#ue4-general
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floating point rounding error
How should that be a problem?
due to limited precision and binary representaion
further from origin you get, the more rounding error accumulates
thats the whole point of world origin shifting
Define origin though?
So if 0.0.0 is the center of the world... when do you expect it to become a problem?
1 uu = 1cm, the float problem is 0.000somewhere-here
like, if a persistent map spans across several kilometers
so what type of threshold can you expect to be reliable?
Next topic to look into then ๐ https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser
Then physics give sooner problems than floats
2.5km from origin wont be large enough but if like 10km from origin is still safe, I could make some hacky tricks to contain it without that type of space. Player can't look up or down (side view) so I can layer areas on top of eachother
does physx not get shifted when world origin gets shifted?
For a side scroller I wouldnt even use level streaming
its not a typical side scroller. I'm going for seamless world and its pretty large
There is such a thing as World Origin shifting.
because of the limited space a sublevel takes up, I can use some trickery to make efficient use of the space though, like layering up/down, behind/infront because streaming will hide unloaded levels
yeah thats what I was asking about
However, I only know of this because I see problem associated with that quite a lot.
i got precision problems some 20+km from origin
he was saying I shouldn't need it; I was saying I should
@cobalt scaffold k thank you. That gives me a solid idea of what to expect
Is UE4 going to have instanced skeletal meshes any time soon?
what about the nvdia integration
saw one dude successfully get 1000 instanced skeletal meshes running at 200 or 300 fps or something like that
from what I read, they said creating a "general case" implementation of it was difficult because of specific needs. It has been done by community people but nothing solid has been opensourced
i'm trying to make a lot of zombies for my game so I've looking down every optimization route
i'm even considering doing instanced static meshes with vertex animations instead
That's the way I had seen one done. Seems pretty rigid though
agreed
to be honest the characters I use are so low poly it will barely make a difference if they are instanced or not
i assume
utility AI has made a huge performance boost so I'm probably never using behavior trees again
Disclaimer: I'm totaly not suggesting going this router but:, apparently if you ditch character movement component and implement something much lighter-weight, you can get quite a bit more going on in regards to animated characters
already looking down that route too
problem is replication AND it's an open world game
so I'd need to figure out how to do jumping, climbing, etc
yeah
read an article on it and it doesn't seem thaaaaat complicated
but again my c++ is weak as hell and I'm just diving into the deep end on this stuff
i'm actually surprised that no one has published a lighter weight cmc for AI on the store
The problem I ran into was that when rewriting movement, I ended up only recreating much of what was already there in CMC anyway and it was a fruitless effort. To warrant that kind of change, it really should be a completely different approach to movement
how so?
You still need to solve the same problems as CMC does. If you go in a completely different approach like say, making movement entirely stored and replicated as flags indicating a movement type and direction and deriving splines to predict locally and on server from that maybe. Just a theory though
there is a lot going on in CMC but its not dead weight
maybe a little too overly safe but still important
i read it over and I couldn't see much I'd want to take out
what i've been seeing lately though
exactly
is that much of the bloat is actually the Character class itself and not so much the cmc
its the CMC but its the approach they take thats heavy. Not to be offensive but its very clunky and direct.
agreed
more optimized approaches derive movement from less data (not saying I could do it better lol)
it would take me more time than I want to put it at the moment to do it
Hello guys I am working on inventory
table
can you advice me what to prefer to make the slot
instanced skeletal mesh component is on my sexy wants list though
to make them with vertical box or with horizontal box?
@honest rune hell yeah
@plush yew one goes up down and the other goes side to side. doesn't matter
@plush yew why not a uniform grid?
I knowhow they are working
okay
idk @whole quarry
๐ค
I am not using yet uniform grid
are they all the same sized icons?
it is for what? the uniform?
yes
there will be same sized item slots
with same size
make an array and place them on the screen manually using the position nodes
lke 50 50 for examle
idk how to do it @brave lark
why?
@zenith flower why what
multiply by 0 = a non zero outcome
@plush yew "set position"
it's a node @plush yew
probably need an object first
what object?
each icon should be a widget
a okay
your inventory is going to be an array of a bunch of widgets
why to make this harder with an array, even with buttons or?
okay
so to make one widget alone new UI widget
@brave lark
@plush yew no prob my dude
@brave lark you think you can help me with my problem?
I advise doing it in a separate project and just seeing what they did to make the icon stuff. don't copy it, but learn what they used and then try to make your own new thing with the new knowledge you gained
Have you made a game before out of curiosity? @plush yew
@hoary silo i'll google that really quick
XD
My question was: How do you make an object only cast a shadow in a certain lighting channel?
what are you trying to accomplish
@plush yew dunno, you can ask @vale halo
I'll draw you a picture of it
?
Inventory System is made by him
I think that this that I download it addable to project not to create alone project
okay np
Youโll need to migrate it - see the documentation for details
a okay
@brave lark I'll acually screen shot it
so to create a new project to open it and to see how is this make with the inventory?
Pretty much: for the sample project to work, it needs controls. These controls are set in the project settings, thus (unfortunately) requiring me to distribute it as a โcreate projectโ instead of โadd to projectโ
Iโm getting Crusher vibes
You can create a project to try it out, and then copy/integrate it into your own project using those instructions ๐
@brave lark Here:
@abstract relic again? :P
Go to the InventorySystem folder
You canโt deny the spoon feeding behavior Remco. He can never hide that ๐
What is GarethBale trying to do?
@abstract relic i have a 14 month old kid, im so used to it that I dont even see it :d
Can someone plz help me ๐ข
so you want it to not cast shadow at all or not cast shadow on the item in that channel
Kind of, it seems my question wasn't clear enough. I'm trying to make an object cast shadows from Channel 0, but an object in channel 1 receive them.
this project doesn't help me
it hasn't got inventory
it has got item and when you click on them idk what they do
sigh*
it is trash
I need a invenotry with working slots to work drag and drop to see this array operation how it works
if you can reccomend me other tutorial or to download other project
the array only handles the placement on the screen
the actual inventory will be a combination of structs or a table of stuff
that inventory was only mean to show you the widgets
If you pick the white spheres up, items get added/removed. If you look at the wall it explains the further controls for things like opening your inventory and crafting
Iโm afraid Iโm kind of tied up, but try pressing I
Not to be rude, but can someone please help me now
@brave lark you seem like you will know how to help me
@hoary silo i might be able to figure it out, but I was wondering the same thing so when I do figure it out I'll be sure to let you know.
my question is what do you need this for?
why don't you want them to cast shadow?
why not just disable casting shadows then
Then the gun wont cast a shadow onto the arms
gtg. just DM the sollution to me
Share the wealth mate
@abstract relic what wealth?
Is there a snap plugin for UE that would be similar to Blender's ? Like if you want to snap objects by vertex in orthographic view for example
The wealth of knawledge
I'm losing my last few brain cells with the vertex snapping tool that comes with the engine....
@valid root there is somewhere, i've seen it
lemme look
rama made a plugin, might be good
lemme know if you need help getting it in the engine
thought I saw another one though
Uhm, how do I prevent an AI from hitting itself with its own sword? I.e make it ignore self when the AI is tracing? I know I can tick Ignore Self for the trace, and I've also added the AI Controller into an array of actors to ignore, but it still hits itself. Ignore Self works for the character. I'll upload screens unless you guys can think of anything obvious
Thatโs hilarious. Iโd use bp interface and have the functions called using that system. https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/Interface
so I am here now guys cool xD
@brave lark Thanks, I'll give it a shot!
@abstract relic i love interfaces and blueprint libraries. I use them for like eveything now because casting seems dumb at this point
@valid root no prob man, lemme know how it goes
Hello guys
I need some help with UE 4.21
My English skills are not good, please sympathize if there are errors in using words. I come from Vietnamese.
I have been working on UE 4.21 for several weeks, but today I opened UE 4.21 to create a project, after Load 100%, my computer lagged and got a blue screen error, then auto restart
I open other versions like UE 4.20, or projects created earlier on version 4.21, they still work normally.
I don't know what my fault is UE 4.21. Someone please help me fix the error
validate?
@wise juniper so when you launch the 4.21 project now it crashes?
Can someone tell me why this isn't working?
It always comes back as false
no no....i lauch unreal engine only......it crash, but when i lauch a project at 4.12 version, it run normally
Validate the 4.21 installation
In the Epic Launcher, click on the tiny arrow next to UE 4.21 and select Validate in that menu
Next*
Next*
ok....i will try it.thanks....I have just reinstalled the engine, it take 1h :#
then i will verify it
Okido
No one knows?
Sorry for interrupting you guys! I am looking for online resources to help me setup locomotion with animations like 45 deg or 135 deg e.t.c Thanks.
hey ledankwolffe
for this project Inventory that I downloaded even I and E key is there another?
to do something?
i to open the inventory E to open the inventory
i look some err in your blueprint
@vale halo
Thereโs O for opening chests @plush yew
cool
other?
it doesn't happen when I press "O"
@vale halo
can anyone with 1st gen ryzen (1700x here) confirm cl14 ram is worth the extra $100 usd?
You need to be looking at a chest (should be a rectangle box to the side of the example level
Please don't spam. This isn't a place for step by step instruction.
Sorry ^^ (And last thing before I need to head off: it's the yellow thing)
okay I don't understand @abstract relic this is the reason that I Ask eee
Read their doc first. Don't harass him.
but most of all, try doing things on your own first, then ask questions
okay
I tried
with O and it doesn't work and then I ask ๐ @cobalt scaffold
more than one free slot or?
I still think you're crusher 2.0. Calling it now
Docs: https://docs.google.com/document/d/1y8cLoL3ss643BEw2uLcuNoHbWmXbkMinwVGaAWJ2lT4/edit?usp=sharing & that's a piece of code that adds the items one by one (so it can use multiple slots in a single add if you're adding more than 4 (by default) items in one go)...I'm afraid I really need to head off though, so good luck ๐
I saw that you think everybody in this server is some crusher
so stop and go to doctor to see your health ๐ @abstract relic
thank you @vale halo I will read it
@brave lark I only need the VictoryEd plygin enabled to get the vertex snapping to work right? I don't really need the blueprint stuff atm. I found the latest build of the VictoryEd to be 4.16 and when I follow the steps and try to open my project it prompts that VictoryEd was built with an older version of the engine. When I try to rebuild it it fails.. I take that I need to get a newer version of the VictoryEd or?
Yep, it's him. Considering that I only did it once. Good luck mate ๐
@lunar bobcat do an is valid check first
@valid root have to convert it to latest build
have you worked with visual studio before?
you don't have to do any c++ coding or anything, but you do need to hit one button to compile it
I have a question about the enum items when I add for example an apple as item here
and add it here a description
description is just for you to remember, it can be blank
where will be appear this description-how to see the description that I write here
aha okay
but when you want like when you get the apple and when you hovered with the mouse cursor to show you the description
you must to make on drag detection event or?
@brave lark I've got visual studio but never used it with UE before. Not sure how to open the right file
@plush yew got to make that yourself
@valid root ok so you're going to have to recompile the plugin most likely
which means you'll have to make a c++ enabled project
never did that myself @plush yew , I would just poke around till you find a clue. Thats what the rest of us do
@wise juniper 3 years now
@abstract relic im starting to.see the pattern youre seeing aswell
i have a feeling I know what you guys are saying
Just block him. ๐
cuz that use to be me for a bit too, then I decided to just lose my life to game dev
UE4 discord is kind of not an instructional place for starters. It's kind of a place for people with specific technical questions
yanno I know a server that will probably help you
okay
and it is?
i have a technical question
is cl14ram on ryzen 1700x worth the extra $100 usd
Hi everyone. I want to know can anyone direct my to a place to read up how to create different account types in UE4 for Example: Developer account, Moderator account, Normal player account.
account types? like Epic Games accounts or making your own accounts on your own server somewhere with different settings?
that's like 100% game specific
hmmmm
๐
Can anyone help me with my mesh issue? For some reason they're importing like this.
https://i.imgur.com/CNBaDt9.png this is what they look like in Substance Painter, so i don't think it's a normal issue
Check if the mesh has multiple uv maps. If that's the case, you need to combine them into one map or set your tex coords if you need those multimaps.
Nope, everything is in one map
is that a Skeletal Mesh? @mint yacht
No?
can you show us the wireframe? In engine
looks like you only imported some of the mesh's element. Not the asset as a whole
It's... all one object though...
Look into your import and export setting.
actually, how are you importing first of all. There's a few methods in unreal that'll break it.
i'm dragging and dropping it into the content window
importing with the import button is giving the same results
Wait, i fixed... somehow... in my FBX export settings... i changed the unit scale to centemeters and unchecked children and input connections. Not sure which one of those did it, but it's working now
there are over 100GB+ of files 
yep always fun to get free audio for inept people like me ๐
nice thank you @grim ore
@brave lark I managed to set up a new project with c++ enabled but I'm clueless how to recompile the plugin.
Sorry for being a pain in the anus ๐
the compile button or compile the project in the solution file in Visual Studio
@grim ore Sir I want to know, which tutorial of your will be good for me, so that i can make paddle, ball and brick game, i mean node tutorials
i have been watching them, collision one, but they are line tracking so they are not good for me for now
i was trying to find those angle nodes, which will be helpful for me
paddle and ball would be more physics based and I dont think I covered most of those.
I am poor at math so I tended to not cover those things yet ๐ฆ
oh ok , but physics has it's own problem, i tried but the velocity changed and so the ball sometime goes very fast and other time going very slow
yeah i am also not good in maths, haha i will say i am not good in anything haha
have you checked out the breakout ue4 tutorials that are on the internet?
what i want to do is , my paddle got three parts, that's left middle and right part, when ball hit one of them, it should go to that direction
but i cannot figure it out, print string is working but i don't know how to make it go to left or right or straight up
yeah it might be something more like just pushing the ball forward every frame a certain distance then checking for collisions and making it move in another direction if needed
Hello, I like some help.
yeah i checked it all , there is just one tutorial and it's physics based so that's why i am stucked
yep I tried to make a breakout game as one of my first project and just gave up, I am horrible at math so it was more work than fun at that point
I was wondering if there are any ways I can make Character models without having to learn somthing like Blender.
@narrow talon MakeHuman, Mixamo, and a few other programs like iClone
if this basic working can be done than i am all ready to make it haha, because this is how the game work
Thank you!
yes you can also use kinect camera for the animation haha
i use to find so much about cheap mocaps
any idea about that @grim ore Sir
about my problem
like how to change the direction , when the ball hit the left right or middle part of the paddle
I dont really unless I tried to make one. I got stuck when I tried it and gave up. math, vectors, angles, all that stuff I just get lost trying to do
i was thinking to give it random direction , very little
if you know the direction you can just multiply it by -1 to reverse it but that is about all I could say, it doesnt help with changing it angle and such
so i think i should move to 2D platformer game
Anyone willing to help me on a small but ambitious project?
what kind of project you got
do you know how to keep the constant velocity of an object that way physics paddle game can be made, @grim ore
you could always set it every frame
i am not that good Sir at programming, and i am new to UE4 too
i checked on the net , like how to program it, and cannot convert it into nodes
i am more artwork guy than programmer ๐ฆ
My project is an apartment theme but everything is interactive, so that means working TV, working radio, working lights, working pretty muck everything you can think of in an apartment. So basically an apartment life simulator.
oh ok nice, that's kinda cool haha
i would have helped you with 3D models , but i just forgot everything, i use to work in blender before, like 7 years before
but if you want to know anything i can help you , about artwork, 2d and 3d both
๐ ๐
Ok, cool
guys would anyone know where i could start on making the character spin to walk if anyone could lead me in the right direction it would be very cool
@valid root did you add it to the plugins folder in there?
also open the .uplugin file in notepad or something and show me the contents
if it's 2d it will use flip book for the animaiton
3rd person
yep
than i think you have to put that animation and that 3d model, on the left and right key put the animation
i am also noob in UE4, but haha i know how things work, not that good , but i know a little
so would i make the animation in blender or unreal thats all i need to know and thank you a lot
@brave lark
yeah blender
thank you
than you have to import it in UE4
riggyfiy is a blender addon , which can make a bone skeleton for you , ready to animate
there are no bones xD hahaha
@valid root ok should be safe to recompile the project as is then
I no longer see the translation, scale, or rotation tool when I select an object, what am I doing wrong?
When I try to rebuild the MyProject.sln in Visual Studio it doesn't affect the outcome. It still prompts that I have to rebuild manually..
@brave lark
I'm also following this thing and have the lines added to the .ini file
anyone else willing to assist me on this project of mine?
Is it possible to create a open world area using a tile set of some sort like using prefabbed areas created in magicavoxel or something to make procedural generation?
Hey there! ๐ Hope this is the right place to ask this.. I'm currently working on a (fantasy) character and I'm using the photorealistic character workflow for it. I took a character from paragon and cutomized their shaders (for skin, eyes and hair) to fit my character. However, I stumbled upon a problem - I'd like to give my character dimly glowing pupils but I can't seem to find a way how to do that. Does anybody know how I could modify the shader node network in a way that I could add emissive to the pupil?
(Also, for some reason the eyebrows and eyelashes seem to disappear once you zoom out even moderately far.. does anybody know what could be the reason for this?)
does anyone know of an rtx demo that i can actually download
@coral patio 1: make emissive texture 2: probably due to LOD
K, so hopefully this will be easy to answer but has anyone tried to rotate an actor (or root component) 45 degrees then try to spin around its own axis?
I can't for the life of me do it. It's all good when it's along a straight X, Y or Z.. but otherwise nope. Any ideas?
These are two options I've tried so far, neither work... ๐ฆ
Two options out of countless ones I've tried, I might add...
I mean... At least it's green :p
anyone messing w the experimental control rig?
build vs hot reload?
Why does my game not build lighting when I run it? I built the lighting for the level, then when i run it (in viewport or as its own process) every actor i create does not build lighting...
in regards of hot reload..try live++ (it usually works well)
@tall pendant UE version?
can i install ue4 4.22 preview via launcher ?
yes, press the + button next to "engine versions" and select the 4.22 pre5 release
but too bad it has no ssgi yet.
you'll need to download the dev-rendering branch and compile it yourself for that
do you think dxr work for gtx card ? anyone tried it.
Hmph
nope doesnt work
Shut up
uwot ?
time to save some money then. rtx is really worth it.
Are u three yrs because u talk like one @languid shard
@buoyant mulch behave please
Ok ok
@buoyant mulch what happen ?
Oh nothing just teasing him
did he triggered you by saying dxr is not supported by gtx cards ?
Careful I'm quite trigger itchy
Coming back to #ue4-general after a meeting and seeing a wall of blocked messages ๐
I don't understand
ยฏ_(ใ)_/ยฏ
Though Unreal Dev Grants is now behind us, it's not the end of our ongoing support. Tune in to Epic's State of Unreal opening session at GDC for more information."
time to switch back to unity ๐
boo
wonder what will replace it, wit all the money in the bank you'd think they'd up that ante
There is a sizzle reel for dev grant recipients and the non graphical peoples got excluded ๐ฆ educators and such heh
everspace is in there twice as well
Sizzling education
I think the lesson of the day is make stuff pretty and people will like it, content be damned
light up their limbic system with smoke and mirrors ??? profit!
@grim ore UDG has always been a lot about engine PR for developers, to showcase what the cool kids do
It's usually been either 1) super cool looking stuff, 2) trendy stuff (VR etc), or 3) really useful tools
also if they grant babbies first render, a bunch of people think woaw I can do that too, adopt the engine and the userbase grows
what can I connect to this node to remove the warning?
drag from that pin and you can add either Handled or Un-Handled based on whether you are done with using the OnMouseDown event or you want to let it propagate to other widgets respectively.
we'll have to wait until march 20 with the state of unreal at gdc, maybe they release something like games first on epic store or something, wich would be nice, but it also can exclude other projects from being supported, like educational or animation, etc
Epic is going to finance all content creators with unlimited* funding for the next 2 years** *based on 10 minutes of work a day, 3 day work week. **any content created must be unique and never created before and subject to approval by the /r/unrealengine
State of Unreal starts.
"Unreal Dev Grants were great, but it's time once again... to Make Something Unreal."
lol ๐
In all seriousness, I doubt they'd bring it back unless it was in a new modern form. I'm quite curious to hear about what will succeed Unreal Dev Grants, regardless.
MSUC was great
Indeed. It helped make careers.
I'd totally be down for a modern MSUC, but I have no idea how you could even do that these days
Yeah, I'm not sure what form it would take but it would definitely be different.
MSUC was previously constricted to being about UT mods, so everyone was on fairly level pegging
true
if you had one now, could I just submit this game that me and 40 other people have been working on for five years already :p?
๐
I'm gonna make a course for Udemy since it's all the rage, call it "how to follow a tutorial" and it will be a tutorial series on how to follow and learn from tutorials.... it's genius since I can hook it into other tutorials out there and then get kickbacks from them for sending them customers.
lol
lol
there's a big pile of irony in that catch 22
there is no flaw with that idea
๐
@grim ore You'll be rich in no time!
crap... If I end up rich I might stop doing videos for all that mad YouTube money... I need to rethink this approach!
I still think the "Launcher Launcher" will be the king of capitalism
ONE LAUNCHER TO RULE THEM ALL
technically steam can do that can't it? since it can launch anything else
automanage libraries and accounts with a single library and account, allow purchases through this one mighty system and tack on a 2% surcharge
Discord too.
lol isn't that what cable TV used to be before every company decided to just make their own channel instead ๐ฆ
of course
Discord is a game store and launcher, after all
that is amusingly exactly what CableTV was
then everyone started doing CableTV and fragmented the market
at some point all the stores are going to implode I hope because it's nuts
Oh wow. I totally forgot about the Make Something Unreal Live student competitions in 2012-2013.
because they were garbage
Correction: the 2012 one wasn't for students, but seems to have been Epic's first game jam and had to be an iOS game.
I don't think anything ever came out of it?
"Today we are removing the dev grants but as a replacement we are opening up Unreal Tech Centers all around the world. You can come here and use our state of the art technology and network with other creators and developers to bring your creation to life"
๐
That would be... odd.
that's a shit replacement
the great thing about dev grants is they could be given to people in places where development doesn't usually take place
hey I never said it would be good but Epic likes to do odd stuff
I recall one African developer got a grant, but I can't recall if the game ever got released
Yeah, I've seen some wonderful grants give out that boosted teams I'd never heard of who were working on really cool stuff.
It's been a great program.
aye
@wary wave you sure it was a game ?
yeah, it was a game
ok if the centers are not a good idea what about RentADev where they send the dev's from Epic out to you and waive your fee if you have a promising project
I remember someone who made a viz of a construction project or something in africa
I'd rather be able to hire a dev with money :p
who got a showcase about it
ooh.. ok so instead of a dev grant what if they became publishers?
๐ค
I thought about that.
But they've got the Epic Games Store, so I'm not sure what that pitch would be.
advertising and funding for a % just like any other publisher?
Perhaps.
along with their stable of techs for support and testing
It's certainly feasible, but it doesn't seem like a natural evolution of Unreal Dev Grants.
I am at work#1 and bored so trying to waste time lol
well you are assuming they are evolving the dev grants
dev grants was fun, it served its purpose, we move on. Epic is in a different state than they were when they started them now with fortnite and the EGS
Fair point. I'm just going off the limited info we have, aka two sentences from Chance. lol
"Though Unreal Dev Grants is now behind us, it's not the end of our ongoing support. Tune in to Epic's State of Unreal opening session at GDC for more information."
oh I didnt see if he put something out, I was reading the blog post
ongoing support could be financial still
oh the msul was kinda cool
so yeah maybe the publisher idea isnt too far off ?
I assume it will be financial, but that's not necessarily a given either.
well he does literally say it's behind them
that was on while I was studying at university, my friends team came 2nd but didnt make much progress afterwards
Anyone wanting to assist me on a project?
"it's not the end of our ongoing support" indicates to me an intention to fill the gap left behind by Unreal Dev Grants.
That's where my assumption came from.
yeah
Whether it looks anything like UDG is up for debate, but I assume it will fulfill a similar role.
what kind of "support" could they give to projects aside from a grant or publishing ? Mentorship ?
dial-a-dev ?
oooh... more direct support in the discord channel by hiring people from the community to help out directly....
pitched a bunch of games to sony, they gave them grants and had dev support from an outsource studio
Dial-A-Dev made me laugh ๐ "Hey, my blueprint isn't working" x2000 a day
on the condition they published it on ps4 first
probably the same, but replace ps4 with epic store
@frosty bloom lol it's what we get in here ๐
That and "The tutorial is old, it isn't working!"
"Epic Games is proud to announce we're now on Patreon. Just kidding, we bought it!"

pretty cool stuff
Internet giant Tencent plans to build an e-sports town complete with a university to train the next generation of professional gamers
whut
man the people who go 'this tutorial is old so I dont know if it works or not so I am not going to try it give me something else more specific" is..... annoying
It's all good tho. we have this wonderful week of game dev news that is going to be thrust upon us ๐
GDC isn't really about news
well, base logic doesn't change, therefore why shouldn't it work. I think it's more "wow functions don't have the exact same name as in my version, that measn effort now I don't want to do it" ๐
there might be some cool stuff, but it's not really a 'news' event
Cryengine Raytracing stuff, Unity Visual Scripting Stuff, Epic Raytracing stuff, Google game machine, and other surprises! probably a new nvidia card too
what ?
no new nvidia card ๐
its gonna be about AI and Raytracing I think
and robots
Oh yea, Jade Raymond joined google as a VP
to work in their games division
seems interesting
nope you are right I keep getting it confused with GTC the same freaking week
but Nvidia did showcase the new card a few years ago with Epic so you never know
GDC nowdays is mainly about annoucments
just not for consumers
lot's of talks are straight up crap
GDC is a convenient stage to showcase new stuff because of the sheer volume of developers on-location
in the line "i did this awesome thing... buy it here!"
...but also a lot of the talks are pretty solid
it's good t see what other studios are doing, and taking a look at that can inspire processes within your own work too
I wouldn't say it's mainly about announcements. It just happens to cater to developer-centric announcements, e.g. new tech, engine updates, etc. Game announcements and/or trailers do happen but are less common.
lol I treat GDC as a vacation now personally. Going to try and do some business stuff this year but shrug just find some fun stuff to do and relax ๐
fooooood
and I like the in expo talks personally. SideFX has some great ones normally for Houdini and of course Epic is always fun to watch.
Epic always does great little tech talks at their booth for free, which is great for Expo Pass holders.
Yeah, I was hoping to invade it.
last year people where excited to see allar walk by constantly XD
lol
Guys does ue4 have automatic garbage collection and cleaning like unity does?
And if so can you remove the automatic garbage collection?
yes, and probably yes with some effort
not sure why you would want to remove it though
not sure you need to vault or parkour in archviz 
hi guys,
any ideas why game would break in this place?
http://prntscr.com/mzk5wh
couldnt find anything online
without a callstack this information is not useful
looks like an LOD problem
why it would cause a crash is hard to say, but something's up
already spent few weeks trying to fix that issue, but the only thing that helped was when I imported a skeletal mesh without morphs
and it would only crash if i use that specific mesh in one place which doesnt hold any other logic than the mesh component. other blueprints with the same component were ok
Does anyone know a good way to dynamically get the edge of the screen?
you mean the size or what you mean
^
@wary wave so back to the garbage collection question. Since ue4 has automatic garbage collection, does that mean u don't need to call delete on anything?
not directly, no
Sorry, the screen size.
you don't use new in UE4
For real?
objects and actors have their own construction methods
So then you make everything on the stack?
I've not looked at how it works under the hood, but generally speaking, you don't care
you just let it do it's thing xD
Oh ok
it's rare to run into garbage collection issues tbh, it's quite a mature feature
So I know this is probably not something u would do. But let's say I wanted to create something on the heap in ue4. I can't do that?
you'll be able to with some effort
but you'd be manually bypassing UE4's stuff in order to do so
objects are allocated on heap
not sure why you'd want to do that
Ok
@devout gulch - what about actors?
everything created using NewObject lands on heap
it is just using custom allocator
which recycle memory
to not cause fragmentation
makes sense
actors are just UObjects
actors are UObjects, but they do do some things differently, hence asking
you wouldn't statically construct an actor, hehe
yes but at some point they still ause NewObject
use
there is just more initialization steps along the way, hence you don't use NewObject directly with them
to create something on the heap you simply use raw C++ types
or Unreal structs
erm
on stack
either way you should avoid sing raw new
unless you do something very low level
use smart pointers or unreal types
Hey, I've clone a friend project and this projet works for him but it doesn't build for me. This is the erros I have when I try to generate files : ```
Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/UE4 essaie/MazeLegends/MazeLegends.uproject" -game -rocket -progress -log="E:\UE4 essaie\MazeLegends/Saved/Logs/UnrealVersionSelector-2019.03.18-15.27.51.log"
Discovering modules, targets and source code for project...
ERROR: UnrealBuildTool Exception: Couldn't find target rules file for target 'MazeLegends' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Location: C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
Target rules found:
sorry if i'm in the wrong channel, didn't know where to ask
how did you clone it?
did you generate the project files and are you targetting the same version as him?
Yes I have the same version installed
and the error shows up when I try to generate project files
ok so in your source folder is there a target file for each version of the project you want to build for?
@dim plover After cloning I have the Target.cs in my sources folder
I've already seen some unreal forum and none of the anwers works
Did you try the enterprise thing? It looks like a lot of people (probably with 4.21) have that?
The guys was saying to remove the entreprise thing but I don't have any
@grim ore Yes I have one target file for 4.21.2
Maybe your directory has a space in it? E:\UE4 essaie\
did you clone the intermediate and saved and other files?
yes I have a space
I would bet that the space is causing problems. *Actually, I'm not so sure...
Hmm, unfortunately it looks like it could be the result of a number of things. https://answers.unrealengine.com/questions/412563/couldnt-find-target-rules-file.html
soo... when you cloned it did you clone the intermediate and saved and other files?
Yes I have clone the intermediate & saved folder
I shouldn't ?
Cause some other people have clone the git repository and it worked for them
well you shouldnt clone the intermediate and build for sure
saved is a personal choice but you should delete it as well to eliminate possible issues
.uproject, config, content, source are pretty much all you need in that main folder (not counting .git repo)
I've try to remove the intermediate & savec folder but I still have the error
ok I'll check that
does the project open up when you try and open it? not building the solution but actually opening the editor by opening the uproject?
it should try and compile the module
also what are the file names in your Source folder and what is in your main target file?
I'm cloning the repo again ^^ 2m sry
Dumb question, Does moving a socket location in a Animation Sequence affect the entire Skeleton? as well as the location for all other Animations? Asking because when importing new animations, the Preview Mesh for the Gun my character is holding is now aimed toward the sky and no longer properly in his hands as it is for all other animations
@vagrant pier if you get no help in here #animation has more animation focused people that might have an answer ๐
@grim ore In my source folder I have : MazeLegends.Target.cs / MazeLegendsEditor.Target.cs & a folder with the sources files
well the files seem right, what is in the MazeLegends.Target.cs file?
using UnrealBuildTool;
using System.Collections.Generic;
public class MazeLegendsTarget : TargetRules
{
public MazeLegendsTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.Add("MazeLegends");
}
}
hmm.. i dont know when the changed the extramodules code but if you can compile this on 4.21 on other machines it should be fine still. the rest looks fine
I've delete and download the unreal ungine 20m ago but It changed nothing same error ...
@grim ore Thanks for replyin btw, didn't see too much activity over in animation n figured shootin the shot here might help.
@naive marten woof. ok so it should be working but obviously it's not lol. is there any more in the .log itself ?
@vagrant pier yeah once you get out of the basics it can be tough to find people with exact knowledge in here ๐ฆ
@grim ore this is what I have in the log file UnrealBuildTool.GuardedMain: Command line: "C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe" -projectfiles -project="E:/UE4essaie/MazeLegends/MazeLegends.uproject" -game -rocket -progress -log="E:\UE4essaie\MazeLegends/Saved/Logs/UnrealVersionSelector-2019.03.18-18.37.53.log" ProjectFileGenerator.GenerateProjectFiles: Discovering modules, targets and source code for project... UnrealBuildTool.GuardedMain: ERROR: UnrealBuildTool Exception: Couldn't find target rules file for target 'MazeLegends' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. UnrealBuildTool.GuardedMain: Location: C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll UnrealBuildTool.GuardedMain: Target rules found:
I don't have anything else
@naive marten also I seriously doubt this would help but try replacing your ExtraModulesNames.Add line of code with this instead "ExtraModuleNames.AddRange( new string[] { "MazeLegends" } );" and see if it helps at all. It shouldnt hurt I hope lol
I'll try that thx
It's weird your log does not have more tho
so when you try and open the project what happens?
and are you sure thats from the actual .log file in Saved/Logs ?
my friend will send you the error he have when he try to open the uproject (I was trying to fix the error for him)
this is when i open it
yep and when you say yes?
it told me to rebuild from source manually
it sounds like maybe other files are missing, maybe other plugins or modules
we would have to see the full log
What if you rebuild it from VS?
they can't get the solution file to create is the issue
Is the project Blueprint only?
i got this log when trying to open it
https://pastebin.com/caRPPC4H
no it is cpp only
but it got some bp
what about the log when you try and generate the visual studio project file?
That's fine, was wondering because of the whole "if only blueprint must have cpp code somewhere" thing when building
that log is expected it's not compiling your code
my friend shared it just above
that is the error when you try and open the project and say load without compiling
yes because i can't compile it with vs right now
you should have a file like UnrealVersionSelector-2019.03.18-10.56.35.log with the code in it from trying to generate the file
ProjectFileGenerator.GenerateProjectFiles: Discovering modules, targets and source code for project...
UnrealBuildTool.GuardedMain: ERROR: UnrealBuildTool Exception: Couldn't find target rules file for target 'MazeLegends' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
UnrealBuildTool.GuardedMain: Location: C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
UnrealBuildTool.GuardedMain: Target rules found:
there it is
yeah that makes no sense, mine starts with WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK ProjectFileGenerator.GenerateProjectFiles: Discovering modules, targets and source code for project... WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1) WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2) WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
super weird
I joined this convo late and I tried scrollin up to see if this was mentioned, might be irrelevant but do you have all the Packages installed through VS? Desktop Development .NET , C++ , Game Dev with C++
not all them
@grim ore Correct me if I'm wrong but I think those are needed, right?
most of them are required but the UBT program is really good about complaining when something is missing
I just tried deleting the UE4Rules.dll from the engine directory and it rebuilt it fine, maybe you have some weird permission issue not letting you write over it since it's installed in program files
soo...
delete the files in C:\Program Files\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\
and try again
ok
see if it rebuilds the files when you run the generate
yes it rebuilds
I just tested it for me and it rebuilt the files so there should be no harm in doing that. I do have all my files in another folder tho , c:\epic games\ , so if its a permission thing that would be why
but it doesn't launch
did you run the generate project files?
you mean the saved, intermediate... file at the root of my project ?
right click the uproject and generate visual studio project files
is that still giving an error?
yes
same as before about the UE4 rules?
yes
and you can confirm the files are new in your folder like this? I just redid mine and the dates/times are now https://i.imgur.com/crCnQL6.png
yes all of them
yeah then for some reason it's not finding your targets...
try removing or renaming (wont work right) the .Target.cs files from your source folder and see what error you get this time
at this point its literally just trying to break stuff to see where the problem is ๐ฆ
without any target files it should give you a new error
Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="E:/UE4essaie/MazeLegends/MazeLegends.uproject" -game -rocket -progress -log="E:\UE4essaie\MazeLegends/Saved/Logs/UnrealVersionSelector-2019.03.18-19.13.55.log"
Discovering modules, targets and source code for project...
Binding IntelliSense data...
Binding IntelliSense data... 100%
Writing project files...
Writing project files... 33%
ERROR: UnrealBuildTool Exception: Expecting at least one ProjectTarget to be associated with project 'E:\UE4essaie\MazeLegends\Intermediate\ProjectFiles\MazeLegends.vcxproj' in the TargetProjects list
i deleted them
well it's working just not working
and this all makes no sense
your first error never even gets to this second part when you have valid targets
put one of the targets back and see what happens now
i tried with only both file but none worked
at this point It's a mystery to me ๐ฆ Your target files seem fine, your UBT seems fine, you can write to your directory
yeah its strange other projects work fine but not this version of this one
i ll try to checkout maybe
you can try getting a full copy of the project that would have your built module and the solution file, maybe at that point if it gives an error it will be more accurate
no problem, I am really curious on what broke. If you figure it out let us know.
like I literally can't even figure out how to cause the issue in the first place lol
Anybody handled Crafting using Blueprints only?
If i want to avoid using the blanket quality levels scalability stuff, how do you "apply" a video setting, is going through console commands the only option? To use a random example, if i want an independent setting for r.EyeAdaptationQuality=0,1,2 etc. If im saving it to a .ini, it will apply on startup but what about after?
hi i have a question. how do i make the character do a side step motion without it stopping for a split sec as it goes to the opposite direction?
try increasing the acceleration. If it's "stopping" it's probably because it's taking the time to accelerate
hey...who can help me plz
when i open a blueprint character
why not show blueprint menu ?
i fixed that
@cursive walrus if you just change its velocity direction it will always (theoretically, maybe not in games if time between frames is high, but at least it will get low) stop when its speed = 0?
Has anyone had an issue where textures/meshes/etc are rebuilt every time you start the editor? Resulting in long startup times?
Had that when DDC got fried up.
@plush yew no and you can use origin shifiting
for multiplayer?
open world
many say that 20km is limit
lol
is this true?
any limit?
i am sure that 1000 players cannot move in 10000km x 10000km area (for example)
"technically" yes but it's a stupidly large number
The 20k, IIRC, is refering to physics precision and other stuff
one map
you compensate for that with origin shifting
and that means?
There's no limit.
Origin Shifting basically moves whatever location you want to the new 0,0,0
can i trust this information
And all calculations are then from that point on
its multiplayer
Multiplayer should technically also support that
Haven't read into it, but it's really not more than just offsetting everything by the location you passed
but everything cannot be in 0,0,0 ?
If you have a cube at 200,0,0 and you make 50,0,0 the new origin, then the cube now sits at 150,0,0
There's a BP node for it. If you manage to get everything else working shifting the origin is trivial.
The only problem with multiplayer is that you basically shfit the origin based on where the player is standing
So if Player A is standing at 1000, 0, 0 and then other one at -5000,5000,0
Then they mighth ave a different origin
So you gotta compensate that by always going from one local origin shift to the other local origin shift
Either UE4 does that for you already or you might have to do that yourself
But it's worth googling :P
so can i just start building my galaxy
Yeah, I have no idea how it would work with large worlds and needing origins for each player. It says it works with multiplayer but I've only messed with it for single player prjects.
first read up on level streaming
why no full
Cause no one needs to have a planet in their memory that they can't physically see
if its just about 1000km x 1000km
You need to decide how you're going to manage it.
You gotta remember that all of that data has to go into the memory of the user
So you will have to do a lot of LODing (Level of Detail) as well as streaming parts of the galaxy in and out
Stuff like this otherwise is pretty performance hungry, if not impossible
lag?
can i do blueprint that makes objects that are somewhere about 10km in front to be blurry and bad looking if there is like massive space station
one blueprint
will that remove lag?
this is what LOD is
Yeah that's what I meant with LOD
But that's really a lot of freaking work for just one person
Like, a, freaking, lot
Just making sure :D
aka too much
procgen ftw!
as always people tend to over scope
But yeah, you can write a procedural generation system for this
That creates the whole thing based on a seed and some noice maps and stuff
And then have things in close distance fully visible and in far distance just an ugly blurry ball
And even further nothing, cause no one needs that
You'd load that in as you get close to it
ok thanks for help
Let's just say, with my multiple years of experience with UE4 and Networking, I wouldn't even touch such a project if you'd pay me for that
why
Cause it's way too big and complex. At least for one person.
i made my first game year. Now this many years, fine for me
yeah i wouldn't take the big map approach with a space game.. you can basically query a db for the sector you are in and stream in the necessary objects..
there are many opportunities like that for cheating
That's how some of the bigger games do it. You basically travel from solar system to solar system
Via a "loading screen"
space is big and mostly empty
And the solar system itself is "small" enough to fit into one map at once
but the main point of the game is get resources, make your countrys and fight and stuff like that. I have now worked with prototype some months, but i start now again.
Alright, well just keep in mind that you'll have to optimize this and if you already know what sort of map size you want, it's not too bad of an idea to think about streaming, origin shifting and LODs
Well technically you can have one overall map and just Destroy and Spawn the stuff in as you need it
i need know what i do now
If you "fast travel" to a new solar system, you can just make sure that the player doesn't see how the "solar system" gets replaced
E.g. put them into a tube with some cool "hyper light speed" effect
Ah well
That's a bit tricky with UE4 hehe
It might be easier to build a transition level, and build each are as a sperate level, then stream in each level while they move through the transition level. or just build one level that procedurally builds everything or does it from a database of some kind
You can only have one map per Server
then just store each levels data
idk
you don't want to have a real huge map where anyone can be at any arbitrary point anyway.. nobody would ever see anybody and then you can just pull a nomanssky and leave the mp part out
Double Floating Point is a higher precision number
In Blueprints you only have Floats
Not Doubles
In easier words, the number can have more numbers behind the comma
Making it more precise
@cobalt scaffold the point is not be in touch with everybody. But there is countrys and space stations where you can meet people and join to others.
Reducing the amount of errors in calculations with big numbers
each data type has a certain precision and at the extreme values that precision can be less (maybe not sure if that's exactly right) but basicly at the extremes physics and other things start to act wonky,
so origin shifting
You can basically see it it like this: The further you get away from 0,0,0, you bigger gets the number. The Number at some point isn't 100% precise anymore.
Means even if you as a human can pricesily place something 10,492424241241241244222234KM away, the PC might round this to 10,5.
And if it does that with two numbers and multiplies them, the nthe rounding error gets even bigger
Doubles can store bigger numbers and are so better for that crap
But ultimately run into the same problem
@plush yew the idea is to have enough points of interest to give the impression of a huge playfield, nobody wants to travel 100000km in real time.. so what's the point then of having such distances?
if you travel at lightspeed you dont' even see anything going past you
Well anyway, you can try your huge map, but you'll run into issues
These are precision issues, so you need OriginShifting
so no point in moving the player the real distance
Then you need to make sure that players don't overlap
i can fix issues?
Idk if UE4 handles that
Yeah, maybe, idk what issues these are. I never did such as ystem
Might need C++
woof... do you have enough content and time to fill this giant world?
i am in school. Used year to first game
100% need Cpp
think of your galaxy as a bunch of islands close by with a thick fog between them, where you move very very slowly
IDk, I think you could do it in BP
If, you built it to work with the limitations of world comp.
ok thanks for help everybody
Does anyone know about a gif that shows float precision errors?
Might also be a video. It's like a point or line going further away from the origin and the squares are getting bigger and bigger, representing the precision of big floating point numbers
I really liked that for explaining but can't find it
There was a good article I found that kept it simple
could just say that more numbers in the front means less numbers behind a comma
Some people learn better by seeing the issue
Ok, maybe not as simple as I remember but https://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html
Haha
you are right, and i'm one of those people who like to visualize the problems
Visualizing floating point precision loss, or "why #gamedev stuff behaves badly far from the origin"
The blue dot is end of the desired vector. The black dot snaps to the closest representable point (in a simplified floating point grid with only 4 mantissa bits) https://t...
1403
4139
YES
Thanks!
It easily shows that in a simpler version (only 4 bits) every white area between the squares can't be represented by a number
And the bigger that gets, the worse gets the precision, I love it
Yeah, The only thing I didn't like is it makes it seem like it's only an issue further out, but it does show that even at lower values there's numbers that can't be exactly represented.
hey is there an icon for this Unreal Slackers server? I see a red U, would prefer it we could change to to an official ue logo?
You can't change it to the official one since it's not official
well... you could but I don't think he is so ๐
@grave nebula And you did what to fix it? Just deleted the ddc?
yep
hm okay, thanks
@pure olive well its the only one which exist right?
It's the one that this server is using yep because we aren't officially official
@valid root I'll take a look at it after work if you want to dm me
Do you guys think it would be possible to create a music visualiser inside UE? It would need to be able to read an audio file
Hey guys it's been a while since I've been here but I have some questions on a thing that's been going through my head which is a gun system kinda of like borderlands but you can take the parts off the gun and put in new ones. For example you can put an element core on a gun that didn't shoot fire before if it has a empty component. It seems really easy to be able to do but I cant a tutorial to pull from. I've found some other things like different projectile effects.
