#ue4-general
1 messages Β· Page 414 of 1
@plush yew Np π
π
is there a video how he make all this or?
because I watch now preview of this all
oneislly question
is there a way to rename this ?
@plush yew file > save as, no? But actually, I'm not sure about this
...
I found it
ty
okay
but
this is made when you click on it to get you more info about the news or?
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"
How high/low level does that read need to be?
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.
So the Framework and Replication stuff is something you need or don't need?
I'll likely need it. I have no idea beyond singleplayer, honestly
Ah, then I have something for you
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
I've run dedicated servers myself but that's about it
Neat! Thank you.
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.
@mint umbra The traditional way of detecting the Material doesn't work for you?
I haven't worked with Phys Materials on Landscapes yet
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
@mint umbra Tricky, so the Material is basically one of 3 dynamically set?
(I'm a programmer, not an artist or level designer, so can only help partially)
I know that you can trace and retrieve the material like that
Yeah, it blends based on slope detection
At least that's what peeps do for FootStep sounds
Oh, maybe I can trace for the specific ground material instead of the physical material
can you help? Exi?
@mint umbra It is def for Physics though that I've done before
Just not sure about the blending
Did you try it and it doesn't work or are you just asking upfront?
Nah, Ive got everything implemented for foot step sounds and groundbased PFX, so yeah it doesn't work
I'll search a bit, I asked upfront incase anyone had the magical button answer ;)
Yeah just ask in the #graphics or #level-design channels. Might be a better start
Sure, cheers!
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?
An actor composed of several meshes?
@regal mulch can you help me with my problem?
@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.
You kinda don't want to write tons of duplicated code for each door
Neither do you want to write any other actors code (such as a panel or pc inside the ship) into the ships actor
So I would suggest making one main Actor that is your ship
And then adding Actors towards that by attaching them
okay, thanks
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.
Basically I want to simulate a galaxy.
Kind of
You most likely want to make sure that these have a good LOD system
Will anyone help me with my problem with the background blur?
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
in a networked server/client dedi setup
#ue4-general Is in case you have an issue you can't find a channel for
@regal mulch
You know why I'm ignoring you
why?
Cause you keep spamming questions.
Yeah maybe no one can answer it?
Also tagging people and begging for help is against the #old-rules
okay sorry
can anyone download the epic game launcher, like now?
why?
Most people have it installed already I asume, why asking?
yes
because both firefox and edge says "this site isn't secure" and prevents me from downloading it
certificate error
Using Chrome, not having an issue
yes
mmm... not download chrome
yes
Then that seems to be on your end :/
wtf
xD
how is that possible?
works for me too
wtf is blackboard.com ?
if I make an exception, it redirects me to blackboard at morgan state university??
Firefox uses less so it's hettrt
@glacial pecan flush the dns cache
@next badger still end up at morgan state university π¦
that's awesome. maybe you have a weird proxy in the way hijacking your stuff. Time to burn it with fire and start over.
what's the dns resolve response?
broadband provider customer service is closed for the evening so I'm going to have to call tomorrow
Did you restart PC,Modem,Router,etc?
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
Always my first steps, Restarting everything and then and only then advanced troubleshooting if needed
@vagrant pier glad you're not a Nuclear Power facility employee
ok, rebooting everything, including the broad band box in the wall made me be able to download the launcher
let's see if it lets me login finally too
Glorious
and it let me log in for the first time in a week too
god damn internet hardware... what a weird error!
and thanks everyone!
I wonder if this is what caused unreal engine to hard crash the last few days as well
unreal engine phones home?
(I know Unity does)
Tim was probably wondering why you are hanging up on him all the time when he answers
@cobalt scaffold oh yeah, and Ma too... probably went all the way to Xi
@vague horizon remove the link, you gonna be banned
(wow, that joke didn't work... Tencent CEO is named Ma apparently.) π
@vague horizon NO!
I wish the sound of thunder can be heard when lous shows up
XD
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
Hit the build button
no idea how to fix this height limit in unrel
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
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:
(X=-9159.562500,Y=-351047.812500,Z=108625.039063)
This is the location where green path stops rebuilding
as i told you is very high
but it must be
in my scene
The only thing that might affect the rebuild is that there is a colission box
do collision boxes afect rebuilding?
because i need that collision box.... maybe there is an option that affects navigation
but this collision box is set to "no collision"
you can have multiple nav mesh volumes, have you tried making them smaller and more of them?
and yes collision boxes affect the nav mesh if it would block the navigation
its actually small just for testings: (X=1.163037,Y=0.975700,Z=11.071952)
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....
@shrewd lantern I have your answer, I gave you a DM of it.
@hazy rivet yes you can do that, you can change cameras using the Set View Target with Blend node
set 'can ever affect navigation' on everything to false that might be it
@grim ore thanks, I'll watch if I can found something on youtube
well not everything just your collision box and stuff that is in the way
@proud verge it's my assumption but...top Z limit is 10km
map limit is 20x20km, so i assume it's true for z as well
Can anyone give me some points on how to make [editable text] commit add to itself. For example "1" > Enter >"1" > Enter = 2
At the moment it'll just refresh the value to "1" each time
@proud verge my bad...108k is just 1km
ok
so how can i make it higuer?
or maybe like... remove those boundaries
make it unlimited
@merry gazelle look at the functions for that text box, there should be a change and probably committed function you can use
@merry gazelle you get the event from ontextcommit, then verify commit method is on enter, then increment the value
because NAvmesh is not rebuilding a that location
@proud verge unlimited size = unlimited time to build
This is the last location where navmesh created the green path
(X=-9159.562500,Y=-351047.812500,Z=90531.117188)
@proud verge check tile number hard limit
Its: 1048576
i'm aware about the default value...i'm talking if you're hitting the limit
also, Navmesh questions are #gameplay-ai topic
if i add this value as Z, its way higuer than the location whereit stops working
number of tiles is...count...
not sure, then, donΒ΄t know what that means, first time i search for the "number of tiles"
navmesh is voxelized space
@hoary silo Thanks..
YourWelcome_02
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.
The Asset auditor?
anyone know what is up with my broken sockets? have to trial and error right rotation and location
@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
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.
@dim plover #cpp and #engine-source
@plush yew sockets location/orientation is locked to relative bone transforms
I am using the same mesh as in other levels but the sockets appear in the right places there
Just curious, but is it possible to somehow enable real time ray tracing even if your card doesn't support it?
you can set preview animation in skeleton editor
@hoary silo no...MS dropped fallback for raytracing
@next badger MS meaning microsoft, correct?
yes, not sure why, but since DXR is not supported by the DirectX itself, you can't use it in ue4
*fallback is not supported
Yeah, maybe epic will allow that once the "Real Time Ray-Tracing" market really takes off.
oh
ue4 just uses the api
Ah, I see
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.
sadly, yess
but it's entirely possible to write tools to automatically handle said manual process in a fashion tht suits your game π
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.
https://gyazo.com/7e28141ae92b2d43bda42ab354153a50 tried to do anitmations eneded up with this
xD
idk if that is the problem or not but if anyone has any idea,
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?
Turn all shadows off
Ohh. Shadows are Draw Calls?
They contribute yes. Also, meshes having more then one material set do multiply the number of drawcalls required to present you the final render.
I turned Shadows off, and it says 6 still instead of 3.
That is not how draw calls work.
I also have only 1 Material per mesh.
So it has to draw The mesh
Then the material on it
then everything after that ends up getting amped
Yes its kinda like
So if U add more materials
It has to draw it again and again and again
Ah okay. Is a Landscape with 500 Draw Calls bad too?
Because I'm trying to lower everything as much as possible.
How do you lower Draw Calls on that?
Instance meshes, lower material counts
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.
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
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.
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.
@flat idol I used the recommended UE Landscape Settings for the best performance.
Which is default.
Also. Aren't Draw Calls more important than Triangles being drawn?
So, weird question, but around when was occlusion culling, not just frustum culling, introduced in Unreal?
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.
@oblique sorrel Probably UE1. Its not new technology.
I'd like to think so
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"
Arguments like that are a spectacular way of wasting time.
The guy in general wants to start some Godot vs Unreal crusade
I was trying GoDot earlier, it was scary π¦
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".
is it just me or anybody cant be bothered sometimes to reorganize/refactor your code/blueprint in fearing of messing everything up irreversibly
ooof that is just spam, he should be kicked from the discord if so
oof he he should be downvoted and kicked from reddit lol
:) c0ldpr0xy, do it one step at a time, and be patient. use source control too, and no irreversable error will be made.
If he thinks frustum culling was only recently introduced he has no idea what hes talking about and should be ignored lol
you mean uploading every revision to github?
everytime you change 1 thing make a new commit
spend more time committing to the repo than actual work
that's actually not a bad idea
or, refactor one system at a time and test and then when it works commit π
i have this dreadful feeling that my SSD will suddenly just crash and permanently delete everything lmao
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
solid advice, ty
c0ldpr0xy, actually if your hdd would die you end up with the same problem, but neither of them die that easily
you can check with SMART values to see if anything strange going on
i have a HDD with SMART failure for the last 2 years, but not my SSD π
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 π plus I tend to not replace code if refactoring but refactor next to the old code so I can go back if needed.
but how long have you been doing this @grim ore ?
forevevers and evers
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
what does that mean it will reallocate before losing?
make a copy of the bits
your drive is underprovisioned, your drive has 100% total but you can only use like 90% of it
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
and both SSD and HDD utilize this method?
this is for SSD's that is
ah
regular drives just move bads to the bad pile and well you just have less good lol
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.
but even then, i think there are services that put your HDD in a vaccuum to recover files, not sure htough
seagate 1.5 and 3tb models are a menace, keep your house clean of those
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 π
c0ldpr0xy, that urban legend is an old one actually. a dead hdd is unlikely to be fixed, but the hope dies the last
well what are the differences between using a 3rd party software like Recuva and paying $1k for recovery services in shops?
about 950 bucks?
no i mean, what do they do that we cant do ?
i mean technically you can professionally repair it if you need and it has a higher % to get it back
hi everyone π
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
hello
so professional places don't really have fancy gear or equipment that's expensive?
for recovering purposes ofc
they have a ton of resources
basically replacement parts for all the drives so they can swap out the bad parts. They can clean physical damage if needed. etc.
i see
Yeah that's a nasty one Laox. I seen people spending months on that one. Excruciating.
I'm sorry.
so should i just restart?
hm
Hey now, we only troll Crusher. Be nice
it's all about target reference. whatever reference the node needs, make a reference somewhere
uh im new so idk what you mean by that i have had unreal for 3-4 days
all this started from me trying to get these animations working and switching to a new char model
:/
i dont know if this channel is appropiate but make a screenshot of what you're doing and upload it to #blueprint
k
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
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?
begin overlap is enable to interact with actor. End overlap - disable
and still dont know how to do it
π©
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.
Probably this can be done much easier without interfaces.
https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/Interface/UsingInterfaces This should give you a general overview of the use of interfaces.
I came to the same conclusion. I have little practice with Interfaces
This is an example of the Navmesh problem, once it reaches the limit of height, it canot go higher
This landscape is located at: (X=-102589.179688,Y=-473923.468750,Z=87534.085938)
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
what can i do to edit the height limit of navmesh
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.
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
you have to code them manually if theyre gonna affect collision with the ground
@plush yew
If the box is connected to the player wouldnt it still hinder movement on collision?
no. if you place the box collision and remove the capsule your guy will fall through the map
the collisions boxes unless specifically coded only affect dynamic props
i think thats what theyre called
the ones that move like the apple you talked about
I'll keep that in my notes, thanks
i found that out when i wanted to make a proper crawling character
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
This session describes the dynamic global illumination system that Gaijin Enterainment created for 'Enlisted'. Its implementation is based on a regular light...
Well this talk looks like fun
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
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.
Can I set up a basic bot to do some random movement without getting into BehaviourTrees?
yes
In this video I show you how to create a basic AI that roams around. We will work on making this in a Behavior Tree at a later date. If you have any question...
He got a series where it's done in character bp if I recall correctly
@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
What channel if any is for support? or is it only voice chat?
what kind of support?
@whole quarry I'm kinda newbish, just with blueprints
then #blueprint
Thank you
see #more-resources
all of these are support channels
why are you blending in thirdpersonrun twice?
i want his feet to keep moving while his arms do the "aiming"
right, okay, now define -'doesn't work'?
his arms dont aim
he just twitches for a second if i press the button
then continues to run like a fuck up
I pulled the latest 4.21 after building 4.21.2
and it wont build now
any ideas how to fix that?
@elfin igloo - is the bool staying set?
derp, just gotta rebuild instead of build
@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.
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 ?
what is the diffrence between local and relative space?
@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.
is there a way to convert from local to relative?
It would help if you told us what exactly you are trying to accomplish.
it is quite hard to explain π¦
why is there no set local location, only a add local offset.
local location is always 0
@plush yew Nope, UE4 does not work like Unity in that regard.
@keen frigate could i pm you to try and explain what iam trying to do
Sure
I have a friend who's having trouble with his game menu. The menu wont go away once you've clicked play.
It was somebody elses screen
Moron
Open Level opens a level. Whatever is executed behind it isn't valid
well the "Moron" wasnt really nice
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
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
He was snarky but it didn't justify that at all
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?
@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. π
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
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.
Fair enough
I can agree with that
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
Thank you, will give that a try asap. Much appreciated.
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. π€
whatever leads you to eternal oneness quicker
I was hoping for an answer like that π
but since it's eternal, does it really matter how soon will you achieve it?
We fixed the menu
Turned out to be nothing to do with the code
use a state machine
or alternatively learn to mumble rap, get rich, then pay someone else to do it for you
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
@elfin igloo Blend By Bool, when button is pressed switch Boolean value
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
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
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.
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.
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 β€
No problem, glad it got solved!
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
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
could be a Scalability Issue. You seem to be playing with low scalability
what?
okay
how do i allow a player to shoot a gun?
check out the first person template and look at how it handles it in the first person character
That's reeeeeeeeeeeeeeeeeeeeeeeeeeally basic though
Not even a second Actor is used for that
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
Please spend some of your own time to get stuff working before tagging people and asking for help, this isn't google
It's not a small topic
ive gotten so much stuff working i cant find that specifically
Creating a weapon system takes a bit, even for more experienced users
everything just tells me to put a arrow on my camera and do it that way
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
what specifically is referenced for the left click?
Sorry?
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
Also there are most likely a shit ton of tutorials on youtube
That explain how to do weapon systems
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
my problem is i am watching videos and reading forums but half of the time i build an entire script and not shit happens
That's what happens when you copy paste from several sources.
Learn what you're doing instead. It solves all problem
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
- 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.
- If watching tutorials doesn't help you, pay someone to tutor you via #looking-for-talent
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
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?
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.
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
follow tutorial #1, learn concept. repeat for tutorial #2-10. Create your system based on what you learned form tutorial 1-10.
except he had added on invisible meshes on his character i didnt have so i made one from how it seemed he did it
The point is to learn from the tutorial, not to copy paste what they do
but it did nothing and the gun didnt work
and other people want me to use projectiles and i dont want that
copy paste -> problem -> fuck I never learned anything so now I am stuck. repeat till you give up.
i already have good shooting from my camera
if you do this... you are not going to get anywhere
What's the issue if you have shooting done?
he wants the shooting to be more random or to come from the weapon it seems like
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
and if you learned while doing you would know how to do that
The actual "shot" will always be from the Camera, cause otherwise you take away the ability to aim for your players
It's very basic, really.
the only thing i have as a problem i cant solve is the gun wont do its own thing
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
i want it to hit where the gun is aimed
i want it to be hard
like arma
when youre running around shitty aim
if i can just link the trace to the gun itself ill have what i need
noooooooooooooooooooooooooooooooooooo
the animation moves and makes it hard
if you have an arrow and an arrow why not replace the one arrow with the other when trying to fire?
because i want to implement more weapons eventually
I get what they want, they want the weapon movement to affect the actual aim
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
You can't fire from the Weapon itself, at least not if you aren't aiming down sight
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
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.
The weapon movement actually affecting the aim is faked
i dont know man. like sorry for trying to get help
We already gave you a lot of info
The weapon aiming harder when you move has nothing to do with the weapon tiself
yea but with insults attached
Neither with any of the animations
This is done via code
im not
going defensive won't help you either Β―_(γ)_/Β―
throwing random insults doesnt help me either
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.
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
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.
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
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
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
@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
@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
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
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.
I don't think those casts will ever succeed. I think that's why there's a warning under them.
im trying to find out why :c
The classes don't share inheritence in that way. Probably what the warning says.
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
then what is the object supposed to be π’
it spawns in my hands
How?
Where?
Where are you calling "SpawnActorFromClass"?
Cause if you spawn a Weapon you are mostlikely doing that
Yeah no
lol
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)
^^
Hello,
Why is UE4 22gb big, most of the game engine doesn't even hit 10gb
because you installed all the optional items?
no, it is 22gb by default
let me check
My 4.22 is 32 gb
4.22 is 12.2GB here
oh ok i see option and scaled it down to ~12gb
you probably want some of those optional items, I suspect
yep everyone needs to build out to IOS and Android π
and don't forget the source code, it's needed
ok, why i dont see macos under target platform
Cuz you're on Windows?
Yes
ok
Need to be on a mac to target apple stuff
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
guys is github worth it for a one man project or is a memory stick ok?
Source Control is always a good idea
it's not the metal that is slow, its the macbook that was causing it to be slow π¦
intel i7 isnt slow or is it?
the GPU's in macintosh machines are just not up to snuff
it is integrated
yep that would do it, UE4 can't make a rainbow out of a turd no matter how much you polish it
yeah but my macbook pro run fast using blender or when using game engine like armory
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
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
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
trying to learn github but its like trying to learn old norse, all I want to do is save a backup of my project
It's not github but the basics apply , https://www.youtube.com/watch?v=74OfLMutOHE , you can use the same process but use github as your target and not bitbucket
ok ty will look
Ah, good old Sourcetree
Hereβs the way I do it
https://youtu.be/FXMTHrLWFKQ
Source / Version Control: This playlist will cover multiple ways to work with source control with UE4. This Video: In this video, we cover all of the steps r...
This way is pretty easy to learn @plush yew
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
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
Isnβt that what gitignore is for tho?
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
yep yep there are better choices for sure than git but hey it's better than nothing for backing up
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
Guess I got some work to do tomorrow, Iβll 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
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
I mean itβs literally a copy paste of a tutorial so I wonβt be that mad lmao
Iβm more annoyed about when I wall run then grapple hook, it causes my wall run to work mid air off the wall ππ
π
So the pawn floats around like a ghost
Well was planning to remove the wall run anyways for now
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.
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
Yeah I saw that was pretty shocked lol
Worked with GitHub last year and just got back to it to find that out
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.
Are there any good tutorials on how to create weapons using c++?
Shootergame is probably a start
The docs might have some stuff on multiplayer shooting
@cloud cobalt OOC how did you do modding with your game?
IIRC epic puts some restrictions on ue4 games with modding?
Intense pain, months of screaming at the engine code, and a terrible non-solution
jfc that doesn't sound good
the day i wish for the restore button to actually work please come π¦
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)
so steam would be already out then?
Steam distribution of tools is 100% out
but that's the case for full conversions, right?
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
thanks for explaining, seems like the unity peeps are better off here for a change grumble
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.
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
what do you mean with engine features for content creation? like shaders, bp's ?
or in general assets assembled in the editor?
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
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
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
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 ?
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.
disable the error, see how it performs, move on!
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
Mostly yes, unless specific conditions
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
Specular is supported but is a minor contribution to rendering
So it has a heavier cost but will still look good?
It doesn't have a cost
oh I see because of how unreal renders it might not look as good?
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
alrighty I bought substance cause I figured they would need to be changed
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.
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
yep yep, UE4 doesnt support that as the path so it would be best to convert it
ok that makes me feel better more tired but its the correct choice then thanks
that is one nice thing about the default Unity material setup, you can choose one or the other PBR setup
you can convert Specular workflow into metalness workflow by inverting the gloss.
thats your roughness
A good thing to know is that a specular map can work out well as a roughness map, with some trivial djustments
^
afaik Unity doesnt let you customize the texture usage, you have RGBA in all cases, which may be too much memory usage.
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
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
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
ok
even simply might be too high on z axis
Hey guys! Building a landscape and need some grass and dirt textures with normals, heightmaps
Where can I find some free resources? π
Or where is everyone's go to for free textures?
no go to for free textures there are alot of sites that I use though
cgbookcase.com is a good one for high quality and textures.com is a good one to test before you buy
thanks!
@plush yew source tree is just a free client to access git repositories, its just a pretty face for git.exe basically.
but could I restore my project only using that
Sourcetree is an interface. Nothing more, nothing less
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
if you see nothing on bitbucket or github then you have not pushed any files to the repository yet
hey, is texture streaming pool over (whatever number) really a problem?
Aye. βCommitβ is just to rethink your decision before Pushing π
never seems to do too much to fps
Hey we got any voice actors in here
It's a potential problem for videos cards with a sorta reasonable limit
oh
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
I would say just change the size and be done with the error, https://answers.unrealengine.com/questions/343646/texture-streaming-pool-over.html
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 π
ah but Im pretty sure most of my textures are pretty low quality
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?
shouldnt get the error then unless maybe your using an iGPU on your own machine for some reason? something with miniscule memory.
so I saw the command, am I right in thinking higher values will be more demanding?
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
seems odd that you can just type that in to shut the message up without doing anything to performance
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
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?
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
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
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
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
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 π
Updates were rejected because the tip of your current branch is behind source tree π¦ sad times
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
well what you can do all depends on your machine but a few items and lights are no big deal
if they are all "spawned" but not visible then it is even better as culling will help performance
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
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
its fine. takes time to learn all the lingo π
what does lingo mean?
i meant jargon (im tired)
oh you mean argot
usb stick it is. screw this git crazy jiggerpokery
Source control is life. Accept your fate and learn it π
No source control yolo.
trying to figure out and get this ik system and this shooter system to work together, yet somethings glitching
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
does dynamic movable lighting work with foliage?
ue 4.22 crashes when deleting material parent from instance, and the instance still on proyect keep in mind
Anyone been working with the Discord Store today?
It's open to everyone for a $25 fee
hmm i see. foliage shadows dont work when raytracing enabled
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?
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
BTW, this looks awesome, just popped up in reddit https://youtu.be/peVnIX9ujgg
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.
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
@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.
oh god yeah 8gb is too low
The 1060 is a personal target as I think it's a great baseline for the price, the new 1660 is good as well
thats like mid-range spec just for running a game
and for the editor you pretty much want double that
8gb is enough to do work, it's not as fun but the editor can do most mid level work with 8gb
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
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
because prices are coming down as well
i got 128gb at work and i rarely go beyond ~70gb usage even if the project is horrific
I run into more issues with the CPU pissing me off than memory most of the time. Non hyperthreading machines suuuuuck
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
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
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
Oh good timing, I was about to ask if it's worth the jump from 16GB to 32GB RAM for my new build.
yeah using net stat but its a bit distracting, just need to see latency
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. π
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?
I just want to know the specs on 1 of those tbh π
Intel Xeon Gold 6154 Processor 18Core
128GB RAM (196GB RAM optional)
RTX 4000 (RTX5000 optional)
1TB SSD
2x4TB HDD
I have been looking for single information that says "yes" for hours now
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
@wicked lantern then sorry to announce its gonna be a flat no :/ remote VR is a no go
That is what I suspected in the beginning, thanks @wispy oyster and @languid shard for straight forward answers
would have been nice though :/
I know, damn that would have been superb π
I shall tell my IT-leader to buy me one Threadripper pc and RTX π
No problem. From what little I know of the background workings of VR, there's still a whole lot of middleware shittery involved.
get a titan @wicked lantern
Which I don't think would work well over RDP or w/e
well worth it for dev
about RTX artifacts, have there been any in RTX titans?
nvidia surely messed RTX launch well with those artifacts π
we'll see if epic would implement round robin dxr for vr π
π¬
make them poor presentation where one scene does not use dxr and other does? profit?
I have just bought a 9700K to replace my home desktop's 2500K after it took me 30 minutes to compile shaders last night...
Guess my face when I swapped from i7 920 to R7 2700X
big step up @wispy oyster
I went from a 4770k to a 8700k last year
framerate went through the roof
I got used to compile times with my work machine's Xeon 1650-ish π
@wicked lantern You didn't miss a digit there? That was a first gen i7?
@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 π
but gotta stop talking now, not ue related π
TFW I can't log in to my account on my phone since I'm not receiving my 2FA email...
Why can't EPIC let us use the far superior 2FA methods like Google Authenticator?