#ue4-general

1 messages ยท Page 375 of 1

copper fable
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thank you

wary wave
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okay, so you are correct in that there's no real information in this

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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

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where does that come from?

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is there a third party plugin or something, or is it your own code?

native cradle
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Hi, has anyone here worked with Face AR?

copper fable
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that was my message

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this part shows when i debug it in VS

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[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.

cloud cobalt
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You'll probabky need the call stack for that - installing the debug symbols and debugging with Visual

opal spindle
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Does anyone know the algorithm/function used for the splines used to connect blueprint nodes?

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I tried smootherstep but seems to not do the trick

wary wave
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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

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always install the debugging symbols

copper fable
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yeah installing them now ๐Ÿ˜ƒ

wary wave
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I don't know why the Epic launcher even gives you the choice

cloud cobalt
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Because 20GB

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And it's only really useful when you have VS installed

wary wave
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it's not that big - but without it any error message you get from crashes are totally useless

static viper
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wasnt it like 8

cloud cobalt
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It's actually that big IIRC

static viper
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unpacked

wary wave
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it's between 6-8GB

static viper
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but download was 8gb

cloud cobalt
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Thought it was 10 but yesterday someone said it was 20

static viper
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ah yes

cloud cobalt
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Yeah, 8GB download, 20GB unpacked

static viper
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that actually depends

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i saw what you saw too

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almost freaked out how big it was

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after reinstall of engine it was 8 gbs again...

plush yew
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Nobody can help me ?

cloud cobalt
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If you explain in detail what you did, what you want and how what happened isn't what you wanted, yes

wary wave
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to be fair, I don't think many (if any) people in here use World Creator anyway

plush yew
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@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

wary wave
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does World Creator not have it's own community for this kind of thing?

plush yew
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@wary wave Yes, I think too ๐Ÿ˜ฆ

cloud cobalt
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Gonna need a hell more detail than that

plush yew
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Yes, I asked on the world creator discord but I have no replies so I'm here ^^

static viper
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people use world creator 2, but that doesnt mean that we are support for that

plush yew
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it's to export to unreal engine, I thought the unreal engine discord was the best choice to find help

static viper
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we are clearly not the best XD the best would be the developer

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or the discord you came from really

plush yew
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It's just a concern of misunderstanding on my part about the application of textures on unreal

static viper
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ok

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then give a question

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i saw your post

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need more info

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i actually need some info

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0 is bad

wary wave
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we need to know what the actual problem is

plush yew
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Ok, I will try to explai

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explain*

static viper
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we are over the part with the export

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so you can go right into ue4

plush yew
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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 ^^

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wow

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Is big lol sorry ๐Ÿ˜ฆ

static viper
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mh

plush yew
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I hope is much better ^^

static viper
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can you show the color map

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or splat map

plush yew
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Yes yes, can I send you this in private ? I don't know if I can send something here ?

static viper
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make a snipping tool shot

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and just copy paste here

plush yew
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ok ๐Ÿ˜ƒ

static viper
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i dont need the full file

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dont care

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what resolution are these textures?

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they should be 4k at least

ruby folio
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Depends on the terrain size surely

plush yew
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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

wary wave
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tbh, sounds like you don't know what splat / colour / AO etc maps are?

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so the problem is neither Unreal, nor World Creator?

plush yew
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The textures and the options textures export

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@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

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I can show you what are look like the differents maps if you need

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Splat map is the texture file, color... the color lol, relief same, AO is grey like clouds, smoothness is black, roughness is white

wary wave
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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 :/

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World Creator can probably generate all kinds of different texture maps, but how you use them is up to you

plush yew
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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

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To apply a texture on unreal, you need specific files, right?

static viper
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texture files?

wary wave
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you don't 'apply textures', you create materials

ruby folio
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@wary wave Beat me to it

plush yew
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Yes, create materials sorry, so for " crate materials " I need specific files

wary wave
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depending on how you want to set up your materials, you will want all kinds of different texture maps

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this is why we can't help you

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the materials do whatever you want them to do

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if you don't know what that is, we can't either

static viper
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there are alot of tutorials about this

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and the language barrier is intended

plush yew
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I seen many tutorials, but too many different ways to do this so I'm lost

unreal spoke
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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?

cloud cobalt
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ambershee's point is that there is no such thing as "directly importing something from World Creator to a game engine"

wary wave
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^

static viper
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but how can you not know yet what texture files are if you watched tutorials

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that is controverse

wary wave
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@unreal spoke - manually in BP, probably

static viper
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oh god i oversaw that

cloud cobalt
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@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

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If you can find a tutorial for World Creator + UE4, try following it to the letter

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If something doesn't work along the way we might help

plush yew
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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

wary wave
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there's no magic bullet

cloud cobalt
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That's not easy

wary wave
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you need to learn how to use it

cloud cobalt
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It's like saying you just want your drawing of a car to be a car

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It's not that easy

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Now this is easier than building a car, of course, but it's not automated

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And there are 50 different ways of doing it

plush yew
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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

cloud cobalt
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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

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Take it step by step

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Try importing your terrain's goemetry first

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Learn UE4 materials

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Google every texture name

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Watch 10 tutorials if they have 10 methods

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And then decide how you want to build your game

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The way I do my game assets is not the way ambershee does

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And I can say that even though I have no idea about anyone's process ๐Ÿ˜›

plush yew
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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

static viper
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@plush yew

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what context

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XD

plush yew
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@cloud cobalt I'm on youtube, I will try to find THE video to show what is the problem

cloud cobalt
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@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

plush yew
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Yes, height map is very easy to import ๐Ÿ˜ƒ

cloud cobalt
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Import the rest manually file by file, create a material, apply material to landscape

static viper
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@plush yew but i am really intrested

cloud cobalt
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You'll need an albedo (color) map, roughness map, and normal map

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Yeah, stop that please

plush yew
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Ok thats the last picture

cloud cobalt
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Move the spamming to #lounge, or off the server

plush yew
cloud cobalt
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Please remove the gifs ?

plush yew
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@cloud cobalt World creator don't let me the possibily to export normal map

static viper
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@plush yew dafaq you doin you freak

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XD

cloud cobalt
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<@&213101288538374145> ?

plush yew
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๐Ÿ˜ฎ

cloud cobalt
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@plush yew If you're not using normal maps in your tool, there is nothing to import

plush yew
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TAG

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Useless tag

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@cloud cobalt Okay

wary wave
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worry about World Creator later

opal spindle
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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

wary wave
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no idea tbh, it's probably hidden away in native code somewhere

plush yew
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@wary wave Thank for the link

wary wave
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the link is a basic landscape entirely in UE4

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might help you understand the system

plush yew
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I thinked unreal engine will be easier but I was wrong lol

wary wave
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the more you understand the system, the better position you will be in to understand what you want out of World Creator

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UE4's landscapes are easy to use

unreal spoke
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How do I spawn a camera component into a scene component (not a regular actor)? With blueprints

wary wave
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components can't have components.

plush yew
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@cloud cobalt your so evil

regal mulch
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You know, if you reach 10 points, it equals a ban.

plush yew
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Perma?

regal mulch
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Yop

plush yew
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Uh

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@wary wave You're right

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Maybe I should give up world creator and do everything on unreal lol

unreal spoke
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@wary wave Ouch ๐Ÿ˜ฆ Well, maybe I can create a class based on cameracomponent...

cloud cobalt
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@plush yew That's an option, yeah

unreal spoke
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@wary wave Thanks

wary wave
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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

plush yew
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@cloud cobalt I don't know if my fields will be so cool and realistic on engine lol

cloud cobalt
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They can be

plush yew
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@wary wave I know I know ^^

ruby folio
regal mulch
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Ping me if he keeps spamming. g2g back to working.

plush yew
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Holy moly

static viper
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thats not simple

wary wave
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@ruby folio - there's an example like that in the quick start tutorial, hehe

static viper
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you could use colors...

plush yew
ruby folio
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@static viper Yeah but confusion

cloud cobalt
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@plush yew Look at the tutorial ambershee linked - and start with a primer on materials if that's unclear

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Materials are amazing

static viper
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well he could just take his textures and... create layers

cloud cobalt
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Materials are basically half rendering

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It's a key engine skill

static viper
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that will better work then importing world creator

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you would only use the heightmap anyways

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or maybe layer paint data...

cloud cobalt
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I don't know specifically about world creator but stuff like erosion simulation tools would definitely generate interesting maps

ruby folio
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Ahhh... I love that we can block spammers

static viper
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only you

plush yew
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Quick example

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World creator + terrage,

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terragen*

static viper
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you can export these heightmaps

wary wave
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95% of that image above is just fancy shaders and lighting inside whatever rendered it :p

static viper
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ue4 can read that

plush yew
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@wary wave Yeah I know :p

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I have another idea

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Why i get one point more?GWinfxGlare

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I can also say fu*k to the textures of world creator and work directly on the "painting" on my heightmap imported on unreal

ruby folio
static viper
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wehhhhhhhhhhhhhhhhhhhhh

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it is pretty basic

ruby folio
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Its intended to be

static viper
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i stated the obvious

ruby folio
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Quite often too

static viper
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go back to your caves...

plush yew
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For me, this image is the reprensentation of hell ๐Ÿ˜ƒ ๐Ÿ˜ƒ ๐Ÿ˜ƒ

ruby folio
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๐Ÿ˜œ

static viper
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game dev isnt easy

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but you can learn.

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and learn fast

ruby folio
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Unless youre an owl

cloud cobalt
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Practice materials a bit

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I promise this will be 100% useful

plush yew
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I think I will take time to read your links

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I think unreal is a georgous software and I need practice

copper fable
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when the editor crashes

plush yew
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I'm sci fi author, I don't want to make games, just make beautiful landscape

copper fable
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the break point is at: check(ContainerPtr)

plush yew
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Yea

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Wow

wary wave
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'making beautiful landscapes' is what a fair number of professional game developers do for a living :p

plush yew
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Game developement is definitively not for me but living with my " beautiful landscapes " is a nice idea ๐Ÿ˜„

kindred viper
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sometimes enjoying the fruits of game development is better than the grind to produce it

plush yew
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Yeah

wary wave
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almost always xD

plush yew
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I have another quick questions

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What's the difference between : Props / Meshes ?

wary wave
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well, there's no such thing as a 'prop' in Unreal

cloud cobalt
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Props is slang for small meshes

plush yew
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My native language don't help me to understand the terms lol

wary wave
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Props are usually blueprints / meshes or whatever

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but they're not a specific asset type or anything

cloud cobalt
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Actually "prop" is slang for objects on a movie set

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Game developers stole it

whole quarry
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props are meshes, usually ๐Ÿ˜›

plush yew
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Ok lol

whole quarry
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its items to fill the scene

plush yew
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Because I am on unreal right now and I see rocks in " props " and grass in " meshes "

whole quarry
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kind of makes sense to me

plush yew
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I think I have some problems with the terms because of my native language

ruby folio
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@plush yew You using assets from the marketplace?

plush yew
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I donwloaded this morning this :

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Downloaded*

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Open World Foliage, for test the grass, was free so ^^

wary wave
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there are a fair few free assets

plush yew
wary wave
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the open world ones are particularly good

plush yew
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Yes, this what I love unreal lol

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why*

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This is why* f*ck

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Do you know if I can change the color of this grass, for example ?

grim sinew
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Probably.

whole quarry
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edit the material ๐Ÿ˜›

grim sinew
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I mean, I know I can, I don't know if you can. alex

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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

plush yew
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I don't know how to do that but I will try, give me a minute ๐Ÿ˜„

paper kernel
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this rustles my jimmies greatly

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Audio occlusion is instant

plush yew
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Hm, I think I need to watch some videos to change the color lol

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Oh my god, I changed the color, I'm a legend

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Oh no, false alert

lament coyote
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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.

plush yew
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I have another dumb question :

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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 ?

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Or I need to export my unreal scene and open it in terragen to make a render ?

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( Terragen or another render software )

simple dock
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hey i have a custom movement component for my pawn i made in c++

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but i cannot add it to pawn

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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

cloud cobalt
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@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

simple dock
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why dpoesnt this work? do i need to edit engine source and force it?

static viper
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you should bring this directly to #cpp

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this is special

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and you dont need to make low effort screenshots

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just make ones which only show the important stuff

simple dock
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hmm i didnt i made a screenshot, photoshop copy paste doesnt work

static viper
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snipping tool.

simple dock
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gotta save, i hate the new photoshop, u can only copy/paste 'within' it lol, im so used 2 just copy/paste

trim tapir
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You guys know if there's a really easy way to procedurally generate terrain?

frosty copper
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Easy is subjective ๐Ÿค”

static viper
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unreal dont has runtime landscape generation

wary wave
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also the answer is 'no'

static viper
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so you will have to use something else

grim sinew
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The easiest way to procedurally generate terrain is to import the clouds filter from Photoshop as a heightmap

wary wave
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there is no easy way to procedurally generate terrain

grim sinew
frosty copper
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There's no "noob friendly" way

static viper
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noob friendly

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now define that

frosty copper
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Drag, drop and click a check box.

static viper
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that is meta

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you didnt answer the questions XD

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you scared away like a little pupper

frosty copper
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๐Ÿค”

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If i "scared away" i wouldn't have answered at all

static viper
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no more ot XD

frosty copper
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I will bap you. With a fishie.

grim ore
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change the landscape generation seed at runtime, how hard could that be ๐Ÿ˜›

cloud cobalt
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There is no seed right now

grim ore
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no no you have that wrong there has to be a random seed, everything has a random seed

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why would they release the engine without a random terrain seed

cloud cobalt
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I know you're trolling here, but I wanted to clarify, because obviously someone here is looking into procedural terrain

grim ore
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more sarcasm and less trolling lol

static viper
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๐Ÿ‘€

grim ore
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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

cloud cobalt
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๐Ÿคท It's something you can do anywhere

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There are UE4 games with procedural terrain too

wary wave
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getting something basic up and running isn't so hard

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getting something good and performant....

cloud cobalt
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Performance is clearly a problem. No Man's Sky runs like shit on PS4 for example

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Wondering if Astroneer runs fine on XBox, since it's UE4 based

grim ore
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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

cloud cobalt
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Welp, looking at reviews, it doesn't.

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@grim ore generating a 2D terrain heightmap is pretty trivial

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That's not the hard part for terrain generation

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Like, Kerbal Space Program famously used a sample program from libnoise for their entire planet surface

grim ore
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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

copper fable
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i did of terrain generation in uinty

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wasnt to hard

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not sure about UE4

cloud cobalt
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The hard part is not generating pseudonoise, it's everything else

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Like streaming the data, supporting LOD, collision...

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And in the case of dynamic terrain deformation, the gameplay around it

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Not to mention people expect 3D terrain since Minecraft - not just 2D terrain, but lifelike surfaces with caves, holes etc

grim sinew
grim ore
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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.

grim sinew
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Okay I was being facetious but this is actually pretty decent I'm going to need to watch this at some point

vale silo
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looks like 4.21.2 hotfix issue list is all squared ๐Ÿ˜

grim ore
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so the texture maps for that were made in SD?

cloud cobalt
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Textures might be misleading

wary wave
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I could imagine texture maps for terrain being an ideal application of SD

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masks and all

cloud cobalt
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The problem with SD right now is that everyone is back to thinking displacement maps are a good idea

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Substance needs something like a low poly baking

grim sinew
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Yeah. They make the larger forms you would do in world machine, all the way down to the smaller tiling stuff

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It's apparently all SD

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And yeah, if Substance could get some decimation stuff built into it, that would be nice

cloud cobalt
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Half Substance showoffs these days are incredibly good-looking, and also hopelessly unusable in a game engine

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"Just needs infinite tessellation and this 8K height map"

grim sinew
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Infinite tessellation, 10 minutes raytracing, and 8k textures.

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All hail our lord and savior, the artstation substance material ball.

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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

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I was even considering a while ago using dynamic substances and a pre-tessellated plane to get some cool WPO displacement

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But turns out lightmass doesn't look at WPO and that ruined that idea

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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

cloud cobalt
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The idea is fine as an internal tool

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But displacement isn't what you want at runtime, imho

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Specifically not just displacement

tall pendant
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i hate all those high res displacement maps rendered in toolbag...

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doesn't look like it in-game..so it's kinda pointless imho

cloud cobalt
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It's relevant as an art piece tbh - not everything needs to be made into a runtime render

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I'm just not sure how many of the artists understand that it's not a runtime render

tall pendant
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ofc. But i'm talking about game art ๐Ÿ˜„

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i dislike it when people present their game art in toolbag

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thats what i mean

cloud cobalt
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Yeah, I know, I agree

copper fable
pallid compass
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Bit blurry but looks like nullptr

wary wave
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you need to look at the call stack

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that's just the assert that eventually gets hit

cloud cobalt
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yup

pallid compass
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Y discord always give me blurry images

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On phone

cloud cobalt
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Debug -> Windows -> Call stack

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IIRC

wary wave
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but yeah, it looks like an array contains a null pointer

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ergo splodes

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@copper fable - are you using some kind of plugin?

copper fable
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nope

wary wave
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this is the kind of thing I'd normally associate with dodgy native code

copper fable
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acts

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i am using niagara

wary wave
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It seems to be related to the monster tick event

copper fable
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yeah

wary wave
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but need the call stack

copper fable
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shall i send a picture?

wary wave
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something like that

copper fable
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don't know if that is any use

wary wave
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alright, so what does the monster's tick function look like?

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there's an array somewhere that has something horrible in it

copper fable
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thats it

pallid compass
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What's in that end func

plush yew
#

hey i have a question i got a error where can i ask for it ?

grim ore
#

You can ask anywhere, pick a channel if it's more appropriate.

plush yew
#

its like for the ue4 buildtool i got a error from

obtuse path
#

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?

copper fable
#

it just destroys the particle emitter and other stuff

#

but that isnt being called

wary wave
#

well something is doing something

cloud cobalt
#

@copper fable Unplug stuff from the graph until it doesn't crash

copper fable
#

trying that now ๐Ÿ˜„

thorny cipher
#

Anyone got simplygon working in 4.19?

#

Getting this? ๐Ÿค”

#

Oh

#

The UE4 installer didnt include source files

#

For anyone wanting it ๐Ÿ˜‰

next badger
#

@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

thorny cipher
#

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

next badger
#

no idea why the "issues" are disabled...

thorny cipher
#

Microsoft

#

๐Ÿ˜„

next badger
#

@thorny cipher i wanted to say that, but ms has few decent repos on GitHub

bitter iris
next badger
thorny cipher
#

They have an empty forum kappa

#

for "support"

#

Oh maybe i need to be logged in

#

@bitter iris Why are you using sphere reflections w/ dynamic lighting

bitter iris
#

i dunno arent they good for adding more light?

thorny cipher
#

Not really, they are not captured in realtime

next badger
#

@thorny cipher i'm logged in and there's many forums, but they were dead for some time

thorny cipher
#

So if you capture while sun it up, and then it goes night, all your objects within a range will see the sun

bitter iris
#

oh

#

how else can i do it? i dont want to use alot of light sources as it messes the fps

next badger
#

@bitter iris you may use day/night switching tho

thorny cipher
#

if you have 0 reflection captures then it'll be dynamic

#

It'll be screen-space

next badger
thorny cipher
#

@next badger Yeah dead lol

bitter iris
#

nope

#

prefer dynamic

thorny cipher
#

Yeah dynamic gives best results for open world

#

Otherwise you'd need 100s of them

bitter iris
#

yeah lol

next badger
#

@bitter iris reflection probes are precomputed...so...

thorny cipher
#

Or you can "recapture" when it goes night, but it'll hitch

#

Not sure if it's exposed to BP though

next badger
#

@thorny cipher i'm not sure that capture is part of the engine runtime, it may be that it's an Editor code

thorny cipher
#

If you need more light in buildings, try up your skylight intensity and tweak AO settings

#

@next badger Could be actually

next badger
#

and you can't use Editor code in game

thorny cipher
#

yeah

#

Unless you code it in yourself alex

bitter iris
#

so what other ways can i get it to use more light without the reflection thing

thorny cipher
#

i told you up there

#

"If you need more light in buildings, try up your skylight intensity and tweak AO settings
"

bitter iris
#

lemme go up

#

oh

#

but then that affects the whole world

thorny cipher
#

indeed

#

this is what auto exposure was designed for

bitter iris
#

auto exposure is horrible

thorny cipher
#

you can customise it with post volumes

bitter iris
#

it needs to be perfect

thorny cipher
#

AE is bad by default

#

Once you configure it, it can be nice

bitter iris
#

ill give it a go

languid sandal
#

Hey guys I just downloaded the unreal engine. And Iโ€™m 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 ?

bitter iris
#

Define "small"

languid sandal
#

Just a basic shooter 1st person/3rd

#

Just get map mechanics down

#

And get a character moving around

bitter iris
#

solo?

languid sandal
#

Yeah

bitter iris
#

i mean some guys in the game jams do it quite fast not sure to the extent you want it though

grim ore
#

get character moving? instant using a template. Get a basic map? 10 minutes if randomly placing brushes. done in 15!

bitter iris
#

Lol

languid sandal
#

@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

thorny cipher
grim ore
#

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

languid sandal
#

Ohh ok forsure thanks man.

grim ore
#

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.

languid sandal
#

Ohh yeah? Adding weapons for pick up complicates things when youโ€™re working with it?

grim ore
#

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? ๐Ÿ˜›

#

for a FPS there is a shooter project that can be picked apart but it uses C++ so..... ๐Ÿ˜ฆ

#

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 ๐Ÿ˜ƒ

languid sandal
#

Ohh true ๐Ÿ˜ƒ thanks for all your input ๐Ÿ‘๐Ÿ˜

abstract relic
#

Make a simple arcade game. Itโ€™ll limit your scope and typically hits the basics of what you need in future games

next badger
#

@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
#

Ohh makes sense. How big is your team?

#

3-7 days like fully published?

next badger
#

@languid sandal yep, it's fully published...2-5 ppl

#

some could make game solo

#

in the same time span

languid sandal
#

Thatโ€™s pretty good!?

#

In order to work with a team, would I have to share UE files with them? Or how does that work?

next badger
#

generally those games have a lot of bugs

languid sandal
#

Iโ€™m about to download it right now and take a swing at things. Just kinda curious.

next badger
#

@languid sandal Version Control

abstract relic
#

Not really. It means youโ€™re good at everything but not great at one subject

next badger
#

@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

abstract relic
#

โ€œgoodโ€ = functional

next badger
#

also, jam day is 25hrs

grim ore
#

It's the UE4 Livestream or the MK11 reveal stream.....

abstract relic
#

Show off your work when you get a chance ๐Ÿ˜ƒ

next badger
#

@abstract relic me?

abstract relic
#

Yes

next badger
#

there was Robots on the Budget game, that i consider a best of those

wary wave
#

that looks suspiciously like Robo Rally

next badger
#

@wary wave nah, it's just a plane for assets, levels were 3d

wary wave
#

fair

next badger
#

i just have no screenshots

wary wave
#

you should probably rectify that ๐Ÿ˜‰

next badger
#

oh, this one as well not on the itch

#

It was called Shaman

static viper
#

looks ok

static viper
#

oh nonono

#

dont show me

#

T_T

#

i love it

#

but now i am inspired

#

to create crystal monsters...

#

for my game

next badger
#

found, it was 2017-11 MegaJam

static viper
#

they are animated?

next badger
#

ofc

static viper
#

is vertex painted?

#

or texture?

#

it looks vertex

next badger
#

texture

static viper
#

mh

#

has game settings menu?

next badger
#

there was a menu, but not settings one iirc

static viper
#

๐Ÿ˜

safe rose
#

Robots on a Budget Good jam

next badger
#

gamejam pack was not made yet iirc

#

@safe rose indeed

wary wave
#

settings menus take valuable dev time, hehe

static viper
#

having a settings menu is a major advantage

#

i would not count it at all

#

just take a random one

safe rose
#

Like pre-made menu?

static viper
#

its like

safe rose
#

I've seen plenty of people do it

#

And win

static viper
#

a basic thingy everything can reuse

safe rose
#

Feels...meh

next badger
#

@static viper for gamejam game? advantage?

static viper
#

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

next badger
#

um, but menu is a part of game jam pack now isn't it?

static viper
#

is it?

#

game jam pack?

#

regardless

#

it should be provided to every gamejammer

next badger
#

@static viper it is provided, it's free

static viper
#

purfect :3

#

that will make testing so much easier

next badger
static viper
#

i cant view that page

#

but

#

thats ok

thorny cipher
#

live

quick breach
#

When 4.22 ? )))

tall pendant
#

rumors are around gdc

signal orchid
#

Nice stream today guys, thanks! ๐Ÿ˜ฌ

clever pond
#

Today's stream was ๐Ÿ‘Œ

#

Quite good, would recommend ๐Ÿ˜„

signal orchid
#

haha, the server uptime issue answer was quite helpful

manic pawn
#

server uptime issue?

signal orchid
#

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

manic pawn
#

what was the solution?

signal orchid
#

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

abstract relic
#

insanity is always fun

lament coyote
#

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
#

how do you see it going thru all the actors?

#

and how often

next badger
#

@grim ore btw, how is your small game project going? have you started?

grim ore
#

oh I started and I stopped and I started and its now stopped lol ๐Ÿ˜ƒ Real life is a bitch

lament coyote
#

Hey @grim ore i see tons of actor names going through the world outliner list. Now Im working on a sequence and itโ€˜s 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.

grim ore
#

you don't have anything running on construct on your objects do you? the ones in your scene

lament coyote
#

I do

#

So it constructs them all all the time?

grim ore
#

it constructs them on creation as well as when they move

lament coyote
#

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

grim ore
#

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

lament coyote
#

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?

dark depot
#

should only be when it moves or is changed in some way

grim ore
#

as far as I know no, but that is a good question. I thought that was just visibility

split wedge
#

im trying to make a light house and just wonder how do i make a bsp circle taper in to lookslanted

lament coyote
#

Well, i certainly dont touch those actors at all

grim ore
#

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

lament coyote
#

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

split wedge
#

have you tried to turn auto compiler off

lament coyote
#

no. is auto compiling that it compiles uncompiled actors when I hit play?

#

because it has nothing to do with compiling

grim ore
#

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.

lament coyote
#

can i somehow disable constructing without unplugging it in every single actor? that would be interesting to try

grim ore
#

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.

lament coyote
#

yeah, I will try to exclude constructing and see what happens

#

thanks so far

grim ore
#

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

lament coyote
#

i just know it did never happen before an engine update

#

in 4.19 i think it was still ok

grim ore
#

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.

lament coyote
#

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 ?

zenith flower
#

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)

manic pawn
#

insanity: using reroute nodes but somehow still having everything misaligned

zenith flower
#

insanity: using reroute nodes to make everything pretty, just to mess it all up while debugging, and then getting called out for it.

split wedge
#

how do i taper a hollow cylinder to look slanted

zenith flower
manic pawn
#

got some blueprints from hell candidates with those last 2 !

zenith flower
#

uh.... no not really

manic pawn
#

this seems like a thing that should really not be in bp

zenith flower
#

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

manic pawn
#

wait wut

#

those get nodes are all set to index 0

zenith flower
#

anyways, the point is, don't talk shit because I HAPPEN to put SINGLE picture up, with messy reroute nodes

manic pawn
#

pls I'm kidding

zenith flower
#

its an old picture

manic pawn
#

that's an interesting way to use a comment node

#

I never thought of adding multiple lines in the header

zenith flower
#

and no, i wasn't hiding a reroute node under it

#

that actually happened to me once

manic pawn
#

unreal / 10

abstract relic
#

You heathen

lament coyote
#

@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.

lament coyote
coarse osprey
#

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

grim sinew
#

Make a new sky.

coarse osprey
#

How.

grim sinew
#

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 ๐Ÿ˜›

zenith flower
#

But what if it's not cloudy outside?

grim sinew
#

Then wait until a cloudy day

zenith flower
#

Can you do it for me?

#

Oh wait... Wrong person

grim sinew
#

Nope

coarse osprey
#

I need something dynamic, static images wont help much

zenith flower
#

Make a voxel, procedurally generated volumetric cloud then

grim sinew
#

Honestly, ya probably don't. Majority of games don't have dynamic skies, they just fake it by layering manual cloud layers.

zenith flower
#

Should solve all but the performance issues

grim sinew
#

Everything you believe is a lie, now start out slow and just try to do a single layer skybox

#

๐Ÿ˜›

zenith flower
#

True

#

I have a whole real-time volumetric weather simulator that's on hold until I have the energy to keep crying

grim sinew
#

Besides, actually making a skybox always looks better anyway. Voxels are too low res

zenith flower
#

Super sampling. Duh

#

;)

grim sinew
#

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

zenith flower
#

Ok, enough playing around back to work for me

thin wolf
#

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?

grim sinew
#

@thin wolf You look in that channel you just mentioned. Read the pinned message, it says how to use it.

fierce remnant
#

can I get a shout out for all the girl devs in the chat

velvet finch
#

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

abstract relic
#

By default, itโ€™s culled by object. Not polygon.

velvet finch
#

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

abstract relic
#

You may run into lightning issues. If that mesh will be intersecting with another object, then the mesh doesnโ€™t need to be closed

velvet finch
#

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

abstract relic
#

Well worst case scenario, you can always remap and rebake if you find unneeded polys.

velvet finch
#

yup

#

trying to keep each scene to a limit of 40k polys visible

grim sinew
#

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

abstract relic
#

Technically polys are one sided anyway

grim sinew
#

Yep, as I just said ๐Ÿ˜› In other words, that is

velvet finch
#

i see

grim sinew
#

If you want it to be two sided, it doubles the polycount

velvet finch
#

i don't mean so much as in i want the polys to be double face but rather

abstract relic
#

Are there double sided polys in there? I cannot tell

velvet finch
#

the back side of the static mesh that is not visible

#

whether it loads when its not visible to the player

grim sinew
#

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.

velvet finch
grim sinew
#

Yes, because that is actual polygons

abstract relic
#

I think he means the mesh as a unit. Not the polys

velvet finch
#

alrighty yup

#

yea

grim sinew
#

When I say backside, I mean the backside of the individual polygons.

velvet finch
#

ah yea

#

that i'm not doing haha

#

at least no use for doing that atm

grim sinew
#

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.

velvet finch
#

alrighty

abstract relic
#

Remember to send us pretty pictures of your work when itโ€™s done ๐Ÿ˜œ

velvet finch
#

so thats confirmation from both of you thanks!

#

sure!

grim sinew
#

If you have a 1 million poly mesh and only 5 polys are visible, the whole thing is rendered anyway.

velvet finch
#

alrighty

#

so i'll make 2 seperate versions then

#

one for the far away only exterior visible

#

and one with the full mesh

grim sinew
#

Also, terminate your edge loops when they're not needed anymore

#

Merge the verts

velvet finch
#

for the ones players will interact with

#

gotcha

abstract relic
#

Always have the base mesh. Good on you ๐Ÿ‘๐Ÿผ

#

Just donโ€™t retopolize the base mesh. If you decide to rework it later. Those edge loops are needed for clean modeling.

velvet finch
#

yup

#

i always keep a copy of the one with edge loops

#

on the base

abstract relic
#

Then again

velvet finch
#

the iterations of it

#

i'll remove them

grim sinew
#

And always remember you're making a game asset. Quads don't matter.

abstract relic
#

You can just use Boolean

grim sinew
#

Everything is triangulated anyway

velvet finch
#

alrighty

abstract relic
#

Rule 1: polygons are a lie ๐Ÿ˜œ

grim sinew
#

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.

abstract relic
#

I donโ€™t know about you but when the wireframe looks solid, Iโ€™m very scared

dry moon
#

What if I'm at 20million already

#

what do

velvet finch
#

ah alrighty

grim sinew
#

Then use LODs

dry moon
#

What if I got heavy LODs

grim sinew
#

And if the wireframe looks solid, honestly I just stopped caring anymore. Quad overdraw isn't really a problem in deferred

velvet finch
#

thats good coz i don't think i can even come close to 1 mil polys haha

dry moon
#

and most of it is from lots of foliage

velvet finch
#

at any given time XD

grim sinew
#

@dry moon Then use less foliage or don't be terrible. ๐Ÿ˜›

abstract relic
#

Famous last words Tear ๐Ÿ˜œ

dry moon
#

But I need dense forests to be beautiful

velvet finch
#

i have a huge lack of foliage in my game haha

grim sinew
#

Also more LODs =/= better. Not always the case there. LODs have a cost in themselves.

velvet finch
#

its just a floating metal platform with 8 zones haha

grim sinew
#

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.

abstract relic
#

You can fix that by adding metal flowers

velvet finch
#

i might regret saying that when i get closer to the finish haha

grim sinew
#

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

dry moon
#

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

#

๐Ÿ˜ฆ

grim sinew
#

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

dry moon
#

fallout 76 would like to speak with you

velvet finch
#

hmm if i cut down the number of assets i have by half

#

and the poly count increases by 40%

grim sinew
#

Current consoles are not weak, they're well above the average spec PC Unreal 4 was built with in mind.

velvet finch
#

would that be worth it?

dry moon
#

Nah current consoles are definitely weak

grim sinew
#

@velvet finch Don't optimize your scene until your scene is finished.

velvet finch
#

it would prob brind the max number of polys at most to 150kpolys

#

alrighty

grim sinew
#

You can play the optimization game until the end of time and never reach the end. It is a bottomless rabbit hole.

dry moon
#

The Xbox One base is factually the weakest as well

velvet finch
#

i'm getting the idea that we just optimize enough for it to run smoothly and then just leave it

grim sinew
#

@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?

velvet finch
#

and load fast

abstract relic
#

Go crazy in other words then weโ€™ll poke fun at you like hodd over here ๐Ÿ˜œ

velvet finch
#

alrighty haha

grim sinew
#

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.

dry moon
#

Sounds like you need to work on consoles

#

then get back to me

#

Ryse was 900p

#

30FPS

grim sinew
#

Oh cry me a river, 900p vs 1080p isn't a huge gap. ๐Ÿ˜›

dry moon
#

Most major studios cannot pull off solid gameplay on base Xbox One anymore without crazy downgrades

grim sinew
#

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.

dry moon
#

Even Resident Evil 2, has those dibs hard on base Xbox One

grim sinew
dry moon
#

Yeah

grim sinew
dry moon
#

Smart level design?

#

hard thing to think about I know

grim sinew
#

That would require you to be able to see the level behind all the foliage cards

dry moon
#

but you'll get there one day bud

abstract relic
#

Is it some sort of grass maze? That sounds amazing

grim sinew
dry moon
#

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

abstract relic
#

Thereโ€™s quite a bit of unimpeded line of sight though

#

Gotta give culling a fighting chance here mate

grim sinew
abstract relic
#

It does look lovely however

dry moon
#

Culling sure, you can use smart level design to build levels/hills to it

#

to encourage that

#

= smart level design

grim sinew
#

Undeserved as it may be from a visual point of view, I love your unabashed confidence. Keep at it.

abstract relic
#

Hills, switchbacks, sure

dry moon
#

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

grim sinew
#

I didn't say anything about mid tier PC.

dry moon
#

Well if you are saying not weak, they are mid tier

#

Weak console is a weak PC

grim sinew
#

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.

dry moon
#

Yeah and they had trade offs with a lot of what they had to do to make sure they hit consoles

grim sinew
#

Yeah. And artistically it looks stunning, and it ran just fine on all consoles it was ported to.

dry moon
#

Definitely not the same development ideals as PC

abstract relic
#

You may want to switch your targeted hardware if itโ€™s too limiting

dry moon
#

Its 2013 hardware

abstract relic
#

and?

dry moon
#

and?

dark depot
#

but its one system

grim sinew
#

^

dark depot
#

thats the difference

#

take the same parts and run a pc and yeah it would suck

dry moon
#

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

dark depot
#

same on pc

dry moon
#

If that is something too cerebral for you, idk man

dark depot
#

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

abstract relic
#

Everyone needs a good vent. Weโ€™ve all been there

dark depot
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

dark depot
#

they mean cores by that

#

that isnt avg that is highest %

dry moon
#

I know

dark depot
#

more people have a 750 then something high end

dry moon
#

and going by average yes 4 cores, not dual core

velvet finch
#

is there a way to display the poly count

#

at run time?

dry moon
#

use the console command

#

stat engine

#

it'll be in the second box

velvet finch
#

alrighty thx Hodd!

dry moon
#

no problem!

velvet finch
#

nice so far i'm safely under 100k as expected haha

abstract relic
#

Add a couple 0s in there

velvet finch
#

haha

languid shard
#

100k aint that much :p

velvet finch
#

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

velvet finch
#

oh snap

#

i didn't take vertex painting into consideration rip

#

gotta retopo my stuff for today haha

next badger
#

seems i've missed a lot of blueprints from the hell

shell jetty
#

HELL is frozen

next badger
#

it maybe cause WeatherMain consumed all the processing power

split wedge
#

hello how would one go about tapering an hollow cylinder to make it slant inwards

whole quarry
#

what is 'slant'?

split wedge
#

im trying to make a lighthouse with bsp

whole quarry
#

so you want to model a lighthouse?

#

iirc, you can selected faces with bsp and modify them

split wedge
#

is that in geometry editing section?

whole quarry
#

I think so

split wedge
#

cool thanks i'll play around with it for a little

placid arrow
#

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.

whole quarry
#

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

languid sandal
#

Whatโ€™s up guys ๐Ÿ˜›

#

I had a question. Letโ€™s say if someone was making an MMO, would the server be ran through the pc? Or would it run through a third party project?

static viper
#

lets not say that.

#

noone is making an mmo.

languid sandal
#

Well Iโ€™m just curious ๐Ÿ˜› haha for example to have 100 players on a map

static viper
#

at least not without a large team

languid sandal
#

What would you need to run that?

static viper
#

a proper setup server with alot nice hardware.

#

and a dedicated server exe for your game

languid sandal
#

Ohhh ok. So it would have to run through your personal PC server right ?

static viper
#

you can rent servers

languid sandal
#

True. Thatโ€™s interesting, thanks for the insight @static viper

#

How are your projects going? No MMOs in your future ๐Ÿ˜‰ haha jking

static viper
#

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.

unreal spoke
#

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
#

Set view target

#

Target is the actor which has the camera

unreal spoke
#

@opal spindle Thanks. I don't know how I did forget that.

opal spindle
#

Np

junior solstice
#

Can i see a camera image on my gun actor surface ? ?

static viper
#

can you?

#

i dont understand what you mean

junior solstice
#

Can you understand ?

static viper
#

i love the drawing

#

but

#

i have no idea what it is showing

#

is that a gun?

#

with a flower pot

junior solstice
#

Yes is gun

#

Blue is camera

#

Cast to red surface camera

static viper
#

mh

#

so that surface is a monitor

junior solstice
#

Yes

static viper
#

and that camera is streaming its view to that monitor

junior solstice
#

Yes

#

Finly

static viper
#

google: 2drendercapture component

teal tulip
#

so thats an ak 47 with some in red thing and what the hell is that

#

oh the camera

static viper
#

took me long aswell

#

XD

junior solstice
#

Ty

vivid jetty
#

can i find unreal manequen for 3ds max file or fbx

junior solstice
#

Can you?

vivid jetty
#

@junior solstice can i?

static viper
#

what did i just experience

#

have you googled it yet?

vivid jetty
#

ฤฑ dont understand can i or can not and how

static viper
#

you can google it

vivid jetty
#

@static viper ok thanks for all helpings

static viper
#

yes!

unreal spoke
#

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?

primal prairie
#

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?

abstract relic
#

@unreal spoke set view target for your camera

unreal spoke
#

@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.

ancient orbit
#

Hey, I am stuck somewhere in UE4. Anyone here to help๐Ÿ˜•

cloud cobalt
#

Ask your questions

ancient orbit
#

Everytime i am running my code in visual studio, It is opening a new window of unreal engine but i have already opened it.

wary wave
#

if you want to debug Unreal, you want to run it through visual studio

digital ledge
#

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.

wary wave
#

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

unreal spoke
#

Do components not have construction script?

wary wave
#

no

unreal spoke
#

@wary wave Thanks ๐Ÿ˜ฆ