#ue4-general
1 messages Β· Page 390 of 1
I have a RTX 2060, approx 38,000 mbs of memory
system memory or dedicated video memory?
Has anyone tried making a battleship controller? Like a ship in the water with physics. I'm wondering how to approach that
Anyone knows if there's any Open Source Game project developed in Unreal Engine currently in dev?
@distant river Are you trying to make a Sea of Thief style boat or World of Warships style boat?
@karmic basalt Like this https://www.youtube.com/watch?v=FBGUBKGwBqM
Maelstrom is a unique and original twist on the classic Battle Royale formula with naval combat, out-of-match progression, and sea monsters! Subscribe to IGN...
Ship battle royal?
@dry moon ok thanks π i will try it out
anyone know how to make map like that
World composition wizardry
anybody who spends an hour watching some basic tutorials.
lol
AngryJoe & OtherJoe love pirate games, we recently heard about a new fantasy naval game that's got multiplayer battles and monsters so we decided to check it...
Press and pray
But seriously, there isnβt at least an automatic launcher test before it get set loose on the market?
Still waiting for Lost Ark to come stateside. It has pirate ships.
Hello everyone.
Can anyone help me with an animation problem in unreal engine 4?
All I need is 5 minutes of your time, a voice chat call so I can explain the issue and show you screen
An answer cannot be given to an unasked question
I am brand new to unreal engine 4, and never developed games before. So my question may not be asked properly in text form. But I will try...
My question: i made the blender space animation for my flying when I press F
I coded all properly for my character to fly when I press the button F
all works well
but the designated animation for flying doesn't show on the action of key of F
it still just walks (animation of walking in the air versus flying)
my hunch is that I designated the wrong skeleton and animation blueprint for the right player character
but can't figure it out on my own
so if anyone would be kind enough to help me solve this, I will give him or her credits in my game
Throw screenshots into #animation
ok
Of you character bp, the mesh component, and animation bp
ok will do - launching my project now. seems to take a while
had to restart computer - project didn't open
ok I dropped all the pictures where you requested
Hello everyone, I am having an issue where all of the landscape materials are showing glossy black, and I have no idea why
It turning black could be due to varies reasons, such as not having landscape layers set correctly in the material
or not having a layer info set correctly
I have tried several downloaded mats and they all see to behave the same.
Will do, thank you
Anybody using github build?
Hey everyone,
I'm trying to export obj file from static meshes in ue4 and am observing that 3 different objs are generated. Mesh.obj , mesh_internal.obj and mesh_uv1.obj . Can anyone please explain the significance of these?
Mesh: contains vertex data
UV: a map in which projects 2d images to the mesh
Not sure what internal is doing
And what are you using to export? Iβve never seen an app split the asset as such
@abstract relic I am using the Asset actions -> export mesh (inside unreal editor)
Why obj then?
@abstract relic I need it for a specific use case
@abstract relic while I export an fbx , I just get a single file. But exporting to obj creates 3. Also I think the UV data is already there with the mesh, and should not need a separate obj. Correct me if I'm wrong. :)
So writing a research report on the process of video game development and the professor somewhat screwed me over as they where not clear on the scheduling and other instructions. so now I have to cram 3 weeks worth of work into one. Fun
Always is
Could use some suggestions if any are needed other wise I ma slap in some extra sources cause apparently need 8 now instead of 5. great to know a week before the final report is due. So far have 6 sources covering the, What type of games people play, the video game development cycle, market research, and roles in video game development. Anything else to add? cause I feel like that's pretty much all I need and should just slap in to more random but "related sources"
mmm
just ma look up two more sources another on the cycle of development and another on more market research
I think that will do
thanks mate
is unreal engine great for XR development? every xr demo is created only in unity, I wonder why
oh we don't have plugin in AR that support the unsupported mobile device, I mean we got one but it's not in the marketplace
yeah, they are ahead, A LOT ahead
UE just hasn't focused it's development on that
I wonder why
we have AR stuff for UE
UE is great but I wonder why stop there
yes but it only support the device that has arcore
cause probably not current focus
look, unity got vuforia, they don't care if your device is arcore ready or not
we got one
here
but need to buy it, not in the marketplace either
unity also has alot more indy devs as it is still seen as the go to for indie devs
ok lets say you got a device capable of arcore, then to test it you need to manually build and install it in the phone, time consuming, why can't we use webcam for debugging
ue 4 is still seen as a Triple A game engine that bigger companies use
alot of AR and VR stuff is done on unity cause their a good portion * of indie developers doing that as it has been a good niche market for them.
as that's what I have seen so far
yes, I know that UE is a strong engine but I wonder why only focus on AAA game, why can't we do ar/vr/xr
they managed to get this engine so great but why stop there
cause that's simply not their focus rn
I see
Like
they probably build the engine for what they need for their own projects
they might not care much about what other people want or need
right now what is big with UE4 compared to unity is that crossplatform technology were getting of off fortnite if I remember correctly and that rav said
what rav said*
Unity sells only the engine, so their whole business is building what other people need
@spiral island is that a good thing or a bad thing? hmmm mixed thought
this year is currently the best year for AR Devs I think
you end up with a capable engine but strange oversights
for example, Unreal is practically unusable on a laptop on battery power because of how inefficient it is
Been thinking about developing my own engine on the side. Whilst making games on UE4. Got a long road ahead still as I still have yet to learn actual programming.
even if you set scalability to absolute lowest
as someone who has tried developing a game engine, I can confirm that it's hell
not entirely ground up as it will be based on the forgotten blender game engine that was thing
they ditched that in 2.8 iirc
I've found that what Unity is good at, Unreal is terrible at, and vice versa
sigh
mmm
actually
might jsut use godot
instead of making my own and going of that since it's free and opensource
godot is good at what?
Being godot
lol
it is as good as much as you can utilise it to be
which applies to any enigne in the end
Sorry guys, wrong language on my mobile keyboard.
XD
you had me lost
Armory3D is the Blender game engine. They separated it and it now has its own repository. It seems they still plan to do something with it
yeah
future plans and ideas XD
first gotta actually learn to code and stuffs
and make actuall game for once\
Godot is clearly where the OSS community is going to be these days
IMHO, Blender Game failed in large part because Blender (while a pretty amazing tool) isn't the tool you want for creating games
I doubt Armory is going to upend that
@plush yew you may try Xenko. It's also open source. And C#.
What are your thoughts on game engines that are new, allow devs to produce high quality games, but at the same time... also require much better hardware?
By example, on my old PC I can run UE4 games on the LOWEST settings at 70-110 fps with noticeable input latency. And frankly, the games look pretty average. Your typical AAA game from Xbox 360 and higher. But I would run DOOM 2016 at MAX settings + max Anti-Aliasing + no noticeable input lag + 140 fps. And I'm sure Id Software doesn't have the same budget that Epic Games to make a solid game engine.
And every time I bring this up, the argument that people bring to the table is always... oh must be incompetent devs.
I dont think it has anything to do with incompetency.
Ain't engine issue. That would be devs, using the engine.
The LawBreakers team had very competent engineers.
Fortnite gives me lag spikes all the time.
Only UE4 games do this.
No other games in my library give me those issues online.
only Fortnite, Unreal Tournament and LawBreakers
I don't know where it's coming from in UE4, but something aint right.
It mainly comes from high budget requirements when working with UE4 rendering. As a result, strong workaround and acceptance culture exists.
I know that the programmer who worked on a FPS training game reported that after updating his UE4 build, a bunch of errors in the background were dropping the frame rate.
If it were engine issue , wouldnt an empty project prove that?
Seem to remember someone testing it..
im running the FPS template and get random FPS drop with a released build.
As I said, something is wrong with UE4.
Nah, nothing at all.
You must be right. must be my PC.
πΏ
But players complaints say a different story with UE4 games.
If you research the subject, players have been experiencing performance problem with UE4 for a long time.
How many of released UE4 titles had rendering engineer onboard full time from total number of tiltes released ? That is mostly your answer.
Goes for most engines imo. They all got their querks and flaws
But havnt noticed anything specific to ue4 with your statements
Then again im still running at 60hz so might be my end.
π€
You should since I explained that the issues that Im experiencing only occurs with UE4 games. And all UE4 games at this point that I have played had similar issues.
Either related to a fully meshed map, AI or multiplayer.
I run UDK with bots in multiplayer. It's fine.
And Im getting the same average frame rate.
It's possible that the UE4 architecture has issues with some older hardware. I can't tell.
But I find it very interesting that the only games that have those issues... are UE4 games.
And I've heard from people who have high end PCs that their UE4 games are running butter smooth, no problem.
Simply because UE4 makes false impression of not requiring engine coder ?
Anyone around that has made the UE4 keybind setup work to detect mouse X / Y axis?
An individual or a team, responsible for adapting the engine for specific project's needs.
No, I mean, perceptively, points by ChrisPG are valid. UE4 games are slow, especially rendering wise.
There is something clunky about UE4 games, but I can't say I've experienced something like rendering spikes
there is a noticeable input latency though
UE3 had it too
it's like you're 3-4 frames behind at all times
But I'd say the perception comes from very low entry level threshold to actually releasing something UE4 made, and surely due to existence of insane workaround culture.
quite possibly
A few years ago, the UT dev team reported that UE4 had an input-to-photon latency of 22ms.
In comparison, Quake 3 Arena had approx. 8ms.
However, you frame rate will affect this as well.
And your graphics settings too.
Personally, if I set my graphics to high or Epic, it's the equivalent of turning On Vsync. And that's something I've never seen before.
Im not a game programmer or 3D graphics programmer. I can't explain why this is occuring. I just know that it's how UE4 works and it's not pretty.
It might be one of those cases where you need a certain level of hardware to bypass this issue.
I can't say, I don't have a high end PC of like this year.
I cant compare
Well, get rid of threaded rendering and you will get to acclaimed latency.
Epic does explain here that players cannot use anymore r.oneframethreadlag 0 to fix input latency issues like we used to wdo with UE3 games. Because UE4 runs with parallel rendering.
https://docs.unrealengine.com/en-us/Platforms/LowLatencyFrameSyncing
What makes UE4 stand out here? Everyone does it this way nowdays.
I remember that some devs were frustrated that Epic forced Deferred Rendering instead of Foreward which is faster.
At the time, i had zero knowledge of those things so I didnt really know what to think about it
Deferred rendering isn't really slower, it just has limitations
I would have strongly preferred a forward plus / tiled approach and said as much at the time
that's more or less what Doom (2016) is using (a tiled hybrid renderer), and you can see the difference
I can personally feel the big difference when I play UT between the two.
It gives use the option to use Forward Rendering instead.
It's noticeable
the renderer shouldn't make much of a difference with respect to input latency though
generally speaking rendering is running in parallel on nearly all modern game engines and has done for a while
How can I say this... it's a bit difficult to put into words
worst case scenario you should get maybe one frame difference input latency wise :/
When I use the defautl deferred rendering. When I move the mouse, there is like a delay. Like some sort of deceleration occurs and then after a few frames the graphics catch up and as long as I keep moving the mouse it's fine. But if I stop and remove it again, whenever I do this... there is an issue with how UE4 processes graphics
It affects the mouse input.
And unlike other engines, the mouse input is more affected in UE4
I guess everyone reading it, understand you @plush yew . But.. it is not the engine issue in the end. If you are to a release a fast paced FPS shooter, why not adapt the engine? And here under why not you have high budget multiplied by lack of qualified personnel available.
There is no other game to my knowledge that is this unstable when it comes down to aiming at stuff.
Every little thing makes the aiming inconsistent.
Sometimes, your input dont even reg
In any other game, even if I get FPS drops it doesnt have much impact on gameplay
it's your regular frame rate drop
it's barely noticeable
but in UE4 games, they are very noticeable
It's hard to explain.
But I think it's due to parallel rendering.
And it's possible that it only occurs on older hardware
dunno, framerate smoothing should actually make frame drops less noticeable
parallel rendering in theory should have lower input latencies than single threaded
unless your input thread is way behind, but that seems unlikely (and in that case, in single-threaded cases, your rendering would also slow down)
I know that Counter-Strike Global Offensive offers an option to turn off multicore rendering and on my PC it does make a significant difference. It's better to turn it off.
im not sure if it's the same thing as parallel rendering
never really noticed input lag anyway. But default postprocessing certainly adds to it
I wanted to develop a light FPS game with either Unity and UE4 and ... and when i tried to get as light as possible with both Unity and UE4, UE4 couldnt match Unity.
too heavy
Total input to display latency in stock config of UE4 is high. But why it ends up being so in actual shipped titles is not related to any potential engine issues.
When I was playing LawBreakers, some games were butter smooth between 90-110fps and on the same map later on, the frame rate would be a mess running between 40-85fps. I've never been able to tell where that issue was coming from.
I can't say if it was graphics related or multiplayer related
In Fortnite every now and then, ever X second I get lag spike that I assume is coming from the multiplayer.
either players joining, etc.
i dont know
I know other players are experiencing it too
but no one really understand the cause of it
I remember that the UT devs told us, the UT community, that UE4 was using PhysX 3.3 physics engine and the price to pay was it was heavier to handle by servers to calculate where players move, projectiles, etc
it could be that
They did some updates in 4.19 regarding input lag
saved in 2 frames of input lag
But by the sounds of it, you havnt noticed any difference? Or use an older version?
I did notice some improvements recently.
But if Fortnite is up to date, the lag spikes in multiplayer still occurs.
We also had those in Unreal Tournament Pre-Alpha since 2014
And I mean... we are running graybox maps that should run steady at 150-250 fps and the game is capped online at 150 fps.
UT Pre-Alpha was last updated in 2017
hard to say where it's at
Not really a fair comparison, seeing as how Unreal Tournament isn't running 100 player multiplayer
It's a very different situation
There are UE4 games that run deferred that run, just fine, and don't have horrible input lag. There was a whole thing with Tekken 7 where they got the input lag to be lower than any other Tekken game before it
According to Kovaak, 4.19 might have introduced some issues. It is unclear if he completely fixed it later on or partially fixed it.
https://steamcommunity.com/games/824270/announcements/?l=thai
@grim sinew I mean... i'd rather use lawBreakers, UT or Fortnite as example instead of an empty UE4 FPS template π
Tekken 7 is hardly an empty FPS template
I havent played tekken 7
and it's a fighting game
XD
Most of the issues I have with ue4 require players to move the camera
Yes. It's a fighting game that has better input lag than any other fighting game in the last 10 years
I've read article about Tekken 7 having input lag
Before they patched it
They made a patch that cut it to less than half
Around the same time Unreal 4 officially got a patch that did something similar
The only figthing game that I ve played that uses ue4 is dragon ball fighterz
UT4 is still considered alpha and hasn't had active development in 2 years. Fortnite has 100 player multiplayer and frankly with 100 players, there are bigger problems than input lag. And Lawbreakers at that point is just one game and is statistically insignificant.
is that still the case?
So Tekken 7's input lag is about on par with the input lag of running a 12 year old game on modern hardware.
After a game is released, how much can devs change the game code with a patch?
could they completely recode let's say the rendering or network code?
Those numbers are small, Tekken 7 is about what's considered possible to get input lag down to
you could replace and entire game with a patch if you wanted to
it comes down to cost and effort ultimately
Thank you
but Tekken 7's input latency is not bad
dunno, 60ms
its also why people in the Street Fighter community where totally furious about the input lag in the latest SF
60ms is pretty standard for fast games
What Im personally waiting for is how UE4 would run on Vulkan
Tekken 7's input lag was originally 116ms
Im really really really curious to see if this can make a big difference
They got it down to 60ms in a patch
thats a solid patch π
Be sure to check out our display input lag databaseΒ as well!
^Pretty much this
π€
60ms is AMAZING, compared to most games
Hello guys!
Does anybody have any idea if I can use a lambda with the BindAction function?
"Street Fighter V: Arcade Edition PS4 1080p Attack 6.3 frames 105ms"
Not every game here runs on UE3? This is just every fighting game in the last 10 years
Or so it looks like
not sure if this accounts for controller latency though
the Ps4 wireless controller adds something like another 20ms
Q) how do people usually handle AI cars on multiple lane roads in a racing / endless runner game ?
Nah this is probably without controller latency
But yeah. Point is Chris, the placebo effect is a very powerful thing. π
Unreal can make the most responsive inputs around if you code it properly. It's not the engine's fault
And certainly not deferred vs forward
I'm not sure the renderer has much to do with it at all
Pretty sure it's irrelevant
it's not totally irrelevant, because there is always delay between input processing / gameplay update and render thread updates
in some game engines this will mean that your input can be 2 frames behind rendering as standard
2 frames isn't huge though
hm oke, I must've accounted for the 60ms above the base
in UE4 though I would expect input/render thread specific latency to be one frame or less
possibly 1.X frames depending on how inputs are processed
^ i'm assuming 1 frame, but never actually checked
@grim sinew
"Unreal can make the most responsive inputs around if you code it properly. It's not the engine's fault"
If I position myself in an area of a map that gives me a few on multiple areas and move my camera left and right to make those rooms visible, it has a significant impact on my hardware more than what i would normally get on other games.
It's not placebo.
And this is just 1 of 3 issues I get with UE4 games
1 is tthat... the other is AI and the other is multiplayer
if you're getting variable input latency it's suggestive of a hardware issue
it shouldn't vary
that suggests even more that it's a hardware issue than the other way around
All im saying is even barebone, I get perf issues with UE4
either that or background operating problems
Sure, you could say it's hardware related.
Like obviously... it is.
But on the other hand, all other games run fine
Unity runs fine
So, UE4 obviously requires a higher level of hardware
UE4 is more hardware intensive than a lot of engines yes
but what you're describing should have zero effect on input latency
If you visit the UT forums, you'll see that players are for the most part in full agreements that UE4 is very unstable.
And that performance and aiming isnt great
Sure, it runs on an older build
but come on... that's not an excuse
UT4 at the time was the best looking UE4 game out there, it wasn't exactly cheap to render
I remember like it was yesterday in 2014 devs kept suggesting to use UDK instead of UE4
because of performance issues
Like Rocket league
Or Guilty Gear
Rocket League was in dev before UE4 came out
Guilty Gear was UE3
Again, before UE4 came out
Shock horror, games that are in development before UE4 stuck to UE3
Also, yes, in 2014 it was a demanding engine. You know, the year the engine came out.
But how it runs a full game, the unstability is greater than UDK
where am i supposed to ask for performance advice in this discord? cant see a fitting room for it
we're currently discussing actual performance-related stuff so ur probably in the right place
Yes, the UDK is more stable if you ignore the fact that it wasn't. Rose tinted glasses are strong here.
UDK had a ton of bugs, not the least of which was if you hit "undo" while doing BSP, it crashed the entire engine immediately.
In August 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003.[58] Until 2008, development was "basically" done by Sweeney.[59] The engine targets the eighth generation of consoles, PCs, and Tegra K1-based devices running Android announced in January 2014 at CES.
In February 2012, Rein said "people are going to be shocked later this year when they see Unreal Engine 4".
UE4 is old...
Stop saying you need PCs like from this year to run it correctly
2014 is this year? Are you sure about that?
My PC should run it fine.
My calendar must be off
oh okay, well I just wanted to test my game in a worse environment, but the task manager says it uses only 40% of CPU and 40% of GPU. How can I let my game use all the power it wants? I don't have vsync on, so it should just use up all it wants, doesn't it?
It'll probably auto cap at 120 fps, so that's why.
All Im saying is UE4 is so demanding that it only seems to work great on PCs that were built in 2017 and after.
I don't think that's right
And you're totally wrong in saying so, I ran UE4 on my GTX 780 just fine
it caps at slightly below 100fps right now. Any way to remove a cap? I set t.MaxFPS to 200, but it does nothing
Which was a card that came out in 2013
time to put out my intel hd
Every single tech demo Epic put together, aside from the kite demo, ran at a solid 1080p 60 fps
i played conan exiles on 750m just fine .. ark ran like crap on a better card before it died now i dont even dare to try it
UE4 games run at lowest settings at max 110fps on my hardware when any other game run at higher FPS and at higher graphics settings.
I don't think that's normal
Unless maybe uE4 really hates my i7 970 or my AMD gpu
or whatever
Wait, jesus a 970? Like the ORIGINAL i7 processor?
Yes
From 2010?
Yes
UE4.21 is a pretty different bast to UE4.0, heh
I'm surprised the cobwebs alone didn't kill it
What AMD gpu, while we're on the topic
R9 290x
π
So another GPU from 2013
yes
You're complaining that a 6 year old GPU is only getting 110 fps
My cell phone has more horsepower
dunno, pretty much on the level of my laptop and I don't really have the trouble
is the i7-970 not a complete bottleneck?
All other game run fine on this PC that has less horsepower than your cellphone apparently
I mean which motherboard would that have to be on?
DOOM 2016 runs at 150fps steady at MAX SETTINGS when UE4 struggles to get 70 fps on lowest settings
Like seriously, it's laughable
UE4 doesnt like AMD very well *
Your lowest setting benchmark went from 110 fps to 70 fps really quick there
I think we left 40 frames somewhere back a few messages, should we send someone to go get them?
UE4 games run average between 70-110fps depend on the scope of the environment
on lowest settings
When most other games run at higher frame rate at higher graphics settings
70-110, talking about 1080p here?
First off, "higher settings" means nothing and you know it. Settings are generally arbitrary. High settings in one engine are not high settings in another.
I now started my game as a standalone game and it uses up all resources. Always used "new editor window" and that seems to cap at 95-100fps for whatever reason
Like the visual quality of what I get from UE4 games is really bad VS the performance I get
visual quality is more down to the artists these days
if UE4 gave me 110fps for the Doom visual I get on max setting at 150fps, Id say oky, UE4 is just less optimized
but Im getting that on lowest settings
which ue4 games are you talking about
All
Second, you keep taking everything we're saying out of context. Nobody said you need a computer from 2017 onward. In fact, I distinctly remember saying that computers from 2014 onward would do just fine, which your is not. Second, I had a GTX 780 and know first hand what hardware from 2013 is like in the UE4, and it's not as bad as you make it out to be.
All the UE4 games basically run almost identically
Thirdly, framerate is not the same as input lag
So this is a totally different topic now, just so you're aware
in my experience how they run varies wildly
I am aware
my home machine is an i7-4790k based machine and it has none of these issues - it's also a fair few years old now
^
So, UE4 is probably really picky about the hardware
You're not listening to us, Chris. People here HAVE hardware from that era. It's distinctly you.
Im just surprised to see that a game engine that as been in dev since 2005 would have issues with hardware from 2010-2014
my laptop is about equal to ur gpu and cpu and has barely any of the described issues either
Likely that CPU, is my guess, but it could be anything in something that old
You have three people here with hardware equivalent to what you're talking about and don't have this issue. At what point do you look at what you're saying and ask yourself "Maybe it's my setup"
note the HUGE difference in single threaded performance between the 970 and the other two
For the record, my old CPU rarely runs above 35% with UE4 games or any other game
if that can be relevant
it's usually the GPU that takes the hit
35%, because it's not using all the cores
but also because your GPU is probably CPU bound
that's probably right
well the r9 290x doesnt perform to well in ue4
ime atleast
same goes for the rx 580 for that matter
The only other issues Ive seen in other games is when I hit water in Crysis 3 either it's physics or sound related
Or Quake Champions in post match or pre match when the VFX spawn.
it triggers lag spikes
I had a GTX970 for ages and it worked like a charm - good enough for UE4 games in VR
fps drop
you'll want to upgrade that ancient cpu lol
then that's probably my bottleneck
Physics and audio is easily CPU issue, yeah
maybe I'll return to UE4 once I change my PC then
π
Im still waiting for vulkan support with UE4 π
its already there isnt it ?
last time i checked, not for high end PCs
it runs similar to dx11 on windows, but like absolute garbage on linux
unless they released it recently
Vulkan has been in Unreal for a while
I remmber a thread saying it was for 2018 but we are in 2019 now
UE4 has had Vulkan support for quite some time, I think
DX11 is still generally the best
Vulkan and DX12 have been supported for a very long time now
Just not a good idea yet
They're slower
afaik ue4 vulkan support isnt really full-on vulkan support
Vulkan is fine on high end PC, it's just worse than DX12 right now
It just... is.
And Linux is universally slower than Windows
so, i'm making a simple game and have a simple problem, but can't find a simple solution for it...
it's a racing game of sorts, and I'm using a spline to make the track, now i'm trying to add multiple lanes of cars to it.. but i can't offset the original spline to make the lanes
@cobalt scaffold - maths
is still on the roadmap
appearantly the vulkan backend only has one guy working on it so it takes a while
though it hasnt been updated since 4.21
for each point on your base spline you need to calculate a new point on the parallel spline
All Roadmap means is that it's ongoing, not that it's not in yet
which proves the point
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
Splines are complex things
@wary wave i calculated new points parallel to the original spline points.. it comes close after tweaking the tangents .. but after reasearching you can't offset most of the splines liek bezier and catmul etc
Yeah, it's not there yet.
If you start the engine with -vulkan, yes it is
it's not the same
Oh, so I guess -vulkan is just pretending to be vulkan, got it
It's an early implementation of Vulkan
Define early, they've been making regular commits for over a year
It's not DOOM ready. XD
it never will be Doom
@wary wave thanks, at first glance seems similar to what i did, i'll look at it in detail to see any differences
Doom is using a hyper specialised engine for a specific purpose
no, but it will be better than it is now π
Nothing is Doom ready, iD Soft are anomalies in the industry
it does one thing, and as a result can do it very well
And yeah, it's not a generalized engine. You lose a lot when you need to support everything from tappy chicken to space sims
The UT devs told us Vulkan or DX12 were likely to fix our CPU issues
But they had a long way to go
And help reduce input latency
lmao, you're kidding, right? You think Vulkan will make your 9 year old CPU work without issues on modern games?
Yep
it'll be worse, not better
So far so good lol
Your CPU is weaker than the PS4/Xbone CPUs are, and those have been plaguing devs that optimize for those platforms specifically with their entire engines
don't talk to me about XBOne dev π
Well so far my PC performs better than those consoles so, Im good
@wary wave the problem with my approach was that separation between splines was not always constant, it was at calculated points, but between points cars would sometimes clip through each other (drift to other lanes)
Maybe your PC overall, but your CPU sure doesn't
@cobalt scaffold - not sure what your approach was, but this implementation shouldn't really have that problem
it is however only for meshes, I don't think the side splines actually exist as such
but the data /result is technically all there
Vulkan will not save you. It just simply won't.
can't have accurate tiling spline meshes without the spline essentially being good
Are there any configs tricks that players could use to work around a CPU bottleneck?
Yeah. Turning off settings that cause CPU strain
Drawcalls, so both. Drawcalls are going to be a big hit on the CPU
There's also the profiler you can run and isolate exactly what's hitting the CPU
In general, limiting the view distance, lowering or turning off post process in any FPS game is a must
for my hardware lol
Except for Doom 2016.
Because you know... no one else makes games like Id
(lol)
I know ambershee said this earlier, but because you have willful ignorance I'll restate it. Specialized engines designed around one specific game or genre can cut corners to make it run faster than more generalized ones.
it's true that doom runs significantly faster than basically every other game from the same year
You do realize that Unreal Engine started with FPS games?
Your point being?
And people expect it to work really great with FPS games
Exactly
@wary wave that bp is for making a mesh track from spline, which i already have sorted, what i want is to add splines for all the lanes for AI cars to follow, unless i'm missing something ?
Im saying if I had a company that makes a game engine, Id make sure it's top notch for gameplay and then performance
so that all games feel good like CoD did
but you don't know what that gameplay even is
how can you make an engine 'top notch for gameplay' before you know what the gameplay is?
shooters aren't that popular these days to be fair
...
you can thank market saturation for that
interestingly, two of those games you picked have very different technical requirements to the other two
halo
but also, cherry picking examples is easy
Im going back in time.. but shooters have been huge since... forever
I can just as easily just do this:
https://steamcharts.com/top
An ongoing analysis of Steam's player numbers, seeing what's been played the most.
four of those top 20 are FPS
five if you include Ark, but I really wouldn't
@cobalt scaffold - if you can get the spline track right, it should be as easy as effectively using the end points for each spline mesh tile
you are manipulating the numbers. first 3 are in the hundreds of thousands, whereas the other 17 are in the tens.
@wary wave i was under that impression but evaluating the new spline between points the curves get closer or further apart depending on how the original spline bends
that's probably a tangent issue?
at calculated points the offsets are what they were calculated
the spline line deviates from the spline mesh component result
wiki says that bezier curves etc can't be offset
use one spline per mesh component
i can get prety close manually tweaking tangets not not really exact
And if you include shooters, add GTA and Warframe
you're conflating 'games with shooting' and 'games with first person perspective'
How many Unreal games were either FPS or shooters?
Oh yes, GTAV, a game known to have some absolutely horrid movement and shooting controls
Warframe has more in common technically with CSGO than it does PUBG
a lot of that comes from environmental requirements
the Witcher 3's engine probably has much more in common with GTA V than CSGO or PUBG
Certainly
All im saying is shouldnt a game engine like UE4 be bulletproof for a FPS or a third person game?
Wit hsolid performance and mouse input?
I think it should
probably not at the expensive of not supporting anything else
I think Epic has even the resources to lead the industry in those areas
Screw other genres, only the game Chris is working on is important
if you're making a game with UE4, you should really be tailoring it to your needs
it's a generic framework that does things generically
I wouldnt be saying it cant compete with specialized engines too fast. Best possible scenario it should only package the things you need without any additional overhead whatsoever
if you need genre-specific or special-case features it's probably not going to cater
(IIRC Yager actually did a talk about that at Unreal Fest last year)
My point of view is FPS or 3rd person games are pretty basic
And UE4 should be king at those
As soon as we have open environments, anyone is going to expect a drop in performance. nothing to be surprised there
UE4 needs to cater to everyone from flappy bird to star citizen. It's a general engine. If you want it to be more specialized, you have the source code, so you -make- it more specialized
But what im seeing is UE4 struggling equally at doing anything
Hey i have a question, how would i transfer my 3D models to unreal engine 4?
Import the FBX file
Step 1: Make an FBX file (thought that went without saying)
i tried using this
Convert 3D Models online for free - OBJ, STL, 3DS, Collada, FBX, DXF, LWO, MDL, MD2, MD3 (Quake) and 30 more formats supported. Batch conversion of up to 10 files a time.
Or in your case export from lightwave to fbx
lwo? lightwave?
.lwo
@wary wave
Don't you think it's strange in 2019 that if someone was to remake le'ts say... Quake 2 in UE4 it would feel worse than the original?
im afraid he didnt make it
i am using it for test runs
you're just assuming it would be worse
but at this point, I'm done with the endless and pointless back and forth, so I'm ducking out
No I know it will be worse
UE4 has 22ms input latency when Q3 had 8ms
wait so how do i make it a fbx file
i tried using a online converter
the mouse input in UE4 feels floaty and we kind of stuck with that
im confused
Yeah, this conversation isn't going anywhere fast.
At this point the goalposts have been moved so many times Chris may as well have installed rocket engines
so how do i make it to where i can upload those .max and lwo into unreal
do i have to put it in blender first?
@plush yew What 3D app are you using?
im willing to bet you gotta put .max into max and the lightwave file into lightwave
lightwave?
blender
2.79b or 2.8
The ligthgray one or the dark gray one?
how to put both in unreal engine 4
On the left side of the screen click on File -> Export As -> FBX
And then you create a UE4 project, create a folder and you drag and drop it in there
@plush yew are you good?
What notable single player FPS games used UE3/4 ?
UT, Borderlands, Chivalry, Bulletstorm, Borderlands, Bioshock, etc.
You said FPS
UT has singleplayer
they all had a campaign
Borderlands seems the only one that fits the bill
You wouldnt have Unreal Engines without Unreal
Unreal 1 was made with Ue3 or Ue4? News to me
UT is in no way a single player story driven game
Borderlands 1 was made with UE2
I only played ut singleplayer
Lol
the first UT was purely story.
uhm no
When it comes to FPS, iD Software is still the king
and ut3 was 2007
or well, at least it doesnt have an annoying story like ut3
but it has one
go up a roster, fight xan. end of story :p
IDTech engines always were tighter on performance and responsiveness than Unreal engines
I wanna shave my beard
or your head.
I am saying ue4 is not the engine that comes to mind when thinking about FPS games π
when i put it in unreal it just shows a cube
check what you exported
in blender I mean
I mean open it in blender π
it only allows me to open blender files
file / import
hm blender cant open an fbx π€
always thought it can for some reason
@vale silo
To answer your question earlier...
ah yea its an addon nvm
If FPS games or Shooter games isnt what comes to your mind when you think about UE games, I dont know what else it could be
he said UE4 games though
We'll see i guess... it's kind of early to tell.
But Im expecting the trend to continue... as it did since UE2
when I think about ue, first thing that comes to mind is how tera managed to stay at 20fps on highend pcs
but thats not ue4 nor is it relevant, so
UE gave birth to Splinter Cell and Gears of War.
Those are not FPS games
no get back into your box
XD
he never even finished that game
he went to solus right away
solus where is that
lul
yep import it
which means this is whats inside the fbx
so did i do it wrong or the character model that i downloaded didnt have anything in it?
i made the max fbx
either that or you export didnt work out
i mean if i downloaded the models that had a max file what should i do?
In all honesty, for a game engine that has been out since 2014... Im disappointed by the list of games developed with UE4 that are currently available
there arent many... it's been 5 years
you can open the .max file with 3ds max for example
3ds max is around $200 per month, if you were wondering
shoot so when i download these 3d models i have to get lucky and get one that can be open in blender
@plush yew I find the list rather long, especially considering it was expensive af back in the day.
what about a .iwo file?
whaaat
Whoever told you being a 3d artist wasn't expensive lied to you
usually when i download free models are most of the times there able to be open in unreal or not?
Usually not, unless they're made for Unreal specifically from the marketplace
usually not?!
They usually give you the source file otherwise, which they expect you to open in the original software
whaaaat
Only Unreal's marketplace assumes you're bringing it right into Unreal
Otherwise, they normally just provide the project file for whatever they made it in
Free models are free, they're not supposed to work with anything
They're just whatever the author wanted to be
so ur saying to find a free model that can work in unreal is a very low chance?
Out of the box? Yep
usually it will require a little fiddling with the model
and shader
man so it is a hit or miss
got to keep downloading lol
but real quick mind if i ask, if i downloaded a model and if the person who made the model didnt leave a note saying "You need my permission to use it" is it illegal to use it in published free game?
that depends if they really made it themselves or not :p
so if they didnt leave a note saying you need my permission to use it, am i free to use it in a published game?
or is it illegal
Typicly it's unsafe to use it unless you got the licence for it
even for models?!!
either free to use licence or otherwise.
so ur saying i need to get the liscense for the model even if its free?
Copyright law is that, by default, everything made has copyright once it's made, even if it's not registered
So unless they say otherwise, free or not, you need a license
so how do i get a lisence for that model i downloaded?
if it says free for public use does that count as a liscense?
Either it's on the same page attached to it, and if not your safest bet is to contact the creator afaik
I guess you need it in writing for that specific model if mister lawyer pays you a visit ? Idk, never really been through that process
what if it comes with a royalty free liscense?
If anyone has, please fill in..
Lol, that's what happens when democratisation of game dev tools happens
or create your models yourself^^
@plush yew Either the model comes with an explicit license that says what you can do with it, and you just need to read it, or you can't use it
It's simple
but isnt that the royalty free liscense or it is something else?
there's also the fact that ur using a character from dragon ball z
Like the second asset is clearly off limits
It says so right there in the text
Read the license file in full - if you're going to make money one way or another, ask a lawyer
The UE4 marketplace has a clear, generic and permissive license so start there for your assets
It allows any commercial works basically
that's bit silly example, Zamboni is a trademarked product, yes?
oh damn so it was a full character export from paragon after all
yeah so even if it is free now i see i cant even use it for advertisements or to make a game because the model isnt from Unreal Engine 4
wdym
because the key words
but how? where's the code telling the camera how to move?
so controller yaw input always references the camera? it's hardcoded / c++?
I have a top down game and I'm moving the camera using set location, but that stops the camera collision from working
It's a function in the character class. If you want to do something different, you need to make it custom
trying to figure out how the third person template correctly stops the camera when it/the spring hits a wall
Well just look at the C++ for yourself then
I wasn't talking to you
Read the license you derp.
It's right there
You need permission from the copyright holder to use it in a game
ok but here is the tricky part
There is no tricky part. It's clear cut.
what if i change it to where it doesnt look like goku
Then I question why you're downloading it in the first place
might wanna start from scratch then
Start from scratch
with a free base model
you'll run into trouble trying to use random models in your game anyway
why not just start with a goku model and then change the way it looks
so it can be easier
because it's a bad idea to use copyrighted stuff as a base
It will be harder to change goku where you're not breaching copyright than to make a new one
- that model isn't all that great
how is it a bad idea to use copyrighted stuff as a base?
bacause you can potentially get sued
is there still a risk of a lawsuit?
whaaaaaaaaat
but how will they tell the model was made from a copyrighted base?
Because people aren't blind and stupid
we could argue on that one π
so ur saying even if i change everything, height, skin color, cheekbones, hair, if i used copyrighted stuff as a base i could still get sued?
Yes
Yes
How many times must we repeat ourselves
Technically yes
Anything you use that you didn't make, is technically not yours.
That's it
"what you didn't make" includes the look and style of characters
basically it falls down on whether the copyright holder cares or not
bluecopying things also breaks copyright law doesnt it?
Just don't use stuff unless it's written black and white in full text that you are authorized to use, modify, distribute it π€· it's that simple and 100% safe
bluecopying?
well, manually creating an identical model
so if it doesnt look like goku than im saved from getting sued by dragon ball z but not saved from getting sued by who ever made the model?
Yes
they still can acuse you of stealing their property even with a fangame
thats what a cease order is for
they have the right to stop you.
even if everything is your work.
i didnt know making a game was this complicated
Did you make it 100% yourself ? OK ! Did you take it from someone who gave you written permission for any use ? OK ! Any other situation ? Not okay, can get sued for your house
It's really simple
Every UE4 marketplace asset comes with a written permission to use comercially for pretty much anything (aka a license)
So start there
you are right lol
but with dragonball as i already mentioned its a bit easier. They have a good history with fangames.
you might just wanna ask them
UE4 is the safe road
to download 3d models
because it is Strictly free of use for games
its free in general terms, you can create games with it. it is no pass to rip assets of
or abuse licenses
or pay others for their art, and make sure you have a good contract set up
so if i use a 3D model that came from Unreal Engine 4 and use it in my own game im good
Yes
i love the freedom of unreal engine 4
In my humble opinion, no one cares about games that are 100% made with other people's art on the Internet. Art direction, original content are valuable things that players recognize.
That's not relevant for small personal projects obviously
Just saying.
but it is best not to take risks lol
we always take risks
so ur saying if i use a 3D model that did not come from unreal engine 4 and if the guy that made the model gets butthurt that i used it in my game even though it was free, boom lawsuit
O-O
Of course
He made it, he has every right to it
Though usually it's more like "please remove this model from your game ASAP"
^
so basically when making a game u got to be really careful
Copyright is simple : you made something - you own any right to it automatically for life, and then some.
Currently something like 90 years after your death ? π€
Copyright is very simple to work around unless you're deliberately going out of your way to try and rip someone off. In which case, it's doing exactly what it's supposed to.
Yeah, basically it all boils down to whether the author shared his rights with you
Plenty of people are happy to just give away everything with a permissive license
Many more people give away for personal use, but will require money for a product
so when downloading a model in turbo squid the royalty free liscense does not help u from not getting sued from who ever made the model?
Start by reading the license text
And use common sense - no one has rights to sell you 3D models of Dragon Ball
Editorial uses of this product are allowed, but other uses (such as within computer games) may require legal clearances from third party intellectual property owners
"may require legal clearances from third party intellectual property owners"
but this doesnt say that u have permission from who ever made the model to use it in ur game?
aka "we don't have any rights to it"
No, it says that you specifically don't
At this point, we have told you this so many times that we could probably be witnesses in your court case against you.
No reasonable person can go on like this, for days, and not understand.
You're going out of your way to look for excuses
XD
Stick to the UE4 marketplace, @plush yew .
Youβre at it again. This is the third day in a row
its not a very impressive model though.
You could take a free base and do something similar on top in a matter of hours
trying to look for free 3d models in unreal lol
There are a ton of them on the launcher
Why is it that with this collision box it does detect when my character is in it
but this one with the actual same exact settings doesn't
fastest way to kill my self?
without feeling pain!
a spectacular explosion
fffffff
All game engine are torture. You just gotta lose youβre sanity to enjoy it.
its like stockholm syndrome
Has anyone got any good foliage packs?
Probably not
When Epic makes Marketplace packs free 
When Epic makes Marketplace packs that you already bought free 
If you never buy any Marketplace Assets you can never have that happen π€
@grim ore But then that means you are broke and that's even worst
Who said that? Not me.
lol
A bit of a strange question, but is there a way to mount content from another project?
If it's raw, just copy & paste the files
I wouldn't symlink project files, though. π€
Can anyone help out with an issue I'm having?
is it possible to use overlap event in an Acotr Component blueprint?
Sorry, got distracted.
im trying to explode a box by making a actor component to add to existing boxes but im trying to find a way for overlap event and cant figure it out
can someone help?
I imported a mesh between Unreal projects (to the latest version). The mesh had a cape with a clothing asset. When it was imported, the cape was gone. Even adding a double-sided material did not make it show up. The LOD for the cape was also missing.
@bold wyvern you can't import anything except static meshes and skeletal meshes (well, if you're not using plugin)
what clothing asset was in your case?
@next badger It was a skeletal mesh.
so, it was a skeletal mesh cape? it had own skeleton or your skeleton shared bones with it?
The skeletal mesh encompassed the whole character. The cape did not have any bones in it, but was attached to one of the bones within the character. Only the cape had an APEX clothing asset (made in Unreal). However, when importing between projects, it did end up creating a new physics asset rather than importing the old one.
um...how...how did you imported mesh that was made by ue4 already? if it was uasset you only could migrate it
@next badger I imported the mesh from Blender to my earlier Unreal project. I then exported that custom mesh from the earlier Unreal project to a different Unreal project (that uses the latest version).
@bold wyvern well, probably cause you exported it - it's gone
so no ideas on my component blueprint collisoin?
since ue4 does not export all the data
@next badger Should I make a copy within my older project, remove the clothing from that copy, and then export again?
@olive edge you probably should use colon and semicolon, cause i have no clue what you asked
ok so im trying to make a bp actor component to add to existing boxes but to activate with collisoin
https://gyazo.com/eb5fddaa3a403a649c76edb0a6cb454e.gif
What could cause this to happen? i made 0 changes to the character movement
@olive edge to add what?
@olive edge oh, you want to add an actor component on collision?
but with a overlap event instead of begin play event
so when palyer touches the actor it explodes instead of exploding as soon as the game begins
@olive edge well, you replace the event to on begin overlap and set the proper collision settings...that should work
@plush yew happen what? looks fine to me
well when moving left or right he should be turning that way when im not turning the camera
im asking for help to figure out how to impliment same on begin overlpa event but in actor component bp
@next badger I just reimported without clothing. It did the trick.
its sorted just realized what had happened
BeginOverlap is a primitive component function, actor component is a uobject @olive edge
so i cant have a collisoin activation with the bp?
not with ActorComponent, add any box, capsule etc and it will allow you, eighter on that component or create anew
Ideally, do it on the static object and not the character. The collision component is incredibly unoptimized.
collision component works worse than static mesh?
here's a question, whats better these days? Lightmaps or light sources in a game
No no. Adding collision to a pawn is worst than adding to a static mesh
ie single mesh for all signs used to be the way now UE4 renders multiple of the same mesh with less overhead
as it only loads the mesh once in memory now, what about lights?
instancing was always better, it just doesn't support lightmaps (it is bugged and backlogged)
are there any guides on how to implement moving using UCharacterMovementComponent?
the FPS and TPS templates use a character using that component. you could use them as examples.
any tips on how to get started with knowing what to do? π
Anyone have time to help me getting started on some flying controls and maybe some level editing ? π I can repay the kindness with some graphic design π
what kind of flying? There is a flying template in the engine and there is a UFO flying in the input controls demo in the Content Examples learn project.
@plush yew was it a collision going bonkers? π
Can anyone point me to how to make a pawn move when an option is detected. (ie Press D to dock and the pawn auto docks with the mother ship
3D this is BTW
as in make it immediately attach to the mothership once the player presses D?
@proven oxide
no as in it rotates to face the docking point, flies to the docking point rotates to face into the docking bay and flies in
it would be 3PV
welp sounds like you need 1, 2, 3, 4, 5 different things and you know what they are so start with pressing D to start the dock? look into using umg to display the message if needed and then a collision volume maybe to determine if the player is in the right area to start docking
@grim ore i send you a private msg π
pretty sure he has them disabled