#ue4-general

1 messages Β· Page 390 of 1

spiral island
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also some GPUs have a maximum single texture size that's around 16K, so if you go near that, odd things can happen

last echo
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I have a RTX 2060, approx 38,000 mbs of memory

spiral island
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system memory or dedicated video memory?

distant river
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Has anyone tried making a battleship controller? Like a ship in the water with physics. I'm wondering how to approach that

karmic basalt
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Anyone knows if there's any Open Source Game project developed in Unreal Engine currently in dev?

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@distant river Are you trying to make a Sea of Thief style boat or World of Warships style boat?

distant river
high stone
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Ship battle royal?

indigo viper
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@dry moon ok thanks πŸ˜„ i will try it out

atomic sandal
abstract relic
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World composition wizardry

wary wave
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anybody who spends an hour watching some basic tutorials.

cursive dirge
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lol

wary wave
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hahaha

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doh

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is it really that hard to test your packaged build before pushing it?

abstract relic
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Press and pray

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But seriously, there isn’t at least an automatic launcher test before it get set loose on the market?

high stone
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Still waiting for Lost Ark to come stateside. It has pirate ships.

plush yew
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Hello everyone.

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Can anyone help me with an animation problem in unreal engine 4?

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All I need is 5 minutes of your time, a voice chat call so I can explain the issue and show you screen

abstract relic
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An answer cannot be given to an unasked question

plush yew
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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...

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My question: i made the blender space animation for my flying when I press F

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I coded all properly for my character to fly when I press the button F

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all works well

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but the designated animation for flying doesn't show on the action of key of F

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it still just walks (animation of walking in the air versus flying)

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my hunch is that I designated the wrong skeleton and animation blueprint for the right player character

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but can't figure it out on my own

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so if anyone would be kind enough to help me solve this, I will give him or her credits in my game

abstract relic
plush yew
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ok

abstract relic
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Of you character bp, the mesh component, and animation bp

plush yew
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ok will do - launching my project now. seems to take a while

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had to restart computer - project didn't open

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ok I dropped all the pictures where you requested

frail coyote
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Hello everyone, I am having an issue where all of the landscape materials are showing glossy black, and I have no idea why

dry moon
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It turning black could be due to varies reasons, such as not having landscape layers set correctly in the material

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or not having a layer info set correctly

frail coyote
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I have tried several downloaded mats and they all see to behave the same.

dry moon
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Go down to the bottom and try that out

frail coyote
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Will do, thank you

plush yew
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Anybody using github build?

viscid sky
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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?

abstract relic
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Mesh: contains vertex data

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UV: a map in which projects 2d images to the mesh

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Not sure what internal is doing

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And what are you using to export? I’ve never seen an app split the asset as such

viscid sky
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@abstract relic I am using the Asset actions -> export mesh (inside unreal editor)

abstract relic
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Why obj then?

viscid sky
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@abstract relic I need it for a specific use case

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@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. :)

abstract relic
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Please do not ping spaz

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The uv1 is most likely the auto generated light map.

plush yew
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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

abstract relic
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Always is

plush yew
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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"

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mmm

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just ma look up two more sources another on the cycle of development and another on more market research

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I think that will do

abstract relic
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For more source slapping

plush yew
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thanks mate

plucky reef
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is unreal engine great for XR development? every xr demo is created only in unity, I wonder why

plush yew
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It is the current lead

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but wouldn't prevent u to do so

plucky reef
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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

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yeah, they are ahead, A LOT ahead

plush yew
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UE just hasn't focused it's development on that

plucky reef
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I wonder why

plush yew
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we have AR stuff for UE

plucky reef
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UE is great but I wonder why stop there

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yes but it only support the device that has arcore

plush yew
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cause probably not current focus

plucky reef
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look, unity got vuforia, they don't care if your device is arcore ready or not

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we got one

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here

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but need to buy it, not in the marketplace either

plush yew
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unity also has alot more indy devs as it is still seen as the go to for indie devs

plucky reef
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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

plush yew
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ue 4 is still seen as a Triple A game engine that bigger companies use

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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.

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as that's what I have seen so far

plucky reef
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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

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they managed to get this engine so great but why stop there

plush yew
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cause that's simply not their focus rn

plucky reef
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I see

plush yew
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Like

spiral island
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they probably build the engine for what they need for their own projects

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they might not care much about what other people want or need

plush yew
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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

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what rav said*

spiral island
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Unity sells only the engine, so their whole business is building what other people need

plucky reef
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@spiral island is that a good thing or a bad thing? hmmm mixed thought

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this year is currently the best year for AR Devs I think

spiral island
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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

plush yew
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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.

spiral island
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even if you set scalability to absolute lowest

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as someone who has tried developing a game engine, I can confirm that it's hell

plush yew
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not entirely ground up as it will be based on the forgotten blender game engine that was thing

spiral island
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they ditched that in 2.8 iirc

plush yew
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ik

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but can always go back in for older versions

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yip yip hooray for repositorys

spiral island
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I've found that what Unity is good at, Unreal is terrible at, and vice versa

plucky reef
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sigh

plush yew
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mmm

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actually

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might jsut use godot

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instead of making my own and going of that since it's free and opensource

plucky reef
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godot is good at what?

plush yew
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Being godot

plucky reef
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lol

plush yew
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it is as good as much as you can utilise it to be

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which applies to any enigne in the end

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Sorry guys, wrong language on my mobile keyboard.

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XD

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you had me lost

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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

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yeah

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future plans and ideas XD

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first gotta actually learn to code and stuffs

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and make actuall game for once\

cloud cobalt
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Godot is clearly where the OSS community is going to be these days

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IMHO, Blender Game failed in large part because Blender (while a pretty amazing tool) isn't the tool you want for creating games

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I doubt Armory is going to upend that

plucky reef
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it'll wait for Godot

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i mean I'll wait for XR Dev in UE lol

plush yew
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@plush yew you may try Xenko. It's also open source. And C#.

plush yew
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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.

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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.

grave nebula
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Ain't engine issue. That would be devs, using the engine.

plush yew
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The LawBreakers team had very competent engineers.

grave nebula
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Well

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Β―_(ツ)_/Β―

plush yew
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Fortnite gives me lag spikes all the time.

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Only UE4 games do this.

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No other games in my library give me those issues online.

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only Fortnite, Unreal Tournament and LawBreakers

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I don't know where it's coming from in UE4, but something aint right.

grave nebula
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It mainly comes from high budget requirements when working with UE4 rendering. As a result, strong workaround and acceptance culture exists.

plush yew
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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.

graceful sky
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If it were engine issue , wouldnt an empty project prove that?

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Seem to remember someone testing it..

plush yew
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im running the FPS template and get random FPS drop with a released build.
As I said, something is wrong with UE4.

grave nebula
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Nah, nothing at all.

plush yew
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You must be right. must be my PC.

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🍿

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But players complaints say a different story with UE4 games.

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If you research the subject, players have been experiencing performance problem with UE4 for a long time.

grave nebula
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How many of released UE4 titles had rendering engineer onboard full time from total number of tiltes released ? That is mostly your answer.

graceful sky
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Goes for most engines imo. They all got their querks and flaws

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But havnt noticed anything specific to ue4 with your statements

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Then again im still running at 60hz so might be my end.

spare sun
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πŸ€”

plush yew
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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.

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I run UDK with bots in multiplayer. It's fine.
And Im getting the same average frame rate.

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It's possible that the UE4 architecture has issues with some older hardware. I can't tell.

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But I find it very interesting that the only games that have those issues... are UE4 games.

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And I've heard from people who have high end PCs that their UE4 games are running butter smooth, no problem.

grave nebula
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Simply because UE4 makes false impression of not requiring engine coder ?

restive basalt
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Anyone around that has made the UE4 keybind setup work to detect mouse X / Y axis?

spare sun
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what do you mean by engine coder though

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low level stuff?

grave nebula
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An individual or a team, responsible for adapting the engine for specific project's needs.

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No, I mean, perceptively, points by ChrisPG are valid. UE4 games are slow, especially rendering wise.

wary wave
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There is something clunky about UE4 games, but I can't say I've experienced something like rendering spikes

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there is a noticeable input latency though

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UE3 had it too

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it's like you're 3-4 frames behind at all times

grave nebula
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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.

wary wave
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quite possibly

plush yew
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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.

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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.

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It might be one of those cases where you need a certain level of hardware to bypass this issue.

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I can't say, I don't have a high end PC of like this year.

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I cant compare

grave nebula
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Well, get rid of threaded rendering and you will get to acclaimed latency.

plush yew
grave nebula
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What makes UE4 stand out here? Everyone does it this way nowdays.

plush yew
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I remember that some devs were frustrated that Epic forced Deferred Rendering instead of Foreward which is faster.

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At the time, i had zero knowledge of those things so I didnt really know what to think about it

wary wave
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Deferred rendering isn't really slower, it just has limitations

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I would have strongly preferred a forward plus / tiled approach and said as much at the time

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that's more or less what Doom (2016) is using (a tiled hybrid renderer), and you can see the difference

plush yew
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I can personally feel the big difference when I play UT between the two.

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It gives use the option to use Forward Rendering instead.

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It's noticeable

wary wave
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the renderer shouldn't make much of a difference with respect to input latency though

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generally speaking rendering is running in parallel on nearly all modern game engines and has done for a while

plush yew
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How can I say this... it's a bit difficult to put into words

wary wave
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worst case scenario you should get maybe one frame difference input latency wise :/

plush yew
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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

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It affects the mouse input.

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And unlike other engines, the mouse input is more affected in UE4

grave nebula
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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.

plush yew
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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.

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Sometimes, your input dont even reg

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In any other game, even if I get FPS drops it doesnt have much impact on gameplay

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it's your regular frame rate drop

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it's barely noticeable

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but in UE4 games, they are very noticeable

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It's hard to explain.

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But I think it's due to parallel rendering.

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And it's possible that it only occurs on older hardware

spare sun
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dunno, framerate smoothing should actually make frame drops less noticeable

wary wave
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parallel rendering in theory should have lower input latencies than single threaded

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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)

plush yew
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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.

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im not sure if it's the same thing as parallel rendering

spare sun
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never really noticed input lag anyway. But default postprocessing certainly adds to it

plush yew
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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.

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too heavy

grave nebula
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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.

plush yew
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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.

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I can't say if it was graphics related or multiplayer related

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In Fortnite every now and then, ever X second I get lag spike that I assume is coming from the multiplayer.

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either players joining, etc.

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i dont know

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I know other players are experiencing it too

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but no one really understand the cause of it

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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

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it could be that

graceful sky
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They did some updates in 4.19 regarding input lag

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saved in 2 frames of input lag

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But by the sounds of it, you havnt noticed any difference? Or use an older version?

plush yew
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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

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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.

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UT Pre-Alpha was last updated in 2017

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hard to say where it's at

grim sinew
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Not really a fair comparison, seeing as how Unreal Tournament isn't running 100 player multiplayer

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It's a very different situation

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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

plush yew
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@grim sinew I mean... i'd rather use lawBreakers, UT or Fortnite as example instead of an empty UE4 FPS template πŸ˜ƒ

grim sinew
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Tekken 7 is hardly an empty FPS template

plush yew
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I havent played tekken 7

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and it's a fighting game

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XD

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Most of the issues I have with ue4 require players to move the camera

grim sinew
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Yes. It's a fighting game that has better input lag than any other fighting game in the last 10 years

plush yew
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greater input lag?

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or you mean less?

grim sinew
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No

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Less

plush yew
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I've read article about Tekken 7 having input lag

grim sinew
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Before they patched it

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They made a patch that cut it to less than half

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Around the same time Unreal 4 officially got a patch that did something similar

plush yew
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The only figthing game that I ve played that uses ue4 is dragon ball fighterz

grim sinew
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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.

plush yew
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Lawbreakers used a 4.13 build

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it's old

grim sinew
spare sun
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is that still the case?

grim sinew
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So Tekken 7's input lag is about on par with the input lag of running a 12 year old game on modern hardware.

plush yew
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After a game is released, how much can devs change the game code with a patch?

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could they completely recode let's say the rendering or network code?

grim sinew
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Those numbers are small, Tekken 7 is about what's considered possible to get input lag down to

wary wave
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you could replace and entire game with a patch if you wanted to

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it comes down to cost and effort ultimately

plush yew
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Thank you

wary wave
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but Tekken 7's input latency is not bad

spare sun
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dunno, 60ms

fierce tulip
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its also why people in the Street Fighter community where totally furious about the input lag in the latest SF

wary wave
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60ms is pretty standard for fast games

plush yew
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What Im personally waiting for is how UE4 would run on Vulkan

grim sinew
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Tekken 7's input lag was originally 116ms

plush yew
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Im really really really curious to see if this can make a big difference

grim sinew
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They got it down to 60ms in a patch

graceful sky
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thats a solid patch πŸ˜›

wary wave
grim sinew
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^Pretty much this

spare sun
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πŸ€”

grim sinew
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60ms is AMAZING, compared to most games

sleek hearth
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Hello guys!

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Does anybody have any idea if I can use a lambda with the BindAction function?

plush yew
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But Guilty Gear Xrd runs on UE3

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no?

fierce tulip
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"Street Fighter V: Arcade Edition PS4 1080p Attack 6.3 frames 105ms"

grim sinew
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Not every game here runs on UE3? This is just every fighting game in the last 10 years

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Or so it looks like

wary wave
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not sure if this accounts for controller latency though

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the Ps4 wireless controller adds something like another 20ms

cobalt scaffold
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Q) how do people usually handle AI cars on multiple lane roads in a racing / endless runner game ?

grim sinew
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Nah this is probably without controller latency

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But yeah. Point is Chris, the placebo effect is a very powerful thing. πŸ˜›

wary wave
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IIRC, 360 wired is +15ms, DS4 wirelss is +25ms or something

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M&K around +10ms

grim sinew
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Unreal can make the most responsive inputs around if you code it properly. It's not the engine's fault

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And certainly not deferred vs forward

wary wave
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I'm not sure the renderer has much to do with it at all

grim sinew
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Pretty sure it's irrelevant

wary wave
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it's not totally irrelevant, because there is always delay between input processing / gameplay update and render thread updates

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in some game engines this will mean that your input can be 2 frames behind rendering as standard

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2 frames isn't huge though

spare sun
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hm oke, I must've accounted for the 60ms above the base

wary wave
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in UE4 though I would expect input/render thread specific latency to be one frame or less

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possibly 1.X frames depending on how inputs are processed

cobalt scaffold
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^ i'm assuming 1 frame, but never actually checked

plush yew
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@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.

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It's not placebo.

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And this is just 1 of 3 issues I get with UE4 games

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1 is tthat... the other is AI and the other is multiplayer

wary wave
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if you're getting variable input latency it's suggestive of a hardware issue

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it shouldn't vary

plush yew
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I mean, this occurs on graybox maps...

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Like Quake 3 level of graphics

wary wave
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that suggests even more that it's a hardware issue than the other way around

plush yew
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All im saying is even barebone, I get perf issues with UE4

wary wave
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either that or background operating problems

plush yew
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Sure, you could say it's hardware related.

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Like obviously... it is.

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But on the other hand, all other games run fine

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Unity runs fine

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So, UE4 obviously requires a higher level of hardware

wary wave
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UE4 is more hardware intensive than a lot of engines yes

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but what you're describing should have zero effect on input latency

plush yew
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If you visit the UT forums, you'll see that players are for the most part in full agreements that UE4 is very unstable.

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And that performance and aiming isnt great

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Sure, it runs on an older build

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but come on... that's not an excuse

grim sinew
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UT4 at the time was the best looking UE4 game out there, it wasn't exactly cheap to render

plush yew
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I remember like it was yesterday in 2014 devs kept suggesting to use UDK instead of UE4

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because of performance issues

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Like Rocket league

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Or Guilty Gear

grim sinew
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Rocket League was in dev before UE4 came out

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Guilty Gear was UE3

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Again, before UE4 came out

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Shock horror, games that are in development before UE4 stuck to UE3

plush yew
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How can I put this...

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I can get a much higher FPS in UE4.

grim sinew
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Also, yes, in 2014 it was a demanding engine. You know, the year the engine came out.

plush yew
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But how it runs a full game, the unstability is greater than UDK

shrewd lantern
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where am i supposed to ask for performance advice in this discord? cant see a fitting room for it

spare sun
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we're currently discussing actual performance-related stuff so ur probably in the right place

grim sinew
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Yes, the UDK is more stable if you ignore the fact that it wasn't. Rose tinted glasses are strong here.

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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.

plush yew
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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".

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UE4 is old...

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Stop saying you need PCs like from this year to run it correctly

grim sinew
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2014 is this year? Are you sure about that?

plush yew
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My PC should run it fine.

grim sinew
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My calendar must be off

shrewd lantern
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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?

grim sinew
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It'll probably auto cap at 120 fps, so that's why.

plush yew
#

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

grim sinew
#

And you're totally wrong in saying so, I ran UE4 on my GTX 780 just fine

shrewd lantern
#

it caps at slightly below 100fps right now. Any way to remove a cap? I set t.MaxFPS to 200, but it does nothing

grim sinew
#

Which was a card that came out in 2013

spare sun
#

time to put out my intel hd

grim sinew
#

Every single tech demo Epic put together, aside from the kite demo, ran at a solid 1080p 60 fps

cobalt scaffold
#

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

plush yew
#

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

grim sinew
#

Wait, jesus a 970? Like the ORIGINAL i7 processor?

plush yew
#

Yes

grim sinew
#

From 2010?

plush yew
#

Yes

wary wave
#

UE4.21 is a pretty different bast to UE4.0, heh

grim sinew
#

I'm surprised the cobwebs alone didn't kill it

wary wave
#

completely different lighting system for one

#

also i7-970 0_o

grim sinew
#

What AMD gpu, while we're on the topic

plush yew
#

R9 290x

cobalt scaffold
#

πŸ˜ƒ

grim sinew
#

So another GPU from 2013

plush yew
#

yes

grim sinew
#

You're complaining that a 6 year old GPU is only getting 110 fps

#

My cell phone has more horsepower

plush yew
#

Do you get the point that only UE4 runs like shit?

#

only UE4 games

spare sun
#

dunno, pretty much on the level of my laptop and I don't really have the trouble

wary wave
#

is the i7-970 not a complete bottleneck?

plush yew
#

All other game run fine on this PC that has less horsepower than your cellphone apparently

wary wave
#

I mean which motherboard would that have to be on?

plush yew
#

DOOM 2016 runs at 150fps steady at MAX SETTINGS when UE4 struggles to get 70 fps on lowest settings

#

Like seriously, it's laughable

graceful sky
#

UE4 doesnt like AMD very well *

grim sinew
#

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?

plush yew
#

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

graceful sky
#

70-110, talking about 1080p here?

plush yew
#

yes

#

1080p

grim sinew
#

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.

shrewd lantern
#

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

plush yew
#

Like the visual quality of what I get from UE4 games is really bad VS the performance I get

cobalt scaffold
#

visual quality is more down to the artists these days

plush yew
#

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

cobalt scaffold
#

which ue4 games are you talking about

plush yew
#

All

grim sinew
#

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.

plush yew
#

All the UE4 games basically run almost identically

grim sinew
#

Thirdly, framerate is not the same as input lag

#

So this is a totally different topic now, just so you're aware

cobalt scaffold
#

in my experience how they run varies wildly

plush yew
#

I am aware

wary wave
#

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

grim sinew
#

^

plush yew
#

So, UE4 is probably really picky about the hardware

grim sinew
#

You're not listening to us, Chris. People here HAVE hardware from that era. It's distinctly you.

plush yew
#

Im just surprised to see that a game engine that as been in dev since 2005 would have issues with hardware from 2010-2014

spare sun
#

my laptop is about equal to ur gpu and cpu and has barely any of the described issues either

grim sinew
#

Likely that CPU, is my guess, but it could be anything in something that old

grim sinew
#

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"

wary wave
#

note the HUGE difference in single threaded performance between the 970 and the other two

plush yew
#

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

wary wave
#

35%, because it's not using all the cores

#

but also because your GPU is probably CPU bound

plush yew
#

that's probably right

graceful sky
#

well the r9 290x doesnt perform to well in ue4

#

ime atleast

#

same goes for the rx 580 for that matter

plush yew
#

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

wary wave
#

I had a GTX970 for ages and it worked like a charm - good enough for UE4 games in VR

plush yew
#

fps drop

wary wave
#

that sounds like CPU problems

#

if it's physics and audio

manic pawn
#

you'll want to upgrade that ancient cpu lol

plush yew
#

then that's probably my bottleneck

grim sinew
#

Physics and audio is easily CPU issue, yeah

plush yew
#

maybe I'll return to UE4 once I change my PC then

#

πŸ˜ƒ

#

Im still waiting for vulkan support with UE4 πŸ˜›

graceful sky
#

its already there isnt it ?

plush yew
#

last time i checked, not for high end PCs

manic pawn
#

it runs similar to dx11 on windows, but like absolute garbage on linux

plush yew
#

unless they released it recently

grim sinew
#

Vulkan has been in Unreal for a while

plush yew
#

I remmber a thread saying it was for 2018 but we are in 2019 now

wary wave
#

UE4 has had Vulkan support for quite some time, I think

grim sinew
#

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

spare sun
#

afaik ue4 vulkan support isnt really full-on vulkan support

plush yew
#

exactly

#

they still need to do more wwork with vulkan to support high end games on PC

grim sinew
#

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

cobalt scaffold
#

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

wary wave
#

@cobalt scaffold - maths

spare sun
#

is still on the roadmap

manic pawn
#

appearantly the vulkan backend only has one guy working on it so it takes a while

spare sun
#

though it hasnt been updated since 4.21

wary wave
#

for each point on your base spline you need to calculate a new point on the parallel spline

grim sinew
#

All Roadmap means is that it's ongoing, not that it's not in yet

spare sun
#

which proves the point

plush yew
pallid compass
#

Splines are complex things

cobalt scaffold
#

@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

wary wave
#

I did it about two weeks ago, it can be done πŸ˜„

#

@cobalt scaffold

plush yew
grim sinew
#

If you start the engine with -vulkan, yes it is

plush yew
#

it's not the same

grim sinew
#

Oh, so I guess -vulkan is just pretending to be vulkan, got it

plush yew
#

It's an early implementation of Vulkan

grim sinew
#

Define early, they've been making regular commits for over a year

plush yew
#

It's not DOOM ready. XD

wary wave
#

it never will be Doom

cobalt scaffold
#

@wary wave thanks, at first glance seems similar to what i did, i'll look at it in detail to see any differences

wary wave
#

Doom is using a hyper specialised engine for a specific purpose

plush yew
#

no, but it will be better than it is now πŸ˜›

grim sinew
#

Nothing is Doom ready, iD Soft are anomalies in the industry

wary wave
#

it does one thing, and as a result can do it very well

grim sinew
#

And yeah, it's not a generalized engine. You lose a lot when you need to support everything from tappy chicken to space sims

plush yew
#

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

grim sinew
#

lmao, you're kidding, right? You think Vulkan will make your 9 year old CPU work without issues on modern games?

plush yew
#

Yep

wary wave
#

it'll be worse, not better

plush yew
#

So far so good lol

grim sinew
#

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

wary wave
#

don't talk to me about XBOne dev πŸ˜‚

plush yew
#

Well so far my PC performs better than those consoles so, Im good

cobalt scaffold
#

@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)

grim sinew
#

Maybe your PC overall, but your CPU sure doesn't

plush yew
#

That's why in 7 years I only invested in a new GPU

#

lol..

wary wave
#

@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

grim sinew
#

Vulkan will not save you. It just simply won't.

wary wave
#

can't have accurate tiling spline meshes without the spline essentially being good

plush yew
#

Are there any configs tricks that players could use to work around a CPU bottleneck?

grim sinew
#

Yeah. Turning off settings that cause CPU strain

plush yew
#

Is the view distance taxing mainly on CPU or GPU?

#

it's CPU right?

grim sinew
#

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

plush yew
#

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)

grim sinew
#

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.

manic pawn
#

it's true that doom runs significantly faster than basically every other game from the same year

plush yew
#

You do realize that Unreal Engine started with FPS games?

grim sinew
#

Your point being?

plush yew
#

And people expect it to work really great with FPS games

grim sinew
#

UE4 was never about FPS specifically

#

Neither was the UE3

plush yew
#

Exactly

cobalt scaffold
#

@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 ?

grim sinew
#

...exactly my point? Glad you agree with me?

#

Well glad we got that out of the way

plush yew
#

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

wary wave
#

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?

plush yew
#

What are the most popular game genres?

#

Arent shooter super popular?

wary wave
#

shooters aren't that popular these days to be fair

plush yew
#

...

wary wave
#

you can thank market saturation for that

plush yew
#

Fortnite?

#

PUBG?

#

overwatch?

#

CoD?

#

Gears of War

wary wave
#

interestingly, two of those games you picked have very different technical requirements to the other two

plush yew
#

halo

wary wave
#

but also, cherry picking examples is easy

plush yew
#

Im going back in time.. but shooters have been huge since... forever

wary wave
#

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

spare sun
#

you are manipulating the numbers. first 3 are in the hundreds of thousands, whereas the other 17 are in the tens.

cobalt scaffold
#

@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

wary wave
#

that's probably a tangent issue?

cobalt scaffold
#

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

wary wave
#

use one spline per mesh component

plush yew
#

5?

cobalt scaffold
#

i can get prety close manually tweaking tangets not not really exact

plush yew
#

And if you include shooters, add GTA and Warframe

wary wave
#

you're conflating 'games with shooting' and 'games with first person perspective'

plush yew
#

How many Unreal games were either FPS or shooters?

grim sinew
#

Oh yes, GTAV, a game known to have some absolutely horrid movement and shooting controls

wary wave
#

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

plush yew
#

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

wary wave
#

probably not at the expensive of not supporting anything else

plush yew
#

I think Epic has even the resources to lead the industry in those areas

grim sinew
#

Screw other genres, only the game Chris is working on is important

wary wave
#

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

spare sun
#

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

wary wave
#

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)

plush yew
#

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

grim sinew
#

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

plush yew
#

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?

grim sinew
#

Import the FBX file

plush yew
grim sinew
#

Step 1: Make an FBX file (thought that went without saying)

spare sun
#

export from max as fbx

#

then import into unreal

plush yew
#

i tried using this

grim sinew
#

Or in your case export from lightwave to fbx

plush yew
#

didnt work

#

lightwave?

grim sinew
#

lwo? lightwave?

spare sun
#

.lwo

grim sinew
#

What you made that in?

#

Right?

plush yew
#

@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?

spare sun
#

im afraid he didnt make it

plush yew
#

i am using it for test runs

wary wave
#

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

plush yew
#

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

grim sinew
#

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

plush yew
#

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?

digital anchor
#

im willing to bet you gotta put .max into max and the lightwave file into lightwave

plush yew
#

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?

vale silo
#

What notable single player FPS games used UE3/4 ?

plush yew
#

UT, Borderlands, Chivalry, Bulletstorm, Borderlands, Bioshock, etc.

vale silo
#

UT is multiplayer

#

Chivalry is not a shooter

#

Bulletstorm was crap game

plush yew
#

You said FPS

static viper
#

UT has singleplayer

plush yew
#

Mass Effect and Gears of War

#

are shooters

static viper
#

they all had a campaign

vale silo
#

Borderlands seems the only one that fits the bill

static viper
#

dont ignore ut

#

it is a massive fps example

#

like

#

maybe the greatest

plush yew
#

You wouldnt have Unreal Engines without Unreal

vale silo
#

Unreal 1 was made with Ue3 or Ue4? News to me

static viper
#

unreal 1 was made with unreal 1

#

ut3 was made with ue3

vale silo
#

UT is in no way a single player story driven game

languid shard
#

Borderlands 1 was made with UE2

spare sun
#

I only played ut singleplayer

static viper
#

UT always was a story game

#

they just changed it

vale silo
#

Lol

static viper
#

the first UT was purely story.

fierce tulip
#

uhm no

static viper
#

i wrote a large essay about this XD

#

unreal was before 2000

vale silo
#

When it comes to FPS, iD Software is still the king

static viper
#

and ut3 was 2007

fierce tulip
#

or well, at least it doesnt have an annoying story like ut3

static viper
#

but it has one

fierce tulip
#

go up a roster, fight xan. end of story :p

static viper
#

still campaign

#

XD

vale silo
#

IDTech engines always were tighter on performance and responsiveness than Unreal engines

static viper
#

what is your point??

#

XD

#

what do you want

spare sun
#

I wanna shave my beard

static viper
#

or your head.

vale silo
#

I am saying ue4 is not the engine that comes to mind when thinking about FPS games 😝

plush yew
#

when i put it in unreal it just shows a cube

spare sun
#

check what you exported

plush yew
spare sun
#

in blender I mean

plush yew
spare sun
#

I mean open it in blender πŸ˜…

plush yew
#

it only allows me to open blender files

cobalt scaffold
#

file / import

digital anchor
#

@spare sun @cobalt scaffold its a max file

#

hes not going to do it

spare sun
#

hm blender cant open an fbx πŸ€”
always thought it can for some reason

plush yew
spare sun
#

ah yea its an addon nvm

plush yew
#

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

fierce tulip
#

he said UE4 games though

plush yew
#

We'll see i guess... it's kind of early to tell.
But Im expecting the trend to continue... as it did since UE2

spare sun
#

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

plush yew
#

UE gave birth to Splinter Cell and Gears of War.

spare sun
#

@plush yew

#

import it like that and check what you imported

vale silo
#

Those are not FPS games

static viper
#

?????????????????????????????????????????

#

The ball???????????????????????????????

plush yew
#

The Ball by Hourences

#

UE3

static viper
#

no get back into your box

#

XD

#

he never even finished that game

#

he went to solus right away

plush yew
static viper
#

solus where is that

plush yew
#

lul

spare sun
#

yep import it

plush yew
#

this is what shows up

spare sun
#

which means this is whats inside the fbx

plush yew
#

so did i do it wrong or the character model that i downloaded didnt have anything in it?

#

i made the max fbx

spare sun
#

either that or you export didnt work out

plush yew
#

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

spare sun
#

you can open the .max file with 3ds max for example

plush yew
#

thats the only way whaaat

#

because im not sure if it is free

spare sun
#

there is a trial version I believe

#

its basically an alternative to blender

plush yew
#

that's a funny way to put it

#

XD

#

now to open a .iwo file

#

ok lets see

grim sinew
#

3ds max is around $200 per month, if you were wondering

plush yew
#

shoot so when i download these 3d models i have to get lucky and get one that can be open in blender

fierce tulip
#

@plush yew I find the list rather long, especially considering it was expensive af back in the day.

plush yew
#

what about a .iwo file?

grim sinew
#

lwo, not iwo, is lightwave

#

Which is $1,000 one time

plush yew
#

whaaat

grim sinew
#

Whoever told you being a 3d artist wasn't expensive lied to you

plush yew
#

usually when i download free models are most of the times there able to be open in unreal or not?

grim sinew
#

Usually not, unless they're made for Unreal specifically from the marketplace

plush yew
#

usually not?!

grim sinew
#

They usually give you the source file otherwise, which they expect you to open in the original software

plush yew
#

whaaaat

grim sinew
#

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

cloud cobalt
#

Free models are free, they're not supposed to work with anything

#

They're just whatever the author wanted to be

plush yew
#

so ur saying to find a free model that can work in unreal is a very low chance?

grim sinew
#

Out of the box? Yep

spare sun
#

usually it will require a little fiddling with the model

fierce tulip
#

and shader

plush yew
#

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?

fierce tulip
#

that depends if they really made it themselves or not :p

plush yew
#

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

graceful sky
#

Typicly it's unsafe to use it unless you got the licence for it

plush yew
#

even for models?!!

graceful sky
#

either free to use licence or otherwise.

plush yew
#

so ur saying i need to get the liscense for the model even if its free?

grim sinew
#

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

plush yew
#

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?

graceful sky
#

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

plush yew
#

what if it comes with a royalty free liscense?

graceful sky
#

If anyone has, please fill in..

vale silo
#

Lol, that's what happens when democratisation of game dev tools happens

spare sun
#

or create your models yourself^^

plush yew
cloud cobalt
#

@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

plush yew
#

but isnt that the royalty free liscense or it is something else?

spare sun
#

there's also the fact that ur using a character from dragon ball z

cloud cobalt
#

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

plush yew
#

whaaaaaat

#

but UE4 doesnt have 3d models

#

thats the only sad part

cobalt scaffold
paper kernel
#

that's bit silly example, Zamboni is a trademarked product, yes?

spare sun
#

oh damn so it was a full character export from paragon after all

plush yew
#

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

spare sun
#

wdym

stray smelt
#

in third person template this moves the camera

plush yew
#

because the key words

stray smelt
#

but how? where's the code telling the camera how to move?

grim sinew
#

Double click the blue bit

#

It's in C++

stray smelt
#

so controller yaw input always references the camera? it's hardcoded / c++?

cobalt scaffold
#

it's part of the character class

#

i believe

stray smelt
#

I have a top down game and I'm moving the camera using set location, but that stops the camera collision from working

grim sinew
#

It's a function in the character class. If you want to do something different, you need to make it custom

stray smelt
#

trying to figure out how the third person template correctly stops the camera when it/the spring hits a wall

grim sinew
#

Well just look at the C++ for yourself then

plush yew
#

idk c++ lol

#

@grim sinew so lets just say i took this model

grim sinew
#

I wasn't talking to you

plush yew
#

oh

grim sinew
#

Read the license you derp.

#

It's right there

#

You need permission from the copyright holder to use it in a game

plush yew
#

ok but here is the tricky part

grim sinew
#

There is no tricky part. It's clear cut.

plush yew
#

what if i change it to where it doesnt look like goku

grim sinew
#

Then I question why you're downloading it in the first place

cobalt scaffold
#

might wanna start from scratch then

grim sinew
#

Start from scratch

cobalt scaffold
#

with a free base model

#

you'll run into trouble trying to use random models in your game anyway

plush yew
#

why not just start with a goku model and then change the way it looks

#

so it can be easier

cobalt scaffold
#

because it's a bad idea to use copyrighted stuff as a base

grim sinew
#

It will be harder to change goku where you're not breaching copyright than to make a new one

cobalt scaffold
#
  • that model isn't all that great
plush yew
#

how is it a bad idea to use copyrighted stuff as a base?

cobalt scaffold
#

bacause you can potentially get sued

plush yew
#

is there still a risk of a lawsuit?

#

whaaaaaaaaat

#

but how will they tell the model was made from a copyrighted base?

grim sinew
#

Because people aren't blind and stupid

spare sun
#

we could argue on that one πŸ˜…

plush yew
#

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?

cloud cobalt
#

Yes

plush yew
#

like even the eyes?

#

like literally everything

cloud cobalt
#

Yes

grim sinew
#

How many times must we repeat ourselves

cloud cobalt
#

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

spare sun
#

basically it falls down on whether the copyright holder cares or not

graceful sky
#

bluecopying things also breaks copyright law doesnt it?

cloud cobalt
#

Just don't use stuff unless it's written black and white in full text that you are authorized to use, modify, distribute it 🀷 it's that simple and 100% safe

static viper
#

bluecopying?

graceful sky
#

well, manually creating an identical model

static viper
#

that can fall under plagarism

#

but its much more grey

plush yew
#

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?

cloud cobalt
#

Yes

static viper
#

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.

plush yew
#

i didnt know making a game was this complicated

cloud cobalt
#

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

plush yew
#

you are right lol

static viper
#

but with dragonball as i already mentioned its a bit easier. They have a good history with fangames.

#

you might just wanna ask them

plush yew
#

UE4 is the safe road

#

to download 3d models

#

because it is Strictly free of use for games

cloud cobalt
#

Just read the licenses, do your homework.

#

And do your own art.

static viper
#

its free in general terms, you can create games with it. it is no pass to rip assets of

#

or abuse licenses

fierce tulip
#

or pay others for their art, and make sure you have a good contract set up

plush yew
#

so if i use a 3D model that came from Unreal Engine 4 and use it in my own game im good

cloud cobalt
#

Yes

plush yew
#

i love the freedom of unreal engine 4

cloud cobalt
#

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.

plush yew
#

but it is best not to take risks lol

spare sun
#

we always take risks

static viper
#

unreal engine

#

not unreal engine games

#

you still cant rip of games assets.

plush yew
#

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

cloud cobalt
#

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"

spare sun
#

^

plush yew
#

so basically when making a game u got to be really careful

cloud cobalt
#

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 ? πŸ€”

grim sinew
#

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.

cloud cobalt
#

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

plush yew
#

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?

static viper
#

it doesnt matter where it comes from

#

someone could be selling you ripped assets

cloud cobalt
#

Start by reading the license text

#

And use common sense - no one has rights to sell you 3D models of Dragon Ball

plush yew
#

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

static viper
#

its that time again isnt it XD

#

dbz broly movie

#

and dbz game addon

grim sinew
#

"may require legal clearances from third party intellectual property owners"

plush yew
#

but this doesnt say that u have permission from who ever made the model to use it in ur game?

cloud cobalt
#

aka "we don't have any rights to it"

grim sinew
#

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

fierce tulip
#

XD

cloud cobalt
#

Stick to the UE4 marketplace, @plush yew .

abstract relic
#

You’re at it again. This is the third day in a row

spare sun
#

its not a very impressive model though.
You could take a free base and do something similar on top in a matter of hours

plush yew
#

trying to look for free 3d models in unreal lol

grim sinew
#

There are a ton of them on the launcher

abstract relic
#

Launcher >>> learn tab

#

And marketplace

#

Free assets in there

hot drum
#

Why is it that with this collision box it does detect when my character is in it

light bobcat
#

fastest way to kill my self?
without feeling pain!

manic pawn
#

a spectacular explosion

hot drum
#

^^^^

#

this engine should be a form of torture I swear to god

light bobcat
#

fffffff

abstract relic
#

All game engine are torture. You just gotta lose you’re sanity to enjoy it.

fierce tulip
#

its like stockholm syndrome

willow stratus
#

Has anyone got any good foliage packs?

abstract relic
willow stratus
#

free one

#

@abstract relic

cloud cobalt
#

Probably not

gleaming creek
#

There was one free last month

#

Looked very good but I haven't got to try it yet

sharp crest
#

When Epic makes Marketplace packs free GWomoDrakeYea
When Epic makes Marketplace packs that you already bought free GWunuDrakeNo

grim ore
#

If you never buy any Marketplace Assets you can never have that happen πŸ€”

sharp crest
#

@grim ore But then that means you are broke and that's even worst

#

Who said that? Not me.

grim ore
#

lol

sleek solar
#

A bit of a strange question, but is there a way to mount content from another project?

frosty copper
#

If it's raw, just copy & paste the files

#

I wouldn't symlink project files, though. πŸ€”

abstract marsh
#

Can anyone help out with an issue I'm having?

olive edge
#

is it possible to use overlap event in an Acotr Component blueprint?

abstract marsh
#

Sorry, got distracted.

olive edge
#

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?

bold wyvern
#

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.

next badger
#

@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?

bold wyvern
#

@next badger It was a skeletal mesh.

next badger
#

so, it was a skeletal mesh cape? it had own skeleton or your skeleton shared bones with it?

bold wyvern
#

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.

next badger
#

um...how...how did you imported mesh that was made by ue4 already? if it was uasset you only could migrate it

bold wyvern
#

@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).

next badger
#

@bold wyvern well, probably cause you exported it - it's gone

olive edge
#

so no ideas on my component blueprint collisoin?

next badger
#

since ue4 does not export all the data

bold wyvern
#

@next badger Should I make a copy within my older project, remove the clothing from that copy, and then export again?

next badger
#

@olive edge you probably should use colon and semicolon, cause i have no clue what you asked

olive edge
#

ok so im trying to make a bp actor component to add to existing boxes but to activate with collisoin

plush yew
next badger
#

@olive edge to add what?

olive edge
#

a component

#

a bp actor component

#

that i can add to any existing actor

next badger
#

@olive edge oh, you want to add an actor component on collision?

olive edge
#

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

next badger
#

@olive edge well, you replace the event to on begin overlap and set the proper collision settings...that should work

olive edge
#

there is no on begin overlap event in actor component blueprints

#

thats my problem

next badger
#

@plush yew happen what? looks fine to me

plush yew
#

well when moving left or right he should be turning that way when im not turning the camera

olive edge
#

im asking for help to figure out how to impliment same on begin overlpa event but in actor component bp

regal mulch
#

@plush yew Orientate to movement or so

#

Check if that boolean is changed in your CMC

bold wyvern
#

@next badger I just reimported without clothing. It did the trick.

plush yew
#

its sorted just realized what had happened

digital anchor
#

BeginOverlap is a primitive component function, actor component is a uobject @olive edge

olive edge
#

so i cant have a collisoin activation with the bp?

digital anchor
#

not with ActorComponent, add any box, capsule etc and it will allow you, eighter on that component or create anew

abstract relic
#

Ideally, do it on the static object and not the character. The collision component is incredibly unoptimized.

next badger
#

collision component works worse than static mesh?

proven oxide
#

here's a question, whats better these days? Lightmaps or light sources in a game

abstract relic
#

No no. Adding collision to a pawn is worst than adding to a static mesh

proven oxide
#

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?

next badger
#

instancing was always better, it just doesn't support lightmaps (it is bugged and backlogged)

lofty hollow
#

are there any guides on how to implement moving using UCharacterMovementComponent?

grim ore
#

the FPS and TPS templates use a character using that component. you could use them as examples.

lofty hollow
#

any tips on how to get started with knowing what to do? πŸ˜„

silent cloak
#

Anyone have time to help me getting started on some flying controls and maybe some level editing ? πŸ˜‹ I can repay the kindness with some graphic design πŸ˜…

grim ore
#

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.

tawdry storm
#

@plush yew was it a collision going bonkers? πŸ˜„

proven oxide
#

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

civic bobcat
#

as in make it immediately attach to the mothership once the player presses D?

#

@proven oxide

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

grim ore
#

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

plush marsh
#

use switch with enum

#

to check the state of pawn

silent cloak
#

@grim ore i send you a private msg πŸ˜„

honest rune
#

pretty sure he has them disabled

hot drum
#

So I have some Eye cannons that fire fireballs and what not. I'm trying to make it so when you get to a certain platform it casts to the class bp and sets a bool so it disables them, however Idk what to put for the object pin

#

This is in Level bp btw