#ue4-general

1 messages · Page 384 of 1

umbral palm
gleaming lotus
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are you looking at it on the marketplace or your library?

foggy mason
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why is the launcher so broken xD

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I can't install the engine

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so apparently the entitlement public service server is down

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but the engine is installing now so that's good 😄

plush yew
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@foggy mason my game broke the launcher XD

foggy mason
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rip

plush yew
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sorry! haha

verbal radish
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Hey all, I have a weird issue. I'm creating a 3d widget in an actor that displays a skillshot indicator. It shows up in a render target I set up as a rear view mirror behind the car, but it's not showing up on the screen. Any idea what could be causing this?

flat pine
#

Where would I submit a typo in the docs?

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Albeit a very insignificant one. The doc page for chromatic aberration post process effect has fringe spelled as frigne on the comparison slider.

foggy mason
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good find my dude

clear junco
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Hey all!

next badger
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@flat pine forum has issues report section on docs

flat pine
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@next badger Thanks! 😃

clear junco
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New to 3D Dev and Unreal, should be fun I guess. I am having trouble finding tutorials for getting started with an emphasis on C++ though

next badger
#

@clear junco courses by Ben Tristem and Tom Looman are good (Tom's one is oriented for people familiar with c++)

flat pine
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Seems the page for directional lights is missing some mentioned pictures below the descriptions as well? I'm having issues loading the docs while also being signed into the forum so I might put a draft or something together in notepad with issues as I'm reading through the docs. lol

dim arch
#

hey, so they changed the max bone influences per vertex from 8 to 4 for mobile

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in 4.21

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so all my char skelmeshes arent visible

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is there some way to set it back to 8? I dont want to reskin all these characters

high stone
#

Can I link a really good GDC video on toon shading done right?

flat pine
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@next badger Oh, yeah. It seems okay now for me. Must have been a loading thing on my end. I have been using the documentation button in the context menu and it seems to give different URLS so I don't know if that had anything to do with it.

next badger
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not for mere mortals tho

high stone
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Yep, that's the one lol.

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A must watch.

next badger
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@high stone oh, i see, i misread as "can i have a link"

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since htis channel is for questions mainly... #graphics if for graphics related stuff...but i think everyone there knows about this video

high stone
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In case any 3d artists are looking for some new graphical tricks. It gave me some ideas.

next badger
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pixel perfect uv'ing is not something every artist may endure

high stone
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It's got other tricks like using vector textures to stop any blur, bleeding of solid lines.

sterile seal
#

can anyone tell me about the 'Crack Free Displacement' checkbox in the tessellation section of the material editor in UE4? Beyond the tooltip definition?

What is it doing under the hood to prevent cracks?

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The reason I ask is because it prevents certain materials from even showing up on my mesh. and when I unckeck it, they show up fine.

plush yew
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I’m really excited because I finally decided on my first project.

next badger
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@sterile seal it blends the weight on uv edges

sterile seal
#

@next badger So here is what I ran into.... I use quixel bridge for a lot of texturing and I also use Modo/unreal bridge and Datasmith...
I can take a mesh and export it as an fbx from modo, bring it into unreal and throw a megascan material on there. shows up perfect...
but...
if I use the modo bridge and 'push' mesh from modo to unreal (same mesh, same UV's) the megascans material wont show up, just checkerboard... same with any mesh that is from a datasmith import....
As soon as I uncheck 'crack free displacement' it works fine. what do you think is going on here?

next badger
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@sterile seal are you sure you have the uv's in the second case?

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in the ue4 i mean

sterile seal
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that is the 'pushed' mesh

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uv's intact.

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mesh on the left, UE4 cube from the basic section... mesh on the right, mesh pushed from modo using 'scene protocol'
both with the same megascans material...

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both with same UV's

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uncheck 'crack free' and the pushed mesh suddenly gets its material

next badger
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@sterile seal how's the 2nd uv channel looks like?

remote roost
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working with blueprints is gonna be a yikes from me

sterile seal
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and for the 'local' mesh from UE4...

manic pawn
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@remote roost are you saying you don't like unreadable spaghetti???

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crazy!

austere parcel
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You could always just clean that up a little

manic pawn
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they really need to make the official text based scripting language already

plush yew
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I’m guessing most bigger developers of UE don’t use blueprints

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They’re so messy omg

remote roost
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I know C++ but I'm working on commision for blueprint

plush yew
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But they really are so much simpler

next badger
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@sterile seal hm...why is your max displacement set to 0 ?

remote roost
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i like to make functions in C++ and plug them in using blueprint

plush yew
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That’s a good idea

manic pawn
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creating blueprints is very easy, reverse engineering ones other people made is nearly impossible

plush yew
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Right ?! The default ones are soooo confusing

next badger
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@manic pawn well, that's true for c++ as well

manic pawn
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I find it much easier to follow things in c++ than blueprint wires going all over the place

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much less visual distractions too

remote roost
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people think UE4 C++ is a lot harder than it really is

plush yew
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You disgust me

remote roost
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I end up having a harder time in blueprint

next badger
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@austere parcel that's just a bad design

manic pawn
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it's not hard but iteration times are garbage when using c++

austere parcel
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i concur

plush yew
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I know like nothing about C++ ugh I only am familiar with java

remote roost
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ye especially since you have to recompile everytime

austere parcel
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i was looking for examples of neat / ez to follow blueprints

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but all i found was that

plush yew
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What do you mean iteration times ?

manic pawn
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write code > see result

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takes at least 30 seconds to restart the editor and get back to where you were before

remote roost
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not really a problem in Unity as much

plush yew
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Ohhh that’s annoying

remote roost
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C++ takes a bit longer to compile for some reason in UE4 than C# does in Unity even though C++ is lower level

manic pawn
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it's because compiling c++ is an absolutely retarded process

plush yew
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How come blueprints are instant ?

manic pawn
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blueprints are just a script language with properly working hot loading in the engine

plush yew
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Oh I was under the assumption that the blueprints were a visual representation of the C++ lol

remote roost
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it does compile to C++ i believe

manic pawn
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blueprints are compiled to the ancient byte code that used to power unreal script and executed in a vm

plush yew
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Question: why is it so difficult to reference objects in blueprint/ue4/c++ ??? Like it always says the types are not compatible but they’re like the same thing and it’s so confusing to me

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Wow seriously??

manic pawn
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for packaged games there is some tool to generate c++ code from blueprint graphs that works about 90% of the time

remote roost
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ye that's what i was referring to

manic pawn
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but that's not used in the editor

remote roost
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would take too long

manic pawn
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else you'd have the same iteration times as with normal c++

plush yew
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That’s pretty cool

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So using c++ is recommended over bp?

manic pawn
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I'm not sure why you have problems referencing objects

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you just need to understand basic OOP

dim arch
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anyone know why calling quit game or exit crashes the editor?

manic pawn
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something crashes when your game exits

next badger
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There're Blueprint Nativization, that generates c++ from blueprints and avoiding VM overhead

plush yew
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I feel like in java this stuff would work but in blueprints it requires such an insanely specific target object

manic pawn
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a blueprint class is just like a class in java

plush yew
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It’s like: this object is not of class specific type of actor object

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And I am confused because I never even wanted that to be the target

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If I had a more specific example it would be nice but I’m in bed rn

manic pawn
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in java, if you have a reference of type Object, you also can't call a method from a specific type on it

plush yew
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Yeah but I guess I am just confused on what objects belong to what class and such

manic pawn
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I wonder if bp would be faster to read/understand if they're less visually fancy

dim arch
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enabled vertex fog on mobile

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have to rebuild 14k shaders

manic pawn
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makes sense

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better build 150 versions of every material that you'll never use

dim arch
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yah

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I am trying to debloat the android version, I set it to only use content in the list of packaged maps, but its still using a lot of editor files

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I guess there a chain of references somewhere

manic pawn
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maybe you used those assets somewhere

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could always try the reference viewer on your maps

next badger
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also #UnrealEngine Python Scripts - 5 - Unify Asset Duplicates

manic pawn
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wouldn't it make a lot more sense to show unused assets instead of automatically deleting them

next badger
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@manic pawn #UnrealEngine Python Scripts - 3 - Report Unused Assets

manic pawn
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nice

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I still have to mess with this python stuff at some point

dim arch
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sweet, thanks

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yeah, I will see if I can use the reference viewer, havent used it much though

manic pawn
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though

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unused assets don't get packaged anyway

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so that won't help

next badger
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@manic pawn i'm not sure where that comes from, but ue4 packages everything in the project

manic pawn
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it doesn't though

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it packages everything referenced from the maps I set up to package and the always-cook folders

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maybe it defaults to packaging everything if you don't give it any specific maps

next badger
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yeah, when no list is provided it just cooks everything

dim arch
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probably a poor comparison but I think an empty built ue4 project is like at least 400mb, whereas unity is 30mb

next badger
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@dim arch um...we packaged vr game in 70mb iirc

manic pawn
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can probably reduce that quite a bit

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70 mb sounds like nonsense

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my exe is already larger than 70mb on windows

dim arch
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really? I have tried using cook only maps and ompress cooked packages

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its still over 400mb before I use any additional content

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idk if there is some flag I am missing

next badger
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yeah, 64.5mb zipped

dim arch
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I always see it adding editor icons and localization data into the android package too, even if I exclude editor content

frigid needle
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@manic pawn I’ve heard there’s tutorials and checklists created by Epic you can go through to dramatically reduce your package size.

dim arch
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Ill look for it

manic pawn
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oh well zipped

dim arch
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pretty sure Ive read it though

dry moon
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ya just remove the graphics, text games only

manic pawn
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it does package a giant ton of editor slate icons that the game will never load which is weird

dim arch
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apparently thats if you package with dev configuration

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they are removed in shipping

manic pawn
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gonna have to check that but I don't think they are

dim arch
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and also disable all plugins which arent being used

manic pawn
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that's one of the first things I did when setting up the project

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I guess the few editor icons don't make too much difference next to GB of textures and lightmaps anyway

dry moon
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Yeah they are only like 128x128

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even if they are included

manic pawn
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I noticed we have a lot of useless textures exported from substance like 1024x1024 of just a single color

dry moon
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yikes

next badger
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it only exports what you ask

proven oxide
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My animator has given me some materials and an FBX file

next badger
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you even could set it to combine masks

proven oxide
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i understand how to make the material from the textures i have been given but on importing the fbx it also made a physics asset. what is that used for

next badger
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@proven oxide for collisions

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and physics simulation, like clothing etc

proven oxide
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ok so i dont really need it

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(FP gun model)

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ok the gun is in a slightly wrong place, how can i move it easily in the FPCharacter model?

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its not letting me move the gun within the character position, how am i supposed to do that?

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it needs to head forward a little

maiden sundial
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I'm having here a problem with my main menu background. When i start my game it's working good.

manic pawn
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what's the problem

maiden sundial
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On the right side it's just black

abstract relic
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?

manic pawn
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you can use a scale box to make sure the background is scaled up to fit the aspect ratio

maiden sundial
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Alright, should the image be inside this scale box ?

sudden agate
#

maybe activate your windows version alex

maiden sundial
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The scale box doesn't work for me, but maybe i'm just using it wrong :S

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The scale box has the same size as the image

sudden agate
#

its an Unreal Thing. Fullscreen doesnt seem to work when toggling at runtime

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i have the exact same issue

maiden sundial
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oof

cloud cobalt
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Uh it does

maiden sundial
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Well, this is a dirty solution but it works.
I just make the image like twice as big as before

cloud cobalt
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setres 1920x1080f

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That'll work fine for going full screen

manic pawn
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br_thinking I can toggle fullscreen just fine

maiden sundial
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setres 1920x1080f
Is this the command for the console ?

cloud cobalt
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Yeah

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ConsoleCommand BP node / C++ method

maiden sundial
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Alright, but then i have to disable this button here, is this possible ?

manic pawn
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don't use console command, use game user settings

cloud cobalt
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Of course it's possible

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By using fullscreen

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@maiden sundial Uhm, is that play in editor ?

maiden sundial
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It's standalone

cloud cobalt
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Because that doesn't do fullscreen

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Okay

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Then it should work fine

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How did you set it ?

maiden sundial
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Set what ?

cloud cobalt
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How did you try to set the game to full screen ?

maiden sundial
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I actually didn't tried it yet.
But as i can see the command will make the game automatically to full screen with the given resolution

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Uhm well, i tried it with this button which i showed above, if you mean that

cloud cobalt
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Full screen is a feature your game needs to implement as an option

maiden sundial
violet goblet
#

hey folks!
can i delete the content of
C:\Users\XYZ\AppData\Local\UnrealEngine\Common\DerivedDataCache
?
i guess there is also old stuff in it, so deliting this and open up my project will only regenerate stuff that the proj will need right?

regal mulch
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It's a Cache

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It Caches often used stuff. If you remove it, it has to Cache again.

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So yes you can do that, but iirc you gotta recompile your shaders for example again

violet goblet
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yes, but when i have build many projects which are long gone and deleted, i guess there isold stuff in it 😄

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okay thanks for clearing this up

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😃

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maybe i trie to just rename it first and see if that works

violet goblet
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yeah..soo....totaly worth the try to regenerate that "DerivedDataCache":
old folder: 13 GB
new regenerated folder: 187 MB
😄

runic fern
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did you deleted all of them ?

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i have like 18 GB there O.i

reef mantle
#

Hey guys Im new here

whole quarry
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welcome

plush yew
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does blueprint have something like OnLogin

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?

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i want to load/save the player data

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when is entering the server

graceful sky
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In the GameMode there is OnPostLogin

plush yew
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Hey guys i gonna build a pc for ue4

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32 GB RAM
3700x and RX 3080 (waiting for out)
512 GB Samsung Evo 960
WD Black 2 TB

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What you thinking about

hasty cave
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Hi guys, does anyone have experience with dedicated server and advanced session plugin?

plush yew
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you can ask me

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if you want

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i am working now with dedicated servers

dim merlin
violet goblet
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@runic fern yes you can delete it completely safely. unreal will recreate it when its needed, inside where also old files from old projects too

old cove
#

Hallo all, i wonder if there any video tutorial that show boss healthbar?? Im still beginnner to this ue4 so if there any prefer to video than screenshot or documentation tutorial

dim merlin
old cove
#

Create boss tutorial*

glacial pecan
#

I have not changed anything in my level in a few days, yet I get "TEXTURE STREAMING POOL OVER BUDGET" in red...

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is it because I've added a new level and put other resources in that?

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only one level is loaded at a time, to my knowledge, though

steady owl
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Would the best way to do a pre main menu sequence (company logo, initial loading screen), be a separate widget that fades out and becomes inactive, or additive layers on top of the main menu itself like a black image covering the menu?

maiden sundial
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Is there a way to get the resolution size of the current screen where the application is ?

cloud cobalt
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@steady owl Loading screen has support for stuff like company logo etc

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If you just want to play movies it's pretty simple

steady owl
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@cloud cobalt It would be more a timed intro to the main menu

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But not sure if people have lots of layers on the menu that they animate on and off, or if they do it in a separate widget to keep the menu clean

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It can be done either way I suppose

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Probably best to keep it separate and functional

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Rather than combined and bloated

cloud cobalt
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I mean, stuff like company logo / first loading screen before you can load your UI is handled through loading screen

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If you need functionality on it, then yeah, make it a widget

shut minnow
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I have a question, is it possible to make a montage but using 2D sprites?

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Or rather, how does one make a "cinematic" in a 2D game?

steady owl
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@cloud cobalt Is the loading screen something I can easily edit with blueprints?

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My game loads so fast that it would be over before you see something

static viper
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you can set up loading screens with persistent level

steady owl
#

Thanks owl I'll look into that, is it also possible to pre load assets with blueprint so when you load into the main menu, most of the core assets are there and actual maps will load fast?

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I guess I could just have those assets inside the main menu map

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And that might work

static viper
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i think there is a prerender bool somewhere

restive basalt
#

If you use HighResShot in a packaged build, where does it go? I bound it to a key and it does not go to the install folder

static viper
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it should go either to my games

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or a local folder

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whereever your saves are stored

restive basalt
#

Interesting, puts it in AppData

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AppData\Local\ProjectName\Saved\Screenshots\WindowsClient

coarse prawn
#

If I have a Map of IDs to names to get a name by ID, what's the best solution to get an ID by name (i.e. the reverse) if it's a one-to-one mapping in a blueprint?

pallid compass
#

So key is int32 and value is fname?

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@coarse prawn

coarse prawn
#

Key is Integer, Value is String
I assume Integer is Int32 by default in Blueprints

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@pallid compass

pallid compass
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Yeah

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Well u can grab by key normally however

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The other way around in bp

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If I remember correctly and it's been awhile

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You get an array of values

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Then just find in the array

coarse prawn
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Loop through values, get index of value searching for, get keys, use index

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Right?

pallid compass
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Is there not a find function for arrays in BP

coarse prawn
#

Uhmmmm let me check, I'm new to UE and BPs

pallid compass
#

It's been awhile since I used BP like that

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If not I'd Havel to manually itterate over it

coarse prawn
#

Ah yes there is a Find feature, ty! Final solution for now will be: Get Values array, Find value (to get index), Get Keys array, get key at index

grim ore
#

I believe values can be duplicates so keep that in mind if that is a chance in your setup.

coarse prawn
#

Yeh ty but nah my map will be one-to-one

frail hornet
#

Hey everyone! I'm new here

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Anyone here??

latent moth
#

Welcome! We were waiting for you!

cloud cobalt
#

Plenty of people here, ask your questions

latent moth
#

😄

frail hornet
#

Thank you for welcoming me Roberto

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Nah, I'll be asking my questions pretty soon. It's night here..

grim ore
#

It's night all the time 😉

static viper
#

stranger got a profile pic

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its weird.

frail hornet
#

I'm from India

grim ore
#

as long as your questions don't start with "So I am making an MMO and ..." or "So I am making a multiplayer game and..." I think it's all good 😃

eternal belfry
#

https://m.youtube.com/watch?v=OEedq1nQi-U

^ @slim magnet -- this radial menu is cool as hel. Very smooth.

Did you ever see the menus in Beyond Good & Evil? Those slick spiral inventories and password input terminals were incredible, and I've never seen another like them since. This one reminded me of those.

A simple test of the generic radial menu system in use for something like item building. Join the conversation and get updates on my discord: https://discord...

▶ Play video
frail hornet
#

Thanks for the tip, MathewW

latent moth
#

Anyone knows how the AttachToActor node works for a PAWN. I'm currently unable to attach a pawn to an actor that has a skeletal mesh as root component.

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It works if I use "keep world" but if I use "keep relative" then the PAWN will be at Z -12000 and hence be killed

#

I'm trying to attach an actor to a CHAIR

wary wave
#

try not welding bodies

latent moth
#

tried...

wary wave
#

otherwise detach the mesh from the pawn first

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also is it a pawn or a character

latent moth
#

character

wary wave
#

right, important difference

latent moth
#

ok

wary wave
#

I have a hunch character movement doesn't play nice with attachment like that

latent moth
#

ah

wary wave
#

but detaching the mesh and attaching the mesh would likely do the job

latent moth
#

however then I loose all control on the mesh? looking around for instance?

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trying...

wary wave
#

the character would still own it

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but you might lose come control depending on how you set everything else up

latent moth
#

i see

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how would I detach the mesh though?

wary wave
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should be a node that does it

latent moth
#

trying this one

true leaf
#

(I'm struggling with the same issue as Roberto)

latent moth
#

I don't seem to find a way to attach a detached mesh to another actor

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DetachFromActor takes an actor, not a component

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so does AttachToActor

wary wave
#

there is a way to do it in there somewhere

latent moth
#

SetAbsolute?

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@true leaf what did you try?

maiden sundial
#

Is there a way to connect my game to the internet with the purpose to check if my game is up to date ?

true leaf
#

I made a spectator pawn and make the player possess it. Then I attached that pawn to another meshes component (arrow component I made on a character) and it worked somewhat (location not rotation) .. then I did something ? and now it's all weird and broken lol

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Now when the alive character spins , the spectator pawn camera moves all around the world quickly... 😂

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Frustrating and bizarre

grim ore
#

@maiden sundial nothing really built in for just that, you can do HTTP requests out to a separate service and check that way.

latent moth
#

it's weird indeed

cloud cobalt
#

@maiden sundial You can look at the Steam API to check that

maiden sundial
#

@grim ore alright SeemsGood

cloud cobalt
#

If not on Steam, you'll need your own server etc

maiden sundial
#

Already good enough that i can do it with a HTTP request 😄

#

Will be also much work for sure, but it will work when i work on it 😼

red perch
#

for a big big world, how I can take care about performance

true leaf
#

There are voxel plugins for ue4

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You can use one of those or spend 1000 hours building your own custom voxel code in c

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It's not easy lol

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The trick is to only render exactly just the faces that you need to and no more

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Basically..

red perch
#

yes, I am using one
But is not about creating the world
I mean, the item map

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how it work, how I can display my map on this item

true leaf
#

Ohhh making a world map

red perch
#

yes 😄

digital anchor
#

see if you can get the info on the topmost voxel, assign a color to it, and render on a rendertarget

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then you have a texture to use however you want

red perch
#

oh I see, texturing cost less in performance than using a camera

marble saffron
#

I'm having some trouble with passing a variable from my main menu widget to the player blueprint

grim ore
#

Tell it to stop being a bad variable then and do it's job.

cerulean nova
#

whats the name of "outside the playable area" i only know as "Skybox Envoirment" but does it have a official name?

#

it to cover up the vision so it doesnt look empty around the actual level

tribal pebble
#

who knows how to use HTML5 for Newgrounds?

#

seems the Ue4 HTML5 packaging is kinda mysterious

after the update it improved i just can't find much documentation

grim ore
#

The skybox is a normal name for it. A material that fakes an environment.

cerulean nova
#

i dont talk about a material

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i talk about the stuff that gets placed there

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often times for example the buildings only have textures towards the playable area or no roofs

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to save performance

whole quarry
#

you mean the OutOfLevelBoundsMeshWithSkyMaterial?

cerulean nova
#

bad example but it fits the purpose

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does it have a name?

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or is it just part of the general "scene"

#

in the source engine there was also a place for these meshes

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a small place that showed the hole shape of the map and everything placed in there was their size in perspektive of that skybox place

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so a 1x1m box placed above the skybox place would show in the level as a huge floating box

frigid needle
#

Oh yeah, you could do some weird stuff with that tiny skybox section of the map.

grim ore
#

That is cool, I had no idea that was a thing. I don't think ue4 has that natively?

cerulean nova
#

okay^^

grim ore
#

I think you could make one the same way. Render texture from a camera to a material that the skybox uses.

slim magnet
#

I've never really played the game, but now I'm curious if that's a thing that's possible in ue4.

#

Also, I did submit the radial menu to epic, just waiting on them to get back on if it's approved or not.

#

🤞

sudden cave
#

Soooo, I have a question, potentially about shaders, and I'm not really sure where to ask it

#

It's probably also basic stuff

#

Can I ask it here?

oblique sorrel
#

I need a recommendation for the cheapest laptop that can run Unreal well enough to not make me want to slit my wrists, but bad enough to be affordable for a student who needs to pay tuition.

Anything that springs to mind?

sudden cave
#

...I guess I'll just ask then

#

I'm making a deferred decal material to create graffiti letters, and I want to use a spritesheet with each letters on it. The thing is, I don't really know how to like, "select" a sprite on it. My best bet is that I'll have to UV map it somehow, but I'm not sure how I can do that through Unreal Engine, nor how I can apply the uv map differently depending of each letter.

latent mango
#

@oblique sorrel That's difficult without understanding what your budget is and what type content you're handling.

oblique sorrel
#

My budget is as small as possible. As for content, a simple 3D game, without any heavy particle effects, crowd behaviour calculations, nothing like that

#

I need to show the project off in a month or so, but the laptop I currently have is Acer Extensa 5620 that's so far beyond help, even replacing Windows with Linux Mint didn't help it

grim ore
#

thats funny, I am tossing mint on a laptop here at work today to see how UE4 runs on it 😃

#

if you are in the US, and possibly other places I dunno?, look at the outlet stores like dell outlet or lenovo refurbished sections. You can get a good deal if you look for a bit and get a coupon. for a laptop if you can get a 1060 GTX card pretty much you are good to go as a good baseline laptop. If not a 1050 will work well enough and the ti is better but a 1060 is super nice to have. If you cant afford a 10x0 generation machine, you can get by with a 960M series machine if you can find one cheap enough.

#

from the looks of your laptop when googling it any newer I5 or better machine with some sort of a dedicated GPU would be miles ahead of your machine.

oblique sorrel
#

Poland, so whatever price it is, it's probably ludicrous by my standards lol

grim ore
#

with that said I currently run UE4 on a i5-4210u laptop with 8gb ram, ssd, and 840m GPU and its good nuff for most basic stuff. the key is getting a machine with a dedicated GPU if you can tho the latest intel GPU's are not horribly

#

well for example this laptop I got ~$300 us used. I got a i5-7300HQ, 1060 laptop used for ~$600. its far from "horribad" if you look around

oblique sorrel
#

I wish I could just pack up my desktop in a suitcase and take that instead

#

$300 does sound somewhat reasonable

grim ore
#

if the machine you have now does have a core2 duo like I think it does then even a newer 8th gen i3 would be a nice upgrade in terms of power but your GPU would force you to run the editor in medium probably.

true leaf
#

@latent moth i found agood way to do it

#

To do spectating...

#

dont do any attaching of pawns or anything at all

#

just do something like this in the PlayerState

latent moth
#

yeah of course

#

but then it means your player cannot be injured etc

#

thanks for sharing BTW 😃

oblique sorrel
#

Used Acer Nitro 5 with r5 2500U, 8 GB RAM and RX 560... Should do well enough

grim ore
#

thats MORE than plenty compared to what you have but your gonna want to look into modding the machine to let you use 25w or more to get the full speed out of the CPU

true leaf
#

yeah its just ONE way to do it

grim ore
#

thankfully having the dedicated GPU you won't have to mod it much as it doesnt have to split the power with the iGPU

#

I've honestly been looking at a cheap 2500u machine the last week or so and it should work as a basic UE4 machine 😃

oblique sorrel
#

I see some really cheap laptops by PEAQ, but I've never in my life heard of them

grim ore
#

there are quite a few laptop makers that make just the core machines then other people rebrand them, that might be one of those

sudden cave
#

...Aight then

grim ore
#

the key would be to avoid an ultraportable CPU unless you have a gpu with it or its a newer ryzen 5 or 8th gen intel.

oblique sorrel
#

PEAQ seems to be Media Markt's brand meant for Dutch market, but they're manufactured by Lenovo

grim ore
#

but you are on the right track with that one you listed above btw, just something similar to that would be pretty neato. One of my options for a 2500u here is the one with a 560x so 😉

oblique sorrel
#

So, basically Lenovo

grim ore
#

I personally love lenovo but that is just my experience. This thinkpad I have had for 4 years is a beastie in quality

oblique sorrel
#

2-core 2.2 GHz i5 5200U, 16 GB RAM, Radeon R7 M360

#

New, $330

grim ore
#

well it's better than what you have now... lol

oblique sorrel
#

Certainly

#

Question is, will it run Unreal without making me want to take a toaster bath

grim ore
#

no.. the GPU is ~920m equivalent and that is... meh

oblique sorrel
#

Okay, let's maybe aim for something with 4 GB GDDR

#

I have a 970 in my desktop, and it does just fine, so...

copper wing
#

Guys,should i invest in 2060?

grim ore
#

well that's not a biggie, the 1060maxq has 3GB for example. It's more the raw power

#

@copper wing it depends on why you would want to invest in a 2060.

copper wing
#

Hmm

#

My new pc, im doing game Development, gaming, programming, 3d modeling , school etc also editing

grim ore
#

do you need raytracing right now for anything you are doing?

#

and what do you have now

dry moon
#

of course to take super duper cool screenshots

copper wing
#

Hmm no need for ray tracing i suppose

#

Currently developing a game

grim ore
#

welp blah. yeah I guess if you can get a 2060 for less than a 1080 it seems like a good deal. I did not realize the 2060 was 1070ti comparable.

#

2060 at MSRP seems like a good deal unless you want to invest cheap right now in like a 1060 and go with an upgrade next year

iron wadi
#

is there already a feature list for 4.22?

copper wing
#

Well its $347

grim ore
#

it's a good card, it should run most games at high quality 1080 60fps for a while at this point. If that's good for you then its a good investment. If you don't really need it or want to spend less a 1060 will work "good enough" for a year or so and then you can sell it and invest in a higher power card cheaper

copper wing
#

Oh ok, imma,think it over some more

grim ore
#

I went with a 1080 for example when they came out, and while it was expensive, it runs everything I want and I haven't needed to upgrade for years now and probably not for a few more.

cursive dirge
#

@manic pawn you should sometimes see what UE4 actually packages on empty project

manic pawn
#

probably all of the editor and default content since an empty project has no map set up to package only referenced assets

cursive dirge
#

they used to put even some tutorial content there, VR demo content or something like that, all kinds of irrelevant stuff

#

there's like shitload of things you've never seen in the editor

manic pawn
#

actually let's launch 4.21 and find out

cursive dirge
#

you only notice they are there when you actively start blacklisting them 😄

#

you do see them on the temp folder and you can also package the assets so they use separate files

#

there used to be some vehicle stuff there too

frank escarp
#

holy shit the quality

#

crazy

manic pawn
#

so a blank project with nothing set up is 186MB

grim ore
#

yeah the dont use editor content checkbox is not on by default which is .... weird

manic pawn
#

I don't have that on in my project either

wary wave
#

default editor content is even bigger hehe

manic pawn
#

weird

#

the packaging only referenced assets does not seem to function in this test project

wary wave
#

there's something like a 4k RGBA blur kernel texture that gets packaged by default too, which is just amazing

#

'packaged only referenced' has never worked

manic pawn
#

how come in my normal project it's packaging only maps and referenced assets, yet in this test project with identical config it's packaging everything

grim ore
#

because it's racist?

plush yew
#

Lol

manic pawn
#

well at least I think it is doing that

#

because a sky texture I was loading manually via cpp did not exist in packaged until I added it to the always cook path

upper heart
#

Anyone expecting Unreal's trello to get updated soon?

sudden agate
#

no

grim ore
#

🎱 "All signs point to no"

static light
#

Hey Friends! Has anyone tried pixel streaming?

#

I have some difficulty to follow the documentation

#

run 'run.bat' to start the server, and this is the message I got

#
npm WARN cirrus-webserver@0.0.1 No repository field.
npm WARN cirrus-webserver@0.0.1 No license field.```
grim ore
#

I get the same errors but no issues

#

it should still start up

static light
#

Thanks Mathew!

plush yew
#

does fornite use blueprints or c++

silent sparrow
plush yew
#

pls tell mee

#

i need to know

#

for my game

grim ore
#

it uses both

plush yew
#

...howw?

grim ore
#

because that is the way the engine is engineered.

plush yew
#

..?

#

i dont get it

grim ore
#

Which part?

plush yew
#

what should i learn c++ or blueprints

grim ore
#

do you know any programming languages?

plush yew
#

i just started im 11

#

...

grim ore
#

ok so no programming languages? Blueprints would probably be an easier introduction to the engine and programming then.

plush yew
#

so if i want to make a complex game do i use blueprints or c++

#

which do i learn first

grim ore
#

you keep asking the question, getting an answer, then asking it again. Do you want a different answer?

plush yew
#

can u simplify it

grim ore
#

Learn how the engine works then pick C++ or Blueprints.

plush yew
#

ok i will try both

grim ore
#

so Mobile Controller Support Bluetooth controller support has arrived in mobile on supported devices! Drop in and earn a Victory in a whole new way. for Fortnite so maybe we will get support in 4.22 for that 😃

silent sparrow
#

Tip 1: Dont start off trying to make complex games xd

graceful sky
#

Tip 2: Dont make the game you're thinking about. Make Minesweeper or similair

#

wait, that might even be a bad tip

silent sparrow
#

yea dont try make fortnite 😂

#

tip 3: Dont think you can make a complex game in a day 😉

plush marsh
#

7 days

#

it should be done in 7

graceful sky
#

I guess i should listen to my own tip before i start sharing the secret with everyone

plush marsh
#

rule number one - you don't talk about fight club

abstract relic
#

Tip 4: actually listen to people’s advice instead of repeating your questions

silent sparrow
#

😂

foggy mason
#

hey, what's up guys it's scarce here

plush yew
#

im making a fps game

foggy mason
#

nice

#

I think for my first project to help me learn this engine, I'm gonna make a HL2 remake

plush marsh
#

Try to do a WOW

plush yew
#

oof that sounds harrd

abstract relic
#

Make pong or spacewars

plush yew
#

0-0

foggy mason
#

world of warcraft?

plush yew
#

thats confusing

plush marsh
#

yep

foggy mason
#

that's an mmo

plush marsh
#

but it is great

foggy mason
#

I'm not that experienced with networking

plush marsh
#

nah, it will be fine

foggy mason
#

pong/spacewars would be too easy

plush yew
#

imma make spacewars

abstract relic
#

You can do it solo in 24 hours

worn granite
#

Come up with something along the lines of pong but its your own idea.

#

or just bite the bullet and make pong

#

I make the same game as a first game with any given engine

#

its a boring game with lackluster design but I learn a good bit about the engine that way

plush marsh
#

you are ruining all the fun , Lambda

plush yew
#

well ill make pong then make another game with the same code but different

worn granite
#

put em all up on steam

abstract relic
#

You’ll discover it’s harder than you think if you have no experience in game development

worn granite
#

you'll make a digital killing

abstract relic
#

$60 of course

plush yew
#

ok ill try make the end product on steam for

plush marsh
#

free to play with skins is better

plush yew
#

129$

#

also add the 99 cent

worn granite
#

50c with trading cards was p good

plush yew
#

and add a ad every 1 min on the phone version

#

$$$

abstract relic
#

Naaaah we all know asset flipping is the way to go

novel ember
#

quick aside from the pay-to-win

#

is it possible to do something akin to supersampling for the UMG? like screen percentage but for the UI

plush yew
#

weres the box brush..?

grim ore
#

Under Geometry in the Modes panel

plush yew
#

THANK YOU I WAS SITTING HERE FOR SO LONG!!

abstract relic
#

I suggest you watch some intro tutorials

plush yew
#

im doing thatunreal 👌

#

whats a bsp

grim ore
plush yew
#

oh i fixed it

#

it was in the code

eternal belfry
#

@slim magnet -- https://www.youtube.com/watch?v=euquOpUmUyk

Yup! That's the one! The smoothest text input UI and inventory radial for a simple interface ever. Was such a cool system to navigate. I hope Epic approves your radial menu! Your snow and oil demo was very cool too! Welcome to the channel.

This is from the 2003 Game "Beyond Good & Evil", when i saw it back than i immediatly thought that even though the interface is hardly efficient, it seemed v...

▶ Play video
plush yew
#

What does a GDC do

manic pawn
#

cost money

plush yew
#

ye bud what do u do as a gdc

worn granite
#

I don't know that any of us have been a game developers conference.

plush marsh
#

as gdc you host a public event , no ?

abstract relic
#

Only if you have money to burn

plush marsh
#

but you will charge guests , so you will get your money back

worn granite
#

Ah, I see. Good idea.

#

Will you pay $1000 for a ticket to my event?

plush marsh
#

most people do )

tender dome
#

when im importing a mesh, it is importing the individual components rather then whole. what should i do to import it as whole?

abstract relic
#

You need to merge them as a single object before import

tender dome
#

ok

#

do i do this in engine or 3d software?

abstract relic
#

You can do both. Take your pick

digital anchor
#

also on import settings you can check Merge Meshes, need to expand some menu

tender dome
#

what option in engine should i look for?

#

while importing

#

nvr mind got it

coarse prawn
abstract relic
#

Good on my end

lime tulip
#

I've been wanting to ask this for a while but felt unsure about asking such a question: Where should I go to find current information on blueprints? Like, I'm trying to find info on how to properly set up jumps and alter certain behaviors DURING the jump, but everything I'm finding is from earlier versions or just not viewable by me.

dry moon
#

Documents usually have everything

#

just look for specific things

grim ore
#

the most current way to find info on blueprints is to just screw around with every option lol. Alternately you could read the c++ code behind the node to see what all the options do.

coarse prawn
#

Is there a way to take a function as a parameter in blueprints?

dry moon
#

wot

coarse prawn
#

I'm making a generic confirmation dialog box UI which has buttons "Yes" or "No". When I create this widget I want to be able to set what code is executed when these buttons are clicked (on widget creation)

dry moon
#

Ah then look into event dispatchers

coarse prawn
#

So I therefore want to somehow pass in a function to execute. If anyone knows Java, I want something like a Callable

#

Ah ty

distant river
#

Hey guys. I'm thinking of building a new PC for UE development, which CPU would you choose Intel Core i7 8700k or AMD Ryzen 7 2700x?

dry moon
#

Threadripper

frigid needle
#

I'd go Ryzen, but that's entirely personal bias.

distant river
#

I'm not very familiar with what the difference between them is

icy sleet
distant river
#

@dry moon would a Threadripper 1920X be better than 8700k for Unreal Engine and still enough to play some games?

dry moon
#

Maybe not the 1920x

frigid needle
#

Honestly, just a regular gaming CPU will serve you just fine. I'm running Unreal on an Ryzen 7 1700, and it doesn't struggle at all

grim ore
#

as long as you arent compiling the shaders and engine every couple minutes anything with a 4/8 setup for cores/threads and some decent clock speeds is fiiiine. pair it with a good GPU and your are fiiiiine.... just learn to be fiiiiine.

thick herald
#

my tad old 3770 struggles a bit.

#

4770

cursive dirge
#

if you actually work with the engine code, you want all the cores you can get

#

I'd expect that TR to beat that i7 by huge margin if you do anything like that

wary wave
#

Threadripper does outperform the i7s on engine code compilation

#

but not by as much as you might think

#

(and you can build two i7 machines for the price :D)

cursive dirge
#

TR probably sucks at lightmaps as UE4 uses intel lib that favors heavily Intel CPUs

wary wave
#

quite possibly

#

I use GPU lightmass anyway

#

the results are so much cleaner xD

cursive dirge
#

somebody still maintains that?

wary wave
#

I don't think so, sadly

cursive dirge
#

wasn't the guy making it hired to Epic?

wary wave
#

aye

cursive dirge
#

so, rip GPU lightmapper 😄

#

lets just hope they eventually come up with their own

wary wave
#

yeah

#

until then if you don't mind being on a slightly older engine version it's all good

#

I'm still using 4.18 for the most part to dodge the DPI scaling problems

polar hawk
#

oh no

#

is that gpu lightmapper open source?

wary wave
tulip vault
#

can i make it to where i can have multiple levels open in unreal

#

in separate windows/tabs

velvet finch
#

does 2 players using wasd and arrow keys on the same keyboard count as multiplayer?

grim sinew
#

Don't think so

steel shuttle
#

hello guys. usually developer use play animation montage in blueprints or c++ more efficient?

worn granite
#

efficient at runtime?

plush yew
steel shuttle
#

yeah

next badger
#

@steel shuttle c++ is more efficient, but less flexible to work with (for animators)
its is useful for complex stuff, like multiplayer firecycle sync (the issue that PUBG has recently)

upper heart
#

Anyone know how to see cpu usage with Session Frontend?

spare sun
#

how do you do animations in cpp 🤔

next badger
spare sun
#

damn, didnt even know it was a thing. ty

grim ore
#

That seems off to call that handling it in c++ when the majority is in bp in engine

next badger
#

@upper heart

  • open ue4edito
  • open UnrealFrontEnd.exe
  • go to session frontent tab>profiler
  • push data capture
  • start the game in the editor
  • stop game
  • unpush data capture (the data transfer will emerge on the bottom)
  • hit Load File
upper heart
#

Okay, thank you. I'll give that a go.

next badger
#

@upper heart make sure firewall does not blocking the connection (you should see a session under My Sessions on the left)

upper heart
#

That worked. Does it show overall cpu usage somewhere tho?

next badger
#

@upper heart i';m not sure, but i assume that's called Threading CPU utilization

#

you need to double click one to add it on graph

#

and you can look info about each value by hovering the "label" icon

upper heart
#

That makes sense. The graph is still showing the axis labeled as ms tho hmm

#

would like to see a % view on the graph

next badger
#

@upper heart yeah, when you hover the mouse over the graph you will see the value in the name of the graph

upper heart
#

ahh okay cool, that will work

#

Thank you 😃

next badger
#

maybe it's possible to set the axis labels too, but i have no info on that

thorny cipher
#

Is there a way to have a different defaultGame.ini for build targets?

#

E.g windowsNoEditor. LinuxServer

#

documentation says : [ProjectDirectory]/Config/[Platform]/[Platform]Engine.ini

frigid needle
#

So I'm looking at the Top Down Character Controller in the Top Down BP sample, and I'm noting that for character movement, they're using a "SImple Move To ()" through AI. Is there a good tutorial or documentation I can use to add some deceleration to the character as they approach the goal?

#

Oh hang on, this might be better asked in Blueprints, sorry

severe glen
#

hi there

whole quarry
#

Hi

next badger
#

@thorny cipher i'm honestly confused by the amount of config files ue4 has...documentation don't even describe all of them

primal swallow
#

👋

ancient otter
#

Hey guys, when i export as fbx to unreal only some textures import

#

Not all of them get imported :/

cloud cobalt
#

Import them separately ?

ancient otter
#

There are too much mats and stuff

#

Its from league of legends

#

I have a .c4d and i exported aa fbx

cloud cobalt
#

Materials aren't going to be imported correctly anyway, they're too specific to game engines

#

Unless they're basically just albedo, roughness, normal and nothing else

fierce tulip
#

@ancient otter ripping from other games is something thats frowned upon in here.

cloud cobalt
#

Also that.

next badger
#

@primal edge nice new script!

primal edge
#

@next badger sweeeeeeeet!! glad it helps!

ancient otter
#

@fierce tulip I have already said A LOT of times.

#

I'm in a community of editors. EDITORS. We don't release, we do videos.

#

I have already done this on csgo and other stuff and , again, I have showed and said it a lot of times

cloud cobalt
#

Free videos with zero advertising hopefully

ancient otter
#

I'm going to do some wallpapers and maybe an edit

#

Advertising ? Is this a joke ?

#

We do it for fun

fierce tulip
#

@ancient otter we dont care

cloud cobalt
#

Just don't act all shocked that game developers don't spend their free time helping you reuse other dev's work 🤷

ancient otter
#

Good for you then ajari

#

I just got the solution btw

#

Anyways, thanks

silver crown
#

Nice new pfp Stranger

next badger
#

@ancient otter just keep the details where it's from private then you'll get your answers faster

ancient otter
#

drakeyea now go tell fuze, Maro and etc that they are stealing content

#

Brb

cloud cobalt
#

TBH, they are.

ancient otter
next badger
#

@ancient otter stop the flood pls

ancient otter
#

It's not flood lul

cloud cobalt
#

It's not like they're hurting the games they rip assets from, but it's clearly not "fair use"

#

And it's commercial work

#

And it' doesn't even credit

ancient otter
#

I mean... I guess idk everyone has opinions

cloud cobalt
#

Technically it's illegal

ancient otter
#

Lil I just got warned cmonBruh I'm not arguing I'm just discussing

#

It's not like I'm mad or anything like I said everyone has opinoond

#

I don't even know why I'm still here actually

next badger
#

@cloud cobalt it is legal in my country...reverse engineering is a legal right

cloud cobalt
#

I'm just giving facts here and explaining why this is frowned upon here.

fierce tulip
#

and kicked

graceful sky
#

Not sure if i'd be very happy if someone ripped my assets

cloud cobalt
#

@next badger Building a commercial Youtube channel based on content ripped from commercial games is legal where you live ? I'm not so sure.

#

This isn't reverse engineering for compatibility purposes like the EU made legal

fierce tulip
#

can we drop the subject and go back to unreal related things? 😃

cloud cobalt
#

Fine by me 😛

silver crown
#

@next badger ur country is best country 😄

cursive dirge
#

just when I was about to get some 🍿

fierce tulip
#

recording a ue4 mat function showcase, and everyhing that can go wrong and crash, did go wrong and crash.

next badger
#

@fierce tulip for the store assets? or just a tutorial?

fierce tulip
#

vfx debug mat function basically

latent moth
#

All, I have a character that gets moved because it is in a moving platform (an actor it is attached to). The controller though does not rotate when the actor gets rotated, so basically my camera gets completely shifted in comparison to where the mesh is heading at... What is the best practice to "realign" them?

stray smelt
#

How can I have animation as a parameter inside the animgraph? Let's say I want to blend between two animations (Idle and Attack), but one of them must be dependent on whether the player is using a 1 hand or 2 hand sword (so the idle must be a parameter)
When I drag from the blend I can only select specific animations inside content browser, rather than create some variable

abstract relic
#

use Blend Poses by Bool

stray smelt
#

and create one node for every anim-combination?

#

i need the one marked in red to be parameterized preferably. so i don't need to create one node for every single attack animation

abstract relic
#

Oh geez, please make a state machine

#

Then make animation montage from the attacks

#

Cache it and use the pose bool

sudden agate
#

@stray smelt A little bit hidden: The Play Node has a checkbox "Sequence"

#

tick it and you can plugin a variable into it

stray smelt
#

there is a state machine behind that. @abstract relic just created those nodes to illustrate. would prefer not to create state+connections for every single attack

#

@sudden agate thanks. will check

#

perfect that was exactly what i was looking for

regal mulch
#

Has anyone ever tried to render particles to a renderTarget and then using the alpha channel of the RenderTarget for the opacity?

#

Seems like Particles aren't added to that

wary wave
#

sounds like you want to render to a custom buffer

regal mulch
#

Well, it's the basic "Render Mesh in UMG" thing

#

only that my mesh has a particle effect

wary wave
#

ah, that old one

regal mulch
#

I assume there is no new supported way or?

#

I really need these particles to show up >.>

wary wave
#

there isn't to my knowledge

#

not without a custom buffer, but that's a code deep-dive

#

if your UI was in world space it might be more doable

#

...but navigation, focus etc

regal mulch
#

Nope, has to be in 2D space

#

We have to fit 4 Pawns into the screen for Splitscreen

#

Not possible to arrange that iwth the scene bla bla, i have to put it into 2D

#

Isn't it possible to just not have the RenderTarget fill the void with black?

paper kernel
#

🤔 should be doable

#

scenecapture has option for exclusive rendering right?

regal mulch
#

Already doing that

paper kernel
#

so if the particle is child of those rendered objects, it should show up in the render target

regal mulch
#

It does show up in the RenderTarget

#

But the renderTarget is a black square with whatever you render in the middle

#

Usually you oneMinus the Alpha Channel and put that into Opacity

#

That works for the Mesh I'm rendering, but the particles don't show up in there

paper kernel
#

what about chromakey?

regal mulch
#

Alpha and Alpha + Red in the gif above

next badger
#

DXR fallback layer is horribly slow and MS have abandoned it
No way...

paper kernel
#

uhh, background is 0 color 1 alpha, mesh is ? color 0 alpha and particles are 1 color 1 alpha

#

possibly conflict in particle material

wary wave
#

I'd first look at the particle material setup, you may find they're rendering in another pass

cloud cobalt
#

@next badger Big fucking surprise 🙄

wary wave
#

there are a number of optimisation that might be having a knock-on effect here, I think

next badger
#

are they gpu particles?

regal mulch
#

I have never seen that icon

#

It means "EditorOnly"

#

But I swear I've never seen that in over 4 years

#

Or it's just a hint idk

paper kernel
#

yea it's only for render target settings

regal mulch
#

I'll check the particle first then

paper kernel
#

my guess its additive

regal mulch
#

@wary wave Any chance you can guide me where I find what pass it uses?

wary wave
#

not sure where to look without doing a lot of digging myself

regal mulch
#

Not really finding anything in the required section of the particle

#

Fair enough

wary wave
#

first place I would start looking is in the materials etc though

#

things like 'separate translucency' and all that jazz

regal mulch
#

Welp

wary wave
#

haha

regal mulch
#

it's the additive blend mode

wary wave
#

was it exactly that?

#

gotcha

#

that would make some sense

regal mulch
#

But changing that to translucent changes how the particle looks like

#

Guess the artist has to find another way then

#

Thanks for the hint! Time saver!

wary wave
#

no problem ^^

lusty carbon
#

Hey you guys, There's something I must understand.

#

VR Template is there for us to use and change and build levels upon, or is it just for testing your headset ?

#

How are most VR games created in UE4?

grim ore
#

yes to the first question, and in the editor for the 2nd.

wary wave
#

I mean, basically the same way as any other games

#

¯_(ツ)_/¯

abstract relic
#

Vr isn’t as special as you think 😉

grim ore
#

VR are special, they are more reality than reality so it takes more work.

lusty carbon
#

I mean, is it mostly C++ and they code in the teleport movement with the spline and all that, or just BP VR template

grim ore
#

VR games are just like any other game. You start with something and add from there.

lusty carbon
#

I wanna make some sort of visualization in unreal. in VR. best use the VR template?

grim ore
#

you can use a blank project, you can use a template, you can use a non vr project and add to it, you can use C++, you can use BP, you can use another engine.

next badger
#

@lusty carbon yes, vr template will work for vis stuff

abstract relic
#

Game development \o/

grim ore
#

The template is there for you to go "oh hey that is how you do stuff, now that I know I can use this template and add more or I can use this knowledge to create a death star from scratch"

next badger
#

FPS template also uses VR stuff in it

grim ore
#

so does the vehicle one 😃

#

it's like VR is just something extra in normal game dev like a controller or keyboard...

abstract relic
#

And third person

#

For some reason

grim ore
#

I think top down as well but that makes sense

#

oooh.. actually hell every one does if you use the VR level when you create new level

next badger
#

we need a paper2d vr template now

grim ore
#

... at this point did we help him more than we confused lol

abstract relic
#

Never

grim ore
#

never confused, never surrender!

abstract relic
#

By Sweeney’s hammer

grim ore
#

I've got my next project in mind but have to figure out how to properly do particle effects over UMG and how to render lines in UMG/Overlay.... both seem to be features left behind in the UE4 dev cycles

#

starting to wonder if I should just do the project in 3d with an ortho camera with sprites so I have access to normal particles

abstract relic
#

You’d have to contend with a broken ortho camera

grim ore
#

well if it displays stuff flat and respects depth which it seems to do I am ok with that

regal mulch
#

@wary wave I assume there is no chance of getting the Additive Particles to work?

#

Cause I assume Translucent looks bad on stuff that should technically use Additive

wary wave
#

nope

#

the whole point of the additive particles is that they don't do what you're asking from them, hehe

#

additive particles are pretty cheap

#

that's their thing

#

you should be able to use translucent ones instead and take a performance hit, without much of a visual impairment

regal mulch
#

I just tried something

#

I compared Translucent Sparkles to Additive Sparkles in the UI

#

Translucent Sparkles show up just by using the OneMinus on the Alpha

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Additive show up if you BLEND ADD the OneMinus Alpha with one of the 3 other channels

#

Seems to look the same

#

Clyde just blocked a material graph image

next badger
#

sound like premiltiplied alpha

#

but in PA it's not addition but multiplication

regal mulch
#

I should multiply them?

#

I'm a network gameplay programmer. That stuff is magic to me. (╯°□°)╯︵ ┻━┻

#

Okay no, Multiply doesn't work at all

#

xD Let's just stick to the lucky guess of using Add

next badger
regal mulch
#

Tried that, doesn't work with the flame particles we have

#

Don#t ask me why, cause I have 0 idea

vale silo
#

shouldn't flame particles be masked material ?

#

(unless you are going for realism)

faint urchin
#

I'm not entirely sure whats happening here.. I'm trying to run my game from editor, it was working last night. At some point, it seems like the second player stopped getting it's own player controller? It's unable to move, isn't getting it's HUD, but the thing that is really odd, the other player doesn't move on it's screen. When the other player shoots, the projectiles spawn for the bugged player, but they don't move. Enemies spawned by server though, move and act as they should... Anyone have any ideas?

regal mulch
#

@vale silo By all I know they could be something no one knows about yet

#

But yeah, it's realistic fire

next badger
faint urchin
#

Gotcha, sorry

next badger
#

from my point, if you able to shoot - then it does have a player controller

#

you ofc could debug that

faint urchin
#

Only the one player can shoot. The bugged one can't do anything, and theres only one player controller showing in the world outliner

#

No idea what I could have changed that would have caused it

next badger
#

@faint urchin "When the other player shoots, the projectiles spawn for the bugged player, but they don't move. " sorry, misread that

vale silo
#

@regal mulch I'd use additive material for fire particles (especially for VR). Translucent would be the best bet, but there might be performance hit, depending on the hardware it's running on.

steady owl
#

Any predictions when 4.22 would be dropping?

fierce tulip
#

around gdc is my bet

steady owl
#

Sweet!

#

Can't wait

grim ore
#

4.22 will be out within 365 days, I can guarantee that (or we will all be dead)

steady owl
#

😄

grim ore
#

if you are bored tho you can always grab the master branch and pretend its 4.22 release 😃

steady owl
#

Will wait it out and hope it's soon 😃

#

Love your videos by the way

#

You cover everything in a great concise way

#

Learned so much about the engine thanks to your channel

#

Especially stuff that isn't very well documented

grim ore
#

😃

#

everything is well documented if you understand C++ and read the code 😛

next badger
#

master is way far from actual 4.22

grim ore
#

i mean who needs more than the raw code heh

steady owl
#

True but it's nice to get BP examples and a nice visual example\

#

For dummies like me

grim ore
#

I know it's far from 4.22 but it says 4.22 in the startup screen so nyaaah 😛

cloud cobalt
#

@steady owl End of March

#

According to Epic

grim ore
#

I got the linux port of the editor up and running on Mint last night on my laptopt. It's smoother to get it up and running on Linux from scratch that on windows lol

cloud cobalt
#

Specifically, according to Stephen Ellis two weeks ago

grim ore
#

the setup and generate files auto download any missing elements compared to VS just going "take a guess at what you need" lol

steady owl
#

Thanks Stranger!

plush yew
#

Hi ! i would like to get some help with Ai controlling , can someone tell me in what chat i have to be for that ?

grim ore
#

I wouldn't be surprised to see 4.22 preview any time now unless there are some super major issues preventing them from hitting a GDC release window.

abstract relic
plush yew
#

haha thanks !

steady owl
#

Would they mean the first preview at the end of March or the actual stable release I wonder?

grim ore
#

I would think first preview this or next week, couple weeks of preview, then release (stable is subjective... heh) before GDC on 3/19

#

this is assuming they follow the same pattern the last 2 years

steady owl
#

Great to hear

grim ore
#

but no one knows for sure but them of course. GDC time is crunch time for all the neato stuff they are showing so it might get missed shrug

#

I know we would all love more info on release dates but the minute a company says anything people jump on their asses if they miss those dates or change 😦

next badger
#

i don't think we'll see any major features this release

#

except new renderer...which is not new

steady owl
#

If it's a stability release I'm happy

#

Not that I have many bugs in 4.21, it seems v stable at least for me

#

But there's a few that are fixed in 4.22

novel ember
#

I was just gonna stick to 4.19 but being able to easily access the amplitude envelopes is too good to not upgrade

grim ore
#

I am super hoping the editor utility widget is in 4.22

fierce tulip
#

im hoping for a stable cascade before they ignore it 100% compared to the 99% they ignore it now :p

worn granite
#

people still make cinematics with it

steady owl
#

Bless our souls

abstract relic
#

Only zombies uses it now

fierce tulip
#

@steady owl im fine with cascade getting axed, but there are many projects that will use it for years to come, so having it stable for them (and for me as a freelancer) would save a lot of headaches and frustrations.

steady owl
#

I completely understand and agree for sure

#

Transitioning to new tools is always painful

#

But yeah I can't wait to jump to the vastly improved interface even

#

Not to mention the new power we get

fierce tulip
#

yea for sure. I wanna delve into it but I never liked being a guinea pig, so ill wait until its actually deemed stable.

grim ore
#

can cascade or niagara do effects over UMG easily yet?

fierce tulip
#

nniagara should

next badger
#

niagara has a lot of minor bugs that could ruin your day

worn granite
#

on a scale of rare interactions causing problems to opening the color picker will crash, how unstable is cascade?

steady owl
#

Yeah gotta wait until it's fully stable

#

But when it is, ohhh boy

#

Cascade is most definitely the most legacy tool currently in the editor right?

#

In terms of interface especially

fierce tulip
#

@worn granite that might only crash once every few 100 to 1000 times

#

though changing a material (or better, any function inside it) while cascade is open is rather crash prone.
also dpi scaling is totally fubar in cascade

grim ore
#

man I really hope you are right about niagara being usable in umg

steady owl
#

Is it possible to override the material of a cascade emitter that is placed in the world?

#

Anytime I do, nothing happens and it uses the same old material so I have to create a duplicate emitter

fierce tulip
#

you could replace it (or its instance) trough blueprint prolly

steady owl
#

Yeah but when you are quickly laying things out, delving into BP is the last thing you want right?

fierce tulip
#

yea

steady owl
#

When any other mesh material can be swapped out instantly

#

Thanks was just making sure I wasn't missing something and being stupid

#

I have like 6 variations of each particle sim it's cumbersome (faint, very faint, thick, etc.)

#

For environment this is

fierce tulip
#

for one project we had different leaves for each scene, so for each environment or tree change I had to make a new emitter with the material changed. ended up with 50-60 emitters just because leaves. couldve been better if there was some blueprint checking what trees would go where, and changing the instance.. but meh

steady owl
#

.... that's horrible

#

Hope niagara fixes that issue

hoary charm
#

Any game programmers online that are in industry? Have a question or two I'd like to ask via DM.

steady owl
#

And we can just replace instance

next badger
#

i've just noticed that cultrarius is Epic dev...was he always?

fierce tulip
#

no, he got a job there a few months ago

wary wave
#

Cascade is most definitely the most legacy tool currently in the editor right?

...except for Matinee, the Material Editor, Landscape Editor ... and BSP editing

fierce tulip
#

bsp is prolly most legacy ever :p

wary wave
#

hehe

#

it's not changed much since 1998

fierce tulip
#

i sometimes wanna go back and make an ut99 map

wary wave
#

biggest changes I think were still pre-UDK era

#

mostly minor tweaks to the nature of brush editing

next badger
#

there're lot more of legacy stuff behind the curtains...whole Kismet...

fierce tulip
#

2k3/2k4's bsp did feel much more solid than ut99's one though.

#

and lets not talk about unreal ued 1.0's bsp

fierce tulip
#

so much kismet nightmares.

next badger
#

those BP spaghetty vibes

abstract relic
#

Rainbow spaghetti 👌🏽

latent moth
#

All, I've got a character seated on a moving platform (attached to actor). The issue is that the character rotates on this platform, however the controller does not follow (there's no way to "rotate" a controller). Since the controller sets the camera position, it gets all messed up. How can I align a controller to a character? It's kind of the opposite of what "Use controller yaw input" does...

frigid needle
#

I feel like so many spaghetti issues could be resolved just creating functions. Does that have a performance impact or anything?

fierce tulip
#

material functions? or bp?

frigid needle
#

BP

fierce tulip
#

generally that should be fine, but im def. not an authority on it

next badger
#

@latent moth there's a way to "rotate" controller input tho, you have to apply the transforms to inputs before applying them to the character

#

but that's matter of math and game design

latent moth
#

I was hoping for a way to "attach" the controller to the character so that it'd have axis defined in that way

#

will try your way

#

I guess that's a delta rotator applied to the axis input, with a reference of the original pose?

next badger
#

@frigid needle functions have no impact on performance

latent moth
#

I was hoping for a "reset" controller to the current position

#

something like that

next badger
#

@latent moth you need to get rotation then apply moving vector by this matrix so it would be transformed in to a proper movement direction

latent moth
#

understood

#

gonna try that

next badger
latent moth
#

only rotation is the issue

#

i do not use the template but that is pretty much the core of it 😃

#

it's just a free look movement

novel ember
#

holy shit

#

I pretty much just completely eliminated aliasing in my UI using a 5x5 texture

#

it looks a bit more crisp in motion though

next badger
#

why 5x5?

bright plume
#

Imports mesh with almost 300 different objects
mesh has a rig with almost 2000 bones
UE4 FREEZES

next badger
#

@bright plume what you expect?

dry moon
#

Why 200 bones wtf

bright plume
#

2000*

dry moon
#

Oh 2000, then even more why