#ue4-general
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Well, bad news for you if that's specular. That's not useful for Unreal.
Can't be used without redoing it entirely
Or at least, without a major rework
Thats the C
PBR?
Unreal does not support that format of specular texture.
That type of texture would work in Unreal 3, but not Unreal 4.
ok is there a link telling me how to change it to work?
You can't.
i can change the textures
There is no direct conversion of non-PBR to PBR.
And PBR stands for physically based rendering, since you asked.
The docs are being slow otherwise I would have linked the page.
Well I can create new textures to work,
but i don't know what they are supposed to look like
Unreal has 300gb of example content, all of it structured for Unreal's material system. Look at the infiltrator demo's files.
the normals map works
Normal maps haven't changed, really ever, so yes that will still work.
But you're going to need to make brand new diffuse, roughness, and metallic textures.
the diffuse works
No, diffuse does not work. The values will be wrong, it assumes you're manually specifying the specular.
that is just the colors
I know what a diffuse map is, thank you.
Diffuse in non-PBR and PBR are different in some ways, especially on metal like that.
For comparison
This is an old format diffuse map
And this is a new format one.
They will NOT just magically work from one shading model to the other.
And even then, those are both PBR compliant, they don't have baked lighting information so heavily on them like the one you linked.
Well I just noticed the D is darker than the S but both look the same for colors so I guess, that if i used the S as the Color values
So they're even more different than that
its for a game, it doesnt have to be perfect
If it was for an actual game, you would have the source files. I'm only even explaining this on the assumption that you aren't using ripped assets on a real game project.
I don't support stealing art from old games for your own.
well you never said where you got it so we could only assume it was stolen since you didnt correct him
Wow, that looks horrid.
Your normal map is backwards (invert the green channel), and the specular (rightfully so) isn't bright enough to be used as diffuse for the darker areas.
i have no specular defined atm
I know. You just told me you used it as diffuse.
the normal is blues and reds no greens in it
Then that's not a normal map.
Normal maps always have red and green to define the direction of the normals. Blue in normal maps isn't even used majority of the time
Okay, so there IS green in there.
so invert using a function on the BP?
...yeah look, you're going to need to look up some super basic texturing tutorials, I can see I'm going to need to spend hours on this to bring you up to speed that I just don't have.
Look up basic, starter PBR texturing tutorials.
https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased if you are interested in PBR as zero was saying. if your happy with how that model looks keep it but if you are interested in creating new maps there is plenty info out there online depending on the tool you want to use.
I am watching the materials tutorials and they are just using the starter stuff, they don't explain how to get the appropriate textures
You make them in something like substance designer or substance painter
and i reccomend downloading the ue4 learning content from the learn tab to get you started
Intro to Materials: Using Masks within Materials cont. | 05 | v4.0 Tutorial Series | Unreal Engine
Continuing from the previous video, we use a texture mask to control some patchy coloration for our wood Material. A link to the wiki for further notes is av...
before you make a map ^ read up on pbr as its how unreal wants you to do stuff
PBR googled gives you professional Bull Riders Association
https://youtu.be/lngF4VVNER4?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS- or just listen to part 1 of that tut you posted
For the full tutorial playlist: https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS- (00:05) - Introduction and Materials in UE3 (04:14) ...
And as for making the source textures, again, you use substance designer or substance painter. They're both free for students, or $20 per month to pick both up combined up if you need them.
generic tutorials just waffle a lot, I am trying to get specific answers to specific questions that i do not know i need to ask
I would highly recommend you look at basic tutorials for those two programs. Painter is more user friendly, maybe start out there.
pshh zero real devs use Ms Paint
well look up tutorials for blender then
And now you use Substance on top of that.
https://www.youtube.com/playlist?list=PLB0wXHrWAmCwnqWfKdGEmbtSKN2EzvLrY Watch these and follow along with the trial if you have to.
is substance free?
Please read what I say the first time
There is no free equivalent to these programs.
Doing your textures in Gimp is going to make you stuck using a workflow from 10 years ago, and take significantly more time for worse results.
I dont think the government will pay for a software support engineer to get Graphic design tools ๐
The government should not need to pay you $20 for your hobby. It's, by far, not the most expensive part of the game artist toolset.
My Maya license cost $4,000, all up front, when I got it.
ouch, I used to have lightwave on the Amiga when i was younger, the dongle for that was about the same
Substance's pricing is the lowest of any 3D artist program I know of
aside from free stuff like Blender
https://armorpaint.org/ armor might be in your price range it is alot more limited but might be what you can afford for now
blender is also testing new node based texturing but its not going to be on the level of substance anytime soon
just use whatever you can but know you will be limited so plan around that
@grim sinew why would you need full Maya license? Maya LT is nice too
hell lower the scope of your game right now ๐ dev is long and hard haha
@next badger Because Maya LT has limitations that would stop me from getting my work done.
I do actually use every part of Maya
won't argue on that
But the crux is that they used to use the old way to do materials now they use PBR so i need to learn PBR
Also, I wanted a perpetual license. I hate renting software.
i wish LT has Python support
Yep, basically that. You not only need to learn PBR, but you need to learn how to make textures yourself.
im surprised to see no one hacked it in
@dark depot hacked what?
It's not difficult honestly, the whole point of PBR is to make it easier for people. You'll be fine.
Texturing is maybe the easiest part of the 3D art pipeline to get the basics of.
It's not like we're asking you to learn rigging. >.>
texturing is kinda hard, if you need to make complex stuff, like uvw for proper stretching, and morphing
Yeah but when you start out with a model already UVed? It's just painting at that point.
also, pixel perfect uvwing
Let's not make it more complicated for them than we need to right now. Just let them start out with the texturing portion.
ehh just make everything "Low poly" and use a solid color hehhehe
oh i just found this
Yes, but that assumes you have the source file.
You can't do that with what you have
"Remove lighting" is impossible with what you showed us.
If I thought it was an option for you, I would have mentioned it.
but this will explain what I need to know - I don't need to understand it all - i am a dev not designer so I just need to know how to tweak what I have to make it look better
well ok good luck cant wait to see what make ๐
the day Autodesk adds full Python and 3rd party plugin support to LT...oh well never going to happen
blender rigging is decent. There is some guy out there that has created a Rigify for unrea lengine
havent tried it
main issue is FBX export with the rig...
its impossible to get a blender rig to match the mannequin
blender rigging is decent - impossible to get a blender rig to match the mannequin sounds like a contradiction to me
it is decent in standalone
if you are doing your own characters and own animations
getting any blender rig whatsoever to match with mannequin is impossible thanks to FBX
you can get close, but it will never be actually compatible
i'm sorry but if the rig is inconsistent it can't be "decent"
hows blenders skinning thesedays?
Maya has super solid tools for both rigging and skinning
import-export shouldn't break the rigged mesh
@tall pendant its workable, but nowhere near houdini level
@next badger FBX for you, THANKS AUTODESK
How can i select an default map which gets always loaded first ?
@maiden sundial it's in project settings
So far i can select a default map which gets loaded when currently nothing is loaded
main issue for games is the FBX roundtrip
https://www.youtube.com/watch?v=uf3ALGKgpGU 99% blender
A friendship with a top-secret robot turns a lonely girl's life into a thrilling adventure as they take on bullies, evil bots, and a scheming madman. Next Ge...
@frank escarp thanks autodesk for what? afaik fbx library is open...so, it's blender's issue not using one
entire thing done in blender except some smoke sims in houdini
@next badger its not
its a closed source sdk, and if you want to implement it, you need to give autodesk consumer info
But how can i select a default map which gets always loaded first ?
and its not as good as maya/max support for fbx. Its purposely inferior
thats why absolutely nothing except max and maya can do fbx well
@frank escarp yeah, it's closed source but it's free for use and embed...no?
@frank escarp The Autodeskยฎ FBXยฎ SDK is a free, easy-to-use, C++ software development platform and API toolkit that allows application and content vendors to transfer existing content into the FBX format with minimal effort.
@next badger closed source SDK with license incompatible with blender
so, it's blender's licence issue...
and the license is a custom one that goes "if autodesk asks for user info, you got to give it or your license is revoked"
autodesk selected a license SPECIFICALLY against blender
Hey guys
thats why fbx sdk is mostly fine everywhere but blender
and again, go look at the fbx in houdini or modo
its a bit better than blender, but still bad
blender should've used MIT license then
and they use the sdk
@runic fern server side?
tbh i dont think its on purpose. Blender just choose the worst license they could have choosen.
Yes server side
@tall pendant nope, it was what it should have been. Keep in mind how old blender is
and the fact that its an standalone program
but we had this exact disscusion multiple times
with MIT license tons of people can fork it
and sell it
blender is GPL precisely so thats not possible
if blender was MIT, audoesk would have already killed it
yeah, GPL is cancer
yeah GPL is a lame license for a lot of software
UE4 can't be combined with Blender just cause of that
well, epic games could finish the gltf importer
and not rely on a closed source file format
@runic fern commercial/cloud based or own hosted?
FBX is the only standard file in CG that is closde source
other stuff, like scenes , alembic, etc are all open source
it gives autodesk an strong arm on the gamedev industry
becouse only max and maya can use FBX well
yeah. about time they get the announced gltf and usd support
the rest is "kinda"
@frank escarp maya does not support gltf
why do you think so?
as well as most of the apps
im surprised this still comes up yeck autodesk barely supports fbx without breaking it
nearly everything BUT autodeks software can do gltf
in a 3rd party plugin
if unreal finishes gltf, autodesk will likely support it properly
becouse its a better format than fbx for games
a LOT better
you can have 1 single file with material, textures, mesh, rig, and animations
this means you can do stuff like model a 3d model, send it to substance painter. Paint it, and export a gltf with model + material. Then you import that into unreal and everything gets setup automatically as you had it in painter
btw this works right now. You can try it
Guys, i still don't get it how to select a default map which gets always started first D:
I can only select a default map which gets loaded when there is currently no map loaded
Anyone have good ideas for a beginner project game just to learn? ๐
Iโm having trouble coming up with something decent
breakout clone
But like, a 3D game
@maiden sundial hover the play button, what does it say?
Play this level in the active level edit viewport
@maiden sundial so, does it solved the question you had?
Not really since this level still starts even when i launch the game
@plush yew pick the genre first, puzzle games are good for learning the logic programming
@maiden sundial when you launch the game how? you mean packaged game?
The launch button on the right side from the play button
@maiden sundial then hover the launch button too
Launch this level on ....
xD
@next badger thank you thatโs a good idea ๐
So i have to build the game in the way for release ?
@plush yew np, it's not like it was a particular idea =))
@maiden sundial if you want to launch some other level, just open it in the editor and then launch
if you are using level composition etc it will act the same way as in the packaged game
@plush yew you may like the https://www.kenney.nl/assets they are good for simple 2d/3d games and you don;t need to spend time making art
@frank escarp have you tried https://c4gio.itch.io/gltf-for-ue4 ?
Import all meshes in gltf file into UE4. https://github.com/code4game/glTFForUE4
@next badger yea but i mean is it SQL or different one
@runic fern it depends, there are different cloud platforms, as example Amazon GameSparks
as for sql/nosql personally i'd prefer nosql...
Ok thanks so i will start prefer nosql ๐ฌ
nosql is similar to class/struct, in contrary of table
so it's easier to use for game objects
Guys, my message log can't display error notes properly. Only question marks instead of normal letters
@next badger similar feature set to the official gltf
@plush yew are they in English?
which means no animations
@frank escarp Import the skeleton animation for a skeletal mesh
oh, did he add it recently?
i have no clue, but that;s what docs say
i remember this plugin was for gltf1, it was suuuuuuuper old
I dunno, some question marks and chinese hieroglyphs
yeah, already rebooted after changed language
guys, is Paper2D dead?
Because I can't find any proper manual for it
and I can't build my stuff because void ConstructorHelpers::ValidateObject(UObject *,const FString &,const TCHAR *)': cannot convert argument 1 from 'T *' to 'UObject *
T=UPaperFlipbook
So it doesn't see this class as subclass of UObject
Paper2D isn't dead, but it's finished. Feature complete as far as Epic is concerned, not getting updates anymore.
Nobody is actively working on it at Epic.
what should I do? I can't create 3D models or 3D animations
I thought 2D is fine because I can draw simple animations
@pallid compass used Paper2D extensively and can tell you more about the state of it, but if you're having a ton of problems with Paper2D, you might want to just look at Unity instead imo. It's a much bigger focus in that engine
You can also check #paper-2d for others using it
that channel for content
Well if you have a C++ question, check #cpp I guess then?
Paper2D users are few and far between.
already, but no effect
You won't find many anymore, it hasn't had updates in years.
hey guys, the code i have uses the location of the gun muzzle for the bullet rather than the location of the center of the crosshairs so the bullets don't fire centrally at the correct location when fired at close range, is there a way to fix that without making it look like you are throwing up bullets
@plush yew T needs to be a UPaperFlipbook*
pointer?
yup
Argument UPaperFlipbook** is incompatible with UPaperFlipbook*
right in VS
I use this as reference https://web.cs.wpi.edu/~imgd4000/d16/projects/proj-quickstart/TutorialDoc.pdf
well, if I get it right deeper in this function it tries to cast T* to UObject*, so T should be subclass of UObject
am I right?
That is not very helpful
and hard references like /Game/Content/Animations/Flipbooks/idleFlipbook.idleFlipbook" are dangerous
that's only error I have
well no idea your not giving me anything useful
So I commented it and code compiled without errors
ok, how do you add Paper2D to your projects?
All I changed are: PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Paper2D" });
that is all u do
And it's enabled in Editor
im really excited to start using ue4
first time with c++ also
also hello
๐
why
because some function doesn't see plugin's class
so it can't cast it
and returns error
nope
why?
because I can't find c++ based engines
i mean cant i learn c++ from unreal?
c++ is hard to learn.
I learnt c++ in Unreal. Altho i had previously knowledge of C# (very basic). It was not that hard, the hardest part was the lack of tutorials, docs. There's a good course on udemy (Ben Tristem) that does a good job.
yeah im sure of that ive used another engine for 5 years
where u suggest i learn c++ then?
It depends, if you want to make some games in UE4 as a hoobyist then you may never need C++.
i have a book on c# will that help me?
With out learning general c++ you will be lacking so much foundation your going to struggle even more
and no
i see
@glacial otter No
no i want to make games for real
But if you want to be proficient with the engine so you can maybe get a job or something like that, learn C++. It's a powerful tool.
not just kill time
If you dont have a proper foundational understanding of c++ then you are going to suffer
errr what
i didn't mean you all guys
btw i was wondering i can disable and enable functionality in ue4 as i see fit right?
like disablin some lightin system
feature
how do u know since your new as me?
The engine's full source code is on github you can do whatever you want to modify it for your projects. You would need to be mildly insane to try and disable random lighting features you don't need though in it, since it has no performance hit -anyway- if you just have the intensity of that effect set to 0 or just not actively turn it on.
i see
Dw he has no idea what he is saying just like your self
so take it with a pinch of salt
Also @upbeat rampart "no i want to make games for real" Not a single user, in the world, gives the slightest of damns what programing language you made your game in. Use what works for your project. There is nothing wrong with using Blueprint.
You can disable plugins, but some stuff is embedded in the engine and can't be disabled. You could modify the source to remove/add features, but that's really a hard task for a small team.
yeah i get that zero
btw another major thing im wondering is is ue4`s 3d tools sufficient for making 3d stuff
like blender for instance
Unreal is not a 3d modeling program.
And yeah, BP is a programming language. It's very powerful and with the marketplace/c++ lbiraries shared on github you don't really need to write code in C++ most of the time. Unless you're making a AAA game.
It cannot make 3d models.
Period.
It has BSP, but that is solely for blocking out level design, it cannot replace a modeling tool.
I'd argue it can, it just sucks at it. ๐
Why does everyone feel the need to be a contrarian and complicate things for new users
With and without lightning
even the new geo tools are way too limited to create complex 3d meshes
I think that eventually UE4 is going to compete with 3d modelling softwares, at least in the rigging/animation area. They're pushing the "UE4 for films" thing.
nutshell: ue4 is not a 3d package.
i see
"New geo tools" Oh you mean the buttons they added if you think the engine doesn't crash often enough
yep hehe ๐
Unreal's intention is not to actually create new content, but to be where all the content you make in everything else comes together.
yy i get it
So I just added "paperflipbook.h" too and it works
Why do people think unreal is a animation and modeling tool ๐ค
i tried to import model from blender. Result: lost all materials
perhaps something else i can't port too
Not the material itself
part of job you do in external editor, part in UE
well, I'm not artist, so I can't say
so thats why
They really don't though, since it's worthless for any professional artist
My editor is MS Paint
Things like that are few and far between
yeah
I have yet to find an engine with such editors
but atleast for placeholder stuff?
well game maker has an inbuild editor
for sprites
The sprite editor is simply for implementation, not creation yes?
UE4 could have more editors plugins in the marketplace but slate is barely documented and the iterations times are the worst. Each single change in your code requires restarting the editor.
The python scripting plugin may solve the issue later in time tho.
implementation?
yes u can create sprites with its editor and export them to ur pc
and use them in the engine
Wow, look at that you can. Itโs like a throwback to ms paint ๐
yeah its very basic
And this is why it's better to work in third party editors. This kind of editors have very low priority in the engine and are mostly useful for tweaks rather than creating stuff.
not even close to paint
u can use the gm editor for pixel art pretty well
btw one important thing does ue4 has a dark ide
...
this is of utmost importance
hey, I'm playing Shadow Complex that made with UE3. it's SO SLOW
I have nice gear, but wtf
in the same time, Killing Floor 2 mad with same UE3, but it is nice and smooth
while it has more visual effects
I'm talking about UE
so, is it possible to create simple game without devouring all system's resources?
im sure it is
or UE only for hi-end ray-tracing, cloud-sniffing stuff?
Up to the developers
You can create optimized high end games as well as laggy low end games. All possible
Unreal can be used for anything from mobile to high end PC. It doesn't discriminate.
"optimized"
Yeah "optimized". As said, up to the devs
Unreal games can run on potatoes if you want, and if you're good at optimization of your assets/scenes/code.
If Unreal doesn't run well, it's entirely your fault
Does that mean fixing source code of engine itself?
is optimisation up to the dev if he uses blueprint?
No.
No that means you don't throw unoptimized meshes and materials into it
@upbeat rampart Blueprint or not won't have a notable impact on runtime performance
And you use lods and stuff
@plush yew If you need to change the engine source code to get your project running well, you did something horrendously wrong.
That's also not true. But in most cases, fps wise, it's all about the assets
Low fps can also be caused by bad coding style
so plain colors is the way
codin style or codin practice?
The one that makes your code unoptimized
aha
@plush yew /shrug If you can't manage to get anything else running at stable fps, then yeah, use plain colors. Can only blame yourself then though
/shrug It's not the engine's fault 99% of the time
yeah ive seen games that have nothing special and impressive in them yet they require alot from ur machine
Back to Shadow Complex - this game was promoted at EpicLauncher at it's own tab
Because they got the rights to it back and made it free for a while.
bad example of UE product
So?
never played it
It's not even the same engine
Kinda is, ue4 is not fully rewritten
Not sure what the point of discussing this is @plush yew The Engine is able to run high end games on potato machines
Naming bad examples makes no sense
Some core code hasn't changed much since the 90s, hehe
are you intending to keep feeding fish to the troll?
so, who will continue engine development when Tim will gone?
Nobody, Unreal is made by only Tim and nobody else.
Once Tim retires, Unreal is finished and gets remotely deleted off of everyone's computers.
He's pretty old. so there is no guys around?
Nope, not a single person. Epic games is run entirely by Tim.
ok, dude, it's not funny
are u really trollin rn?
You're convincing everyone here that you are
change your mind
Tim, relog.
Epic Games is a huge company, Tim isn't the guy coding the core engine
Hasn't been for years
Heโs just trolling. Donโt bother
undoubtedly.
that's why I'm bad in small talk
maybe u need to talk about it in lounge
@plush yew "because I can't find c++ based engines"
Unity, UE4, Frostbite, Cryengine, Godot...
most of the engines are c++ based
Unity is C#
unity is c++
Yeah but you code in cs
yeah, runtime is c++, modules are c#
Which makes it a cpp based engine
Wow, the more you know
True
Imagine ue4 being build on bps. Jesus..
Is there a way to code in c# in ue?
there was...maybe still is https://mono-ue.github.io/
Mono for Unreal Engine is a plugin for Unreal Engine that allows writing gameplay code with C# and F#.
yeah, still active
but it's a custom build of ue4
btw what is editor symbols for debugging 19GB
@upbeat rampart it's a precompiled PDB files to debug the editor
pdb?
Program database (PDB) is a proprietary file format (developed by Microsoft) for storing debugging information about a program (or, commonly, program modules such as a DLL or EXE). PDB files commonly have a .pdb extension. A PDB file is typically created from source files dur...
if you have no those, when you debug you will have something like Exception #0xEE5753
you only need those to debug editor
an if you have those visual studio will load a c++ file
how do u debug the game itself? other then some custom method
when you compile the game VS will generate PDB from source
those files are located along the dll or exe files
here's a rather simple question; how do I create a line of evenly spaced text values in widget without creating child widget for each value?
@upbeat rampart i can't answer that, cause i have no clue honestly...try ask #blueprint
@paper kernel probably there's no way, since text has no justification (only align, don't let ue4 ui fool you)
you may use TileView widget, it may generate tiles based on user widget class, it has one bug tho, it does not show up the list of widgets, so you have to select one and add it by the arrow
#umg may have a better answer
re: Unity engine code itsef: it's mostly c++ now, but they are actually moving more and more things into c# side even from the engine, leaving the c++ core lean and have c# workflows for all the new and upcoming engine modules
becouse its kinda not C# anymore
and btw, all this high perf C# stuff can very likely give unity a huge benefit over time
as its just much faster to write and develop stuff with it
and its faster than C++
Hey! I don't know anything about c#, is it related to c++ in any way?
that's partly true for some of the new systems, but they also have more traditional c# modules that don't quite take advantage of ECS and job system right now
@bleak steppe both got C in it ๐
C# is closer to Java really than to c++
c# is one of my favorites personally
I've also learned to not hate Java anymore ๐
@cursive dirge thats kind of the fun part. you can incrementally strenghten it
start with just C# as usual
then Burst
and then Job System
actually their Burst requires their job system right now
but yeah, you can do the changes incrementally
their new inference engine for machine learning agents is using Burst now, they started with TensorFlowSharp
Anyone here work with Zbrush
and its faster than C++ huh?
Maybe faster to write, and if you are really good then you can get close to C++, but faster 
no, it is actually faster
runtime
it gets optimized better than C++ can, and its autovectorizing potential is WAAAAAAY more
Depends then, i guess.
I would bet my shoes that something like a loop would be way faster in cpp than c# 
again, it is not C#
Ow, did i missed some context ? xD
its a subset of C# that removes everything that is basically more than C level features, and compiles it on LLVM
unity Job stuff uses a subset of C#, its not the entire C#, only a SUPER basic set
its super limited to basically only math
due to this, it gets optimized as fuck in llvm
and vectorized
i created an ECS system equivalent to the one unity has, and a simulation fairly similar to what unity does
it was 10 times slower
Are the marketplace sales every year at the same times? If so can someone estimate when the next one should be?
Then nvm :D
Thought you was talking about C# vs C++ ๐
unity normal C# is slower than C++
even on the IL2CPP, which basically converts C# to C++, its also slower
its similar to nativized blueprints. Its fast, but not as fast as direct C++
i thought c# in general slower than c++...it's JIT
Burst stuff is their custom compiler. It takes a subset of C# and compiles it to assembly
Yee, C++ assembly code after compiling is pretty hard to beat xD
but the fun part is that all that C# subset has some "guarantees", that they can tell the LLVM library
then LLVM is able to optimize it further than equivalent C++ code
how is LLVM could produce better optimized code than c++ if LLVM was made for c++ ?
for example, the classic "add two arrays to each other"
in unity burst, unity can tell LLVM that the arrays DONT OVERLAP
and as such, every operation inside the loop is 100% atomic
but in C++, the compiler isnt sure
so it needs to add stuff one at a time, instead of vectorizing. As its possible that the arrays overlap
this on the function
void AddArrays(float * As, float *Bs, int count){
for(int i = 0; i < count; i++){
As[i] += Bs[i];
}
}```
this code will likely be 8 times faster on unity than on normal C++
(couse8-wide AVX vectorization)
*normal c++ ?
the Burst compiler also knows the math types natively, and can reorder stuff
to SOA or similar, if its needed and can optimize stuff
@next badger Intel has a special C++ compiler. That compiler has a bunch of random extra features for high perf code
Is that even still C++ 
I don't get it how you use a float pointer with the [] operator
@maiden sundial float A[] is the same as float* A
btw, the same thing would happen with std::vector or TArray
hi folks, hope you're all having a good day so far
can someone tell me what would be required in a team if i were to make an indie game similar to rocket league?
i.e. would i need a level designer, modeller, programmer, etc. What roles would be needed?
My prowess lies in 2D development, so I'm unfamiliar with what's necessary for a team with 3D GD.
and also
would appreciate a ping if you've got an answer for me
visual studio is EGREGIOUSLY BAD at vectorization
i have a rasterizer, which is like the simplest case ever for vectorization, and it cant vectorize a single loop
@brittle sonnet At least someone for music
That's also true
See - I'm not sure exactly who I need as part of the team composition
the fun fact is that this days its quite easy to make a programming lenguage as fast or faster than C++
Would also say an animator, if it isn't already in with modeller ๐
Thanks Yinsei. I'd probably have to have the animator/modeller as one person, yeah.
Well, i'm out with other languages since i'm only learning C++ ๐
Btw, maybe also voice actors. But that's probably not needed in your case, same as story writer xD
Oh yeah, I can get those sorted!
So so far we've discovered:
Animator/Modeller
Programmer
Sound Engineer & VAs
Now i need some help. I have a really huge problem with the NavMeshBoundsVolume.
Each time i start UE4 again i have to Build paths again before the AI can use it.
Evem when i build the paths and then release the game it's still not working.
But it works perfectly when i build the paths and then starting the game via editor
@maiden sundial where is it stored?
Wdym with stored ?
the paths
it's an actor
Do you mean this ?
yes, i mean navmesh...where is it saved?
Tbh, i'm still kinda confused ๐
Is there something like โisUsingController?โ In ue4 blueprint?
I really don't get it what you mean with where is it saved :c
@maiden sundial nav mesh is bound to a level
sorry, it's a nap time for me, you may ask on #gameplay-ai
Are you on poly or just a nap ? ๐
When did 4.21.2 come out?
I'm using sequencer to film various spots from my huge landscape. The issue is that the grass doesnt load in time for the shot. Does that solve itself when I render out the video or do I need to move shots within a culling distance of eachother?
Unreal is crashing EVERY time I try to delete something that I've placed into the scene. Somehow my project has become corrupt.. is this a common experience and if so can it be fixed?
I tried a few google searches but nothing is helping so far
It's not a common experience :P
damn.. sucks to be me
You want to check the crash log to see what exactly is the reason
One thing that some peeps really often forget is to clean up redirectors in UE4.
If you move or rename assets in UE4, you have to clean up the redirctors the project creates.
(Rightclick Content Folder and hit Fix Up Redirectors)
That can be the reason for random ass crashes
Specially if you have a messy project :P
hey guys
any way to decrease apk size?
without that documentation
maybe an external compresser?
Is there a way to play an hud animation only once in a menu?
Is it possible in any editor or game to save a texture2d to .jpg ?
@regal mulch I've developed OCD with regards to redirectors ๐
I clean them up all the time now
My project is really tiny as I'm just prototyping at the moment. Mostly just Thirdperson template assets and a few that I've created. The rest is just blueprint stuf
@wispy raven What keeps you from just calling it once? ๐ค
@dim merlin Technically yes.
You can always write C++ code that takes a Texture object and writes to to a png file (not 100% sure about jpeg vs png here)
@sullen temple Will still need the crashlog
@unkempt isle Despite making sure you only package what is needed, not sure no
yep I'll do that next thanks
@regal mulch Iโm using event construct
It starts the animation every time that hud shows
Then setup your own system
Hm, Iโll try
Don't recreate the HUD every time
Create the Widget ONCE
And afterwards use your own events to hide and show it (set visibility)
Ok, Iโll try
@regal mulch i want specifically jpg because it saves alot of data size
a 2048x2048 png is like 12mb, but a jpg just 150kb
it only saves size on your disk tho (your working files)
Well, there is not crash log written to file. That's just grand
does someone have an idea how to integrate a master server into unreal ?
I have a starting level, called mainmenu
it somehow calls a widget BP
but i cant see how. how can i find it
check level blueprint
there is no graph at all
I am asking how do i know which UI BP it is calling and how can i change it
can someone give advice for pc parts regarding unreal?
big CPU/Ram, SSD.
i think is create ui
but i am not really sure
try to disconnect the points
and see if is appearing
hmmm ingamecontrollerbp is not the one
that does the ingame chat and player list
I will wait until the guy who did the original comes online again and ask him
Can someone explain me what this does ? store all content in a single file (UnrealPak)
It's an option in the project launcher. I'm not sure if i should select it
try it both ways and check out the folder when you create it. basically it's all the files as they are in the folder structure or all of them packaged into one .pak file.
I'm having here the problem to build my game. I get a warning which probably leads into errors.
The warning: Failed to read file ...ProjectName/Release/0.5/WindowsNoEditor/assetRegistry.bin error.
I don't have this direction at all Release/0.5/WindowsNoEditor/assetRegistry.bin
After that i get this errors:
Assertion failed: GetAllPackageFilenamesFromAssetRegistry(OriginalAssetRegistryPath, PackageFiles) [File:D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp] [Line: 6955]
0x00007ffd7ccd5299 KERNELBASE.dll!UnknownFunction []
0x00007ffd1dabcd1a UE4Editor-Core.dll!UnknownFunction []
0x00007ffd1d89a967 UE4Editor-Core.dll!UnknownFunction []
0x00007ffd1d7d0df7 UE4Editor-Core.dll!UnknownFunction []
0x00007ffd19338ccb UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ffd1919a51d UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ffd191cd0bf UE4Editor-UnrealEd.dll!UnknownFunction []
0x00007ff7f0aced22 UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff7f0ac5783 UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff7f0ac59ea UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff7f0ad48da UE4Editor-Cmd.exe!UnknownFunction []
0x00007ff7f0ad584e UE4Editor-Cmd.exe!UnknownFunction []
0x00007ffd7ec27e94 KERNEL32.DLL!UnknownFunction []
0x00007ffd7fd5a251 ntdll.dll!UnknownFunction []
I followed this tutorial
hey guys im new here , glad to have found this channel
the tutorials on docs.unrealengine seem very outdated
is that right?
Uh, depends on the topic
c++ fps tutorials
Don't seem to be that outdated.
well i've been trying to follow the tutorials but nothing works for me
i can't seem to get simple debug logs using GEngine
im using a GameModeBase class
could someone help me out if i send the code?
its a really small code nothing complex
where's the best place to learn blueprints? I want to learn them but im still in highschool and have no income so preferably something free. I did learn a bit from youtube videos, but i basically copied the tutorial and couldn't recreate it on my own so i want something that'll let me learn how to do it on my own
https://docs.unrealengine.com/en-US/GettingStarted : https://academy.unrealengine.com/ are the 2 main ones along with the UE4 YT channel. besides that repetition is the key to learning. read the docs and do the tutorials that are in it and even if you did it before, the same thing for example, do it again.
Unreal is still crashing everytime an asset is deleted from the scene. I have to say I'm not as impressed by Unreal Editor as I thought I was going to be.
if the problem was with the engine in a general sense, everyone would be having the issue and it would get fixed.
so something specific with your project is causing it which leads to it not being an issue with the engine itself but something you did.
"You know I put together my pc without a CPU cooler and I have to say I am not impressed with the computer crashing all the time, I thought it was going to be better"
I assume since it crashes everytime an asset is deleted from the scene it does it with a new blank project as well?
hmm. well I have a VERY simple scene (Third Person Template) Some Blueprints that I know work as I've Played the game umpteen times. The crashing started as soon as I started duplicating geometry to create a slightly different layout. This is simple as it gets. The first time it crashed was when I duplicated a static mesh then decided to undo. Crash.. Now the Editor crashes every time I try to delete something from the scene.
is it deleting it from the scene or from the content browser?
Now don't get defensive of this editor, it's just a tool. I'm just surprised at how easy it is to break. Redirectors ? How clunky is that system
from the scene
have you tried duplicating the scene and then deleting the item from the duplicate?
deleting a static mesh instance from the scene shouldn't break an editor (although I could understand if this was happening in LumberYard)
this is SIMPLE stuff
and no.. it's not referenced by anything
doing the duplicate->delete would let you know if the scene itself is the issue or something else. alternately is this a unique static mesh then? if so have you tried deleting it from the browser directly if nothing else needs it.
Validating Data also crashes UE btw
well.. in answer to your last question. This is happening with everything I place into the level then try to delete. Even the Basic Cone asset is crashing it
If it's THIS easy to break UE I might consider going back to Unity.
I would go back to Unity then, Unreal is that easy to break.
Meta files are actually seeming like quite an elegant solution after developing OCD dealing with redirectors in UE
I'm amazed anyone can actually get anything done with this editor
Most people don't, they end up going back to Unity or CryEngine after a day or 2 of it not working right.
the actual amount of people who use UE4 is a handful, the rest of them just like to chat about it
wow.. if that's not sarcasm then colour me shocked and stunned
If it wasn't for Blueprint I wouldn't be here
the new Bolt update is looking pretty good for Unity but it's not free ๐ฆ
and the official Visual Scripting support got delayed today, they are reworking it for ECS only and not monobehaviour
yeah Unity has some really nice ThirdParty tools. Amplify is just a joy to work with
I can't get used to the Unity material editors after using the UE4 one but I just prefer the UE4 layout system I think
you mean ShaderForge?
that's defunct now pretty much
The new ShaderGraph in Unity is a step in the right direction but I don't think it'll ever be as good as Amplify
well isn't amplify a shader editor ?
ah wait they have a ton of tools to use as well
but these oddities are really putting a damper on it for me.
It's definitely odd but if it's a simple scene why not just recreate it and see if it's a duplicate-able issue or just something weird.
I do remember when we transitioned over to UE4 on Fable Legends it was still being built at the time and these issues were something we accepted, But that was over 5 years ago now.
oh yeah I would be tempted to just recreate this from scratch and be done with it but the stubborn part of me won't let it go and makes me want to discover why it's happening and how to fix it. Time to get the scalpel out
well it's not like it can't be figured out. the engine source is there and you can just catch the crash in VS and see what is causing it.
The Crash Report log doesn't give any insight unfortunately
Bolt does look really good actually. Hmmm tempting
I'm very familiar now with Unity so it might make sense
there is a "alpha" update for it that he was showing off and it looks a TON more like the stuff Unity itself showed off lol
and it now offers much better Render Pipelines
yeah... Unity and the way they are splitting everything off and fragmenting stuff just turns me off lately ๐ฆ I have to pick and choose which renderer and which material system and which pipeline I want and hope some of the stuff I might want to use support it. Feels really in transition right now and scary to work with.
sure in a year or 2 the problem will be gone and it should feel better but for now its just scary to me
hell theres like a dozen packages in alpha that will completely replace how core parts of the engine work in the future like the input manager and thinking about using the existing systems then in 6 months having to swap out half the engine for the new stuff is ๐ฆ
True. Using 3rd Party is always a gamble. It works in the short term but if it's tightly integrated into your system and they drop support you're on your own.
Using plugins will always be a gamble. If you build something yourself you have complete control over it but obviously takes time. Plugins give instant results but you're screwed if something doesn't work the way you want
unity on #ue4-general ...why i'm not surprised
because we live in the real world, and these are tools ๐
at least not politics
pretending something doesn't exist doesn't make it not exist
I'd hate to think as game developers we can't talk about the rest of the industry
yeah, we do appreciate industry talks, but why they so often in #ue4-general and not #lounge
This actually started out with me moaning about how crashy Unreal is
well it started as an unreal issue and sidetracked into Unity lol
As it always does ๐
Oh. The bane of my life
BTW haven't redirectors cleanup being automated since recent versions?
hmm, odd, i was moving a lot of files recently and non produced a redirector
maybe they've obfuscated it so you think they're not there but they are
well, there are no redirector assets, and Content Browser filter does not show them
I noticed that also but believe me.. they're there somewhere
"lurking in the shadows"
Darkwing Redirector!
They rename them Redurkadurkas, that's why you can't find them
guys, this might be a very common question, but does someone know why the physical materials dosent work properly on landscapes?
nvm i found the problem already
had something to do with these two
anyone's launcher slow to start up? The launcher has been slow for me the last year
just wondering if it's only me or thats just how it is
my computer can boot in 10 seconds but the launcher takes about a minute to fully do anything, not even counting the login/connecting time
@meager dove just tested an it boots in ~13s (logging in is probably the longest step)
damn
could be the location you are at and the closest CDN point
or a dns issue with if finally failing and rolling over to your secondary
it's the laucnher exe itself
@meager dove
C:\Users\ user\AppData\Local\EpicGamesLauncher\Saved\Logs
it sits at 70% cpu useage before even attempting any network activity
ill check thanks
so at this line
[2019.01.27-01.56.28:644][114]FCommunityPortalManagerImpl: Change State CPManagerState_LaunchWebSession->CPManagerState_LaunchInfo
it took 30 seconds until the next thing happened
@meager dove i think it's discovering the network
next step is [SignInRouter] Navigation Complete. ?
next line is Manifest Check:
it uses the internet options thru IE so make sure you dont have a proxy set up and maybe not set to auto detect
hmm thanks ill check that too
I had mine set to a bad proxy and it still loaded, just couldnt load the internet content. didnt take overly long tho, was stuck for like an extra 10 seconds
it is weird, since it is logging in before this step
the only other thing i can think is i have like 5 engine versions and some aren't connected because i keep them on a portable drive
as well as a i have another vault cache on the portable drive, again which i don't keep connected unless i want something
but i don't see any complaints about it in the log
oh yeah, manifest check is checking engines you have
yeah but before that manifest check, there's a 30 second pause in the log
unless it's doing the manifest check then
maybe it took it 30 seconds to find first engine?
let's test it
oh well thanks for the tips, i don't want to waste anyones time with this
i barely use the launcher
its just annoying when i do
well, nope...i've move ue4 and all that changed was - repair on the engine button...
my anim trail plays for only 1 loop
i can't disconnect the drive tho
how to make it loop?
change the number of loops to 0?
@grim ore ill post in visual-fx screenshot
I decided to try out splines to shape roads and I'm getting horrid lag in the editor when editing the spline
@abstract relic it's ticked and the animation itself loops
only the trail plays once for some reason
seems like a bug, since it works if i copy Paragon Shinbi's trail from a animation and paste it to my char and change the socket bones
tough day, the engine has been fighting me all day ๐ฉ
@marble saffron it depends how you're using the spline, biggest performance killer is editing the road while collision is enabled in the spline. make an exposed variable to turn off it's collision until you're ready to test/play the road. Other than that it depends how long your road is and if you're using For Loops and high poly meshes, etc.
@meager dove one for loop. And a very low poly mesh. It's just a simple rectangle. I upped my spacing and that helped a lot
yeah if you have lots of points/meshes in the loop, it remakes all of them every time you adjust the spline
and collision is biggest hit during the creation process
so if you have 100 pieces that have collision, they have to be recreated everytime you adjust or add a new point
easiest thing is to just turn off collision until you're ready to play test
Does anyone know if there exists a UE4 marketplace API to pull data from??
probably not, thats why no one has fixed the store themselves
๐ฆ It would've been nice to have some sort of dev api to like query about an existing ue4 asset or smth like that
wait
After finding out accessing UE4 Marketplace data was possible, I made a pretty cool 'custom UE4 Marketplace front end' that mimics the launcher version of the UE4 Marketplace but with some additions I think many people would like such as searching, sorting, and seller YouTube...
ow that's nice, I'm def going to checkout how he's accessing the marketplace data (Jesus pls no OAuth)
D:
@polar hawk does it still work, your frontend?
just curios if epic has changed the auth since
@proven oxide One of them is VR
you could open the blueprint and take a look
or you could select it in the scene and look on the details tree
it's a template, for fast start
i guess it gets even worse if you have a 3rd/1st person changeable mode
@proven oxide well, in ue4 templates 3rd peson and 1st person templates are separated...but in general, yeah, you need to swap em
what are the reccomended specs for unreal?
mega mega high ๐
i think that i am fine
but when i load anything in unreal , cpu gets stuck at 100% for 5 minutes
you could work with 8gb ram, but some projects may not open due to required ram amount
I am not having problems with my setup, I5-6600k @3.5 32gb ram Win 10 + 960gtx video
as for gpu you may set scalability to lowest and work on gtx 470 (iirc it was specified before)
is the ram a problem?
Ram makes it less swappy
hey guys, i found a tutorial on creating a material
but this thing doesn't work for the newer unreal versions
8 is minimum, 16 is ok, and you will never need 32 (at least never heard of anyone)
you need PBR
how do I create similar lines
Materials are different now
the power-multiply-power just doesnt work as shown
when i import stuff cpu and ram gets to 100%
In this video, we look at how to convert traditional diffuse/specular maps to full PBR materials using B2M3 and Substance Designer.
i have an 8 core amd cpu and 8gb ram
@willow stump well, new engine uses proper Power...since power(1) should not change function
@weak cypress will be fine
yeah but it takes alot of time to do anything in unreal
@willow stump power node is slow, abs may give the result you seek...
YES! Thanks a lot @next badger
super quick question - I'm prototyping an idea for an endless runner and I'm actually running, not faking it by moving everything around the player... is there a limit to how far in one direction I'll be able to have the player run if say a gamer runs for 24 hours straight?
@kind pumice in a endless runner you never move the player
you move the environment
you will get into precision issues SUPER fast if you move the player
you can use world offset for that, but even that wont last for more than an hour
what kind of issue am I likely to hit? I'm so early on in this idea I can change direction real fast if it's a stupid way to do it
floating point precision
the more you move from the center, the less precision stuff has
you have about 8 kilometers of range
past that, precision starts being too low
ahhh interesting and thank you. I would have had to run into that issue and start googling to find that out lmao
sounds like I'm either going to need to switch to the proper method of doing it, or break my idea into levels/phases to make it not truly endless
much appreciated dude!!
it is possible to make endless runner with moving character however, but you have to implement the teleportation
sounds like that would be tough to do seamlessly, but would work for phases I bet!
you dont teleport the char
you dont even move the char
you normally move the geometry
Treadmill style system
yeah that's what I'm going to go with after doing some reading and taking your guys' advice. I think what @next badger was saying is after you run x distance set x to zero to reroot everything - seems like it would allow me to use physics simulation and simpler things without issues, but would be a bitch to implement seamlessly. the only way I can see it working is if the "endless" runner had waves or phases and you teleport your character back to the origin during that break in gameplay
like if I kill an NPC while running with the treadmil system, I have to move his dead body to make it look like I'm running still lmao. either way it should be fun
also, while I have your ears, would moving everything from the level blueprint be a bad idea for any reason? Meaning spawning and moving the floor pieces, items, etc? Most of the endless runner tutorials I'm seeing on youtube are actually moving the character, so they aren't a lot of help with the basics of creating the running illusion
the other two options I guess would be having a "floor manager" blueprint in my level handling it - or make each floor piece/platform its own BP that has movement built in. seems like it would be a waste to have so many BPs though
perhaps
after x>10000 or sothing
x-=10000 for everything
but you will need controll over everything
and to keep it endless you have some variable that doesnt reset
@kind pumice just turn body to ragdool and let it fall on the moving floor
physics will do the rest
i'd made scene manager class that should be monitoring and updating the moving scene, setting the floor, other moving items, maybe updating the sky etc
guys , do you have any idea how i can use steam subsystem and null subsystem
at the same
time
i use null for the dedicated and steam subsystem because i want to have the name from the steam
@next badger lmao I hadn't thought about the fact that the moving floor would drag the body away. Thanks man!
@plush yew NULL OSS is used along the Steam OSS, when ue4 can't initialize Stema OSS it falls back to NULL
Steam OSS is useful for DS as well, as it could handle sessions, lobby etc
#multiplayer may have better answers
Guys, I find kind of ugly having a character that calls an animation, that calls a notify, that fires an event in animation blueprint, that calls a character function. Is there a more simple way to implement animation events in character?
@next badger so i need to build the game with Steam OSS only
i don't need the null subsystem
Why is the roadmap not getting updated?
@plush yew i think you can't cut out NULL OSS from the engine, but it's ma vague understanding
@hushed delta you can make a custom subclass of AnimNotifyState and then assign it directly to animation timeline
so i tried to integrate
steam subsystem
but now is crashing
the dedicated server is crashing
i need to rebuild the project with steam subsystem or just build
?
Hey, can anyone help me with a lightning issue? I'm just starting out and so far I really get the engine except for this error.
The issue is that the grass / leaves / bridge are alot darker after building than before
also the rocks's shadows aren't very realistic
thanks for the help in advance!
Tried to add normal maps to all textures but hasn't changed anything
๐ค hmm, packaging fails when trying to navitalize class that uses Array Swap macro
I want to in an FPS change a gun on pressing a button
or in a FPS have the bullet create a small blackhole sucking everything towards it
make the jump not be so slow
Yeah thats not beginner stuff
so what is beginner stuff? load up the FPS starter stuff and play?
Got to build a core understanding of the engine & object orientated programming
having UI and buttons print text
start from basics, make a character that moves
having overlap events move a cube
Feeding UI stats from your character or target
Really basic stuff to build core understanding
Have you learned to cast yet?
i have followed some tutorials but they are either really simple or so complex and not explaining what they are doing in each step
I made a distance measuring tool with raycasts and I feel pretty proud of myself! ๐
and it doesnt help when they are using different engine versions
Yup you got to piece stuff together
Spend alot of time messing about in the engine]
i made it by accidentally seeing an output node value and then thinking i could use that for something and then building from there
every little step on the way was a google search ๐
This is the easy stuff as well, it gets wayy more complex down the line
it says stuff like here is how i laid out my blueprint but they dont explain how to make the "radiusforce1" variable they use
then I found i had to put a label in world, have it face the player, scale it based on distance, etc etc etc google google google
Because 97% of youtube tutorials are shit
this was an unrealengine tutorial
Takes a good year or two to build some semi acceptable engineering skills
Follow the official tutorials Epic made to start out, it'll help a ton
And, if necessary, just use old versions like they have. It won't kill you.
this one just didnt explain at all and didnt work instantly
Talk about Level Design, Static Meshes, Physics, and more.
or you can also ask someone in blueprint for help
But most of it is a little common sense to some degree
There shouldnt be that many major changes
changes like whole menu options being removed
Epic are super good at hanging on too stuff that has become decrypt
That's not official, that's just the forums.
I would not worry about UMG animation right now honestly