#ue4-general

1 messages ยท Page 401 of 1

plush yew
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i just dont know how to set the players location from the other BP

maiden swift
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Ah OK. That's much clearer.

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The player is the one triggering the overlap correct?

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If so, do what Redirector said. Other Actor should be holding a reference to the player in that case.

next badger
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Create 3D meshes from scratch in Unreal Editor using a new suite of polygon modeling tools. Easily subdivide your model with customized edge crease weighting using technology from Pixar's OpenSubdiv. We plan to release an initial version of this feature with basic functionality, and then continue to expand the feature set over time.

abstract relic
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Would suggest reading up on bp communication before you go further

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This is a good start

plush yew
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oh im not really sure, i just added a On Compnent Begin overlap to the box collision

maiden swift
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@next badger That's been on the roadmap for a while now. Sooo looking forward to the mesh editor.

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You can actually turn it on and play with it now, but it's quite unstable.

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@plush yew If the player is the one overlapping the actor, then Other Actor will be a reference to the Player.

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Other Actor is a reference to whatever actor triggered the OnBeginOverlap event.

plush yew
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can i do that for generic character, because i want to use that for all characters

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like this?

maiden swift
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Yes.

plush yew
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oh thank you :D

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ive made so many complex and advanced mechanics, but i was struggling with this. Lol

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@maiden swift are you a worker at Epic Games?

maiden swift
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Nope, just a game developer/musician who uses Unreal.

plush yew
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oh, i want to talk with someone who works at epic lol. Unreal Engine is soo great. it is such an amazing engine

maiden swift
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If you're struggling with this, I recommend taking a pit stop to dive deeper into Blueprint communication like Redirector said. Though I have a different resource to recommend.

plush yew
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Thank you, i will watch that. I want to get better at BP communication

maiden swift
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He covers all 3 types of Blueprint communication very thoroughly and shows examples of each.

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And it's Zak Parish. He's one of their best instructors.

plush yew
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also. is this the offical unreal engine discord?

maiden swift
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It's unofficial, run by and for the community.

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But plenty of Epic staff hang out here from time to time.

glacial belfry
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You guys, anyone having luck getting DRX(RTX) stuff working in the 4.22 preview? I have the engine started with the -dx12 argument and the project settings correctly up and running. Seems like I cannot get RTGI to work

livid haven
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o7

plush yew
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well for an unofficial server, it is darn helpful

maiden swift
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โค

plush yew
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ohh thats cool

maiden swift
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So glad to hear that @plush yew

plush yew
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is there an offical server for ue4?

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or epic games?

livid haven
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Nein

plush yew
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๐Ÿ˜ƒ

abstract relic
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Nothing public

maiden swift
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Nope. This is it basically. It's unofficial, but the de facto server for Unreal.

plush yew
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oh damn

livid haven
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We use Slack internally.

plush yew
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well i gtg eat guys so cya later. I'll show some pics of a project ive been developing when i come back

maiden swift
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Great! If you ever want to just show off your work or get feedback, check out #work-in-progress and #released.

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They're dedicated for that purpose.

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#work-in-progress = Share stuff in development, get feedback. #released = Share finished projects / released products you worked on.

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@livid haven This started out on Slack, too. Hence the name. I don't remember if you were around back then.

livid haven
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I was not.

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Don't remember how long I've been on here. Maaaybe like a year and change?

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I was still a contractor back when, so at least several months before April of last year.

maiden swift
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Ah OK.

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Man, I can't believe our 4-year anniversary is coming up.

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And we recently passed 20k members.

next badger
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wait...4th since slack or discord?

plush yew
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pretty sure it's slack's bday coming up

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but idk i have only been here for 12 hours

grim ore
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05-28-2015, 10:22 AM
Join a thriving community chat where over 1,400 Unreal Engine users come from all over the world to socialize, get help and share their work. All skill levels & backgrounds are welcome.```
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but that was edited so that was when we were on slack

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lol... 09-27-2015, 09:57 AM Over 300 members already! You rule Nick!

maiden swift
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@next badger Since Slack, since the community was first founded.

abstract relic
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Cute ๐Ÿ˜œ

maiden swift
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@grim ore Hah, throwback!

prisma dagger
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I am sort of beginner , so is it ok to have overlapped faces in one mesh as long as they are separated elements?!

abstract relic
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Yes

livid haven
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Overlapped how?

livid haven
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The only issue with having two polygons coplanar and overlapping is that you can end up with Z-fighting. If the faces aren't visible, then no, it doesn't really matter.

chilly gale
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Whats the best, safest way to duplicate a level and move it to a new folder please? I like to make a _Data folder and put ALL my stuff into that, That sai if I wish to mess with a level provided with an assets I like to duplicate that in a new folder leaving the orginal level in tack. Should I just copy the level over, OR is it better to make a new level then copy ALL the contents of the orginal and paste it into the newly made blank level? thanks for your time

grim ore
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man this change , "Scaled Camera Zoom and Pan", to 4.22 is why my viewport feels broken half the time now lol

dire sentinel
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Which kind of tree do you perfer? (ignore the roots in the last one). There are very subtle differences in the texture styles, but the leaf outline in the last one would move with the wind

plush yew
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i like the second one

prisma dagger
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I'll go with the first option @dire sentinel

grim ore
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@chilly gale if you happen to be using 4.22 there is a new advanced copy feature that copies the assets referenced in the level to the new location automatically. Otherwise you need to do it all yourself as copying the level won't copy the data as well and point to any new ones (you have to replace those by hand right now)

prisma dagger
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thank you @livid haven and @abstract relic

chilly gale
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@grim ore 4.21.2

grim ore
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yeah then you need to copy the level, copy all the things referenced by it to the new place, then replace it all in the level. Another alternative is to migrate it out of to another project, rename/move all of that, then migrate it back in lol

dire sentinel
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the last one has an outlie of leaves
that would move with the wind
the plane would be camera facing and would pivot arround the center of the treetop so the tree would always have the laves as the outline on top of the black outline

chilly gale
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@grim ore thank you, I'm not seeing a 4.22 in the launcher so I guess your doing bleeding edge

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Maybe from Git

grim ore
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its on preview right now in the launcher

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but the migrate option should work in a pinch, migrate out the level into a new blank project. move the stuff around how you want it to be in the old project, then migrate it back to the old project and it should maintain its structure

chilly gale
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I'm just after using it as is to build on and test without using the orginal so a strat migrate is fine by me. Thanks for you help BTW

uneven glacier
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hey i just made pawn with camera but i cant seem to find how to rotate the camera in angle way with the mouse can anyone help me?

grim ore
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are you using a character movement component or just a pawn with a camera?

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if just a pawn you would set up your input for your mouse axis in the project settings. then you would use the nodes for those axis settings in your pawn and add rotation to your actor based on that input value

uneven glacier
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just a pawn with camera

grim ore
uneven glacier
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yes i just wanna change the camera view in angle way with the mouse

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to this

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last picture is from video on youtube he clicks on something and he able to rotate the angle view

grim ore
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you want to edit it in the editor? if so that is the QWER keys or the buttons on the top right of the viewport (the first ones for move/rotatte/scale)

uneven glacier
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ohh

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thank you

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that what i was looking for sorry its my first day in ue4 xD

grim ore
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if you are trying to make the camera an exact position then there is an easier way. Right click the camera in the viewport and choose to pilot it. Then you can fly it around and eject when it gets where you want it. Eject is in the top left

uneven glacier
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thats*

sterile bison
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@dire sentinel I adore those trees - how did you craft tree #1 ? Mostly when it comes to the texturing

dire sentinel
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drew the texture on a green paper with a darker green pencil

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then smeared it a bit

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and did it again but harder and with even darker

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any elaborations on which parts you like more than the way they're done in the other ones? I'd like to improove and combining only the best parts seems a good way to start

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i like the branches in the last one

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kinda look like his fingers

fierce tulip
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wtf

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just had a pop-up from the epic launcher about a game

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fucking dont please

wary wave
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yup :/

fierce tulip
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I get it, I really do.
But on other hand, stares at all the ad-blockers installed

grim ore
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I like it, I got a free game this morning

fierce tulip
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first thing I thought was, dafuq? virus?

grim ore
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nah I am used to the free games every couple weeks so I was like whoot new game

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I apparently gave GMG permission to send me notifications at some point in chrome and finally figured it out after like 3 months. I thought that was virus or something I had installed on accident lol

fierce tulip
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corel particle shop does it, and no way to disable it

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<_<

grim ore
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one of the audio programs I had does it and I noped out and uninstalled it after seeing it a few times

fierce tulip
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same with the corel one, ill install it when I need it XD

chilly gale
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Is there somit I need to turn on to see previews of UE4?

fierce tulip
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should just be available in the launcher

sharp crest
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for dedicated servers

chilly gale
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weird I don't se a selection option and the + button give me older version,.. found it, it dropped me 4.17 BUT if I select the dropdown arrow I can get preview, thanks for helping

plush yew
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is there a help channel

pallid compass
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many help channels take a look

plush yew
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idk where i should post something that i need help with regarding texturing

pallid compass
plush yew
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ok ty

fierce merlin
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Any recommendations on tutorials to start with if the next thing Iโ€™m working on is keybindable action bars (like WoW) that can be rebound easily during gameplay? I know generally how to do most of those things but not sure what part to start, and I have very little experience with UMG in general.

grim ore
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anyone using 4.22 preview 2, what does it show for your build # in the top right when you hover over your project name when it's opened?

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@fierce merlin go thru the documentation for UMG to start with. Doing that is going to be fun tho as the keybinding system is fun to work with ๐Ÿ˜ƒ

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there are a couple dozen videos on YouTube tho for making action bars in UMG tho

plush yew
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I can't tell if you are being literal or sarcastic lol

sullen wraith
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has anyone here tried the community ocean project?\

stone fjord
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Looks beautiful but no not yet icejaff, you mean the one on github yea?

sullen wraith
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yeah

sullen wraith
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hey all, when I ctrl+alt select thigns in editor, it doesn't select everything

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do you know why?

grim ore
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what things?

sullen wraith
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selecting a lot of islands/buildings

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it wont get all the parts

grim ore
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are you trying to select the transparent parts?

plush yew
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Is there a way for my anim BP to tell my player BP to change a boolean? I want the IsRolling boolean to be set to false once my roll animation finishes but I've only ever made changes to the anim BP from the player BP, not the other way around. Is that possible?

sullen wraith
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theyre not transparent

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its just blatantly not selecting some which should be highlighted

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i have to move the selected ones out of the way

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and then select them

grim ore
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the animation has a notifiy, that notify is fired in the anim bp, the anim bp tells the player it is on that is fired and then the player does whatever

plush yew
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You wouldn't happen to be the same MathewW that makes all of those awesome youtube tutorials would you?

grim ore
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you can skip the last part of the talk to player and notify if you use an event dispatcher and have the player listen but the result should be the same

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I would be that same one

plush yew
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Hahaha wow! I'

grim ore
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also this could totally not be the right way to do it as I am not well versed in animations but I did just test it and it worked so who knows lol

plush yew
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ve been using your tutorials for like a year and a half! That's awesome, thank you so much your tutorials have helped me so much so far. I'll check out the anim notifies, thanks for that too!

grim ore
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awesome, glad to hear ๐Ÿ˜ƒ always good when someone finds them helpful

swift elm
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UE4 keeps crashing...

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T_T

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Whenever i'm changing my actor pawn, adding ships to my hangar and positioning them

dim arch
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so I am thking of making an RTX rig

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anyone know if there are any new GPUs on the horizon?

grim sinew
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Probably in another 6 months

vague walrus
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Dynamic navmesh with actors affecting it causes my actors to shake intensively, any way to fix this?

sullen wraith
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is there a tutorial anywhere for managing render distance?

sonic pagoda
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@dim plover "FlossFarmingYesterday at 1:37 AM
Can't you just do FText::FromString()?
Though, you could probably just do some conversion from Int to FText." that worked!

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thanks

sullen wraith
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and will ai continue to operate outside of render distance?

vague walrus
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@sullen wraith as I recall there's a checkbox in the properties about his

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about computing while not rendered

chilly gale
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AnyBody have both Advance Locomotion System and Quang Phans characters at all?

Can sombody tell me please if the first tutorial video works ok with Qaung Phan's female without turn them into malewalkers they have all their own animationa and physic's so I'm feared chahnging the physic's asset will break stuff
Its seems to be retargeting the new character to use the mannequin's animation unless I'm wrong
https://www.youtube.com/watch?v=SA4xgZiqsLI&feature=youtu.be&list=PLAR8Kc1ZLLKZjnKI_idX7Ik7mN0VORSm_

His latest character can be swaped out with the earlier one making for great options, would love to be able to use ALS for these without breaking stuff
https://www.unrealengine.com/marketplace/ghost-lady-s1-assassin

This video demonstrates how to work with a character that was built around the mannequin skeleton (same bones, proportions, etc). Futuristic Soldier Pack - h...

โ–ถ Play video
sullen wraith
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Has anyone here used the community ocean? i need a litlte help

sick socket
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Hi, Im trying to Set my player controller ID, for a multiplayer game with dedicated server option,
i have a PlayerCounter Variable in the ThirdLevelExampleMap, i want to use that variable to set the ID for each player, I add 1 to the Count, but every player window shows this mesasge: Server: Player ID: 1

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i expected the value to grow for each player, but it seems its a variable for each player

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Sorry, i can't print screen the whole diagram

digital anchor
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the map's beginplay will only run once on server, so it will increment only once

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for the players they will run but wont go past switch authority

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assuming the authority of the map is the server, if the client itself is, it will go through, but if the variable is not replicated it will increment once per client anyway

sick socket
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Hmmm, you are right, I had the idea that for every player, it will run Begin Play on Server,
If i understand the second statement, i should increment the variable on the remote, so it runs once per player, but check the PlayerCount variable to replicate?

digital anchor
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you should do that stuff on the gamemode, which exists on server, OnPostLogin for example...
but on your case, it would be easier to just use GetNumPlayers i belioeve

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or GetPlayerState -> PlayerArray -> Num

sick socket
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GetNumPlayer retrieves the total of players right?, It does not seems to help me indexing my Player, but I will check the last option you mention.

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thx!

worn granite
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@sick socket There's already a unique net ID on playerstate's for the purpose of tracking players.

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not sure if that's your intent or not

plush yew
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Q: what does UE "see" when a character has multiple layers of clothing on? E.g. if my char has a t-shirt and sweatshirt on, will the GPU/engine only count for the sweatshirt and not the t-shirt, or even the chars body?

digital anchor
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it will cost a drawcall, vertex shaders, animations, but wont cost pixel shader, lighting etc

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if i understood your question correctly @plush yew

plush yew
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So for example, there's a wall in front of you and behind that wall is a player, would that wall decrease the drawcall of the player?

grim sinew
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If the player is completely hidden behind the wall, the player will not be rendered. However, if the player has 10 layers of clothing, you pay for all 10 layers since it's 1 object.

digital anchor
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only if a visibility occlusion kicks in

grim sinew
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Just not the shader cost of all the layers, only the top most one. But you pay for all the polygons and such.

plush yew
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Ah okay ty

sick socket
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@digital anchor , yes that is my intend, didn't know there was an ID, i was trying to get Player Controller ID, but it always return -1, will look for that

worn granite
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Wrong tag :P

digital anchor
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xd

worn granite
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Well if you're just trying to index them that might be a different story

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The only thing the NetID does is be unique.

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Not contiguous, nor in order.

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You could, though, add each net ID to a replicated array on the gamestate, and find the element index of a given playerstate's net ID within that array.

sick socket
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mmm, that may be a problem then... here is what i need to do.

1-. Create a Multiplayer Game with 4 players
2-. When the game starts, the first player should have a Flag (it can be anything over their head, a sphere, particles, or a text) just to imply they have a flag.
3-. For every second they have the flag they gain points
4.-. If a Player shoots the player with the Flag, they steal the flag

worn granite
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Oh that's no big deal and wouldn't involve player indices or IDs

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You could use them, but it'd only make it more complicated.

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The gamestate has an object reference to a playerstate - marked replicated - and that tracks the current flag holder. When a new player joins and there's only one player, assign that one player to be the flag holder (on the server).

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You could mark RepNotify so you can move particles and stuff too

sick socket
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I have a doubt, because i ran the game with 4 players, in my computer, with the option, Run dedicate Server, but everything is in my local computer, so all the players instantiate at the "same time", do that still works for assigning the flag to one player?,

worn granite
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there is no "same time"

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one will always be first

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Think of it like if you tossed a stack of papers onto a desk

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Yes, they all left your hand and hit the desk together, but one touches the desk first (and maybe only one ever does touch it)

sick socket
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That resolves my doubt, i will study try the game state then, THX!

wet berry
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I manage to do this a lot, but can someone tell me how to restore the graph/input/output on my details pane?

vague walrus
latent moth
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All, some of my material parameters do not remain after applying and saving. I close the project, reopen it, same thing. This means every time a project is opened I have to re-tick them and recompile shaders. Anyone has seen this?

sick socket
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@worn granite Trying to check that every player connects 1 after another, i did this flow, where Event Begin Play, runs on every Client only, Then every client calls an event that runs only on the server and adds 1 to the Local Variable that Replicates Over the Network (Which i understand it instantiates only on the server, or which is the same,.. it is the same value for everyone), so i thought if everyone alters that variable. I expected the counter to sum up, but it stood as 1 again.

azure shore
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hey, is it possible to make particle effects flat on surfaces, like decals, but they're still particles, so is it possible to do that with them or do they always face the camera no matter what?

keen frigate
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Good morning morning everyone. ๐Ÿ‘‹ ๐Ÿ˜ƒ

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Btw, Anybody here attending the Vienna UE4 MeetUp? ๐Ÿ‡ฆ๐Ÿ‡น

plush yew
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Anyone else have a thing with certain channels here just disappearing temporarily?

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Physics channel has just gone for me

proven oxide
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Arrgh I am following a tutorial and its not working

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I have a C++ Class and I am trying to drag onto the level - in the tutorial its showing a box, in mine its not showing anything, what have i missed? or has it changed from the older engine versions

keen frigate
proven oxide
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I am following a C++ version of the Battery Collecter Tutorial but I cannot drag the spawn volume onto the level - Why?

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its adding the class just not showing the box on screen

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so i can't change the size of it

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or location

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ok so Zero help as usual

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how can i learn anything when the tutorials cause the game to crash

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I copied the code line for line but the class I have is not creating the draggable SpawnVolume?

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I am creating a UBoxComponent so what is not happening

proven oxide
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anyone?

wary wave
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we can't really help you because we don't know what you've done

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#cpp is the place to ask though

azure shore
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nobody can answer my question?

meager dove
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@azure shore pretty sure you can change particles to not follow/face camera

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so yes you can make them "flat"

bronze plinth
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Can someone tell me the pros and cons of UE vs Unity

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Sorry for asking this in an UE server but all the info i find online is so shallow

fierce tulip
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con: both are different
pro: both can be used to make games.

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con: you have to pick one
pro: you have choice

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:p

bronze plinth
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Thats the definition of a shallow response xD

fierce tulip
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actualy.. not so much
in the end it doesnt matter what canvas you use, as long as you can paint

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but it also depends on what you like to do, and which engine makes that the easiest for you

bronze plinth
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Yea but the tools can be quite a differentiator

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The thing is

fierce tulip
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yea, but you have to learn either or both

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we cant make that choice for you

bronze plinth
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After reading a lot
It felt UE is a bit better just a bit
But when u think about it
Epic games have a ton of cash now from fortnite which is built on their engine which they sell

So the logical way of thinking is that epic is now capable of dishing out a lot of financial support in order to make UE the superior engine

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But the thing is, i'd rather type C# instead of C++ anyday
And UE has the blueprint thingy
Which wont let me dive right into it
I will have to learn Blueprints and then transition to code

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Sorry for forcing u to think about it with me xd

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I know i have to do the decision at the end and no one can do it for me

grim sinew
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Asking which is better is like asking if a hammer or screwdriver is better. They're both tools. Pick the engine based on the type of game you want to make.

bronze plinth
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3D RPG

grim sinew
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They both have things they do better than the other, there is no universal answer.

fierce tulip
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as someone who has worked with unreal engine almost as long as it exists and only just starting to learn blueprints, once you get the basics a new world already opens up, once you get good at it, its amazing.
and while learning a new (or getting better at) another language is annoying, learning is always good.

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fanboy me says, pick ue4. dev in me says, just choose one, play around with it for a few days, weeks or so and see if you like it, or feel like trying the other engine

pallid compass
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You get full control with c++, and you cant just start with coding anyway even if your proficient in c++

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Because you need to learn the engine architecture and framework.

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You try and do that in c++ and your gonna have a bad time

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Much faster to fuck about in BP majority of the time.

bronze plinth
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Makes sense

sudden agate
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UE c++ is a macro clusterfuck

pallid compass
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BlackMagic*

plush yew
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has anyone got any advice or can help me make a lightning trail in unreal engine 4 like from the superhero the flash. it wold be awesome

pallid compass
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There called VFX ribbons i think

plush yew
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but im really bad at particles and all that stuff

pallid compass
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Well you should look up ribbons and VFX then, that is a good start.

plush yew
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kk thank you

sudden agate
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Things, science cannot explain:
Heightmap Dimensions for Landscapes

fierce tulip
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lol

keen frigate
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@bronze plinth

Pros:
Huge amount of tutorials that take your hand and teach you to build an entire game with Unity.
Way bigger and more active community than Unreal Engine 4.
Way more assets available for Unity.
Unity is way lighter and runs on lower end machines well.
Best HTML5 game packaging from the two.

Cons:
You have to buy the Pro version.
They still haven't decided how to implement advanced shaders. It's still an experimental feature. There is Shader Forge but mneh.
Optimisation is a pain compared to Unreal Engine 4
Navigating their creator pages on their website (be it as a game dev or asset creator) is weirdly way more complex than it should be. Not to mention they have a weird facebook like profile page among other things.

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On a side note.
Although UE4 is harder to master I find it more user friendly and easier to deal with.

lofty hollow
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is it possible to make things not tied to fps?

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such as physics

bronze plinth
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@keen frigate woah thanks

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However if unity runs on lower end pcs it wouldnt need optimization would it now ?
Or you meant something else by it

keen frigate
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I mean that as an editor it runs better on low end machines. Not the games you create. The games always need optimization no matter the engine used. ๐Ÿ˜ƒ

pallid compass
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Wth you on about sutorcen the ue4 community is massively bigger than the Unity one

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Unless i am missing something obvious, then feel free to point that out and correct me.

keen frigate
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There is nothing to correct. Unreal Engine has a huge momentum and will surpass the Unity commuity in the near future but still there are more tutorials (and complete at that) for Unity than they are for UE4. Unless there are numbers I'm not aware off.

As the de facto game engine for indie devs Unity had a huge community way before UE4 was a thing for indie devs. Only the past few years Epic Games has made Unreal Engine 4 popular when they decided to make it free for everyone. It's not a competition it's just the way things are.

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That doesn't make one engine better than the other.

pallid compass
#

never mentioned learning content, never said it had before hand, never said it was a competition, never said one was better than the other, from what i have seen from forums, discord and general chatter ue4 seams to be much bigger.

wary wave
#

you seem to forget that UDK was a thing

keen frigate
#

Unity has a huge appeal with the masses, for some reason. Beats me.

fierce tulip
#

XD its us ue4 people talking slack about unity :p

pallid compass
#

Intrest 0,

#

that does not seam right

dim merlin
#

Hi, anyone knows there's yet a solution to import .fbx at runtime?

keen frigate
wary wave
#

I don't think those keywords are necessarily working

keen frigate
#

give me some more efficient keywords

wary wave
#

I refuse to believe Moldova is the #1 searcher for Unity game engine stuff

keen frigate
#

Still it's weird and interesting at the same time.

#

I fiddled around with this the previous weeks. Rephrasing the keywords, trying to increase the UE4 numbers... I just couldn't.

twilit hill
#

Epic could tripple ue4 users by implementing a c# code base

wary wave
#

there is literally no point doing that

twilit hill
#

Its literally the only thing which keeps the majority away

#

Ask 100 unity users ๐Ÿ˜‚

keen frigate
#

hehe UE4 is so powerful and good lookiing it intimidates people away ๐Ÿ˜›

#

I tried Unity three years ago and last month again. Not my thing.

twilit hill
#

Yeah the ide is really oldschool

#

But at least it runs with more than a single thread in the render pipeline

#

Ue4 will be the last engine with single threaded rendering

keen frigate
#

Come 4.22 they are trying to change that if I'm not mistaken.

lofty hollow
#

if i disable friction on the frame i land on the ground and then jump on the same frame i should lose 0 velocity right?

fossil socket
#

do you still have to buy all the useful features off the asset store?

copper flicker
#

so.. I have an interacting [water] volume.

#

if I shoot bullets into it, they're supposed to change color and stuff.

#

all goes well from outside the vol

#

but when I shoot from inside it....

#

sometimes all goes well, sometimes they don't touch the volume

#

any idea why?

#

when an actor spawns inside a volume it's supposed to always touch it, and be aware that it's inside that vol.. right?

#

does it check per tick?

#

or only once?

keen frigate
#

@copper flicker If you are using Begin/End Overlap it checks only on those two occasions and ignores the rest. If you are using On Hit it should register every tick your actor stays inside/interacts/hits the volume.

copper flicker
#

I'm using an On Begin Overlap

keen frigate
#

That's why it ignores your volume, try using hits.

copper flicker
#

but why does it work tho? most of the time

#

and then every 20 times or so it fails

#

inf act... even weirder. after 5 seconds or so.. it starts to fail consistently

#

some bullets go well, so fail

#

some

ember hull
#

Guys I tried to make an rts open world, and connected the navmesh invoker to the camera, but it dont update the navmesh area when I move the camera, is there anyway to make it update every time I move ?

#

I know its meant for AI, but it will be amazing if there is a way to make it update when you move to diffrent locations

waxen ivy
#

Hey guys, I'm trying to get NPC's into my game. Ofc I#d like to have an animated Placeholder, where do I find the mannequin which u can control when you start a 3rd-person project? I started a blank project, and cannot find it

#

thx

fossil socket
#

might be a longshot but anyone here with UDN access having trouble logging on?

misty creek
#

@waxen ivy In the "content browser" go to "add new" ant then at the top of the list is "Add feature or content pack" click on that and a window pops up where you can select which template to import. That will let you import the third person template into your project.

graceful sky
#

When it comes to delta time, is that a thread value and will return the same in any bp, or can it be different in the various bp's ?

ember hull
#

Fixed it, by Project Settings -> Navigation Mesh -> Runtime Generation

waxen ivy
#

@misty creek thank u!

misty creek
#

No problem. ๐Ÿ˜ƒ

thorny cipher
#

why the heck do my meshes sometimes do this

keen frigate
#

Lose their materials?

thorny cipher
#

no adds random material slots for no reason

keen frigate
#

Ohhh. Wow. Never came across that one before.

azure shore
#

@meager dove would you know if it's possible to make them go onto the walls/floors well?

meager dove
#

im not super familiar with particles

azure shore
#

ah ok

#

it's just that somehow it can run thousands of em just fine but about a hundred decals lags the shit out of it

bronze plinth
#

Guys i tried to load pargon's map

#

My 16gb for ram got fully used
And the UE crashed

#

Do i need more than 16gb ?

graceful sky
#

sounds like it yes

bronze plinth
#

D:

graceful sky
#

you could try a clean restart, close everything except ue4 and try again ๐Ÿ˜›

#

you might be on the brink

meager dove
#

it should load fine

#

oh wait probably not

#

if they didn't include a ddc, then ue4 has to rebuild all the assets when you open the map

#

which is probably why it crashed

fierce tulip
#

@azure shore thats because decals are heavy af when used a lot

meager dove
#

you can't do anything during that period

cedar snow
#

anybody knows of a (built-in or plugin) asset importer that splits the imported file into multiple ue4 assets?

#

i'am wondering if it's possible to do that, replace the assets on re-import and obv keep the references intact

plush yew
#

Hello, new to UE here....may i know difference between physical asset and skeletal mesh

sudden agate
#

Skeletal Mesh Contains Vertices, Weights, Materials
Physics Asset contians COllision Data

meager dove
#

no7hing, whats assets?

plush yew
#

@plush yew im new too

fierce tulip
#

well, not new. youve been here for ages, just not working on ue4 :p

plush yew
#

@sudden agate thanks, i figured it

#

@fierce tulip yes but i have made attempts

#

and in fact working on it now

#

just something else

cedar snow
#

@meager dove would it matter? e.g. big wav into sfx clips

gaunt spindle
#

hey is it possible to simulate Realtime local weather in unreal

azure shore
#

yeah I kinda wanted at least quite a bit of blood in my game so I think decals aren't a good idea

#

are particles always unlit? not sure that would be a problem but well just wondering

fierce tulip
#

particle materials work the same as regular materials, just depends on your setup

azure shore
#

oh yeah oops, completely forgot that

#

I think just all the particles I've used are set up so they're unlit for some reason so that made me forget

plush yew
#

@bronze plinth run the editor as priority realtime and change pc power settings to high performance

maiden sundial
#

Is there any way to connect the bottom of this geometric object again ?
It's literally making every other geometry object under it to nothing

fierce tulip
#

dont use bsp :p

maiden sundial
#

I have to

#

Otherwise i can't finish my building. There is already like one day of work in it feelsbad

grim ore
#

do you mean make a new face for the bottom edge?

maiden sundial
#

Yes

#

I guess

grim ore
#

well you can select the vertices in the geometry editing mode and use create to create a new face from selected vertices

maiden sundial
#

So selecting the 4 vertices on the bottom and then click create ?

#

If so, it doesn't work ._.

waxen ivy
#

sup guys, i wonder, whats the best way to animate a chest in blender for use in ue4? I want to make it so that when i activate the chest the lid opens while i browse its contents, and when I leave the chest that the lid closes

maiden sundial
#

Ow wait, it worked. There is now a new face, but this face is only inside of the object

abstract relic
#

Why are you torturing yourself

maiden sundial
#

Wait, i can just flip it

frosty copper
#

๐Ÿค”

grim ore
#

yes the normal direction is based on the order of the vertices you selected when you clicked create so next time just do it the other way ๐Ÿ˜›

maiden sundial
#

Problem solved, thanks for the help ๐Ÿ‘

fierce tulip
#

making houses out of bsp, feels like the late 90's

lofty hollow
#

how do i do so physics in unreal is always consistant no matter the fps?

grim ore
plush yew
#

which plugin is better? truesky or ultra dynamic sky?

grim ore
#

Some people can't afford Blender ๐Ÿ˜ฆ

plush yew
#

@lofty hollow when you do stuff in event tick multiply by 'delta seconds'

maiden sundial
#

To be fair, blender is not starter friendly

whole quarry
#

it is very starter friendly??

maiden sundial
#

It's also literally shit to move inside the blender world when your muscel memory is trained for moving inside the unreal world

misty creek
#

I found that they basics are pretty easy to learn

#

Yeah, the movement is terrible if you are coming from unreal

whole quarry
#

try switching back and forth, will be fun

misty creek
#

And that is why I generally use premade assets

maiden sundial
#

-was not even in this world in the 90s
-using 90s techniques
kek

misty creek
#

And even if you have to put in the same amount of work to learn blender as to use BSP, you will get better and faster results in the future

#

Basically just a time investment

maiden sundial
#

I'm still having blender, but it was a pain in the ass when i tried it for the first time

lofty hollow
#

@plush yew what do you mean

maiden sundial
#

I'd prefer to work only on the game logic, but for my current project i'd have to learn some 3D program feelsbad

#

I really should start with blender today again

plush yew
#

for example, if you add an impulse on event tick, add an impulse and multiply it by delta seconds. Of course you will need to increase the impulse to get the same result

#

So someone with higher fps will get roughly the same force applied over time as someone with lower fps

azure shore
#

guys, does anyone know how to optimise decals for showing hundreds of them on screen at once?

plush yew
#

Someone getting an impulse of (20 x 0.02) units 50 times a second is the same as someone getting (20 x 0.04) units 25 times a second

azure shore
#

or is that just impossible in ue?

plush yew
#

It's worth learning Blender.
You can also get your hands on Houdini Apprentice for Free.
And MODO Indie is affordable on Steam for like $16 a month or less. (subscription) It could fee more user-friendly than Blender for modeling.

#

Coming from 3ds max and then Modo, I do find Blender to be a bit difficult to learn. it works a bit differently.

#

I should have read the manual first (lol)

#

XD

azure shore
#

so does anyone know

grim ore
#

I am sure someone knows, they just might not be on now or even in this channel or discord.

azure shore
#

well, you know what I mean

grim ore
azure shore
#

I was just looking at that actually, but I dont have 64 quid...

#

I swear some game engines can run like millions of decals and not lose a single fps

grim ore
#

they might not be decals but other systems like in that post

azure shore
#

yeah I guess but I just cant find how at all

#

apparently somehow spawning textured planes would run better than decals

#

what is it with decals ue?

meager dove
#

blender UI was awful before 2.80 and it's still not that great

plush yew
#

hello guys I want to fix this problem

#

how to remove these controllers from the HUD?

proven oxide
#

I have a question, How can you change a GameMode for a different one on the same level?

#

ie I want to use the same map but have different gamemodes

plush yew
#

@whole quarry

whole quarry
#

why do you tag me?

plush yew
#

because you can help maybe?

whole quarry
#

im doing other stuff

plush yew
#

okay

#

can you help me

whole quarry
#

just google it

flat marlin
#

Hey guys is it normal that the FPMANNEQUIN I'd facing left instead of forward?

#

Is that a UE4 thing or an error someone made in our project?

proven oxide
#

Its how the Engine does the default FP Demo

#

i think its due to the Coord system, X+ or Y+ or Z+ for forward

#

(Minecraft/LibGDX is Z+)

plush yew
#

okay I didn't remember thank you remco

#

but I didn't see a result

#

anyone can help me with the problem that I said upper? I have a problem with my project

#

I want to remov eteh mobile controllers from the HUD

azure shore
#

I wouldnt say millions, more like hundreds, and its just for blood

#

but if you point blank shotgun an enemy you know its a decent amount of blood

plush yew
#

can anyone help me? please

azure shore
#

well as soon as theyre off screen such as if I look away the fps goes right back up so respawning wouldnt make much difference

#

@plush yew is there not a hud spawn script in the main bp?

plush yew
#

nope

#

I spanwn my hud

#

but I want to remove these controllers from the HUD but I don't know how

#

wait a moment

#

these I want to remove but I don't know how

#

@azure shore

azure shore
#

oh, well yeah they still dont render whilst off screen

#

can I see the player bp @plush yew

plush yew
#

smis?

whole quarry
#

its under Input in Project Settings, Display Mobile controllers or something

plush yew
#

a okay

whole quarry
#

then maybe in the player bp or something

plush yew
#

third person character bp to show you or?

whole quarry
#

no, go search for it, its somewhere else enabled

plush yew
whole quarry
#

maybe in the playercontroller, maybe in the gamemode, idk

plush yew
#

๐Ÿ˜ญ

whole quarry
#

i dont know your project

plush yew
#

๐Ÿ˜ญ

azure shore
#

idk I just thought it may look a little ugly

plush yew
#

can you send me good sites where I can find cool textures free?

#

because I am looking for textures for road for asphalt

dry moon
#

Anyone use ZBrush?

#

Whenever I draw one out I can press T and edit it

#

but when I draw multiple ones and click off

#

I can't edit

plush yew
#

I want to ise it but I can't crack it from zamunda.net I don't know why @dry moon

dry moon
#

what?

wary wave
#

sounds like he wants to pirate it :/

grim sinew
#

@dry moon When you draw multiple, you're just using 2.5d mode, not 3d. Instead, draw one and then duplicate the subtool.

dry moon
#

Ahhh

#

Can you place multiple different tools?

grim sinew
#

Yes. Just append it as a new subtool

#

You can only work with one tool at a time, but you can load a tool as a new subtool.

dry moon
#

Because I have multiple rocks I want to merge into one giant one

grim sinew
#

ZBrush documents are weird, don't be afraid to go to the manual a ton

dry moon
#

Yeah I have previously just never understood this one issue

#

ahhhhh I see now, god damn

grim sinew
#

You just need to take some time to read up on the difference between tools and subtools.

dry moon
#

you saved me the most giant headache

grim sinew
#

It's annoying, zbrush handles documents/files differently in terms of terminology, but once you get used to the terms it's easy

honest rune
#

As a workaround to force assets to cook that are only loaded dynamically when needed, would creating a dummy level and just dropping the assets into the level but never actually loading the level at runtime work? I know there is object libraries which I would love to use but I can't seem to find a reliable way to conditionally force all FAssetData to load only during a cook

#

I figured maybe doing that will give a hard reference to each of the assets in question so they're forced to cook by packaging the level and then I can use object libraries as per normal to load at runtime where they will actually be used

plush yew
#

I wrote to you in DM @dry moon

#

you have it original?

dry moon
#

I'm not answering the DM for topics like that

wary wave
#

piracy is not tolerated in this group

plush yew
#

I know

craggy flax
#

hire an art student for ramen noodle money ;p

plush yew
#

you have the original buy version? @dry moon

whole quarry
#

@plush yew unless you want a perm ban, i recommend not to discuss any form of piracy here

plush yew
#

okay

whole quarry
maiden swift
#

@plush yew I hope you're not still asking about Zbrush. You've already received a strike for discussing this. Don't push it or you will be banned without warning.

tall pendant
#

as if those people would read the rules lol @whole quarry

whole quarry
#

@tall pendant i got a kid now, im getting used to the anarchy :P

tall pendant
#

it's quite common on slackers not to read the rules ๐Ÿ˜„

plush marsh
#

what rules ?

tall pendant
#

same for channel topics

#

๐Ÿ˜„

whole quarry
#

There are topics??

plush marsh
#

rules were invented to break them

maiden swift
#

You guys are hilarious. ๐Ÿ˜’

whole quarry
#

We love you too Nick ๐Ÿ˜„

tall pendant
#

@whole quarry congratz on your fatherhood btw! ๐Ÿ˜›

polar hawk
#

where can I get that gbrush

#

I had this instructor who'd always call it

#

gbrush

#

every time

#

gbrush

maiden swift
#

Hah.

plush yew
#

lol

maiden swift
#

Now someone needs to make a freeware app called GBrush.

plush yew
#

so @maiden swift can you help me with the problem

maiden swift
#

@plush yew Not if it's getting ZBrush for free.

plush yew
#

nope

#

it is for the ue 4

#

with my project

#

๐Ÿ˜‰

maiden swift
#

You asked for free textures earlier, right?

plush yew
#

yes

#

and for one more

maiden swift
#

There are loads of resources for that.

plush yew
#

I have a problem with my project

polar hawk
#

it costs too much money?

plush yew
#

I want to remove these mobile controllers from the HUD but I don't know how

dry moon
#

Is probably the best place for free

#

you can download 15 each day at like 1024

maiden swift
#

Don't those only show when you do the Mobile PIE? ๐Ÿค”

#

Is your project based on a template @plush yew?

plush yew
#

what is PIE?

polar hawk
#

delicious or terrible

#

im in the terrible camp

plush yew
#

the project is mobile because Virtus made it this but he is playing the game on computer so is there a way to play the game from computer and to remove the mobile controllers

#

and then to send me links to good sites for textures?

#

I will save them

maiden swift
#

So you're following a Virtus tutorial?

polar hawk
#

gg abort

maiden swift
#

lol

plush yew
#

yes

#

what's the problem

#

you hate him?

polar hawk
#

woah 0 to hate real quick

maiden swift
#

I don't see what the problem is.

plush yew
#

same

maiden swift
#

I was laughing at Allar. ๐Ÿ˜›

plush yew
#

okay

#

so is there a way to remove the controllers to don't see them on the HUD? ๐Ÿ˜ฆ

maiden swift
#

First I'd check the project settings.

plush yew
#

okay

#

to send you screenshots?

maiden swift
#

Project Settings -> Input -> Mobile -> Default Touch Interface

polar hawk
#

why are you following a mobile tutorial for a desktop game

maiden swift
#

Make sure it's set to None.

plush yew
#

or to write you in DM?

worn granite
#

Nothin like good ol node smell in the mornin

#

he says, in the afternoon

plush yew
#

that's the problem that he is making mobile game and he is making for dekstop-the Virtus

maiden swift
#

Please link the tutorial you're following.

plush yew
#

okay

polar hawk
#

if hes making a mobile game for desktop

#

and you don't want a mobile game for desktop

#

I'd suggest not doing that tutorial

worn granite
#

but its virtus

plush yew
#

I want to make his game ut to be differen with my style and resources

#

thsi is the tutorial

worn granite
polar hawk
#

Especially with endless runners, I feel like theres 100 tutorials about em

#

oh look theres another one

worn granite
#

Its for desktop, even

plush yew
#

pokay but I want to fix that problem

#

how to fix it?

maiden swift
#

Oh duh, of course.

#

@plush yew Project Settings -> Target Hardware -> You'll see "Mobile / Tablet". Change it to "Desktop / Console ".

#

You may need to restart the editor. Don't recall.

plush yew
#

okay

#

I will restart it then

#

I changed it and it is restarted

#

everything will be okay ?

maiden swift
#

You tell me.

#

Is the mobile HUD gone?

plush yew
#

yes

#

thank you

#

โค

#

so can you now send me link to good sites for txtures or materials? free?

maiden swift
plush yew
#

thank you man โค

polar hawk
#

texture? I hardly know her

maiden swift
#

lmao

#

Wow that reminds me of some dumb dirty jokes my grandpa told me as a kid.

supple totem
#

hi all, if I wanted to buy a game controller that might represent the typical controller a PC gamer might have around, should I get an xbox 360 controller? or an xbone? Or something logitech?

polar hawk
#

360 or xbox one

supple totem
#

looking to do split screen on my game, one keyboard+mouse one controller

polar hawk
#

for sure

supple totem
#

okay coo

#

thought so

#

thanks

polar hawk
#

I'd probably get a 360, they're cheaper

#

and functionally identical

plush yew
#

from these links that you send me for the textures I can't find textures for the road

#

@maiden swift

polar hawk
#

yeah @maiden swift

#

where are the free road textures

#

I need some too

plush yew
#

stop joking @polar hawk

polar hawk
#

I'm not, I could probably use some road textures

plush yew
#

guys

#

what is

#

SPatial OS for

#

seamless transitions ?

lusty vigil
#

uhm

#

does my thirdpersoncharacters bools get reset when i change a level?

grim ore
#

SpatialOS: the cloud platform for real-time multiplayer games, built with any game engine

plush yew
#

i have no clue what this means

grim ore
#

Which word?

plush yew
#

cloud platform

#

like, why would i host my mmo on it

#

instead of normal dedicated server

grim ore
#

That means it's a platform in the cloud instead of in your house

plush yew
#

smh

grim ore
#

So if your house burns down it won't shut down the game.

plush yew
#

what about

#

normal dedicated server

#

what the difference

grim ore
#

Where is the dedicated server at?

#

Does your dedicated server handle multiple levels loaded

#

You know the website does a good job of explaining it right on the front page. https://improbable.io/games

Improbable

SpatialOS provides managed cloud services for developers that solve common technical and production challenges when creating, iterating on and hosting multiplayer games.

plush yew
#

i dont know

#

i never had one

#

except my desktop

#

l0l

grim ore
#

@lusty vigil your character does not persist thru level changes yes, it would lose all it's settings that are not default.

plush yew
#

big love

#

atheww

#

i was on their website alrdy

grim ore
#

Well the improbable stuff is all the server stuff but running somewhere else all set up

plush yew
#

seems legit

#

but i will host at home

#

:3

#

but seems mmo coded for dedicated is made differently than mmo coded for spatialos

abstract relic
#

I donโ€™t believe thereโ€™s an mmo our there that uses dedicated. It wouldnโ€™t be an mmo

honest rune
#

shenanigans

plush yew
#

@abstract relic

#

there are private tibia servers hosted at home that often have 100 players +

#

but yeah mostly are hosted on dedicated servers because if someone can put this amount of work needed to create mmo then he can afford dedic server

plush yew
#

idk if i should ask for help here - it would be nice since i'm right now using unreal engine 4 for university stuff
i'm not sure if discord chats are valid references if i wanted to use discord, and this is my personal account (which i don't want my professional sphere of life to be aware of)

whole quarry
#

Not sure if there is a question in there or if its just a statement

abstract relic
#

Sounds like a sleep deprived statement

plush yew
#

sleep deprived? it's only 9pm here

#

but yeah, should i ask for help here?

#

at the same time though, i want to keep this discord account strictly for personal matters

whole quarry
#

Depend on the kind of help you seek

#

We cant help with fashion

#

No idea how to bake a bread either

plush yew
#

ok. it's about unreal engine 4 but i feel like that i'd have to reference you guys if i sought for your help

whole quarry
#

Its volentary, no credits required

#

Honorable mentions are always nice

graceful sky
#

Depends on the type of help. If you hire someone or pay someone for something, sure.

plush yew
#

very well but i don't want like university knowing of this discord handle i use

graceful sky
#

Nobody will cry if you mention them :p

abstract relic
#

Why would they care?

whole quarry
#

So many students that are "cheating" then

abstract relic
#

Gotcha

graceful sky
#

There could probably be situations where teachers consider it cheating

plush yew
#

i don't want uni and work being able to find out shit about me outside of uni

#

and yeah, academic honesty and that other stuff

graceful sky
#

If you 'cheat' you do most dmg to yourself imo

#

Asking questions and learning from it is not cheating

#

Getting answers served and not trying to understand them can be ..

whole quarry
#

Find the support/help is no different than finding the needed information

abstract relic
#

No one is going to do work for you (for free) here anyway. Weโ€™re all grumpy farts

plush yew
#

i should probably dismiss this conversation and hop on to my other discord account then, and ask for help through there

abstract relic
#

And no, asking for help isnโ€™t cheating

#

Thatโ€™s learning

plush yew
#

i guess that's what i'm most worried about - protecting my online identity

whole quarry
#

lol

graceful sky
#

When it comes to these things i think its better to get your name / nick out there.

#

Being known (for positive contributes and whatnot) is nothing but positive for your future career paths

plush yew
#

this i admit is my more cancerous discord account

#

people will at least know of my unique discord number and use that against me for the shitty things i've said in the past

#

i've been permabanned from one server and kicked out from countless others

#

and i've left them as well

graceful sky
#

General rule for public interaction - dont be a dick.

fierce tulip
#

and wording.

plush yew
#

eh, i'll try and keep my talk related to UE4 on this server, but otherwise, this account is my cancer quarantine. i'm not letting it seep into my professional life where people can see me in person

fierce tulip
#

dude stop with the cursewords

abstract relic
#

Right hereโ€™s an advice for your career and as an individual

plush yew
#

๐Ÿฟ

abstract relic
#

Thereโ€™s no such thing as a good person. You can only be a โ€œbetterโ€ person. The former implies thereโ€™s an arbitrary quota while the latter requires you to continuously grow. Learn from your mistakes and donโ€™t stop growing. Thereโ€™s enough garbage in the world, donโ€™t add to it.

plush yew
#

Amen

whole quarry
#

One can always choose to recycle though

grim ore
#

I recycle my old computers to little kids. I leave mcafee and avast installed on them just to watch them suffer... Mwhaahahahaha

fierce tulip
#

bit too evil there Mathew, have a snickers

grim ore
fierce tulip
#

lol

grim ore
#

recompiling source again for the 3rd time today =/ Had to reinstall VS to fix a previous issue and apparently you have to have the right combination of .net SDK's and windows SDK's or a file is missing and it doesn't fail the compile till the final part lol

fierce tulip
#

one of those days huh

#

I spend 4 hours last night trying to get a scrolling texture to speed up, totally forgetting that the "speed" input of my mat function is multiplied inside it. so it gets the time multiplied jitter issue.

#

the moment I go to bed, I realize my stupid mistake

cerulean nova
#

was reading abit more up ...some people shakes his head

#

@plush yew Your from Washington.

plush yew
#

Washington? no

cerulean nova
#

was a blind shot ๐Ÿคท ^^

plush yew
#

eh, less people know where I live for right now, the better

cerulean nova
#

but its easy to find out if someone would want to via SE

rich nymph
#

hello guys.
I need to do a fight sequence in an elevator, like this one in GoW. thing is, I need it to give the sensation of an infinite movement until the last wave of enemies is cleared, yet I'm not even sure how to approach it. do you have any pointers so I know what to look for implementing this? I was thinking about using a shader or something like that, but I'm not that knowledgeable about it.
https://www.youtube.com/watch?v=z8LP7ZfHRsg

plush marsh
#

move walls , not elevator. Move->Spawn->Despawn

fierce tulip
#

think endless runner, just keep emitting a new mesh

#

what @plush marsh says

rich nymph
#

yeah, that's what I was thinking for a prototype. but if I needed to keep in mind performance and stuff, I could spawn a set amount of walls, then repositioning rather than despawning them (or that's what we did in the last endless runner I've collaborated with). any issues with doing it like that, or would the idea of doing it with a single spawned wall with a shader animation arise more issues than it's worth for?

fierce tulip
#

you cannot add the amount of detail in a panning texture compared to spawning and despawning parts

plush marsh
#

you can reposition it ofc , but I think it is too much of a hustle and it can produce bugs

rich nymph
#

@fierce tulip I was afraid so.
@plush marsh yeah, back then we had to handle it with care. for now I'll go with your suggestions for now. thank you, both of you ๐Ÿ‘

fierce tulip
#

it should be fairly cheap if you keep a rather tall elevator piece. good luck ๐Ÿ˜ƒ

plush marsh
#

for example, you can look at Metro Last Light main menu . It seems like you are riding through endless tunnel , but is just animations and spawning despawning piece of a tunnel. When Player chose something , sequence activates and you are doing something

grim ore
plush yew
#

They also did that with the latest boss encounter (Jain's)

#

Jaina

#

But that's only a boat lol

coral shoal
#

General system design question, if there's a character with multiple variants as child classes and there also should be an AI class variant for each charater child class, what setup makes the most sense? Making a version with modifications for AI class that inherits from each child seems ineffecient work wise. Does making the AI modifier into an optional component somehow make more sense? Would just editing the base class with a branch for AI make more sense even though it's bundling more complexity into a single class?

wary wave
#

is that AI for each variant really all that different?

#

I would hazard a guess that it's not and that you can just special case the unique behaviours in a single AI controller

fierce tulip
#

just lost an hour of unsaved work ๐Ÿ˜ฆ

coral shoal
#

single ai controller, but each pawn needing a few AI related modifications. Imagine each variant can work with the same AI with just some numbers swapped

#

but still needing some changes for the ai

#

(versus player controlled version)

#

multiple inheritence would make this easy but that's not really a thing is it :p

maiden swift
#

Anyone know how to increase the brightness from the console? I found a r.Gamma command but setting different values doesn't seem to do anything.

lament saddle
sullen wraith
#

anyone know a tutorial somewhere for ship ai?

#

using community ocean project and I want ai ships moving around

abstract relic
#

Thereโ€™s a bunch of live training on the topic

plush yew
#

ok so i have been browsing the internet for a while and i cant really find any solutions but, how do i loop a song after a certain point

#

so basically, i want to loop the song but i want all loops after the first to start at a certain point

#

how would i do that

grim ore
#

you would have to do it manually, once it stops you can then seek to the new start point and play from there

plush yew
#

would that be automated?

#

oh wait

#

i kinda get it

grim ore
#

yeh you would play from start in a normal way then you would bind to the on audio finished if using a component, then when it finishes you play the sound again in a new event, like uhm PlayNotFromStart and that one would have the start time set to where you want it and that one you could always just auto loop

#

I also want to say you Might be able to find a start position in an audio cue itself and you could use those, one for each type you wanted

grim ore
#

aww.. well nope a cue can't seem to set it's start time but can still use a cue that loops and just call it once the first one stops. damn.. but the looping one loops back to the start lol... I guess you could just keep infinitely calling the on stop event and having it start at that new time, that does work I just tested it lol.

plush yew
#

can you send me a pic of the map or something? i have no idea where to start

grim ore
plush yew
#

ty

#

im gonna try that right now

grim ore
#

Audio is an audio component on the BP. The On Audio Finish is an event from the audio component. It just plays the audio cue with the default settings then once it stops the first time it calls the stop event then plays it again from the new sound start position.

#

the set sound in the 2nd part is not needed as I was trying swapping in another cue lol

sullen wraith
#

is there a way to reorganise all my folders

#

without breaking the references

plush yew
#

what is that play node called?

grim ore
#

it's just called play with an audio component as the target

sullen wraith
#

when I move a folder, it creates a copy

#

and doesn't delete the original

manic pawn
#

use fix redirectors on the root after moving

plush yew
manic pawn
#

they already have an audio component and dragged a wire off a reference to it

grim ore
#

Look at the top left of my blueprint, I added an audio component to the blueprint

sullen wraith
#

wheni dod that it crashes my game zeb?

manic pawn
#

it doesn't crash for me

plush yew
#

ok next question, where is on audio finished

#

because i cant find that either

#

i have this so far

#

yea looked everywhere i cant find that node

grim ore
#

click on the audio component itself, then in the details panel it will show up as a valid event for it on the bottom under events

#

or if you have it selected you can right click in the event graph in a blank spot and at the top will be add event for audio and call function on audio

#

What you want is the event dispatcher under the Add Event for Audio -> Event Dispatchers -> Add On Audio Finished

#

You can also drag off the Audio variable in your level and bind to On Audio Finished but that is more mess than the previous way

sonic tinsel
#

How do I get a variable from my character into my anim blueprint?

plush yew
#

thereeee it is

grim ore
#

You don't @sonic tinsel , you do it the other way. In your Anim BP in the main event graph you ask your character that it is running on, assuming that is what you mean, what the variable is and then set it locally in the Anim BP

sonic tinsel
#

Yeah, I'm saying how do I use the variable from the character, for a blend pose from bool

#

by bool*

#

in the animbp

abstract relic
#

use Get Pawn Owner

sonic tinsel
#

one sec lemme try that

abstract relic
#

or cast if you wanna be lazy ๐Ÿ˜›

sonic tinsel
#

what should the return value be?

sonic tinsel
#

I already use casting to my character for getting the speed and direction for my walking blendspace

#

how could I use it for the blend pose by bool?

grim ore
#

then you can do the same to get your other variable

#

maybe we are missing something lol

sonic tinsel
#

Ok I did that, and it gave me an error, also it wasn't using my blenddspaces correctly

#

It played the idle animation with no speed or direction and nothing else

#

The blendspace references themselves in the animbp says it uses a potentially unsafe call?

grim ore
abstract relic
#

it's a bit difficult to visualize what you're dong

sonic tinsel
#

I already have the animbp and blend spaces set up, it's putting 2 blend spaces together from a bool that I'm trying to do

#

hold on I'll take screenshots

abstract relic
#

you'll need to cache it

sonic tinsel
abstract relic
#

oof

grim ore
#

eep

sonic tinsel
#

what does caching do?

abstract relic
#

bad mate

sonic tinsel
#

What did I do wrong lmao

#

I'm new to this

abstract relic
#

that's fine, gimme a moment

grim ore
#

you can check out that link I posted it shows the expected way of getting / saving variables in the anim bp and using them in the anim graph

sonic tinsel
#

k I'll take a look one sec

abstract relic
#

I'd definitely look at the doc and watch a live training on it.

#

but your first problem

grim ore
#

I'd never even thought of trying to get the character from the anim graph lol

sonic tinsel
#

It's a bit complicated but I might be able to replicate it, but I'm bad at adapting those premade guides to what I need lol

#

I can try ig

abstract relic
#

you need to set up the bp communication in the ani bp's event graph. Right now, you're using the AnimGraph

grim ore
#

the warnings btw tell you what you are trying to do does not work, so it not working is expected

sonic tinsel
#

So should my character reference be in the event graph?

abstract relic
#

here's a basic and simplified set up. Note, casting isn't good practice but this'll do for simple projects

sonic tinsel
#

Lmao I just did something and unreal fucking imploded on itself

#

basic and simplified

#

lol

abstract relic
#

next, in the anigraph. You'll need to make a state machine (node). From there you'll put the actual animations and blendspace in the state machine

sonic tinsel
#

So what exactly is going on there? I can see it's using a try get pawn owner instead of a cast

#

Which makes sense, since a cast is every frame, right?

abstract relic
#

and that's about as criminally simplified as one can explain it. Watch tutorials, you'll be going down a rabbit hole ๐Ÿ˜›

grim ore
#

everything in that graph is pretty much every frame

sonic tinsel
#

yikes ok

grim ore
#

if you go thru the link on creating the character it covers all the basics for the anim graph and bp

sonic tinsel
#

Ok so I've made a state machine

#

And I've got the two blendspaces in it

sullen wraith
#

whenever i move folders it breaks all references

#

how can i move it while moving references?

#

does anyone else crash with fiox redirections?

grim ore
#

My projects do not crash when doing that and moving it doesnt leave the original folder.

sullen wraith
#

what do you mean?

#

im trying to move a folder "sky" into "mapfeatures"

#

when its done, it leaves a copy in the main content folder

#

which i dont want there

#

when i go to delete it, it breaks all references

#

if i try to fix references, it crashes

grim ore
#

I move a folder from one place to another, it moves the folder and all the contents to the new location and it does not leave an original folder. Cleaning up redirectors doesnt crash as well

#

so something is off in your project, do you have a map loaded when you try and do this?

sullen wraith
#

i do yes

#

ive tried doing it on an unrelated map

#

which has no references

grim ore
#

yeah I was going to suggest a blank map but if you still have the issue ๐Ÿ˜ฆ

#

but it should not crash

#

maybe try moving one thing at a time, maybe one item is not working right for some reason.

sullen wraith
#

just tried that:\ made a new empty level

#

ill try one at a time

plush yew
#

sorry for the late update but it looks like it worked

#

the music is looping just fine

sullen wraith
#

half the folders crash it :3

#

when i try to delete it

#

you get

#

"not all objects are compatible, soreplace references is unavailable"

#

im gonna guess why thats why i crash when I try to replace references

#

okay

#

i've finally got an error message

#

by doing it 1 by 1

#

"CRITICAL FAILURE:
One or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages.

Affected Assets:
BP_Sky
BP_Sky_C

Potentially Affected Packages:
/Game/Sky/BP_Sky
/Game/ShipsAndExamples/CustomThirdPerson/Blueprints/ThirdPersonGameMode
/Game/ShipsAndExamples/UI/WB_Sky_HUD
/Game/ShipsAndExamples/CustomThirdPerson/Blueprints/TP_HUD
"

polar hawk
#

I can't tell if I'm being more cynical and more of an asshole

#

or if the unreal community has had a slow influx of assholes

#

or both

plush yew
#

@polar hawk why?

polar hawk
#

Iunno

#

I've had an increase in the number of encounters related to UE4 that I'd classify as just "stupid"

#

Being ignorant about stuff and trying to learn it, thats cool

#

But lately I've had a lot more of "no it doesn't work like that thats not what I want fuck you help me but fuck you"

#

Maybe I am being overtly aggressive in some cases, iunno

#

ยฏ_(ใƒ„)_/ยฏ

plush yew
#

Lol ok? What were you looking to get answers for?

polar hawk
#

I'm not really looking for answers, I'm trying to give them

plush yew
#

Ah okay.

#

I'm not sure how someone can say something doesn't work if it's supposed to

#

Probably a problem at their end?

#

Maybe you didn't mention all the needed details? Idk

flat idol
#

people often talk shit out of frustration and later they regret

uneven hearth
#

Anyone ever used Ue4 Voxel Plugin?

plush yew
#

So I have a Q: does anyone know if there's a chart for 10 and 20 series GPUs against UE4 and max poly count for FPS measuring?

#

Could we get a list going?

flat idol
#

Skyrip the polycount depends on what the scene has to render, with multiple shadow cascades you get more triangles etc. also the workload of the VS has a significant impact on the counts vs FPS, so its kinda obsolete to think about polycounts that way i think

plush yew
#

Well I've experimented and found polys are most of the issue

flat idol
#

I have a 1070 and rendering foliage with 10 mils of triangles usually peeks at 60fps for me - but it depends on the shaders to be fair

plush yew
#

So it's a good estimate/start point

flat idol
#

number of drawcalls has usually the worst impact on fps

#

stat rhi i use to check with the numbers

plush yew
#

I mean before FPS drops though.

#

I know the 1070 does 4.5ish mil and the 1080ti if memory serves is about 8mil

flat idol
#

there is also this cool little tool called renderdoc (now its part of the engine as well) you can use to diagnose a particular frame to see which task took the longest for the gpu to render

#

tracking down and fixing things that bogs down the gpu you can get decent fps for the same scene

#

thats my experience with optimizing things

plush yew
#

Yes but as a start point if a group of people could get those numbers for 10 and 20 series it could come in handy for max fps and polys

flat idol
#

you can get more then that, i had 10 mil tris with 60fps probably managed to get more too... with a 1070 asus dual gpu

plush yew
#

No no... the point is to keep max fps though

#

Like to find the tipping point

#

I was going to estimate it off the GPUs clocks and stats but I'm not sure If that's relevant with other gpus, though it looks like it with the 1070

#

If you multiply the processor clock by memory and divide by 3? Maybe?

#

So for instance like I said I tested the 1070 and had 4.5mil max fps. 1070s processor is 1683... x8 / 3 = 4488... think this is comparable with other GPUs? But does that make sense?

flat idol
#

not really but you can try to come up with estimates that's alright

plush yew
#

Idk surely if that formula represents other GPUs then it can be used... But I need the data lol

polar hawk
#

You could easily render 100 million triangles

#

that were just flat gray

#

well, maybe not in unreal

#

but hell it wasn't uncommon for Crysis 1 scenes to have 1+ mil polys on screen

dark depot
#

hell i have done nearly 100m on my 1060 testing hlods

plush yew
#

@polar hawk that doesn't fit my definition of easy lol 100mil... 1070 can handle that?

dark depot
#

its everything else that matters

polar hawk
#

@dark depot in ue4? lol

#

Yeah for real a 480 could handle 10 mill polys for sure

#

I know this because back in the day I was a fool and was trying to write my own engine

crisp fable
#

has nvidia swapped out its 'make something look good and we'll give you a GPU' competition that ended last year?

dark depot
#

yeah let me find it i have a picture of 1million pieces of cheese somewhere they were like 98 or so verts

polar hawk
#

if you wanted to just do raw triangle count

#

throw in some dx11/12 tesselation lol

polar hawk
#

ahaha

plush yew
#

Yes but

#

FPS doesn't decrease at 30m

polar hawk
#

im pretty sure I was running like

#

100fps

#

10 mill polys

#

on a gtx 480

#

those triangles though, they had nothing

#

like

#

we're talking no uvs, no normals, nothing

dark depot
#

tris are the fastest thing a gpu can make its everything else that is going to slow you first

plush yew
#

*30 meters

polar hawk
#

imma have to give you a...

#

buddy

plush yew
#

So really you are only seeing like 40mil polys

#

Maybe even half that

polar hawk
#

imagine 10 mil polygons

#

completely flat

#

each poly taking like, iunno, a pixel

#

every pixel a triangle

plush yew
#

Wym

flat idol
#

you can have 2 mil pixels on a fullhd screen

polar hawk
#

^

#

now imagine not doing any depth culling

#

or really any culling

#

and that shit has layers

#

What I'm saying is triangle count means nothing

plush yew
#

In ue4 if you setup a certain amount of meshes and move away from the your fps increases

polar hawk
#

or, here is another answer

#

1 million polys.

#

You should ever have 1 million polys max

#

ever

plush yew
#

Yeah for a 3gb 1060 lol