#ue4-general
1 messages ยท Page 375 of 1
okay, so you are correct in that there's no real information in this
I'm a bit wary of the fact there's a pile of logging with stuff that just says useless things like "Warning: Your message" etc
where does that come from?
is there a third party plugin or something, or is it your own code?
Hi, has anyone here worked with Face AR?
that was my message
this part shows when i debug it in VS
[2019.01.17-13.11.04:872][338]LogOutputDevice: Warning:
Script Stack (1 frames):
BP_MonsterBase_C.ReceiveTick
Assertion failed: ContainerPtr [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject/UnrealType.h] [Line: 336]
UE4Editor.exe has triggered a breakpoint.
You'll probabky need the call stack for that - installing the debug symbols and debugging with Visual
Does anyone know the algorithm/function used for the splines used to connect blueprint nodes?
I tried smootherstep but seems to not do the trick
yeah, what Stranger says really - the assert will have been hit for a reason, but without the callstack all you can really do is guess
always install the debugging symbols
yeah installing them now ๐
I don't know why the Epic launcher even gives you the choice
it's not that big - but without it any error message you get from crashes are totally useless
wasnt it like 8
It's actually that big IIRC
unpacked
it's between 6-8GB
but download was 8gb
Thought it was 10 but yesterday someone said it was 20
ah yes
Yeah, 8GB download, 20GB unpacked
that actually depends
i saw what you saw too
almost freaked out how big it was
after reinstall of engine it was 8 gbs again...
Nobody can help me ?
If you explain in detail what you did, what you want and how what happened isn't what you wanted, yes
to be fair, I don't think many (if any) people in here use World Creator anyway
@cloud cobalt I use World Creator 2 to generate terrains, I want to export my terrains in UE4 for add details ( grass, rocks, trees... ) I know how to export the terrain in the UE4 with the heightmaps but I have problem with the texture exportation, I don't know how to do that correctly
does World Creator not have it's own community for this kind of thing?
@wary wave Yes, I think too ๐ฆ
Gonna need a hell more detail than that
Yes, I asked on the world creator discord but I have no replies so I'm here ^^
people use world creator 2, but that doesnt mean that we are support for that
it's to export to unreal engine, I thought the unreal engine discord was the best choice to find help
we are clearly not the best XD the best would be the developer
or the discord you came from really
It's just a concern of misunderstanding on my part about the application of textures on unreal
ok
then give a question
i saw your post
need more info
i actually need some info
0 is bad
we need to know what the actual problem is
I created a terrain on World creator, I applied a texture ( a basic texture, I just applied the texture on my terrain), at that moment I export my terrain ( a heigtmaps file), I export it on unreal and there, I have my terrain, so far everything is fine... Now, I need to do the same thing (so export the texture) and apply it to the exported field just before, when I want to export my texture, world creator gives me several choices like splat map, color map, ambient occlusion map, roughness map ect, so I have to export this texture in unreal to apply it to the field but I have two concerns: I don't know which file I should choose to export to use it on unreal and then, I don't know how to apply it on unreal ^^
I've tried tutorials but I'm French, there are not many resources in French and the English videos are too indirect for me, if the person forgets a detail, I can't ask him to show me so I'm lost ^^
wow
Is big lol sorry ๐ฆ
mh
I hope is much better ^^
Yes yes, can I send you this in private ? I don't know if I can send something here ?
ok ๐
i dont need the full file
dont care
what resolution are these textures?
they should be 4k at least
Depends on the terrain size surely
I don't know, this is textures in the world creator software, I can import new textures but before that, I need to know how to export in unreal lol, I send you the file
tbh, sounds like you don't know what splat / colour / AO etc maps are?
so the problem is neither Unreal, nor World Creator?
The textures and the options textures export
@wary wave I know a little bit about the principle of maps with all the videos I've seen but it doesn't really help me much
I can show you what are look like the differents maps if you need
Splat map is the texture file, color... the color lol, relief same, AO is grey like clouds, smoothness is black, roughness is white
The maps are irrelevant; if you don't know what you want them for, then you can't know what you want to export and we can't help you :/
World Creator can probably generate all kinds of different texture maps, but how you use them is up to you
I'm agree but my problem is about unreal engine import no World creator, I know how to export but no what export and after that, how apply on my world creator terrain exported in unreal
To apply a texture on unreal, you need specific files, right?
texture files?
@wary wave Beat me to it
Yes, create materials sorry, so for " crate materials " I need specific files
depending on how you want to set up your materials, you will want all kinds of different texture maps
this is why we can't help you
the materials do whatever you want them to do
if you don't know what that is, we can't either
I seen many tutorials, but too many different ways to do this so I'm lost
I want to store the "current camera", then change it to a dynamic one generated on the fly and after a few seconds I want to go back to the previous one. How can I do the store and restore part?
ambershee's point is that there is no such thing as "directly importing something from World Creator to a game engine"
^
but how can you not know yet what texture files are if you watched tutorials
that is controverse
@unreal spoke - manually in BP, probably
oh god i oversaw that
@plush yew You need to learn and understand how the engine works, so that you will be able to use a tool. UE4 doesn't have "world creator import" - it can import textures, height maps for terrain, and you can create materials to apply to it
If you can find a tutorial for World Creator + UE4, try following it to the letter
If something doesn't work along the way we might help
As I said just before, there are too many ways to do it, every time I watch a video to do that, I discover a new way of doing it, I just want to find my world creator field on unreal, nothing more @static viper
there's no magic bullet
That's not easy
you need to learn how to use it
It's like saying you just want your drawing of a car to be a car
It's not that easy
Now this is easier than building a car, of course, but it's not automated
And there are 50 different ways of doing it
I know well, I learned dozens of software myself, photoshop, illustrator, premiere, music software, rendering software, I'm really not the kind of guy to ask for magic lol I don't want the easy way but when I see 10 different ways in 10 different videos, my brain burn lol
Your job as a game developer is tying different creation tools into a game engine - every 3D artist routinely uses 3 or 4 different tools to create a single object, then imports all that stuff, and then builds the end-result together in the game engine
Take it step by step
Try importing your terrain's goemetry first
Learn UE4 materials
Google every texture name
Watch 10 tutorials if they have 10 methods
And then decide how you want to build your game
The way I do my game assets is not the way ambershee does
And I can say that even though I have no idea about anyone's process ๐
I just want to clarify, I don't want to make a game, I just want to add detail to landscapes so I can then make images or videos, it's just landscape creation, nothing more but I see what you mean
@cloud cobalt I'm on youtube, I will try to find THE video to show what is the problem
@plush yew basically you'll want a height map first, because that's what UE4 uses for terrains, and then you can look at UE4 materials for the surface detail
Yes, height map is very easy to import ๐
Import the rest manually file by file, create a material, apply material to landscape
@plush yew but i am really intrested
You'll need an albedo (color) map, roughness map, and normal map
Yeah, stop that please
Ok thats the last picture

Please remove the gifs ?
@cloud cobalt World creator don't let me the possibily to export normal map
<@&213101288538374145> ?
๐ฎ
@plush yew If you're not using normal maps in your tool, there is nothing to import
Anyways, so I asked this before but it kinda got snowed under: Does anyone know the algorithm/function used for the splines used to connect blueprint nodes?
I tried smootherstep but seems to not do the trick
no idea tbh, it's probably hidden away in native code somewhere
@wary wave Thank for the link
I thinked unreal engine will be easier but I was wrong lol
the more you understand the system, the better position you will be in to understand what you want out of World Creator
UE4's landscapes are easy to use
How do I spawn a camera component into a scene component (not a regular actor)? With blueprints
components can't have components.
@cloud cobalt your so evil
Perma?
Yop
Uh
@wary wave You're right
Maybe I should give up world creator and do everything on unreal lol
@wary wave Ouch ๐ฆ Well, maybe I can create a class based on cameracomponent...
@plush yew That's an option, yeah
@wary wave Thanks
I would still use World Creator - but it's worth learning how to do things in Unreal so at least you know what it's doing and why
@cloud cobalt I don't know if my fields will be so cool and realistic on engine lol
They can be
@wary wave I know I know ^^
@plush yew This is the most basic landscape material setup to get you started.
Ping me if he keeps spamming. g2g back to working.
Holy moly
thats not simple
@ruby folio - there's an example like that in the quick start tutorial, hehe
you could use colors...

@static viper Yeah but confusion
@plush yew Look at the tutorial ambershee linked - and start with a primer on materials if that's unclear
Materials are amazing
well he could just take his textures and... create layers
that will better work then importing world creator
you would only use the heightmap anyways
or maybe layer paint data...
I don't know specifically about world creator but stuff like erosion simulation tools would definitely generate interesting maps
Ahhh... I love that we can block spammers
only you
you can export these heightmaps
95% of that image above is just fancy shaders and lighting inside whatever rendered it :p
ue4 can read that
@wary wave Yeah I know :p
I have another idea
Why i get one point more?
I can also say fu*k to the textures of world creator and work directly on the "painting" on my heightmap imported on unreal
@plush yew To stop the owl crying
Its intended to be
i stated the obvious
Quite often too
go back to your caves...
For me, this image is the reprensentation of hell ๐ ๐ ๐
๐
Unless youre an owl
@plush yew Start here : https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/IntroductionToMaterials
Practice materials a bit
I promise this will be 100% useful
I think I will take time to read your links
I think unreal is a georgous software and I need practice
when the editor crashes
I'm sci fi author, I don't want to make games, just make beautiful landscape
'making beautiful landscapes' is what a fair number of professional game developers do for a living :p
Game developement is definitively not for me but living with my " beautiful landscapes " is a nice idea ๐
sometimes enjoying the fruits of game development is better than the grind to produce it
Yeah
almost always xD
well, there's no such thing as a 'prop' in Unreal
Props is slang for small meshes
My native language don't help me to understand the terms lol
Props are usually blueprints / meshes or whatever
but they're not a specific asset type or anything
props are meshes, usually ๐
Ok lol
its items to fill the scene
Because I am on unreal right now and I see rocks in " props " and grass in " meshes "
kind of makes sense to me
I think I have some problems with the terms because of my native language
@plush yew You using assets from the marketplace?
I donwloaded this morning this :
Downloaded*
Open World Foliage, for test the grass, was free so ^^
there are a fair few free assets
the open world ones are particularly good
Yes, this what I love unreal lol
why*
This is why* f*ck
Do you know if I can change the color of this grass, for example ?
Probably.
edit the material ๐
I mean, I know I can, I don't know if you can. 
Do you know how to edit materials? Add a multiply and 3 vector param after the base color so you can change it that way
I don't know how to do that but I will try, give me a minute ๐
Hm, I think I need to watch some videos to change the color lol
Oh my god, I changed the color, I'm a legend
Oh no, false alert
I don't know where it's the right place to ask this.
My editor is all the time gathering all the actors in the world and while it's doing that I can hardly work, it's too choppy. I see it's going through all 27000 actors in the world outliner which takes 5 seconds, and until it's done, I have to wait until the editor runs smoothly again. Any idea what it's doing this all the time? It hasn't always been like that.
I have another dumb question :
Usually, I make render with Terragen, Rendering Software, to add clouds, fog, modify sun ect... If I use UE4 for my landscapes, do I need to add something like " render plugin " in unreal or no ?
Or I need to export my unreal scene and open it in terragen to make a render ?
( Terragen or another render software )
hey i have a custom movement component for my pawn i made in c++
but i cannot add it to pawn
i dont understand why not, i try to drag it in but nothing happens and when i use 'add component' and search for it, it does not find it
@plush yew UE4 has its own renderer, which is meant for speed of render. If you want to use another rendering software, UE4 is pointless
why dpoesnt this work? do i need to edit engine source and force it?
you should bring this directly to #cpp
this is special
and you dont need to make low effort screenshots
just make ones which only show the important stuff
hmm i didnt i made a screenshot, photoshop copy paste doesnt work
snipping tool.
gotta save, i hate the new photoshop, u can only copy/paste 'within' it lol, im so used 2 just copy/paste
You guys know if there's a really easy way to procedurally generate terrain?
Easy is subjective ๐ค
unreal dont has runtime landscape generation
also the answer is 'no'
so you will have to use something else
The easiest way to procedurally generate terrain is to import the clouds filter from Photoshop as a heightmap
there is no easy way to procedurally generate terrain

There's no "noob friendly" way
Drag, drop and click a check box.
that is meta
you didnt answer the questions XD
you scared away like a little pupper
no more ot XD
I will bap you. With a fishie.
change the landscape generation seed at runtime, how hard could that be ๐
There is no seed right now
no no you have that wrong there has to be a random seed, everything has a random seed
why would they release the engine without a random terrain seed
I know you're trolling here, but I wanted to clarify, because obviously someone here is looking into procedural terrain
more sarcasm and less trolling lol
๐
I wonder if any of the engines have like a random generation system for terrain built in. I know some of the assets in Unity support it
๐คท It's something you can do anywhere
There are UE4 games with procedural terrain too
getting something basic up and running isn't so hard
getting something good and performant....
Performance is clearly a problem. No Man's Sky runs like shit on PS4 for example
Wondering if Astroneer runs fine on XBox, since it's UE4 based
damn I thought it was something added in 4.21 but thats getting the landscape heightmap out to a render target and not back in
Welp, looking at reviews, it doesn't.
@grim ore generating a 2D terrain heightmap is pretty trivial
That's not the hard part for terrain generation
Like, Kerbal Space Program famously used a sample program from libnoise for their entire planet surface
so in theory it's not that hard to make it then? not good, but just something that does something at random push of a button type thing
The hard part is not generating pseudonoise, it's everything else
Like streaming the data, supporting LOD, collision...
And in the case of dynamic terrain deformation, the gameplay around it
Not to mention people expect 3D terrain since Minecraft - not just 2D terrain, but lifelike surfaces with caves, holes etc
https://www.youtube.com/watch?v=JNj986LBYD4 Here now go make procedural terrain with this.
Patrick Gladys demonstrates how we create ecosystems in the verse. ------------------------------------------ Roberts Space Industries is a spacecraft manufa...
Substance Designer is the best terrain generation tool, clearly
nah I was thinking just more of adding some subtle noise to the terrain might be nice. something rather than a flat surface to work on but having something with some feel to it might be a nice start.
Okay I was being facetious but this is actually pretty decent I'm going to need to watch this at some point
looks like 4.21.2 hotfix issue list is all squared ๐
so the texture maps for that were made in SD?
Textures might be misleading
I could imagine texture maps for terrain being an ideal application of SD
masks and all
The problem with SD right now is that everyone is back to thinking displacement maps are a good idea
Substance needs something like a low poly baking
Yeah. They make the larger forms you would do in world machine, all the way down to the smaller tiling stuff
It's apparently all SD
And yeah, if Substance could get some decimation stuff built into it, that would be nice
Half Substance showoffs these days are incredibly good-looking, and also hopelessly unusable in a game engine
"Just needs infinite tessellation and this 8K height map"
Infinite tessellation, 10 minutes raytracing, and 8k textures.
All hail our lord and savior, the artstation substance material ball.
There's nothing wrong with displacement, it's just not the final step. You need to bake it down, and people want to (understandably) skip that step
I was even considering a while ago using dynamic substances and a pre-tessellated plane to get some cool WPO displacement
But turns out lightmass doesn't look at WPO and that ruined that idea
But the idea of it would still work really well, for massive surfaces you don't want to visibly tile and get actual displacement out of vertex blending
The idea is fine as an internal tool
But displacement isn't what you want at runtime, imho
Specifically not just displacement
i hate all those high res displacement maps rendered in toolbag...
doesn't look like it in-game..so it's kinda pointless imho
It's relevant as an art piece tbh - not everything needs to be made into a runtime render
I'm just not sure how many of the artists understand that it's not a runtime render
ofc. But i'm talking about game art ๐
i dislike it when people present their game art in toolbag
thats what i mean
Yeah, I know, I agree
could anyone help, my game keeps crashing throwing this exception
Bit blurry but looks like nullptr
yup
but yeah, it looks like an array contains a null pointer
ergo splodes
@copper fable - are you using some kind of plugin?
nope
this is the kind of thing I'd normally associate with dodgy native code
It seems to be related to the monster tick event
yeah
but need the call stack
shall i send a picture?
something like that
alright, so what does the monster's tick function look like?
there's an array somewhere that has something horrible in it
What's in that end func
hey i have a question i got a error where can i ask for it ?
You can ask anywhere, pick a channel if it's more appropriate.
its like for the ue4 buildtool i got a error from
What a stupid bug I've run into on the forums - apparently when you write a code snippet that includes angular brackets, it deletes everything between the brackets and the brackets themselves! Just reported it, but has anyone else run into this issue?
well something is doing something
@copper fable Unplug stuff from the graph until it doesn't crash
trying that now ๐
Anyone got simplygon working in 4.19?
Getting this? ๐ค
Oh
The UE4 installer didnt include source files
For anyone wanting it ๐
@thorny cipher you need to use custom build of ue4?
what is "advanced" means?
This branch contains the code for the Advanced integration. Please note that this is not a stand-alone plugin which means original unreal engine source code has been modified. For more information please navigate to the Read Me section
and the link goes to readme that has no any info
I used the top ones
This doesn't come with source, so if you have custom built engine it wont work
It only puts binaries in the directory, not source files
I pulled the plugin files out of this
No idea why they dont just have the plugins themselves published somewhere
no idea why the "issues" are disabled...
@thorny cipher i wanted to say that, but ms has few decent repos on GitHub
Anyone know why my SphereReflectionCapture looks dull on the floor at day time? https://gyazo.com/de393523237da99fcac5599fb24f1631
They have an empty forum 
for "support"
Oh maybe i need to be logged in
@bitter iris Why are you using sphere reflections w/ dynamic lighting
i dunno arent they good for adding more light?
Not really, they are not captured in realtime
@thorny cipher i'm logged in and there's many forums, but they were dead for some time
So if you capture while sun it up, and then it goes night, all your objects within a range will see the sun
oh
how else can i do it? i dont want to use alot of light sources as it messes the fps
@bitter iris you may use day/night switching tho
Use the new Precomputed Lightning Scenario Tool In Unreal Engine 4.14 to easily toggle between different lighting setups for your Archviz Scene. Toggle betwe...
@next badger Yeah dead lol
yeah lol
@bitter iris reflection probes are precomputed...so...
Or you can "recapture" when it goes night, but it'll hitch
Not sure if it's exposed to BP though
@thorny cipher i'm not sure that capture is part of the engine runtime, it may be that it's an Editor code
If you need more light in buildings, try up your skylight intensity and tweak AO settings
@next badger Could be actually
and you can't use Editor code in game
so what other ways can i get it to use more light without the reflection thing
i told you up there
"If you need more light in buildings, try up your skylight intensity and tweak AO settings
"
auto exposure is horrible
you can customise it with post volumes
it needs to be perfect
ill give it a go
Hey guys I just downloaded the unreal engine. And Iโm gonna make a little test game. How long does it usually take you guys to finish a small project ? 2-3 weeks? Or is that unrealistic ?
Define "small"
Just a basic shooter 1st person/3rd
Just get map mechanics down
And get a character moving around
solo?
Yeah
i mean some guys in the game jams do it quite fast not sure to the extent you want it though
get character moving? instant using a template. Get a basic map? 10 minutes if randomly placing brushes. done in 15!
Lol
@grim ore haha yeah but a little more indebted. Like a completed game, just not really in debt I wanna just mess with random little details to get the hang of things
UE4 network optimization live stream starting in 24 mins https://www.twitch.tv/unrealengine
well a complete game is relative to the person but yeah a few weeks is no problem Unless you are learning as you go, then the definition of complete is lower lol
Ohh ok forsure thanks man.
if you just use a starting template for FPS or TPS your basic movement is done. The rest is level layout and design and with geometry brushes you can do it all in engine without any real engine knowledge (coding, etc.)
making textures might take a little work but once you get a master material the rest is just making variations and slapping it on stuff
beyond that I guess you need a UI and that is a little bit of work but there is enough out there to get that done in a short while.
after that it's complete technically. adding in sounds or music is a little work but not much to make it more complete. then adding in more weapons is where it might go off the rails.
Ohh yeah? Adding weapons for pick up complicates things when youโre working with it?
at that point your working with things like tracking things internally for pickups, do you want more than 1 weapon and if so you make a basic inventory or weapon system... and it goes downhill from there in terms of what you need to learn
which is why complete is subjective. moving around a grey area going pew pew? easy. Making a simple map with objectives and multiple weapons and ammo and hell firing types? harder. adding in things like AI to fight against? how many years you got? ๐
for a FPS there is a shooter project that can be picked apart but it uses C++ so..... ๐ฆ
on the good news front tho FPS/TPS are common game types so there are plenty of people out there with tutorials explaining how to do it ๐
Ohh true ๐ thanks for all your input ๐๐
Make a simple arcade game. Itโll limit your scope and typically hits the basics of what you need in future games
@languid sandal we generally do jam submissions in 3 or 7 days, but all the people are experienced with engine (some has years)
it's not hard to make a game with ue4, it's hard to learn it
@languid sandal yep, it's fully published...2-5 ppl
some could make game solo
in the same time span
Thatโs pretty good!?
In order to work with a team, would I have to share UE files with them? Or how does that work?
generally those games have a lot of bugs
Iโm about to download it right now and take a swing at things. Just kinda curious.
@languid sandal Version Control
Not really. It means youโre good at everything but not great at one subject
@languid sandal for ue4 it's Perforce
@abstract relic "good"...let's say not bad
i'm good at 3d art, so i prefer working on that when we jam
โgoodโ = functional
also, jam day is 25hrs
It's the UE4 Livestream or the MK11 reveal stream.....
Show off your work when you get a chance ๐
@abstract relic me?
Yes
that looks suspiciously like Robo Rally
@wary wave nah, it's just a plane for assets, levels were 3d
fair
i just have no screenshots
you should probably rectify that ๐
looks ok
oh nonono
dont show me
T_T
i love it
but now i am inspired
to create crystal monsters...
for my game
found, it was 2017-11 MegaJam
they are animated?
ofc
texture
there was a menu, but not settings one iirc
๐
Robots on a Budget Good jam
settings menus take valuable dev time, hehe
having a settings menu is a major advantage
i would not count it at all
just take a random one
Like pre-made menu?
its like
a basic thingy everything can reuse
Feels...meh
@static viper for gamejam game? advantage?
yes
just premake one
and have it in every jam
it helps soooo much
and it has nothing todo with your game at all
the art
or gameplay
so everyone should be able to integrate it for free
um, but menu is a part of game jam pack now isn't it?
@static viper it is provided, it's free
When 4.22 ? )))
rumors are around gdc
Nice stream today guys, thanks! ๐ฌ
haha, the server uptime issue answer was quite helpful
server uptime issue?
dedicated server performance gets a bit wacky the longer it stays up, mainly due to floating precision in the server's time var
the higher the tick rate the quicker it leads up to that
not much of an issue for session based games but for MMOs and other games that require servers to stay up for hours it's quite the issue
what was the solution?
depends on the game, but the general fix was to change the server time type to a double instead of a float and possibly lower the tick rate of the server
insanity is always fun
I don't know where it's the right place to ask this.
My editor is all the time gathering all the actors in the world and while it's doing that I can hardly work, it's too choppy. I see it's going through all 27000 actors in the world outliner which takes 5 seconds, and until it's done, I have to wait until the editor runs smoothly again. Any idea why it's doing this all the time? It hasn't always been like that.
@grim ore btw, how is your small game project going? have you started?
oh I started and I stopped and I started and its now stopped lol ๐ Real life is a bitch
Hey @grim ore i see tons of actor names going through the world outliner list. Now Im working on a sequence and itโs doing it very often. When I scroll through the timeline it happens often. Outside of the sequencer it always happens when I stop to play or often when i delete or create new objects. I cant quite put my finger on what exactly causes it. Its not completely predictable. I first had this happen after switching to 4.20 i think.
you don't have anything running on construct on your objects do you? the ones in your scene
it constructs them on creation as well as when they move
Why would it do that when i just move around in the world and place objects or move stuff?
Yeah these actors are not touched at all tho
it shouldn't when you just move no, but looking at construction scripts as a cause for lag was my first thought
the system could be auto saving as a second idea
Yes its a good idea
Auto saving happens every 25 mins, not all the time
Would it construct an actor when it was culled away but now it becomes visible as its near my camera?
should only be when it moves or is changed in some way
as far as I know no, but that is a good question. I thought that was just visibility
im trying to make a light house and just wonder how do i make a bsp circle taper in to lookslanted
Well, i certainly dont touch those actors at all
I don't know if anyone else can give any more advice if we can't see it. It's weird if the engine is processing the actors in the world on its own
it now happens very frequently when i go through the timeline of the sequencer. the camera is switching between far away places in the world
but often it also does the transition smoothlywithout that happening
but it's such a pain to work on it atm with these frequent delays and lags
have you tried to turn auto compiler off
no. is auto compiling that it compiles uncompiled actors when I hit play?
because it has nothing to do with compiling
it's weird it would happen in the editor, i mean it could be rendering lag but 5 seconds is a long time but maybe it does have to do with your construction scripts all firing when the objects are recreated.
can i somehow disable constructing without unplugging it in every single actor? that would be interesting to try
it's a weird option but you could duplicate the map, then edit the duplicate by removing items a group at a time and see if you can figure it out. See if it's related to static stuff without scripts or if it's something code related running.
there is probably a way of profiling this all as well and then checking the profile graph but I will be damned if I know that
i just know it did never happen before an engine update
in 4.19 i think it was still ok
I doubt this is it but you said it's happening more often in sequecer, this was added in 4.20 New: Enabled "Run Construction Scripts in Sequencer" by default.
interesting. i only started working in the sequencer today tho, so in my normal editor routine it still happens too often
is there a list of situations where the construction script is run?
for example does it run when you "play"?
it has also become a pain to play, because it takes sometimes half a minute to finally start
oh I guess if I put a "print" in a construction script I could easily find out @grim ore ?
insanity:
I have to set both to by ref, compile, unset both, compile for that warning to go away
also, if I override the function in a child player controller, and enable dedicated server, I get an inf loop
Thats insanity
(If I remove any kind of array from the event, it works, it doesn't matter if I'm using them or not)
insanity: using reroute nodes but somehow still having everything misaligned
insanity: using reroute nodes to make everything pretty, just to mess it all up while debugging, and then getting called out for it.
how do i taper a hollow cylinder to look slanted
got some blueprints from hell candidates with those last 2 !
uh.... no not really
this seems like a thing that should really not be in bp
seems like you're a c++ person
I tell you what, I can look at that, and remember what it does
vs staring at code for an hour just to get my bearings
anyways, the point is, don't talk shit because I HAPPEN to put SINGLE picture up, with messy reroute nodes
pls I'm kidding
its an old picture
that's an interesting way to use a comment node
I never thought of adding multiple lines in the header
current :
Insanity
and no, i wasn't hiding a reroute node under it
that actually happened to me once
You heathen
@grim ore with the "print string" in a construction script I can now see that it is not constructing anything when this happens. It will always do this thing when I open or close the sequencer but the print string isn't showing anything at that moment. I recorded how it looks https://streamable.com/4qw08 In there I can see that it starts to list also actors that definetely have no construction script, like a post process volume. It looks like it simply adds all actors to the list.
This fixed it: https://i.imgur.com/ftIvYrF.png
I need a lottle bit of help here
I need to make rain at some time, but the way that the default sky shpere handles the cloud textures wont help
The cloud just rotates, they wont really move, so there will never be clouds directly on top of the player
I want some way to have clouds on top of me, so i can make it rain without it looking odd
Volumetric clouds are not an option, since it costs too much performance
Make a new sky.
How.
Well you can render one in something like Vue, you can use an HDRI, or you can walk outside, take a picture of clouds, and composite it together in Photoshop.
Behold the middleground between "default engine sky" and "state of the art volumetric clouds" - Just doing it yourself ๐
But what if it's not cloudy outside?
Then wait until a cloudy day
Nope
I need something dynamic, static images wont help much
Make a voxel, procedurally generated volumetric cloud then
Honestly, ya probably don't. Majority of games don't have dynamic skies, they just fake it by layering manual cloud layers.
Should solve all but the performance issues
Everything you believe is a lie, now start out slow and just try to do a single layer skybox
๐
True
I have a whole real-time volumetric weather simulator that's on hold until I have the energy to keep crying
Besides, actually making a skybox always looks better anyway. Voxels are too low res
Shocking, I know, but offline rendering a skybox with 500x the voxels gets you higher quality than trying to do it realtime, and it runs like 100x faster
Ok, enough playing around back to work for me
this might be the wrong place but where can i look for someone to hire besides the channel created as i cant post or reply?
@thin wolf You look in that channel you just mentioned. Read the pinned message, it says how to use it.
can I get a shout out for all the girl devs in the chat
in UE4 say my character faces this mesh this way
does UE4 render the back faces of this mesh?
or does it only render the polys i see?
debating if i should make a 2nd version devoid of the back faces since i'm going to be using this piece quite often in making buildings
By default, itโs culled by object. Not polygon.
i see
so that means i'll have to make a seperate one for optimization sake
since very few of these meshes would have the back faces visible to the player
You may run into lightning issues. If that mesh will be intersecting with another object, then the mesh doesnโt need to be closed
yup they will be intersecting with other pieces
to form an industrial building
but some rooms will be explorable by the players
well player
they won't be able to explore the whole complex though just a few rooms
Well worst case scenario, you can always remap and rebake if you find unneeded polys.
Unreal will by default only render one side of the polygon. Same as Maya does. Maya is doing a trick for you where it duplicates all the geo and flips the normals automatically to "help" you
But for game artists, it just hinders you and gives you an inaccurate preview
Technically polys are one sided anyway
Yep, as I just said ๐ In other words, that is
i see
If you want it to be two sided, it doubles the polycount
i don't mean so much as in i want the polys to be double face but rather
Are there double sided polys in there? I cannot tell
the back side of the static mesh that is not visible
whether it loads when its not visible to the player
The back side will not be visible unless you specifically go into the material in Unreal and tell it to be.
The back side does not exist. Maya is lying to you.
Yes, because that is actual polygons
I think he means the mesh as a unit. Not the polys
When I say backside, I mean the backside of the individual polygons.
To answer your question, no. No game engine on earth is going to automatically cull individual polygons you can't see. It loads the whole mesh.
alrighty
Remember to send us pretty pictures of your work when itโs done ๐
If you have a 1 million poly mesh and only 5 polys are visible, the whole thing is rendered anyway.
alrighty
so i'll make 2 seperate versions then
one for the far away only exterior visible
and one with the full mesh
Always have the base mesh. Good on you ๐๐ผ
Just donโt retopolize the base mesh. If you decide to rework it later. Those edge loops are needed for clean modeling.
Then again
And always remember you're making a game asset. Quads don't matter.
You can just use Boolean
Everything is triangulated anyway
alrighty
Rule 1: polygons are a lie ๐
Rule 2: This isn't 2006. You don't need to fear polygons. Including the extra polys from dynamic shadows, you're good up until 20 million polys visible at any given time.
It's preferable to have more polygons, if it means you can save on material complexity.
I donโt know about you but when the wireframe looks solid, Iโm very scared
ah alrighty
Then use LODs
What if I got heavy LODs
And if the wireframe looks solid, honestly I just stopped caring anymore. Quad overdraw isn't really a problem in deferred
thats good coz i don't think i can even come close to 1 mil polys haha
and most of it is from lots of foliage
at any given time XD
@dry moon Then use less foliage or don't be terrible. ๐
Famous last words Tear ๐
But I need dense forests to be beautiful
i have a huge lack of foliage in my game haha
Also more LODs =/= better. Not always the case there. LODs have a cost in themselves.
its just a floating metal platform with 8 zones haha
And you can have dense forests. You can also have dense forests that don't run like crap. If you want to really have a dense scene, you need to be smart for it to work.
You can fix that by adding metal flowers
i might regret saying that when i get closer to the finish haha
It's really easy for stuff to get out of hand when you're duplicating it a few thousand times
The more dense you want a forest scene to be, the more diligent you need to be about good practices for it to work
ya ik I'm going 30FPS 1080p right now on Xbox One, I eventually going to write something about optimization on consoles with foilage
Lots of pain trying to get that running really good
๐ฆ
If you're not working at a major studio and still managing to push current gen consoles to the point where they can't even run at 30 fps, you have problems.
There is something fundamentally wrong with your assets
fallout 76 would like to speak with you
hmm if i cut down the number of assets i have by half
and the poly count increases by 40%
Current consoles are not weak, they're well above the average spec PC Unreal 4 was built with in mind.
would that be worth it?
Nah current consoles are definitely weak
@velvet finch Don't optimize your scene until your scene is finished.
You can play the optimization game until the end of time and never reach the end. It is a bottomless rabbit hole.
The Xbox One base is factually the weakest as well
i'm getting the idea that we just optimize enough for it to run smoothly and then just leave it
@dry moon They are not weak. They are weak by current PC standards, but they are not weak systems. Or need I remind you how dense the foliage was in Ryse?
and load fast
Go crazy in other words then weโll poke fun at you like hodd over here ๐
alrighty haha
And I guarantee you, Ryse looks better than what you're probably working on. You can do it, you just need to put effort in.
Oh cry me a river, 900p vs 1080p isn't a huge gap. ๐
Most major studios cannot pull off solid gameplay on base Xbox One anymore without crazy downgrades
And it looked incredible, especially considering how close it launched to the release of the systems
And now you're conflating visual optimization with gameplay.
Even Resident Evil 2, has those dibs hard on base Xbox One
https://www.mobygames.com/images/promo/original/1472429966-363177756.jpg Your game needs more dense foliage than this?
Yeah
https://sfx.thelazy.net/static/media/medthumb/Ryse_2016-01-08_21-22-12_Copy.jpg How do you intend on seeing 5 feet in front of your face?
That would require you to be able to see the level behind all the foliage cards
but you'll get there one day bud
Is it some sort of grass maze? That sounds amazing
https://twitter.com/ambiguousgames/status/1086075214381735936 No, this is his project.
I'm loving each new area so much! Harmony! @UnrealEngine @NVIDIAGameDev #puzzlegame #openworld #gamedev #ue4 #MadeWithUnreal #indiedev #indiegame #indiegames #gaming #indiegamedev #gamedevelopment #environmentart https://t.co/PPvj5UKWcK
Well you can instead of using a rock wall as a way block the player
you can use foliage as a way to force paths
in a game that's supposed to be heavily about nature, you can kinda expect lots of foliage
as a way to build walls
Thereโs quite a bit of unimpeded line of sight though
Gotta give culling a fighting chance here mate
Like this you mean?
It does look lovely however
Culling sure, you can use smart level design to build levels/hills to it
to encourage that
= smart level design
Undeserved as it may be from a visual point of view, I love your unabashed confidence. Keep at it.
Hills, switchbacks, sure
You definitely can't say consoles are the same as a mid tier PC in today's terms. 2013 release date
Its getting there in age to the point where its a pain
I didn't say anything about mid tier PC.
No, I'm saying they're competent machines that you can do a lot with.
Look at Paragon, if you need proof of that. Even the same engine.
Yeah and they had trade offs with a lot of what they had to do to make sure they hit consoles
Yeah. And artistically it looks stunning, and it ran just fine on all consoles it was ported to.
Definitely not the same development ideals as PC
You may want to switch your targeted hardware if itโs too limiting
Its 2013 hardware
and?
and?
but its one system
^
Idk what you are arguing, its getting there in age, its definitely weak and you do need to make trade offs or work smart in terms of how to deliver the same visuals/least amount of compromises for your title
same on pc
If that is something too cerebral for you, idk man
look at current avg gaming pc its under the xbox/ps specs haah
so in reality pc is weak if you want to get down to it
Everyone needs a good vent. Weโve all been there
https://store.steampowered.com/hwsurvey looks like avg has gone up this year a bit but 30% of people still have only dual core cpus @dry moon
30% is not really average
and doesn't really tell you the amount of cores
I get numbers like
Number of Physical CPUs: 4
at 3GHz-3.5GHz
Which is fare, not really complaining about the CPU of the Xbox
but the GPU is well below
average is like a 1060
The Xbox One GPU clocks at like a lower of a 1050
I know
more people have a 750 then something high end
and going by average yes 4 cores, not dual core
alrighty thx Hodd!
no problem!
nice so far i'm safely under 100k as expected haha
Add a couple 0s in there
haha
100k aint that much :p
next time maybe if all goes well
i'm sure it would be higher next time haha
so far no chars, no enemies, no particle effects
no decals either
oh snap
i didn't take vertex painting into consideration rip
gotta retopo my stuff for today haha
seems i've missed a lot of blueprints from the hell
HELL is frozen
it maybe cause WeatherMain consumed all the processing power
hello how would one go about tapering an hollow cylinder to make it slant inwards
what is 'slant'?
im trying to make a lighthouse with bsp
so you want to model a lighthouse?
iirc, you can selected faces with bsp and modify them
is that in geometry editing section?
I think so
cool thanks i'll play around with it for a little
hi, if i save a game in ue4, and the class type i save has say, 4 variables in it named A, B, C and D, then i amend my class later to add a new variable E, and attempt to reload the old save, what happens?
does the save game get loaded with all the data put into variables A-D, and then E gets the class default? or does the savegame file fail to load?
im assuming its serialised in a flexible way that permits addition of new fields on the fly, and that the first option is more likely.
If you add later a new variable, it will have a default value
when you, after adding it, call it, it will have that default value
Whatโs up guys ๐
I had a question. Letโs say if someone was making an MMO, would the server be ran through the pc? Or would it run through a third party project?
Well Iโm just curious ๐ haha for example to have 100 players on a map
at least not without a large team
What would you need to run that?
a proper setup server with alot nice hardware.
and a dedicated server exe for your game
Ohhh ok. So it would have to run through your personal PC server right ?
you can rent servers
True. Thatโs interesting, thanks for the insight @static viper
How are your projects going? No MMOs in your future ๐ haha jking
i dont think anyone here has the audacity to invest into a mmo...
usually they stay quiet bc they have a huge ass team to talk to instead...
you know?
that kinda shows who knows business and who not.
How to interactively(when I press a key) use an specific camera? I'm trying to get all actors of class camera and disabling the camera components but ti doesn't work because I have actors that are not cameras that actually have cameras...
@opal spindle Thanks. I don't know how I did forget that.
Np
Can i see a camera image on my gun actor surface ? ?
i love the drawing
but
i have no idea what it is showing
is that a gun?
with a flower pot
Yes
and that camera is streaming its view to that monitor
google: 2drendercapture component
Ty
can i find unreal manequen for 3ds max file or fbx
Can you?
@junior solstice can i?
ฤฑ dont understand can i or can not and how
you can google it
@static viper ok thanks for all helpings
yes!
I'm changing the camera from the thirpersoncharacter to an actor but when I try to go back to the Tpc camera it goes to the default belly camera instead of the actual camera. Solutions?
I feel like im missing something super simple here..
I have 2 values i want to check their similarity with a sort of bias, how could i achieve that?
@unreal spoke set view target for your camera
@abstract relic that's what I do. Set view target with blend to the thirdpersoncharacter actor but it goes to the belly instead of the other camera.
Hey, I am stuck somewhere in UE4. Anyone here to help๐
Ask your questions
Everytime i am running my code in visual studio, It is opening a new window of unreal engine but i have already opened it.
if you want to debug Unreal, you want to run it through visual studio
Hey guys, I am currently in the process of making an exploration game and I would like to know if there are any websites that offer Unreal Tutorials? I know the Unreal community has some, but I am wondering if there are others out there.
loads, but they'll be odd bits and pieces scattered here and there
best bet is to look for specific things, as an when you need them
Do components not have construction script?
no
@wary wave Thanks ๐ฆ

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