#ue4-general

1 messages ยท Page 382 of 1

proven oxide
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Thats the S

grim sinew
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Well, bad news for you if that's specular. That's not useful for Unreal.

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Can't be used without redoing it entirely

proven oxide
grim sinew
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Or at least, without a major rework

proven oxide
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Thats the C

grim sinew
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You're not listening to me

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That is Pre-PBR, it will not work in Unreal.

proven oxide
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PBR?

grim sinew
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Unreal does not support that format of specular texture.

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That type of texture would work in Unreal 3, but not Unreal 4.

proven oxide
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ok is there a link telling me how to change it to work?

grim sinew
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You can't.

proven oxide
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i can change the textures

grim sinew
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There is no direct conversion of non-PBR to PBR.

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And PBR stands for physically based rendering, since you asked.

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The docs are being slow otherwise I would have linked the page.

proven oxide
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Well I can create new textures to work,

proven oxide
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but i don't know what they are supposed to look like

grim sinew
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Unreal has 300gb of example content, all of it structured for Unreal's material system. Look at the infiltrator demo's files.

proven oxide
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the normals map works

grim sinew
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Normal maps haven't changed, really ever, so yes that will still work.

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But you're going to need to make brand new diffuse, roughness, and metallic textures.

proven oxide
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the diffuse works

grim sinew
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No, diffuse does not work. The values will be wrong, it assumes you're manually specifying the specular.

proven oxide
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that is just the colors

grim sinew
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I know what a diffuse map is, thank you.

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Diffuse in non-PBR and PBR are different in some ways, especially on metal like that.

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For comparison

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They will NOT just magically work from one shading model to the other.

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And even then, those are both PBR compliant, they don't have baked lighting information so heavily on them like the one you linked.

proven oxide
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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

grim sinew
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So they're even more different than that

proven oxide
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its for a game, it doesnt have to be perfect

grim sinew
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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.

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I don't support stealing art from old games for your own.

proven oxide
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have you never heard of opengameart

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the files are not always in the correct format

dark depot
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well you never said where you got it so we could only assume it was stolen since you didnt correct him

proven oxide
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i just did in the post just after he questioned it

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using the S as Color Value

grim sinew
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Wow, that looks horrid.

proven oxide
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using the D

grim sinew
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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.

proven oxide
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i have no specular defined atm

grim sinew
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I know. You just told me you used it as diffuse.

proven oxide
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the normal is blues and reds no greens in it

grim sinew
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Then that's not a normal map.

proven oxide
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sorry tell a lie it looks more blue and red

grim sinew
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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

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Okay, so there IS green in there.

proven oxide
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so invert using a function on the BP?

grim sinew
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...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.

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Look up basic, starter PBR texturing tutorials.

dark depot
proven oxide
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I am watching the materials tutorials and they are just using the starter stuff, they don't explain how to get the appropriate textures

grim sinew
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You make them in something like substance designer or substance painter

dark depot
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and i reccomend downloading the ue4 learning content from the learn tab to get you started

proven oxide
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Intro to Materials: Using Masks within Materials cont. | 05 | v4.0 Tutorial Series | Unreal Engine

dark depot
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before you make a map ^ read up on pbr as its how unreal wants you to do stuff

grim sinew
proven oxide
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PBR googled gives you professional Bull Riders Association

grim sinew
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Open my link.

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Read it.

proven oxide
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thanks,

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This is all i am after - information to learn with

dark depot
grim sinew
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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.

proven oxide
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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

grim sinew
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I would highly recommend you look at basic tutorials for those two programs. Painter is more user friendly, maybe start out there.

dark depot
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pshh zero real devs use Ms Paint

proven oxide
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i use Gimp

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and blender

dark depot
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well look up tutorials for blender then

grim sinew
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And now you use Substance on top of that.

proven oxide
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is substance free?

grim sinew
proven oxide
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I am not a student but I am doing this for hobby

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at the moment

grim sinew
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There is no free equivalent to these programs.

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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.

proven oxide
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I dont think the government will pay for a software support engineer to get Graphic design tools ๐Ÿ˜ƒ

grim sinew
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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.

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My Maya license cost $4,000, all up front, when I got it.

proven oxide
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ouch, I used to have lightwave on the Amiga when i was younger, the dongle for that was about the same

grim sinew
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Substance's pricing is the lowest of any 3D artist program I know of

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aside from free stuff like Blender

dark depot
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https://armorpaint.org/ armor might be in your price range it is alot more limited but might be what you can afford for now

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blender is also testing new node based texturing but its not going to be on the level of substance anytime soon

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just use whatever you can but know you will be limited so plan around that

next badger
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@grim sinew why would you need full Maya license? Maya LT is nice too

dark depot
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hell lower the scope of your game right now ๐Ÿ˜› dev is long and hard haha

grim sinew
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@next badger Because Maya LT has limitations that would stop me from getting my work done.

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I do actually use every part of Maya

next badger
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won't argue on that

proven oxide
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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

grim sinew
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Also, I wanted a perpetual license. I hate renting software.

next badger
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i wish LT has Python support

grim sinew
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Yep, basically that. You not only need to learn PBR, but you need to learn how to make textures yourself.

dark depot
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im surprised to see no one hacked it in

next badger
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@dark depot hacked what?

grim sinew
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It's not difficult honestly, the whole point of PBR is to make it easier for people. You'll be fine.

dark depot
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but at that point they would do other things i imagine

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LT

grim sinew
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Texturing is maybe the easiest part of the 3D art pipeline to get the basics of.

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It's not like we're asking you to learn rigging. >.>

next badger
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texturing is kinda hard, if you need to make complex stuff, like uvw for proper stretching, and morphing

grim sinew
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Yeah but when you start out with a model already UVed? It's just painting at that point.

next badger
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also, pixel perfect uvwing

grim sinew
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Let's not make it more complicated for them than we need to right now. Just let them start out with the texturing portion.

dark depot
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ehh just make everything "Low poly" and use a solid color hehhehe

proven oxide
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oh i just found this

grim sinew
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Yes, but that assumes you have the source file.

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You can't do that with what you have

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"Remove lighting" is impossible with what you showed us.

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If I thought it was an option for you, I would have mentioned it.

proven oxide
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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

dark depot
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well ok good luck cant wait to see what make ๐Ÿ˜„

tall pendant
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the day Autodesk adds full Python and 3rd party plugin support to LT...oh well never going to happen

frank escarp
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might as well use blender instead of LT

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definitely more features

next badger
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except poor rigging -_-

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maybe there's a better plugin out there?

frank escarp
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blender rigging is decent. There is some guy out there that has created a Rigify for unrea lengine

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havent tried it

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main issue is FBX export with the rig...

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its impossible to get a blender rig to match the mannequin

next badger
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blender rigging is decent - impossible to get a blender rig to match the mannequin sounds like a contradiction to me

frank escarp
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it is decent in standalone

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if you are doing your own characters and own animations

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getting any blender rig whatsoever to match with mannequin is impossible thanks to FBX

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you can get close, but it will never be actually compatible

next badger
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i'm sorry but if the rig is inconsistent it can't be "decent"

tall pendant
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hows blenders skinning thesedays?

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Maya has super solid tools for both rigging and skinning

next badger
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import-export shouldn't break the rigged mesh

frank escarp
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@tall pendant its workable, but nowhere near houdini level

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@next badger FBX for you, THANKS AUTODESK

maiden sundial
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How can i select an default map which gets always loaded first ?

next badger
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@maiden sundial it's in project settings

frank escarp
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@next badger keep in mind people use Blender for movies

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serious movies

maiden sundial
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So far i can select a default map which gets loaded when currently nothing is loaded

frank escarp
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main issue for games is the FBX roundtrip

next badger
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@frank escarp thanks autodesk for what? afaik fbx library is open...so, it's blender's issue not using one

frank escarp
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entire thing done in blender except some smoke sims in houdini

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@next badger its not

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its a closed source sdk, and if you want to implement it, you need to give autodesk consumer info

maiden sundial
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But how can i select a default map which gets always loaded first ?

frank escarp
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and its not as good as maya/max support for fbx. Its purposely inferior

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thats why absolutely nothing except max and maya can do fbx well

next badger
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@frank escarp yeah, it's closed source but it's free for use and embed...no?

frank escarp
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nope

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the license is 100% incompatible with blender (in purpose)

next badger
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@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.

frank escarp
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@next badger closed source SDK with license incompatible with blender

next badger
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so, it's blender's licence issue...

frank escarp
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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"

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autodesk selected a license SPECIFICALLY against blender

runic fern
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Hey guys

frank escarp
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thats why fbx sdk is mostly fine everywhere but blender

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and again, go look at the fbx in houdini or modo

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its a bit better than blender, but still bad

next badger
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blender should've used MIT license then

frank escarp
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and they use the sdk

runic fern
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What database we can use for saving progress in ue4

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I mean which one the best

next badger
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@runic fern server side?

tall pendant
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tbh i dont think its on purpose. Blender just choose the worst license they could have choosen.

runic fern
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Yes server side

frank escarp
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@tall pendant nope, it was what it should have been. Keep in mind how old blender is

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and the fact that its an standalone program

tall pendant
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but we had this exact disscusion multiple times

frank escarp
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with MIT license tons of people can fork it

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and sell it

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blender is GPL precisely so thats not possible

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if blender was MIT, audoesk would have already killed it

next badger
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yeah, GPL is cancer

tall pendant
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yeah GPL is a lame license for a lot of software

frank escarp
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not for standalone software

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it is 100% cancer for any kind of library tho

next badger
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UE4 can't be combined with Blender just cause of that

frank escarp
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well, epic games could finish the gltf importer

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and not rely on a closed source file format

next badger
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@runic fern commercial/cloud based or own hosted?

frank escarp
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FBX is the only standard file in CG that is closde source

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other stuff, like scenes , alembic, etc are all open source

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it gives autodesk an strong arm on the gamedev industry

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becouse only max and maya can use FBX well

tall pendant
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yeah. about time they get the announced gltf and usd support

frank escarp
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the rest is "kinda"

next badger
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@frank escarp maya does not support gltf

frank escarp
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why do you think so?

next badger
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as well as most of the apps

frank escarp
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becouse it competes with fbx

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not quite

dark depot
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im surprised this still comes up yeck autodesk barely supports fbx without breaking it

frank escarp
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nearly everything BUT autodeks software can do gltf

tall pendant
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maya does support gltf tho afaik

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there plugins for it

frank escarp
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in a 3rd party plugin

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if unreal finishes gltf, autodesk will likely support it properly

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becouse its a better format than fbx for games

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a LOT better

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you can have 1 single file with material, textures, mesh, rig, and animations

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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

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btw this works right now. You can try it

maiden sundial
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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

plush yew
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Anyone have good ideas for a beginner project game just to learn? ๐Ÿ˜ƒ

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Iโ€™m having trouble coming up with something decent

tall pendant
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breakout clone

plush yew
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But like, a 3D game

next badger
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@maiden sundial hover the play button, what does it say?

maiden sundial
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Play this level in the active level edit viewport

next badger
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@maiden sundial so, does it solved the question you had?

maiden sundial
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Not really since this level still starts even when i launch the game

next badger
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@plush yew pick the genre first, puzzle games are good for learning the logic programming

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@maiden sundial when you launch the game how? you mean packaged game?

maiden sundial
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The launch button on the right side from the play button

next badger
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@maiden sundial then hover the launch button too

maiden sundial
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Launch this level on ....
xD

plush yew
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@next badger thank you thatโ€™s a good idea ๐Ÿ˜ƒ

maiden sundial
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So i have to build the game in the way for release ?

next badger
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@plush yew np, it's not like it was a particular idea =))

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@maiden sundial if you want to launch some other level, just open it in the editor and then launch

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if you are using level composition etc it will act the same way as in the packaged game

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@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

runic fern
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@next badger yea but i mean is it SQL or different one

next badger
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@runic fern it depends, there are different cloud platforms, as example Amazon GameSparks
as for sql/nosql personally i'd prefer nosql...

runic fern
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Ok thanks so i will start prefer nosql ๐Ÿ˜ฌ

next badger
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nosql is similar to class/struct, in contrary of table

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so it's easier to use for game objects

plush yew
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Guys, my message log can't display error notes properly. Only question marks instead of normal letters

frank escarp
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@next badger similar feature set to the official gltf

next badger
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@plush yew are they in English?

frank escarp
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which means no animations

next badger
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@frank escarp Import the skeleton animation for a skeletal mesh

frank escarp
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oh, did he add it recently?

next badger
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i have no clue, but that;s what docs say

frank escarp
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i remember this plugin was for gltf1, it was suuuuuuuper old

next badger
plush yew
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I dunno, some question marks and chinese hieroglyphs

plush yew
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yeah, already rebooted after changed language

tribal frost
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any tips on making this more legible

plush yew
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guys, is Paper2D dead?

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Because I can't find any proper manual for it

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and I can't build my stuff because void ConstructorHelpers::ValidateObject(UObject *,const FString &,const TCHAR *)': cannot convert argument 1 from 'T *' to 'UObject *

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T=UPaperFlipbook

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So it doesn't see this class as subclass of UObject

grim sinew
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Paper2D isn't dead, but it's finished. Feature complete as far as Epic is concerned, not getting updates anymore.

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Nobody is actively working on it at Epic.

plush yew
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what should I do? I can't create 3D models or 3D animations

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I thought 2D is fine because I can draw simple animations

grim sinew
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@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

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You can also check #paper-2d for others using it

plush yew
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that channel for content

grim sinew
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Well if you have a C++ question, check #cpp I guess then?

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Paper2D users are few and far between.

plush yew
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already, but no effect

grim sinew
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You won't find many anymore, it hasn't had updates in years.

proven oxide
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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

pallid compass
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@plush yew T needs to be a UPaperFlipbook*

plush yew
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pointer?

pallid compass
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yup

plush yew
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Argument UPaperFlipbook** is incompatible with UPaperFlipbook*

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right in VS

pallid compass
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because u appear to be trying to use a pointer to a pointer

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paste code

plush yew
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well, if I get it right deeper in this function it tries to cast T* to UObject*, so T should be subclass of UObject

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am I right?

pallid compass
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no idea cant see ur co0de

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code

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ur doing something wrong though

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paste code

pallid compass
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That is not very helpful

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and hard references like /Game/Content/Animations/Flipbooks/idleFlipbook.idleFlipbook" are dangerous

plush yew
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that's only error I have

pallid compass
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well no idea your not giving me anything useful

plush yew
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So I commented it and code compiled without errors

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ok, how do you add Paper2D to your projects?

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All I changed are: PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Paper2D" });

pallid compass
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that is all u do

plush yew
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And it's enabled in Editor

upbeat rampart
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im really excited to start using ue4

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first time with c++ also

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also hello

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๐Ÿ˜ƒ

plush yew
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hello๐Ÿ˜ต

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I started today too, but I stuck at start.

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i can't even compile it

upbeat rampart
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why

plush yew
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because some function doesn't see plugin's class

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so it can't cast it

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and returns error

upbeat rampart
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dunno

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have u other experience in other engines and code overall

pallid compass
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You dont start with ue4 c++

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you need to learn basic c++ first

plush yew
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nope

upbeat rampart
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why?

pallid compass
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Well dont start with ue4 c++, thats pretty dumb

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Stick to BP

plush yew
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because I can't find c++ based engines

upbeat rampart
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i mean cant i learn c++ from unreal?

pallid compass
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No

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thats a very bad idea

plush yew
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c++ is hard to learn.

pallid compass
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Its not even remotely the same

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Full of macro's and black magic and bullshit

glacial otter
#

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.

upbeat rampart
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yeah im sure of that ive used another engine for 5 years

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where u suggest i learn c++ then?

pallid compass
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Anywhere, youtube, google

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etc

glacial otter
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It depends, if you want to make some games in UE4 as a hoobyist then you may never need C++.

upbeat rampart
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i have a book on c# will that help me?

pallid compass
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With out learning general c++ you will be lacking so much foundation your going to struggle even more

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and no

upbeat rampart
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i see

pallid compass
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@glacial otter No

upbeat rampart
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no i want to make games for real

glacial otter
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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.

upbeat rampart
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not just kill time

pallid compass
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If you dont have a proper foundational understanding of c++ then you are going to suffer

plush yew
#

learn some python or java

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then you can make games and sell them on steam

pallid compass
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errr what

plush yew
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or you can learn c++ and work for 400$ in month

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lol

pallid compass
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do u have a clue what you are even saying

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I dont think so

plush yew
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i didn't mean you all guys

upbeat rampart
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btw i was wondering i can disable and enable functionality in ue4 as i see fit right?

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like disablin some lightin system

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feature

plush yew
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yeah

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you can

upbeat rampart
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how do u know since your new as me?

plush yew
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new to C++ in UE

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you can run some template project and play with such features

grim sinew
#

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.

upbeat rampart
#

i see

pallid compass
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Dw he has no idea what he is saying just like your self

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so take it with a pinch of salt

grim sinew
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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.

glacial otter
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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.

upbeat rampart
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yeah i get that zero

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btw another major thing im wondering is is ue4`s 3d tools sufficient for making 3d stuff

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like blender for instance

grim sinew
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Unreal is not a 3d modeling program.

glacial otter
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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.

grim sinew
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It cannot make 3d models.

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Period.

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It has BSP, but that is solely for blocking out level design, it cannot replace a modeling tool.

graceful sky
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I'd argue it can, it just sucks at it. ๐Ÿ˜›

grim sinew
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Why does everyone feel the need to be a contrarian and complicate things for new users

plush yew
tall pendant
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even the new geo tools are way too limited to create complex 3d meshes

glacial otter
#

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.

tall pendant
#

nutshell: ue4 is not a 3d package.

upbeat rampart
#

i see

grim sinew
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"New geo tools" Oh you mean the buttons they added if you think the engine doesn't crash often enough

tall pendant
#

yep hehe ๐Ÿ˜„

grim sinew
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Unreal's intention is not to actually create new content, but to be where all the content you make in everything else comes together.

upbeat rampart
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yy i get it

plush yew
#

So I just added "paperflipbook.h" too and it works

abstract relic
#

Why do people think unreal is a animation and modeling tool ๐Ÿค”

plush yew
#

i tried to import model from blender. Result: lost all materials

abstract relic
#

You canโ€™t port materials

#

You can have mat id

plush yew
#

perhaps something else i can't port too

abstract relic
#

Not the material itself

plush yew
#

part of job you do in external editor, part in UE

upbeat rampart
#

i mean engines now adays have built in editors

#

for content

plush yew
#

well, I'm not artist, so I can't say

upbeat rampart
#

so thats why

grim sinew
#

They really don't though, since it's worthless for any professional artist

plush yew
#

My editor is MS Paint

grim sinew
#

Things like that are few and far between

upbeat rampart
#

yeah

abstract relic
#

I have yet to find an engine with such editors

upbeat rampart
#

but atleast for placeholder stuff?

#

well game maker has an inbuild editor

#

for sprites

plush yew
#

UE has brushes for making 3d stuff

#

but it's just for simple prototyping

abstract relic
#

The sprite editor is simply for implementation, not creation yes?

glacial otter
#

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.

upbeat rampart
#

implementation?

#

yes u can create sprites with its editor and export them to ur pc

#

and use them in the engine

abstract relic
upbeat rampart
#

yeah its very basic

glacial otter
#

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.

plush yew
#

not even close to paint

upbeat rampart
#

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

plush yew
#

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

abstract relic
#

Take it to #lounge if you wish to talk about off topic subjects

plush yew
#

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?

upbeat rampart
#

im sure it is

plush yew
#

or UE only for hi-end ray-tracing, cloud-sniffing stuff?

regal mulch
#

Up to the developers

#

You can create optimized high end games as well as laggy low end games. All possible

grim sinew
#

Unreal can be used for anything from mobile to high end PC. It doesn't discriminate.

plush yew
#

"optimized"

regal mulch
#

Yeah "optimized". As said, up to the devs

grim sinew
#

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

regal mulch
#

Yop

#

At least 99% of the time

plush yew
#

Does that mean fixing source code of engine itself?

upbeat rampart
#

is optimisation up to the dev if he uses blueprint?

grim sinew
#

No.

regal mulch
#

No that means you don't throw unoptimized meshes and materials into it

grim sinew
#

@upbeat rampart Blueprint or not won't have a notable impact on runtime performance

regal mulch
#

And you use lods and stuff

grim sinew
#

@plush yew If you need to change the engine source code to get your project running well, you did something horrendously wrong.

regal mulch
#

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

plush yew
#

so plain colors is the way

upbeat rampart
#

codin style or codin practice?

regal mulch
#

The one that makes your code unoptimized

upbeat rampart
#

aha

regal mulch
#

@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

upbeat rampart
#

yeah ive seen games that have nothing special and impressive in them yet they require alot from ur machine

plush yew
#

Back to Shadow Complex - this game was promoted at EpicLauncher at it's own tab

grim sinew
#

Because they got the rights to it back and made it free for a while.

plush yew
#

bad example of UE product

grim sinew
#

So?

regal mulch
#

Has nothing to do with the engine

#

ARK is terrible too

plush yew
#

never played it

grim sinew
#

It's not even the same engine

regal mulch
#

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

wary wave
#

Some core code hasn't changed much since the 90s, hehe

tall pendant
#

are you intending to keep feeding fish to the troll?

plush yew
#

so, who will continue engine development when Tim will gone?

grim sinew
#

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.

plush yew
#

He's pretty old. so there is no guys around?

grim sinew
#

Nope, not a single person. Epic games is run entirely by Tim.

plush yew
#

ok, dude, it's not funny

upbeat rampart
#

are u really trollin rn?

plush yew
#

I heard that Tim developing it's core by himself only

#

nope

grim sinew
#

You're convincing everyone here that you are

plush yew
#

change your mind

grave nebula
#

Tim, relog.

grim sinew
#

Epic Games is a huge company, Tim isn't the guy coding the core engine

#

Hasn't been for years

abstract relic
#

Heโ€™s just trolling. Donโ€™t bother

grave nebula
#

undoubtedly.

plush yew
#

that's why I'm bad in small talk

upbeat rampart
#

maybe u need to talk about it in lounge

tall pendant
#

#1 rule of this server says..uhm โ€ข No trolling

#

but rules are bendable

next badger
#

@plush yew "because I can't find c++ based engines"
Unity, UE4, Frostbite, Cryengine, Godot...

#

most of the engines are c++ based

minor drum
#

Unity is C#

next badger
#

unity is c++

tall pendant
#

Unity's core is c++ afaik

#

you only script with c#

minor drum
#

Yeah but you code in cs

next badger
#

yeah, runtime is c++, modules are c#

regal mulch
#

Which makes it a cpp based engine

abstract relic
#

Wow, the more you know

minor drum
#

True

regal mulch
#

Imagine ue4 being build on bps. Jesus..

next badger
#

ue4 is not c++ too, half of the tooling is c#

#

but runtime is c++

minor drum
#

Is there a way to code in c# in ue?

next badger
#

there was...maybe still is https://mono-ue.github.io/

#

yeah, still active

#

but it's a custom build of ue4

upbeat rampart
#

btw what is editor symbols for debugging 19GB

next badger
#

@upbeat rampart it's a precompiled PDB files to debug the editor

upbeat rampart
#

pdb?

next badger
#

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...

upbeat rampart
#

i see

#

so i dont need that?

next badger
#

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

upbeat rampart
#

how do u debug the game itself? other then some custom method

next badger
#

when you compile the game VS will generate PDB from source

#

those files are located along the dll or exe files

upbeat rampart
#

i see

#

well i can make only blueprint project atm since i dont have vs2k17

paper kernel
#

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?

next badger
#

@upbeat rampart i can't answer that, cause i have no clue honestly...try ask #blueprint

next badger
#

@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

cursive dirge
#

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

frank escarp
#

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++

bleak steppe
#

Hey! I don't know anything about c#, is it related to c++ in any way?

cursive dirge
#

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 ๐Ÿ˜„

#

C# is closer to Java really than to c++

bleak steppe
#

Lol apart from that? @cursive dirge

#

I like c++ more than java :)

cursive dirge
#

c# is one of my favorites personally

#

I've also learned to not hate Java anymore ๐Ÿ˜„

frank escarp
#

@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

cursive dirge
#

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

grim rock
#

Anyone here work with Zbrush

next badger
#

and its faster than C++ huh?

maiden sundial
#

Maybe faster to write, and if you are really good then you can get close to C++, but faster THONK

frank escarp
#

no, it is actually faster

#

runtime

#

it gets optimized better than C++ can, and its autovectorizing potential is WAAAAAAY more

maiden sundial
#

Depends then, i guess.

#

I would bet my shoes that something like a loop would be way faster in cpp than c# lul

frank escarp
#

again, it is not C#

maiden sundial
#

Ow, did i missed some context ? xD

frank escarp
#

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

odd musk
#

Are the marketplace sales every year at the same times? If so can someone estimate when the next one should be?

maiden sundial
#

Then nvm :D
Thought you was talking about C# vs C++ ๐Ÿ˜„

frank escarp
#

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++

next badger
#

i thought c# in general slower than c++...it's JIT

frank escarp
#

Burst stuff is their custom compiler. It takes a subset of C# and compiles it to assembly

maiden sundial
#

Yee, C++ assembly code after compiling is pretty hard to beat xD

frank escarp
#

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

next badger
#

how is LLVM could produce better optimized code than c++ if LLVM was made for c++ ?

frank escarp
#

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)

next badger
#

*normal c++ ?

frank escarp
#

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

maiden sundial
#

Is that even still C++ THONK
I don't get it how you use a float pointer with the [] operator

frank escarp
#

@maiden sundial float A[] is the same as float* A

#

btw, the same thing would happen with std::vector or TArray

brittle sonnet
#

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.

frank escarp
#

and also

brittle sonnet
#

would appreciate a ping if you've got an answer for me

frank escarp
#

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

maiden sundial
#

@brittle sonnet At least someone for music

brittle sonnet
#

That's also true

#

See - I'm not sure exactly who I need as part of the team composition

frank escarp
#

the fun fact is that this days its quite easy to make a programming lenguage as fast or faster than C++

maiden sundial
#

Would also say an animator, if it isn't already in with modeller ๐Ÿ˜„

frank escarp
#

you just need to use LLVM

#

and bam, equally as fast

brittle sonnet
#

Thanks Yinsei. I'd probably have to have the animator/modeller as one person, yeah.

maiden sundial
#

Well, i'm out with other languages since i'm only learning C++ ๐Ÿ˜ƒ

#

Btw, maybe also voice actors. But that's probably not needed in your case, same as story writer xD

brittle sonnet
#

Oh yeah, I can get those sorted!

#

So so far we've discovered:
Animator/Modeller
Programmer
Sound Engineer & VAs

maiden sundial
#

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

next badger
#

@maiden sundial where is it stored?

maiden sundial
#

Wdym with stored ?

next badger
#

the paths

maiden sundial
next badger
#

it's an actor

maiden sundial
#

Do you mean this ?

next badger
#

yes, i mean navmesh...where is it saved?

maiden sundial
#

Tbh, i'm still kinda confused ๐Ÿ˜…

wispy raven
#

Is there something like โ€œisUsingController?โ€ In ue4 blueprint?

maiden sundial
#

I really don't get it what you mean with where is it saved :c

next badger
#

@maiden sundial nav mesh is bound to a level

maiden sundial
#

Then i guess in the only level which i have atm

next badger
maiden sundial
#

Are you on poly or just a nap ? ๐Ÿ˜„

lament star
#

When did 4.21.2 come out?

plush yew
#

this is the blueprint

mint umbra
#

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?

sullen temple
#

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

regal mulch
#

It's not a common experience :P

sullen temple
#

damn.. sucks to be me

regal mulch
#

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

unkempt isle
#

hey guys

#

any way to decrease apk size?

#

without that documentation

#

maybe an external compresser?

wispy raven
#

Is there a way to play an hud animation only once in a menu?

dim merlin
#

Is it possible in any editor or game to save a texture2d to .jpg ?

sullen temple
#

@regal mulch I've developed OCD with regards to redirectors ๐Ÿ˜„

#

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

regal mulch
#

@wispy raven What keeps you from just calling it once? ๐Ÿค”

#

@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

sullen temple
#

yep I'll do that next thanks

wispy raven
#

@regal mulch Iโ€™m using event construct

#

It starts the animation every time that hud shows

regal mulch
#

Then setup your own system

wispy raven
#

Hm, Iโ€™ll try

regal mulch
#

Don't recreate the HUD every time

#

Create the Widget ONCE

#

And afterwards use your own events to hide and show it (set visibility)

wispy raven
#

Ok, Iโ€™ll try

dim merlin
#

@regal mulch i want specifically jpg because it saves alot of data size

#

a 2048x2048 png is like 12mb, but a jpg just 150kb

tall pendant
#

it only saves size on your disk tho (your working files)

potent edge
#

Hi

#

Anyone know a guide to set up a terrain height map ?

sullen temple
#

Well, there is not crash log written to file. That's just grand

plush yew
#

does someone have an idea how to integrate a master server into unreal ?

proven oxide
#

I have a starting level, called mainmenu

#

it somehow calls a widget BP

#

but i cant see how. how can i find it

plush yew
#

check level blueprint

proven oxide
#

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

plush yew
#

the player controller is calling the bp

#

or the gamemode

#

i think

weak cypress
#

can someone give advice for pc parts regarding unreal?

worn granite
#

big CPU/Ram, SSD.

proven oxide
#

ok is it something to do with this?

plush yew
#

i think is create ui

#

but i am not really sure

#

try to disconnect the points

#

and see if is appearing

proven oxide
#

createui goes to this

plush yew
#

yeah

#

that is creating an widget

proven oxide
#

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

maiden sundial
#

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

grim ore
#

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.

maiden sundial
#

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

scarlet moth
#

hey guys im new here , glad to have found this channel

#

the tutorials on docs.unrealengine seem very outdated

#

is that right?

cloud cobalt
#

Uh, depends on the topic

scarlet moth
#

c++ fps tutorials

grave nebula
#

Don't seem to be that outdated.

scarlet moth
#

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

vital patio
#

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

grim ore
sullen temple
#

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.

grim ore
#

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?

sullen temple
#

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.

grim ore
#

is it deleting it from the scene or from the content browser?

sullen temple
#

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

grim ore
#

have you tried duplicating the scene and then deleting the item from the duplicate?

sullen temple
#

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

grim ore
#

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.

sullen temple
#

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.

grim ore
#

I would go back to Unity then, Unreal is that easy to break.

sullen temple
#

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

grim ore
#

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

sullen temple
#

wow.. if that's not sarcasm then colour me shocked and stunned

#

If it wasn't for Blueprint I wouldn't be here

grim ore
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the new Bolt update is looking pretty good for Unity but it's not free ๐Ÿ˜ฆ

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and the official Visual Scripting support got delayed today, they are reworking it for ECS only and not monobehaviour

sullen temple
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yeah Unity has some really nice ThirdParty tools. Amplify is just a joy to work with

grim ore
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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

sullen temple
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you mean ShaderForge?

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that's defunct now pretty much

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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

grim ore
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well isn't amplify a shader editor ?

sullen temple
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it is indeed

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and really nice to use

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UE4 is also really nice to use

grim ore
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ah wait they have a ton of tools to use as well

sullen temple
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but these oddities are really putting a damper on it for me.

grim ore
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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.

sullen temple
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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.

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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

grim ore
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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.

sullen temple
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The Crash Report log doesn't give any insight unfortunately

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Bolt does look really good actually. Hmmm tempting

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I'm very familiar now with Unity so it might make sense

grim ore
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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

sullen temple
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and it now offers much better Render Pipelines

grim ore
#

yeah... Unity and the way they are splitting everything off and fragmenting stuff just turns me off lately ๐Ÿ˜ฆ 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.

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sure in a year or 2 the problem will be gone and it should feel better but for now its just scary to me

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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 ๐Ÿ˜ฆ

sullen temple
#

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.

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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

next badger
sullen temple
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because we live in the real world, and these are tools ๐Ÿ˜ƒ

next badger
#

at least not politics

sullen temple
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pretending something doesn't exist doesn't make it not exist

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I'd hate to think as game developers we can't talk about the rest of the industry

next badger
sullen temple
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This actually started out with me moaning about how crashy Unreal is

grim ore
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well it started as an unreal issue and sidetracked into Unity lol

abstract relic
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As it always does ๐Ÿ˜›

sullen temple
#

Oh. The bane of my life

next badger
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BTW haven't redirectors cleanup being automated since recent versions?

sullen temple
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nope

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If it has then they forgot to remove the button

next badger
#

hmm, odd, i was moving a lot of files recently and non produced a redirector

sullen temple
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maybe they've obfuscated it so you think they're not there but they are

next badger
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well, there are no redirector assets, and Content Browser filter does not show them

sullen temple
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I noticed that also but believe me.. they're there somewhere

next badger
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"lurking in the shadows"

grim ore
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Darkwing Redirector!

graceful edge
#

They rename them Redurkadurkas, that's why you can't find them

livid timber
#

guys, this might be a very common question, but does someone know why the physical materials dosent work properly on landscapes?

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nvm i found the problem already

meager dove
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anyone's launcher slow to start up? The launcher has been slow for me the last year

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just wondering if it's only me or thats just how it is

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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

next badger
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@meager dove just tested an it boots in ~13s (logging in is probably the longest step)

meager dove
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damn

grim ore
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could be the location you are at and the closest CDN point

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or a dns issue with if finally failing and rolling over to your secondary

meager dove
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it's the laucnher exe itself

next badger
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@meager dove
C:\Users\ user\AppData\Local\EpicGamesLauncher\Saved\Logs

meager dove
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it sits at 70% cpu useage before even attempting any network activity

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ill check thanks

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so at this line

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[2019.01.27-01.56.28:644][114]FCommunityPortalManagerImpl: Change State CPManagerState_LaunchWebSession->CPManagerState_LaunchInfo

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it took 30 seconds until the next thing happened

next badger
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@meager dove i think it's discovering the network

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next step is [SignInRouter] Navigation Complete. ?

meager dove
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next line is Manifest Check:

grim ore
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it uses the internet options thru IE so make sure you dont have a proxy set up and maybe not set to auto detect

meager dove
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hmm thanks ill check that too

grim ore
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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

next badger
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it is weird, since it is logging in before this step

meager dove
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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

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as well as a i have another vault cache on the portable drive, again which i don't keep connected unless i want something

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but i don't see any complaints about it in the log

next badger
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oh yeah, manifest check is checking engines you have

meager dove
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yeah but before that manifest check, there's a 30 second pause in the log

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unless it's doing the manifest check then

next badger
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maybe it took it 30 seconds to find first engine?

meager dove
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lol

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probably but you would think there would be disk activiity too

next badger
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let's test it

meager dove
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oh well thanks for the tips, i don't want to waste anyones time with this

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i barely use the launcher

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its just annoying when i do

next badger
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well, nope...i've move ue4 and all that changed was - repair on the engine button...

tribal frost
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my anim trail plays for only 1 loop

next badger
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i can't disconnect the drive tho

tribal frost
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how to make it loop?

next badger
grim ore
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change the number of loops to 0?

tribal frost
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@grim ore ill post in visual-fx screenshot

abstract relic
marble saffron
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I decided to try out splines to shape roads and I'm getting horrid lag in the editor when editing the spline

plush yew
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how do I make a mech suit?

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with blender

tribal frost
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@abstract relic it's ticked and the animation itself loops

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only the trail plays once for some reason

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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

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tough day, the engine has been fighting me all day ๐Ÿ˜ฉ

meager dove
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@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.

marble saffron
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@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

meager dove
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yeah if you have lots of points/meshes in the loop, it remakes all of them every time you adjust the spline

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and collision is biggest hit during the creation process

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so if you have 100 pieces that have collision, they have to be recreated everytime you adjust or add a new point

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easiest thing is to just turn off collision until you're ready to play test

fleet inlet
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Does anyone know if there exists a UE4 marketplace API to pull data from??

meager dove
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probably not, thats why no one has fixed the store themselves

fleet inlet
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๐Ÿ˜ฆ It would've been nice to have some sort of dev api to like query about an existing ue4 asset or smth like that

meager dove
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wait

fleet inlet
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ow that's nice, I'm def going to checkout how he's accessing the marketplace data (Jesus pls no OAuth)

polar hawk
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Spoiler @meager dove @fleet inlet

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its OAuth

fleet inlet
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D:

next badger
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@polar hawk does it still work, your frontend?

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just curios if epic has changed the auth since

polar hawk
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atm probably not

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people have submitted PRs

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I'll look at em one day

proven oxide
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Morning peoples

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Why does the FPS player have 2 guns ?

next badger
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@proven oxide One of them is VR

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you could open the blueprint and take a look

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or you could select it in the scene and look on the details tree

proven oxide
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ah! it is just the default FPS Demo though - i am new to UE4

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thanks for the info

next badger
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it's a template, for fast start

proven oxide
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i guess it gets even worse if you have a 3rd/1st person changeable mode

next badger
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@proven oxide well, in ue4 templates 3rd peson and 1st person templates are separated...but in general, yeah, you need to swap em

weak cypress
#

what are the reccomended specs for unreal?

proven oxide
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mega mega high ๐Ÿ˜›

weak cypress
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like?

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is there a parts list?

next badger
weak cypress
#

i think that i am fine

proven oxide
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aw! i was going to say 300 core CPU, 4000GB ram

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๐Ÿ˜„

weak cypress
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but when i load anything in unreal , cpu gets stuck at 100% for 5 minutes

next badger
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you could work with 8gb ram, but some projects may not open due to required ram amount

proven oxide
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I am not having problems with my setup, I5-6600k @3.5 32gb ram Win 10 + 960gtx video

next badger
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as for gpu you may set scalability to lowest and work on gtx 470 (iirc it was specified before)

weak cypress
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is the ram a problem?

proven oxide
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Ram makes it less swappy

willow stump
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hey guys, i found a tutorial on creating a material

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but this thing doesn't work for the newer unreal versions

next badger
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8 is minimum, 16 is ok, and you will never need 32 (at least never heard of anyone)

proven oxide
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you need PBR

willow stump
#

how do I create similar lines

proven oxide
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Materials are different now

willow stump
#

the power-multiply-power just doesnt work as shown

weak cypress
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when i import stuff cpu and ram gets to 100%

willow stump
proven oxide
weak cypress
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i have an 8 core amd cpu and 8gb ram

proven oxide
next badger
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@willow stump well, new engine uses proper Power...since power(1) should not change function

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@weak cypress will be fine

weak cypress
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yeah but it takes alot of time to do anything in unreal

willow stump
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I will try to figure it out then

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thanks

next badger
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@willow stump power node is slow, abs may give the result you seek...

willow stump
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YES! Thanks a lot @next badger

kind pumice
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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?

frank escarp
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@kind pumice in a endless runner you never move the player

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you move the environment

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you will get into precision issues SUPER fast if you move the player

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you can use world offset for that, but even that wont last for more than an hour

kind pumice
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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

frank escarp
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floating point precision

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the more you move from the center, the less precision stuff has

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you have about 8 kilometers of range

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past that, precision starts being too low

kind pumice
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ahhh interesting and thank you. I would have had to run into that issue and start googling to find that out lmao

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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

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much appreciated dude!!

next badger
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it is possible to make endless runner with moving character however, but you have to implement the teleportation

kind pumice
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sounds like that would be tough to do seamlessly, but would work for phases I bet!

pallid compass
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you dont teleport the char

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you dont even move the char

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you normally move the geometry

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Treadmill style system

kind pumice
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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

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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

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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

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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

upbeat rampart
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perhaps

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after x>10000 or sothing

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x-=10000 for everything

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but you will need controll over everything

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and to keep it endless you have some variable that doesnt reset

next badger
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@kind pumice just turn body to ragdool and let it fall on the moving floor

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physics will do the rest

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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

plush yew
#

guys , do you have any idea how i can use steam subsystem and null subsystem

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at the same

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time

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i use null for the dedicated and steam subsystem because i want to have the name from the steam

kind pumice
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@next badger lmao I hadn't thought about the fact that the moving floor would drag the body away. Thanks man!

next badger
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@plush yew NULL OSS is used along the Steam OSS, when ue4 can't initialize Stema OSS it falls back to NULL

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Steam OSS is useful for DS as well, as it could handle sessions, lobby etc

hushed delta
#

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?

plush yew
#

@next badger so i need to build the game with Steam OSS only

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i don't need the null subsystem

lament star
#

Why is the roadmap not getting updated?

next badger
#

@plush yew i think you can't cut out NULL OSS from the engine, but it's ma vague understanding

plush yew
#

i build the developement server

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with this settings

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and now i see that is crashing

next badger
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@hushed delta you can make a custom subclass of AnimNotifyState and then assign it directly to animation timeline

plush yew
#

so i tried to integrate

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steam subsystem

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but now is crashing

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the dedicated server is crashing

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i need to rebuild the project with steam subsystem or just build

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?

mental surge
#

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.

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The issue is that the grass / leaves / bridge are alot darker after building than before

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also the rocks's shadows aren't very realistic

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thanks for the help in advance!

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Tried to add normal maps to all textures but hasn't changed anything

paper kernel
#

๐Ÿค” hmm, packaging fails when trying to navitalize class that uses Array Swap macro

proven oxide
#

The learning curve for UE4 is soooo steep

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its worse than the one for Eve online

pallid compass
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Its not steep

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The problem is you are trying to run before you can walk.

proven oxide
#

I want to in an FPS change a gun on pressing a button

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or in a FPS have the bullet create a small blackhole sucking everything towards it

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make the jump not be so slow

pallid compass
#

Yeah thats not beginner stuff

proven oxide
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so what is beginner stuff? load up the FPS starter stuff and play?

pallid compass
#

Got to build a core understanding of the engine & object orientated programming

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having UI and buttons print text

paper kernel
#

start from basics, make a character that moves

pallid compass
#

having overlap events move a cube

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Feeding UI stats from your character or target

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Really basic stuff to build core understanding

#

Have you learned to cast yet?

proven oxide
#

i have followed some tutorials but they are either really simple or so complex and not explaining what they are doing in each step

glacial pecan
#

I made a distance measuring tool with raycasts and I feel pretty proud of myself! ๐Ÿ˜„

proven oxide
#

and it doesnt help when they are using different engine versions

pallid compass
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Yup you got to piece stuff together

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Spend alot of time messing about in the engine]

glacial pecan
#

i made it by accidentally seeing an output node value and then thinking i could use that for something and then building from there

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every little step on the way was a google search ๐Ÿ˜ƒ

pallid compass
#

This is the easy stuff as well, it gets wayy more complex down the line

proven oxide
#

it says stuff like here is how i laid out my blueprint but they dont explain how to make the "radiusforce1" variable they use

glacial pecan
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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

pallid compass
#

Because 97% of youtube tutorials are shit

proven oxide
#

this was an unrealengine tutorial

pallid compass
#

Takes a good year or two to build some semi acceptable engineering skills

grim sinew
#

Follow the official tutorials Epic made to start out, it'll help a ton

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And, if necessary, just use old versions like they have. It won't kill you.

proven oxide
#

this one just didnt explain at all and didnt work instantly

pallid compass
#

or you can also ask someone in blueprint for help

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But most of it is a little common sense to some degree

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There shouldnt be that many major changes

proven oxide
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changes like whole menu options being removed

pallid compass
#

Epic are super good at hanging on too stuff that has become decrypt

grim sinew
#

That's not official, that's just the forums.

pallid compass
#

I would not worry about UMG animation right now honestly

proven oxide
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that like doesnt explain how they made the RadialForce1