#ue4-general

1 messages · Page 373 of 1

plush yew
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If it's 2m high

next badger
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@plush yew huh?

plush yew
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Just saying.

next badger
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2m is 200 units in ue4

plush yew
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No...

fierce tulip
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yup

abstract relic
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Initial size doesn’t matter, just it’s proportion. You can always scale it up in import or after

next badger
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@abstract relic blender had issues with fbx scale

viral herald
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so now i just ened to export it on export?

plush yew
#

If you open starter content and bring in character they are 2m tall. But UE engine scale of 1.0 is wrong, as that makes the char taller than 2m.

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The actual scale of 2m is 0.86 for that 2m character.

abstract relic
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Again, it doesn’t matter what the size is in blender

next badger
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@plush yew i've tested it on 100cm cube and it's perfectly matches 100 units

static viper
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ue4s size isnt wrong

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maya and max use the same defaults

plush yew
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Yes it is. Go to Top view and scroll in it shows distance.

static viper
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who dafaq cares about top view XD

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dafaq

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get yourself a cube

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its 1 m

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and resize that with pot

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its exact

plush yew
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Do you want me to make you a video and prove it?

static viper
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yes

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i really want a video to debunk

plush yew
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Okay. Give me 15 minutes.

static viper
#

deal

fierce tulip
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if your 1m cube after export isnt 1m in ue4, youre exporting wrong

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¯_(ツ)_/¯

plush yew
#

You'll see what I mean.

static viper
#

yes

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do video

coarse osprey
#

Never try to scale something exported in blender to ue4

kindred viper
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why make a video. You can share desktop in discord :p

static viper
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nono

coarse osprey
#

It always cause issues

static viper
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video is ok.

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i will use as educational material

grim ore
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first off uh.. isnt the third person mannequin 186cm tall not 200?

kindred viper
#

yep

fierce tulip
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yup

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16 fricking cm taller than tiny me

grim ore
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so then there is no point in any of this if he says they are supposed to be 2m and he thinks the scale is wrong

static viper
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2 times 96

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is the capsule

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and the tpp floats a bit

next badger
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@grim ore yeah, iirc it's around 185cm

fierce tulip
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they come quite a way from 96 unit tall chars in ut2k4

static viper
#

xan kriigor

fierce tulip
#

i am the alpha, and omega

static viper
#

we are old

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you know that?

kindred viper
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dont say that, pretty sure im older than both of you

next badger
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@grim ore 182.566 in A pose

fierce tulip
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was talking to ex-lead vfx artist from naughty dog. guy is younger than me. that was a punch in my gut to be sure

grim ore
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yep and using the little thingies in viewports it shows that as well.. I wonder how he got it being wrong?

fleet cedar
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How common is faking physics by not simulating physics and instead doing a bunch of math? That’s what I’m currently doing for a kart racer Im working on

grim ore
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for a kart racer I doubt physics would feel "good" so yeah that is normal

fleet cedar
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Basically I’m calculating the slope based on wheel position instead of simulating physics

abstract relic
#

That’s the very definition of game development 😜

fleet cedar
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Ok cool

abstract relic
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Faking it

merry gazelle
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@fleet cedar I've been attempting the same with a flying drone

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at the moment I just tried adding impulse

kindred viper
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I heard even PhysX fakes it's physics. Either that or im ragdolling myself wrong.

merry gazelle
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Ideally I want my drone to swurve around once the players loses input

fleet cedar
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I really love doing game development

grim ore
kindred viper
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I too messed around with that system. It works

next badger
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@grim ore oh, i remember this video, great one

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@grim ore looked the mannequin from ART, it's 182.656 (T pose)

fleet cedar
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Yeah that’s a really good video although it requires simulate physics to be on right?

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I implemented that one before trying my own route, in my implementation I’ve got simulate physics off

plush yew
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@grim ore hold on the mannequin is 186cm?

next badger
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@plush yew ~183

plush yew
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Well anyway just one sec

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Just uploading now

grim ore
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I think it just fluctuates based on which pose you have him in, I could swear I saw official numbers on the docs page

plush yew
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It's also the reason running speed and vehicle speed doesn't really match to RL in UE games

static viper
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you are checking that how?

plush yew
static viper
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the quality settings need to buffer?

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you think that is the issue?

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XDD

plush yew
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to watch in 4k with youtube

static viper
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you just make a proper video

plush marsh
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ugh. 360p

next badger
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um...is that me or this video has HUUUGE fringes?

static viper
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i dont know why you think that

plush yew
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4k works now

static viper
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why dont you just make video in fullscreen?

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XD

fierce tulip
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^

static viper
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this is no proof

plush marsh
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@next badger yeah, that is how you work. Make unreal small to have more space

static viper
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oh i waited 20 minutes for this

plush yew
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How is that not proof lol?

static viper
#

...

plush yew
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Obviously the scaling is off

static viper
#

obviously you fix that?

fierce tulip
#

you do know you can middle-mouse button > drag to get measurements

static viper
#

i wont get my googles

#

obs is free and has region edit

plush yew
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Fix what?

static viper
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fix your video

plush yew
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Are you serious?

static viper
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are you??

plush yew
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Not at all.

static viper
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you dont think these large black frames annoy? XD

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people without format

plush yew
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Don't blame me blame camtasia.

static viper
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i told you

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obs is free

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has region edit

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i blame you

next badger
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OBS for lyfe

plush marsh
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what is wrong with win10 native capture ? xbox something

fierce tulip
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its microsoft

static viper
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oh valkrysa ❤

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nice to see you again

plush marsh
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ok

next badger
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@static viper my words, Alice is back??

plush yew
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@static viper hihi 👋

static viper
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😄

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she found her unreal self again

fierce tulip
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nahh Valk is still unity-ing

plush yew
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easing back into Unreal, is actually way easier after having been away doing Unity stuff for 2 years

static viper
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it wasnt 2 years

fierce tulip
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we've been keeping your spot nice and warm

static viper
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you just started unity tutorials a moment ago

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i can still remember your beginnings

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early ones

plush yew
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lol unity tuts era was 2017, real projects was 2018

static viper
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your era starts now!!!

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everything else was just a test

next badger
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@plush yew sorry but i have no 4k monitor and i can't see sh't -_-

fierce tulip
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i have, and can barely see anything :/

plush yew
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Yeah I know, I recorded in Action! but had to cut the video to make it shorter because I was doing something else, so I did that with camtasia and something messed up

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Well likely I messed it up, but oh well

fierce tulip
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i do love me nice empty desktops though

abstract relic
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Fear the desktop void

plush yew
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Anyway, does anyone know how to speed up packaging in UE4? I plan to make a pretty big sized game, and I don't want it to take like a whole day.

static viper
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🙄

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you gave up now

grim ore
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besides the obvious more power solution?

plush yew
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Another question, does anyone know how to edit a sky sphere mat, to take away the outside of the sky, so it uses less CPU and data?

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@grim ore yeah, besides the obvious better hardware

grim ore
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welp. if you have any other platforms then enable shader compiling for that so they don't try and make those permutations at package time. remove anything you don't want from the project or include only what you want in the packaging options. disable any plugins you are not using that won't blow up the project

plush yew
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Light Mass Importance Volume: Instead of 3D, separate 2D sections, that use less CPU and RAM?

grim ore
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it sounds like your falling into the trap of early optimization

plush yew
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I can say, that, you are correct. But I'm in the trap of just about everything.

merry gazelle
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XD

maiden sundial
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I know there was a setting to set some range to avoid this.
But i don't know the name and where i can find it 😅

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Nvm, found it

paper sky
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Somewhat open ended question. I'm fairly new but I have a general understanding of blueprints and I am a developer who is interested in doing a lot of things in C++.

If I want to create a generic blueprint or C++ class for a "volume of voxels" - imagine for a minute I just want to create a 10x10x10 cube of cube static meshes, and go from there (for instance I want to create volumes of different dimensions, cube sizes, different types of voxel cubes, even other geometric tesselations like tetrahedrons).

How would I go about doing that in both blueprints or C++? Would that be like an object with a coordinate for the origin of the field, and then a TArray with members of a custom type (maybe like "VoxelInfo"), then have a function that iterates over the array that then spawns cube meshes for each element of the array?

The objective is to start simple and then build up functionality until I can spawn these around a level to have only some portions of the level be destructable. I'd also like to play around with procedurally generating very large worlds with these voxel fields included in the environment so only certain parts of the world are mutable. It would be like having small portions of the level be "minecraft-style" voxel fields.

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I have a feeling that I'm overcomplicating the design somehow without knowing what the clean way to do something like that is

grim ore
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for blueprints you would have a blueprint, actor probably, with a root location scene component. You could then add children static mesh components programatically in whatever positions you want and with whatever mesh you want to represent what is there. This wouldn't be too performant over time due to just having a shit ton of meshes but there are ways to get around this (Instanced Static Meshes for example)

paper sky
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That's super valuable info - thank you very much. I'll be looking up instanced static meshes. I do want to make this highly performant for extra large semi-open worlds

grim ore
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Instanced meshes are basically making 1 mesh appear in multiple spots for performance so if you are duplicating the same thing it's great for performance, just bad for customizability

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actual voxels are super duper custom stuff tho so..... blueprint beware probably

next badger
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i wouldn't recommend adding actors as voxel nodes

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i've tried it and it was hell slow

paper sky
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I'm all ears

next badger
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use own class that will control static meshes

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and ofc c++ for all heavy math, like population etc

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you will need at least one actor however, that will store all those voxels

paper sky
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Gotcha - so to confirm, look up methods of populating a level with instanced static meshes via c++ - and these voxel fields will be of type actor, to start off, correct?

next badger
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@paper sky @silver crown is most knowledgeable about voxel stuff i think

silver crown
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Yup

paper sky
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Hey there

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Would you recommend any books or guides by chance @silver crown ?

next badger
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@silver crown @paper sky has slightly different request on voxels (description above) than you do

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but i'm not that experienced about it in general

silver crown
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Well I have a free plugin around to do that kind of stuff if you don't care about doing it yourself

paper sky
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To clarify I'd like to do things such as creating a destructable field of tiles on the floor, bricks in a building, statues, etc

thin hemlock
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anyone here develop ON Linux?

paper sky
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Also just looking for general inspiration on what I can do with them

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I'd love to take a look at the plugin

silver crown
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Can do stuff like that

dry moon
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How come my splines only appear when I drag a new actor

silver crown
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Though some of the destruction shown here is in a paid version only

heady bridge
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The voxels exploding looks cool

silver crown
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Yeah it's pretty fun to play too 😄

paper sky
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Woah, yeah that's very much what I'm looking to achieve actually

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I'm going to take a deep dive here and I'll reach out again if I have any more questions. Thanks a ton all for the suggestions and info

silver crown
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Was made with the free version

next badger
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@paper sky there's official discord for it mentioned on github

silver crown
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^

graceful edge
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Christ on a stick, HOW do you stop SteamVR from loading EVERY time you start Unreal? I've tried all the usual tick boxes in both SteamVR and Unreal editor

silver crown
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I deleted it thonking

graceful edge
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that's the only way?

silver crown
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idk, but it definitely works well 😄

grim ore
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tell the plugin not to load in the plugin manager

silver crown
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That sounds smarter

grim ore
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it used to work, if it doesn't then I like his way ^ lol

next badger
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i'm disabling vr plugins in every project...iirc there was a bug, when you publish a game with disabled oculus vr it may not work

grim ore
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only publish to linux, problem solved!

tawny moat
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I remember someone mentioning a wiki other than the official one that might be better. Did I hear that right?

thin hemlock
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got a question, do all of you immediately update your projects to the newest version of Unreal whenever it comes out or do you tend to wait or just stick to the version you currently have

grim ore
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as far as I know there is the official wiki which is deprecated and then the docs pages

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most professional devs stick to one stable version and bring in engine changes that are "needed" as stability and reliability are usually better than new features. You can always work on upgrading once your product is stable and ready to go. Alternately you can just branch off your project into a new branch and test it on a new engine version as long as you can run tests on everything to be safe and be willing to roll back and redo anything if you find a broken issue.

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it's the same concept as to why there were/are so many machines still running XP in the business sector

thin hemlock
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gotcha, that's some good insight, thank you!

plush yew
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how do I remove models?

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im new to ue xd

grim ore
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from the scene or from the project?

plush yew
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I got it thanks

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from the scene

grim ore
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gotcha

plush yew
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just messing around

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with ue4

next badger
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@grim ore remember ARK? UE 4.5...

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still

plush yew
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🤔

weary basalt
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ARK Engine would be heavily modified, not easy to update.

next badger
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@weary basalt the issue, they still have bugs fixed in 4.15 or 17

weary basalt
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Well that makes sense if they are on 4.5

plush yew
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How does one add other engines into a UE4 game?

weary basalt
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What do you mean by that?

worn granite
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actually tho is ARK heavily modified?

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Cause ark

weary basalt
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Id assume so?

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lol

worn granite
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ShooterGame.exe running on a custom engine? 🤔

next badger
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@worn granite ahahah...so true

plush yew
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@weary basalt Adding the use of other engines?

weary basalt
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Yes, you need to explain what you mean by that.

abstract relic
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What other engine

next badger
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adding unity in to ue4 hmm

weary basalt
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Unity is another Engine, you want to use Unity inside of UE4?

abstract relic
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What does it mean?? 😜

weary basalt
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That makes no sense

plush yew
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@weary basalt you create your game with UE4 but use another engine for graphics or physics.

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Or anything else.

worn granite
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if they actually made a custom branch, my bet is that its not really that outdated in terms of things directly useful to ARK.

weary basalt
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I mean, sure you could rewrite the Renderer, but seriously though, not worth your time.

worn granite
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But given ATLAS, I could see them literally just not bothering updating a launcher engine

plush yew
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@weary basalt no. No rewriting anything.

abstract relic
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No skyrip

weary basalt
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Not sure what you mean then?

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You want to make assets in UE4 but then use them in Unity?

worn granite
#

how does one use Unreal in a very customized way? by paying my salary.

safe rose
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@worn granite Yo, never heard of Atlas til now, GoogleFu'd... what's up with all that bad reviews lol

weary basalt
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The quick answer is No.

safe rose
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And it's in UE4?

weary basalt
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@safe rose Its fucking shit lol

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Total money grab

plush yew
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Uh no that's not what I mean.

safe rose
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Strange I've never heard of it until today. And I like MMOs

next badger
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@safe rose they well deserved

safe rose
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Oh... it's from Ark guys?

plush yew
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I mean using ue4 but also another engine.

safe rose
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But...that's not their name...

weary basalt
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Yeah, basically a reskin of ARK for the same price.

safe rose
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I'm confused 😭

abstract relic
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Not sure how one would even entertain such patchwork much less deal with that shit heap of licensing issue

safe rose
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Did they change their studio name?

weary basalt
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No its another studio

next badger
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@safe rose it was ARK dlc, an they decided to release it as standalone

safe rose
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Well w/e

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They made some money

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off both games

worn granite
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It's a pretty blatant case of mis-marketing.

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Its worse than NMS

plush yew
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Erm off the top of my head, Chronicles of Elyria is UE4 and uses their proprietary story engine.

next badger
#

Skyrim edition

safe rose
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Nothing's worse than NMS

worn granite
#

Atlas.

weary basalt
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@plush yew Anyone could call anything an "Engine", it can mean different things.

next badger
#

new NMS is ok

abstract relic
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It was a good way of avoiding those with season pass from getting it

worn granite
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Skyrip I was being serious

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btw

plush yew
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@weary basalt Erm not when you compare it when saying "we use the Unreal Engine and our proprietary engine"

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That's speaking of two different game engines.

next badger
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@plush yew it will be inappropriate sentence

plush yew
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So you're saying it's just like a plug in or something

abstract relic
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Also bs

weary basalt
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proprietary story engine I dont even know what that means, that could just mean a Dialogue System of some kind and they are just putting fancy wording on it.

worn granite
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Yeah alright so they just glue the two engines together via some "master" process that they implement.

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nbd

plush yew
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Lol

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Haven't other games used multiple game engines before? 🤔

grim sinew
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No.

weary basalt
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A "game engine" can be a collection of different systems.

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Any one of those systems could then be called an "Engine" in its own right.

grim sinew
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Just quickly chiming in, the license for both Unity and Unreal forbid mixing the engines together.

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So... there's that

next badger
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@worn granite it will be a very bad design, and i think when they say "story" engine it's just a "scenario" module that controls many aspects of the gameplay but does only that

weary basalt
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If i wanted i could take the Havok Physics ENGINE and mash it into UE4, but i wouldnt, because time.

abstract relic
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Look at my game, it runs on three different programming languages, two engines, five repos, and twenty clashing license 😜

weary basalt
#

You need to be more specific about what your asking.

worn granite
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He doesn't know how to be more specific.

plush yew
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^

next badger
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@abstract relic hope no GPL there

worn granite
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Generally speaking its bad to mix what you might call "game engines"

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You can use multiple different libraries together and that's more along the lines of what you're asking.

plush yew
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Well of course it sounds like a bad mix.

worn granite
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Eg: Use SDL to interop with the file system, use Ogre to render, use Bullet for physics.

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However

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Mixing Unreal and Godot doesn't make sense.

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Mixing Unreal and Unity (as zero said) is not legit

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Mixing Frostbite and Cry makes even less sense.

plush yew
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Do some other engines not have different features?

worn granite
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And how do you define "Mix"

plush yew
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Use features from.

next badger
#

i think it theoretically possible to run unity container in chromium in ue4

weary basalt
#

No

worn granite
#

Like what, you pick out Unreal's renderer, and say Cry's asset pipeline?

weary basalt
#

The legals for that would be insane.

worn granite
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What about their proprietary formats?

weary basalt
#

Not to mention how incompatible they would all be.

worn granite
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You have to duplicate data formats between all involved engines

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Just go look at Unreal's PhysX integration

next badger
#

i think even lumberyard and cryengine are license incompatible

worn granite
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there's dozens of "conversion" functions just for vectors

abstract relic
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Pretty much all of them are incompatible

worn granite
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You're going to take massive hits to perf and memory footprint

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and for what?

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So you can "cherry pick" features?

plush yew
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Sure

weary basalt
#

Doesnt work like that mate.

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You choose the tool that best fits the job.

worn granite
#

"How do I mix an electric chainsaw and a backhoe"

plush yew
#

The best tool for the job is a computer 👍

next badger
#

@plush yew in your case probably ASM

weary basalt
#

👏

worn granite
#

Alright well I've said my fill. It can be done but I'm not walking you through it.

abstract relic
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Make your own engine in that case

worn granite
#

Also that's not even getting into the legalities (which might make something which is technically possible into something that's not)

plush yew
#

Meh who'd know

next badger
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with asm you could mix c++, c#, java, rust, glang etc

plush yew
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I don't know what ASM is

next badger
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An assembly (or assembler) language, often abbreviated asm, is any low-level programming language in which there is a very strong correspondence between the program's statements and the architecture's machine code instructions.Each assembly language is specific to a particula...

plush yew
#

I'm not prepared to Google it

weary basalt
#

Heck it, just write your own engine in Binary with all the features you want.

plush yew
#

That's like... a lifetime of work?

worn granite
#

more actually.

weary basalt
#

Well you can see now why its not as easy to just say you want X feature from UE4 and Y feature from Cryengine etc etc

plush yew
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Hm yes, quite.

weary basalt
#

There is a myriad of factors that go into why something isnt as it is.

next badger
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i think even if you violate very possible license you still will spend more time on stitching those features

plush yew
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Are one of those factors someone spilling pop on their keyboard? That's a sticky situation, I'll tell ya what

abstract relic
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Those who can develop the engine itself are gods amoung man 👌🏽

plush yew
#

Oh. O-ka-ay...

next badger
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@abstract relic there're some tutorials on yt how to do that, at least rendering part

abstract relic
#

I do apologize for my awful name but you’re pinging someone else

plush yew
#

So... Why doesn't Epic include a renderer in their engine?🤔

weary basalt
#

Ummm they do....

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Thats how stuff gets rendered

plush yew
#

Hmmm?

abstract relic
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Ok now you’re trolling

plush yew
#

Hold on. There's a render in UE?

weary basalt
#

UE4 is a renderer...

grim ore
#

Blenderer is a renderer as wellerer

abstract relic
#

It’d be a black screen if it wasn’t

plush yew
#

No I mean rendering texture and lighting...

weary basalt
#

....

abstract relic
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Mate

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Please

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Mercy

weary basalt
#

How do you think it draws this then?

worn granite
#

but there's no texture there

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its just grey

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or blue

plush yew
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Uhhhh

weary basalt
#

Dont confuse him more man haha

plush yew
#

Put a texture on a model and it won't look as good as it being rendered....

weary basalt
#

It IS being rendered

worn granite
#

how

abstract relic
#

Real time render

worn granite
#

how...

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how would a texture make the model look worse?

plush yew
#

Wut

weary basalt
abstract relic
#

Grey is a lovely not-colour

weary basalt
#

What is that word?

worn granite
#

that is the thing that you have said.

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I wish Ue wouldn't fake having an atmosphere

grim ore
#

oh he means render not render, you know render.

plush yew
#

I already said rendering textures and lighting.

grim ore
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you know render like using a renderer not render like using a renderer

next badger
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@plush yew ue4 actually has 2 renderers, forward and deferred

weary basalt
#

^^

plush yew
#

Sigh.

weary basalt
#

Remember what i said about being specific @plush yew

plush yew
#

So there is no renderer for textures and lighting in UE then. Gotcha.

weary basalt
#

...

grim ore
#

I think most of us know what he is talking about but don't want to help him lol

abstract relic
#

@grim ore time to make your next video

weary basalt
#

I have no idea wtf he is on about?

worn granite
#

@plush yew Nor is there an abstraction over the file system, a key element of game engines.

#

I am shocked you want to use Unreal with other, clearly more superior game engines.

grim ore
#

I think he means something more like octane or marmoset for rendering out a scene. An offline/non realtime setup.

next badger
#

@plush yew we have no clue what you meant by rendered of textures and lighting...

weary basalt
#

Yeah its called ScreenGrab

plush yew
#

K.

grim ore
#

is this more in line with what you are asking @plush yew https://home.otoy.com/render/octane-render/ ?

OctaneRender® is the world’s first and fastest GPU-accelerated, unbiased, physically correct renderer. Use OctaneRender to create images of the highest possible quality at speeds unrivaled by CPU-based, unbiased rendering. We’re very excited to release Octane 4 with Brig...

weary basalt
#

UE4 is a Realtime renderer, it renders everything in realtime, you dont have to wait for it to do it.

plush yew
#

Obviously @grim ore

weary basalt
#

...

#

I said be specific mate.

next badger
#

@weary basalt but you can if you want to =))))

grim ore
weary basalt
#

@next badger Yeah i wait plenty of time for it to render sometimes lol

worn granite
#

No don't lie to him

#

that's clearly not a renderer

plush yew
#

So it doesn't have it's own. That's what I was saying.

worn granite
#

Unreal is also incapable of animating character meshes.

#

Its really surprising so many learn this tool that ultimately has no features or functionality.

next badger
#

@plush yew if you're talking about OFFLINE rendering...no it has no

weary basalt
#

@plush yew I think you misunderstand exactly the entire scope of what a "Renderer" is

plush yew
#

Nope.

weary basalt
#

You clearly do

next badger
#

Octane, Corona, Vray - offline renderers

weary basalt
#

UE4 - Realtime renderer

plush yew
#

For in house lighting sure.

weary basalt
#

THEY ARE STILL RENDERERS

plush yew
#

NO KIDDING

livid haven
#

I'm guessing this guy means raytracing and is conflating that with rendering.

next badger
#

@plush yew you could use ue4 for in house lighting btw, many studios do

weary basalt
#

Stop shifting the goalposts mate

abstract relic
#

If it draws pixels, it a renderer

plush yew
#

I just said why doesn't Epic integrate their own renderer...

weary basalt
#

I said be more specific

plush yew
#

In their own engine. Simple.

weary basalt
#

The Engine DOES have its own renderer. You failed to be specific about what you meant by Renderer

plush yew
#

As if you didn't comprehend what I meant.

#

Clearly UE has to render objects and space. Every engine does.

worn granite
#

Epic cannot even have their own bytecode VM in their own engine, clearly, how do you expect them to have a renderer?

#

Why are you asking for the impossible Skyrip?

livid haven
#

@abstract relic Technically, that's a rasterizer.

plush yew
#

How is it impossible lol

worn granite
#

You are asking for basic game tech, in an advanced game engine.

#

Cmon.

abstract relic
#

You do not know what a renderer is. That’s fine. But I implore you to research it. You’re just going to be stuck in an endless cycle of miscommunication

plush yew
#

If you can add plug ins into UE4 for other renderers, but they can't integrate their own?

weary basalt
#

...

#

This guy.

livid haven
#

UE4's renderer is literally built into the engine?

grim ore
#

The files are in the Computer?! 🖍

livid haven
#

There's literally an entire module called Renderer. In the Runtime folder. Of the Engine.

#

And another called RenderCore.

plush yew
#

Omg.

livid haven
#

There are even multiple renderers.

worn granite
#

The files are not in the computer, they're on the monitor.

weary basalt
next badger
#

@grim ore i've read flies...

worn granite
#

If they weren't on the monitor, how do I see them?

grim ore
#

@next badger lol

livid haven
#

Not just the forward path and deferred rendering paths, but there's a somewhat separate renderer for Slate, even.

plush yew
#

By blowing it up.

#

With helium.

next badger
#

@livid haven oh, true...slate renderer -_-

#

@livid haven there's also Swarm...i believe that's exactly the one - offline renderer

livid haven
#

Lightmass

#

Swarm is the distributed building system for it.

next badger
#

i thought swarm is renderer

plush yew
#

So basically no one is answering... because they don't know why. Was just looking for some input or comments on the subject.

livid haven
#

Feels like you're wrong there, but okay. I wasn't even around for the original question.

weary basalt
#

No your just ignoring what we are telling you because you think you know what your saying

plush yew
#

Uh. Okay.

next badger
#

@plush yew there's no need in own offline renderer in ue4...if that answers your question

plush yew
#

anyone intrestend in a few free mats in trade for feedback? (CC0 lisence)

#

@next badger says you...

livid haven
#

Swarm is definitely the distributed part of it and Lightmass is the renderer. The names are a pretty solid hint. Swarm - lots of things working in unison-ish. Lightmass - stuff to do with lighting I guess. 😛

next badger
#

@plush yew lets say "says common sense"

worn granite
#

What's really awesome is that if you really want to, you can actually render by any definition you care to use in UE - with epic's own tech

plush yew
#

@next badger how So? So I want to sit there going through hundred of assets and rendering one by one? When I could have my computer do all the work for me ?

#

Common sense.

worn granite
#

Its sorta kinda as if, o i dunno THE ENGINE LITERALLY DOES THAT FOR ASSETS BY DEFAULT

#

go use Unreal or stop trolling.

abstract relic
#

This is the most befuddling logic I’ve seen someone adopt this month

zenith flower
#

@worn granite Does this look correct?

worn granite
#

no

#

what about invalid component owner

plush yew
#

So you 're saying you can get these via with just ue4?

zenith flower
#

okay, what about the rest?

weary basalt
#

Yes

#

That is IN UE4

#

How do you think they took the SS

plush yew
#

They rendered the scene.

weary basalt
#

WITH THE ENGINE

plush yew
#

With another plugin

worn granite
#

@zenith flower listen servers will have auth

#

this is wrong

plush yew
#

And not their in house renderer, because epic doesn't have an in house "offline" renderer.

weary basalt
livid haven
#

@plush yew That's not offline.

plush yew
#

Which is what I said 4 times now.

worn granite
#

Nah, don't trust the chatroom full of qualified professionals. Clearly epic are incompetent and don't have basic tech.

abstract relic
#

He just trolling. It’s a good troll though

manic pawn
#

have a free brain

abstract relic
#

Oh god zombies?!

plush yew
#

Then how did they render those shots so well?

livid haven
#

@plush yew You just posted a screenshot from a plugin that merely procedurally generates landscapes.

#

By using high res screenshot command from the console. In UE4.

#

I don't understand what you don't understand.

#

About screenshots.

worn granite
#

@plush yew cause the people that produced that don't sit around trolling slackers.

#

or being trolled in slackers.

plush yew
#

Wut

weary basalt
#

Just stop, this discussion is going no where. You either dont and wont understand or are Trolling.

plush yew
#

Uh.

#

No...

#

On the trolling bit.

weary basalt
#

I dont care, go do some research.

worn granite
#

A troll would say that

livid haven
#

🤷 You're being really obtuse one way or another - intentional or not, neither is particularly flattering.

plush yew
#

So if that's true why use a 3rd party renderer for everything else?

worn granite
#

cause nobody actually does that?

plush yew
#

Does What...?

livid haven
#

People generally do not use any kind of other renderer for UE4.

worn granite
#

Nobody uses a full fledged game engine and then go off and use some random renderer.

plush yew
#

Uh Vray

#

That's 3rd party

next badger
#

but no one uses vray for ue4

worn granite
#

Find me a game that uses VRay with a full fledged game engine

livid haven
#

That's pretty rarely used. That's more for "enterprise" use.

next badger
#

i've used vray for 6 or even 8 years

livid haven
#

Something you'd see for a car commercial or architecture/interior design firm, stuff like that.

next badger
#

3ds max+vray

#

then switched to ue4

worn granite
#

And actually ue4 is about at the point where you can use ue4 to do those @livid haven (I know you already know this)

livid haven
#

Aye. UE4 is used in enterprise settings, even without something like VRay.

#

I imagine that, yes, the fidelity you get from a ray tracer like VRay is higher, but why use a game engine and an offline renderer for it?

next badger
livid haven
#

I'm not sure the quality jump there in fidelity is nearly enough to justify the complexity.

#

(I'm not referring to that video, I was just wrapping up my sentence.)

solar quarry
#

Autodesk: updates Maya 2018 to 2018.4 to fix a problem in 2018.3
breaks the student version

plush yew
#

Far Cry uses Ray tracing?

zenith flower
#

@worn granite Why was Rei speaking of having a Listen Exec pin?

#

as far as things go, isn't auth=listen?

worn granite
#

no

#

Auth + Listen also needs to run client UI

#

So like.

#

¯_(ツ)_/¯

zenith flower
#

ah

#

but hold on

#

as far as execution goes

#

you STILL have a server/client execution for the listen

#

Like, you STILL have two begin plays on a listen

worn granite
#

no

#

only server

#

unless you specifically set it up that way

zenith flower
#

So how would you tell the difference between auth vs listen in blueprints? Or am I asking for to much?

#

I could do :
Create widget -> is valid -> NotValid =Auth
Valid = Listen

#

since a dedicated server wont produce valid widget references

manic pawn
#

unrelated: how did you get those little arrows on your wires?

zenith flower
#

Its in the project settings

manic pawn
#

oh nice

zenith flower
#

Hows that?

manic pawn
#

also isn't there just a node that tells you if it's a dedicated server

zenith flower
#

(I am looking for listen server detection in bp's)

#

the widget trick is the only one I can think of

worn granite
#

@zenith flower

Auth
    NetMode Server: Server
    NetMode Standalone: Offline
    else: Listen

Autonomous: Client
Simulated: Client```
#

So like you can't tell between Listen/Standalone in BP, not technically

#

You get IsServer() -> Bool

zenith flower
#

okay, so IsServer()->CreateWidget->IsValid

worn granite
#

...

#

I guess you can do that.

manic pawn
#

doing hugely expensive widget creation instead of checking one bool

worn granite
#

or just writing one BPCallable function

livid haven
#

@zenith flower Why do you have to deal with any UI at all on server?

zenith flower
#

I'm not trying to

livid haven
#

Trying to catch up on the conversation, sorry.

manic pawn
#

why doesn't widget reflector enter SGraphPanel when picking?

tawdry basalt
#

anyone have any info or link to info where i can learn about adding a friends list into my game. most info i find just talks about adding steam, but i wanted to have it as my own thing.

zenith flower
#

Roll your own kinda thing

plush yew
#

@weary basalt now I know the problem. The last time I tried rendering a scene then package It, it ran as if it wasn't rendered? That's the discrepancy I'm having.

oblique stream
#

hello. I have looked in many places for a space skybox. the ones in the marketplace are too expensive for the prototyping stage of this project, but need it to help deliver the theme.

#

anyone know where i could look?

dark depot
#

there was a tool to make it i forget the name

umbral tartan
#

Anyone know what the revenue split on Wegame, from Tencent, is?

#

Not directly related to Epic, but a little...maybe.

oblique stream
#

@dark depot might be a bit round a bout compared to just finding one.. lol any space skybox.. and putting it in. was not intending on installing a program.

#

if you needed one.. you would do it this way?

dark depot
#

yeah its easy

umbral tartan
#

I use spacescape. It's relatively easy to use, lightweight, and very customizable.

#

I'd wager it's quicker to use that than to find a premade one you want.

dark depot
#

installing it is worth it so you you can have your own thing even if its just temp just in case you end up using it

oblique stream
#

true and i dont need to import it into unreal or the project. it is a stand alone thing?

dark depot
#

you run it and it exports the textures you need

#

there is a video that shows the whole process of getting it into ue4 on the site

worn granite
#

@plush yew Ok, next time instead of digging your heels in maybe directly state why you expect something to be the case.

#

You need to set what's called a startup map, you can do that from Project Settings.

sleek spear
#

can i utilize RTX in unreal currently?

manic pawn
#

no

dry moon
#

Download the dev rendering branch in the github

#

it has RTX in there, you just gotta start it with few parameters and few other requirements

manic pawn
#

that's far from usable

dry moon
#

Well he said can he utilize, not is it stable

sleek spear
#

ok thanks @dry moon will check it out

dry moon
#

Yeah its not mega stable, but runs pretty good. The most expensive feature is raytracing reflections

#

so keep that in mind

sleek spear
#

@dry moon could you maybe tell me how it compares to current planar reflections?

dry moon
#

I mean it definitely looks better

#

but eats ton of performance

#

like a lot

sleek spear
#

so, more than PR?

dry moon
#

yeah definitely more than PR

sleek spear
#

ok cool, thanks for the info

plush yew
#

hey guys im trying to make a game but I need more people anyone down with helping

grim ore
plush yew
#

thanks

sleek spear
#

@plush yew and i think you will have better chance if you describe the game, show work already done, screenshots etc

plush yew
#

we're about to start

#

its very new

mental shale
#

wrong chat!

plush yew
#

ik sorry

mental shale
#

oh no!

#

not you

#

I accidentally posted

next badger
#

@oblique stream there's a space skybox in one of the learn examples on launcher, called SciFi Bunk

fierce remnant
#

hi

#

I’m making a FPS rpg it’s kinda bad but def making good progress for the first week

#

I put it in the unreal engine 4 reddit I was trending for 2 days and got good feedback so that’s the only reason I came to this chat

#

because I realized the community is awesome

velvet finch
#

is it possible for a material to have 4 vertex paintable textures?

#

say a single material with paintable concrete, wet concrete, moss, wet moss?

mental shale
#

what's the best way to have mini games within a game?

#

kinda like lock picking in skyrim

#

would you do stuff with playercontroller?

#

gamemode?

#

where should I start?

fierce remnant
#

level blueprint? And maybe player controller

mental shale
#

would you be switching the controller?

fierce remnant
#

hmm.. definitely player controller would have to be in the mix

oblique stream
#

@next badger sci-fi bunk.. is a demo project for unreal?

fierce remnant
#

what is the mini game exactly you are trying to do

next badger
#

@oblique stream yep, on learn tab

oblique stream
#

Beautiful thank you

brave heath
#

Hi. Anyone know a good 2.5D template project/game ?

#

Also known as "sidescroller"

next badger
#

@brave heath Learn tab - Platformer game

brave heath
#

Yeah, already studied this one. I learnt many things but I need to go fether. :d

#

Thanks for the Tappy Chicken one, I didn't know it

velvet finch
#

hmm i'm stuck in a dilemma atm

#

i;'m debating if i want to have less materials and pack them into vertex paintable materials

#

or keeyp multiple variations of the texture per tile as either as multiple material nodes or instances

next badger
#

@velvet finch keep in mind that complex material also a bad thing

velvet finch
#

yea

#

the wet materials will be semi complex for sure

#

having 2 in one material might make it a lot worse

#

since there is wet concrete and wet moss

#

hence i'm thinking of just maknig wet concrete and concrete as a single material only some some areas

#

and rest areas that never get wet will always have the simple dry concrete

#

with a few instances of variable concrete tiles

#

but never a variation of the wet one

#

to keep things optimized doubt players will stare into the pools and say hey all the puddles have the same tile cracks

mental shale
#

basically, I just want to find a way to have encounters in the game, so the control is moved to a different part of the game, and a minigame-like system occurs.

#

not exactly the same battle system, but the fact that the game jumps into another type of game, while the character remains in the scene in the background

#

and once the minigame is over, the game jumps back into the overworld

#

another example is like the lockpicking in skyrim

#

normal gameplay pauses, and you start picking the lock, and then gameplay resumes after completing it

#

anyone know a tutorial that would show this kind of concept?

shrewd gorge
#

Is it possible to assign a mesh to a C++ actor that is not in a scene? With CreateDefaultSubobject<UStaticMeshComponent> in the constructor I am only able to assign a mesh if I put an actor in the level.

I need to be able to spawn multiple C++ actors and they should have the same properties.

shrewd gorge
glacial pecan
#

how do I stop the little white actor balls from disappearing when I press simulate in the editor?

languid shard
#

@glacial pecan what do you need em for ?

#

you can add a sprite to your blueprints if you want

glacial pecan
#

well, that little white ball is how I move it around in the editor

shrewd gorge
#

In the details there's Editor Billboard Scale: - set it to 0 to remove, 1 to add. I hope that's it

glacial pecan
#

and I still want to move it around when I simulate

#

so I don't get why unreal removes it when I press play

languid shard
#

its an editor thing

#

add a mesh or a sprite to select the actor

#

or just use the world outliner

glacial pecan
#

ah, outliner was a good tip

#

I'm not about to add something because unreal behaves stupidly 😛

languid shard
#

tis not a bug but a feature

glacial pecan
#

ugh... I'm discovering that Unity is so much more user friendly and logical in so many ways...

languid shard
#

its just a different way of handling the editor

#

never had much trouble finding an entity in unreal

velvet finch
#

rq question on LOD

#

if i have a static mesh

#

with 2 sides

#

does the side that is not visible render with the mesh?

#

or only becomes visible when the player is able to see it?

glacial pecan
#

@languid shard but Unreal removes the editor view and replaces it with the game view, basically... Unity keeps them both side by side

#

and in VR, the Unreal Editor just stops updating, it seems

#

while in Unity, both are live

languid shard
#

yeah I see what you mean

cloud cobalt
#

@glacial pecan You can do that too

glacial pecan
#

also, alt+C is glitchy as hell for me

cloud cobalt
#

Just use "new editor window" as an option

glacial pecan
#

alt+C begins to show hidden objects instead of collisions

static viper
#

You can open q seperate game winduw

glacial pecan
#

@cloud cobalt where where?

cloud cobalt
#

Under the menu you use to run

static viper
#

And even set its size

#

And shit

#

Its swag

#

I use all the time

languid shard
#

yeah just noticed you can do that with simulate

glacial pecan
#

oooh, think I found it... ahh, finally KILL THE MINIMIZE ON VR SETTING!

static viper
#

But you cant eject anymore

shrewd gorge
#

Is it possible to spawn a C++ actor in BP?

cloud cobalt
#

Every actor is a C++ actor

#

So yeah

glacial pecan
#

@cloud cobalt but when I run the game in a new window, the editor still doesn't live update?

cloud cobalt
#

What exactly do you want to happen here ?

glacial pecan
#

I spawn a lot of stuff in my blueprints, and I want to see that in the editor

shrewd gorge
#

Your point is true, they don't behave the same.

glacial pecan
#

and then I want to move stuff around that doesn't have animation code in it yet

cloud cobalt
#

@glacial pecan The runtime code should not affect your level. If you want do dynamically spawn stuff and then keep it, you should create an editor tool for that

glacial pecan
#

so what you are saying, is that minecraft can't be created in Unreal? 😛

static viper
#

It was alreqdy

languid shard
#

I recreated minecraft in Unity once

#

twas quite fun

cloud cobalt
#

@glacial pecan Minecraft doesn't have levels ?

#

What i'm saying is the runtime code should not affect the actual level file

#

That's not how UE works

#

If you want Minecraft, that's absolutely doable, but you can't exit the game and keep the level state as it was

#

Level != Game state

static viper
#

Well not just like that xd

cloud cobalt
#

Game levels are designed levels with static elements - Our game doesn't use that, for example, because everything is spawned dynamically, like in Minecraft

#

The price of that is that you can't use level design tools, since your code does the spawning, not the UE level system

violet portal
#

Hello people . I've got a bit of a problem, I'm using AVG antivirus, and after a new build, the first time the game is launched, AVG scanns the shit out of it. Now, the problem is , it also scans the game if it's launched through Steam ( the game is not public yet on Steam, just in my library, with the DRM and steam checks done ) . Is there a way I can get AVG and other antiviruses to add the game to their trusted list, or stuff like that?

static viper
#

You have to ask that avg

#

We are ue4 support

#

Not antivirus

violet portal
#

Yeah, I just thought someone might have gone through this before 😄

cloud cobalt
#

I've not had an antivirus since 2005 something, so

whole quarry
#

Why is it a problem that it scans the game?

#

Are you hiding virusses in it?

languid shard
#

solution > uninstall AVG and only use the windows stuff

static viper
#

Adb

#

So you can search porn safely.

#

😬

violet portal
#

No, there aren't any funny stuff in the game, after scan, AVG says it's all ok. I think it might be a problem, because this is the only game in my steam library that get's scanned, even after update it scanns it...

whole quarry
#

All files should be scannen, but because youre a unknown source it should check extra carefully

violet portal
#

It's not about my Antivirus, but I'm thinking the same happens if someone buy the game, and that is shity, havving to wait 30 seconds for the game to be scanned

whole quarry
#

If there was a way around it, all virus makers would jump on it

cloud cobalt
#

People who use antivirus get shitty performance 🤷

#

That's why you don't do that

violet portal
#

well, I've sent a question on AVG forums, there has to be something different with my game, else all my games in steam would be scanned on first launch or update..

whole quarry
#

Yea, i rather have a bit of a lag spike than a invested computrr

cloud cobalt
#

Antivirus devs are like 5% as competent as the OS teams these days. Stay up to date and you're fine

whole quarry
#

I dont want to bet on 1 horse

cloud cobalt
#

Yet you're giving unrestricted access to all your machine, bypassing every protection, to AV software that's historically complete shit

#

What happens when the 5000 security holes in your AV get exploited ? 😛

#

Anyway, to each its own

whole quarry
#

ye well, what if an asteroid hits

#

rather have windows security patches, firewall and a virusscanner

cloud cobalt
#

Yeah, like I said, to each its own 😃

whole quarry
#

windows defender wont help with website exploits

cerulean nova
#

Does UE4 utilize my system to its max when building light or is there a way to give it more resources?

cloud cobalt
#

It doesn't, because it's CPU only

whole quarry
#

I've relied once on just Windows security, my computer got hacked, webcam got taken over and all my data got wiped.. Wont ever fall for that again

cloud cobalt
#

It does use all the CPU, but your CPU isn't the strongest computing device on your machine

cerulean nova
#

yeah

#

anyone here got a Threadripper 2 ? 32 cores 64 threads ? 😄 must be sweet to work with something like that 😄

cloud cobalt
#

@whole quarry Look, I haven't seen anyone use AV for a decade - it's useless. If you're happier with one, that's good, I'm not going to annoy you with that, but you're not going to convince me - let's not spam the channel with this 😃

#

@cerulean nova Try GPU Lightmass on the forums - unofficial tool that uses GPU instead and looks better

cerulean nova
#

my gpu is trash 😅

cloud cobalt
#

It might still be better than your CPU tbh

cerulean nova
#

im not sure whats worse in that case 😄

#

Its a 2gb HD radeon 7850 🙈

#

its super old

cloud cobalt
#

Not much to do then :/

cerulean nova
#

and right now i have a 8x4 Ghz Cpu

grim sinew
#

Well, at least you can run MS Paint on it

cerulean nova
#

for some reason its not thaaaat bad

#

i can play gta v for example on it

#

and even rainbow six siege

#

all in 1080p 🤷

#

sure not on ultra but yeah

#

oh and yes 60 fps

cloud cobalt
#

Modern GPUs are monsters - a 7850 isn't nearly that bad

plush yew
#

Only 60? Baaaaaaad

cloud cobalt
#

Stuff like a 1080 is completely mad

cerulean nova
#

i have a 60 hz pannel ^^

#

but if someone has to much money laying around go ahead dm me ill take it 😹

cloud cobalt
#

I'm rocking a 970 and it's way more than I even need

cerulean nova
#

i even can do some blender stuff 😄

cloud cobalt
#

Anyway, for lighting builds right now, the only serious answer for production right now is a great CPU

cerulean nova
#

like this thing ^^

plush yew
#

Its looks sexy

grim sinew
#

I know this may come as a shock, but you don't need top end hardware to do basic 3d modeling

#

3d modeling as a profession did not only exist in the last 4 years

cerulean nova
plush yew
#

wut

grim sinew
#

Anything short of zbrush, you're probably fine on

cerulean nova
#

i get warnings on some programs like substance painter 😂

#

response time and on some other thing or even substance painter i got a warning about not having enough shaders on my gpu or something 🙈

plush yew
#

you still need a decent CPU for zbrush and enough ram

grim sinew
#

Well afaik zbrush doesn't use the GPU for anything really, not even rendering

cerulean nova
#

i stick to blender 🙈

grim sinew
#

I mostly meant if you wanted to, you know, do anything with that sculpt

plush yew
#

Zbrush has a habit of crashing on my hardware, so freaking annoying

grim sinew
#

ZBrush has a habit of crashing on pirated copies

#

They're all significantly more unstable than legit

plush yew
#

my PC is like really old lmao

#

XD

grim sinew
#

Honestly, you're probably still fine to use zbrush as long as it's a legit copy. Zbrush isn't very intense on the hardware

#

Since it's not actually making any 3d models

cerulean nova
#

it doesnt o.O

grim sinew
#

Nope, it's all fake

cerulean nova
#

black magic?

plush yew
#

it's 2.5d

grim sinew
#

2.5d trickery mixed with black magic

cerulean nova
#

but it can be exported in 3d or ?

grim sinew
#

It's how zbrush can get a hundred million polys on hardware that normally can't handle even a tenth of that

plush yew
#

it just doesnt render geometry like 3ds max, maya, blender and modo do

grim sinew
#

Yep, it can export an obj file just fine

#

ZBrush's best party trick is how it convinced the vast majority of its user base that it's a 3d program

cerulean nova
#

i wonder now was "euclideon" realy a scam or not ?

cloud cobalt
#

Depends on the definition

grim sinew
#

Not a scam, but it's not tech for games. Point clouds are nothing new and used for archviz surveys all the time

plush yew
#

I mean at the end of the day nobody cares if it's real 3d or not when you work on it...

cerulean nova
#

they claimed to run unlimited details on a pc without big performance problems

cloud cobalt
#

It always was a single guy's dream project with extraordinary claims that no professional ever thought realistic

plush yew
#

what matters is the end product

cloud cobalt
#

It does work, but it's too limited for games

grim sinew
#

@plush yew Well when the camera's perspective makes as much sense as it would if someone stepped on your eyeballs, it does matter a little

plush yew
#

lul

grim sinew
#

Everyone knows zbrush's camera has the worst "perspective" view of all time, I'm just glad they're working on fixing (or at least improving) that for 2019

#

Maybe I won't have to solely sculpt in ortho mode

plush yew
#

Yeah, that's one of the reaosns why I dislike sculpting in it

#

and you cannot have multiple cams

grim sinew
#

You can hack multiple cams through the timeline

#

And fake it

cerulean nova
#

i wonder where this rtx stuff goes if it becomes a new standard

plush yew
#

so when you sculpt something sometimes it's hard to know the height of what you are at

#

Ich will kekse

#

and you need to rotate just to see

#

annoying

grim sinew
#

@cerulean nova Raytracing is already the standard in everything except games, we're the odd ones out here.

cloud cobalt
#

RTX is going to get slow adoption over a decade to get somewhat better rendering on parts of the pipeline

cerulean nova
#

i might missunderstood but by enableing rtx u get forced to use 4k right?

grim sinew
#

Congrats, you're totally wrong

cloud cobalt
#

Uh no

#

You don't have to use 4K, that I know of

plush yew
#

better AA solutions VS 4K, who wins?

grim sinew
#

4k, because better surface detail

plush yew
#

for shitty perf?

grim sinew
#

And for at least AO and shadows, I expect raytracing to be commonplace by 2020, if only because from vblanco's findings it not only runs great, but looks great too

plush yew
#

I'll take 240hz over 4K

cloud cobalt
#

AO & shadows are typically what you'd run with RTX so I definitely expect that

grim sinew
#

Define shitty, because I'm happy with 60 fps even though I have a high refresh rate monitor. I just don't care anymore about high refresh rates beyond that.

plush yew
#

60fps is blurry

grim sinew
#

It just feels like anything over even 120 hz is just e-peen stuff at this point.

cerulean nova
#

i would go for more framerinos instead of pixels

#

1080p is fine for gaming

grim sinew
#

1080p is horrid for anything, especially on larger panels

#

Like 26 inches and up

plush yew
#

You need 120hz-144Hz to be able to turn around and see something while you do it

#

otherwise it's a big blur

grim sinew
#

Turn off motion blur and have good anti-ghosting on your display

#

The blur isn't the framerate, it's your bad display

cloud cobalt
#

Here's what's happening : plenty of games will keep running at 30fps because they don't need more and go for high resolution, high quality etc, plenty of games will stick to 60fps, plenty of games will strive to have over 60fps for hardcore gamer crowds

grim sinew
#

And if we REALLY wanted to be reductive, we could all be sitting here playing quake 3 in 1024x768 at 3,000,000 fps

#

Higher framerate at the compromise of visual quality isn't always a good thing

cerulean nova
#

👆

cloud cobalt
#

Gamers have varied taste, developers cater to different gamers, news at eleven

plush yew
#

300 fps will do the job

grim sinew
#

LTT is the worst channel on youtube lately, their videos are just so bad

plush yew
#

200+fps on a 144hz gaming monitor feels so freaking good to play

#

I cant believe gamers still fall for the 30-60fps bullshit

grim sinew
#

For anyone curious, their conclusion is "1440p at 144 hz is good". Well yeah, no shit, it's going to feel better to play than 4k 60 fps. But that's just not the majority consensus and in order to keep up with over 60 fps in modern games, you need to buy a new GPU every other year.

#

Or drop the settings further than most people want to

#

Over 60 fps gaming is expensive

cerulean nova
#

nah 4k 60fps is a step back then

cloud cobalt
#

I have no idea why this is a debate. Options are a thing - just play the way you like 🤷

grim sinew
#

Linus is surrounded by so much tech he can literally drop a $3,000 video card and shrug it off as a business expense for a good joke.

#

He's totally lost the consumer perspective of value for money

cerulean nova
#

doesnt look like it if u watched his last videos

plush yew
#

The problem with frame rate is once you have experienced higher, you don't go back to lower

grim sinew
#

@cerulean nova I've watched every video of his the last 4 years.

plush yew
#

if you experienced 120hz or 144hz, 60 fps is horrible

grim sinew
#

I've had a 120 hz display since 2012. Still not caring.

cerulean nova
#

he even tryed walmart stuff and also normal sellers without him buying it so it was anonymous and they showed tech support and all that

plush yew
#

@grim sinew what kind of games do you play?

grim sinew
#

@cerulean nova I know. Irrelevant to the topic at hand.

cerulean nova
#

i belive u hate on him because of his success 🤔

plush yew
#

if you play games with a camera that doesnt move, you'll not really see a mjaor difference. if you play games that require you to move the camera a lot, there is a huge difference

cloud cobalt
#

Wow that's level 0 of discussion here

#

Please don't

grim sinew
#

Doom, Hitman, DMC, Deus Ex, Distance, Divinity, Metal Gear Rising, Tribes....

cloud cobalt
plush yew
#

😐

cloud cobalt
#

Not UE related in any way

grim sinew
#

Yep, probably.

cerulean nova
#

ok lets talk about building light stuck at 4%

grim sinew
#

@cerulean nova Also congrats, what you said was so stupid I have nothing to say to it.

#

That's a first for me on here

#

Usually I have a good joke, but not this time.

cloud cobalt
#

But please don't do personal attacks here - This s a professional channel

#

Or it should be

plush yew
#

Should be

grim sinew
#

Should be.

cloud cobalt
#

It's fine to disagree, that's what humans do

cerulean nova
plush yew
#

This server is more mature than most other servers Ive seen. So...

#

or more professional

grim sinew
#

Almost like someone takes minor offense when they're accused of only saying something out of jealousy. But yeah, moving on.

cloud cobalt
#

@cerulean nova Tried using the swarm ?

cerulean nova
#

i do

cloud cobalt
#

Any other machine ?

cerulean nova
#

u think fw is blocking it ?

plush yew
#

No. I do agree that the way you say thing sometimes feels like you could have wrote it better

cerulean nova
#

no just 1

cloud cobalt
#

YOu don't own another computer to plug it too ?

cerulean nova
#

it fires up auto 🤷

cloud cobalt
#

There isn't much of a solution then - do builds overnight, etc

cerulean nova
#

but it seems to be stuck

cloud cobalt
#

Either you get more hardware to the party, or lower the workload, or let it run overnight until it's done

grim sinew
#

@plush yew In cases like that, if you feel I could have wrote it better, probably because I could have and didn't deliberately. I don't have a high tolerance for stuff like that generally.

#

And if lightmass is stuck, you probably have some mesh in there somewhere that has a 1k or higher lightmap that's just killing you.

#

Lightmass is not multi-threaded. It will slow down, considerably, if you use high res stuff on it.

cloud cobalt
#

More accurately it is multi threaded, but only per object.

grim sinew
#

Well, yeah. There's that.

cloud cobalt
#

Huge object + 500 trivial objects can complete the 500 first, and then wait out, single-core, on the big one

#

Lots of small lightmaps usually gets decent CPU occupation

#

But Lightmass sucks, no denying that 🤷

cerulean nova
#

i have tons of shit especially foliage

grim sinew
#

Don't bake your foliage.

#

It's limited to a 1k lightmap for the whole thing, and it'll take a LONG time.

#

Foliage should be dynamically lit.

cloud cobalt
#

Yeah, my experience as well

#

Lots of complex geometry kills static lighting outright

dusk vault
static viper
#

WOW

#

that is coool

#

theyll like it

wary wave
#

looks like you've delete a config ini file or something similar

fierce tulip
#

oh god that discussion last night about renderers

#

almost pissed my pants

wary wave
#

did I miss that one?

static viper
#

you almost pissed?

#

that clearly is more obvious question!

abstract relic
#

I’d argue that it wasn’t a discussion

sudden agate
#

@fierce tulip just read through it.lel

#

yeah, this is 100% offline rendered alex

fierce tulip
#

i bet he meant the opposite of realtime rendering, but was quite oblivious in how to explain that

wary wave
#

¯_(ツ)_/¯

plush yew
#

😂

fierce tulip
#

hmm, 4.21 totes decided not to create redirectors when moving content to another folder and all shaders, meshes, blueprints, skelmeshes, anims are now all broken

#

ive had issues with redirs before, but never like this

wary wave
#

:/

unreal spoke
#

So UE4 is going to unify skeletal mesh and static mesh types into a single one. Where can I find info about this?

static viper
#

was about to ask the same

#

wut

#

where did you get info

#

where

languid shard
#

that is surprising for sure

static viper
#

feel like this must be a niagara thing

wary wave
#

seems pretty unlikely they're going to get unified...

static viper
#

NEXT

keen flicker
#

does any one anow where i can find gud First person Animations?

cloud cobalt
#

Marketplace ?

keen flicker
#

any where

#

i mean any link

static viper
#

gud is subjectivly hard

#

youll have to look for yourself XD

languid shard
#

cant people search stuff by themselves ?

static viper
#

they cant

languid shard
#

god I hate lazy people

static viper
#

we are the real devs

keen flicker
#

ppl can search by themself

languid shard
#

then do so

keen flicker
#

but sometimes they cant find it

cloud cobalt
#

The UE4 marketplace 🤷

#

There is only the one

static viper
#

if you type

#

first person animation

#

that should help

keen flicker
#

thanks VERY MUCH

fierce tulip
#

so.. dpi scaling still isnt fixed for cascade in 4.21

#

<_< gg

wary wave
#

yup

#

I figured it'd still be broken, hehe