#ue4-general

1 messages · Page 468 of 1

abstract relic
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So? If it isn’t enjoyable, why would someone invest time into playing a boring game

remote kayak
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If you guys want to talk more about this

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we have 10 other developers on our team to talk

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high tide, who said it was a boring game?

abstract relic
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Your pitch did

remote kayak
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what pitch?

spark sonnet
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Ok. Dauntless graphics survival game with full customization. Would it be survival like rust?

remote kayak
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Interesting idea sebb, it will be a little similar

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when it comes to servers and the map,

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although the game is going to be based around third person

spark sonnet
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ok nice

remote kayak
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All buildings are going to be enterable

spark sonnet
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Would be kinda bad if its first person and you've spent three hours on customizing your character

remote kayak
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Indeed

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Want a example on how customization on weapons would be?

spark sonnet
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So where is this set sinceyou mentioned buildings?

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Yea

remote kayak
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ok

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Customization in this game is going to very in depth! Here is a concept / Example of what it may be like. You found a wooden plank and some nails on the ground of a construction site, so you make camp and decide to make something out of this, that is your own. You go to your inventory tab, than to your crafting tab, this is where 4 other tabs pop up, 1 handed firearm, 2 handed firearm, 1 handed melee, 2 handed melee. For example you click on 1 handed melee, here it shows a 3d preview of nothing at the moment, you have to select your base component , there will be multiple ones such as baseball bat, wooden plank, and more, so you select the wooden plank and it appears on the 3d preview. Now below you can add any types of resources you want onto it, to make it your own, you can also name this weapon as well. The customization goes the same with vehicles as well. Because customization is a key component to many games, and makes it very entertaining for players!

spark sonnet
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Sounds cool!

remote kayak
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Although, this is a concept of course

visual belfry
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Have a prototype?

remote kayak
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Indeed

spark sonnet
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Do you have a platform to show your work?

remote kayak
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On our server we show our work in the updates channel

spark sonnet
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But not on twitter or youtube?

remote kayak
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We mostly have the movement and character down at the moment

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Youtube is going to be made soon

spark sonnet
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When did you start?

remote kayak
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est. 2-3 weeks ago

spark sonnet
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How have you not come further if you are over 10 developers?

remote kayak
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On the youtube we will share the content made every month

spark sonnet
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Or are you making full customization to the character too?

remote kayak
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Customization to the character will defiantly be implemented

spark sonnet
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nice

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Where is the map set? and in which time?

remote kayak
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Present Time, the map is not yet set anywhere

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but, it will have a number of biomes

abstract relic
spark sonnet
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alright

remote kayak
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ok

spark sonnet
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True HightTide

topaz thunder
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i made a simple blueprint to make a point light flicker but it only seems to toggle it only once

rotund scroll
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well, yeah

topaz thunder
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did i do something wrong?

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i made a little loop to repeat toggle

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so it should toggle it every second

rotund scroll
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you have a timer that you haven't hooked up

topaz thunder
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i dont think i need to

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custom function

rotund scroll
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and you expect it to wokr?

topaz thunder
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yea

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i have a custom function

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so its attached

rotund scroll
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you never call the timer

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regardless of whether it's calling a function you are never calling it

topaz thunder
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oh

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i see

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dam im a dumbass

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thank you a lot!

rotund scroll
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👌

topaz thunder
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actually i tried simulating the game but it only runs it once

blissful trail
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i get an error saying

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SpawnSound2D_ReturnValue". Blueprint: Rain Function: Execute Ubergraph Rain Graph: EventGraph Node: Deactivate

spark sonnet
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It didnt access the sound you spawned

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make sure to check New visibilityon one of the nodes

topaz thunder
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thank you vary much sebb ^^

spark sonnet
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No problem! 😃

blissful trail
visual belfry
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I mean you don't need the branch, but it doesn't look wrong

versed spear
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Did you check to see if the cast was failing? @blissful trail

plush yew
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how on earth do i update to 4.22.2?

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latest version i see is 4.22.1

gaunt eagle
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Hey everybody! I'm trying to make a simple door that slides when the player overlaps a collision box. I found videos where people use the matinee system to basically animate a static mesh when the player overlaps the collision box and then it returns to it's starting position when the overlap is no longer true. The matinee system has (legacy) next to it in UE 4.22 though. Is there another way to achieve the same result without using the matinee system?

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The BP code is something I tried, But It was not even close to what I was expecting it would do.

plush yew
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@gaunt eagle use a timeline for such a simple scenario. otherwise sequencer is a replacement of matinee

hidden adder
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hey guys im used to using c++ for my ue4 stuff was wondering is it worth learning blueprint? seems itll speed things up or is it just gonna cause problems using it with c++

visual belfry
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100% learn blueprints

hidden adder
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alright thanks

gaunt eagle
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Thanks Yeats

worn granite
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@gaunt eagle and I'm not going to watch a virtus tut - but you should be able to drive something simple like that via BP just fine.

gaunt eagle
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lol yeah I can't say I blame you

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Thanks

stoic radish
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yo can anyone help

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why cant i get my displacement to work

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usually the quixel megascans should work with the bridge

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but no way i can get them to work

ripe sluice
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sometimes when i use UV mapping my displacement gets messed up for no reason. Then I delete the Mapping and it works fine its wierd

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It just recently started happening too

magic scarab
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can anyone tell me the best way to go about uploading a custom engine build to a perforce server?

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specifically what files should i upload and what ones should I not upload to the server

novel crystal
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Does anyone know why UE4 no longer generates lightmaps if you animate your models with Vertex group weights

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Anytime I link vertex groups directly to armatures UE4 disables a bunch of options when I import it

fickle elbow
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Hey everyone 😁
Kind of new to ue4
I can't seem to find much info on hierarchical Instance static mesh components.

I'm trying to adjust the scale of individual instances that are added to the HISMC, but can't find any info on how to do it.
The only out put from the add instance node is a integer,

Any help would be appreciated.
I'll try post a picture of current setup once I'm home

novel crystal
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I'm having this weird issue importing an fbx from blender

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as soon as the file has an animation on it UE4 refuses to generate lightmaps for it and a bunch of other settings go missing from the import form

novel crystal
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Are lightmaps only meant to be used on static meshes?

merry blade
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Hey guys, I’m looking to start a 2d “3D looking” type pixel game. Is unreal engine a good engine to use or does anyone recommend any other engine?

spiral island
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Unreal is probably too heavy for 2D pixel game

novel crystal
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I'm a big fan of phaser and web tech for 2D

spiral island
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You could look at Godot, its ightweight apparently its pretty good

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Unreal for a 2D pixel game is like getting a Ryzen Threadripper to play minecraft

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It’ll work, but it won’t work as well as it could and you won’t use most of it

night basalt
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hello everyone

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i have 1 question

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its that posible to make server for my client game ? like MMORPG ?

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ACE-5.1.1 -> C++ Linux server

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and ACE its compatible with UE4 ?

versed spear
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so by changing my page file size to the same as my ram 8 gig and using the usb stick with ready boost seems to have fixed the ram issue I was having with the editor. Blueprints save faster, map loading times are faster and I can use other programs like discord and internet with no issues.

merry blade
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Anyone know how much it cost to run a game online?

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Like a website that lets you run your games online.

night basalt
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ACE its all what u need

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to make mmorpg

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like Cabal online its on ACE

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miliardes packet send and receive

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no one left

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i have thats alredy

novel crystal
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Can anyone here explain whats going wrong with this image, I'm at a loss.

night basalt
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texture ?

novel crystal
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shadows

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It's my first import of a custom animated mesh

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my meshes that aren't animated have perfect shadows

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It's a super simple bin, all it does is lift its lid

night basalt
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i dont know i use dds texture for model and UI

novel crystal
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Is this a texture issue>

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I assumed png would be fine

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even then

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my other meshes use png

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and their shadows are fine

night basalt
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dds its better

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?

novel crystal
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I'll redo my texture

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and see if it helps

night basalt
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from dds can u select image and use on models

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one files 50 image

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😃

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see

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1 slot

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?

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look

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1xx2

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2x2

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2x6

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can u do that ?

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item to msql like Data Byte

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like my

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😄

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do another wey

novel crystal
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I removed the png texture

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and still shadows

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This is a blank material with a base colour

night basalt
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u have 100 place slot ?

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u can make 1 item take 2x - 6y and slot make camera teake model item from model3D and render

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Server or Client ?

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my own

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i can help u make server

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Login its a UI

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i have no world

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what u need ?

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for server

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sql

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yes

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u want see my login ?

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its biggggggg

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my server its finish

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now just add nnew section packet

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😄

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yes

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movement its finish

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full pak character

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yes

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skill

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spawn

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cord

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map

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i have all time all day for the game

gilded igloo
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Anyone knows how to change a partical syatem's color through blueprints?

pulsar sorrel
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is there some example how to use Unreal AutomationTool BuildGraph to make custom build process from build to packaging for deployment

left citrus
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Howdy all, does anybody know if there's a way to assign a new skeletal mesh to an existing animation BP? Assuming the skeletal mesh uses the same skeleton?

mossy nymph
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@left citrus AnimInstances are assigned to SkeletalMeshes, not the other way around

left citrus
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@mossy nymph I assumed as much.. can you therefore think of any reason that with one skeletal mesh the default pose is t - pose? afaik it's not a skinning issue..

dense gate
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Need some help, for whatever reason my spring arm isn't "colliding" with anything even if told to

left citrus
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@mossy nymph oh snap.. nevermind, how's the pose (in editor/blueprint) decided, for a skeletal mesh with an anim bp on it? seems to be really random

dense gate
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@left citrus have you tried changing the animation mode of that new mesh and then setting all the new BP variables to the old ones?

left citrus
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@dense gate as far as I can tell all of the settings are the same

dense gate
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I'm not talking about settings, but the variables

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(Usually what makes your anim BP work)

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Also, for the pose of the animBP in-editor, it assumes you're using the default character class with 0 velocity/acceleration/etc

left citrus
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Sorry I'm picking up work from somebody else's set up - will changing the skeletal mesh and then setting the animation mode back to the animBP that was being used destroy references anywhere? It seems if I change the skeletal mesh to a new one, then back to the old one, it no longer functions and remains in T-Pose. If so, is there any way to find these references before changing skeletal meshes?

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I presume so given they go from the first frame of animation -> t-pose, the moment I change any animation @dense gate

dense gate
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It creates basically a new animBP as far as I'm aware

ember notch
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What is harder? To make a open world game or a battle royale game

wary wave
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which is longer, a red piece of string or a green piece of string?

ember notch
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...

dim merlin
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Hi guys, anyone knows how i can move e.g. a static mesh, along with its material and textures to another folder, without doing everything manually?

dense gate
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Is the crocodile greener or longer?

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Select every asset, drag-move to target folder

dim merlin
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@dense gate can i autoselect all assets?

dense gate
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Don't think so

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But moving an asset also fixes the references so that should help

left citrus
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@dense gate @mossy nymph Thanks guys, some room temperature IQ had a 2nd skeleton with an identical bone structure hiding somewhere.. meant no errors were being thrown but the skeletal meshes weren't sharing the skeleton..

dense gate
plush yew
regal mulch
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    // Accessors.
    FUniformBufferRHIParamRef GetUniformBufferRHI() const 
    { 
        checkSlow(IsInRenderingThread() || IsInParallelRenderingThread());
        -----> checkf(UniformBufferRHI.GetReference(), TEXT("Attempted to access UniformBufferRHI on a TUniformBuffer that was never filled in with anything")); 
        check(UniformBufferRHI.GetReference()); // you are trying to use a UB that was never filled with anything
        return UniformBufferRHI; 
    }
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Anyone an idea what could cause the marked check to fail? Recently started shortly after pressing play

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Callstack is barely telling me anything, would love to get my hands on some actor/component that is causing that >.>

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Also doesn't always happen of course

undone sinew
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Anyone know how to fix z-fighting when dealing with large maps?

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I have an 8 mile long map, and the ocean vanishes when you zoom out.

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Google results aren't very helpful so far.

calm widget
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Checked if there are any clipping options?

undone sinew
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I don't know what to check, the googling results are all about "limiting the draw distance"

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which is not what im looking for

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I feel like this has something to do with the material being translucent.

calm widget
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Perhaps, do you have LODs for the mesh or is it just landscape?

undone sinew
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landscape

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can see the issue here

calm widget
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You can adjust clipping in Engine.ini apparently

undone sinew
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im not sure this is clipping though

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this looks like "z-fighting"

calm widget
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That looks way to aggressive to be z fighting

undone sinew
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but the ocean isnt clipping

paper kernel
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Tesselation

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it simplifiest the geometry when looked from distance

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there should be an option for it in the material settings

calm widget
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There you have it i think

undone sinew
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which material?

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the ocean?

paper kernel
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island

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as the water is flat

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so the shape for it doesn't change

undone sinew
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so you want me to enable tessellation on the terrain?

paper kernel
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disable

undone sinew
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there is no tessellation on the terrain material

calm widget
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You can select the landscape for the island and go in to Details, change Max LODLevel to 0

undone sinew
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thats not doing anything

paper kernel
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what about -1

calm widget
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-1 would give it the max value available, should be default

undone sinew
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that was the default

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i can tell you, its because the material of the ocean is see through

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because, if i put an opaque material, it doesnt do it

paper kernel
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tho I dont think it's lod, as the effect is gradual

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and based on scene depth

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so it is somewhere in the material

undone sinew
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when there is no material

paper kernel
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you have checkbox for "Disable Depth Test" in the water material?

calm widget
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Well, as far as i know the LOD settings for the landscape is pretty much a tesselation thing. So same effect based on scene depth

paper kernel
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aight but LOD transition isn't smooth

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it's on or off

calm widget
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Yes, but if you try checking wireframe while moving from your landscape, the "LOD" transition is smooth, dynamic tesselation, and not actual iterative LOD

paper kernel
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well, there's the option of enabling tesselation and tweaking the max displacement on the terrain material

undone sinew
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if it was the terrain, wouldnt the problem continue with opaque materials?

calm widget
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Sure, but those are for a different purpose for use with displacement i think?

undone sinew
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its only happening with translucent

calm widget
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No probably not, i was just getting a little off topic

paper kernel
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the terrain is higher than water, and if you average the vertex height it would end up above the sealevel

undone sinew
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then theres this issue from side angle when far away

calm widget
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Well that's not normal

undone sinew
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😛

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and this map is like 12 km

paper kernel
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ye that's bit large

undone sinew
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it is but, UE4 is supposed to handle 20

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and this is well within that

paper kernel
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true, it just cant handle it at full detail

undone sinew
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but this issue is translucency

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cause i used a simpler ocean plane before this, and had the same issue

paper kernel
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did you check the depth test in water material?

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and/or terrain material

undone sinew
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not yet because, that ocean there is the community ocean

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and i dont think it can be opened in mat editor

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i can try with another material

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okay, so i did a material that is just blue color with 0.5 opacity, and its not doing it

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so, its a little more than just translucency

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its something that 2 different ocean shaders both do

ember notch
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how i can switch gamemode by blueprint?

paper kernel
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no

undone sinew
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@paper kernel the depth test boxes are unticked, i tried toggling them and compiling, no changes.

paper kernel
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mkay then I'm kinda out of ideas what could cause it

undone sinew
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the effect both oceans are doing, when they clip, is that "im hitting terrain" blending effect

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its like, once you move far, it thinks its closer to the terrain than it actually is

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and starts behaving like theres no distance

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so yeah, its not quite z-fighting

devout jay
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Guys can someone help me whit shooting a gun. its coming out of the side of the gun and nothing Thad i know would fix it

undone sinew
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but w/e is checking for collision or distance in the material, is not doing it accurately

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it almost looks like a float limit

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but its not working with the same precision as everything else

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okay, its definitely something thats ticked in the material

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but the trouble is finding what it is

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i think it is something to do with this depth fade

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there are depth fade nodes in the material

plush yew
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30 fps...

calm widget
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@undone sinew I dont know, But i would recommend you try making a new material adding one thing at a time until you get the same issue

plush yew
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so how can i now see what needs the most ressources i nthis level?

plush yew
calm widget
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GPU Visualizer i think?

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CPU and GPU profiling i think it is called

errant mist
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Guys can someone help with UMG text inputs? How do I consume keyboard input? I've added the input, focus it, caret appears, but when I type - nothing happens

cloud cobalt
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@plush yew profilegpu command

lusty carbon
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why is this??

cloud cobalt
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Try creating a new Blueprint based on the same parent class and check if it shows up

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If it shows up, your Blueprint was corrupted, probably because you used hot reload

plush yew
lusty carbon
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@cloud cobalt it shows up

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But I resterted the engine many times since. how can I fix it?

cloud cobalt
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Duplicate the broken Bueprint

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The duplicate might work

lusty carbon
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the duplicate is broken too

cloud cobalt
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Then you'll probably need to re-do the Blueprint.

lusty carbon
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dafuq

cloud cobalt
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Welcome to "hot reload is dangerous"

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100% the cause of the issue

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Also why I never do any significant work in Blueprints.

wicked kettle
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hey guys! Any1 got an idea lighting why not render in mobile preview? All light sources are invisible in Android preview.. I cant seem to find a solution for that.

http://prntscr.com/nzyb9c

Lightshot

Captured with Lightshot

lusty carbon
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isnt hot reload for when you're in PIE mode?

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I always close the editor before compiling UPROPERTIES anyway

cloud cobalt
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Yes, that's what it is.

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Changing UPROPERTY, default values for them in constructor, or custom types used in there needs closing first

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It's easy to forget

errant mist
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@plush yew thanks a lot! it helped

plush yew
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good to know

calm widget
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Anyone got an idea how i can set up Blendspace 2D with walking backwards? My character is blending the Strafe animation when i walk backwards.

bleak steppe
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Hey guys! What software would majority of people work on for 3D mesh designing? Maya Or Blender?

calm widget
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Blender i'd say

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Also i am offended you didn't include 3Ds max in that list!

shy iron
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Hello, I have a issue in my project and I have no ideas to correct him ^^'
I explained here my issue https://answers.unrealengine.com/questions/902234/input-doesnt-work-in-packaged-game.html
For people don't want to click in link, this is the issue :

I add a new inputs mappings actions in my project and they work very well in editor and appear in options menu but when I package it, new inputs don't work and their are not take in my automatic option menu.

I'm take a video to show you : https://youtu.be/S5tkSGDtdL0

I also search in defaultinput.ini (I package without .pak files on) and my inputs are in this file so I don't know where is the problem ^^'

Thank you a lot for your answer, I'm so confuse ^^'

Edit : I just see the problem is only on a package with build configuration shipping
In developpement build, I have my inputs defense in options menu but I can't use their in game :/

Here, you can see what I'm saying in theis post :

▶ Play video
obtuse path
#

Hey all,

Random question - what tools do people feel are missing from the engine or marketplace that they would really love to see?
Got some spare time to do some development exploration and I'd really love to develop something that you'd all find useful!

orchid marsh
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@obtuse path Would love to be able to create a new skeleton asset directly in UE

ember notch
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How long take a 64 bit build?

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to windows

orchid marsh
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@obtuse path Even better if could bind that to a static mesh and create a skeletal mesh - eg weight paint bone influence

obtuse path
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@orchid marsh Great idea, definitely a super complex one but I'll add it to my list of ones to explore. I imagine creating bones would be relatively simple (could just start with a static mesh with a root bone, and then hold alt and drag off to drag a new bone into place).
The hard part would be the weight painting. I imagine there's potentially a way to utilise paint brush tools of UE4 to paint verts in a similar way to how you would in other 3D packages.

I'll definitely add it to my list of ideas to explore!

orchid marsh
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@obtuse path Yeah not sure how difficult - but would be great to have the capability.... 😃

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*and a great learning opportunity 😉

obtuse path
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@orchid marsh I imagine very difficult, probably doable with enough time though!

Haha yeah of course 😛

dim merlin
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where is Global Illumination in unreal 4.22

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?

ashen steppe
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what's the proper way to disable character input keeping controller enabled so it can still work on UI?

obtuse path
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@ashen steppe There are functions for setting input mode to Game, UI, or both within the player controller (callable in blueprint)

Set Input Mode Game and UI
Set Input Mode Game Only
Set Input Mode UI Only

plush yew
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first time I saw super camera. Was it used to capture black hole? Any idea how to get rid of it?

ashen steppe
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@obtuse path yes I know but I'm sure I had some issue with Set Input Mode UI Only

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It disable keyboard I think

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not cool

obtuse path
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Really? Are you setting the focus correctly/

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By default, UMG are not focusable at the top level (Canvas panel by default) there is a checkbox to set IsFocussable. The input is then able to be handled via override functions such as KeyDown etc

ashen steppe
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I think it's jsut the way it works

brittle swallow
#

Hello, can someone from this comunity help me? I am trying to set up an autorun button for a third person game. The idea is that when the player presses G, the character runs forward indefinetly, until another movement command is given.

grim ore
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Press G -> set boolean for isAutoRun = true. on tick apply input like you would be holding your forward button if isAutoRun = true. on any movement input besides G set isAutoRun = false. Good idea? bad idea? try it and find out!

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the game is set to input mode game probably. You can set it to ui and game if you want ui and game to take input or use your player controller and show cursor if you want the cursor to show up

visual belfry
#

will UI and game input ever be unified 🤔

obtuse path
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@visual belfry In what way?

visual belfry
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handling inputs in widgets feels awkward and the whole Input Mode thing bugs me, why not just have a place for it on the normal input stack by default?

obtuse path
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Well what you could do is add the controls into the normal input config, and then in your player controller make calls to an interface that you attach to all your UMG (then just make sure to call it on the relevant one)

visual belfry
#

that falls under the awkward heading

obtuse path
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I think potentially what you're after is an input set that is directly for UI.
Basically a config file that has the same layout as the standard input config in project settings, but for UI

visual belfry
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sort of? I just want to deal with inputs the same way across everything 🤣

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let me expose input events in widget blueprints rather than registering listeners etc

plush yew
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how do you understand gpu visualizer?

fringe iris
#

does anybody know if compiling for android need visual studio?

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*packaging

dense gate
#

This is tilting me

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No spring arms collide with anything whatsoever

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No probe channel fixes it

dense gate
#

Alternatively you can use a data table

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If you need to store the data in a place that's basically interface accessible

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Then read the entire data table and get the data from it

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And open levels from there

willow siren
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Hey. I'm looking for some help

dense gate
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Shoot the question out

willow siren
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ok, this needs a bit of backup

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so

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I'm trying to make an FPS

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I would want to know how can I pick up different weapons

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the way I have it now is connecting all existing weapons to the player character on event begin play, and hiding them all

#

and then making them visible when they're collected

visual belfry
#

ooof

willow siren
#

but that's incredibly messy when it comes to weapon switching (once you have multiple collected)

plush yew
#

my gpu goes 100% when moving in this scene

#

😭

#

what to do

willow siren
#

ouch

plush yew
#

whassaaaaat

#

omg what

#

O_O

#

what did you see

willow siren
#

maybe reduce flora?

plush yew
#

when i turn on my flashlight it goes from 50 to 30 fps

cloud cobalt
#

@plush yew Profile it

plush yew
#

there isnt even much foliage

#

how di i do that stranger... the youtube videos are .... complex

cloud cobalt
misty creek
willow siren
#

yeah...that's what i did

#

and got into this mess XD

misty creek
#

That is what he did?

plush yew
#

xD

willow siren
#

ye

#

i think i have an idea though

flat gorge
#

quick question, is it possible to create
lava rising upwards
in ue4
I can't find any tutorials

willow siren
#

yeah thats possible

plush yew
#

@cloud cobalt is it even normal that i have to use the gpu visualizer?

cloud cobalt
#

Yes, you're making a video game

#

Video games don't magically run at 60fps

plush yew
#

i thought ue4 is optimized for such maps

#

on 970s

cloud cobalt
#

The base engine is

#

Your work isn't

plush yew
#

its the kite demo. nothing else

cloud cobalt
#

The Kite demo is extraordinarily not optimized

plush yew
#

could you give examples of optimized?

cloud cobalt
#

No

#

You have to learn

plush yew
#

hmpf

cloud cobalt
#

Profile it, see what costs, make it cost less

#

Welcome to game development 😃

plush yew
#

u mean stuff like 8k texture?

cloud cobalt
#

Profile it first

#

Make assumptions later

dense gate
#

Any reflections used?

cloud cobalt
#

Don't give random hints to people before they profile, it's a waste of their time.

grim ore
#

when you downloaded the Kite Demo did you read the min specs and the fact it was running in realtime (24ish fps) on a titan X?

plush yew
#

lul

cloud cobalt
#

Seriously, just spend some time learning to profile (on your packaged, development game)

#

This is an essential skill 😃

plush yew
#

on packaged game? O_O

#

not in editor?

cloud cobalt
#

Yup, editor is twice as slow.

plush yew
#

i dont have a amd cpu god damn

paper kernel
plush yew
#

i wait for ryzen 3000

#

ill use it with 970 though

cloud cobalt
#

The editor has zero optimization at all, the UI alone will eat up a millisecond of your frames

#

Right click your uproject and hit launch

#

You can profile from there

plush yew
#

the gpu profiling guide doesnt even mention to build your game

cloud cobalt
#

Well you can profile in editor, it's just not the most accurate thing.

#

Start there if you want results quick

#

Best results are on a "Test" built project, but you need to build the engine from source for that, so I'm not telling you that 😛

paper kernel
#

this is not about optimization

#

this is about blueballing telemetry again

cloud cobalt
#

Not talking to you, @paper kernel

plush yew
#

lol

#

so its something with the flashlight

clever smelt
#

Should the engine block for like 4 to 5 seconds whenever i load a new asset like a tree or a rock?
Is it normal?
It only happens the first time i try to use an asset in a project

plush yew
#

ya :/

cloud cobalt
#

@clever smelt Depends on the asset

plush yew
#

oh dear.... gpu visualizer is opening itself automatically. help

cloud cobalt
#

@plush yew Looks like you have shadows rendered far away on a lot of geometry

plush yew
#

20 windows open

#

😄

clever smelt
#

@cloud cobalt yes, it seems that some load right away and some take a while

plush yew
#

@cloud cobalt i need shadows in far or you see bright trees

misty creek
#

It has to compile shaders the first time you open it

clever smelt
#

Oh

cloud cobalt
#

@plush yew There are ways to handle that differently - you could do a post-process based on depth that makes far objects darker, for example

plush yew
#

via post processing volume?

cloud cobalt
#

Yup

plush yew
#

so eassy

cloud cobalt
#

Like get the scene depth, divide by max view distance, clamp, and you've got yourself a 0-1 value that says "very far" at 1 and "really close" at 0

plush yew
#

wait. thats a blueprint

cloud cobalt
#

Material

plush yew
#

oh

#

visible scene depth?

cloud cobalt
#

Find a tutorial on post process material if you need to 😉

#

You basically want to linear interpolate between scene color and 0, using an alpha that's clamp(scenedepth - min / max - min), min & max being distances.

#

Gonna take you a while to learn, again, but it's fairly easy

plush yew
#

i know what interpolating is 😮 via alpha

wicked kettle
#

Is any1 familiar with vectors?

plush yew
#

i need some help making a control system for a 0g game i have tried to make movement system but it wont work properly i have tried to make a way for if the the player hits a celling they would rotate to the correct angle but it wont stop moving can i have some help

clever smelt
#

What is the difference betwen Paint Density and Density/1Kuu

plush yew
#

if 1kuu is 100, then 50% paint density is 50 kuu

#

i think 😄

#

@clever smelt

clever smelt
#

@plush yew thx
i was thinking that 1Kuu is some sort of metric mesurement in ue4

plush yew
#

@plush yew wow look cool

grim ore
#

sounds like a job for a blueprint function library in C++ to expose that function!

#

I have a small series on how to use C++ and BP together for stuff like this but I don't know how useful it will be based on I have no idea how to do what you need in C++ lol

#

yeah that is code for a blueprint function library right there

plush yew
#

@plush yew no i mean, your style appears like world of warcraft

grim ore
#

all that code seems to do is block the level load tho, not get the current level

#

welp that code is set for a blueprint function library but it is missing the .h declaration 😦 its figureoutable but still missing lol

#

you have the implementation there in the .c file so the .h is easy enough to reverse out of it

#

I would help more but I literally have to go leave to drive 8 stupid hours to San Francisco to help out a friend and I am hating my day already lol

atomic quest
#

anyone wanna pair or partner with me on a game

#

i need a mentor

#

im knew to programming, but i have plan written out for the game

latent moth
#

is it possible to know at which lod level is an object rendered at?

midnight bolt
#

how do i change the max resolution of texture/material when baking/building ?

#

let's say i have 2048 now, but i want the maximum to be 512 when building/exporting

plush yew
#

can i have some help making a character movement system for a 0g game

wary wave
#

depends on what you mean by 'help'

plush yew
#

well i have a vauge idea how to move but there is a problem with moving

#

when i go forward i tried to make it go in the direction your looking but it wont work

#

i get a pic

#

how to make a old marketplace asset compatible with a newer ue versin?

atomic quest
#

how do i install UE4

midnight bolt
#

epic game launcher, library and click + button

atomic quest
#

the epic games launcher wont open

#

just sits

#

any ideas?

light vigil
#

Hi everyone

#

Play as standalone seems to only ever boot 1 client

#

Even when number of players I have set to more, like 2 or 3

#

It use to work previously, anyone know why now it only does that?

#

Nevermind figured it out! ^_^

vale bison
#

hello excuse me where the channel I can discuss about my unreal engine problem?

#

I have problem about running dedicate server in ubuntu rn 😦

calm widget
#

Lots of people talking about their problems over here

hidden tendon
#

Does anyone know why selecting the landscape tool or certain meshes will randomly slow the editor down to a crawl? Everything will be running smooth 30 fps and then it drops to 10-12 fps when I try to paint foliage, even with a tiny brush. I have to restart the editor to get it running smoothly again but it seems like I am restarting every 5-10 minutes. to be able to work. The base pass, prepass, and shadow depth just jump drastically for seemingly no reason.

calm widget
#

Same on a new project?

hidden tendon
#

Yes. It runs fine in a packaged game but makes life a pain in the editor

#

Sometimes it "wakes up" and snaps out of it if I minimize the window for a second, change cascade settings, run stat commands... etc

sonic pagoda
#

is there a way to select multiple buttons in umg and add a on clicked event at the same time

#

having to click it individually for hundreds of buttons is just such a time waster

manic pawn
#

do you actually have hundreds of individual buttons in one ui 🤔

sonic pagoda
#

how else do you make a main menu

#

with online options

#

campaign

#

and like option options

#

okay hundreds at once may have been an exageration

#

its more like 5

visual belfry
#

reusable widgets

sonic pagoda
#

your custom widgets where the best thing since sliced bread partly 👍

#

but still , have to click on each one's on clicked event, or run a switch to check which button was clicked, etc.. i dont know whats faster actually

little warren
#

hi guys is it possible to the screen borders inside the game? like im making a game where I want to have an event when the players touches or passes the left,right or top of the screen

plush yew
#

how to make a old marketplace asset compatible with a newer ue versin?

abstract relic
#

Open in the compatible version >>> migrate asset

plush yew
#

bu tthen doesn't mean that everything will wor kor?

#

@abstract relic and how do i copy paste fog, sky, directionallight, skylight to another level?

versed spear
#

Created an image variable and i can not set its default. Anyone know why?

visual belfry
#

image variable or texture variable

versed spear
#

image variable. I created a binding on the image for my loading screen. I want the binding to randomize the loading screen image.

visual belfry
#

use a texture2d variable 😃

#

Image is for Image widgets

#

that's why you can't find a default to set

#

(reading again, it's possible I'm misunderstanding you though)

versed spear
#

no I think you nailed it

thorn vector
#

Anyone can help me figure out season?so i followed this tutorial right here https://youtu.be/E6T-l9g4lTs and basicly he changed the color of the texture for ground trees etc.i wanna know what node are there for texture because i have bunch of textures

versed spear
#

yay my loading screens are working 😃

coarse basalt
plush yew
merry gazelle
#

anyone know if Github pages is suitable for a UE HTML5 singleplayer game? I'm mostly looking for a cheap hosting option to host the +200mb packaged game

hidden aurora
#

Nice lookings @plush yew

plush yew
#

why can't there be 3d models in good quality for little money...

#

and free programmers everywhere

#

who want to make my game become true

#

XD

hidden aurora
#

3D modelling is rough lol # low poly

lapis bronze
#

my Unreal4 HTML5 game is hosted there
https://pandan.itch.io/hollow-priest

hidden aurora
#

Does anyone knows how to use for loop and anim montage?

merry gazelle
lapis bronze
#

@merry gazelle
yeah some browsers dont work with it

#

also try reloading the page, ive gotten it to work on firefox that way before

#

but it was just an example

tranquil rose
#

Hi, does anybody have MAYA, I have a missing plugin and I would be so appreciative if someone would copy and send it too me. Just need the .mll file called decomposeMatrix.mll

lapis bronze
#

@tranquil rose where is it, i can send it

plush yew
#

God I'm working on what amounts to a [PROTOTYPE] fan remaster and I have no clue how to do particles in uE

#

UE*

#

I've been using it for years for everything but particles, how would the tentacle particles work? I'm assuming just a cloud of 2d animations of tentacles

split jungle
#

Hey there! I have a question that probably doesn't have exactly one right answer, but i'd like to hear what experienced devs opinions on that matter is. Im also sorry if this is not the right channel, but since its ue4 related it fits better than in lounge imo. I have around 40 hours in ue4, by which i mean i followed a few tutorials on youtube. the issue i have is that not a single tutorial i found actually explain how they came up with their solution or anything, so the only thing i've learned is how to do the exact same thing as the people in the tutorials. So, to finally reach the question I have, how would you guys start learning the software if you were pretty much new to it (as said i do have around 40h so its not like im opening it for the first time). And to be more specific, my focus is mainly on 3rd person role playing games, may include multiplayer. So in the end I'd like to have the knowledge to understand how to create something like darksouls, but also like wow or black desert. I do know it takes more than one person to make something like that but id like to get the skillset so i can work on games like that.

coarse basalt
#

@split jungle were the same people lmao

dim arch
#

that means you are trying to bake lighting into different LODs

coarse basalt
#

so i need to do what exactly?

dim arch
#

as for your question, there are a lot of tutorials on the unrealengine youtube page, using that the documentation, free marketpalce assets you should be able to create an RPG

plush yew
#

How do I tell the server to do something from a player controller?

dim arch
#

your make an event with a RPC call

plush yew
#

I attempted to but it only seemed to work for client 1

#

On a dedicated server by the way

plush yew
#

Thanks but I've read it a few times :)

#

I'm just very stupid when it comes to networking apparently cause no matter what I did I couldnt get it to work.

dim arch
#

The playercontroller only exists client-side, you can make a remote call to the owning controller of an actor, or all controllers and filter them out by their ID

plush yew
#

Could I dm you if you dont mind?

dim arch
#

I can only help so much

plush yew
#

I know I just wanted to send a screen shot quickly to see if I'm on the right track:)

split jungle
#

@dim arch ah so you mean the official ue youtube channel. i always looked for series that other devs do on youtube, but they dont do a really good job explianing what they do.. from what i can see the ue youtube seems to be very broad (in terms of a wide variety of topics). how do i know as a newb which ones are relevant for me?

dim arch
#

ok @plush yew

#

as for your question @split jungle you have to learn a lot of different engine modules from the editor end, probably some external applications and techniques for creating the assets, and also how to code. So suggest you start looking at the introduction to the editor and blueprint videos.

split jungle
#

are blueprints worth learning though? i've seen performance tests that show that even packaged projects are like 7 times slower then using c++

#

i know its kind of a meme that blueprints are slower, but from what i've seen it doesnt seem to be really wrong.

dim arch
#

if you aren't a coder and want to make an RPG, you will need to learn how to create gameplay systems, the learning process will be a lot quicker using blueprints to test your designs

split jungle
#

i see. i do want to be able to do most parts of an rpg myself someday. so for learning bp is fine then, it should teach me the logic of c++ anyways since its the visual version of that language. thank you for your help @dim arch i really appreciate it!

visual belfry
#

Does 7 times slower logic really matter when it's probably a misclick in graphics settings or lush transparent grass that's gonna be costing you frames :P

plush yew
#

bp is actually not terrible

#

I find I tend to use it constantly for level scripting

#

Anything that really needs to be reliable and consistent with timing and is really heavy in general processing wise, C++ is going to generally be better

plush yew
#

Is this the official ue4 discord server

split jungle
#

its made by the community for the community, but you can find epic staff in here too

worn granite
#

^

#

Unless you're looking for UDN, this is it.

viscid locust
#

anyone here that can help me get the movment to work on unreal.... got most of what i need but cant find any thing on youtube

willow siren
#

maybe i can help

#

(also), is it possible to trigger an event when a boolean variable becomes true?

winged crypt
#

who here has experience with procedurally generating things in levels?

#

not sure which channel to post my question in, maybe I could PM it to you !

wary wave
#

Here is fine

#

If it gets too BP / code specific, maybe head to the relevant channel

lusty carbon
#

Hi! Practical ways to make fade to black end screen to my project? I want to make it fade out and text appears "Thank you for playing blabla"

#

there are too many ways to do it. not sure which one is best suitable for my VR project + overlaying text.

radiant haven
#

someione knows how to fix this

sudden agate
#

fix what?

wary wave
lusty carbon
#

If I use this method, can I overlay text on the black faded screen? which one is on top?

wary wave
#

changing an overlapping collision box from 'WorldDynamic' to 'WorldStatic' profiles - would you expect any performance gain?

radiant haven
#

could someone quick help me creating a text that shows it on your screen when ur enteringa triggerbox

lusty carbon
#

anyone?

plush yew
sudden agate
#

#work-in-progress

plush yew
#

@sudden agate isnt really wip

calm widget
plush yew
#

noo

#

i am not doing this for releasing or showing any wip

#

its like posting cat pics

calm widget
#

So you didnt make this?

plush yew
#

sure i did

#

buti ma not posting any wip

#

😄

#

its just an UE related image.

#

but this isn't any work

#

!

calm widget
#

I donno man! Not sure this counts as a loophole

plush yew
#

omg dont be so.... uph

calm widget
#

I'm calling the 🚔

plush yew
#

@calm widget better give me some critique

calm widget
#

Thought this wasnt wip?

plush yew
#

hm

#

not sure

#

what if i make the map new?

#

then this isnt wip

#

to be it a wip this needs o be released withoutmajor changes

#

ok now feedback

#

hurry up

calm widget
#

It looks nice, spooky feeling. Nice grass. But for the composition i'd sasy there is far to much happening on the right drawing the eye

plush yew
#

u took it literally lol

#

this is a ingame rendering.. not a photography critique course

calm widget
#

Ah, dont be so.. ugh!

#

😦

plush yew
#

😉

plush yew
calm widget
#

What?

lusty carbon
#

I have a 3D widget in my motion controller BP and want to only make it visible in a certain time. how to do that?

sudden barn
#

Hi there. How do I upload a 'looking for work'-poster in here?

cloud cobalt
sudden barn
#

The guide nor rules help me, really.

#

Aaaa, thanks!

plush yew
#

@plush yew for a start you probably want to add local movement input though what you have could work in some setups. To rotate you probably want to rotate around a local axis.

#

omg.... suddenly my trees disappear when i get to close to them. what happened?

ember notch
#

How I do when he leaves the car and then the car stops?

#

like stop object movement

wary wave
#

we don't even know how you're moving it

ember notch
#

a car that a third person character drives.

plush yew
#

Add big local z impulse

#

To character

wary wave
#

if we're talking about stopping the character

plush yew
#

Oh thought u said eject XD

wary wave
#

lol

broken stream
#

Hi, is a Ryzen 7 1800x a good prosessor for use in UE4 editor?

ember notch
wary wave
#

We don't know. We don't know what your code is doing.

plush yew
#

yes. we don't know.

ember notch
#

how i make that i get the player controller back to my character?

cloud cobalt
#

@ember notch You should be possessing pawns to switch from car to character

#

Look into that

wary wave
#

the car is a character?

vale bison
#

guy can someone help me with this error in ubuntu I was trying to run dedicate server 😦

ember notch
#

no i have a enter car system

#

third person controller is the main character

wary wave
#

"Enter car system" doesn't mean anything
Third person controller is not the main character

#

it's a controller

#

we really can't help you if you don't know how your own stuff works

ember notch
#

Which blueprint action do I need to switch to the third person controller?

#

back

vale bison
#

@wary wave im sorry 😦

neat lion
#

Hey guys, have any of you ever created a project where you insert a 360 video material (with 2 sides option) inside a sphere and the camera actor inside the sphere?

wary wave
#

@vale bison - I wasn't talking to you, haha

ember notch
#

i need to switch the gamemode?

#

right?

wary wave
#

@ember notch - we have 100% no idea how your stuff works

#

if it were my system, it would be as simple as possessing one character and unpossessing the other

ember notch
cloud cobalt
#

Did you like, buy a car Blueprint ?

#

If so there's nothing we can do to help you here

#

You're not talking about engine concepts here, but things that are specific to your project

ember notch
#

@cloud cobalt no i have a another car system too but this is saving performance

cloud cobalt
#

What's a car system ?

ember notch
#

the currently?

cloud cobalt
#

You say "car system" but UE4 doesn't have a "car system"

wary wave
#

@sudden barn - #server-feedback - but also, I would really prefer it if people couldn't embed stuff. You can also just copy paste from notepad

ember notch
#

vehicle system i mean

sudden barn
#

As I told you. You can't if it is an attachment, and you are rushed into getting the application made.

#

Copy pasting in itself can be a task of it's own.

#

I wouldn't add that pressure to my own community.

#

I mean, just look at how messed up my poster looks!

#

Just a suggestion (which has been suggested in server-feedback, dw)

ember notch
#

whom do you mean?

#

ok guys i use my old vehicle system what i posted in #work-in-progress

wary wave
#

we don't know anything about your vehicle system - for the umpteenth time, we cannot help you

ember notch
#

i know

lusty carbon
#

So I have this 3d widget aka TextWidget in my MotionControllerBP . I want to have it hidden until the end of the game when I want to set it to visible through a different class (cause that's where the end game logic happens). How in the world can I do that?

wary wave
#

bHiddenInGame flag?

lusty carbon
#

that's the obvious answer. I asked how to set its visibility in runtime, from a class that isn't my vrpawn

wary wave
#

you can set that flag from anywhere

lusty carbon
#

yeah? how?

wary wave
#

Which part of this doesn't make sense?

lusty carbon
#

the part that i want to set it from a whole different actor blueprint which doesn't know of my pawn or my widget

wary wave
#

gotcha

#

right well, that whole different actor is probably going to want to know of your pawn

#

how you get that reference, is up to you

#

once you've got a reference, the rest should be fairly trivial

#

I'd use a function in the pawn class to control the widget visibility and call that function from the other actor

lusty carbon
#

how do I get a reference to the pawn?

#

cast?

#

im a noob here keep that in mind

plush yew
#

Yes

lusty carbon
#

it wants to take in an object pin. what would that be?

wary wave
#

cast only works if you already have a reference

plush yew
#

Get player character or pawn

wary wave
#

you have to get one from somewhere

lusty carbon
#

im gonna need you to be more specific

wary wave
#

GetPlayerController(0) gets the local controller as an example

plush yew
#

Well if there's a pawn in your level just reference it with get player pawn

lusty carbon
plush yew
#

If it's multiplayer get pawn by index I think

wary wave
#

that's the controller, you need the pawn

#

the controller knows the pawn

#

you probably can get the pawn directly from another function, but the controller is the most reliable

plush yew
#

The controller is like an alien parasite inside the pawn telling it what to do

lusty carbon
wary wave
#

that would probably work

lusty carbon
#

nope

#

text isn't showing up against my faded screen

#

btw

wary wave
#

well in the screenshot above the visibility is set to false...

lusty carbon
wary wave
#

if the camera is faded out there is no camera to see your widget

lusty carbon
#

damn i thought so

#

so how can I fade to black and have my widget show??

plush yew
#

You don't need a camera 99% sure

wary wave
#

it's a world space widget

#

you need a camera

#

honestly, I'm not sure how I would handle this in VR

plush yew
#

Ok

wary wave
#

post process material would be the obvious choose in flatspace

#

but that doesn't work in an HMD environment

lusty carbon
#

so fade out in umg method?

wary wave
#

you can try that

#

not sure a 'full screen' widget works too well in this case, but it's worth a shot

lusty carbon
#

should i create a different, regular widget for that?

#

and spawn them both? (the text and the fade widgets)

wary wave
#

no one widget is fine

slim magnet
#

What if you somehow set the ambient lighting color to black in a post process volume? Then, if your widget is unlit, it shouldn't take ambient lighting into effect at all, but everything else will be solid black.

#

Just a note, not certain if this will work with Forward Rendering.

#

Disregard all of that, I just tested it and it doesn't work like I thought.

spark sonnet
#

Whats the best way to make collision for wheels? The sphere would not work for that

manic pawn
#

physx has no cylinder primitive, so you just use a convex with 32 or 64 sides

spark sonnet
#

How do I get a convex?

plush yew
#

i downloaded some marketplace assets like a boat and trees, and when i open the sm the material isn't on them wtf

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if i open any material, the texture is not on them double wtf

spark sonnet
#

Have you tried importing to a different project @plush yew ?

plush yew
#

no

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btw. i didnt import, just placed the folders into the project

spark sonnet
#

What if you try adding them to project through the epic library?

plush yew
#

i got them from somewhere else

spark sonnet
#

Ah ok

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Do you know that they come with texture?

#

I got some assets that had textures in the screenshots but were white in the downloaded file

plush yew
#

the thumbnail from the sm has material on it, and when you open the sm it's empty

spark sonnet
#

Can you see the texture in other 3d programs?

plush yew
#

its an uasset,

vast fossil
#

do I have to recompile the whole project every time I create a c++ file ?

#

recompiling takes ages

wary wave
#

sounds to me like the references are broken

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which suggests to me they didn't come from the launcher and are likely pirated

spark sonnet
#

Are there other file formats you can download it in?

plush yew
#

other file formats?

spark sonnet
#

yeah can you download it as a .fbx or .obj?

plush yew
#

no

#

dont think so? 😄

spark sonnet
#

Where did you get it?

viscid locust
spark sonnet
#

I think you just need some animations @viscid locust

viscid locust
#

not the mesh the movement... click mouse and jump to location

spark sonnet
#

ah

plush yew
#

@spark sonnet from a friend

spark sonnet
#

you could get cursor location and tp the character to that location

viscid locust
#

ok

spark sonnet
#

Sounds like your friend just dragged it from his project folder @plush yew

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Ask if he has an .fbx file instead

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Are you using blueprints @viscid locust ?

viscid locust
#

yea

spark sonnet
#

I could try to make a blueprint for it later today

viscid locust
#

that would be amazing

#

i have been trying to get it to work as much as i have done is jumps half way mid air. stops. hits ground and runs rest of the way

hidden aurora
#

Does someone know how to loop an anim montage x times

#

Because I’m trying to make a real shotgun reload and I need to play the reload shell@montage se many times as necessary

wary wave
#

just play the montage again each time it finishes

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that way the player can interrupt it

hidden aurora
#

Should I use for loop?

#

I tried but doesn’t works

wary wave
#

you want to be event driven

hidden aurora
#

I’ll try

plush yew
#

it works now

#

thanks

willow siren
#

hey. Does anybody know how to use radial damage? I can't get it to work (trying to make a grenade)

hidden aurora
#

Send a screenshot

spark sonnet
#

ok its alost done @viscid locust I'll send it once its finished

viscid locust
#

oh snaps sebb

rich sparrow
#

is it possible to mask a material/mesh based on another mesh?

sudden agate
#

with distance fields maybe

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otherwise no

#

when using Translucency: yes

rich sparrow
#

translucency would be fine. I was looking at render custom depth

wary wave
#

I'm not sure custom depth has alpha?

rich sparrow
#

What I'd like to do us, use the 'face' mesh to mask out the hair - so I can still use two-sided materials, but generate the hair 'cut out'

#

so, with the face disabled, you would end up with this, minus the bits circled

#

idea was maybe... face to depth pass 1, hair to depth pass 2, subtract 2 from 1, use that as mask for hair transparency

plush yew
#

@wary wave some people use pirated software to test software. good old times with demos.

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if its good they buy it

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nobaody wants to buy a pig in the poke

wary wave
#

that may be true, but discussion of such items is banned here

frosty bloom
#

So what you're saying is you are using pirated MP asset?

plush yew
#

no?

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i nee ddemos

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😦

frosty bloom
#

Sure looks like it by all the previous comments 😛

plush yew
#

i just want demos as a obligatory thing

spark sonnet
#

Haha thats true but not a good way to do it @plush yew There are tons of free assets that im sure you could use instead

plush yew
#

a requirement

frosty bloom
#

I guess that's a good reason to pirate?

plush yew
#

omg

frosty bloom
#

I want money. Guess i'll just rob a bank

spark sonnet
#

What kind of model is this @plush yew ?

frosty bloom
#

Just want to add before I take my leave... Unless you and your friend is working together on the same project, sharing MP assets with each other would still be counted as pirating.

plush yew
#

its not a thing on the marketplace XD

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he made that

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xDDD

spark sonnet
#

Then why is it a uasset?

plush yew
#

eh o.o

#

dont know?

spark sonnet
#

What kind of model is it ?

plush yew
#

a boat

spark sonnet
#

What kind of boat?

plush yew
#

small wooden boat

spark sonnet
#

There are many free boat models out there

frosty bloom
plush yew
#

that was something else

frosty bloom
#

lol.

spark sonnet
#

And there is a really nice free tree asset pack on the marketplace

plush yew
#

yup

spark sonnet
plush yew
#

looks like female trump

rich sparrow
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hah. Shame though, can't use scenetexture sample in masked material

sudden agate
#

That's the point of masked

#

They are rendered like opaque. Masked pixels are discarded

rich sparrow
#

yeah, which is what I want to do. I have the mask (via the stencils) but can't access them

safe rose
#

<@&213101288538374145> ^ meh

manic pawn
#

that server has a ridiculous amount of people in it

maiden swift
#

Thanks for the heads up.

deep basin
#

when i spawn an actor with a collider of some sort that creates an overlap event at the position of my player, will it trigger the event?

late olive
#

Y'know you can never really value determination until you become an unreal dev trying to do a thing

#

(unless you're already a master)

plush yew
#

@safe rose ban

#

thats what i have so far

signal bone
#

Hello

#

Anyone can help me out?

calm widget
#

With what?

signal bone
#

I need to implement Arrays in minimum 4 systems

calm widget
#

In what?

signal bone
#

uh

#

in a system

#

not a particular one

#

i just need to do 4 actors that use arrays

honest vale
#

that's pretty vague

calm widget
#

Do you use Blueprint or C++?

signal bone
#

I know but thats my objective

#

Blueprint

honest vale
#

is that some homework assignment? 😄

signal bone
#

Maybe (?

#

I was doing good but i had to skip that day

#

So im having troubles understanding how to use arrays

#

And i cant find a good array tutorial

calm widget
#

It's not that hard, but you don't really present a specific problem. But there's a huge array of tutorials on youtube

signal bone
#

i need to make 4 examples of using array

#

nothing specific

#

Like, idk, making a random Spawnpoint with arrays

#

i need to make 4 things that use arrays, it doesnt matter what it does as long as it works

calm widget
#

So pick 4 simple things and we can get started with something?

#

print 4 random strings from an array to screen
random spawn points

icy rock
#

hey guys im rather new to learning unreal 4 and have achieved some basic tasks within the editor (using blueprints) and was wondering if anyone would have a suggestion as to how i can go about learning c++ for unreal as i intend on implementing the GAS eventually and wouldnt know where to start

plush yew
#

who gonna buy?

grim ore
#

I plan on getting the 12 or 16 core if I can convince the kids to go without food this year. It should really improve those compile times lol 😃

plush yew
#

XD

#

you're behaving like this is interl

#

stop it!

grim ore
#

well I would need a new Board and I should get new memory to go with it so it's a chunk of change 😦

plush yew
#

how old is your system?

grim ore
#

not old, 5820k, but my memory is only 2133/2400 so I would want to upgrade it to faster memory if possible.

plush yew
#

what the hell is intel 5820k

#

not a gaming cpu i guess

grim ore
#

sure it is, 6 core 4.3ghz. runs great.

plush yew
#

games don't use more than 4 cores?

grim ore
#

some do now, and more will in the future

safe rose
#

folks who buy 6+ cores don't just care about gaming though

#

we value small as possible compile times

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and video editing

grim ore
#

offloading more and more "stuff" to other cores is the hip new thing. Offload AI to another core, offload stuff to another core, more cores! more stuff!

plush yew
#

i value gaming and little lightmap baking times 😄 recommmend me a cpu!

safe rose
#
  • other random stuff
grim ore
#

lightmass takes advantage of more cores and speed so faster! more! betters!

plush yew
#

but how many cores does it can

grim ore
#

my UE4 source build at work from the master branc his 13,187 commits behind.... that's alot of catching up to do lol

#

Lightmass can do 1 mesh per core basically so as many cores as you have it can use

plush yew
#

that not related to cpu or?

hidden aurora
plush yew
#

@grim ore that means we need a cpu with 100 cores for 100 meshes and 2 sec bake time?

grim ore
#

I want to say there is a way to set up looping in montages/anim clips so you can just start it and then stop it when you are done looping it. one of the default ones in the engine already has it built in I think the falling one?

hidden aurora
#

How do i do that

grim ore
#

I cant open the engine or I would look but I dont think there is a "animation has ended" callback but you can put an anim notify on the end of the animation and have it call back and repeat the animation if needed

#

I want to say anim notifies are what you want to use for something like this. Animation plays, anim notify fires off saying the animation ended, you can then listen for that and play the animation again. repeat X times

hidden aurora
#

Im trying to make shotgun reload, if 2 shots were fired play the anim 2 times

prisma spindle
#

My team just finished up an interview with 80 Level where we go into the technical details of our workflows and tools we've built using Unreal Engine 4. Hopefully some of you can learn something from it and build other cool stuff: https://80.lv/articles/dreamscraper-game-dev-in-ue4-shaders-and-animation/

#

A unique perspective of how a 3 person team can leverage technology to compete with the bigger studios.

hidden aurora
#

Should i handle th is on the blueprint or the animation bp

plush yew
#

3 sounds like a nice team size

prisma spindle
#

@plush yew it's perfect, especially when you get full discipline coverage across all three members. Luckily one of our members, Ian, is a jack-of-all-trades type that can fill in most of the gaps.

grim ore
#

@hidden aurora I know I am not help right now but the action RPG handles repeat combo attacks using montages you can look at and the learn content examples has an animation setup where the guy is Punching repeatedly using anim montages.

hidden aurora
#

This is so hard

light vigil
#

Hi everyone, whenever I try to paint my landscape it lags super hard per click for 1-2 seconds, anyone familiar with that issue?

hidden aurora
#

PC spces?

light vigil
#

i7-8700, 32 gigs of ram, gtx 1060

#

pc should be fine

rich sparrow
#

I have the 2990wx 32 core, doesn't run great

#

I swear my i9900k compiles quicker (8 core)

plush yew
#

@plush yew sometimes you must go photorealistic

#

then baking it matters

#

once oyu made 1 million with a very simple game

#

it's time for realism

#

i am past 1 million euro in my paypal

#

;D

#

i need one too

#

buy me

#

patches?

#

i5 4460 too?

#

3700x would be best cpu?

#

3950x is too expensive 😦

safe rose
#

16 core is good value also. But completely unrelated to unreal ;)

#

Unless we talking conpile times

#

All the goodness that CPU cores give us in Unreal

#

16-core would have been better at $699 only to keep it in line with the rest of the upcharge. unreal compile performance per dollar

little warren
#

guys how can I check if an actor is outside the camera?

#

like not in the view of the camera

#

or if an actor is touching the camera bounds

safe rose
#

@little warren was recently rendered might help you

little warren
#

Thanks, I found some stuff on that and realised I shoulda been more specific

safe rose
#

K

little warren
#

I want to see if an actor is touching the camera bounds

safe rose
#

Line trace it

#

Otherwise, you can use really small number on WRR

#

Bit silly, but you could use box collision also

little warren
#

how would the box collision work?

safe rose
#

You can see the camera frustum

#

How would it not?

visual belfry
#

what are you trying to do @little warren ? zoom camera out if player is about to go outside of bounds?

#

victors suggestions are a bit more reactive, but maybe you want something that's proactive?