#ue4-general

1 messages Β· Page 414 of 1

plush yew
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I will watch it

vagrant pier
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@plush yew Np 😁

plush yew
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πŸ˜ƒ

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is there a video how he make all this or?

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because I watch now preview of this all

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oneislly question

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is there a way to rename this ?

hazy rivet
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@plush yew file > save as, no? But actually, I'm not sure about this

plush yew
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okay

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I rename it and it works

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ty

regal mulch
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...

plush yew
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I found it

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ty

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okay

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but

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this is made when you click on it to get you more info about the news or?

versed solar
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Does anyone have some good reading for networking? I'm looking at making a game loosely similar to dead by daylight (1v4/1v6) and I have no idea what I'm getting into as far as how things are "replicated"

regal mulch
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How high/low level does that read need to be?

versed solar
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I have no real preference, if I'm not understanding terminology, I'll be looking it up anyway, just not sure where to take the first step.

regal mulch
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So the Framework and Replication stuff is something you need or don't need?

versed solar
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I'll likely need it. I have no idea beyond singleplayer, honestly

regal mulch
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Ah, then I have something for you

plush yew
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I have a question about the backgroundblur I make it 5 and make the animation and make the bp for it but it doesn't work on the map

versed solar
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I've run dedicated servers myself but that's about it

versed solar
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Neat! Thank you.

mint umbra
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I'll ask again since I posted earlier mid conversation. How can I detect the physical material in a 3-way automated landscape material? Right now I'm only able to grab the grass which affects both grass, dirt and cliffs.

plush yew
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here it must to be activated the background blur

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but it doesn't work

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why?

regal mulch
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@mint umbra The traditional way of detecting the Material doesn't work for you?

plush yew
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I have tranformation from one level to other

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to know this

regal mulch
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I haven't worked with Phys Materials on Landscapes yet

plush yew
mint umbra
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Im using layer info to set the physical material, but the automated layer is only one layer instead of 3 seperate ones, @regal mulch - so I'm blank haha, maybe asking in... #level-design fits the question more

plush yew
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it is this

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but it doesn't show this when I start the project

regal mulch
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@mint umbra Tricky, so the Material is basically one of 3 dynamically set?

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(I'm a programmer, not an artist or level designer, so can only help partially)

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I know that you can trace and retrieve the material like that

mint umbra
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Yeah, it blends based on slope detection

regal mulch
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At least that's what peeps do for FootStep sounds

mint umbra
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Oh, maybe I can trace for the specific ground material instead of the physical material

plush yew
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can you help? Exi?

regal mulch
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@mint umbra It is def for Physics though that I've done before

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Just not sure about the blending

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Did you try it and it doesn't work or are you just asking upfront?

mint umbra
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Nah, Ive got everything implemented for foot step sounds and groundbased PFX, so yeah it doesn't work

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I'll search a bit, I asked upfront incase anyone had the magical button answer ;)

regal mulch
mint umbra
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Sure, cheers!

plush yew
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How do i make spaceship with interior and doors (it will be moveable). Is it actor or many actors? How do i make that all work?

sleek hearth
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An actor composed of several meshes?

plush yew
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@regal mulch can you help me with my problem?

regal mulch
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@plush yew Could technically be one actor. You can move individual MeshComponents relatively.
But I would assume it might be better to compose it out of multiple Actors.

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You kinda don't want to write tons of duplicated code for each door

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Neither do you want to write any other actors code (such as a panel or pc inside the ship) into the ships actor

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So I would suggest making one main Actor that is your ship

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And then adding Actors towards that by attaching them

plush yew
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okay, thanks

sleek hearth
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How good will about 100 spheres that are constantly moving be handled on a mobile device? There's no physics simulation, and no excessive lighting, just one directional light.

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Basically I want to simulate a galaxy.

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Kind of

regal mulch
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You most likely want to make sure that these have a good LOD system

sleek hearth
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What do you mean by LOD?

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Oh, nvm, searched it.

plush yew
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Will anyone help me with my problem with the background blur?

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hello, i'm having an issue with some crazy ass bullshit that is comfusing the shit out of me on 4.21 involving BoxCollision, Pawns, and Overlap

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in a networked server/client dedi setup

regal mulch
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Before you post a lot

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Please move it there

plush yew
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aight

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didnt notice that channel, my bad

regal mulch
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#ue4-general Is in case you have an issue you can't find a channel for

plush yew
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@regal mulch

regal mulch
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You know why I'm ignoring you

plush yew
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why?

regal mulch
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Cause you keep spamming questions.

plush yew
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What happened?

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I ask my question twice because anyone answer me

regal mulch
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Yeah maybe no one can answer it?

plush yew
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If I spam sorry for that

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idk

regal mulch
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Also tagging people and begging for help is against the #old-rules

plush yew
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okay sorry

glacial pecan
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can anyone download the epic game launcher, like now?

plush yew
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why?

regal mulch
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Most people have it installed already I asume, why asking?

plush yew
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yes

glacial pecan
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because both firefox and edge says "this site isn't secure" and prevents me from downloading it

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certificate error

regal mulch
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Using Chrome, not having an issue

plush yew
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yes

glacial pecan
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mmm... not download chrome

plush yew
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download chrome

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chrome is better than firefox

regal mulch
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That's up to the user to decide

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Epic's website should work on either

regal mulch
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I just started edge

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can navigate to it

plush yew
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yes

glacial pecan
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nope

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connection isn't secure

regal mulch
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Then that seems to be on your end :/

glacial pecan
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wtf

plush yew
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xD

glacial pecan
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how is that possible?

fierce tulip
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works for me too

glacial pecan
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if I make an exception, it redirects me to blackboard at morgan state university??

plush yew
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Firefox uses less so it's hettrt

next badger
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@glacial pecan flush the dns cache

glacial pecan
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@next badger still end up at morgan state university 😦

grim ore
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that's awesome. maybe you have a weird proxy in the way hijacking your stuff. Time to burn it with fire and start over.

next badger
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what's the dns resolve response?

glacial pecan
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broadband provider customer service is closed for the evening so I'm going to have to call tomorrow

vagrant pier
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Did you restart PC,Modem,Router,etc?

next badger
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Name:    launcher-svc-prod06-public-1790029992.us-east-1.elb.amazonaws.com
Addresses:  34.203.159.176
          34.197.2.175
          52.201.40.190
          52.21.133.178
Aliases:  launcher-public-service-prod06.ol.epicgames.com
glacial pecan
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I'll restart my pc and router then

vagrant pier
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Always my first steps, Restarting everything and then and only then advanced troubleshooting if needed

next badger
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@vagrant pier glad you're not a Nuclear Power facility employee

vagrant pier
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@next badger or in charge of anything really lmao

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Heres the moment of truth

glacial pecan
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ok, rebooting everything, including the broad band box in the wall made me be able to download the launcher

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let's see if it lets me login finally too

vagrant pier
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Glorious

glacial pecan
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and it let me log in for the first time in a week too

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god damn internet hardware... what a weird error!

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and thanks everyone!

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I wonder if this is what caused unreal engine to hard crash the last few days as well

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unreal engine phones home?

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(I know Unity does)

cobalt scaffold
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Tim was probably wondering why you are hanging up on him all the time when he answers

glacial pecan
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@cobalt scaffold oh yeah, and Ma too... probably went all the way to Xi

next badger
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@vague horizon remove the link, you gonna be banned

glacial pecan
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(wow, that joke didn't work... Tencent CEO is named Ma apparently.) πŸ˜›

fierce tulip
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@vague horizon NO!

abstract relic
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I wish the sound of thunder can be heard when lous shows up

fierce tulip
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XD

proud verge
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Hi guys, i still cant make the Nave mesh to work, if i move the nav mesh up, there is a location where the nav mesh stops rebuilding the green path

abstract relic
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Hit the build button

proud verge
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no idea how to fix this height limit in unrel

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nop... it doesnt work, it does works up to certail limit, but after reaching a higue location, rebuilding doesnΒ΄t work and even green path sstops appearing

hazy rivet
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Hello everybody!
So, I solved all problems with my twili' (ty everybody who helps me, really), but I want to make like a variable that will make the camera changes. Like by pressing a button (for exwample, Tab), it will go from 3rd person to 1st person.

Is it possible?

Anyway, thanks for reading and have a nice day all c:

proud verge
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(X=-9159.562500,Y=-351047.812500,Z=108625.039063)

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This is the location where green path stops rebuilding

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as i told you is very high

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but it must be

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in my scene

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The only thing that might affect the rebuild is that there is a colission box

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do collision boxes afect rebuilding?

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because i need that collision box.... maybe there is an option that affects navigation

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but this collision box is set to "no collision"

grim ore
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you can have multiple nav mesh volumes, have you tried making them smaller and more of them?

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and yes collision boxes affect the nav mesh if it would block the navigation

proud verge
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its actually small just for testings: (X=1.163037,Y=0.975700,Z=11.071952)

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mmm...ok, that makes sence...the problem is that the colision box must be there, because it triggers level streaming, it works cool, but inside the box it wont rebuild paths....

hoary silo
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@shrewd lantern I have your answer, I gave you a DM of it.

grim ore
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@hazy rivet yes you can do that, you can change cameras using the Set View Target with Blend node

plush yew
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set 'can ever affect navigation' on everything to false that might be it

hazy rivet
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@grim ore thanks, I'll watch if I can found something on youtube

plush yew
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well not everything just your collision box and stuff that is in the way

next badger
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@proud verge it's my assumption but...top Z limit is 10km

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map limit is 20x20km, so i assume it's true for z as well

merry gazelle
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Can anyone give me some points on how to make [editable text] commit add to itself. For example "1" > Enter >"1" > Enter = 2

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At the moment it'll just refresh the value to "1" each time

next badger
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@proud verge my bad...108k is just 1km

proud verge
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ok

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so how can i make it higuer?

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or maybe like... remove those boundaries

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make it unlimited

grim ore
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@merry gazelle look at the functions for that text box, there should be a change and probably committed function you can use

next badger
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@merry gazelle you get the event from ontextcommit, then verify commit method is on enter, then increment the value

proud verge
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because NAvmesh is not rebuilding a that location

next badger
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@proud verge unlimited size = unlimited time to build

proud verge
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This is the last location where navmesh created the green path

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(X=-9159.562500,Y=-351047.812500,Z=90531.117188)

next badger
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@proud verge check tile number hard limit

proud verge
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Its: 1048576

next badger
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i'm aware about the default value...i'm talking if you're hitting the limit

proud verge
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if i add this value as Z, its way higuer than the location whereit stops working

next badger
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number of tiles is...count...

proud verge
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not sure, then, donΒ΄t know what that means, first time i search for the "number of tiles"

next badger
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navmesh is voxelized space

proud verge
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not sure how to test if i already reached that limit

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in therms of voxels

shrewd lantern
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@hoary silo Thanks..

hoary silo
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YourWelcome_02

dim plover
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I don't know how to word this, but I find it a bit strange how difficult it is to find information regarding the asset management stuff.
It should be something that is used a lot, but all the documentation is a bit confusing, to me at least.

pallid compass
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The Asset auditor?

plush yew
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anyone know what is up with my broken sockets? have to trial and error right rotation and location

plush yew
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they snap to right position when any animation plays on mesh

next badger
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@dim plover if you want to manage assets manually you should be a good cpp programmer, means you could read the source files
i'd say that is head above average ue4 developer

dim plover
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I looked at TSoftObjectPtr and UAssetManager, but those still haven't fully given me the complete picture. Especially with stuff like Primary Data Asset usage, and Asset bundles.

next badger
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@plush yew sockets location/orientation is locked to relative bone transforms

plush yew
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I am using the same mesh as in other levels but the sockets appear in the right places there

hoary silo
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Just curious, but is it possible to somehow enable real time ray tracing even if your card doesn't support it?

next badger
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@hoary silo no...MS dropped fallback for raytracing

hoary silo
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@next badger MS meaning microsoft, correct?

next badger
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yes, not sure why, but since DXR is not supported by the DirectX itself, you can't use it in ue4

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*fallback is not supported

hoary silo
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Yeah, maybe epic will allow that once the "Real Time Ray-Tracing" market really takes off.

next badger
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it's not ue4 feature

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raytracing provided by directx

hoary silo
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oh

next badger
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ue4 just uses the api

hoary silo
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Ah, I see

dim plover
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So it's not normal to manage assets manually? Because, without using SoftObject/ClassPtr's, I imagine you would very easily run into problems with possibly having an entire project's assets being loaded.

wary wave
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sadly, yess

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but it's entirely possible to write tools to automatically handle said manual process in a fashion tht suits your game πŸ˜‰

sacred meteor
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Hi can anyone tell why i lose mouse controle once i exit the vehicle

inland plover
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qq, can anyone tell me why my plane seems to be doing this? Lights are built and I don't get any warnings regarding my tangents and binormals. UV seems fine as well.

frosty hollow
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xD

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idk if that is the problem or not but if anyone has any idea,

dawn vessel
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Does anyone understand Draw Calls? If so. Why is it if I have 3 different Foliage in my level. It's 6 draw calls. I have no LOD's. So it should just be 3?

flat idol
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Turn all shadows off

dawn vessel
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Ohh. Shadows are Draw Calls?

flat idol
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They contribute yes. Also, meshes having more then one material set do multiply the number of drawcalls required to present you the final render.

dawn vessel
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I turned Shadows off, and it says 6 still instead of 3.

pallid compass
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That is not how draw calls work.

dawn vessel
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I also have only 1 Material per mesh.

pallid compass
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So it has to draw The mesh

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Then the material on it

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then everything after that ends up getting amped

dawn vessel
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Ohhh So The mesh + the Material

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So that's why it doubles.

pallid compass
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Yes its kinda like

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So if U add more materials

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It has to draw it again and again and again

dawn vessel
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Ah okay. Is a Landscape with 500 Draw Calls bad too?

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Because I'm trying to lower everything as much as possible.

pallid compass
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Depends on target platform

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Mobile is like 500-750

dawn vessel
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How do you lower Draw Calls on that?

pallid compass
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Instance meshes, lower material counts

dawn vessel
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No I mean the Landscape.

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Use the LOD System?

flat idol
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I turned Shadows off, and it says 6 still instead of 3. it is because you are not looking at the number of drawcalls. type stat rhi in, and look at the primitive calls which is the final number of drawcalls the scene is using.

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Rei, yes that is exactly how it works, you can also monitor the scene with tools like renderdoc, that can help better understand the workflow (and payload) of each call for a frame

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drawcalls are not equal in terms of expenses. tho it is generally an indication that tells an interesting information regarding how much work the gpu has to suffer on a frame.

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Landscape may have 500 drawcalls because it is rendering lots of componetns. Check with component numbers, and you can perhaps reimport your landscape with better settings. Eg, always use 2x2 sections, that's a good start.

dawn vessel
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@flat idol I used the recommended UE Landscape Settings for the best performance.

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Which is default.

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Also. Aren't Draw Calls more important than Triangles being drawn?

oblique sorrel
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So, weird question, but around when was occlusion culling, not just frustum culling, introduced in Unreal?

flat idol
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Triangles are a kind of payload of a drawcall. They both are equally important to keep them at low rates. Depends on the scene requirements.

weary basalt
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@oblique sorrel Probably UE1. Its not new technology.

oblique sorrel
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I'd like to think so

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Asked this question 'cause someone tried to argue "Godot doesn't have occlusion culling" with "Unreal didn't have occlusion culling until later in UE4"

flat idol
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Arguments like that are a spectacular way of wasting time.

oblique sorrel
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The guy in general wants to start some Godot vs Unreal crusade

grim ore
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I was trying GoDot earlier, it was scary 😦

oblique sorrel
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To quote:

support Godot Game Engine against Unreal Game Engine like you would support Firefox against Internet Explorer
tell indie developers to drop Unreal and adopt Godot (like you would tell '90 WebDesigner to drop MS's FrontPage)
Unreal Game Engine is trying to pose as what Internet Explorer was in the early '90: Unreal Game Engine.

Godot is basically the "Firefox of the game industry".
mortal grail
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is it just me or anybody cant be bothered sometimes to reorganize/refactor your code/blueprint in fearing of messing everything up irreversibly

grim ore
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ooof that is just spam, he should be kicked from the discord if so

grim ore
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oof he he should be downvoted and kicked from reddit lol

flat idol
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:) c0ldpr0xy, do it one step at a time, and be patient. use source control too, and no irreversable error will be made.

weary basalt
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If he thinks frustum culling was only recently introduced he has no idea what hes talking about and should be ignored lol

mortal grail
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you mean uploading every revision to github?

grim ore
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everytime you change 1 thing make a new commit

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spend more time committing to the repo than actual work

mortal grail
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that's actually not a bad idea

grim ore
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or, refactor one system at a time and test and then when it works commit πŸ˜ƒ

mortal grail
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i have this dreadful feeling that my SSD will suddenly just crash and permanently delete everything lmao

grim ore
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it might so commit your changes daily or whenever you stop coding for the day and worry more about finishing the project than the disasters that won't happen

mortal grail
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solid advice, ty

flat idol
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c0ldpr0xy, actually if your hdd would die you end up with the same problem, but neither of them die that easily

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you can check with SMART values to see if anything strange going on

mortal grail
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i have a HDD with SMART failure for the last 2 years, but not my SSD πŸ˜„

grim ore
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and no I don't worry about messing up stuff irreversibly because I do use version control and I make everything modular and independent so breaking one thing just breaks that one part πŸ˜ƒ plus I tend to not replace code if refactoring but refactor next to the old code so I can go back if needed.

mortal grail
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but how long have you been doing this @grim ore ?

grim ore
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forevevers and evers

flat idol
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my samsung 850 pro keeps producing smart errors, but it's still working just fine. ssd's will reallocate content before permanent loss would happen

mortal grail
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what does that mean it will reallocate before losing?

flat idol
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make a copy of the bits

grim ore
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your drive is underprovisioned, your drive has 100% total but you can only use like 90% of it

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the other 10% is used for when shit goes bad and it moves the bad to the bad pile and moves some of that good in to the good pile

mortal grail
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and both SSD and HDD utilize this method?

grim ore
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this is for SSD's that is

mortal grail
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ah

grim ore
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regular drives just move bads to the bad pile and well you just have less good lol

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I've only ever had 1 drive completely shit the bed in over 30 years of using computers. it happens but never as much as you think if you don't abuse them.

mortal grail
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but even then, i think there are services that put your HDD in a vaccuum to recover files, not sure htough

flat idol
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seagate 1.5 and 3tb models are a menace, keep your house clean of those

grim ore
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sure you can recover your stuff or you can backup the important stuff to version control or google drive or another drive and not worry πŸ˜ƒ

flat idol
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c0ldpr0xy, that urban legend is an old one actually. a dead hdd is unlikely to be fixed, but the hope dies the last

mortal grail
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well what are the differences between using a 3rd party software like Recuva and paying $1k for recovery services in shops?

grim ore
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about 950 bucks?

mortal grail
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no i mean, what do they do that we cant do ?

grim ore
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i mean technically you can professionally repair it if you need and it has a higher % to get it back

bleak widget
#

hi everyone πŸ˜€

grim ore
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one of the things that could happen is the controller goes out on the HDD, professional places could replace the controller and recover the data that way

mortal grail
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hello

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so professional places don't really have fancy gear or equipment that's expensive?

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for recovering purposes ofc

grim ore
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they have a ton of resources

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basically replacement parts for all the drives so they can swap out the bad parts. They can clean physical damage if needed. etc.

mortal grail
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i see

frosty hollow
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been trying to fix this for like 2 hrs now

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D:

flat idol
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Yeah that's a nasty one Laox. I seen people spending months on that one. Excruciating.

frosty hollow
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... :/

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great

flat idol
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I'm sorry.

frosty hollow
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so should i just restart?

mortal grail
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Laox

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I found the ultimate cure to that prolbme

frosty hollow
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hm

abstract relic
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Hey now, we only troll Crusher. Be nice

mortal grail
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it's all about target reference. whatever reference the node needs, make a reference somewhere

frosty hollow
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uh im new so idk what you mean by that i have had unreal for 3-4 days

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all this started from me trying to get these animations working and switching to a new char model

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:/

mortal grail
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i dont know if this channel is appropiate but make a screenshot of what you're doing and upload it to #blueprint

frosty hollow
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k

bleak widget
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i have some problem with hierarchy of child actors. I create Base Item actor, setted up enum parameter. Then create child actor and define category in the enum. Then create actors which spawned. When my character overlapping , i trying get enum from this actor using interface

brazen knot
#

When I release my game on the Epic Store, then sometime later it becomes free do I get paid for it from Epic, or no?

bleak widget
#

begin overlap is enable to interact with actor. End overlap - disable

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and still dont know how to do it

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😩

flat idol
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Andrey, add a method to the interface called "GetThatEnumBaby", with the enum in type as an output. Add interface to the base item actor blueprint. At the functions, implement the interface method, where you connect the enum property in base item actor to the return. On overlap event, you grab the overlapping actor, and call the interface method on it. It will give you the enum.

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Probably this can be done much easier without interfaces.

bleak widget
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I came to the same conclusion. I have little practice with Interfaces

proud verge
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This is an example of the Navmesh problem, once it reaches the limit of height, it canot go higher

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This landscape is located at: (X=-102589.179688,Y=-473923.468750,Z=87534.085938)

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moving the landscape even a bit higher, makes the navmesh to not create green path, same if i move the landscape too low in the scene

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what can i do to edit the height limit of navmesh

plush yew
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So I'm trying to set up collision on some items I have laying around the map. I can't seem to get the settings to work how I'd like though. Is it possible to have the players ignore items, but not have the items ignore players? So if a player walks onto an apple they don't wig out but the apple still moves away from them.

elfin igloo
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you can make your own collision boxes around your character from my experience with them if you were to use say the box collision it wont affect the ground or where you walk so you could theoretically make a box a little bit bigger than the capsule module and it would only affect non static props

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you have to code them manually if theyre gonna affect collision with the ground

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@plush yew

plush yew
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If the box is connected to the player wouldnt it still hinder movement on collision?

elfin igloo
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no. if you place the box collision and remove the capsule your guy will fall through the map

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the collisions boxes unless specifically coded only affect dynamic props

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i think thats what theyre called

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the ones that move like the apple you talked about

plush yew
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I'll keep that in my notes, thanks

elfin igloo
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i found that out when i wanted to make a proper crawling character

plush yew
#

If anyone was curious about the collision between players and apples I discovered that setting ignore to overlap got me the results I was expecting

coarse wigeon
#

Well this talk looks like fun

proud verge
#

While painting a landscape with the circle brush, how can we hide the blue color that shows you the brush location.... it confuces while painting because we cant see how the paint is loking

plush yew
#

Don't know if this is the right place to ask this but I'll do it anyway. While working in UE4, I place my actors, blueprints and objects etc into separate folders in the World Outliner because I want nice cleaned up structure. This unfortunately doesn't give me a lot of visual structure because UE4 constantly un-collapses those folders while I'm working. Is there any way of telling the editor to never collapse or un-collapse by itself?

#

Maya's outliner remembers if you've collapsed or expanded the groups and never changes the state by itself.

true shuttle
#

Can I set up a basic bot to do some random movement without getting into BehaviourTrees?

abstract relic
#

yes

#

He got a series where it's done in character bp if I recall correctly

sudden agate
#

@proud verge did you even place a Navmesh Bounds Volume?

#

@plush yew unfortunately, this is a behaviour i find annoying aswell. you could write a Bug Submission :P

devout grove
#

What channel if any is for support? or is it only voice chat?

whole quarry
#

what kind of support?

devout grove
#

@whole quarry I'm kinda newbish, just with blueprints

whole quarry
devout grove
#

Thank you

whole quarry
manic pawn
#

all of these are support channels

elfin igloo
#

that doesnt work

#

i cant find out why

#

it looks fine

wary wave
#

why are you blending in thirdpersonrun twice?

elfin igloo
#

i want his feet to keep moving while his arms do the "aiming"

wary wave
#

right, okay, now define -'doesn't work'?

elfin igloo
#

his arms dont aim

#

he just twitches for a second if i press the button

#

then continues to run like a fuck up

dim arch
#

I pulled the latest 4.21 after building 4.21.2

#

and it wont build now

#

any ideas how to fix that?

wary wave
#

@elfin igloo - is the bool staying set?

dim arch
#

derp, just gotta rebuild instead of build

elfin igloo
#

@wary wave honestly forget about that problem. could you tell me how to have my player locked with the camers X axis? i found a way to rotate him but it like flips his body too.

languid shard
#

quick question lads !

#

When you do a string search, the "contains" match option checks for the whole string or the words in that string ?

#

ie if I use the search string "glass glasses glas" does it search a match for all three words or just the full value ?

copper fable
#

what is the diffrence between local and relative space?

plush yew
#

Relative - relative to parent

#

Local - relative to itself

#

Ithink

keen frigate
#

@copper fable Relative is relative to parent component. Local location is relative to world origin (x0,y0,z0). For instance if you move an actor to world location 0,0,0 it would move to the center of your map/level. On the other hand if you move it to relative/local location 0,0,0 it wouldn't move at all because 0,0,0 is always the actor's current (relative) location. In other words absolute means in relation to space the actor is in, relative/local is in relation to the actor itself.

copper fable
#

is there a way to convert from local to relative?

keen frigate
#

It would help if you told us what exactly you are trying to accomplish.

copper fable
#

it is quite hard to explain 😦

plush yew
#

Guys is it possible to save changes in make in PiE?

#

I*

copper fable
#

why is there no set local location, only a add local offset.

plush yew
#

local location is always 0

keen frigate
#

@plush yew Nope, UE4 does not work like Unity in that regard.

copper fable
#

@keen frigate could i pm you to try and explain what iam trying to do

keen frigate
#

Sure

solar quarry
sudden agate
#

its 2019

#

people still dont know how to screencap

solar quarry
#

It was somebody elses screen
Moron

sudden agate
#

Open Level opens a level. Whatever is executed behind it isn't valid

languid shard
#

you sound like a nice guy

teal tulip
#

lol

#

cause the other person don't have Discord and can't send a screen capture

languid shard
#

well the "Moron" wasnt really nice

plush yew
#

Dont call people morons! Anyway when do you create the widget

#

When you open the level the next node will not get fired

#

Since its a new level

#

So if you recreate the widget in the next level it will be there

solar quarry
#

Thank you @plush yew . We tried executing the level after everything had fired and still no luck. Apologies for calling him a moron, but I dont appreciate trolling. Back under your bridge

plush yew
#

He was snarky but it didn't justify that at all

solar quarry
#

Well, he shouldn't instigate it. What do you expect when someone goes around winding people up when they're trying to solve a problem?

keen frigate
#

@solar quarry Sorry, to bud in but you can't react impolite every time someone says something that may insult or wind you up. Exhibit patience and reply politely. What would happen if god forbid someone gave a bad review/comment for a game or product you've created. Best practise in such situations is to ignore such remarks. πŸ˜‰

sudden agate
#

guys. I couldn't care less. No need to discuss this.

#

Just a sidenote: A Screenshot may be better than a photo, since people wont be able to read things on a camera photo

solar quarry
#

Noted, I sincerely apologise for the outburst. A bad review would be fine, and completely different to a pointless trolling comment that had only the purpose of pointing out something irrelevant.

#

If thats the case, you could have asked for a clear screenshot, rather than resorting to pointless comments, to which I would have happily obliged.

#

Noted, will use direct screenshots from now on.

regal mulch
#

Both reactions were shit. Just saying.

#

But nice that you resolved this (:

solar quarry
#

Fair enough
I can agree with that

regal mulch
#

So yeah, try to move the "RemoveFromParent" stuff infront of the OpenLevel node.

#

Even though I'm half sure that OpenLevel won't cause a level change in the same frame.

#

If that still fails, put a delay node with 0.0 seconds between remove and openLevel

#

That will wait one frame

solar quarry
#

Thank you, will give that a try asap. Much appreciated.

plush yew
#

Hate to change the subject but I have a question.

#

Should I continue playing my ps4 every day or put all that time in to learning unreal. πŸ€”

upbeat trench
#

whatever leads you to eternal oneness quicker

plush yew
#

I was hoping for an answer like that πŸ‘Œ

tardy stump
#

but since it's eternal, does it really matter how soon will you achieve it?

solar quarry
#

We fixed the menu
Turned out to be nothing to do with the code

elfin igloo
#

how do i make this only happen when i press a button?

upbeat trench
#

use a state machine

#

or alternatively learn to mumble rap, get rich, then pay someone else to do it for you

elfin igloo
#

i tried putting it in the state machine but it said that movement was in an "infinite loop"

#

and idk what else to connect it to

#

@upbeat trench

frosty bloom
#

@elfin igloo Blend By Bool, when button is pressed switch Boolean value

elfin igloo
#

@frosty bloom it did not work... unless i did something wrong.

frosty bloom
#

Did you pass the bool from your character to your animBP?

#

Either done through an interface or you can simply grab it on tick in your animBP

elfin igloo
#

@frosty bloom

#

??

frosty bloom
#

Not sure what I'm suppose to answer to that. You need to look at a few UE4 communication guides / Introduction to Animation blueprint etc, they can be found on Unreal Engines youtube channel.
It will benefit you in the long run if you understand what's going on

elfin igloo
#

i do know whats going on i just dont understand this specific thing and ive been doing research on this for days ive had more trouble with this aiming animation than anything like i just got it to work regularly now all im trying to do is get it to work by a key bind.

frosty bloom
#

Cast To - is a form of communication between classes, since you are trying to cast to the same class you're scripting in and with no Object input I assumed you didn't know how Ue4 Communication worked

#

What you would have wanted, would have been Cast to "Shooter AnimBP" (something like that), with Mesh->AnimInstance or something like that connected to the object input.

elfin igloo
#

sorry i think my names confused you. they confuse me too because i really did just start using unreal and wasnt sure what exactly was what. i was casting to the correct class but i failed to "Get anim instance" i tried connecting mesh to it and that didnt work i completely forget about get instance so thank you for your help ❀

frosty bloom
#

No problem, glad it got solved!

elfin igloo
#

is there something you know of i could add to it real fast to move me back a few inches when i press the aim button? its offsetting me on its own XD

upbeat trench
#

yes you probably did something wrong

#

oops, was scrolled up

dim arch
#

eh

#

just built from source rebooted and it wants to build again -_-

plush yew
#

AM I just bad or are sockets bugged?

#

Hello guys I Have a problem with my bakground blur

#

Spent so much time just trying to position/rotate stuff correctly because of weird socket behaviour

#

XD

#

I literally just changed a setting from one value to another, then back to the original, now it is different XD

#

fml

#

also I had a 'spawn at socket' for some actor, spent ages calculating the exact transform, then moved the spawn call into a function, transform changed XD

#

and the transform is some weird coordinate system because of blender I think, like if I want to increase x I need to add vector (0,0.6,0.8) or some crap lol

#

anyone can help?

#

@grim ore

#

can make the images easier to see?

#

post as 3 separate the text is too small

#

okay

#

and I set the background blur to be 5

sudden agate
#

could be a Scalability Issue. You seem to be playing with low scalability

plush yew
#

what?

sudden agate
plush yew
#

okay

plush yew
#

anyone can help with my problem to write in #umg

elfin igloo
#

how do i allow a player to shoot a gun?

grim ore
#

check out the first person template and look at how it handles it in the first person character

regal mulch
#

That's reeeeeeeeeeeeeeeeeeeeeeeeeeally basic though

#

Not even a second Actor is used for that

elfin igloo
#

yes i have a basic shooting structure

#

from my camera

#

but im ready to try and make it work with my weapon now.

#

please.

#

oh daddy im ready for it

#

i just want my guns to be hard to aim kinda like arma

#

its a horror game and i dont want them to be in control of the guns as well when they run around

#

@regal mulch plez help :c

frosty bloom
#

Please spend some of your own time to get stuff working before tagging people and asking for help, this isn't google

elfin igloo
#

i have been

#

i do this all night long by myself

regal mulch
#

It's not a small topic

elfin igloo
#

ive gotten so much stuff working i cant find that specifically

regal mulch
#

Creating a weapon system takes a bit, even for more experienced users

elfin igloo
#

everything just tells me to put a arrow on my camera and do it that way

regal mulch
#

So I can't just tell you what to do

#

You have to utilize the same stuff that one always utilizes

#

Spawn the Weapon

#

Keep a Reference to it

#

Make a function in it "Fire"

#

In that function either use a line trace or spawn a physics bullet

#

Call that function via the Reference

#

Spawning the Weapon would technically happen in your Character

#

then you also have the reference in your character

#

etc.

#

The rest is up to you to configure and setup

#

I don't even know how you weapon is supposed to work

elfin igloo
#

what specifically is referenced for the left click?

regal mulch
#

Sorry?

elfin igloo
#

idk i tried making my own and what i did sounded alot like what you said but i kept getting errors when trying to cast

#

ill go back and redo it all keeping all of what you said in mind

#

ty

regal mulch
#

Also there are most likely a shit ton of tutorials on youtube

#

That explain how to do weapon systems

elfin igloo
#

idk man i must be looking up the wrong thing because none of them tell me what i need they all either show how to set up a weapon with no functions or fire from an arrow in the camera

#

please somebody link me to a video or something. i cant find anything and i googled for like 30 minutes before coming here and im still googling not seeing anything

frosty bloom
#

Doesn't get much easier

elfin igloo
#

my problem is i am watching videos and reading forums but half of the time i build an entire script and not shit happens

frosty bloom
#

That's what happens when you copy paste from several sources.

#

Learn what you're doing instead. It solves all problem

elfin igloo
#

bruh how am i supposed to learn what im doing when nothing shows me and everyone i ask tells me to look it u

#

up

#

it doesnt help that almost every video is from old ass updates before they changed half of the shit around

#

so i doesnt make it easy at all to learn from old ass videos

regal mulch
#
  1. You won't learn this today, or tomorrow, or by the end of the week or end of the month.
    This stuff takes time to learn and if you aren't that far yet then you have to watch tutorials and try it that way.
#

A weapon system is complex. For a beginner, depending on the system, it will most likely take a week or two to get this running

#

Depending on how complex it is, I would probably take 1-2 days (8 hours a day) to get that system going, not counting creating several subversions of the guns.

#

And I know what I do, so be more patient

grim ore
#

I am super confused. how do none of them tell you what you need or is it that specific that no one else did it?

regal mulch
#

That's the third point I wanted to write:
These tutorials might not show exactly what you need, so you will have to follow the one that is the closest to your problem and then adjust it.

elfin igloo
#

everything has extra stuff i either dont want or they end up doing something that for some reason doesnt want to register with mine

#

like for example i saw one that seemed to show it all

grim ore
#

follow tutorial #1, learn concept. repeat for tutorial #2-10. Create your system based on what you learned form tutorial 1-10.

elfin igloo
#

except he had added on invisible meshes on his character i didnt have so i made one from how it seemed he did it

regal mulch
#

The point is to learn from the tutorial, not to copy paste what they do

elfin igloo
#

but it did nothing and the gun didnt work

#

and other people want me to use projectiles and i dont want that

grim ore
#

copy paste -> problem -> fuck I never learned anything so now I am stuck. repeat till you give up.

elfin igloo
#

i already have good shooting from my camera

grim ore
#

if you do this... you are not going to get anywhere

regal mulch
#

What's the issue if you have shooting done?

grim ore
#

he wants the shooting to be more random or to come from the weapon it seems like

elfin igloo
#

i want the bullets to come from the arrow on my gun

#

not the arrow on my camera

#

i want the trace so thres no projectile involved

grim ore
#

and if you learned while doing you would know how to do that

regal mulch
#

The actual "shot" will always be from the Camera, cause otherwise you take away the ability to aim for your players

frosty bloom
#

It's very basic, really.

elfin igloo
#

the only thing i have as a problem i cant solve is the gun wont do its own thing

regal mulch
#

If you want to shoot the bullet from your Weapon towards the thing the player aimed at

#

You need to perform a littel bit of vector math

#

The original lineTrace

#

That goes from your camera

#

Will either hit something or just end cause it didn't hit anything

#

Both gives you a location

elfin igloo
#

i want it to hit where the gun is aimed

#

i want it to be hard

#

like arma

#

when youre running around shitty aim

regal mulch
#

You'll have to implement spread then

#

Or whatever it's called

elfin igloo
#

if i can just link the trace to the gun itself ill have what i need

#

noooooooooooooooooooooooooooooooooooo

#

the animation moves and makes it hard

grim ore
#

if you have an arrow and an arrow why not replace the one arrow with the other when trying to fire?

elfin igloo
#

because i want to implement more weapons eventually

regal mulch
#

I get what they want, they want the weapon movement to affect the actual aim

grim ore
#

so what's the problem with doing it this way? get weapon -> get arrow -> fire

#

you already said you can get the camera and the arrow and fire, so replace get camera with get weapon

regal mulch
#

You can't fire from the Weapon itself, at least not if you aren't aiming down sight

grim ore
#

what he "should" do and what he "wants" to do are not the same in this case

#

I dont think trying to help him do it right is going to work for him lol

regal mulch
#

It's way too big of a system to teach here

#

Even remotely, because the key words we pass to him aren't helping him

#

And no one here should create that system for him for free here.
So either you hire someone or try to use tutorials and your own testing further.

elfin igloo
#

yes it does

#

i have tried to cast to the weapon

regal mulch
#

The weapon movement actually affecting the aim is faked

elfin igloo
#

i dont know man. like sorry for trying to get help

regal mulch
#

We already gave you a lot of info

#

The weapon aiming harder when you move has nothing to do with the weapon tiself

elfin igloo
#

yea but with insults attached

regal mulch
#

Neither with any of the animations

elfin igloo
#

its all good

#

i get it you guys are great at it

regal mulch
#

This is done via code

elfin igloo
#

im not

regal mulch
#

going defensive won't help you either Β―_(ツ)_/Β―

elfin igloo
#

throwing random insults doesnt help me either

regal mulch
#

Not a single insult was thrown. We simply told you that stuff like this isn't straight forward or easy to do.
And if you are struggling with it then you should refer to more tutorials and try around more.

#

I don't get what you are expecting us to do? I won't code this for you.

elfin igloo
#

i sit here for alot of time doing stuff on my own and getting things done. i just want the get the point across im not retarded and im not trying to get someone to do it for me. i just need to see it to understand it i guess

#

and i havent been able to find what i need yet

regal mulch
#

That's all good and stuff, but one issue is that you are actively trying to find the exact thing you need as a tutorial

#

And that won't exist 90% of the time

#

i just need to see it to understand it i guess
For you to see it without a tutorial, someone here would need to make it.

noble barn
#

Where would I post questions about crashes or rather general information? For the time being, I'll ask it here but feel free to redirect me an appropriate channel. One of our customers has send us this video: https://www.youtube.com/watch?v=vRHB4Ujsm0Y&feature=youtu.be

There you can see him using our launcher to start Ovation, which launches right after the little window says "Launching Ovation..", however you see a "fatal crash" IMMEDIATELY. No my question would be, do you know what kind of procedure may be executed right at the beginning, most noteably, is the game instances init function called immediately like this? Because I know for a fact that no other custom logic happens anywhere near this early

regal mulch
#

Here is what I can tell you, yet again: The harder aiming isn't done via Weapon Animation or anything like that.
The shot coming from the weapon is optional. Players aim with their camera.
You need to perform a camera line trace and then perform a second line trace from the weapon to the hit point of the first trace.
However the whole "hard to aim" stuff comes from code. It should also be hard to aim if you have no weapon even equipped.
Means the initial line trace from the camera needs to be affected by you moving

elfin igloo
#

im just gonna put the code back to how i had it and show it to you and maybe you can just tell me which part is fucked and ill look into figuring it all out

grim ore
#

@noble barn you can try making a debug version with debug symbols and hope when it crashes you can get a crash report from it

regal mulch
#

@noble barn Yeah you should def try to get logs from that crash

#

Development Build and packaging Symbols will help you further

#

It's pretty hard for us to give any advice based on just the error window

noble barn
#

I don't get the crash myself, that's the issue kinda

#

and I can't attach a debugger before actually starting the app, or can I?

#

only way I know how to attach one is by selecteing the process in the task manager, means it already must have started

dim plover
#

I think it automatically attaches when you start the app. You may have to rename the .exe or manually look for what process name to look for. I remember someone else did this.

elfin igloo
#

one of them is in the weapon and the other one is in the player

dim plover
#

I don't think those casts will ever succeed. I think that's why there's a warning under them.

elfin igloo
#

im trying to find out why :c

dim plover
#

The classes don't share inheritence in that way. Probably what the warning says.

regal mulch
#

You are grabbing a Meshes Animation Instance

#

And trying to cast it to a Weapon_Base Class

#

That's basically like trying to cast a Hammer to be an Apple

#

What is that Mesh? CharacterMesh? WeaponMesh?

#

If it's the WeaponMesh then why is it in the Character if you have a Weapon Blueprint?

#

The WeaponMesh belongs into the WeaponBlueprint

#

And in the second image you again try to cast to a class that isn't a child of the AnimInstance

elfin igloo
#

then what is the object supposed to be 😒

regal mulch
#

If you have a Weapon Blueprint

#

Did you ever somewhere spawn that weapon?

elfin igloo
#

it spawns in my hands

regal mulch
#

How?

#

Where?

#

Where are you calling "SpawnActorFromClass"?

#

Cause if you spawn a Weapon you are mostlikely doing that

elfin igloo
regal mulch
#

Yeah no

grim ore
#

lol

regal mulch
#

That ReturnValue that you are using to Attach the Weapon

#

That is the freaking weapon you wanna use

#

You have to save that to a variable

#

Then you can freely access it

#

(as long as you don't destroy the weapon at some point though)

grim ore
#

^^

slim compass
#

Hello,
Why is UE4 22gb big, most of the game engine doesn't even hit 10gb

grim ore
#

because you installed all the optional items?

slim compass
#

no, it is 22gb by default

grim ore
#

because the default installs all the optional items

slim compass
#

let me check

hidden aurora
#

My 4.22 is 32 gb

grim ore
#

4.22 is 12.2GB here

slim compass
#

oh ok i see option and scaled it down to ~12gb

wary wave
#

you probably want some of those optional items, I suspect

grim ore
#

yep everyone needs to build out to IOS and Android πŸ˜›

#

and don't forget the source code, it's needed

slim compass
#

ok, why i dont see macos under target platform

silver crown
#

Cuz you're on Windows?

slim compass
#

well, dual-booted windows on imac

#

so i will have to reinstall ue4 on macos?

silver crown
#

Yes

slim compass
#

ok

silver crown
#

Need to be on a mac to target apple stuff

slim compass
#

did ue4 became fast on macos with metal?

#

i used to use ue4 few years back on my macbook pro

#

and it was rather slow

#

rechecking ue4 again

plush yew
#

guys is github worth it for a one man project or is a memory stick ok?

sudden agate
#

Source Control is always a good idea

grim ore
#

it's not the metal that is slow, its the macbook that was causing it to be slow 😦

slim compass
#

intel i7 isnt slow or is it?

grim ore
#

the GPU's in macintosh machines are just not up to snuff

slim compass
#

it is integrated

grim ore
#

yep that would do it, UE4 can't make a rainbow out of a turd no matter how much you polish it

slim compass
#

yeah but my macbook pro run fast using blender or when using game engine like armory

honest vale
#

i7 is slow if you're talking about graphics

#

blender is just displaying a 3d mesh, it's not a game engine that does a plethora of other things

slim compass
#

played fortnite on my mac(uses metal which is fast) and played other game like apex and warframe on window(uses opengl which is slower than metal) but apex/warframe outplay fortnite in term of performance

honest vale
#

I think Metal is still under quite a bit of flux anyway

#

at least on dev-rendering branch there's a ton of commits for that recently

worn kestrel
#

I have a quick question, how do I use the job bot?

#

Thx I’ll check the pins

plush yew
#

trying to learn github but its like trying to learn old norse, all I want to do is save a backup of my project

grim ore
plush yew
#

ok ty will look

abstract relic
#

Ah, good old Sourcetree

worn kestrel
#

This way is pretty easy to learn @plush yew

frank escarp
#

dont use github with unreal

#

use SVN or perforce

#

if you are a noob, use SVN (its the simplest of all systems)

#

github has spectacular drawbacks when used with unreal and can be a spectacular headache

worn kestrel
#

What are those drawbacks might I ask?

#

I’m pretty new to this myself

frank escarp
#

Git stores a full copy of every file

#

every time you upload it

#

both in the server, and in your own pc

#

and when you "sync" the git repo

#

it will download every version ever of your binary file

#

unreal is all binary files

worn kestrel
#

Isn’t that what gitignore is for tho?

frank escarp
#

its a worst case scenario

#

nop

#

becouse it happens on blueprints and maps

#

SVN does not use extra space in your local drive

#

tho it will store one version of each binary file on the server

#

but SVN is ridiculously simple

#

you right click a folder

#

and click SVN commit

#

it gives you what files you want to upload + upload message

#

and THATS IT

#

there is literally nothing simpler

worn kestrel
#

I see

#

Makes sense, thank you :)

grim ore
#

yep yep there are better choices for sure than git but hey it's better than nothing for backing up

frank escarp
#

for indie teams, the best is svn

#

just nothing simpler than it

#

next is perforce

#

but perforce is more complex to setup and to use

#

git is absolutely incredible for code

#

the best

#

but for binary assets (all of your unreal assets) is the worst

worn kestrel
#

Guess I got some work to do tomorrow, I’ll have to learn svn and switch my stuff over

#

Then again all I have made rn (that works) is a grapple hook system so not too much to screw up if I do mess up haha

grim ore
#

you say that now then when you lose it all you break your mouse on the wall and scream that you forgot how to do it the same way

#

then you run out the house and into the street and start breaking cars with your hands

#

the next think you know the army is there and you are now a super villian

worn kestrel
#

I mean it’s literally a copy paste of a tutorial so I won’t be that mad lmao

#

I’m more annoyed about when I wall run then grapple hook, it causes my wall run to work mid air off the wall πŸ˜‚πŸ˜…πŸ˜­
So the pawn floats around like a ghost

#

Well was planning to remove the wall run anyways for now

plush yew
#

I already have an initial commit on github I made ages ago. May switch over to bitbucket/ svn if its easier then. Was trying to upload some files to github and it got stuck.

grim ore
#

either one works as a basic git server, I just use bitbucket because prior to this year you could have private repos for free

#

github you had to pay for private until recently.

#

definitely look into a real SVN/Perforce setup once you get a real project going tho

worn kestrel
#

Yeah I saw that was pretty shocked lol

#

Worked with GitHub last year and just got back to it to find that out

plush yew
#

I now understand it all a bit better, but is there any disadvantage to just using memory sticks other than costs? I now know to not care about saved and intermediate. This is from a very unprofessional PoV (have implemented source control anyway)

#

Of course its more limited but this is solo.

lofty hollow
#

Are there any good tutorials on how to create weapons using c++?

cloud cobalt
#

Shootergame is probably a start

#

The docs might have some stuff on multiplayer shooting

cedar snow
#

@cloud cobalt OOC how did you do modding with your game?

#

IIRC epic puts some restrictions on ue4 games with modding?

cloud cobalt
#

Intense pain, months of screaming at the engine code, and a terrible non-solution

cedar snow
#

jfc that doesn't sound good

bitter iris
#

the day i wish for the restore button to actually work please come 😦

cloud cobalt
#

The short version is, UE4 modding means you distribute a prebuilt UE4 editor with some of your assets through the Epic Games Store

#

You can work on Steamworks support, either with our hack (hidden launcher that syncs the Steam mod folder with the game at launch) or directly with the steam SDK (hellish on the UE4 side)

cedar snow
#

so steam would be already out then?

cloud cobalt
#

Steam distribution of tools is 100% out

cedar snow
#

but that's the case for full conversions, right?

cloud cobalt
#

Not sure what you mean, but basically you only distribute the UE4 tools on EGS

#

The game, mods, modded games don't have that restriction

cedar snow
#

thanks for explaining, seems like the unity peeps are better off here for a change grumble

plush yew
#

I set up my project on sourcetree but it's not appearing on Bitbucket. I got to here (following MatthewW's video) and I'm wondering if it's enough if it's not on Bitbucket. Maybe it's just a visual bug. Grateful for any help.

cloud cobalt
#

UE4 modding is a shit experience, unless it's a core feature of your game, and decide to opt out of engine features for content creation @cedar snow

#

Like if your levels are procedurally created, or you actively load assets yourself with your own file format etc

#

Technically if the scope of modding is well understood, you can do it

cedar snow
#

what do you mean with engine features for content creation? like shaders, bp's ?

#

or in general assets assembled in the editor?

cloud cobalt
#

Well let's say you're doing a game like Besiege (google it if you don't know it) : levels could be created in-game and saved to a trivial format that can be shared on Steamworks, no engine tool needed. Textures are also pretty simple to load from files ; meshes are more complicated but feasible using the proc mesh comp.

#

Shaders or Blueprints would be nope

#

But you could provide a master material that has a parameter for albedo roughness normal, and voila

cedar snow
#

yeah like you said, you have to take modding into heavy consideration when making your game

#

thanks for taking the time explaining it @cloud cobalt

cloud cobalt
#

Using UE4, my take would be : either go 100% for it as a core feature, or don't do it at all

#

There is no way it's less than 2 months of work overall, including EGS publishing

coral folio
#

Hey guys I'm about to create an AR project combined with VR,
My idea was to have an oculus headset with attached on top a stereo camera (zed mini maybe ? ) So that I could easily swap in Unreal between AR and VR... What do you think can be the best hardware camera other than the zed mini ? to give real life, immersive stereo vision ?

oak temple
#

Any tips on optimizing a model for Unreal? This isn't really my thing usually but I took a contract to setup a scene and currently the assets provided are causing a flag in unreal for texture streaming over budget. Most likely the project will be run on a Quadro, but I am unsure if that will help the situation.

grim ore
#

disable the error, see how it performs, move on!

oak temple
#

Just figured it out haha thanks though!

#

Another weird question is should I abstain from using specular map setups due to unreal being a metallic map engine?

#

Currently their maps are all specular

cloud cobalt
#

Mostly yes, unless specific conditions

grim ore
#

depends on where the maps come from but UE4 supports specular in general as in all materials have specular but it's not the PBR setup

cloud cobalt
#

Specular is supported but is a minor contribution to rendering

oak temple
#

So it has a heavier cost but will still look good?

cloud cobalt
#

It doesn't have a cost

oak temple
#

oh I see because of how unreal renders it might not look as good?

cloud cobalt
#

The basic idea is that albedo, metalness roughness normal are very important and greatly affect the result

#

Specular can be useful but isn't a primary resource

oak temple
#

alrighty I bought substance cause I figured they would need to be changed

grim ore
#

plug in your textures, look at how they react to the light. put a 0 value into specular, see how it reacts. change the 0 to a 1, see how it reacts. then uhm see if you need a map for those values lol

#

by default all materials have a 0.5 for specular so.... it splits the difference. and by all materials I mean the ones that support it because UI doesn't but that would be silly but I felt I had to say it anyways because sometimes people are weird and they hold you to exactly what they say because they are bored.

oak temple
#

oh interesting

#

thanks for the help

#

oh just to be clear to I mean they are using a specular map setup not just the specular map, so they are using specular gloss and albedo instead of diffuse, metalness, roughness

grim ore
#

yep yep, UE4 doesnt support that as the path so it would be best to convert it

oak temple
#

ok that makes me feel better more tired but its the correct choice then thanks

grim ore
#

that is one nice thing about the default Unity material setup, you can choose one or the other PBR setup

sudden agate
#

you can convert Specular workflow into metalness workflow by inverting the gloss.

#

thats your roughness

cloud cobalt
#

A good thing to know is that a specular map can work out well as a roughness map, with some trivial djustments

#

^

sudden agate
#

afaik Unity doesnt let you customize the texture usage, you have RGBA in all cases, which may be too much memory usage.

oak temple
#

interesting I was considering using bit2map to convert the albedo textures into diffuse, roughness, and metalness, because I figured the albedo held enough color information for that task am I incorrect in that assumption and should go through and convert the gloss etc through those sort of hacks instead?

#

other option I am currently doing is just re-texturing using substances I have from source

ancient otter
#

Guys my fog is covering my sky, do you guys know any type of fix?

#

ik its normal but i would like it to not be like that xd

plush yew
#

Followed everything in the tutorial to set up source tree. Everything works fine with source tree. However on bitbucket I cannot see anything. I had an error that I had no remote and I am fiddling around with settings. Thought it may be to do with also having a github account. Can anyone help? Also am I able to use only source tree to re access my work in case something goes wrong or do I need it on github/bitbucket too?

#

And @ancient otter try fiddling with the settings on the fog

ancient otter
#

ok

plush yew
#

even simply might be too high on z axis

craggy helm
#

Hey guys! Building a landscape and need some grass and dirt textures with normals, heightmaps

#

Where can I find some free resources? πŸ˜ƒ

#

Or where is everyone's go to for free textures?

oak temple
#

no go to for free textures there are alot of sites that I use though

craggy helm
#

thanks!

grim ore
#

@plush yew source tree is just a free client to access git repositories, its just a pretty face for git.exe basically.

plush yew
#

but could I restore my project only using that

abstract relic
#

Sourcetree is an interface. Nothing more, nothing less

plush yew
#

its not appearing on bitbucket or github I renamed some files and may have messed something up, I would like to know how to if anyone has the time. All I am seeing is this default 'readme' thing.

#

Might also be that I also have a github account and in 'author' on sourcetree it mentions github. oh well

grim ore
#

if you see nothing on bitbucket or github then you have not pushed any files to the repository yet

azure shore
#

hey, is texture streaming pool over (whatever number) really a problem?

abstract relic
#

Aye. β€˜Commit’ is just to rethink your decision before Pushing 😜

azure shore
#

never seems to do too much to fps

sonic ruin
#

Hey we got any voice actors in here

grim ore
#

It's a potential problem for videos cards with a sorta reasonable limit

azure shore
#

oh

grim ore
#

like my laptop has an iGPU without any dedicated ram so it would be an issue, my desktop has 8gb ram on the GPU so it laughs at the message

azure shore
#

lol ok

#

you dont seem to have to do much for it to show

#

its always showing

grim ore
#

and its probably your texture settings. like 8k textures on multiple materials or no LOD's or blah blah lots of textures not optimized

#

I used to get that error alot on my old 760 when testing the infiltrator project but upgrading to the 1080 it mysteriously disappeared πŸ˜‰

azure shore
#

ah but Im pretty sure most of my textures are pretty low quality

merry gazelle
#

I've been working on a ticker system that randomly refreshes float variables (every 5 sec). It's starting to look relatively hefty / complex however my systesm still runs at 120fps / 8ms. I was wondering if breaking the system up into 4 widgets BP's would be benificial?

grim ore
#

shouldnt get the error then unless maybe your using an iGPU on your own machine for some reason? something with miniscule memory.

azure shore
#

so I saw the command, am I right in thinking higher values will be more demanding?

grim ore
#

no it just means the engine will bitch less at you because you are not going over the new limit

#

like if your pool limit was say 1gb and you ran it on a 2gb card no issues. same thing but running it on a 256mb card then issues. your limit is just what it's going to try and use effectively

#

if you are aiming for a 4GB target card and your limit is 1gb now and the error goes away then no real issues

azure shore
#

seems odd that you can just type that in to shut the message up without doing anything to performance

grim ore
#

it's one of those safety type things pretty much. I mean I know it's a setting and all but it's set at a low realistic level for a well optimized game and not something like a high end visualization project

#

it will muck up performance if you set it to like 4GB, use it on a card with 1GB, and try and load up a ton of textures

#

but setting it to 2GB, loading it with 1GB textures, and using it on a 4GB card is just changing the setting to reflect your project

azure shore
#

Im making an infinitely genereted thingey, but what if each room has at least one light in it? will that be pretty bad for performance?

grim ore
#

a single stationary light or a movable light or a static light? can you get away with using static lights or are you generating everything at runtime in the level? like is it all runtime creation or just piecing together rooms that are pre built

azure shore
#

every time you enter the room it spawns a new one

#

theyll despawn after some time of course though

#

but some will spawn multiple rooms

#

like about 3 at most Id say

grim ore
#

yeah if it's a pre built room then you can build them out with static lights more than likely to get them looking right and moody

#

but if not a few movable lights in a confined space would be fine

#

since the lights would be occluded anyways

azure shore
#

also, would you have any advice for making the whole room lit but looking like its from a spotlight in the ceiling, yet it still lights the ceiling and everything?

#

obviously a light in the centre of the room would do it but as things move close it yeah you know how itd go

grim ore
#

well you can use a general ambient light to give the entire world some lighting but uhm... maybe just light the room with a low static light and then use your spotlight to give it some more flair

#

i am suuuuper bad at art stuff

#

lol πŸ˜ƒ

plush yew
#

Updates were rejected because the tip of your current branch is behind source tree 😦 sad times

azure shore
#

oh ok so I can spawn loads of room with lights with no fps drop

#

my pcs been having some rough times for some reason running ue4 really badly but just a minute ago I got it fine again

grim ore
#

well what you can do all depends on your machine but a few items and lights are no big deal

azure shore
#

yeah

#

thanks

grim ore
#

if they are all "spawned" but not visible then it is even better as culling will help performance

azure shore
#

ok so yeah basically idk what Id do for lighting the whole room then

#

the world is just blackness, so the only light is from the rooms themselves

ocean wind
#

Heyo bois

#

Trying to send a level to someone but it's 10GB

#

I was told that I could start a new project in UE4 and then import that level and it will only import the necessary stuff

#

Not really sure how to get at this and I cant really find a tutorial on it

fierce tulip
#

"ue4 migrate level" was enough for a search

ocean wind
#

Alright, thanks πŸ˜…

#

I was searching for "exporting" and stuff, dumb me

fierce tulip
#

its fine. takes time to learn all the lingo πŸ˜ƒ

merry gazelle
#

what does lingo mean?

waxen glacier
#

"the vocabulary or jargon of a particular subject or group of people."

#

πŸ˜ƒ

fierce tulip
#

i meant jargon (im tired)

merry gazelle
#

oh you mean argot

plush yew
#

usb stick it is. screw this git crazy jiggerpokery

abstract relic
#

Source control is life. Accept your fate and learn it 😜

dim plover
#

No source control yolo.

safe linden
#

trying to figure out and get this ik system and this shooter system to work together, yet somethings glitching

sour wadi
#

Anybody tried to process MemReports to work in Excel? They're not really sorted and our game is very large so I really need to sort them

sleek spear
#

does dynamic movable lighting work with foliage?

hidden aurora
#

ue 4.22 crashes when deleting material parent from instance, and the instance still on proyect keep in mind

sharp crest
#

Anyone been working with the Discord Store today?

#

It's open to everyone for a $25 fee

sleek spear
#

hmm i see. foliage shadows dont work when raytracing enabled

brazen forum
#

Hey guys. Im new to making multiplayer games in Unreal and I have a question. Is there a difference in the creation process when making a multiplayer game where the server is a dedicated server, rather than making a game where the server is a listener server?

grim ore
#

yes there is

#

with the listen server there is generally less work as you can count on the server to be a client as well so certain commands will "just work" for you as the listen server. however in the end you should not really be programming for that case and program it for the dedicated server so it works properly on both sides.

#

buuut... if your listen server is that way for a reason, like if the listen server leaves the game quits, then yeah your gonna have a difference in how you plan out your functions and replication

#

so uh... yeah... there is a difference between the two and the biggest one is if you only test and setup the listen server you are bound to find issues if you switch to dedicated because your code is tested with the server being a client as well

plush yew
#

Am currently in the process of building my pc and was wondering if anyone had any input as to what minimum and maximum requirements should be other than the generic suggestion on unreal website. Basically what I want to know is what is suggested for a worry free build that will run in to little or no trouble performance wise unless self inflicted.

crisp fable
#

is 4.22 in a good state aside from the RTX stuff?

#

there are a few features that would make my life easier but i dont want to move to it if its still pickled

grim ore
#

@plush yew your goal will be important for this. I'd say at least a 4 core with hyperthreading for decent snappiness. A 1060 or higher GPU for handling middle grade scenes. 8gb ram or higher based on your target. SSD without any question.

#

I've ran it on a 4 core no hyperthreading and noticed it when compiling shaders and in the engine. 8gb ram is a bummer when trying to do any real higher end material or mesh work.

crisp fable
#

oh god yeah 8gb is too low

grim ore
#

The 1060 is a personal target as I think it's a great baseline for the price, the new 1660 is good as well

crisp fable
#

thats like mid-range spec just for running a game

#

and for the editor you pretty much want double that

grim ore
#

8gb is enough to do work, it's not as fun but the editor can do most mid level work with 8gb

crisp fable
#

its not fun is probably the best way of expressing it yes

#

if you're strapped for cash, maybe start with 8gb but allow for another 8gb stick in the future

grim ore
#

My work machine at work2 is a i7-2600, 1050ti, 8gb and it's good enough to so most support work and basic projects without complaint

crisp fable
#

because prices are coming down as well

grim ore
#

But yes I would recommend 16gb for sure :)

#

I run 64gb at home lol

crisp fable
#

i got 128gb at work and i rarely go beyond ~70gb usage even if the project is horrific

grim ore
#

I run into more issues with the CPU pissing me off than memory most of the time. Non hyperthreading machines suuuuuck

crisp fable
#

yerp

#

but then ue4's rather limited async stinks too

#

importing multiple complex assets and seeing it process them one at a time while the CPU sits at 10% is infuriating

grim ore
#

I've got a little ryzen 2500u laptop I'm working with now and it's suprisingly usable for a cheap laptop

#

It's more enjoyable than the i5-7300hq just due to not waiting on the cpu to do stuff lol

crisp fable
#

hey does anyone know what the difference is between world composition with automatic landscape tiles, and simply placing seperate landscape actors in each sub level?

#

aside from any editor convenience

dim arch
#

anyone know the console command to show network traffic data?

#

network graph/latency

dim plover
#

net stat?

#

You may want to look into the Network Profiler.

wispy oyster
#

Oh good timing, I was about to ask if it's worth the jump from 16GB to 32GB RAM for my new build.

dim arch
#

yeah using net stat but its a bit distracting, just need to see latency

plush yew
#

Awesome thx all. Had something in mind but just wanted to make sure I wasn't selling myself short. Although I won't be springing for that 1800$ CPU, halving it still seems to go well beyond the suggested. Thx again. πŸ‘

wicked lantern
#

Good morning everyone. My company is planning on buying high-end racks to run huge amount of data, remotely. Racks will be placed far away from our office (apx. 500km, 10-20ms latency), but question is; can I run VR workstation with one of the racks, remotely using UE4?

#

So can I use normally VR headsets in my office, running remotely UE4 workstation in one of the racks?

plush yew
#

I just want to know the specs on 1 of those tbh πŸ˜‚

wicked lantern
#

Intel Xeon Gold 6154 Processor 18Core
128GB RAM (196GB RAM optional)
RTX 4000 (RTX5000 optional)
1TB SSD
2x4TB HDD

wicked lantern
#

I have been looking for single information that says "yes" for hours now

wispy oyster
#

I don't know if it's possible, but I suspect even if it is the added latency would make it pretty unpleasant wrt. motion sickness

languid shard
#

@wicked lantern then sorry to announce its gonna be a flat no :/ remote VR is a no go

wicked lantern
#

That is what I suspected in the beginning, thanks @wispy oyster and @languid shard for straight forward answers

languid shard
#

would have been nice though :/

wicked lantern
#

I know, damn that would have been superb πŸ˜„

languid shard
#

pretty nice rack btw

#

_>

wicked lantern
#

I shall tell my IT-leader to buy me one Threadripper pc and RTX 😎

wispy oyster
#

No problem. From what little I know of the background workings of VR, there's still a whole lot of middleware shittery involved.

languid shard
#

get a titan @wicked lantern

wispy oyster
#

Which I don't think would work well over RDP or w/e

languid shard
#

well worth it for dev

wicked lantern
#

about RTX artifacts, have there been any in RTX titans?

languid shard
#

yeah

#

its just that the current implementation isnt stable in UE

wicked lantern
#

nvidia surely messed RTX launch well with those artifacts πŸ˜„

languid shard
#

with other stuff though, like metro

#

I've had a pretty good time playing it πŸ˜„

wicked lantern
#

we'll see if epic would implement round robin dxr for vr 😊

wispy oyster
#

Trying to convince the money people to get me an RTX card atm

#

Not going well

languid shard
#

😬

wicked lantern
#

make them poor presentation where one scene does not use dxr and other does? profit?

languid shard
#

with all the artifacts ?

#

πŸ˜‚

wicked lantern
#

oh well

#

but hey! its realtime

wispy oyster
#

I have just bought a 9700K to replace my home desktop's 2500K after it took me 30 minutes to compile shaders last night...

wicked lantern
#

Guess my face when I swapped from i7 920 to R7 2700X

languid shard
#

big step up @wispy oyster

#

I went from a 4770k to a 8700k last year

#

framerate went through the roof

wispy oyster
#

I got used to compile times with my work machine's Xeon 1650-ish πŸ˜›

#

@wicked lantern You didn't miss a digit there? That was a first gen i7?

wicked lantern
#

@wispy oyster yeah that was 1st gen

#

and pretty good tho, overclocked to 4GHz

#

I ran metro 2033 redux with gtx 760 with decent 60fps πŸ˜„

#

but gotta stop talking now, not ue related πŸ˜›

languid shard
#

yeah if we gotta talk #hardware lets use #lounge

grim juniper
#

TFW I can't log in to my account on my phone since I'm not receiving my 2FA email... GWsetmyxPeepoWeird Why can't EPIC let us use the far superior 2FA methods like Google Authenticator?