#ue4-general

1 messages ยท Page 410 of 1

sullen wraith
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exactly how I'm asking if anyone knows where I can find these models

sudden agate
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@elder moth Anim BP would be the best place I think

sullen wraith
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@cloud cobalt stop trying to be a mini-mod, got an issue message one of the mods, stop wasting everyones time by responding.

cloud cobalt
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Man, you're not being nice about this

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I'm just telling you this isn't the place where you'll find help

elder moth
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Thank you @sudden agate , i just needed someone with more experience to tell me if i am on the right track. Thanks so much.

fierce tulip
sudden agate
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@elder moth haven't worked with bone-driven materials yet, but since you need Bone transforms, AnimBP would be the best bet

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(personally, I'd use an Event Dispatcher to send the Bone Transforms to the Pawn and let the Pawn decide waht to do with it)

cloud cobalt
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AnimBP is probably the best place imho

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If it's anim related

fierce tulip
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@sullen wraith i can understandthe frustration coming from asking the same question multiple times, partially because we have had a few people in this chat that literally asked every 5 minutes. in this case, yes your request was an hour old, but still well within the viewing area of the chat.
and while @cloud cobalt could have said it a bit more polite, though has said it without any spite, he is right.

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generally, if you cant find it on google or other resources, neither can we unless there is someone in the chat who by chance bookmarked a ship related to your needs.

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hopefully that was worded right, because I just woke up and am not in a moderator mood hehe

elder moth
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@sudden agate not sure yet how i will implement it fully. What i know is that i would really like some micro control on how the muscles are triggered and by how much (not simple link to a rotation of a bone, etc). But anyway, it's something i have to learn so here we go.

sudden agate
fierce tulip
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and having said that, unless you want completely free, there seem to be some decent pirate ships for less than 20 bucks on cgtrader.

elder moth
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@sudden agate ups, you are right, probably i posted the question in the wrong place. sorry about that.

fierce tulip
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just remodel em a bit, bam viking ship

woven terrace
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Hey guys o/ hope everyone's having a good Wednesday (my dudes), is this the right place to ask a question about volumetric fog in Unreal ?

fierce tulip
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actually, for the same money there are at least some decent-ish viking ships

sudden agate
sullen wraith
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@fierce tulip see even that, exactly what I was after, a source and a point in the right direction, I've been lookign at sketchfab

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thank you.

fierce tulip
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it was one of the first google hits though :/

sullen wraith
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not for me :3

woven terrace
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@sudden agate righto, thanks

fierce tulip
sullen wraith
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sketchfab and turbo for me ๐Ÿ˜›

fierce tulip
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try "3d viking ship" next time hehe

sullen wraith
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actually a really good site

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way better then sketchfab

fierce tulip
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after 2 decades of trying to find free content, expecting them to be ue4 ready is a lost hope hehe. so expect some tweakings to be done in a 3d tool/texture tool

sullen wraith
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Im not after free content at all

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happy to pay for quality ๐Ÿ˜ƒ

true finch
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Do any of you have the issue that closing the engine doesn't kill the process?
It is really annoying when reopening it and trying to save something. I have no clue why this happens, but it happens very often ๐Ÿค”

graceful sky
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happens from time to time, not often

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often related to alot of playtesting, atleast for me

true finch
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I never had this issue before though. Just with the project I am currently working on

sullen wraith
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whats the best way to manage large open worlds in unreal? procedureal loading or something?

cloud cobalt
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Depends on your game, how large, and what you define best

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World composition is a way to manage large worlds

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Manual level streaming is another tool

sullen wraith
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thanks for the info ๐Ÿ˜ƒ will do some reasearch on both of those

calm sphinx
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also it does not need a paid license, lol.

sullen wraith
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404 error on page

calm sphinx
cloud cobalt
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Need to be logged in @sullen wraith

calm sphinx
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You need to have access to UE4 github repo

sullen wraith
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ahh makes sense

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cheers

calm sphinx
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I can send the commit message here, but it's quite long

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Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.

Changes vs standalone Live++ version:

  • UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
  • Adding new source files is supported.
  • Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
  • Settings are exposed in the editor's project settings dialog.
  • Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
  • Does not require a standalone licensed version of Live++.

Known issues:

  • Does not currently support class layout changes / object reinstancing
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That's coming with 4.22

sullen wraith
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quick question, im reorganising my folders inside my project, but the folders files, aren't moving to the new folder

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the folders are none of the files are

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fix redirections isnt doing anything

peak dew
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hello I have a question : how can i get a client memory crash dump? as in when a client crashes does it create a core dump which i can analyze? does the development client do that? thanks

steady summit
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How do I add a component to the root object?

leaden dust
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@steady summit that is because I don't think that root is a physical component

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Its a actor component

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I need some help too

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what is the best way to initialize main menu in a multiplayer game?

next badger
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@fierce tulip 200k free one: http://www.cadnav.com/3d-models/model-10961.html
the issue isit's bare geometry, but 200k is not very much, also may be crunched with decimation

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@calm sphinx Standalone application has been rewritten as a Slate app
that is nice

manic pawn
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Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
what's this have to do with live++

fierce tulip
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@next badger you might want to @sullen wraith who was looking for one.

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but for a free one, it wouldnt be too hard to optimize

calm sphinx
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@manic pawn I will probably checkout 4.22 branch and build it today. I will let you know if it really works.

manic pawn
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I'm currently using the normal live++ with the plugin and it works perfectly

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I'm not sure if what they made here is better or worse

calm sphinx
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Yeah, I know it's working well.

manic pawn
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if it runs ubt, it's going to be a lot slower

calm sphinx
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but the license price gets a no from me.

manic pawn
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but it's not going to die from misaligning uht macros

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anyway it makes perfect sense for them to get a special license like this and integrate it

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they published the source code for live++

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that must have been expensive

plush yew
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So would it be better to use the FPS Blueprint

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For FPS lmfao, I assume so

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I would like to use fps and apply my stuff there

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While adding a 3rd person body

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But I'm unsure how I would add the body

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Any ideas comrades?

daring matrix
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Unreal keeps crashing and I added the debug log but not sure how it works..

sullen wraith
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I'm having troubles, when I move my folder to another location, it's not moving any of the files with it

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i do fix rediretions and nothing

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nevermind fixed it

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was read only

shy silo
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Itโ€™s not possible to import a real city with buildings is it?

cloud cobalt
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@daring matrix Install the debug symbols for the engine in the options for that engine in the launcher, and yo should have at least more information

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You can try disabling Blueprints to randomly find out which one is responsible, if you're using Blueprint

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I guess you're not doing C++ ๐Ÿ˜ƒ

daring matrix
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@cloud cobalt Yes! C++

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and okay I will try that

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Thank you!

cloud cobalt
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Yes you are ?

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Using C++?

dim merlin
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Hi, how increase the shadow distance in unreal? it seems to be clamped on 100 or 1000 meter but i want more ๐Ÿ˜‰

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it also affects my foliage (no shadow is a billbaord)

cloud cobalt
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1000 meter shadows sounds like a bad idea

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If you're talking about dynamic shadows

umbral apex
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Currently optimizing someone else's 4.19 project, and I have had an issue twice where probably 70/100 actors that are attached to another actor in the level get their attachment removed. It is a huge pain to go back through recreating the hierarchy. Are there any known bugs that could be causing this or could there be something they did?

plush yew
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hi guys I want to ask you are there courses on udemy for making multiplayer games but not local, with dedicate server?

pallid compass
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I highly doubt it, it is a very complex topic

copper flicker
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can I iterate over the contents of an Enum and make an array out of every entry?

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I mean an array of all entries...

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or of all indexes..

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?

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๐Ÿค”

grim ore
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there is a foreach enum node for each enum

copper flicker
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haha funny. but thanks!

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yo're right

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but I found a simpler way. I cast an Integer to a Byte and transform my Index into Enum Index

plush yew
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Hello guys I want to ask you do I need video card to use Visual Studio 2017?

grim ore
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you need a video output of some sort yes. an integrated GPU will be fine

plush yew
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I have build it video card

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I haven't got external video card

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I have vs 2017 I run it and it works

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for unity do I need?

grim ore
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it all depends on your machine and processor

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Atom CPU? not going to work well. i7 8th gen? it will work well enough to run the engine on low at acceptable rates

plush yew
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I have core to duo

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xD

grim ore
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core 2 duo will not be supported in UE4 for sure, no SM5 support. For unity it might work but I am pretty sure they are moving to DX11/SM5 as well

plush yew
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just got my video card and I want to get it back so I can go out with the number I need for vs

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I Know for ue 4 doesn't support

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but vs 2017

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What I can't run on vs 2017 without video card?

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@grim ore

grim ore
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VS 2017 will work on the integrated GPU

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Visual Studio just needs windows to run, if you can see windows then you can use visual studio

plush yew
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okay

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I unstalled unity

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why it works?

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what I can't run with unity?

fierce tulip
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this is an ue4 channel, you might want to join a unity discord group

plush yew
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okay

steel adder
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im having difficulty

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nvm got into

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it

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help wat is this

manic pawn
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did you try reading the text?

fierce tulip
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what is says.
that version of your gpu drivers has issues, update

steel adder
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ok lemme rephrase

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idk wat to do

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i read it

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but idk how it works

plush yew
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then go to amds website and download and install the update

steel adder
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so if i dont update i cant use it?

plush yew
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dont know, but it would be wise to update

abstract relic
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Google is your friend

steel adder
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not rlly

peak dew
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hello I have a question : how can i get a client memory crash dump? as in when a client crashes does it create a core dump which i can analyze? does the development client do that? thanks

keen stream
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i'd like to know this too

regal mulch
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Last time I created one was via the TaskManager when the project was frozen

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No idea if it creates them by itself. Usually the logs are telling enough.

still orbit
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nvm, works as intended after restarting the engine

sudden agate
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@still orbit You need to compile the Blueprint if you change the variable type :)

still orbit
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good to know, thanks.

heavy notch
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Specifically i get the crash when i try to print array length. When I delete it and just print some text it is fine

pallid compass
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that is one odd af for loop

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are u trying to do for each player in array?

heavy notch
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Found it on a forum. Yes. Do you have a better solution?

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I agree that it is ugly

dim plover
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Don't you want %d instead of %s? I don't know if this would cause you to crash, though.

pallid compass
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for(auto& Con : PlayerControllers) // do a thing for each thing in PlayerController
{
    // do stuff in here
}
heavy notch
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%d fixed it... Thanks a lot

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I am sorry, I didn't want for each player. I wanted to fill the array with all player controllers from the world

radiant roost
grim ore
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it is you

radiant roost
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hmm

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weird

upper heart
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Does anyone else get really bad editor startup times when using source vs binary? Mine takes a long time building textures and meshes for some reason

frozen slate
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someone else having issues connecting to the epic launcher?

fierce tulip
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@upper heart always

upper heart
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hmm it's strange that texture building would take longer on the source build.

radiant roost
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@frozen slate yep for the past hour or so

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but many websites are really slow maybe amazon cloud down or so

flat idol
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erebel, when you check task manager, is it using 100% cpu or less?

coral igloo
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hello

upper heart
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@flat idol yes

flat idol
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well im using source editor 99% since the last 4+ years and its pretty damn slow always to compile the contents. didnt really compared to launcher version so far. but i guess it is the case indeed.

cloud cobalt
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You mean baking / packaging ?

haughty flare
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Hey guys/ladies

flat idol
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No, i mean textures, meshes etc takes very long to generate ddc

haughty flare
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I was wondering if anyone knows whether the Vulkan renderer in 4.21.2 supports tessellation? i tried changing the renderer and it increased performance massively (Amd RX 570) but there is no longer tessellation.

plush yew
grim ore
plush yew
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not working this

flat idol
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Stranger, probably it has something to do with the profile i always choose to build the editor in the first place

haughty flare
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Matthew that doc is for Ue4 4.9 so very outdated

grim ore
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It could be for 4.1 and not be outdated if the information did not change.

haughty flare
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sure

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was just hoping seeing as Vulkan api does support tessellation in of itself

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i guess just not in Ue4

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but also those docs have outdated information on tutorials etc so i wouldnt trust it to a T

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and metal for mac supports tessellation which is not DX11 hence why im asking as i can find no solid information

grim ore
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does it work when you try it in Vulkan?

haughty flare
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well not with the settings i use no, world position offset works, but i dont know if there is some hidden check box in project settings or engine settings to enable it

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there really is not alot of current engine information regarding Vulkan or the features, it said for 4.16 that it uses the mobile renderers path so high end features dont work.
BUT they also updated Vulkan massively with the 4.21 engine version

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"DirectX 11, OpenGL 4.0 and OpenGL ES 3.1 support it"

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"and is 100% feature compatible with OpenGL ES 3.1."

zenith flower
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Today in 2019 and 4.22.... we still can't copy functions to other blueprints....

haughty flare
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the latest patch notes say vulkan is 100% feature compatible with es 3.1 so that means tessellation should work

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this is 4.20

plush yew
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Vulkan like upgraded opengl

haughty flare
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i dont know all the information about vulkan , but it is pretty much upgraded opengl and takes alot of the stress off the cpu , so if youre cpu limited then you will notice increased performance and also for AMD cards supporting the feature (at least with my RX 570) the performance is double

mortal magnet
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Iโ€™m currently learning C#, although Iโ€™m not very far in, and I just noticed that UE4 uses C++. Does UE4 support C#?

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Or should I just learn C++?

pallid compass
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no c# support

flat idol
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There is mono-ue plugins for sharping c, but the engine is actually written in cpp so you better go with that i guess

cloud cobalt
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Yeah, not a great idea to rely on unofficial plugins for something that crucial

harsh dock
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Hey so before I start with ue4, how is the support of hdpi monitors for development like (e.g 4k)

fierce tulip
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generally fine

trim steeple
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Hey hey, I want to know which channel I should hit for this problem -> My ยซRender Target 2D memoryยป is always increasing, but I don't have any render target in the game

plush yew
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^I would also like to know which channel I should go with a question about materials. Thanks in advance

mortal magnet
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@pallid compass @flat idol @cloud cobalt Okay, thanks for the input. Iโ€™ll work on C++ then.

fierce tulip
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@trim steeple dunno really

trim steeple
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@fierce tulip I'll have to investigate more I guess, maybe something related to the 4.18 I'm using

pallid compass
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@mortal magnet If you dont know c++, dont try and use the engine in c++
ue4 is heavy with macros and bullshit and black magic, if you try to learn the language while using the engine you are going to have a seriously bad time

flat idol
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I did just that

pallid compass
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Yeah you end up with a scrambled and shit understanding of the language, and you end up suffering heavily in alot of area's because ue4's framework carries you like a child everywhere.
Took me a long time to patch up what i missed and learn to work outside the engine because i did just that.

tacit matrix
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where can i download visual studio 2015 universal CRT? i cant open my project now after attempting to create a C++ script

grim ore
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it's part of the visual studio installer. if you don't want to use C++ you can remove the files and update your .uproject to remove the module you added

tacit matrix
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would i have to redownload visual studio to get the universal CRT?

umbral temple
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Random question I thought I'd throw out here - I've been slaving away at make foliage using the Pivot Painter 2 tools and I finally have an efficient method/process down that finally works. That said, I personally struggled to find any useful tutorials that clearly explain the process - Are there people who are struggling with it now that are hunting for a tutorial helping with grass/smaller plants specifically?

plush yew
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@tacit matrix just run VS Installer from start menu and add it there, if you have VS installed already

tacit matrix
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visual studio 2015 community right? i dont see any Universal CRT there

grim ore
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did you open up the modify section? or the individual components section on the modify part

tacit matrix
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both

grim ore
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it is under the "Compilers, build tools, and runtimes" section for me, " Windows Universal CRT SDK"

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if not maybe it's time to update to VS 2017

plush yew
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Yeah, VS 2017 allows to have 2015 toolchain installed too, so everything works good.

tacit matrix
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would i need to have the universal windows platform development downloaded?

plush yew
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If you install fresh VS 2017, I think ...

tacit matrix
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cool okay, i got it

plush yew
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You don't even need to install VS2015 toolchain.

shy silo
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If I import a real world height map will it import buildings?

flat idol
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height maps are grayscale images so i guess the answer will be a no

fierce tulip
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lol

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maybe in the far away future it can

plush yew
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Pyramids on the other hand...

flat idol
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Yes that could work, i totally forgot about them.

fierce tulip
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run the heightmap in a sophisticated substance designer setup to generate world map and buildings

steel adder
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Ok so I downloaded ue4

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I'm lost tbh

abstract relic
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You got options

abstract relic
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You forgot this

grim ore
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mine is more for after you figure out the basics ๐Ÿ˜ƒ

plush yew
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Is it possible to move unreal engine to another computer and use it without the epic games launcher?

harsh tiger
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hi @grim ore any chance you know why this doesnt work? jump with space bar works but i added mouse wheel to the project settings and even tried to hard code the node but neither have worked

plush yew
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Nope. Looks fine

harsh tiger
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thats what i was thinking haha, it just wont work for some reason

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when i scroll up it prints a string with a print string

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but doesnt fire the jump event

grim ore
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Pressed and released is probably firing after each other

harsh tiger
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i disconnected released and still no jump

grim ore
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Well that's a weird one lol restarted the engine?

harsh tiger
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nope, will try that now

dim plover
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I think Jump requires you to hold down the button. There's a variable called JumpKeyHoldTime/JumpMaxHoldTime in Character.

abstract relic
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tried it on my project, no go either

harsh tiger
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would i have to create my own jump using launch character?

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restarting didnt fix it @grim ore

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@dim plover i think what you said might be the case haha. thanks for the help!

dim plover
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You probably don't want to use Launch Character. It's quite different.

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Also, this is in the comments for the Jump function.

 * If you want your character to jump according to the time that the jump key is held,
     * then you can set JumpKeyHoldTime to some non-zero value. Make sure in this case to
     * call StopJumping() when you want the jump's z-velocity to stop being applied (such 
     * as on a button up event), otherwise the character will carry on receiving the 
     * velocity until JumpKeyHoldTime is reached.
harsh tiger
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is that c++?

outer plume
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Hi

dim plover
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No, it's just the comments for the Jump function.

harsh tiger
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ah okay, i've changed it to the launch character node and its working as intended. this is only for a college project and not a proper game. so it will do for now haha, if i becomes a issue down the line i'll take another look. thanks again mate

grim ore
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Never tried jump on a non button press lol, got to play with it now.

dim plover
harsh tiger
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i'm not experienced enough to say @dim plover have to leave that one to @grim ore for a WTF? video haha

whole quarry
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ofcourse you can do that in BP

plush yew
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I have a question

dim plover
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But you can't set those variables.

plush yew
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Ok so I have my 1st person and 3rd person animations ready to be put in etc...

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Which template should I use

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I wanma use fps because I have both 1st and 3rd person animations ready

whole quarry
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so use the FPS one, you can always add the 3rd person template later

plush yew
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I've started already using 3rd person bp before but it doesn't seem right

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Oh I can

whole quarry
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aye, iirc via the IMPORT button

grim ore
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Use the third person, you can always add the first person template later ๐Ÿ˜‚

whole quarry
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lol

plush yew
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I'm new lmfao so excuse my noobness

whole quarry
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hey, you got to start somewhere

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after years of using BP, i finally started with C++, feeling like a nooby too ๐Ÿ˜›

plush yew
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Lol

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I've used c++ before in source

grim ore
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C++ is scary, everyone should avoid it. It will literally kill you while you sleep.

plush yew
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Lmfao

whole quarry
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sounds better than waking up the next morning and be in the nightmare

plush yew
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Yeah tbh

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But anyways so like, how would I hook the body of the 3rd person bp to the 1st person arms if u know what I mean

whole quarry
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I think, atleast I would do, from the PlayerController you spawn the FPS actor, then posses it, when switching to 3rd person spawn the 3rdPerson actor and posses it and also destroy the FPS actor

plush yew
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In fps like cod, bf and more the player is viewing the 1st person arms

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Ok

whole quarry
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when you're in either 1 of them, you don't need the other to be there

plush yew
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Will other players be able to see the 3rd person model

dim plover
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Why not just have two skeletal mesh components in one actor? One for FPS arms, and the other for the body.

whole quarry
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im not sure about that, but I would think to make the player actor for other players invisible and spawn a 3rd person actor for them regardless

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i would say both animation bp's would be running, ticking for each animation update, extra expensive that could be avoided

dim plover
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You could have it not tick when rendered or set the AnimBP to nothing or set the component tick rate to 0.

grim ore
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so uh... I hooked up a mouse wheel up node to my default TPP character on the pressed wire connected to Jump and it worked out of the box lol

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so I dunno why it didn't work for you but case closed, it should work fine ๐Ÿ˜›

mint raptor
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online.RestAchievements does not seem to work for stat based achievements?

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I've called it many times but the one and only stat based achievement sticks around.

earnest cape
teal tulip
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Probably is broken another time

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The engine had a lot of changes since 4.19 on the rendering

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just reply or report it, or check if happen aswell on 4.22

earnest cape
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I've been fighting with this issue for about an hour now. So far I've turned off "lower hemisphere is solid color" and that helped me hide the error

teal tulip
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that will cause huge changes on the light

earnest cape
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Yeah it did but the glass doesn't have this weird line in the middle where the skylight meets the solid color

dawn vessel
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Iโ€™ve heard LODโ€™s for Meshes arenโ€™t that helpful when it comes to optimisation.. Whyโ€™s this ? I thought itโ€™s good as long as you do some major tri reduction ๐Ÿคท

sudden agate
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Triangles are not the main factor for performance.
DrawCalls and Quad overdraw are

dawn vessel
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Are LODโ€™s draw calls ?

sudden agate
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stat scenerendering lists the amount of drawcalls a single frame processes.

dawn vessel
#

I only have 2 LODโ€™s. LOD 0 and LOD 1. LOD 1 reduces its mesh count by 85% so I mean. 1 lod and that large of a reduction is fine right ?

#

Ah

sudden agate
#

As I said Triangle Count is not that important (maybe it is on Mobile) anymore.
If you want to optimize, you need to find your bottlenecks.

Meshes with multiple Materials (High LODs should have only one Material, batch Materials together, it doesnt matter if you use different Textures for that)
Translucent Meshes (Hard to optimize. Higher LODs should use a more simpler material)
Masked Materials (Use proper cutouts instead of Quads. More vertices are better than a large transparent area of a mesh)

There are my tips

dawn vessel
#

Thankyou

sudden agate
#

Make usage of "Merge Actors". Since version 4.21, UE offers the new HLOD ProxyMesh Tool, which can transform distant sceneries into a single object with a single draw Call

dawn vessel
#

How do I set up hlod proxy mesh

#

Any tutorial on that ?

wary wave
#

there's a whole section in the documentation

dawn vessel
#

Oh and by the way. Isnโ€™t Foliage a single draw call

#

I remember hearing something like that

wary wave
#

depends on your foliage

sudden agate
#

it is multiple drawcalls because it is clustered

dawn vessel
#

Ah ok

sudden agate
#

but its definitively better than placing grass by hand with static meshes

dawn vessel
#

Iโ€™ve seen side by side comparisons. Using individually spawned meshes in the world, vs instanced static mesh

#

Crazy

sudden agate
#

Instancing helps, but isnt the holy grail. You can also do a lot of wrong things with Instanced Meshes

dawn vessel
#

How so

sudden agate
#

The "default" Instanced Meshes cannot be LODd individually. Also if only one instance is rendered, all other instances are rnedered aswell

#

Hierarchical Instanced Meshes kinda solve these problems

#

But I dunno if UE has a Component for that for use to use

wary wave
#

it does

sudden agate
#

Afaik only Foiage uses it

wary wave
#

you can use it in blueprints etc

sudden agate
#

oh nice

wary wave
#

I make good use of it in a lot of my procedural systems

sudden agate
#

And how does the Clustering work?

wary wave
#

don't think it clusters

#

you manually batch it yourself

sudden agate
#

Whats the difference between that and the default ISM then?

wary wave
#

default ISM doesn't have features like LOD support

sudden agate
#

If there are no batches, it's no different than ISM tho

wary wave
#

you have to batch ISMs if you do that yourself in blueprint or whatever too

#

ยฏ_(ใƒ„)_/ยฏ

#

but also, LODs etc

#

the ability to billboard meshes from a distance isn't to be sniffed at, hehe

sudden agate
#

HISM components are useless. they LOD individual clusters, but if i need to cluster it myself with mutliple HISMCs, it's no different than ISMC, isn't it?

wary wave
#

random unrelated question quickly - is there a default example project with a rudimentary AI that just wanders around a nav mesh (simple as pick random point -> move -> repeat)?

#

ISMC doesn't support LODs at all

#

so it is different

sudden agate
#

no LODs? I always thought that all ISMs are LODd together . I.e. once all meshes would show LOD1, all ISMs pop to LOD1

#

see this answer

wary wave
#

hmm, perhaps the difference is that ISMCs LOD based on largest mesh screen space, whereas HISMCs are handled individually

#

this would make sense to me

#

I was under the impression ISMCs didn't support LODs at all

#

(since it makes limited sense for it to)

sudden agate
#

I havent used them in a long time anyway :P

#

Maybe ISMCs arent needed anymore thanks to the dynamic batching?

violet cove
#

Why is there no material channel on here?

sudden agate
wary wave
#

yeah, dynamic batching is gonna change a lot of things

#

looking forwards to it

#

even if it makes like 90% of my custom workflow tools redundant ๐Ÿ˜„

keen flicker
#

Help! My unreal engine crashes whenever I open any file except a few was working perfectly yesterday

#

Mention me if u answer me thnx

dawn vessel
#

@wary wave whatโ€™s dynamic batching

#

Sounds interesting

rain pike
#

I want to make stuff with unreal engine as a hobby

#

How do I make a video game?

dawn vessel
#

YouTube

#

Lot's and lot's of Tutorials for UE4.

#

"UE4 How to start your first game"

Something along those lines.

calm sphinx
honest vale
spare sun
#

this is like the bp hot reload right? But for engine code?

#

or am I mistaken

cloud cobalt
#

It's intended as a successor to hot reload for your C++ game code

#

Though right now it appears to have the same limitation with the class definition

spare sun
#

well I get the c++ hot reload part, but whats the difference with the previous system

calm sphinx
#

It's more stable as far as I know.

#

and it should be faster, if they're going to use same procedure with Live++ .

cloud cobalt
#

It's supposed to be better in the long run yeah

calm sphinx
#

I don't know if you tried licensed version of Live++ with UE4 before? You can see the difference from there.

#

@honest vale yes, it's down.

dire sentinel
#

I have a blender problem, and last time I asked it here, this discord was more helpful than blender's so I'll try my luck here again.

Limit selection to visible not working?
No matter if i tick it or not, I can't paint through my mesh.

http://prntscr.com/muinpy

As you can see in this pic, I have it ticked, and the same thing happens if I don't, The vertecies on his belt are still light blue after I try to paint them, since no matter what I do my weight paint won't go through the mesh.

Lightshot

Captured with Lightshot

tardy sapphire
#

Does anyone know how to combine 2 landscape materials into 1 master material??

wary wave
#

copy, paste, manually fix blends etc

#

no magic bullet there, not realistically

tardy sapphire
#

Both materials are quite complicated

#

:/

regal mulch
#

Which makes it even less likely to be something a button press can do

tardy sapphire
#

They don't share anything

#

Both materials have 4 layers each

#

I want a material with 8 layers

#

That combine them

#

Nope they don't share any names

wary wave
#

ergh, Epic's documentation site not responding :/

regal mulch
#

Yop

wary wave
#

using google cache instead

tardy sapphire
#

Alright this is a good lead ๐Ÿ˜ƒ Thank you @plush yew

#

And yeah the documentation isn't responding >.>

earnest cape
#

The skylight just refuses to work right and the glass material doesn't seem to be the issue either

rotund monolith
#

guys, hi, does anyone have problem with the documentation page?

#

i cannot go inside...

fierce tulip
#

its been down for a while now. read a few messages up

rotund monolith
#

oh, thanks

sudden agate
#

inb4 complete overhaul of the Docs kappa

leaden dust
#

what is the best place to initialize main widgets

#

crosshairs, health bars

#

etc.

sudden agate
#

BeginPlay of PlayerController

noble barn
#

Hey there everyone! Someone here experienced with UE4's RHI / D3D implementation? I am not, but tasked with something I am not allowed to further specify due to some NDA's, but I would appreciate some help. Long story short, I need to insert some functions before rendering and after rending each frame, best via a plugin. Tried just binding to the viewports OnBeginDraw and OnEndDraw, but those are called on the GT, I would need RT equivalents.. Any help is truly appreciated!

#

e.g. I need to run a specific function BEFORE anything is rendered (no draw calls made), and one AFTER the last draw call has been mad

devout gulch
#

you simply canno modify render loop from plugin as of now

#

cannot*

noble barn
#

I do not want to modify the render loop, I want to either bind to any eventual delegate or modify the engine if need be (in that case actually do modify the render loop, just not via a plugin)

#

just would prefer to solve it w/o modifiying the engine if possible, as that plugin someday may also be very handy for a lot of other people once the NDA's lifted. Surely UE4 will implement it on their own then too, but we don't have the time until then

grave nebula
#

@noble barn That is too broad to give you any kind of meaningful assistance.

noble barn
#

@grave nebula Yeah, I try to make it as precise as possible w/o getting myself into trouble ๐Ÿ˜… Sounds more dramatic than it is, but I just want to be careful with NDA's. Alright, let me try to get more precise in the format I can

grim ore
#

if anyone would know in more detail #cpp or #engine-source would have a better idea on where to hook into it

noble barn
#

@grim ore Yeah, usually those channels are pretty dead though.. But I'll maybe move it over there, true. Think there was a rendering channel back then, sadly that one is gone (or I am halluscinating).

#

But yeah, in summary I simply need to run a function (by either a plugin or modifying the engine), before any draw calls have been made, and then another one after the last draw call has been made for the game viewport.
This is the modified "instructional" that came with the API am trying to implement, removed all the specific parts. Essentially, I just try to call one function before 3.) and one after.

Application would per frame:

1. Call *** first function ***. This will mark as the start of the frame and thus *...* 
2. Call Enable() specifying whether the upcoming render targets *...*
3. Perform regular draw operations  
4. Call Disable() as per requirement
5. Perform post-processing as per requirement
abstract relic
#

You might want to look at the channels before making that statement

noble barn
#

@abstract relic I often partake in those channels, and I know they are not "dead", but since it's rather urgent with a tight deadline I figured I have better chances that someone actually from Epic reads this here. Quite frankly, it's pretty difficult these days to get a hold of someone with engine-knowledge with the gigantic popularity of UE4.

manic pawn
#

usually you ask things like that in #graphics while deathrey is online

noble barn
#

@manic pawn Thanks for the tip, I'll try my luck there. Thought "graphics" rather means the creation of visual content.

sharp crest
dawn vessel
#

Anyone know how to create a real loading screen? Not using something like: Create Widget > Add to Viewport > Delay 10 sec > Remove from Viewport?

#

As I'm guessing there's a better alternative.

grim ore
#

there is an old plugin for loading screens, or you can use level streaming for loading screens if you actually want stuff to load. If you just mean a screen that shows stuff and annoys the user while nothing loads then your method is fine

versed siren
#

how do I make my rain particles only visible within the range of light sources? they are fully lit even in pitch black currently

grim ore
#

are they fully lit or using unlit as the material type?

versed siren
#

on default lti

#

is that it?

grim ore
#

Should be fine then, if it was unlit I could see it not working properly

versed siren
#

no I mean it was already on default

#

but it isnt taking lighting into account

grim ore
#

What does your material look like for the particle?

versed siren
#

it's just a translucent white block

fierce tulip
#

just in case, show the material

versed siren
grim ore
#

yep thats what I thought lol

#

emissive color is emissive...

#

plug the emissive into the base color, not emissive

#

The Emissive Color input controls which parts of your Material will appear to glow because they are emitting light. Ideally, this will receive a masked texture (mostly black, except in the areas that need to glow).

fierce tulip
#

81 instructions

versed siren
#

that worked but now the particles are black instead of blue

grim ore
#

the particles are now affected by the lighting around them instead of generating light themselves.

versed siren
#

is there some kind of middleground I can reach?

#

to retain their brightness but not shine through absolute darkness

fierce tulip
#

multiply with a low value, and plug that into emissive

#

keep the base color one, drag another wire from that multiply > add a multiply with a value like 0.05 or whatever.

#

change that value accordingly

versed siren
#

and put that one into emissive?

fierce tulip
#

yup

#

or in that case, just a value of 0.05 into emissive also works

versed siren
#

a standalone value? no linke to color?

fierce tulip
#

yea, basically your opacity already has the whole shape and masked it out where needed

#

the base color will add the color

versed siren
#

so emissive just controls the glow effect?

fierce tulip
#

nah, also the color

#

but in this case you can do either

#

since the emissive value is so low

versed siren
#

emissive color tile?

fierce tulip
#

?

versed siren
#

all I can find is "emissive color" and it's yellow

#

the tile I mean

fierce tulip
#

show an image, or be more descriptive please.
sometimes its hard to understand someone who doesnt speak full lingo yet :p

versed siren
#

what is it you want me to plug into the emissive?

fierce tulip
#

the emissive input of the material

versed siren
#

I cant work on it anymore right now so i cant show you images, I can wait until later if you want

fierce tulip
#

either plug in a scalar with a low value, or do the multiply thing I mentioned before.

#

either is fine

sharp crest
#

or use the plugin

dawn vessel
#

@sharp crest โค

#

I presume you use the Plugin for Norpon?

sharp crest
#

ye

dawn vessel
#

Nice job on the game by the way!

#

Really cool.

sharp crest
#

ty ||buy||

dawn vessel
#

LOL

sharp crest
#

@dawn vessel can I ask what u r doing

#

||I'm bored||

#

||even tho I should be working||

dawn vessel
#

@sharp crest ||Working on UE4 Physics|| =.=

#

Oh how much I hate it.

sharp crest
#

||for what tho||

dawn vessel
#

Golf Game, oh noes. I leaked fatkappa

sharp crest
#

pics

#

gameplay

#

something ban

dawn vessel
#

Also currently having to make Models for the courses still but hold on.

spark sonnet
#

Hello guys. Does anyone know how to fix my project? I migrated some files from another project and after that the HUD and Blendspace stopped working

sharp crest
#

@spark sonnet If you want help, you want to be detailed, very detailed

dawn vessel
#

@sharp crest This was from 2018. So Brightness changes, Color here and there, etc. This is the environment type design to expect for it.

sharp crest
#

'stopped working' description is how to get blocked in a development questions channel ๐Ÿ˜‚

dawn vessel
#

Clouds were fully custom by me.

sharp crest
#

oh nice u made the models urself? @dawn vessel show some gameplay BongoCatBan

dawn vessel
#

Took an hour lol.

#

@sharp crest Nah, I wish I was that talented ๐Ÿ˜ƒ Just the clouds was made fully by me ๐Ÿ˜ƒ

grim ore
#

@spark sonnet we can't really guess at what is the problem. "stopped working" means what? Is it possible you replaced your maps and now the settings are different? is it possible you replaced your default game mode?

dawn vessel
#

I can't show Gameplay yet though !

sharp crest
#

knew I knew those from somewhere xD

#

rip

dawn vessel
#

Bahaha

sharp crest
#

it's okay I think he is writing it @grim ore xd

dawn vessel
#

I got three UE's open too. ATLAS, ARK, and UE4 Project.

#

I am too dedicated.

sharp crest
#

Atlas Toot
ARK DyingDead

#

Close both

#

Make sure to delete Eternal files and submit

#

on the way you know

#

๐Ÿ˜‰

spark sonnet
#

Ok. So I migrated a behaviour tree and all the contents connected to that to my new project that im working on. After I migrated it my HUD wouldnt come up on the screen and my blendspace ignored everything that I told it to do. I cant find any errors in my project so I dont understand what could possibly be the problem. The only thing I did was migrating some files. The file I migrated did contain a player character from the old project but that shouldn matter. So any tips on what itr could be? Are there any automatic backups I can find somewhere or did I just break my entire project?

dawn vessel
#

I don't do that stuff's anymores

#

Dino Mods too much time.

#

I was on the Eternal team for a month.

#

Didn't take much interest.

#

ARK is actually doing well with their new Updates they're putting out too with their Dev Kit.

#

They have Unreal Engine 4.21 features in ARK now.

#

SOME

sharp crest
#

ARK modding doesn't make me a living though ๐Ÿ˜‰
And neither is it's community fun to be in

grim ore
#

There are no real auto backups unless you used source control. Chances are you didnt break it, you can always redo what you did before you migrated again.

dawn vessel
#

Nope. Not for 99% of us.

#

I just love ARK and mod for it ๐Ÿคท

#

I host Server's for it still.

#

And have been for 3 years.

sharp crest
grim ore
#

everyone wave to @elfin jacinth on the stream right now ๐Ÿ‘‹

sharp crest
#

on Project/Saved

#

stream link? lol

spark sonnet
#

thank you Ill try @sharp crest

sharp crest
#

is he looking here

grim ore
sharp crest
#

||deleted||

#

lmao

grim ore
#

no idea if he is but if he is I just harassed him lol

sharp crest
#

๐Ÿ˜‚

#

if he would have looked here it would been such a perfect advertisement

#

@dawn vessel what can u do in ark for 3 years..

dawn vessel
#

I just love ARK in general with it's whole aspect of Survival and It's Mod Support.

grim ore
#

aww no he is just in the twitch stream I think, not in here right now

sharp crest
dawn vessel
#

Though the game runs like crap. Still beats many haha

#

I wish Epic supplied Servers like what Steam does ๐Ÿ˜ฆ

#

I would be on Epic Games Store right away.

grim ore
#

they plan on it

dawn vessel
#

Sure damn hope so.

elfin jacinth
#

waves to @grim ore

dawn vessel
#

Aha!

grim ore
#

hah ๐Ÿ˜ƒ

spark sonnet
#

I give up ๐Ÿ˜ฆ I cant find any errors it just wont work

grim ore
#

define wont work?

#

starting with the hud

spark sonnet
#

The blendspace wont update and the HUD wont come up. I have add to viewport HUD in the playercontroller and it wont start. Its like it just ignores it

grim ore
#

ok so your HUD is a UMG widget, not a HUD object?

spark sonnet
#

yes some parts of it

grim ore
#

breakpoint on the part that adds it to the viewport and see if it calls it?

spark sonnet
#

breakpoint?

grim ore
#

yes debugging. F9 or set a breakpoint on the node with right click. It will stop the game at that point when it calls it

#

if it never stops, that code is not being called. if it does stop, you can see if your code is valid

#

Is there a chance your default player controller was changed when you migrated?

flat idol
#

dang i was a bit out of sync with chat. nvm.

spark sonnet
#

It stopped right away when I pressed play after putting breakpoint on add to viewport and when I put it on the variable before it

grim ore
#

ok so the add to viewport code. mouse over the input and make sure the widget was created correctly.

#

while debugging

spark sonnet
#

Hmm ok so the variable I use to set the gun would activate either. Pic below

#

Its ignoring all of the variables shown ๐Ÿค”

#

Event BeginPlay wont start at all it seems

merry gazelle
#

fyi I tried changing those unit cost values to something random

#

The error shows up when I press the +

rigid arrow
#

I really want to learn to do Cisco Ramon vibe powers

spark sonnet
#

Ok. I searched around and it could be something wrong with the gamestate. Where can I change that?

rigid arrow
#

I really want to learn to do Cisco Ramon vibe powers

I was wondering if anybody knew him or his powers and was maybe willing to help?

#

Or gibe tips

grim ore
#

@merry gazelle one of those values you see in the map, the fort base and cost or any of the others, matches the same value as the default. You need to change the default to something else, or you need to change the value that it matches in that map. Basically the map cannot have identical values, everything has to be unique and you are trying to duplicate a value in that map

rocky prairie
#

UE4 : if I install the 4.22.0 preview 4 version and the full version is released should I re-download the full version or can I update the preview?

grim ore
#

you can do either one, it's basically the same result lol

rocky prairie
#

so I can update the preview version

grim ore
#

yes you can but I don't think UE4 has real patching so for the most part it will just redownload it all again

rocky prairie
#

ahhh okay

grim ore
#

but yes updating the version usually has no problems and is normal and preview is technically just another version

rocky prairie
#

๐Ÿ‘ I was asking because I will start learning UE next week and I wanted to start downloading it from now because I have a slow connection

grim ore
#

if size matters tho make sure you remove the options you don't need like the other build targets, debug files, source code, etc.

#

you can trim quite a bit from the install size doing that

spark sonnet
#

Ok. I've come further in the trouble shooting. So now the problem is that nothing is getting any input from The cast to first person character node. Any ideas why?

grim ore
#

what does the blueprint look like? where is the blueprint

spark sonnet
#

in the blend space

#

and all other places where I use that node

grim ore
#

that is running fine, your failed pin is executing

#

breakpoint on the cast, mouse over the input object, read what it says, fix the issue.

spark sonnet
grim ore
#

you are asking the engine if your player character is of class FirstPersonCharacter and the engine is saying no.

spark sonnet
#

But why is it saying no? ๐Ÿ˜ฆ

grim ore
#

because your player character is not a FirstPersonCharacter

#

which is why I said to debug it and find out what it actually is so you can fix it

whole quarry
spark sonnet
#

Ok. It was the firstpersoncharacter before the migration

#

so how do I set it to be that again?

grim ore
#

go to your project settings, maps and modes, default game mode, and change the default game mode to the correct one or the default pawn to the correct one.

#

this assumes you are not overriding it in your code or your world settings

whole quarry
spark sonnet
#

It is the right one

grim ore
#

ok then the next step is to check your code or your world settings on the map that is loaded or.... or....

#

12:52 PM] MathewW: breakpoint on the cast, mouse over the input object, read what it says, fix the issue.

#

you need to identify the issue before you can fix it

spark sonnet
#

Thank you for helping. But I dont understand where to mouse over

grim ore
#

the left input, blue roundy thingy, on the cast to node when yo mouse over it and it's on that node it will tell you exactly what is coming in

#

the one that says object

spark sonnet
grim ore
#

so in this case since you re using Get Player Character it should give you the object that the engine is using for your player character and it will tell you which class that is and what you should be casting to. Now since you don't want to be doing this you need to figure out what is going wrong

#

there you go, this code is running on the AI enemy

spark sonnet
#

So what can I do to change that?

grim ore
#

well should it not be running on the AI Enemy?

#

there is a drop down on the top with objects you can filter out your code on. Chances are you have this code running on multiple objects which is why the cast is fine as it would just ignore the non player

spark sonnet
#

This cast is running inside my AI companion and the node is gettting variables from my firstpersoncharacter

grim ore
#

you can hit continue and see if it stops again on another object

#

according to that node your player is of type AI Enemy, not First Person Character

spark sonnet
#

I dont understnd why

grim ore
#

so what do your world settings show for your game mode?

spark sonnet
#

FPS controller

#

gamemode override is set to FPSController

grim ore
#

and the default pawn in that is set to first person character?

#

in the override settings, not in the project settings, since you are overriding the default game mode

#

at the worst set the override back to none since your project settings should be correct

spark sonnet
#

its set to firstpersoncharacter

grim ore
#

in the project settings btw you have the player controller set to AI Enemy Controller for some reason

spark sonnet
#

where?

grim ore
#

the screenshot you posted in your project settings for default game mode

spark sonnet
#

oh yeah I've changed it

#

but it didnt change anything

grim ore
#

at this point you must have something overriding it then. run the game in Play in editor, hit Shift-F1 to release the mouse from the viewport, click on your player in the world, and see what his class is in the world outliner

plush yew
spark sonnet
#

where is the world outliner?

#

nvm

#

it says firstpersoncharacter

grim ore
#

ok that screenshot shows first person game mode

#

but your earlier one shows a different game mode

spark sonnet
#

I changed it to the right one but it didnt change anything

finite sail
#

greetings

grim ore
#

where is the code at that is not working?

spark sonnet
#

All the FirstpersonCharacter cast nodes are always failing

whole quarry
#

did you copy-paste the nodes in to the blueprint from another project?

grim ore
#

I don't know what else we can try then. You change stuff but I can't see the changes so it's just a guessing game. If the get player character is returning something other than your default pawn then something is changing your player at some point to the wrong thing. but you just showed a screenshot showing your player is the first person character so shrug

spark sonnet
#

I wish I didnt migrate that stupid behaviour tree ๐Ÿ˜•

whole quarry
#

i think the references are messed up then

spark sonnet
#

Probably but I cant find where its messed up

whole quarry
#

try to remake the casting nodes

spark sonnet
#

I'll try now

grim ore
#

set the default game mode back to third person character and see what happens

spark sonnet
#

I dont have a thirdpersoncharacter, did you mean the firstperson?

grim ore
#

yep lol, I meant first

#

basically the default game mode that came with that template

spark sonnet
#

It didnt do anything :/

grim ore
#

yeah I think your default game mode is messed up possibly as well since your default game state seems to say its the first person game mode from that picture and your default game mode being FPS Controller seems weird since it says its a controller

spark sonnet
#

Hmm. What should I do then?

grim ore
#

Make a new game mode base blueprint, use that as your default game mode, and hit play

spark sonnet
#

what do I write inside that gamemode?

grim ore
#

are you using C++ or BP to make it?

spark sonnet
#

BP atm

versed solar
#

Any neat features you guys have seen in survival/horror games lately?

#

Trying to practice with blueprints by recreating mechanics.

grim ore
#

BP is fine, just a new one without any other options or changes

#

if you are using it you should not spawn in as your player at all

spark sonnet
#

ok so I've made it. Should I just set that to the default gamemode?

grim ore
#

yes your default in the project unless you are overriding it in the map

#

you should put the map back to none at some point if you plan on using the default mode

spark sonnet
#

ok done. Now I cant control my character. What now?

grim ore
#

so you can fly around?

spark sonnet
#

yes

grim ore
#

ok then go back to the game mode, open it up, and change the default pawn to your third person character

spark sonnet
#

ok

#

where do I change that?

grim ore
#

double click the game mode, or go back to your project settings and change it in the list

spark sonnet
#

ok now I am back to the same still not anything from firstperson cast

grim ore
#

are you controlling the first person character?

spark sonnet
#

yes

grim ore
#

now how do you know you are controlling them?

spark sonnet
#

what do you mean?

grim ore
#

well how do you know you are controlling the first person character and not an enemy ai?

spark sonnet
#

because I have the camera and the guns for my firstpersoncharacter

#

the enemies are just pawns without anything

grim ore
#

ok so the AI is where the code is at?

#

the one that doesnt work

spark sonnet
#

thats one of many places its at yes

grim ore
#

well you have to focus on one thing to work on, jumping around won't help

spark sonnet
#

ok. lets focus on the code in the blend space if thats possible

#

this

grim ore
#

ok for that one then in the event graph for the first nodes what does it show when you debug the input object for the cast attached to try get pawn owner

spark sonnet
#

let me check

#

object reference
current value : none

grim ore
#

is this when running and not in the editor?

spark sonnet
#

when running the game yes

grim ore
#

then something must be broke somewhere for sure. If your anim instance is running but not running on anything then your project is broke at a basic level

spark sonnet
#

๐Ÿ˜ฆ

grim ore
#

it makes no sense that this graph would fire an animation update if the animation graph was not on anything

spark sonnet
#

let me screenshot the entire Blendspace

grim ore
#

that is breaking on the wrong node

#

you want the node above it connected to the try get pawn owner

spark sonnet
#

I did both

grim ore
#

plus

spark sonnet
#

one with try get pawn owner

#

but none of them worked

grim ore
#

the top where it says preview instance needs to be your player

#

what does it show in that preview instance list when running, is it more than just your player?

spark sonnet
#

ill show you

grim ore
#

yeah those are all in your weapons themselves not on your player

#

so thats an issue

spark sonnet
#

yea

grim ore
#

does your player mesh have an anim instance assigned to it?

#

anim class slot under Animation in your character blueprint

spark sonnet
#

ill show you

#

it does

#

but im using child actors

spark sonnet
#

Ok. I gues I'll have to start all over, again.. But thank you so much @grim ore for helping me. If you happen to think of a solution please let me know, but I dont think there are any

finite sail
#

Do you have a Performance Channel ?

fierce tulip
#

no, but generally depending on what you want to optimize, it fits in one of the other channels

finite sail
#

Wanted to ask the Efficiency of either 1. driving a Character with vectors to create animation. Or 2. Make the Character animate and control it from the cinematics control ? What is more efficient when running in game?

fierce tulip
#

probably the latter, but dont take my word for it.
You could try #animation perhaps.

finite sail
#

thanks

plush yew
#

hi

#

I want to ask a question

#

why a simple starting scene has to compile about 3000 shaders??

#

scene is just default with vr camera

#

i dont understand from where the hell all these shaders come

whole quarry
#

what starting screen?

plush yew
#

it takes me about 20min to compile all these shaders on my 9600k 5.1Ghz

#

this is so stupid

manic pawn
#

useless shader permutations that the engine is never going to use

plush yew
#

how do i disable or delete them?

manic pawn
#

you can't

plush yew
#

will they recompile when i build again?

manic pawn
#

every material makes like 100 more of these

plush yew
#

i need to test a lot and with waiting 20min just for one change this is not possible to make anything....

manic pawn
#

they get stored in derived data cache folder

#

it only compiles them if they're missing

#

this shouldn't take 20 minutes idk what went wrong there

#

more like one

#

or less

plush yew
#

cant believe this they hardcoded android ndk

#

cannot use new android versions

sharp crest
#

clap along guys

#

๐Ÿ‘

manic pawn
#

๐Ÿšซ ๐Ÿ‘

sullen wraith
#

Anyone know what the cost for map makers are? providing them all assets etc

#

(if provided them all assets)*

gleaming creek
#

That would depend heavily on what you want them to do

#

A rough idea might be to think of how many hours it would take them to do whatever it is that you want them to do, then apply a reasonable price per hour (for a reasonable rate of pay given their skill level, adjusted by the costs of living in the country where they are based)

dim arch
#

when I switch map I get a 12s spike - but only on the first instance the level is loaded into memory

#

if I switch to it again, in another PIE session it loads in a few seconds, what can I do to fix that?

grim ore
#

does that happen for a blank map?

plush yew
#

anyone here use auto rig pro?

dim arch
#

no, it only spikes on a specific map which has a lot of data to load, but if I close the PIE session and start a new one, and switch to that map again, it loads much quicker

#

im trying to optimize it but cant really find which bp is responsible using the session frontend, a lot of the event calls that are taking time are in the cpp layer

grim ore
#

how does it perform in the actual package project? is it an actual issue

astral pond
#

hm i guess its loads faster.. beause some data are still in the ram?

#

maybe you level is to big and you should use some Level Streaming?

#

big landscapes have a long load time... more information would be helpful

drowsy quarry
#

idk where to post this question but i bought assets off of store and it will only let me create a project with it instead of add

abstract relic
#

You can migrate asset from a project to another

solid gazelle
#

They should be bundled in a subfolder under content

#

All assets

#

can migrate teh whole thing, or grab a single asset and it will pull all assets in the reference chain

#

right click -> Migrate

#

Target the Content folder of the project you want to move to

plush yew
#

ALT is one of the binds for my game but it also seems to have some function inside of unreal, I think it frees the camera or something? Whatever it's doing, is there a way for me to turn it off? Because it's hard to test the functionality of the key when the engine is also doing things related to it

leaden dust
#

this is the code in my player controller

#

not character

#

I just set the variable

#

so why is the property null

#

I have spent 2 hours on this error already

#

moving code from game instance to character to player controller

#

tried replication

#

using functions, evnets and that all

#

why is that?

#

anther thing: on listen server debug it works fine

#

this is only in run as dedicated server mode

spiral island
#

maybe the dedicated server has no screen to add things to

leaden dust
#

I am not running it on server

#

this is player controller

#

it exists only on client

#

and also

#

UI is not replicated as far as I know

leaden dust
#

What kind of RPC would a 'Kill Player' RPC be?

#

Run on Server?

wise prism
#

But I'm having trouble getting post processing effects on the widget

#

I have it use scene capture 2d and render target to go to a UI. But no post processing effects appear.

honest vale
#

are docs down again?

wary wave
#

seems that way

abstract relic
#

I can open it

plush yew
#

anyone know some good sky assets?

#

has to be free or cheap

abstract relic
plush yew
#

hmm

#

whats that for

abstract relic
#

Free program to make your free asset

plush yew
#

o

#

any tuts on it

onyx nest
#

lmao look it up

#

gimp is basically a knockoff photoshop

plush yew
#

oh lol

abstract relic
#

||look at this month marketplace content||

plush yew
#

will do ๐Ÿ˜ƒ

#

ty

wary wave
#

^

#

I usually just modify the stock sky tbh

#

fiddle with some colours, swap some textures

onyx nest
#

unreal's default skybox is pretty nice

sudden agate
wary wave
#

lol

plush yew
#

so should i try the default sky box? from ue4

onyx nest
#

it's up to you

abstract relic
#

The player doesnโ€™t look up anyway ๐Ÿ˜œ

plush yew
#

what looks better tho

onyx nest
#

probably the default skybox

plush yew
#

hmm

sudden agate
#

a custom HDRI skybox would be better

onyx nest
#

if you wanted to make something similar yourself it would take some time

plush yew
#

i want a sky box like gta 5 lol

#

or is that more advanced

onyx nest
#

hire a developer then lol

#

you gotta settle for whatever you can do yourself at first

plush yew
#

yah

onyx nest
#

seems like you expect a bit much

#

or you just want to download something

#

it's better to practice

plush yew
#

ye

onyx nest
#

and even if it looks bad you'll at least learn something

plush yew
#

true

#

well lemme try these two sky boxs first and ill see

#

if i dont like it ill try hire a dev

#

cause i like a skybox that is nice and bright and has vibrant colours

wary wave
#

colours are just colours

cobalt scaffold
#

how far along are you with your project @plush yew ?

wary wave
#

simple material fudges and texture swaps can do a lot there

plush yew
#

only like half way

#

like%20 or 30

#

but i just wanna get the assets ready

abstract relic
#

Thatโ€™s far from halfway mate ๐Ÿ˜œ

plush yew
#

lol

#

oh and

cobalt scaffold
#

well if you have your style locked down already, then you can probaly hire someone to get a custom sky solution that fits your game, otherwise i'd suggest postponing that .. things change during the project

plush yew
#

should i use a hemishere or sphere

#

oh ok

cobalt scaffold
#

try your hand first to get something passable

#

it's not that hard

plush yew
#

yeh just make a blue texture add some clouds right?

#

then import in unreal?

cobalt scaffold
plush yew
#

o

cobalt scaffold
plush yew
#

ok wow

#

the hdris heaven has good ones

#

whats the def from 1k to 16k

#

is it like realy heavy ?

cobalt scaffold
#

yeah

plush yew
#

so u need a good pc

cobalt scaffold
#

1k is too little for a skybox

plush yew
#

ok

#

i was thinking of this one

abstract relic
#

Those arenโ€™t even seamless much less for a skybox

plush yew
#

what

onyx nest
#

yeahh

cobalt scaffold
#

you can use it on a sphere with correct uv's

onyx nest
#

those don't do what they think you do

cobalt scaffold
#

but you probably want to make a cubemap

onyx nest
#

are you new to game development? @plush yew

plush yew
#

well kinda

#

i know abit of blueprinting

#

i can show u what iv done so far

#

ill dm u a video

onyx nest
#

ok

wary wave
#

I doubt many people use it

#

you'd probably be better off finding and asking in a Gaia community

wary wave
#

then I would expect you're just gonna have to work this stuff out

native cradle
#

Can we remotely build for Mac using a windows machine
like we can for IOS?

wary wave
#

should be able to

rancid lynx
#

Can i make particle effect size constant, no matter how far away from the camera it is ?

plush yew
#

Is there a way to move a character with modifier from Blender to Unreal engine 4? I have a character which has Lattice, Boolean for mouth posing, Armature and Subdivision.

#

I was thinking about using Blender for modeling and texturing and Unreal Engine 4 for CGI

#

Yes export import as fbx

#

If it's animated especially there's some caveats you need to follow to get the import to eork

regal mulch
#

I think you can export/import animations and morphtargets.

#

Animations either as Vertex Anims or actualy anims

#

But that goes beyond me

plush yew
#

I understand that but what about the modifiers?
+Lattice for shape deform like for cartoon eyes.
Boolean for hole cutting.

#

Rendered in Cycles

tepid karma
#

Anyone know the best place to ask lighting questions on this discord?

fierce tulip
ember phoenix
#

Hey guys I'm doing a VR based project for uni but I don't have one at home so I've been playing around in a first person project. Is there anything special I need to do to convert the fp project to VR so I don't have to start over and recreate everything?

grim ore
#

IF you check out the first person project you can see it has a section for handling the VR in the character, out of the box VR will just work

#

with that said you aren't exactly going to be interacting with anything out of the box. There is a VR Pawn you can use and a VR map you can create and you can import the VR template into that project later and get the default VR pawn with controllers set up to use in your existing project if you want.

late olive
#

Is it absolutely inhuman to want to do more than one project at a time?

#

Iโ€™m not having fun with my current project and thereโ€™s other stuff I want to work on instead

gleaming creek
#

Will you be able to use functionality that you build for the second project in the first project and vice-versa?

late olive
#

Probably not. Theyโ€™re different game modes

grim ore
#

having a playground project(s) is not uncommon, it helps prevent burnout

late olive
#

Whatโ€™s a playground project?

grim ore
#

a project you play around in. no real goal just hey how can I do this or this and you make a buncha folder and stuff and have fun

#

maybe a map with some AI in it, maybe some neato materials. playing with decals on a landscape, etc.

#

you can always migrate out anything that has merit into another project if you want or just remake it for example

late olive
#

Cool

#

Is it unhealthy if that code may be the basis for a new project?

split wedge
#

i have a quick question how much of this formula would i have to modify if i wanted to use it in my game, it for raising magic level by using mana points, b is a constant
1600โ‹…(b^mlvl)

wary wave
#

uh, how is anyone supposed to know?

grim ore
#

@late olive shouldn't be an issue especially if you keep things compact and separated. small unique parts you can re use

graceful sky
#

And possibly show off in your portfolio

bright siren
#

Has anyone ever recreated the portal 2 gels in unreal, Iโ€™m making a puzzle that needs something that works similar to it

late olive
fleet wraith
#

Iโ€™m trying to make a card game that has 4 phases per turn. Do I put the stuff that handles the turn phases in the game mode blueprint? Or game instance?

keen pawn
#

Quadric point+attributes evaluate detected possible degenerate. Returning 0

#

anyone know what this means?

bright siren
#

Not a portal the gels

graceful sky
#

If a variable is 'private' , is it allowed to return it via a function call?

gleaming creek
#

Yes

#

Private just means no direct external access

graceful sky
#

Thats what i thought, but could look like i wasnt even able to read them

#

Nvm, seems like i had a fault. Thx

whole quarry
#

@gleaming creek bit late on reply: if its a fun/learning project as side chick is fine. I have a side project to learn c++. Its just a struggle not to get lost in to it too much

gleaming creek
#

That was @late olive who asked that, not me (I just replied)

sharp crest
coral igloo
#

๐Ÿ˜…

true leaf
#

You don't have a dedicated CI build server ?

#

/s

sudden agate
#

Is there a way to have a Preconfiguration of the AWorldSettings stored in INIs?

#

I would like to have unified Lightmass Settings

plush yew
#

Can the Subtract Brush work with the characters?

teal tulip
#

the editor BSP thing one ?

plush yew
#

yes

teal tulip
#

no

#

not even with normal meshes