#ue4-general
1 messages · Page 373 of 1
@plush yew huh?
Just saying.
2m is 200 units in ue4
No...
yup
Initial size doesn’t matter, just it’s proportion. You can always scale it up in import or after
@abstract relic blender had issues with fbx scale
so now i just ened to export it on export?
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.
The actual scale of 2m is 0.86 for that 2m character.
Again, it doesn’t matter what the size is in blender
@plush yew i've tested it on 100cm cube and it's perfectly matches 100 units
Yes it is. Go to Top view and scroll in it shows distance.
who dafaq cares about top view XD
dafaq
get yourself a cube
its 1 m
and resize that with pot
its exact
Do you want me to make you a video and prove it?
Okay. Give me 15 minutes.
deal
You'll see what I mean.
Never try to scale something exported in blender to ue4
why make a video. You can share desktop in discord :p
nono
It always cause issues
first off uh.. isnt the third person mannequin 186cm tall not 200?
yep
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
@grim ore yeah, iirc it's around 185cm
they come quite a way from 96 unit tall chars in ut2k4
xan kriigor
i am the alpha, and omega
dont say that, pretty sure im older than both of you
@grim ore 182.566 in A pose
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
yep and using the little thingies in viewports it shows that as well.. I wonder how he got it being wrong?
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
for a kart racer I doubt physics would feel "good" so yeah that is normal
Basically I’m calculating the slope based on wheel position instead of simulating physics
That’s the very definition of game development 😜
Ok cool
Faking it
@fleet cedar I've been attempting the same with a flying drone
at the moment I just tried adding impulse
I heard even PhysX fakes it's physics. Either that or im ragdolling myself wrong.
Ideally I want my drone to swurve around once the players loses input
I really love doing game development
@fleet cedar this is a video I use as a reference for faking cart physics, don't know if you have seen it yet. https://www.youtube.com/watch?v=LG1CtlFRmpU
A rundown of the general principles used for arcade-style vehicle physics using Unreal Engine 4 for the upcoming party combat racer Space Dust Racing. Dev bl...
I too messed around with that system. It works
@grim ore oh, i remember this video, great one
@grim ore looked the mannequin from ART, it's 182.656 (T pose)
Yeah that’s a really good video although it requires simulate physics to be on right?
I implemented that one before trying my own route, in my implementation I’ve got simulate physics off
@grim ore hold on the mannequin is 186cm?
@plush yew ~183
I think it just fluctuates based on which pose you have him in, I could swear I saw official numbers on the docs page
It's also the reason running speed and vehicle speed doesn't really match to RL in UE games
you are checking that how?
The quality settings still need to buffer, but here's the link https://www.youtube.com/watch?v=lG1BQYx_fSU&feature=youtu.be
to watch in 4k with youtube
you just make a proper video
ugh. 360p
um...is that me or this video has HUUUGE fringes?
i dont know why you think that
4k works now
^
this is no proof
@next badger yeah, that is how you work. Make unreal small to have more space
oh i waited 20 minutes for this
How is that not proof lol?
...
Obviously the scaling is off
obviously you fix that?
you do know you can middle-mouse button > drag to get measurements
Fix what?
fix your video
Are you serious?
are you??
Not at all.
Don't blame me blame camtasia.
OBS for lyfe
what is wrong with win10 native capture ? xbox something
its microsoft
ok
@static viper my words, Alice is back??
@static viper hihi 👋
nahh Valk is still unity-ing
easing back into Unreal, is actually way easier after having been away doing Unity stuff for 2 years
it wasnt 2 years
we've been keeping your spot nice and warm
you just started unity tutorials a moment ago
i can still remember your beginnings
early ones
lol unity tuts era was 2017, real projects was 2018
@plush yew sorry but i have no 4k monitor and i can't see sh't -_-
i have, and can barely see anything :/
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
Well likely I messed it up, but oh well
i do love me nice empty desktops though
Fear the desktop void
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.
besides the obvious more power solution?
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?
@grim ore yeah, besides the obvious better hardware
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
Light Mass Importance Volume: Instead of 3D, separate 2D sections, that use less CPU and RAM?
it sounds like your falling into the trap of early optimization
I can say, that, you are correct. But I'm in the trap of just about everything.
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 😅
Nvm, found it
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.
I have a feeling that I'm overcomplicating the design somehow without knowing what the clean way to do something like that is
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)
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
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
actual voxels are super duper custom stuff tho so..... blueprint beware probably
i wouldn't recommend adding actors as voxel nodes
i've tried it and it was hell slow
I'm all ears
use own class that will control static meshes
and ofc c++ for all heavy math, like population etc
you will need at least one actor however, that will store all those voxels
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?
@paper sky @silver crown is most knowledgeable about voxel stuff i think
Yup
@silver crown @paper sky has slightly different request on voxels (description above) than you do
but i'm not that experienced about it in general
Well I have a free plugin around to do that kind of stuff if you don't care about doing it yourself
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
anyone here develop ON Linux?
Also just looking for general inspiration on what I can do with them
I'd love to take a look at the plugin
Having fun with @voxelplugin cubic mode & MagicaVoxel importer :)
Assets from @mikelovesrobots awesome Mini Mike's Metro Minis
@unrealengine #UE4 #gamedev #indiedev #voxel #magicavoxel https://t.co/rLCjnYmwb7
Can do stuff like that
Though some of the destruction shown here is in a paid version only
The voxels exploding looks cool
Yeah it's pretty fun to play too 😄
Woah, yeah that's very much what I'm looking to achieve actually
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
Unreal Engine 4.19 Plugin : Voxel plugin free version https://voxelplugin.com/ Full Blueprint
Was made with the free version
@paper sky there's official discord for it mentioned on github
^
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
I deleted it 
that's the only way?
idk, but it definitely works well 😄
tell the plugin not to load in the plugin manager
That sounds smarter
it used to work, if it doesn't then I like his way ^ lol
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
only publish to linux, problem solved!
I remember someone mentioning a wiki other than the official one that might be better. Did I hear that right?
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
as far as I know there is the official wiki which is deprecated and then the docs pages
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.
it's the same concept as to why there were/are so many machines still running XP in the business sector
gotcha, that's some good insight, thank you!
from the scene or from the project?
gotcha
🤔
ARK Engine would be heavily modified, not easy to update.
@weary basalt the issue, they still have bugs fixed in 4.15 or 17
Well that makes sense if they are on 4.5
How does one add other engines into a UE4 game?
What do you mean by that?
ShooterGame.exe running on a custom engine? 🤔
@worn granite ahahah...so true
@weary basalt Adding the use of other engines?
Yes, you need to explain what you mean by that.
What other engine
adding unity in to ue4 hmm
Unity is another Engine, you want to use Unity inside of UE4?
What does it mean?? 😜
That makes no sense
@weary basalt you create your game with UE4 but use another engine for graphics or physics.
Or anything else.
if they actually made a custom branch, my bet is that its not really that outdated in terms of things directly useful to ARK.
I mean, sure you could rewrite the Renderer, but seriously though, not worth your time.
But given ATLAS, I could see them literally just not bothering updating a launcher engine
@weary basalt no. No rewriting anything.
No skyrip
Not sure what you mean then?
You want to make assets in UE4 but then use them in Unity?
how does one use Unreal in a very customized way? by paying my salary.
@worn granite Yo, never heard of Atlas til now, GoogleFu'd... what's up with all that bad reviews lol
The quick answer is No.
And it's in UE4?
Uh no that's not what I mean.
Strange I've never heard of it until today. And I like MMOs
@safe rose they well deserved
Oh... it's from Ark guys?
I mean using ue4 but also another engine.
But...that's not their name...
Yeah, basically a reskin of ARK for the same price.
I'm confused 😭
Not sure how one would even entertain such patchwork much less deal with that shit heap of licensing issue
Did they change their studio name?
No its another studio
@safe rose it was ARK dlc, an they decided to release it as standalone
Erm off the top of my head, Chronicles of Elyria is UE4 and uses their proprietary story engine.
Skyrim edition
Nothing's worse than NMS
Atlas.
@plush yew Anyone could call anything an "Engine", it can mean different things.
new NMS is ok
It was a good way of avoiding those with season pass from getting it
@weary basalt Erm not when you compare it when saying "we use the Unreal Engine and our proprietary engine"
That's speaking of two different game engines.
@plush yew it will be inappropriate sentence
So you're saying it's just like a plug in or something
Also bs
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.
Yeah alright so they just glue the two engines together via some "master" process that they implement.
nbd
No.
A "game engine" can be a collection of different systems.
Any one of those systems could then be called an "Engine" in its own right.
Just quickly chiming in, the license for both Unity and Unreal forbid mixing the engines together.
So... there's that
@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
If i wanted i could take the Havok Physics ENGINE and mash it into UE4, but i wouldnt, because time.
Look at my game, it runs on three different programming languages, two engines, five repos, and twenty clashing license 😜
You need to be more specific about what your asking.
He doesn't know how to be more specific.
^
@abstract relic hope no GPL there
Generally speaking its bad to mix what you might call "game engines"
You can use multiple different libraries together and that's more along the lines of what you're asking.
Well of course it sounds like a bad mix.
Eg: Use SDL to interop with the file system, use Ogre to render, use Bullet for physics.
However
Mixing Unreal and Godot doesn't make sense.
Mixing Unreal and Unity (as zero said) is not legit
Mixing Frostbite and Cry makes even less sense.
Do some other engines not have different features?
And how do you define "Mix"
Use features from.
i think it theoretically possible to run unity container in chromium in ue4
No
Like what, you pick out Unreal's renderer, and say Cry's asset pipeline?
The legals for that would be insane.
What about their proprietary formats?
Not to mention how incompatible they would all be.
You have to duplicate data formats between all involved engines
Just go look at Unreal's PhysX integration
i think even lumberyard and cryengine are license incompatible
there's dozens of "conversion" functions just for vectors
Pretty much all of them are incompatible
You're going to take massive hits to perf and memory footprint
and for what?
So you can "cherry pick" features?
Sure
"How do I mix an electric chainsaw and a backhoe"
The best tool for the job is a computer 👍
@plush yew in your case probably ASM
👏
Alright well I've said my fill. It can be done but I'm not walking you through it.
Make your own engine in that case
Also that's not even getting into the legalities (which might make something which is technically possible into something that's not)
Meh who'd know
with asm you could mix c++, c#, java, rust, glang etc
I don't know what ASM is
I'm not prepared to Google it
Heck it, just write your own engine in Binary with all the features you want.
That's like... a lifetime of work?
more actually.
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
Hm yes, quite.
There is a myriad of factors that go into why something isnt as it is.
i think even if you violate very possible license you still will spend more time on stitching those features
Are one of those factors someone spilling pop on their keyboard? That's a sticky situation, I'll tell ya what
Those who can develop the engine itself are gods amoung man 👌🏽
Oh. O-ka-ay...
@abstract relic there're some tutorials on yt how to do that, at least rendering part
I do apologize for my awful name but you’re pinging someone else
So... Why doesn't Epic include a renderer in their engine?🤔
Hmmm?
Ok now you’re trolling
Hold on. There's a render in UE?
UE4 is a renderer...
Blenderer is a renderer as wellerer
It’d be a black screen if it wasn’t
No I mean rendering texture and lighting...
....
Uhhhh
Dont confuse him more man haha
Put a texture on a model and it won't look as good as it being rendered....
It IS being rendered
how
Real time render
Wut
Grey is a lovely not-colour
What is that word?
oh he means render not render, you know render.
I already said rendering textures and lighting.
you know render like using a renderer not render like using a renderer
@plush yew ue4 actually has 2 renderers, forward and deferred
^^
Sigh.
Remember what i said about being specific @plush yew
So there is no renderer for textures and lighting in UE then. Gotcha.
...
I think most of us know what he is talking about but don't want to help him lol
@grim ore time to make your next video
I have no idea wtf he is on about?
@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.
I think he means something more like octane or marmoset for rendering out a scene. An offline/non realtime setup.
@plush yew we have no clue what you meant by rendered of textures and lighting...
Yeah its called ScreenGrab
K.
is this more in line with what you are asking @plush yew https://home.otoy.com/render/octane-render/ ?
UE4 is a Realtime renderer, it renders everything in realtime, you dont have to wait for it to do it.
Obviously @grim ore
@weary basalt but you can if you want to =))))
well then you are in luck , https://home.otoy.com/unreal-engine-announcement-siggraph/
@next badger Yeah i wait plenty of time for it to render sometimes lol
So it doesn't have it's own. That's what I was saying.
Unreal is also incapable of animating character meshes.
Its really surprising so many learn this tool that ultimately has no features or functionality.
@plush yew if you're talking about OFFLINE rendering...no it has no
@plush yew I think you misunderstand exactly the entire scope of what a "Renderer" is
Nope.
You clearly do
Octane, Corona, Vray - offline renderers
UE4 - Realtime renderer
For in house lighting sure.
THEY ARE STILL RENDERERS
NO KIDDING
I'm guessing this guy means raytracing and is conflating that with rendering.
@plush yew you could use ue4 for in house lighting btw, many studios do
Stop shifting the goalposts mate
If it draws pixels, it a renderer
I just said why doesn't Epic integrate their own renderer...
I said be more specific
In their own engine. Simple.
The Engine DOES have its own renderer. You failed to be specific about what you meant by Renderer
As if you didn't comprehend what I meant.
Clearly UE has to render objects and space. Every engine does.
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?
@abstract relic Technically, that's a rasterizer.
How is it impossible lol
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
If you can add plug ins into UE4 for other renderers, but they can't integrate their own?
UE4's renderer is literally built into the engine?
The files are in the Computer?! 🖍
There's literally an entire module called Renderer. In the Runtime folder. Of the Engine.
And another called RenderCore.
Omg.
There are even multiple renderers.
The files are not in the computer, they're on the monitor.
@grim ore i've read flies...
If they weren't on the monitor, how do I see them?
@next badger lol
Not just the forward path and deferred rendering paths, but there's a somewhat separate renderer for Slate, even.
@livid haven oh, true...slate renderer -_-
@livid haven there's also Swarm...i believe that's exactly the one - offline renderer
i thought swarm is renderer
So basically no one is answering... because they don't know why. Was just looking for some input or comments on the subject.
Feels like you're wrong there, but okay. I wasn't even around for the original question.
No your just ignoring what we are telling you because you think you know what your saying
Uh. Okay.
@plush yew there's no need in own offline renderer in ue4...if that answers your question
anyone intrestend in a few free mats in trade for feedback? (CC0 lisence)
@next badger says you...
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. 😛
@plush yew lets say "says common sense"
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
@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.
Its sorta kinda as if, o i dunno THE ENGINE LITERALLY DOES THAT FOR ASSETS BY DEFAULT
go use Unreal or stop trolling.
This is the most befuddling logic I’ve seen someone adopt this month
okay, what about the rest?
They rendered the scene.
WITH THE ENGINE
With another plugin
And not their in house renderer, because epic doesn't have an in house "offline" renderer.
https://www.allegorithmic.com/blog/art-koola @plush yew Look at all these, these are all done with UE4, NO PLUGINS
@plush yew That's not offline.
Which is what I said 4 times now.
Nah, don't trust the chatroom full of qualified professionals. Clearly epic are incompetent and don't have basic tech.
He just trolling. It’s a good troll though
Oh god zombies?!
Then how did they render those shots so well?
@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.
@plush yew cause the people that produced that don't sit around trolling slackers.
or being trolled in slackers.
Wut
Just stop, this discussion is going no where. You either dont and wont understand or are Trolling.
I dont care, go do some research.
A troll would say that
🤷 You're being really obtuse one way or another - intentional or not, neither is particularly flattering.
So if that's true why use a 3rd party renderer for everything else?
cause nobody actually does that?
Does What...?
People generally do not use any kind of other renderer for UE4.
Nobody uses a full fledged game engine and then go off and use some random renderer.
but no one uses vray for ue4
Find me a game that uses VRay with a full fledged game engine
That's pretty rarely used. That's more for "enterprise" use.
i've used vray for 6 or even 8 years
Something you'd see for a car commercial or architecture/interior design firm, stuff like that.
And actually ue4 is about at the point where you can use ue4 to do those @livid haven (I know you already know this)
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?
The Human Race,” a short film that debuted at GDC 2017. more on http://www.iamag.co
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.)
Autodesk: updates Maya 2018 to 2018.4 to fix a problem in 2018.3
breaks the student version
Far Cry uses Ray tracing?
@worn granite Why was Rei speaking of having a Listen Exec pin?
as far as things go, isn't auth=listen?
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
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
unrelated: how did you get those little arrows on your wires?
oh nice
also isn't there just a node that tells you if it's a dedicated server
(I am looking for listen server detection in bp's)
the widget trick is the only one I can think of
@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
okay, so IsServer()->CreateWidget->IsValid
or just writing one BPCallable function
@zenith flower Why do you have to deal with any UI at all on server?
I'm not trying to
Trying to catch up on the conversation, sorry.
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.
Roll your own kinda thing
@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.
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?
there was a tool to make it i forget the name
http://alexcpeterson.com/spacescape/ < pretty easy setup might not bee 100% what you want but its a start @oblique stream
Anyone know what the revenue split on Wegame, from Tencent, is?
Not directly related to Epic, but a little...maybe.
@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?
yeah its easy
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.
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
true and i dont need to import it into unreal or the project. it is a stand alone thing?
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
@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.
can i utilize RTX in unreal currently?
no
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
that's far from usable
Well he said can he utilize, not is it stable
ok thanks @dry moon will check it out
Yeah its not mega stable, but runs pretty good. The most expensive feature is raytracing reflections
so keep that in mind
@dry moon could you maybe tell me how it compares to current planar reflections?
so, more than PR?
yeah definitely more than PR
ok cool, thanks for the info
hey guys im trying to make a game but I need more people anyone down with helping
thanks
@plush yew and i think you will have better chance if you describe the game, show work already done, screenshots etc
wrong chat!
ik sorry
@oblique stream there's a space skybox in one of the learn examples on launcher, called SciFi Bunk
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
is it possible for a material to have 4 vertex paintable textures?
say a single material with paintable concrete, wet concrete, moss, wet moss?
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?
level blueprint? And maybe player controller
would you be switching the controller?
hmm.. definitely player controller would have to be in the mix
@next badger sci-fi bunk.. is a demo project for unreal?
what is the mini game exactly you are trying to do
@oblique stream yep, on learn tab
Beautiful thank you
@brave heath Learn tab - Platformer game
or if you need paper2d project - https://wiki.unrealengine.com/Tappy_Chicken_Sample_Game
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
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
@velvet finch keep in mind that complex material also a bad thing
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
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.
kind of like what you have in undertale (as can be seen here: https://youtu.be/1olgV6GNdjU?t=685 )
This is an in depth and updated (as of April 2016) video guide to speed running Undertale. There are some new tricks in the run now that have been found/util...
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?
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.
This helped: https://unrealcpp.com/add-mesh-from-file/
A tutorial site dedicated to using C++ in Unreal Engine 4. This site is meant for game developers wanting to learn how to begin using c++ in UE4.
how do I stop the little white actor balls from disappearing when I press simulate in the editor?
@glacial pecan what do you need em for ?
you can add a sprite to your blueprints if you want
well, that little white ball is how I move it around in the editor
In the details there's Editor Billboard Scale: - set it to 0 to remove, 1 to add. I hope that's it
and I still want to move it around when I simulate
so I don't get why unreal removes it when I press play
its an editor thing
add a mesh or a sprite to select the actor
or just use the world outliner
ah, outliner was a good tip
I'm not about to add something because unreal behaves stupidly 😛
tis not a bug but a feature
ugh... I'm discovering that Unity is so much more user friendly and logical in so many ways...
its just a different way of handling the editor
never had much trouble finding an entity in unreal
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?
@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
yeah I see what you mean
@glacial pecan You can do that too
also, alt+C is glitchy as hell for me
Just use "new editor window" as an option
alt+C begins to show hidden objects instead of collisions
You can open q seperate game winduw
@cloud cobalt where where?
Under the menu you use to run
yeah just noticed you can do that with simulate
oooh, think I found it... ahh, finally KILL THE MINIMIZE ON VR SETTING!
But you cant eject anymore
Is it possible to spawn a C++ actor in BP?
@cloud cobalt but when I run the game in a new window, the editor still doesn't live update?
What exactly do you want to happen here ?
I spawn a lot of stuff in my blueprints, and I want to see that in the editor
Your point is true, they don't behave the same.
and then I want to move stuff around that doesn't have animation code in it yet
@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
so what you are saying, is that minecraft can't be created in Unreal? 😛
It was alreqdy
@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
Well not just like that xd
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
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?
Yeah, I just thought someone might have gone through this before 😄
I've not had an antivirus since 2005 something, so
solution > uninstall AVG and only use the windows stuff
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...
All files should be scannen, but because youre a unknown source it should check extra carefully
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
If there was a way around it, all virus makers would jump on it
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..
Yea, i rather have a bit of a lag spike than a invested computrr
Antivirus devs are like 5% as competent as the OS teams these days. Stay up to date and you're fine
I dont want to bet on 1 horse
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
ye well, what if an asteroid hits
rather have windows security patches, firewall and a virusscanner
Yeah, like I said, to each its own 😃
windows defender wont help with website exploits
Does UE4 utilize my system to its max when building light or is there a way to give it more resources?
It doesn't, because it's CPU only
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
It does use all the CPU, but your CPU isn't the strongest computing device on your machine
yeah
anyone here got a Threadripper 2 ? 32 cores 64 threads ? 😄 must be sweet to work with something like that 😄
@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
my gpu is trash 😅
It might still be better than your CPU tbh
Not much to do then :/
and right now i have a 8x4 Ghz Cpu
Well, at least you can run MS Paint on it
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
Modern GPUs are monsters - a 7850 isn't nearly that bad
Only 60? Baaaaaaad
Stuff like a 1080 is completely mad
i have a 60 hz pannel ^^
but if someone has to much money laying around go ahead dm me ill take it 😹
I'm rocking a 970 and it's way more than I even need
i even can do some blender stuff 😄
Anyway, for lighting builds right now, the only serious answer for production right now is a great CPU
Its looks sexy
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
wut
Anything short of zbrush, you're probably fine on
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 🙈
you still need a decent CPU for zbrush and enough ram
Well afaik zbrush doesn't use the GPU for anything really, not even rendering
i stick to blender 🙈
I mostly meant if you wanted to, you know, do anything with that sculpt
Zbrush has a habit of crashing on my hardware, so freaking annoying
ZBrush has a habit of crashing on pirated copies
They're all significantly more unstable than legit
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
it doesnt o.O
Nope, it's all fake
black magic?
it's 2.5d
2.5d trickery mixed with black magic
but it can be exported in 3d or ?
It's how zbrush can get a hundred million polys on hardware that normally can't handle even a tenth of that
it just doesnt render geometry like 3ds max, maya, blender and modo do
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
i wonder now was "euclideon" realy a scam or not ?
Depends on the definition
Not a scam, but it's not tech for games. Point clouds are nothing new and used for archviz surveys all the time
I mean at the end of the day nobody cares if it's real 3d or not when you work on it...
they claimed to run unlimited details on a pc without big performance problems
It always was a single guy's dream project with extraordinary claims that no professional ever thought realistic
what matters is the end product
It does work, but it's too limited for games
@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
lul
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
Yeah, that's one of the reaosns why I dislike sculpting in it
and you cannot have multiple cams
i wonder where this rtx stuff goes if it becomes a new standard
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
@cerulean nova Raytracing is already the standard in everything except games, we're the odd ones out here.
RTX is going to get slow adoption over a decade to get somewhat better rendering on parts of the pipeline
i might missunderstood but by enableing rtx u get forced to use 4k right?
Congrats, you're totally wrong
better AA solutions VS 4K, who wins?
4k, because better surface detail
for shitty perf?
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
I'll take 240hz over 4K
AO & shadows are typically what you'd run with RTX so I definitely expect that
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.
60fps is blurry
It just feels like anything over even 120 hz is just e-peen stuff at this point.
You need 120hz-144Hz to be able to turn around and see something while you do it
otherwise it's a big blur
Turn off motion blur and have good anti-ghosting on your display
The blur isn't the framerate, it's your bad display
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
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
Go to http://www.privacy.com/linus to get $5 off your first purchase! Gaming companies keep pushing that "4K IS THE FUTURE!", and although it is, we think it...
👆
Gamers have varied taste, developers cater to different gamers, news at eleven
300 fps will do the job
LTT is the worst channel on youtube lately, their videos are just so bad
200+fps on a 144hz gaming monitor feels so freaking good to play
I cant believe gamers still fall for the 30-60fps bullshit
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
nah 4k 60fps is a step back then
I have no idea why this is a debate. Options are a thing - just play the way you like 🤷
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
doesnt look like it if u watched his last videos
The problem with frame rate is once you have experienced higher, you don't go back to lower
@cerulean nova I've watched every video of his the last 4 years.
if you experienced 120hz or 144hz, 60 fps is horrible
I've had a 120 hz display since 2012. Still not caring.
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
@grim sinew what kind of games do you play?
@cerulean nova I know. Irrelevant to the topic at hand.
i belive u hate on him because of his success 🤔
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
Doom, Hitman, DMC, Deus Ex, Distance, Divinity, Metal Gear Rising, Tribes....
😐
Not UE related in any way
Yep, probably.
ok lets talk about building light stuck at 4%
@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.
But please don't do personal attacks here - This s a professional channel
Or it should be
Should be
Should be.
It's fine to disagree, that's what humans do
This server is more mature than most other servers Ive seen. So...
or more professional
Almost like someone takes minor offense when they're accused of only saying something out of jealousy. But yeah, moving on.
@cerulean nova Tried using the swarm ?
i do
Any other machine ?
u think fw is blocking it ?
No. I do agree that the way you say thing sometimes feels like you could have wrote it better
no just 1
YOu don't own another computer to plug it too ?
it fires up auto 🤷
There isn't much of a solution then - do builds overnight, etc
but it seems to be stuck
Either you get more hardware to the party, or lower the workload, or let it run overnight until it's done
@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.
More accurately it is multi threaded, but only per object.
Well, yeah. There's that.
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 🤷
i have tons of shit especially foliage
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.
Yeah, my experience as well
Lots of complex geometry kills static lighting outright
Does anybody seen this before?
https://cdn.discordapp.com/attachments/368125119752699907/534931519576211468/unknown.png
looks like you've delete a config ini file or something similar
did I miss that one?
I’d argue that it wasn’t a discussion
i bet he meant the opposite of realtime rendering, but was quite oblivious in how to explain that
¯_(ツ)_/¯
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
:/
So UE4 is going to unify skeletal mesh and static mesh types into a single one. Where can I find info about this?
that is surprising for sure
feel like this must be a niagara thing
seems pretty unlikely they're going to get unified...
NEXT
does any one anow where i can find gud First person Animations?
Marketplace ?
cant people search stuff by themselves ?
they cant
god I hate lazy people
we are the real devs
ppl can search by themself
then do so
but sometimes they cant find it
thanks VERY MUCH

