#ue4-general
1 messages · Page 376 of 1
Components in UE4 are pretty gimped overall
Also timelines are actually pretty heavy weight
components don't tick, so they can't have something like a timeline
They can tick if you enable it
Ah, didn't know that. That's fun.
IIRC they more recently made changes that allow components to have different ticking groups to their parent at least
Instance Meshes does not support per mesh culling?
I've read that they are culled by whole group. Also that group may be culled when most of the instances are invisible.
Yeah its not per mesh culled, they are rendered together
it's more efficient to render them all than it is to try to calculate the culling, hehe
Evening ladies and gents 😃
o/
hey guys, anyone knows where can i upload my client (9GB) or 3GB rar for free? google drive seems not to be uploading for me for some reason
yes, i've built my game client, and i want to send it to some people to test it out together
google drive is usually a good bet tbh, but I don't know if there are file size limits
otherwise I'd normally set up an actual file server, not use a free service for this kind of thing
google drive has 15gb size limit, but every time i try to upload it just stops after like 1 hour without giving me a reason why
tbh, $100 for a space to just dump builds and distribute for testing isn't bad xD
i was actually going to release the game later on steam
but after the unreal store, not sure anymore :p
I know back in the greenlight days one UE4 dev just had a spare appID purely for using with random stuff
if its timing out with the large upload, just split it up into multiple rar archives
I'm testing out the physics and gravity with a character's mesh. I've set the mass in kg to 70, 68, 64, 60, 50, 8.0, 7.0, etc. Each time it falls it falls within 3 seconds no matter which mass I use. Is this just used as a general gravity, something I have to tweak in BP or something?
@gloomy acorn Early in the Epic store's life, Steam will 100% be relevant anyway
Hell, go Itch at worse
@grim ore it's not even giving me an error that it's timing out, or anything else, but i will try ur suggestion
Itch is free and requires way less setup, so
well I mean it doesnt finish with the large size so try smaller sizes 😃
Also you could publish Fortnite's source code and missile launch keys on Itch
And no one would notice
Privacy through millions of trash
@plush yew - you probably want to read a high school physics text book :/
heavy things don't fall faster
According to online calc they do.,
what online calc?
yeah, no it doesn't
a fall from 10 meters has the exact same fall time regardless of whether it's 10 or 100kg
Uh.... no it doesnt
dude
What happens when you do a trick on a ATV and fall off?
While mid air?
ATV falls down faster.
LOL yes it does
Your problem is that's the same HEIGHT
um
Now do 70kg at 100m, and 60kg at 100m, and 70kg at 1000m and 60kg at 1000m
They're different.
"I'm testing out the physics and gravity with a character's mesh. I've set the mass in kg to 70, 68, 64, 60, 50, 8.0, 7.0, etc. Each time it falls it falls within 3 seconds no matter which mass I use."
okay you must be trolling
Uh...
given constant gravity, fall time is based exclusively on distance
mass is totally irrelevant
K.
In any case the timing is off for gravity in unreal according to that calc, as well.
Actually I don't care anymore. Who wants to stay in the air for a whole minute anyway
Is there a way to constrain a widget element's aspect ratio without specifying actual dimensions?
To clarify, I can use the size box height/weight override and scale box/scale to fit to achieve that, but the idea is to have it occupy as much space as possible
Strange because I JUST dropped a 5lb weight and a 2 lb weight from 6ft, and the 5lb weight fell first....?
are you really trying to debate physics 101 here
i.e. if I specify 1600x900, if the screen is larger than that, it'll eventually stop filling up the entire thing
Kk, thanks
No it's not a troll?
Misrepresentations of established natural laws are obviously illegal and will be punished by collective ridicule
...sup?
@novel ember try a scale box
someone seems to be homeschooled :p
@graceful sky the air resistance is negligible when the fall distance is relatively low...otherwise bowling ball falls first
Yes as it states, only neglible because of the distance :p
How far would a basketball with backspin go? Rotor wing experimental aircraft: https://youtu.be/Ra8y6gGotwY E-ship 1: https://youtu.be/qJ7haGqXs_E Corner kic...
I've never checked what the engine handles, but i assume theres no simple way to add air resistance either then ?
I like that effect. Its named after me
you could add it without too much difficulty
depending on how detailed a simulation you want
for the vast majority of games though, it's just irrelevant
air resistance is drag force (dampening force)
to simplify it's just a force of friction
Nice undefined behavior, explanation in image and godbolt
godbolt: https://t.co/U2qv2a4SXT
Wandbox: https://t.co/FHeXLxOdbu
h/t from this way underrated tweet https://t.co/qnGXF5BkcO
#Cplusplus #programming
Have fun processing this. 😄
Hey guys, I am looking to create a big map using POLYGON series assets, so no terrain but only static meshes. What is the best approach to make it as stable and hardware friendly as possible? I appreciate any help, because I think glueing thousands of them together is a bad idea for a big map, isn't it?
Does anyone have 3dsmax 2019 who can help me with a 5 second task??
Love how one moment everything is working fine, and then the next everything doesn't work because something that wasn't missing is now missing 😅
@livid haven but sizeof(bool) is platform dependent isn't it?
sizeof(char), sizeof(signed char) and sizeof(unsigned char) are 1; the result of sizeof applied to any other fundamental type is implementation-defined. [Note: in particular, sizeof(bool) and sizeof(wchar_t) are implementation-defined.69)]
Footnote 69):
sizeof(bool) is not required to be 1.
Implementation dependent. Meaning build tools.
GCC, Clang, Intel, MSVC - they could all treat it differently.
Could.
@livid haven doesn't matter, every programmer who dare to use memcpy should know that
Hey guys. I got my vehicle working. Now I'm working on modelling basic road tiles. Im wondering what I should be prioritizing next. The end goal is to make a cross country driver with elements like gas and flat tires and such
Doesn't really matter - you see a function that has a return statement that can evaluate to 0 or 1, yet somehow it can return other values. That's unexpected and unintuitive.
?
Can you get the address of a bool? Yes.
Of course.
You can get the address of any type of variable.
I don't want to try to be pedantic and get all the cases of what you can get an address of, because it's complicated and probably involve lvalue/rvalue shenanigans too.
Oh speaking of this sort of thing
my point "don't use memcpy trying to prove that bool is inconsistent"
Via Blueprint, I'm having a lot of music and sound effects synced via an arbitrary tempo value, submixes, etc
In order to distribute that tempo value properly, what's going to be the best way to do that considering various actors / UI elements work off it?
@novel ember event?
I have something similar where a "palette manager" actor physically placed into the map gets all actors of relevant classes, each of which has event dispatchers that are assigned to them
Meaning despite being relatively complex via the construction script it'll even work in the editor
For a single float value I didn't know if there might be a better way to handle that though
Or if I should just make an actor to pull in all the tempo-related actors and assign those event dispatchers as well
@novel ember does tempo changes during the life of an actors?
i.e. should they update it?
I'm thinking they'll ultimately have to
Fire and forget once would be nice but presumably I might have circumstances where there are music changes
Tempo changes in-song are a possibility too albeit very uncommon
if they need to monitor the tempo, you may just add an event listener on creation
if they need do it once it may be a good thing to request it on creation and don't make a listener
What does that mean in the context of UE4? You mean a form of dispatcher right?
Listener that is
@novel ember yes, it's a dispatcher, in the terms of ue4 (listener is actor with event bound to that dispatch event)
you could add dispatcher to the level BP BTW
Which is basically a smoke-and-mirrors day/night cycle
I've considered that too, and that's actually how my old palette system worked
iirc I switched to the listener setup because I wanted it to work via construction script so I didn't have to run it to see what it would look like but it's way more optimized now
Build powerful visual scripts without code.
Early optimization, I know, but now I am questioning whether my palette manager could be set up better
Anyone here used WebBrowser widget? Every time I try to access a website it shows me old version of the website, like there is some weird cacheing? How can I disable it?
As-is there's a single call event with the updated palette (array of colors), and then all the relevant actors listen for it. Once it fires, relevant actors then call back to the palette manager, and the colors are changed via the manager actor itself
@next badger my point "don't use memcpy trying to prove that bool is inconsistent" was never their point though.
I'm wondering if it'd be better to just send the palette on call and handle the actual color changing logic in its respective actors
Their point was that this function that explicitly says "return 1" or "return 0" can return other things, on a particular compiler, because <complex reasons>
Re: tempo, I guess listeners are gonna be necessary at least in part provided I go more advanced with it
i.e. Mario Odyssey esque sound effects that dynamically shift key depending on where the song's at
@livid haven i believe
int stuff (bool feature)```
may return any int
I feel like programmatic key changes are gonna be better than rendering unique sound effect key progressions per song because that'd be a nightmare otherwise
@next badger I feel like you're over complicating it. If you saw return SomeBool ? 0 : 1; you'd believe it would return 0 or 1, period.
And you'd be wrong because bullshit unintuitive stuff. That's all.
Really.
@livid haven i see that, but does compiler?
Does compiler what?
see that
That's the point. Compiler can see it differently.
It's not intuitive. Because complicated reasons that they cover in the thread.
so the issue here is a broken compiler optimization ?
For some definition of "broken", yes.
since the code never told it to replace the branch with xor or whatever
@manic pawn i'm not sure if it's a broken compiler, but they are memcpy random values in the bool and expecting it to behave as expected
You're so concerned about the memcpy.
but the memcpy is irrelevant, you have a function that either has return 1 or return 0 and it's doing something else
^THIS^
though I'm not understanding what is actually happening
if you copy something to the bool that has 1 in the lowest byte
how can the result ever have something other than 1 in the lowest byte
@livid haven i am, cause it's the way they are bypassing the variable typization
The memcpy isn't writing garbage.
the printf is ending up with garbage though
so I was confused where that came from since it started with 1 and did an xor
that doesn't turn things into random numbers
It's less about memcpy copying garbage so much as it is causing the compiler to not assume certain things and thus produce code that behaves in a very unexpected manner.
The last one I pasted shows the same concept.
Do something that seems intuitive. Except the compiler makes some assumptions in order to optimize and ends up running code you never thought it would.
interesting how that last one still wasn't fixed 4 versions of clang later
// xor with the value instead of
// first converting to bool```
why can you put () directly after a function pointer instead of having to do something like (*Do)();
@manic pawn afaik you could bypass () for empty arguments functions
huh
oh is it because (*Do)() looks like another function pointer and it can't parse it properly
🤷
Probably because of some insane bullshit C++ reason with complex parsing.
Standard would say, somewhere.
I love C++, but the fact that Foo() could mean a hundred different things is kind of insane.
actually reading the standard
Is that a call to the Foo constructor? Is that a call of operator () on a thing called Foo? Is it calling a function called Foo?
Or, hell, a method of the current class, where the method is called Foo?
can somebody help me with a C++ build error?
@ivory crag #cpp
@livid haven operator int() const { return 42; }
every int is now 42
That's not what that does. 😛
well it's for casting
The fact that you are const-qualifying the invoking object should make it clear that this is a method.
And therefore doesn't turn every int into 42...
... only when you try to convert that class to an int would it evaluate as 42.
We got an ETA on 4.21.2 ? (Looks like maybe next week)
Or a new Unreal/UT game? :3
I'm sorry. I've been watching the development of this engine for so long now. It still surprises me that there's no talk (that I've heard) of a new one of my favorite games.
There is an unreal tournament game, it's just been shelved
Hmm is there a way to stop End Overlap from firing when streaming to a new level
UT is a community driven project
@dry moon put a volume on a persistent level?
i'm not sure why it's even triggering, it should not
at least if you're not unloading the level
Yeah I know it shouldn't, though I'm trying to keep specific level stuff in the streamed levels
just to be clean about it
idk I'll figure it out
Hello i have a question. I dont know how to enable decal blend mode to enable opacity to plug in my alpha channel. How can i do that?
@grim sinew i turned it off.. Still cant set opacity
I circled the spot where you can set it to be a decal, like you asked
Actually, re-reading what you asked and looking at the screenshot, I don't think you asked the right question.
A leaf card is not a decal. It's just a normal polygon.
So keep it surface, then plug your alpha into opacity mask.
and tick back on two sided.
@grim sinew thats exactly what i want to do. But opacity map is switched off
No it's not.
Re-read what I said. "Opacity mask"
There are two different pins for the different types of expected opacity.
You have it in the wrong one.
@grim sinew thanks 😃
@grim sinew can i ask u one more question? why is normal map not showing any effect except the preview in material editor ?
Because you're in unlit mode.
@grim sinew ok. Now it works. Thanks man 😃
You still can't send MAP variables across the network
2019, and you STILL can't send a basic variable type across the network
Trash.... Just trash....
lul
Anyone have any suggestions? Upon trying to use GameSparks in a fresh UE4.12.1 C++ project it just crashes due to files not existing
hahaha allar
lmfao yes 😄
i mean 4.21
4.12 was released like what, July 2016?
😛
Obviously I mean 4.12
lol
GameSparks hasn't gotten their IOS bug fixed in over a year
IOS Shipping build crashes every time it connects to Game Sparks.
They blame apple
"fix coming soon" since 6 months ago
Are you sure you want to use GameSparks?
On their main webpage, they have a "Trusted by" and it doesn't list Unreal Engine.... Hmmmmm xD
They lie xD
Are you making a mobile app? Their showcase seems geared towards that
i just want Pc and android compatibility
i have a prototype
thats the thing, just testinf gamesparks on a new project
so i dont damage and have to repair anything
what I mean, is unreal is releasing their OWN crossplatform stuff this year
like built in to the engine
This will support all 7 major platforms (PC, Mac, iOS, Android, PlayStation, Xbox, Switch)
Also its made by epic
and not tied to the store
i guess ill wait haha
I bet you 10$ someone manages to abuse it, and get steam into it
Get steam... into... it? wut
(into unreals soon to be built in cross play)
Like steam support has always sucked
so people made plugins merging it into the engine
which then got merged, yeye
sort of
but yea
Anyways, when I found out about this, I stripped out the Advanced Sessions Plugin
and started on just making sure that the networking and replication works
basically getting it ready for whatever unreal throws us for crossplay
2019 will be hell of a year for me if all goes well
u made that plugin or..?
oh haha
If you can press play in the editor with each option, then you are ready:
Dedicated (on and off)
players (1 and more than one)
And if everything still works, then you are good to go
Do note, that cross play wont give you the features that GameSparks has
like leaderboards, goals, region management ect
You would still need to to that yourself
You could work on that
Or wait till gamesparks fixes their 4.21.1 bug
or make sure you installed it correctly into your project
its loading the plugin that kills the project from opening
Is it impossible to save a default asset? If I alter the first person template blueprint to remove gun + crosshair, I cannot save it, unless I save it as something else
"The asset '/Game/FirstPersonBP/Blueprints/FirstPersonCharacter' (FirstPersonCharacter.uasset) failed to save." Like, this video https://www.youtube.com/watch?v=PZxVh5qW6vM shows how to remove gun and stuff from template, and it seems to work fine, but if I can't save the asset, I can't do anything with tihs
Unreal 4 - How to hide the first person gun and red cross-hair (reticle)
restart the editor
no reason you can't save it
It fails to save because something has it open
hmm
I've restarted the computer, the project, the editor, everything multiple times over multiple days
load teamviewer and I will help real quick
haven't used that in quite some time, would need to re-install
oh ffs
I restarted it yet again
going to re-produce the error
and NOW it saves
lol
it may be that 2nd ue4 was running after all
No idea why its working now, did the same thing. boot up UE 4.20.3, delete the arms, guns, and BP code related..
Maybe yeah
I guess something wasn't shutting down right until now
Why would you want to remove that?
there a lot of materialss there I dont want
you should delete VREtidor too dude
look at these files
But they don't get packaged into your final game, though?
So it really only takes the 10gb or w/e on your ssd?
Like 10gb/2000gb doesnt really bother me
let me see the final build trough command line if it inst cooked togehter
I don't believe it should be
so on your final version you shall have a folder called engine
if you open it and go on its content
you should see this
so yes the final build will get cooked tegether
That just depends on your cooking settings, though?
I dont think so o.O
Good night dude
Im going to sleep
Also, I dont know if you know it
This is the place to show, share, and link to your stuff!
thats a good topic
ty 😛
damn epic spending there time on Fortnite than adding this functionality into the editor,
@strong python you might have had 2 instances of the same project running
that will cuase you to not be able to save assets
Hello, I'm trying to fix a problem for almost a week.
My character always looks at the camera in flying mode while it moves up or down. Can anyone help me ?
lol well I am glad that person brought up the issue with engine content being included in packaged games because it sure as heck seems like it is. the option to remove it doesn't remove all of it either just like 3MB out of 58MB lol 😦
@brave heath is flying mode by pressing W and S?
I'd make a guess it has to do with the animation controller that originally W and S would make him turn forward and back, and it's still there
And I move up/down pressing W and S
the easiest way might be to lock the rotation of the character axis, to fix this
but then the character can't turn at all
but then.... its gonna look weird when turning perhaps
PRETTY sure that will be handled in the animation blueprint for the character
Yeah Mathew, I've already try that and the rotation was ugly and not smooth :(
I haven't checked that Luca, thanks :d
It's 100% because pressing W and S is still tied to making him turn that way and you never removed it
@signal minnow oh, they will be packaged
Fortnite is MADE in UE
fortnite is made with disgusting garbage gameplay**
😮 I love Fortnite
ah typical hippie against "popular" things I see
You don't have to like Fortnite but you can't say it's not a decent game, especially when playing with friends it's so fun
I prefer to play actual games.
oh geez lol
The RNG ruins the game
Shooting has little skill.
Bud, you aim at someone. Head shot on their head and it will hit their neck
Guys
Doesn't make it any less of a game, though...
This gets weirder and weirder, I create an actor on the server, and the clients begin play starts before all the variables that I set in the creation of the actor have even been replicated.
Like really?
I put the freaking variables there during spawn for a reason!
begin play shouldn't be running before the "expose on spawn" variables have replicated........
if that's a c++ actor, I think there was some function you could override to send some variables as part of the initial bunch
no, blueprints
I swear to god, I will do everything in my power to avoid c++
When I have the $$$ i'll get someone to fix all the stupid shit in blueprints
then push it to unreal
There is NO REASON after all these years, that blueprints have some stupid limitations at times
hmm I think you need a few more $ symbols for that project
in all seriousness, if they would just expose a bit more to blueprints, i could work this out
the same would happen with a c++ actor regardless
why
replication is just very 
I don't know
why start being play, if begin play is not ready?
why EVEN HAVE begin play, if it acts like this
you might also wonder why it is possible for a client to have a pawn before having a player or game state
This c++ machoism shit is starting to get under my skin, all this fucking work to create a blueprint system, and the general response is "use c++"
Definitely gets frustrating yeah
blueprint is not intended to replace c++
Its like it was someones project baby, and they got fired
and unreal was like, meh. Next
both are meant to be used in combination
no, screw that.
I've got 99.5% of my game done in blueprints,
been two years like this
I worked around all their shit
but now, i get to add 20% more blueprints to my game because they can't expose basic functionality
like NOT STARTING BEGIN PLAY WHEN INITAL VARIABLES HAVN'T EVEN REPLICATED
fuck!
(that is indeed pretty
)
or letting you lock rotation/position physics in blueprint
not being exposed for some reason
only giving you presets in their enum
They only expose shit they would use in blueprints
We get their left overs, while they act like they do it for us
Cross play? They BRAGGED that its from fortnite
They didn't give a shit about it before
where do you see someone acting like that
it is pretty obvious that 100% of unreal development happens either because epic needs a feature or one of their AAA partners
You know, instead of retroactively refunding their reduced %, they could have put that money into a Quality of fucking life update
just make unreal engine 5 
oh thats funny, the owner is replicated before begin play, but none of the exposed on spawn variables
how cute
Lucky for me everything is owned in a special hierarchy I can depend on
Evo when you get the money... Im ur guy
Don't worry, I wont forget
Newish to UE4
Doing an RPG and so far its 100% blueprint
I'm assuming a full BP game will have performance issues vs a C++
Any resources/tips for when its recommended to use BP vs C++ or vice versa?
I dont know C++ but willing to muddle through it for a better outcome
So there has been a ton of resources written on this I’d recommend googling for a more complete answer but, put stuff that happens on tick in C++ and event based functions in blueprint
Thanks, that's about what I was assuming but nice to know I'm not completely full of it lol
Personally I’m trying to go 99% C++ in my project since I want the experience of it, but also because I want to be able to ship to the oculus quest and PSVR so I’ve got to have pretty efficient functions
Avoid ticking as much as possible and if you need to, let it tick for what you need and then untick. If you absolutely need to, try adjusting the tick rate
And use interfaces as much as possible instead of casts
^ I have to use tick though since I’m running my own vehicle physics
Well if its player/NPC yeah no way around it
I’m actually really proud of it, it’s all done in C++ and doesn’t rely on simulate physics
I’d like to see how it compares performance wise to the vehicles UE provides but I’m not sure how to measure C++ performance
But those are the most simple and effective things off the top of my head
At the very least, I'm hoping to be able to build a concept in BP and use that as an understanding to implement the same in cpp
Yeah it’s pretty 1:1, a basic understanding of C++ syntax is needed though
Bps are indeed nice for quick experimental iterations
I know just enough to screw up a wet dream 🙃 lol
For example;
UWorld::LineTraceSingleByChannel
bool LineTraceSingleByChannel
(
struct FHitResult & OutHit,
const FVector & Start,
const FVector & End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams & Params,
const FCollisionResponseParams & ResponseParam
)
It’s not explicitly clear there that OutHit is being set on the line trace since the function doesn’t return it
But if you understand that since the value of outhit is passed by memory therefore the function can write to it and modify it without having to return it then you should be good
Personally for me it was all those little concepts that kept me away from C++ since I tried to learn it in the UE4 setting at the same time, but taking a step back and learning just C++ was really helpful
in c# its kind of similiar
all calsses are passed by reference by default
like hitresult here
which if you don't know about, can be really surprising to your demise
especially since in c# class reference can be null
UDK was
nope
Whatever Rocket League uses now is probably the most up to date UE3
oh so epic stopped support for ue3 since launch of ue4 right?
It's been 5 years since UE4
and thats only the public release
do u think its reasonable for devs to think to shift from UE3 to UE4 especially for long running games like RL and paladins. it will take time but them game can survive even longer and be more stable
ue4 is around for longer hehe
I doubt it's reasonable. For many reasons.
and tbh UE4 isn't more stable than lets say ue3 😄
like what reasons?
If your game is on UE3 and released, moving to UE4 would basically be a new game
Every texture redone from scratch for example
Depends on what you're doing
New technology is way more stable in ue4
Sometimes not even possible in ue3
i am not talking bout myself just curious why dont game devs who plan to support their game for many many years switch to ue4 from ue3
Because it would be recreating the game almost entirely
yep
A game wont survive longer bacause it is in ue4
Changing the engine is throwing money away
Even updating to newer UE releases is far from the norm
Because most of the time, you don't need the new features
^
And you don't need the new bugs or the breaking changes either
Source was ancient at that time
is it just they r 'valve' or something else
Source was ancient when UDK was out tbh
[2019.01.19-10.44.11:726][ 0]LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders. [2019.01.19-10.44.14:148][ 0]LogWindows: Error: === Critical error: === [2019.01.19-10.44.14:148][ 0]LogWindows: Error: [2019.01.19-10.44.14:148][ 0]LogWindows: Error: Fatal error! [2019.01.19-10.44.14:148][ 0]LogWindows: Error: [2019.01.19-10.44.14:148][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x1e023370
any idea what is corrupt?
it's crashing but none of the asset loads failed
looking at older logs, next up on the list should be font loading
[2019.01.17-08.44.54:417][ 0]LogSlate: Took 0.000258 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
Launch it through Visual
it doesn't have project files generated
sec, it opens up in 4.20
ill generate them
..then I'll have to update VS before I can build
@latent folio Source 2 renderer was designed to be back compatible with source 1 renderer
thats why they did it. They did not rewrite the game
they just updated some of the engine DLLs with a new one
this Quake 2 raytracing
holy shit it works
and holy shit is smooth as silk
that denoiser is black magic
did you try it with your 2080?
yes
how do i start using unreal engine 4
wait, this is using purely rtx, not just for fancy light effects?
how is it possible to turn that noisy garbage into that on the right
that denoiser is straight up black magic
and it could be inserted into other renderers
how did u guys get so gud at coding n stuff
@manic pawn
yse
depends on how much geometric complexity actually adds to the cost, to be fair
gonna run it through nsight
see how the accel structure looks
unreal engine uses 1 block per object, nvidia has commented that if your objects are static you should merge them into bigger blocks
becouse that way the accel structure builds faster
and it raytraces faster too
nsight doesnt seem to respond that well, its been trying to load the accel structure for a while now
those quake shots would probably look way more awesome without those textures :p
i could try to hack together a no-textures mode
yes
hi there, i'm following a tutorial where the we create some basic movement in BP_PlayerController (BP created from a c++ class, not sure if it's important). Every moves works juste fine, except mouse related inputs. I can't get the "camera" to rotate, but pitch and yaw seems to be well configured in the BP. The character have a SpringArm with a camera under it. Any thought ?
Hey guys, I'm looking for a quick and handy way to record flythrough videos of my ue4 levels in-editor. I like to be able to record the normal WASD navigation in my scenes but it's hard to get smooth camera rotations when rotating realtime with mouse. also the sequencer method although is the best but takes lots of efforts to setup
create keyboard shortcuts for rotate left/right/up/down along with back/forth/left/right
Hey guys, I'm wondering how I should handle the Input with my pause menu, when I try to modify the input mode after closing menu the menu the mouse just goes out of the PIE window in the editor, not sure if it's an actual problem in the game or it's just an editor issue.
Hey #ue4-general, do you guys have any recommendations for recording GIFs? I want to make more GIFs or MP4s that I can paste into Discord for #work-in-progress. Most everything I see out there, though, is really bulky or annoying (e.g. they want you to make an account on their website). I'm just looking for some simple dumb app.
@unreal sonnet for gifs I use the simple free app called "Gifcam"
how can I see the performance impact of my textures? I'm using a lot of 4k textures which seems unnecessary in VR, but I don't know if I gain much by downsampling them
near clip
what should i do for no clip
is it lower the closer to no clip or higher the number?
lower
in any case, it looks like the mesh is intersecting with the camera, at that point no value in the near clip plane will work
it's a distance
Much better thank you https://gyazo.com/2dfc50d19d17bdb7f844522f3827f0e4
yep, just be careful that your animations for stuff like recoil don't send it back into the camera and you'll probable be fine
will do thanks
@wary wave would you advise to generally set clip distance for a game?
or leave it as default?
its highly useful for fps
why not use it always
it decreases depth precision, so only chance when you need
you get problems with stuff very far away, i never made a game with a big world so i dont really know
i would guess the default is a middle ground
ah
so i shouldnt care then
bc my next game will likely only have max draw of 5000 to 7000
and that is gonna be DOF zone anyways
or is this clipping Z away too?
for sky and fog
huh... did TAA kill the need for mip-maps? everything looks nice and there's no shimmer
yeah, they remove all of the normal mapping and ao from distant textures, making all meshes look completely smooth 😛
with no mip maps, I see detail all the way to the horizon
and TAA takes away the shimmer that you used to get back in the day
I just turned off mip maps and I am telling you what I am seeing
because I had a texture that wasn't power of two and I noticed it was MUCH sharper and more detailed in the distance
so I just killed mip maps and suddenly, my level looks fantastic
anyone here can help me with some dice math?
you can always ask the question
Can anyone tell me what use the arrowcomponent actually has on a character mesh, and can it be removed, if so, how?
I want to calculate probability of X successes while rolling Y dice. 4 and 5 count as one success. A 6 counts as 2.
So what is the probability of getting at least 2 successes when rolling 4 dice? What about at least 3 successes when rolling 4 dice? I need a formula!
of dice ^ 6 - successes? Not actually sure.
That doesn't look right :/
And binomial distribution works when you have two results. I have 3
Unless I didn't understand how Binomial dist works (which is probable)
I think you'd use it twice, once for the 4-5, once for 6
but it might be overkill
@queen arch - work it out in steps:
on a single roll, the probability P is equal to the number of desired outcomes X divided by the possible outcomes Y; (P = X/Y). Ergo the chance of rolling nothing is 0.5, of one success is ~0.333 and of two successes is ~0.167.
for two rolls the probability of a given outcome (Px) is the probability of the first outcome (P1) multiplied by the second outcome (P2) - Px = P1 x P2, ergo the probability of getting no successes is 0.5 x 0.5 = 0.25, the probability of getting one success is 0.5 x 0.333 + 0.333 x 0.5 = 0.333, of two successes is 0.333 x 0.333 + 0.333 x 0.333 + 0.5 x 0.167 = 0.306, of three successes is 0.333 * 0.167 + 0.167 * 0.333 = 0.111 and of four successes is 0.167 * 0.5 + 0.167 * 0.5 = 0.167.
I don't recommend extrapolating that by hand for three dice, but there is a something you can observe
you can work out the probability of rolling a 4+ quite easily, and you can work out the probability of rolling a 6+ quite easily
What's the point of "Verify" in the Launcher?
so the probability of one die being 4+ = 0.5, subtracted by the probability of that die being a 6 is 0.5 - 0.167 = 0.333
File integrity?
I think I'll have to read that 4 to 5 times to really get it
haha
but it looks about right
this is just the intro
@plush yew doenst do shit apparently. Deleted some files and files are not recovered or redownloaded
unfortunately, things are going to get more complicated if you want to calculate the odds of any given number of successes generically, but you can fudge it in an algorithm because you don't have to do it all in one step 😄
what is this calculation being used for?
just an average?
and the percentage of at least X successes
to know how many hit points to give my enemies
I mean for number of successes per die, the average result is 0.5 * 0 + 0.333 * 1 + 0.167 * 2
so it's 2/3rds, basically
if you're rolling 10 dice, you can expect 10 * 2 / 3 successes as the average result
(6.67)
guys my UE4 crashed, this time I tried restoring and it's wiped all my control inputs in project settings. Is this normal?
I also figured out that I could balance things out by thinking that 6 counting as 2 successes, is almost identical to just rolling +1 die and counting 6 as a simple success...
It's going to take more time just to add those damn inputs again -_-
Also it saved over the version I was working on
But I got a little obsessed with finding a simple formula that will give me the probabilities of rolling everything
there'll be a formula, but it won't be that simple
you could write an algorithm to calculate it more easily, hehe
if you look above when I unrolled the two dice probability by hand - the benefit of computing power means you can just do that in loops 😄
it'll be pretty fast so long as you're not rolling hundreds of dice
yeah, I'll see what I can do with it!~ Thank you ^^
no problem - but I think it's probably a good idea to do the algorithm and put a dev debug statistic in there somewhere that shows you the probability of success 😃
also I must admit I'm a bit disappointed that this is the first proper game design question we've had for bloody ages and it's sod's law it isn't in the game design channel
I hope someone uses the Qt-Creator for the UE4 cpp part, bcuz i need help :S
I doubt anyone does
Some use it, but the question is if this ppl are in this server and also see my message :c
@queen arch - also if you want the actual maths:
https://stats.stackexchange.com/questions/3614/how-to-easily-determine-the-results-distribution-for-multiple-dice
the second example link even includes source code
what are the necessary steps for making a paddle movement left and right, i cannot make it done, no matter what i do , i have tried several times, now i am thinking it might be problem in my UE4
@wary wave plz help
SetActorLocation( GetActorLocation + MyDirectionVector) ?
how to do that with BPs
@wary wave , with input axis
is player controller necessary , and game mode too, because i tried that too, but i can't make it done
input axis *delta time * direction is your direction vector each tick
ok i will try, in BP i don't get it fully but try and error makes thing work and give some experience too 😄 : thanks @wary wave
if you're really struggling with it, doing some basic tutorials wouldn't hurt
ok but i have seen so many tutorials, but yes it's always good to learn something, there is very less tutorials about what i want to do , it's a paddle game and i want to move it left and right, tutorials on other types of games are so much , but what i am looking for is rare i think , i find very less what i want to do, i do the same thing but the result is null , @wary wave
can someone tell me what the arrowcomponent actually is, and if it can be removed?
It's used so you can see which direction your character is facing
"Useful for indicating which way an object is facing." - it doesn't sound that useful
it doesn't even sound necessary
It is for me...
You say it can't be removed?
its inherited
An inherited mesh can be removed
Yeah I don't need it...
so if I delete the .h and .cpp classes it will be out of my way?
It's an editor only comp I'm sure
But
There's prob a param in u macro to disable it
U can't just delete the .h and .cpp
dont tell him :/
you also dont say yes
bc yyou dont want people to know right away.
Uhm. Will the game crash?
U won't even be able to compile the engine
Never mind crash u won't even be able to get that far
doesn't the camera already tell the game which way a character looks -.-
It makes alot of sense
how so
Camera.... does the same thing
You don't need to know the axis, if you have the camera
Your assuming at best cameras would be locked forward
what for
It saves so much time having that little arrow when troubleshooting things .
Animation and character orientation are not paired
How often do you decide? Not alot
Your getting mad over something you don't understand
then explain your reason
pls continue to annoy rei
If anything AFAIK if I remember correctly
no you didn't. all you said was that it locks the forward axis
its highly entertaining
It's attached too the bottom of the capsule
and that is necessary because?
Which is even better
whats your reason for it being necessary?
No it doesn't lock like thst
U misread what I said
It always followed it's attached entity compounds forward vector
for the 4th time, EXPLAIN it
oh, it's Skyrip Time! always fun to read
sorry, and that does what, exactly?
so does a camera...
What if camera is not locked to forward axis
camera is attached to mesh
U don't think that can change?
in most 3rd person games camera is ribbon one
it doesnt change
place your camera facing behihn the character
the arrow still points the direction char faces
Then u got shit camera
therefore useless arrow
.... he has been doing this for a while now, you seriously need to just ignore him and move on.
What if char orientation is not locked too controller
he doesn't want help he just complains, read his history..... seriously lol, no 🥘 🍖 the trolls
he trolls the right person
No it's not
@static viper who?
Arrow stays locked to char orientation
he will never realize
whats your point @pallid compass
My point is the question u asked
uh what
Nope
@static viper soon https://pbs.twimg.com/media/DTeRgVLUMAAq_su.jpg
Incorrect
it can be direction or location
I can explain vector to you if u want
You sure because you don't seam to grasp some basics
Might help clear things up
Do you know what a left and right handed orientation system is first
There is so much I can talk about how an arrow can be useful
Don't carea about that. I don't need to know it right now.
I mean fuck it guys
Let's remove the rotation and movement gizmo too
Camera points forward
K
1D First Person Shooter?
Yes
That's not what I said, but K
Your implying it
That things can be removed because camera always forwsd
Now you're just being nonsensical
If you come back and ask me about the arrow once you understand basics of vectors and transforms
It might help
Knowing location and directions within the engine is going to make me understand a component inside a game, where the engine already knows everything without the arrow component?
Sure
NOPE.
Why render anything
W....what?
all this chatting is about difference between forward vector and camera vector?
Why?
Because he thinks it is pointless
Word.
I've thought of that already.
Already tried it Alex
And I just answered that for you.
@pallid compass I see
Why do I need an arrow component on a usable character?
@plush yew you can remove it actually
Same way u. An remove the skeleton mesh
Can*
Only hard coded piece in char is the capsule
If I don't have AI in my game, I don't need the damn arrow
Engine is not tailored for u
The fuq
@plush yew it's a generic class that has things that are useful for "most" cases, not every case, if you want to - you could make own class with "blackjack and hookers"
@plush yew the arrow is removed on a build game, its only there for editor...
He don't care fam
lol wut
Told him this already
why would it be removed for the build?
@plush yew ue4 uses physx library, and that collision is well optimized for 3d...way better then most devs could do themselves
It's editor only
The Arrow Component is extremely usefull for many aspects of debuging your game like the orientation of sockets, attached objects, muzzle flashes, projectiles etc etc
Oh you mean visible in the editor and not the build. right.
But I mean removing it altogether for my project.
You can't
it doesnt even compile in editor wtf
And it's not shipped with games
the entire component is removed in shipping games
VB he don't know what vector is to give us a little scope
then why is it needed
To point in a relative direction too it's attached components
for one its used for debugging
Is it definitely removed on build? I've seen its transform used as a reference by more than one person.
@plush yew for the purposes you may not comprehend
I've got one person telling me it's needed, and one person telling me it's removed from builds.
That makes no sense.
It makes much sense
If it's needed, why does it get removed? lol
I already told you it's not shipped
Uh.
It's used for development
Not sure how I can dumb this down anymore really
I found this but, It won't let me grab anything, anyways to fix https://forums.unrealengine.com/development-discussion/vr-ar-development/1381972-uvrf-handpresence-template-for-rift-vive-free-shooting-range-update-1-3-laser-interactions
UVRF is ‘hand presence’ cross platform template including hands that are properly placed in space (per platform), properly animated, allows interaction with
No it does not
you just said 10 minutes ago, what about use with AI
Yeah for development
so... it's not needed?
Got nothing to do with final ship
For some people game development will just be a dream they have.
@grave nebula and they keep annoying us with it
i don't have that much things in my level, two spaceShip and all that, two camera
Before this degrades further please take a moment to read the pamphlet provided by our brethren of the arrow. It will shed light on why the arrow must not be removed.
@pallid compass what for? If the camera does exactly that?
uh?
The arrows is literally just to show you a direction in development
WUT
Idk how to make this any more simple
"direction in development"
PlayerStart does point.
That's nice but that has nothing to do with this really
Placing meshes face in direction, is the direction you want it to face, then you place camera. Mystery solved.
It always point in Xyz direction of what ever it's attached too
I think u might need to take a basic udemy course
Your in over your head
but animations are what "turn a character"
the arrow component isnt needed...
If your trying to quote me you are pretty far off
Go delete arrow cpp
See what happens
I was feeling despair at the lack of good posts elsewhere. Logged in to see a somewhat interesting discussion on probability and then this....
and you just said it's only used in editor, that it doesnt get built in the game, that its removed. you're not making sense.
Don't forget the .h file too
I'm making alot of sense
Can't imagine how many people are lerking this right now
probably no one.
kind of spamming the discussion tbh
Arrow gud
Arrow do point
Arrow only used in development
Arrow comp can't be pulled out engine because dependencies
hail satan
is the mesh not connected to the pivot point of the camera?
unless its connected in the components....
its been a while since I wanted to bash my own head in
¯_(ツ)_/¯
Luos pls I am in public
this is lounge now!
I would love to revisit the conversation where someone thinks ue4 doesnt have a renderer
and lounge is VIP
we'll revisit that later.
I'm actually writing my own engine and renderer at the moment from scratch
Hardware rastrization that is
But having to write a my own build tool rip
Because spoilt my ue4 UNT
Ubt
Epic Launcher won't read mouse events if the window isn't on the primary display =p
Really?
FYI
hmm
I JUST WANT TO REMOVE THE DAMN ARROW FROM PLAYER CHARACTERS
I already told you how
well the editor has weird window drawing bugs that seem to come and go from release to release, and the bug database is 15gb, so who knows
😡
@plush yew why care? it's not like it is visible in game
You did?
Yup
One that can compile and build?
That is a lovely conversation you are having here.
sigh
@raven nest mine launcher does work fine on 2nd one
maybe I'm due for a restart 😃