... well, add rocks and trees!

light thunder
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I wrote a question regarding save game objects - but I am not sure how to work with an array of an array of structs..... how do I begin to 'build" that...

lavish marlin
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@gleaming creek but its very obvious i used all sorts of moving grass meshes and u can see without staring at the ground

grim ore
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you make a struct, you put stuff in the struct you want (even if its more structs), then repeat till you have what you want and use it?

next badger
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there are some fancy texturing algorithms tho, like texture bombing, and Wang Tiles

light thunder
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an example would be a PlayerName (a string array) - each playername has an array of "garages"....and each garage has it's structure (array of cars, names, etc)

grim ore
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also you can use sets or maps instead of arrays if needed

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make a map <string,garagestruct>

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or actually thats uhm just a list of garages so I guess map <string, garagearray or garageset>

light thunder
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That's what I was looking for, thank you.... (wasn't letting me use text as a map ,and that was throwing me off)

grim ore
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and then each of the items in that array or set would be a struct

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oh yeah text isnt really a type is why

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or uh.. data type? I forget the actual wordage lol

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its a code thing, I forgot how to code when I started using blueprints

light thunder
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Okay, so trying to translate this into actual concept - I have an incident command for firefighters - 23 different scenarios, each scenario has 6 Text benchmarks, so I want to save ALL of that - but higher up, every department (an array of strings) might have their own custom benchmarks - so how would I contain that?

hard minnow
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@grim ore wait, are you the guy from youtube?... with HTW and WTF videos?

light thunder
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so I got this -

next badger
light thunder
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and I need to be able to have a String out of an Array of Dept names, be the key I guess to that?

gentle moth
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Isn't UE4 overkill for 2D game like undertale?

worn granite
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@gentle moth actually not even just overkill, but in the way oftentimes

plush yew
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Hey guys I have created blueprint that has features like pickup on collision. that bp is called item

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should I create now children of this bp called for example wooden sword etc? i want its children to have models or shapes

gentle moth
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@worn granite Performance also would be terriblez right?

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So it's not good choice in any case

worn granite
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@gentle moth .... sure...

lavish marlin
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trying to use a tutorial but stil cant find any of these to use on my texture to stop tile repeating lol

grim ore
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@hard minnow I am yep

hard minnow
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@grim ore Thank you... You saved me so many times :' )

grim ore
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yay 😃

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@plush yew that sounds about right, sounds like a parent -> child relationship. A parent item with the variables that all children can use then children that fill in those variables uniquely with like meshes and names and stuff. Depending on the goal of the project you can make X items and actually have them each be unique in your game as unique blueprints or you could use something like a data table and then just create the items as needed from the parent Item and fill in the uniqueness when you create it from the data in the Data Table

next badger
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yep, generic class would be "pickable" or something like that

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i've even seen some tutorial about that ages ago...i think it's deprecated now

grim ore
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I think the UMG UI inventory one might have worked like that?

plush yew
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i give up on blender

dry moon
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Imm a little drunk but why does contentexample collision capsules work and mine doesnt

worn granite
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because alcohol thins your collision

dry moon
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I GOTTA CHECK THE SETTINGS

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of the controllers right

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Or project settings

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Ya ill compare the projecys

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Hhaha

worn granite
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Maybe I'm just way too functional, but you're typing like me when I'm gooooone.

lavish marlin
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my screenshot of my landscape material is explicit lol

oak temple
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lol been prototyping a tornado material I feel you

lavish marlin
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here we go

oak temple
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the spaghetti is amazing

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oh nvm thought you meant spaghetti code

lavish marlin
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so im happy with my basic landscape material but i want to paint over this . .. is that even possible

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lmao

oak temple
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depends what you by paint

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you can paint texture on it

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if thats what you mean

lavish marlin
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sorry im tired

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yeah correct man

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would i have to go inside the material and add a texture?

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and paste them dank repeating tiles lol

oak temple
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Is it an epic/store asset?

lavish marlin
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nope this one was from the interwebs i think lol

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tbh cant remember eitherway its free and pretty cool for starting

oak temple
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It depends how they set it up but usually you can just use the paint tool in unreal if its setup correctly

lavish marlin
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but mountains are not usually always green so i would like to paint over them with a rocky texture

oak temple
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Do you know of splatmaps?

lavish marlin
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its not setup to paint each texture it has none ready to paint

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i dont think so man whats that

dry moon
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green is

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good tho

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right:???

lavish marlin
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its great but

oak temple
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They probably didn't set it up that way then, but splatmaps are used as a way to lay down textures based on a map, so usually you bring your heightmap as a greyscale image then a splatmap as an rgb image that allows you to layout your textures based on the splatmap

lavish marlin
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my game is all green X D

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this is infact a height map i have imported yeah

oak temple
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My workflow for terrain is heightmap creation, layer creation and export through splatmap, then I also open up the material to allow painting

lavish marlin
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thats rly cool

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2 weeks i been off and on this as im stuck its bugging me

oak temple
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there are tutorials that cover the individual portions but I havent found one that did it all

lavish marlin
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trying my own textures and they are all tiled so i just want to try and keep this if possible

oak temple
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it took me like 3 months to get an idea of how heightmaps worked when i first started

lavish marlin
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i bet lol

lavish marlin
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ah yeah its laters i want

oak temple
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I'll be honest the best documentation for it is epic's I think I have a project with it all set up I can send you later when I get home too

lavish marlin
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are you serious?

oak temple
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I have lots of projects lieing around I accidentally purged a bunch a week ago though

lavish marlin
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lol

oak temple
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they just accumulate after a certain point lol

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but I should have at least one and if not it wouldn't be hard to setup a base of one for the painting, explaining how to use splatmaps well and such would take a bit though

lavish marlin
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thats true

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i dont want to waste ur time tho but any info or help is rly going to help me continue as im fully stuck here

oak temple
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no worries i like doing things I know in between slamming my head against a wall trying to get things I dont understand working

lavish marlin
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so this is my map its quite cool i like it the empty rivers im using as roads ad i bought a road spline tool pack and its working really well

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yeah exactly that

oak temple
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what tool set do you use?

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world machine?

lavish marlin
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nope

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i just import buy make blueprints

oak temple
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I mean for creating the height map

lavish marlin
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i imported this premade... i dont like messing with the free things but this was cool

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it was free..

oak temple
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cool you don't need splatmaps yet then I'll just send you a painting one later

next badger
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messing with the free things ue4 got offended

lavish marlin
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lmao

oak temple
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eventually you may want to look at using something like houdini or world machine though if you want to expand on heightmaps, I use houdini personally

lavish marlin
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but i work from march to November and currently out of work aha

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so buying things i want costing alot is a no atm

oak temple
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I only buy things I plan to learn from tbh

lavish marlin
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ok i will remember that as i have heard

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yeah i understand

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if i was ever able to paint a map that did not tile all the frick'n time id be well happy and continue and leave everyone alone lol!

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these guys would never be bugged by goose again 😢

oak temple
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there are some learning curves like if you want to use more than (17? I cant remember) material you have to set your textures to shared wrap

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lots of little things that messed with me when I was starting

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otherwise you'll get a black tile

lavish marlin
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if you was able to make an awesome map that didnt take all ur day lol id scrap what i have and id use it since u went through the bother but tbh i think what i got ist bad but.. there is big mountains horribly placed in the very middle very awkwardly

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oof id never rly use that many tbh

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i could just smooth them down easy tbh who knows i might do that

mint umbra
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The limit goes for 17 texture samplers on the landscape, each layer normally has AO, diffuse, normals, height info samplers, meaning you hit the limit very fast.

lavish marlin
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oooh yeah thats true!

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i was thinking as a whole but ouch ok

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@oak temple sent you a friendy so i dont spam up this and u can find me as i dont rly get notified for groups i have many X D

boreal shadow
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guys, is anyone experienced in world machine? need a little help

light thunder
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Do I always have to have duplicate copies of structs that I will be saving into savegame objects? why can't I just set the struct directly to the save game object?

light thicket
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I am not a pro at this but I believe you can update the bones location and rotation to match that of the component using a tick

ancient otter
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I bought the 2070 lol XD

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Feels good Kreygasm

kind robin
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Hello, I've been having a problem where my editor keeps crashing after clicking play, I narrowed it down to "CreateDefaultSubobject", commenting out the line allows me to play

light thunder
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Can someone tell me if I have a save game object with a Map of an array of structures, do I actually need the structures themselves as variables on the savegame object?

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It's probably the way I'm trying to make a map and i'm overwriting the index instead of inserting / adding unique into it

bitter iris
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Hey guys, how would I get a render of the map with the clients location on it so i can put it on a map you could pick up in game?

icy bone
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Hi guys, i have a weird issue. I Have declared a TSubclassOf in my C++, when i change it in the editor it does not get saved. It's reset to default None when i close and open the editor again

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anyone got any idea?

fleet cedar
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The instructor guides that they published are amazing for a quick crash course

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I wanted to find out more about VR best practices with UE4 and the VR Cookbook lectures are so well made for just quickly getting an overview

unreal token
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Does anyone know how to toggle buttons on vr

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For grab for instance press trigger to grab press trigger again to release

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Can’t find a tutorial anywhere

fleet cedar
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so you'd want it to be like this: player presses trigger -> pickup item -> let go off trigger -> still hold onto item -> press trigger again -> let go of item @unreal token ?

unreal token
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Yes

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Lol

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Edit blueprint?

fleet cedar
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you could probably do that using a boolean and a branch statement

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if you need more explanation than that lmk

unreal token
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Yes bro please I’m working on using melee weapons would be a pain to hold a button the whole time

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Would this apply to hand mesh or weapon or neither lol

fleet cedar
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sure can you send me a screenshot of the first part of the implementation after you press the trigger

unreal token
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this is weapon bp

bitter iris
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Is simlygon free? no catches etc?

unreal token
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?

fleet cedar
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I think that'll work, ISF = isfirstinteract, didn't feel like writing it out all the way

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i think there's probably a better way to implement it but that should work for testing

unreal token
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i tried it i actually couldnt let go of it and it doesnt keep the animation like its grabbing it

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any way i could implement this same technique in the motion controller bp instead of the weapon itself?

lavish marlin
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weird question but can i stretch a texture somehow?

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as one i have is super hd its quite rare that it looks like its tiling but a good stretch wont do it no harm as grass is goin over the top any advice?

fleet cedar
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you can implement it there but that will make everything in your game have that effect

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also to fix the not letting go, in the release after the false branch set isf to true

unreal token
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how would i do it on the controller if theres is a pressed and released node i have to make 2 branches?

fleet cedar
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put first branch into pressed second into released

unreal token
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, in the release after the false branch set isf to true

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sorry cant figure out how to do this one lol

unreal token
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has anyone else figured this out

harsh pier
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I want to make an animation, should I do it inside Maya or Unreal good at it?

abstract relic
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Maya

lavish marlin
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so i took like forever making my texture non tiled was rly pleased with theresult

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after just finding out it makes landscape bigger to revert it to normal size X D whut

harsh pier
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Can I load Maya animation inside Unreal? For Example I create an environment in Unreal and animation in Maya...

lavish marlin
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also whats the point in making an awesome blended texture when it seems i can only paint a single texture : (

warm bluff
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Ey guys what's more performance efficient, combine meshes or instance them? say I combine 20 meshes into a big one, would it be better than instancing 20 instances of that mesh? 😮

lavish marlin
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most people say combined

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as it reads 1 texture rather than rendering multiple bits its only rendering 1

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could be wrong still

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mesh not texture..

warm bluff
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yeah thats what I read so far too welp guess i will just combine em

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thanks

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:3

lavish marlin
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thats what i got to do it seems too bro

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a big ass industrial plant with like 50-100 bits for 1 building and like 10 buildings lol rip

warm bluff
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fuks everything up hard lol xD
do you by any chance know if overlapping a lot of meshes can cause performance issues? earlier i had a wall made out of parts and to get them to look nice i had to overlap em, then i just made one whole mesh of wall instead of parts (not by combining, just a new mesh) fps jumped from 40 to 120+ lol I was also playing with some light stuff at the time so idk what cauased the jump 😦

lavish marlin
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i dont rly know tbh dude

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whatever you think will be high demanding ..

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will probably most likely be high demanding lol

warm bluff
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only if i'd know lol xD

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Thanks anyways tho!

lavish marlin
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however i have learned by clicking that button top of ur screen set it to 10 and i can slot it together real good

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also alt clicking and dragging a mesh will copy if thats any info real basic but yh helped me X D

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u anygood at texture painting?

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im trying to scale the texture bigger but instead makes the landscape bigger XD UE4 oh you!...

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tiles for miles mate

normal ore
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Good afternoon sirs and madams. 😀

harsh pier
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Good day kind sir.

unreal token
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Does anyone know how to toggle buttons on vr
For grab for instance press trigger to grab press trigger again to release
Can’t find a tutorial anywhere

past sun
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Guys,
do I need to configure my router for dedicated server to work?
Adding inbound and outbound rules doesn't helps

whole quarry
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Using steam?

past sun
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yeah

plush thicket
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how can I freeze a cable's position?

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Everytime I start the game, the cables are swinging like CRAZY

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i just need a way to freeze them so that they are static, and don't move at all

plush yew
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@past sun does mom let you have your pc on at night

harsh pier
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🙄

cloud cobalt
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Uh, okay, please don't ?

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@plush thicket How are your cables implemented ?

plush thicket
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just straight up cables

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hanging from point a to point b

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just drag in a CableActor into Unreal

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and attack it t something

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notice, how when you hit play, it'll start flexing like crazy

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how do I stop that

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also, yes, I know I can use splines, but in this case, I'd like to learn how to freeze cables for when I do need to use them in the future

static viper
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its prolly easier to create them yourself

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the cable plugin isnt exactly... stable

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it has physics depression

plush thicket
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so splines it fuckin is then

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that's a fuckin yikes to unreal

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tbh

static viper
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the plugin wasnt intended to instantly work

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its an example

past sun
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@plush yew yes

static viper
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there are cable plugs on the mp

cloud cobalt
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@plush thicket Yeah I meant that I'm not familiar with a cable system in UE4

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So just wondering what you used, I didn't know there was a plugin for that

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Do they look okay in editor ?

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You could just disable ticking and they won't move ingame

static viper
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you can edit their looks very well. but they are coded unfair

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you cannot have hanging cabls without physics

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and they will randomly bug out in editor

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breaking them ingame

cloud cobalt
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Cable physics don't need actual physics if they're fixed and unmoveable

static viper
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yee but this plugin isnt doing that

cloud cobalt
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Anyway, @plush thicket if they do use physics, you should test a bit the limits. Make sure a cable alone in the world with no nearby objects works fine first, for example

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If they do use physics, the cable attachments should not collide with them, for example

wary wave
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the cable physics in UE4 spazz out when the game starts because the system hasn't yet found a resting state

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so for a second or two it'll just go bananas

plush thicket
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they need to fix that shit

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"set default position" setting or something

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once you let it rest

static viper
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they didnt touch that thing in decades possibly

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XD

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you are better of asking MP for this

harsh pier
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What is better: Unity or Unreal?

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Or there something even better that these ones?

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like Cry engine?

static viper
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they are equal

plush thicket
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they aren't equal

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Playdead, the team who worked on this game called "INSIDE"

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Arnt Jensen said in a GDC talk that he wished they had developed the game on Unreal, because 2 years of development went towards optimization

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optimization that Unreal already has in place

static viper
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dont do this...

plush thicket
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Arnt Jensen's words, not mine

static viper
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starting this useless discussion again that had been talked out 1000 times before

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let him watch videos

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thats better

plush thicket
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both engines have problems

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there

harsh pier
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Ok, I pick Unreal. Seems better. But one guy taht I trust said that Cryengine is the best, but is the hardest to learn.

plush yew
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Ue>unity>cry @harsh pier

tall pendant
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The choice of tech should always depend on your projects needs tbh.

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It makes no sense to choose one tech "just because"

plush yew
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guys is having one model for each item legit idea

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or i need more

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one for being on ground and in inventory, and second for being connected to human model

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for armor

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or can this be achieved with one model

cursive dirge
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lol

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this discussion again

harsh pier
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I have an idea of creating a short animation movie...

cursive dirge
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I wouldn't trust single person on telling what engine is best

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because everyone has their own use cases and preferred workflows

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what works great for some, may not work for others

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I for example can't stand Blender but I would still recommend new users to try it out

sudden agate
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BUT UNREAL IS BEST ENGINE.

cursive dirge
#

there's also a lot of of "this used to be crap when I tried it in 2010 so it has to be crap in 2019"

#

people often refuse to adapt and accept things change, which is kind bad thing if you work in this industry

#

as things move at really fast pace

plush yew
#

Like someone once said at forums "if u r asking this question then unity is 4 u"

cursive dirge
#

sure, go ask that question on Unity group, they'll say Unity is best

#

also ask in Cryengine discord, they say CE

#

there's a lot of bias on engine specific groups

#

I'd just suggest you look at what the engines offer, consider what you need, try the ones yourself that you could consider

#

locking up your options early on can hurt

plush yew
#

unity has deprecated networking

harsh pier
#

Why you don't like Blender? I am maya user and thing about to switch to blender, but you said it's bad...

cursive dirge
#

but.. if you want to do short animation, don't bother with CE

#

they miss a lot of proper tooling that helps there

plush yew
#

cause maya expensive? @harsh pier

cursive dirge
#

I didn't say Blender is bad

harsh pier
#

@plush yew I use student version.

cursive dirge
#

I just said I can't stand it myself

#

it's personal preference

#

Blender is amazing actually

#

I just can't work like that

plush yew
#

i hate how blender works

#

ue is like icecreams in usage but blender is like...

harsh pier
#

What software do you prefer?

plush yew
#

Just take a look at what each engine offers by default.
Unity doesn't have visual scripting in stable releases yet, and offers little in terms of demo projects and mechanics available compared to unreal. If u r new or don't want to code everything u will most likely have to spend some money on paid assets from their store.

cursive dirge
#

I use Modo Indie atm for my modeling needs, I dig the modo's tooling there

plush yew
#

but coding in unity is easy

static viper
#

i am still waiting for blender to activate its maya interface...

#

they didnt added it on release

cursive dirge
#

but mesh stuff is just one part, there's like 5 apps I use for 3D models

sudden agate
#

I find Unity more flexible in regards of rendering and scriptng.
Blueprints is cool and all, but coding is faster but C++ Compile times are a neck break for me

plush yew
#

idk man, theres so many buttons in blender, and with tutorials its easy to make some good looking models

#

but its sstill struggle

sudden agate
#

Blenders Controls are garbage.

#

Maybe I'm just too used to the common controls every other Modelling tool uses.

harsh pier
#

I know a man that switched from Modo to Blender. He said he did it becuase Modo developers started to collide software developement.

plush yew
#

I tried Maya and didn't like that u have to either click on arrows to move stuff or use click on mouse scroll and without hotkeys to lock the movement on certain axis

cursive dirge
#

probably many did

#

I still haven't seen as easy to use selection tools on Blender

#

and that's what you do all the time when you do 3d models

harsh pier
#

You use 3ds max? I heard a lot of bad thing about it, and I am not happy tto use it at work.

cursive dirge
#

max as well as full maya got one huge issue for indies: they are not affordable unless you got a decent budget

#

and you can't use edu versions for commercial purposes

#

it's against the license

static viper
#

the indie version is only 35 aa month :/

cursive dirge
#

for maya yeah, but I'm talking about "full maya" now

static viper
#

the bad maya you mean

#

the one that has 90% stuff you dont need

#

you mean

#

the maya that is more unstable then 4.21 unreal version

#

XD

#

cmon

cursive dirge
#

Modo indie is like 9 bucks/mo with longer sub periods

#

but I got perpetual version a long time ago (they don't sell perpetual anymore)

harsh pier
#

Why should I pick maya instead of blender? If they both were free I mean. I use maya student version, and I don't really like it.

cursive dirge
#

Houdini is cool too, just totally weird on the workflow

#

well, student version is still limited to edu use

#

but if you prefer blender, definitely go with blender

plush yew
#

Maya can offer great compatibility with ue4 and some cool stuff like live link etc

cursive dirge
#

I doubt blenders animation tools are as fancy

#

people usually pick Maya when they do animations

plush yew
#

Also Maya is recommended by epic to use with ue4

cursive dirge
#

it's like industry standard for that purpose

#

well, Epic uses Max for modeling too

static viper
#

if blender manages to get their ui fixed... the maya wont be so popular

#

fbx is the only issue

cursive dirge
#

and pretty sure some use Modo

#

their ex worker used to 😄

harsh pier
#

What with the .fbx from Blender?

cursive dirge
#

pretty sure they didn't let him go because he picked that tool

static viper
#

there seems to be an issue with fbx

harsh pier
#

AND what about UI? I want to switch to blender mostly because it's UI not so archaic and tangled as mayas, that stucked in 2000.

cursive dirge
#

blender can't use official fbx sdk due to licensing issues

static viper
#

bc autodesk owns it.

cursive dirge
#

so people had to reverse engineer fbx format for blender

#

it's not perfect

static viper
#

and ue4 works really well with fbx

harsh pier
#

This is bad for autodesk.

cursive dirge
#

doesn't ue4 support that new format now?

static viper
#

which?

#

GLPRM?

cursive dirge
#

glTF

static viper
#

fuck

#

look

#

i dont want this change...

#

the switch will be very bad

#

autodesk will not jump on this train

#

and all the tools will become useless

#

it will be bad

cursive dirge
#

I hope glTF will become the new norm

#

we've had decades of crap from fbx doing things we don't want

#

and the licensing issues

frank escarp
#

they started support

#

and then stopped

#

so they added a very WIP support and then went to fortnite or some shit

cursive dirge
#

I still hate the naming convention on glTF

#

I still don't remember if that's an i or l

#

oh wait

#

is that gl like opengl?

harsh pier
#

Autodesk made industry use their proprietary file format, what bad people...

cursive dirge
#

yeah, I could use that to remember it

#

"GL Transmission Format"

plush yew
#

Looking at their website it seems that blender and both unity and ue4 support gltf

harsh pier
#

I heard that Pixar is making their own file format, USD i guess.

#

What is gltf?

cursive dirge
#
plush yew
#

Newest free format 4 ur models

harsh pier
#

Will it replace autodesk's .fbx? Is it better or just open source?

static viper
#

it cant replace

#

it will be better

#

but autodesk will likely not join

harsh pier
#

Why can't?

static viper
#

bc its from autodesk

#

its not the best thing

harsh pier
#

I hope autodesk will suffer popularity o their software.

static viper
#

we need a unversal unit

#

blender needs to update their controls first

cursive dirge
#

its just open source

#

and most tools have some support for it

plush yew
#

Anything specific that is wrong with blender controls?

cursive dirge
#

either official from tool or from khronos

harsh pier
#

WHAT is wrong with Blender controls?

plush yew
#

Pretty much everything is configurable in the preferences, and starting from 2.8 left click is now the default one for selecting

#

Alongside other changes to the hotkeys

harsh pier
#

I didn't think that autodesk this bad...

frank escarp
#

glTF is a fully open source format

#

that is also faster to load than FBX

#

and vastly simplerA

#

AND, it has a extension system

#

so in theory, ue4 could add some extensions to GLTF for collision/blueprint support

#

to customize the format a bit

harsh pier
#

Rate my choice: zbrush + blender + substance suit + marvelous designer + unreal engine. What do I miss?

plush yew
#

if I was to be picky then xnormal

#

what u need zbrush SS and MD for

#

to sculpt, texture and prototype clothes I assume

harsh pier
#

Zbrush for sculpting and MD for cloth... I guess.

#

I saw that a lot of pros use it, especially zbrush. Like the most popular software in 3d industry.

next badger
#

@harsh pier only if you focus on characters/assets, if you need landscapes you may need something like houdini or world machine

#

but MD+ZB+SP are pretty standard for characters pipeline

harsh pier
#

😐 I don't know what I want. I see a lot of overwhelming works at artstation and most of them uses Zbrush... I am useless...

cloud cobalt
#

@static viper Next Blender release has support for classic control schemes

#

As an alternate option, IIRC

#

Including left click to select, etc.

#

It only took 20 years

plush yew
#

time to BLENDEMAX

next badger
#

@harsh pier cause arstation has bias for it

harsh pier
#

What is the site for? I always wanted to create vfx also...

next badger
#

for...Realtime VFX?

tall pendant
#

you should focus on one area of work..if you want to work in the industry that is.

harsh pier
#

What is the best area? I am not total newfag, I know how to create good props and I worked a bit as low paid environment artist...

cloud cobalt
#

Anyway, use the tool you're comfortable with and matches the skillset you want to have. If you want to create characters, make sure to check out Maya, ZB, Marvelous and Substance. If you're into environment art, anything you like is a valid choice.

harsh pier
#

Why maya for chars?

tall pendant
#

depends on what you like the most. there is no best area imho

#

just your subjective best one

cloud cobalt
#

Maya is the traditional tool for animated characters, it's a very safe choice

next badger
#

@harsh pier cause maya is best known for animation/rigging tools

#

MotionBuilder is better but it's not for indies

tall pendant
#

this also comes down to choose one specific area of work and get goood at it.

#

you won't be able to learn multiple tools at once and be decent at them. esp. when they're totally different beasts

harsh pier
#

Thank you for the info, I have to think...

next badger
#

staring at ZB UI...

tall pendant
#

for Characters: Maya, Zbrush and Substance Painter is a good start..tho already a lot to learn and get good at

harsh pier
#

But I wanted to fully create level with a char and an animation = full short movie made by me...

static viper
#

@cloud cobalt i hope ...

harsh pier
#

And there have to be vfx and destructions...

steel shuttle
#

is there any updated guide for compiling ios remote build

#

?

tall pendant
#

you can try but: doing every single aspect of a full game is too much to chew

#

many fail at it while trying...there are many areas of work for specialists for a reason 😛

next badger
cursive dirge
#

you don't need zbrush or MD if you stick to low poly models tho :p

#

also, ZB UI has never been worst

#

Blenders has :p

next badger
#

@cursive dirge you can change Blender ui to match 3ds max one, so

cursive dirge
#

you can customize zbrush ui too

tall pendant
#

in a nutshell: if you want to finish and perhaps release a game.... take small steps. Everything else will probably just kill your motivation.

cursive dirge
#

so

next badger
#

@cursive dirge no you can't...

tall pendant
#

like. do a game where you dont need animated chars and or fully fledged vfx for example

cursive dirge
#

huh

#

every artist customizes ZB UI

fierce rampart
#

As a beginner to Zbrush I wouldn't say it has the worst UI.

cursive dirge
#

if you don't, you're wasting tons of time

tall pendant
#

step one on any package: get custom menus etc 😄

next badger
#

@cursive dirge make new shelve then

tall pendant
#

i did that on maya at day 1

#

custom hotbox etc

cursive dirge
#

you can do custom popups, custom dialogs

next badger
#

@cursive dirge or edit Tool layout

fierce rampart
#

The defaults could definitely be better but at least it's tweakable I guess.

cursive dirge
#

if you are brave you can even script whatever you want there

drowsy mesa
#

Hello

cursive dirge
#

but the thing most do is make a custom layout where buttons and sliders they use most are grouped in same place

drowsy mesa
#

Im new to ue4 discord

#

Glad to meet you

fierce rampart
#

Trying to relearn Blender after the 2.8 changes has been pretty hard though.

#

Nice to meet you too Jager.

drowsy mesa
#

Is there any plans for changing render pipeline?

next badger
#

@cursive dirge i've been asking Pixologic how to make new brush since the day0...not possible

drowsy mesa
#

Deferred renderer is what we get in ue4

tall pendant
#

you have multiple renderers in UE4 tho

#

you can use a forward one ..if you like

fierce rampart
#

There's a Forward renderer but it doesn't have as many features as the deferred one.

fierce rampart
#

Haven't personally used the forward renderer myself but it's definitely targeted more towards VR stuff.

drowsy mesa
#

Yeah deferred renderer got some limitations

cursive dirge
#

main thing you lose on forward is SSR

drowsy mesa
#

Issues

cursive dirge
#

when using UE4 that is

next badger
#

@cursive dirge and we were talking about customizing the UI (not making new floating windows, but changing the existing ones)

drowsy mesa
#

Personally I dont think deffered is ideal for render

cursive dirge
#

that's UI customization tho, you make custom dialogs

#

group things you need the way you want

#

you can't use zbrush efficiently using the default groups

next badger
#

@cursive dirge ok...you have right to believe what you believe in to...

cursive dirge
#

you have right to argue about whatever I guess 😄

fierce rampart
#

Eh the renderer you want depends on what you want to do.

#

Deferred is magic for a lot of lights.

cursive dirge
#

@drowsy mesa Unity's HDRP has feature parity on forward and deferred, meaning you get SSR etc on forward too

next badger
#

@cursive dirge you may show me a screenshot of ZB ui fully customized, than i'll change my opinion

cursive dirge
#

on UE4, forward is kinda second class citizen

#

they made it mainly for Robo Recall then forgot about it

drowsy mesa
#

Haha right

#

Robo recall was dope for me

cursive dirge
#

you can't even swap between forward and deferred runtime

drowsy mesa
#

Tho

#

Yeah

cursive dirge
#

like if you want to use deferred on desktop mode and forward in VR

#

you can't

#

also afaik, they never fixed the shadow artifacts on ue4's forward

drowsy mesa
#

I personally prefer forward lighting

cursive dirge
#

yeah, me too

drowsy mesa
#

Cuz it gives you more direct visual infos

#

I think

cursive dirge
#

for me, it's more about MSAA, I really don't like PP AA's

#

and less overhead for other things

fierce rampart
#

Deferred rendering generally allows for more lights to be rendered without massive framedrops.

tall pendant
#

every technique has its pros and cons

drowsy mesa
#

Yeah

cursive dirge
#

in the old fashioned approach

drowsy mesa
#

Thats one of advantages of deferred

cursive dirge
#

but that's not really true anymore with tiled and clustered rendering

tall pendant
#

isn't ue4 forward already tiled or clustered tho?🤔

fierce rampart
#

Yeah Clustered Forward is generally the way to go in a lot of cases these days.

cursive dirge
#

I have no idea what it is

#
  • I mainly need one light source (sun) 😄
drowsy mesa
#

Btw I love ue4 shader

cursive dirge
#

so I never cared for that

next badger
#

One major benefit of Forward over Deferred is that shaders may use light vectors.

drowsy mesa
#

Its the most powerful shader in realtime industry I think

#

Yeah

#

somehow it doesnt feel physically correct

#

I mean lighting

buoyant echo
#

Hey guys, what channel would be a correct channel to ask for testers for an app?

cloud cobalt
#

Lighting looking correct is up to you

drowsy mesa
#

Yeah

cloud cobalt
#

Deferred vs Forward is mostly about what your game is, what's your performance budget and art style

#

Pick the one that works best

#

If you're going to do Mirror's Edge in VR, well, Forward will obviously be a better choice

#

If you're going to do Destiny, probably deferred

#

Profile it, compare it

next badger
fierce rampart
#

My only major problem with UE4's rendering pipelines is how the shaders are sorta hardcoded into the engine.

drowsy mesa
#

Is there any differences of quality between the forward and deferred?

next badger
#

@buoyant echo also forums and here

plush thicket
#

@fierce rampart yeah that's true, but it's way easier to work backwords than to work forwards

cloud cobalt
#

@drowsy mesa Not really

plush thicket
#

atleast with what I'm doing, low complexity, high fidelity

fierce rampart
#

With most of my projects in UE4 I've been doing a lot of dumb stuff with unlit shaders because I'm too scared to crack open the engine source and write HLSL stuff.

cloud cobalt
#

@drowsy mesa Deferred has SSR and TAA, so it has these features, but if you want MSAA for your racing game, that's also a feature forward has and deferred doesn't

#

Other than that it's pretty similar

buoyant echo
#

@next badger so looking for talent was a correct choice! Thank you Alexey! I didn't know where I could ask for testers without bothering!

fierce rampart
#

I kinda wish there was an easier way of adding custom HLSL shaders that didn't involve a complete engine recompile.

next badger
#

@buoyant echo don't forget to add a link to a project showreel

drowsy mesa
#

@cloud cobalt theres no quality changes of lighting?

fierce rampart
#

Mostly for NPR stuff.

drowsy mesa
#

I know both rendering pipelines are similar

cloud cobalt
#

No major difference as far as I know

drowsy mesa
#

But yeah

fierce rampart
#

Yeah most of the time the lighting quality difference between forward and deferred is indistinguishable.

buoyant echo
#

I will! Right now it's still in the final prototype stages so there's just concrete gameplay but no animations or pretty level design 😅

crystal arrow
#

guys my ue4 keeps crashing when i tried to view any blueprint class .fix plz

drowsy mesa
#

Ok thanks for the info

plush thicket
#

does anyone here know the setting to make volumetric light more prominent?

#

from the light-source NOT from the fog itself

cursive dirge
#

@cloud cobalt @drowsy mesa to add a bit, you can run TAA on forward too, it just makes less sense if you picked forward to be able to use MSAA...

cloud cobalt
#

Ooh, that's great

cursive dirge
#

for example Unreal's SSAO now runs on forward

#

but it'll look like crap without TAA

#

SSR is still deferred only

#

there's no real reason why SSR couldn't run on forward but it would require extra work + they rely on TAA on that too

cloud cobalt
#

I love TAA anyway

cursive dirge
#

Nvidias TXAA works on forward and deferred both on UE4 integrations too

#

it's just closed source + windows only

cloud cobalt
#

Sigh

cursive dirge
#

the closed source thing bugs me the most on that

#

win only isn't really an issue as you can just use something else on other platforms

cloud cobalt
#

Yeah, closed source nvidia stuff is a nothanks from me

cursive dirge
#

well, UE4's TAA could beat it on AA quality anyway, but that would require more extensive testing

#

on my brief ghosting tests, TAA was clear winner over noisy background

cloud cobalt
#

You mean TXAA ?

#

Or is TAA still better at lower ghosting ?

#

That would be bad for TXAA

drowsy mesa
#

I dont have problems with taa

cloud cobalt
#

TAA is amazing for artifact removal, outclassing anything else, but it produces ghosting

#

r.tonemappersharpen 1 makes it much better looking, but some kind of games won't be able to use it

#

Like racing games

drowsy mesa
#

I always thought that what causes lighting/specular incorrections

cloud cobalt
#

No, TAA produces ghosting on moving objects

drowsy mesa
#

They are meant to be consistent in any situations

#

Ah

#

Sorry I dont mean anti aliasing

#

I was talking lighting and shaders

cloud cobalt
#

Okay

drowsy mesa
#

I saw real references vs ue4

#

And I found that lights of direction was inconsistent

#

Maybe ray tracing can improve that

cloud cobalt
#

Game lighting doesn't looks like real life, news at 11

drowsy mesa
#

News at 11?

cloud cobalt
#

I mean that's expected

#

Games are very far from realism still

drowsy mesa
#

Yeah

cloud cobalt
#

Making games look great with limited tools is basically our job

#

The hardware is always going to be less than we'd like

drowsy mesa
#

This one used for my comparisons

#

I think shader is one of powerful features in ue4

cloud cobalt
#

that's pretty amazing work

drowsy mesa
#

Yeah thats hellblade reference

cloud cobalt
#

I know

drowsy mesa
#

Yeah but somehow it doesnt look like real life

#

Yeah and I think its up to lighting

cloud cobalt
#

No shit

#

Lighting is basically 100% of rendering

#

Wait a decade or two and it will look better

drowsy mesa
#

Yeah

dim merlin
#

Hi, i recently moved to 4.21. suddenly, it seems that procedural added components are not visible anymore in world outliner.. anyone knows why?

plush thicket
#

don't worry about trying to make it SUPER real-life

#

not even triple-a game studios are able to make SUPER realistic looking people

#

even games like Death Stranding

#

still looks a little off

#

you're fine

#

the eyes are a bit big

#

imo

cloud cobalt
#

That's Hellblade, lmao

#

Not his own work

plush thicket
#

oh

cloud cobalt
#

Just an example he shared

plush thicket
#

well god damn

#

still

drowsy mesa
#

I examined two references for more differences

#

Detailed differences

#

If you zoom the pictures of that ref images

cloud cobalt
#

Getting to the left ingame result is an amazing performance already if you ask me, so try to match that first

drowsy mesa
#

Maybe you can tell the differences

#

Yeah thats looking amazing

gray pier
#

Hey guys I have urgent issue with productivity

cloud cobalt
#

Look at Paragon characters too

gray pier
#

no matter what i cant force myself to learn

#

even if it result in lookin at wall, youtube, and discords instead

drowsy mesa
#

But I always eagered for realistic renders

gray pier
#

what could be your fix

plush thicket
#

@gray pier are you forcing passion?

#

or are you waitin for that "spark"

gray pier
#

yes

#

i am passionate

cloud cobalt
#

If you're passionate but can't bring yourself to work, just do some small projects to keep learning

plush thicket
#

are you good at using tools?

drowsy mesa
#

I tried some blend forward vs deferred rendering by using shaders

#

Yeah it looks correct finally because I brought atmosphere nodes to find more accurate lightings

plush thicket
#

what can I do to make this light more realistic?

#

don't worry about the objects being lit

#

I'm just fucking around with prototypes that'll later make up a larger project

drowsy mesa
#

I dont get what realistic means

#

I mean

#

Whats your goal

cursive dirge
#

@drowsy mesa but when you actually look at the in-game footage...

drowsy mesa
#

Yeah

cursive dirge
#

I mean, it's easy to make isolated lighting setups where things look great

drowsy mesa
#

Right.

#

It doesnt give you consistent results

mint umbra
#

The character looks out of place

drowsy mesa
#

^

scenic delta
#

Where can i ask/post problem about lighting,is it visual-fx,graphics?

plush yew
#

Hii

#

:3

#

Noob here

scenic delta
#

Hello

cloud cobalt
hard minnow
#

Does anyone know about this new CCD IK feature? It says that it can dynamically solve IK with constraints, but the only "constraints" I can see there is just rotation limit per join, I mean I want to setup it the way like one joint can bend only on one axis and only in one direction... Anyone?..

limpid sandal
#

I called it at summer I'll repost now (pics are legal, can't see the eyes of kids -- at least legal in my country ) .. this vr thing makes lots of money it's working 14 + hours a day and 5€ per person per ride , this is at a cinema in a mall @ Athens, Greece

frank escarp
#

mobile based vr__

#

lmao what a piece of trash

#

i still dont get why getting mobile vr is even worth it, with the battery usage and the fact you need the phone

#

buying oculus, wmr, or vive ends up cheaper upfront

uncut pebble
#

does someone know why im press F1 on UE4 or when i click on link for help, the browser open à 404 doc page :

ember path
#

As far as I know the pages have been moved/updated - but the links in the engine are not updated yet.

Same happens to me aswell

novel spire
#

Is it possible to import only a part of an asset pack downloaded from Market Place?

manic pawn
#

import it to a blank project then migrate the things you want to the real one

novel spire
#

Good idea, thanks!

lavish marlin
#

can someone help me with my survival inventory system as im struggling to get this to work

#

even watching the tutorial of defuse studios on the survival game kit i still cant impliment the survival inventory into the project

#

i followed the guy 100% everything was working up until the point where i tried to add a master character bp it just flickers every time i try clicking it

#

any help will be appreciated

static viper
#

what flickers

lavish marlin
#

it just does nothing

static viper
#

what

lavish marlin
#

i explained fully if you read up

static viper
#

your picture is totally useless XD

#

give info

lavish marlin
#

u see the master character on the right

static viper
#

i see a cut picture of a character bp

lavish marlin
#

the right hand side on the pull down menu i try clicking master character bp and nothing happens

static viper
#

i have no idea what i see there

lavish marlin
#

i set it to play at the part i am stuck at

uncut pebble
#

@ember path ook thk

lavish marlin
#

as he explained in the video its supposed to add more on the left

#

<---

teal tulip
#

the pack comes with a sample that I know

#

so why don't use the example as reference ?

lavish marlin
#

im trying to find stuff now to help me : )

#

the showcase map is like this also .. very weird

#

i imported it through unreal engine store i did not edit anything

wispy pasture
#

If I'm importing a static mesh with a multi-material to UE4, can I export it with three UV maps (one for each submaterial + one for lightmass) or am I going about this the wrong way?

grim ore
#

It looks like you can have up to 8 UV maps and I know in the static mesh itself you can assign which one is for lightmass. You might just need to specify in the material which UV that material is using for that slot

wispy pasture
#

I know how to do that in a max material, is there a way to set the channel for a UE4 created material?

#

(Also thanks, that answered my question)

grim ore
#

so your material that would go in that slot on your mesh for the other items would be set up like normal using a texture node but you feed in a texture coord node before that with the UV you want to use other than 0

wispy pasture
#

Awesome, thank you!

grim ore
#

that is an awesome question, maybe the nerds in #cpp might know the answer? I would be curious for sure

novel spire
#

Sure, let me move the question there.

gleaming creek
#

Bah, why do I bother reporting bugs?

#

Software development is the same all over, people will just try to avoid fixing anything by claiming that the obvious bugs are "working as designed"

keen birch
#

Guys

#

I'm using Find on an array of PlayerStates

#

I'm 100% certain that the array contains all my playerstates, and that the thing I'm plugging into the Find is also the right playerState

#

But somehow, the thing keeps returning 0 as index

#

When I'm absolutely certain it should be returning 1 half the time

#

Is there something I'm missing here?

fossil ore
#

Is there a way to bind a button to automatically select , specificed actor ?

grim ore
#

any reason it should not be returning 0? and when it returns 0 is it not the correct item?

fossil ore
#

Like, select actor press CTRL + 1 = actor will be selected when you press 1

?

lavish marlin
#

@keen birch .. there shall only be one goose

keen birch
#

It shouldn't be returning 0 because I'm sure I'm inputting the second entry from the array in this case

#

@lavish marlin What's your last name?

lavish marlin
#

gooseymc gooserton

grim ore
#

welp hit F9 to set a breakpoint on the node after the player state and then mouse over the return on the player state to see what it holds.

keen birch
#

There's this

#

That print is returning JoustingPlayerState once and JoustingPlayerState1 once

#

But then for some absurd reason the Find still outputs 0

#

@barely\

#

@lavish marlin You're barely a goose anyway

#

Don't offend the real goose :3

drowsy mesa
shrewd gorge
#

Hi guys. I'm trying to create a basic asteroids clone - 3D direct top down.

I've setup camera to look straight down at an image (space background), but for some reason the lighting starts increasing upon game start.

Not sure what to check.

drowsy mesa
#

Im trying to get realistc lighthing, simulates real world lighting

#

Wow that looks awesome

shrewd gorge
#

Just an image from google 😃

drowsy mesa
#

Eow

shrewd gorge
#

The image is a deferred decal.

#

Haven't touched the light objects.

next badger
shrewd gorge
#

Thank you!

ruby folio
#

Anyone here from the UK use itch.io to distribute their game?

wary wave
#

they really (really) need to get rid of that auto exposure post process 😐

#

it's like the new white viewports question

ruby folio
#

I personally don't see why its such a big problem. Nor why a video is needed to explain it.
However I do find it odd that a lost of post processing effects are on by default.

wary wave
#

it'd be less of a problem if you had to manually go in and enable it

#

so many people are just confused as to why their (entirely black) scenes suddenly fade to white for no obvious reason

#

the problem with it, is that it doesn't really work

spare sun
#

honestly yea, I'd prefer manually enabling such things instead of having them on by default

ruby folio
#

Agreed

light thunder
#

When working with Variable maps across save game objects, I seem to be overwriting the entire map itself, even though I am using add....so do I need to have additional struct variables as placeholders?

#

or do I need to load the map first before saving it?

#

I'm wondering if it is that second part...if I don't load it and set it to a new struct map variable, i will just overwrite it

junior solstice
#

The actors I get in spawn in the game do not appear by other characters
for example bullets

#

how to solve this

light thunder
#

Do you mean multiplayer they don't appear or they aren't spawning BY the other characters?

junior solstice
light thunder
#

Oh boy, you get to learn about replication

junior solstice
#

Is available in video

light thunder
#

The good news is, you have caught this early in your development so you can build replication in as you go

junior solstice
#

ty

drowsy mesa
#

Thanks for the info it'll help my mmo projects

grim ore
#

replication is the best part of a networking project, it's so much fun

#

"I want to fire a bullet" ok? Who fires it, from where does it get fired, who knows it was fired. Who is in charge of what you fire and who should know about that. What happens when what you hit does something and who knows about it? Does the effect play on the client only because it's just cosmetic or does everyone else need to see the exact same simulation on the server? "But I just want to fire a bullet..."

shrewd gorge
#

Does anyone know how to change camera after in game? It always resets to an awkward position.

#

In game:

#

After.

#

Always this exact angle, trying to understand why that angle specifically.

#

(sorry for newb questions, going through that udemy course at the same time)

grim ore
#

well , is the first picture from the editor or when playing? and when does the 2nd one show up

thorn vector
#

hi do anyone make a tutorial or video explaining relication

#

i watched the ue4 one and it wasted my time

shrewd gorge
#

First picture is when playing.
Second one is after game.

thorn vector
#

30 mins trying for a single npc to work

#

replication*

lavish sparrow
#

Would someone be able to help me out? Not sure where would be a good place to ask a question involving NavMeshBoundsVolume?

next badger
lavish sparrow
#

Okay that's what I thought

#

Ill just post it in AI so I don't clutter this up

next badger
#

@shrewd gorge start in PIE

delicate needle
#

Has anyone here configured the STUN server for external access (over the internet) to a unreal pixel stream?

delicate needle
#

I'm very close to getting this working, I am just stuck with this last bit I think.

random holly
#

Could anyone tell me why these are giving me a bad time while trying to migrate into my project

junior solstice
spare steeple
#

@random holly try refreshing the nodes

junior solstice
#

Mixamo ? @plush yew

shy silo
#

What video series should I start with for learning ue? There’s just so much

icy bone
#

@shy silo follow tutorial by Virtus on youtube where he teach u to make a temple run kinda game

#

it will give u a good idea of many tools in the editor and how to make stuff with blueprints

#

going deeper require C++, and there u need Udemy to ur rescue, havent found many good ones on youtube, they are all fragmented

shy silo
#

Ok. I’ll give it a look thanks

icy bone
#

good luck :

junior solstice
terse skiff
#

V 4.21.1

gray pier
#

@terse skiff yea

#

there nothing can be done

#

u can try installing unity

#

right @frank escarp

terse skiff
#

why would I use Unity? kek

#

Unity is fine, but not my interest

gray pier
#

kekekekk

#

but unreal is uninstallable for u

#

nothing can be done m8

next badger
dry moon
#

Hey I'm currently getting a crash with PhysX to where I can't even launch the editor. The follow line is where it crashes PxU16 PMaterialCount = PShape->getNbMaterials(); in FPhysicsInterface_PhysX

#

Anyone got any ideas?

terse skiff
#

yeah

#

Problem fixed! Right-click on your Epic Games launcher desktop shortcut Select “Properties” In the line labeled “Target,” add the following to the very end (after the quotation mark): -SkipBuildPatchPrereq It should look something like this: “C:\Program Files\Epic Games\Launcher\Portal\Binaries\Win64\EpicGamesLauncher.exe” -SkipBuildPatchPrereq Click “Apply” Double click the shortcut to run the launcher and try again and make sure to add the space between the quotation and dash

cursive dirge
#

anyone remember how to use the default ue4 console key from european/non-us keyboard?

#

I faintly remember Allar telling what it was on some stream and I was baffled it worked as I've always reassigned that on my projects due to it not working on the key everyone expects it to work on my keyboard

#

@polar hawk you still remember it?

#

or do I remember wrong that you would have told this on some game jam stream....

#

@dry moon if you get crash there, make sure your PShape isn't null to begin with

dry moon
#

I have 0 custom code that involves pshape

#

Its from engine boot

#

it just started randomly doing this

cursive dirge
#

oh

#

this is 4.21 I presume

#

did you compile that ue4 yourself or is it from launcher?

dry moon
#

Recompiled, deleted Intermediate, cleared cache, downloaded UE4.21.1 from github and recompiled in that

#

still same issue

cursive dirge
#

so you'd compiled the whole engine yourself from sources?

#

or only the project?

icy bone
#

anyone tried red orrange?

#

it taste so niice

#

never use the latest ue4 version for production

dry moon
#

Yeah compiled it myself from the github source

#

from the release branch

cursive dirge
#

you have latest VS2017 for that?

dry moon
#

yes

#

VS 2017 15.9.4

cursive dirge
#

ah, asking because VS2015 has some really funky ghostly issues with it

#

huh

#

that's one version newer than mine

#

I wasn't aware there were newer version

#

my VS2017 is 15.9.3

dry moon
#

Are you using community?

cursive dirge
#

yeah

dry moon
#

yeah thats why

#

Im using pro

cursive dirge
#

well, there is update now that I checked

dry moon
#

but yeah other projects launch fine, its only my main project that causes this

#

It has something to do with physX stuff

cursive dirge
#

yeah, those are physx api calls

#

I actually thought first you were using physx api directly, hence telling to check for the null there

dry moon
#

oh wait why is it that everytime I launch

#

it says modules are missing or built with a different engine

#

yet I've compiled it already