#ue4-general

1 messages ยท Page 477 of 1

kindred viper
#

blueprints helped teach the basics but I already knew most of that from UE3. So when I did need to use C++ because blueprints didn't cover it, I had purpose, reason and will. That is all you need to get it done

#

it did help that Unrealscript wasn't that far away from C++ in syntax anyway

worn granite
#

I had basic C++ knowledge but it didn't make that huge a difference

kindred viper
#

all my coding previous to UE4 was all web based. Although I had some some Scaleform stuff with Unrealscript and a custom camera in UE3. I felt like I was learning something new though until I caught up with a few methods. Like iterators and the pointer/ref difference. Then I fell in love when I realised you have function pointers and all this other stuff that never gets put in scripting languages for the web. It finally made me quit webdev for good

#

well that and a couple of other things

celest merlin
#

currenlty im reading a 1000 pages book

#

i have finished 109 pages

#

i know functions references pointers

#

classes

#

if statement while for

kindred viper
#

im currently writing a thousand page book. It's called "999 pages I never wrote". I feel "contents" with it :p

celest merlin
#

what will that knowledge do

#

in unreal engine

#

writing AI?

kindred viper
#

well whatever your imagination can come up with, you can use it for

#

C++ isn't just a language, its an interface for your output to a digital form

clever smelt
#

Does anyone know why the sun stays in the same place when i rotate the light source?

kindred viper
#

@plush yew what you do is drag off a Slot As Canvas Panel node from your widget, then you can do things like SetPosition and so on

#

a lot of people have said not to use canvas panels, but I always use them except in some cases. eg. if I want a widget to be part of the rules of another Canvas and not it's own

#

shrugs

#

Nick told me once that I should only ever have one canvas panel though.

#

its designed as THE container.

#

not a container of containers

dim plover
#

Are there any performance reasons against it?

#

I use them a lot, but now I'm kind of reconsidering.

kindred viper
#

I guess. I mean if its unecessary for a start, then every canvas panel loaded would be extra perf cost

#

although I wouldn't worry about it. Track your UI rendering times and if it meets expectations, I say do whatever, even if its a bs hack you used as a workaround to something

#

I have used multiple canvas UIs before now with no issues

#

there is a lot more control over rendering UMG widgets now, since then. With appropriate Retainer widget use, and deleting all unecessary tick events, you pretty much can't go wrong

dim plover
#

5 isn't very many. I was thinking about ~50.

#

Turns out I don't actually use canvas panels that much, but I did find one thing where the child slots all have a canvas panel.

#

So, that could get pretty high. Think inventory slots.

kindred viper
#

sometimes its best to just delete the default canvas panel and add a new root, which can be anything you want really

dim plover
#

In this case, it's not the root. I don't remember what this canvas is for. I vaguely remember I couldn't find a workaround.

kindred viper
#

that sounds like a workaround too ๐Ÿ˜„

deep basin
#

so, since gameinstances are client based, is it save to always call for the playercontroller 0 inside of it?

dim plover
#

Alright, thanks Sukebi. I'll fix my stuff.

worn granite
#

@deep basin depends on the game

#

Only have one local player?
Are either single player or you use dedicated servers?
Writing client-side code?

Yes to all three?
Use that to your hearts content.

deep basin
#

alright, thanks ๐Ÿ˜ƒ

lilac wedge
#

when using open level i get a bug where the game keeps switching between levels non stop

worn granite
#

It's as good as the effort you put in

#

That's one area I don't think has any out of the box solution

lilac wedge
#

can anyone help with presistent level not too sure how it works

#

getting problems with it

worn granite
#

that sounds inefficient

#

You could interface with a native solution via a plugin

#

and when a tooltip appears just feed it the post-localization line

#

I know of no such plugin for ue4

#

so that's the effort part I mentioned

nimble anvil
#

@plush yew 450 fps?

kindred viper
nimble anvil
#

thats a lot

ocean wind
#

I need some help

#

I copied a level from one pc, put it on an USB stick and when I try to open it on any other computer it just freezes at 70 or 100% and stops responding

#

I tried everything on forums already but none of it works

#

i tested this on the same PC before doing this

#

and it worked fine

brave birch
#

yeah where do I go to ask a question you guys probably get a lot?

#

"what the fuck did I do to my UE4"

#

i can work around it but barely

grim ore
#

@hidden aurora I know it's probably late but there is a Get Class Defaults node that will get a classes default values without you having to create it in the world

brave birch
#

My.. viewport is a 2d black top-down grid

#

Like it's in blueprint

#

But it's showing my level

grim ore
#

so you changed the viewport to top view instead of perspective?

brave birch
#

I mean...

#

I honestly don't know

grim ore
#

top left of the viewport it says the current view

brave birch
#

I held control and mouse button 3 at the same time

#

So I know what I did

#

I just don't know how to get back to my actual orign--

#

current view...

grim ore
#

top left of the viewport it says what it is

#

those are all buttons

brave birch
#

AHA

#

YES

#

Ty!

#

I'm such a noob ๐Ÿ˜ญ

#

I don't even know what I did but yeah I switched to some strange kind of viewport that probably has some wild application I'll find myself needing later in life

#

Thank you for your time

#

๐Ÿ˜

grim ore
#

well it's the top down view, it's useful if you need to see the level from the top

brave birch
#

So does it always make it all black and white?

#

And wire-framey?

#

actually for level designers I can really see it's application

grim ore
#

by default yes, normally you want it like that. you can change it with the button next to it

brave birch
#

Huh

#

I'm way too new to this to be doing what I'm doing

#

Practice time it is ๐Ÿ˜ช

grim ore
#

watch the academy videos

brave birch
#

I really appreciate your help

#

The academy videos?

#

I'm more clueless than you give me credit for ๐Ÿ˜‚

#

But I'll google it

#

Thank you so much

grim ore
#

there are sections on learning the viewports and the editor and such

brave birch
#

I wish everyone was as helpful as you

#

We'd have a lot more games that were a lot better

#

๐Ÿ˜‚

zenith flower
#

still need to adjust the shadow rotation to match

obtuse charm
#

Hey guys, I posted in the animation channel as well but I'm going to ask here due to the time constrains on this project, and it's a pretty interesting issue and we're happy helping talk about what we're working on to help anyone wanting to get into something similar. So Iโ€™m working on a mocap VR experience using Shadow Mocap and have what Iโ€™m hoping is a simple problem. We have a retargeted model posing correctly in the editor and the motion is really smooth through Shadow (kudos) but Shadow doesnโ€™t provide room position, only relativistic head/body part positions/poses.

In the demo you wear a VR headset and the mocap suit, so we can use the HMD head position to correctly place the mocaped Skeletal Mesh. Weโ€™re having trouble figuring out exactly how to setup the Pawn so that the HMD position is included correctly. Right now weโ€™re sending the X and Y of the HMD to the Pawn so it can reposition the mesh to the head location correctly, and body movements are synced up through Shadow-but if you lean your head forward, the whole skeletal mesh moves forward since we are just doing that simple X Y offset applied to the whole skeletal mesh. My buddy and I working on this are still pretty fresh to Anim BPs but have a client really looking forward to this demo weโ€™re building. Could anyone recommend a decent body VR Ik guide? Iโ€™ve watched a couple that were more suited to specific plugins, still donโ€™t completely have my mind wrapped around the Anim BP system to fully come up with a solution on my own. Any help would really help us out! And thank you for reading ^^

wary wave
#

this doesn't sound like an animation problem

#

it's a technical problem

#

you're going to need to interpret and compare both sets of data and find a means to distinguish the two types of HMD movement, prior to it getting to the Anim BP, so you can handle movement appropriately

#

the specifics of that are going to be entirely up to you

brave birch
#

wh

#

ok so I figured out my viewport

#

why is everything I import turned inside out

abstract relic
#

Flip your normals

brave birch
#

The error it gives me is a beautiful ballad. One of missing FBX smoothing..

#

things

#

I don't know how I'd do that

#

Would I do that from blender or UE4

#

(I'm importing FBX assets from blender

#

Wait I can google it

#

Thank you for the answer

#

I appreciate it

#

uh oh

#

I "inverted normal maps"

#

And it did not fix

#

Is that the same thing?

grim ore
#

no

#

are you using blender?

brave birch
#

๐Ÿ˜ญ

#

can you be my best friend

#

Thank you so much,

#

Yes, my normals are flipped in blender

#

Dude

#

You are a wizard

#

It makes me want to pay you

plush yew
#

Hi I am getting a weird error when packaging, failed to produce item binaries. I see it reference 'Shipping' and also 'Shipping_2'

#

would that help? I am not sure what building binaries really means, for sure there is nothing in my Binaries folder but maybe it is a hidden file type, and not sure if I could manually force binaries to build for each of my umaps and uassets

#

its BP only

autumn elbow
#

How does Kerbal Space Program save their builds? Thoughts, Ideas, ..I'll take it all! ๐Ÿ˜„

plush yew
#

ah does it have some relation with the cook?

#

so when I cooked my crap it creates a file I need to use to package to

brave birch
#

Woah!! Mathew, thank you again for helping me out earlier - I felt bad for freeloading off you and got a tutorial playlist....

#

At the one about your circular throbber widget, I realized they were yours!!!

#

It's like you're gonna help me whether I want you to or not ๐Ÿ˜‚

swift spindle
#

anyone know why lights with lightfunctions do not cast shadows on landscape ?

#

after light build

flat idol
#

Is the directional light set to be stationary?

woeful sparrow
#

yes

runic goblet
#

Hello, does anyone know if its possible to export the panoramic sky in a UE4 map as a cubemap?

#

or at least a panorama?

sudden agate
#

you can capture it vial SceneCaptureCube and export the Render Target

bleak steppe
#

Hey guys! Can anybody tell me the difference between seamless texture and normal texture??

runic goblet
#

awesome, thanks again @sudden agate Always swooping in when I needed lol

sudden agate
#

@bleak steppe a seamless texture is a texture that you can repeat without visible seams

runic goblet
#

@bleak steppe in general seamless means it can tile with no visible (or hard to notice) seams, a normal texture doesnt necessarily have such qualities

bleak steppe
#

What's a seam though?

runic goblet
#

its a visible incongruity, the textures on either side abruptly end and it doesnt look like they fit together

bleak steppe
#

Could u explain it with an Example? @sudden agate am still learning materials..... Also is there a specific term for the texture nodes that we connect to the normal mode????

#

Ohhh got it!! So seamless texture is something that can be applied over the corners and large meshes... Thank you @runic goblet

runic goblet
#

yaay you figured it out, i was opening photoshop to demonstrate lol

bleak steppe
#

One more thing.... Is there an easier way to create the textures mode that we connect to the normal node??

runic goblet
#

hmmm, the blue ones? ( they're usually referred to as "normal maps")

bleak steppe
#

Lol @runic goblet ur definition was good enough to make me understand xD

runic goblet
#

a great free method is getting xnormal

bleak steppe
#

Oh just the normal maps? Thank you! Also how do we create it?

runic goblet
#

i used to use that to create my normalmaps

bleak steppe
#

xnormal! Okay I'll give it a go

#

Thank you!.. Am learning blender and materials at the same time so its kinda a mess lol.. Dont wanna get confused xD

runic goblet
#

tip: best to make the input image grayscale before you attempt for maximum height differentiation

#

welcome to the game dev club, im sure you'll have a blast

#

haha

bleak steppe
#

Grayscale... Okay! Also the grayscale is visible in the alpha channel right?

#

Haha thank u for that

runic goblet
#

hm, no the RGB should be grayscale, the alpha is something else entirely

#

it doesnt have to be grayscale, but as it said it works a bit better with it as such

bleak steppe
#

Ohh! Okay! Also.. I have seen many people using lerp on alpha channels.. What about it?

#

Alright I'll try to make it that way

runic goblet
#

based on my (rudimentary) understanding the lerp node modulates the normal maps, so make them more or less intense

#

my texture work is mostly outside of UE4 unless I need to have shader effects in-engine though so I'm not qualified to answer lerp questions haha

sudden agate
#

Is there a common class/Interface for both textures and materials? Ins UMG you can plug both materials and textures into brushes.

thin tendon
#

Hi guys and girls. I'm having a weird issue with Ue4. So I am working on an update to my game. (Bigger map). No code has changed. I built 1 town of about 4 houses runs fine. Then I built a second of about 30 houses. All of a sudden; my game won't launch in the editor, it takes a 100 frame drop in the editor, And memory use spikes to just under 8gb. But when using in game view all the stats are extremely good. When I try to run the game inside the editor it keeps giving off random infinite loop errors each time picking a different node. But so far none of these nodes appear to have an infinite loop. Any suggestions? I'm thinking it might be caused by the lack of level streaming (High Scene Memory usage).

wary wave
#

My first guess would be huge amounts of construction script in blueprints

potent wing
#

I did a save system which is working before i add a main menu level. Anyone know a problem here?

#

I think its somewhere on the game mode or game state but i cannot find em

placid arrow
#

hi, i'm looking at the way crash report client reports crashes

#

it seems theres quite a compled system on the backend that epic make available, but is completely undocumented, called crash report receiver, and crash report website

#

and these receive data from the data router url that crash report client submits to

#

it looks like it might be simpler to re-implement my own use-case specific crashreport receiver

#

but im unsure, without setting something up to dump all POST requests, does it just submit e.g. a zip with those files in?

#

as the developer even the minidump and log file would be awesome to have from the player.

lusty carbon
#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 4232] Trailing magic number (0d) in '../../../ShroomsVR/Content/Paks/ShroomsVR-WindowsNoEditor.pak' is different than the expected one. Verify your installation.

#

what is this crash?

placid arrow
#

@lusty carbon corrupted pak file?

lusty carbon
#

@placid arrow whats that mean and how do i fix it

placid arrow
#

re-cook and re-deploy shroomsvr

lusty carbon
#

as in re-package?

placid arrow
#

yup

#

thats first thing i'd try, and if it keeps doing it, i'd be suspicious of my disk

lusty carbon
#

funny cause the vr type works but the one with fps controller crashes

#

ive made 2 versions one with motion controller for vr the other fps controller

shell compass
#

Yo, is there a proper way to get the instantaneous delta rotation for an actor or actor component? Right now I'm comparing the yaw between the current frame and the previous frame, and it spikes when going over 360, because then it's obviously a 360 difference rather than the usual 1 or so.

#

Wait, I just might have found my answer. Delta (Rotator) ๐Ÿ˜›

#

Yupyup that worked

wary wave
#

also you can obviously %360 in those cases to remove additional increments of 360 over the real rotation

shell compass
#

Ah true dat

storm venture
#

is pulling data from a DataTableRow every tick expensive?

shell compass
#

Don't think so

storm venture
#

yeah i would assume it isnt

#

it should be like pulling from any other variable, i would guess

wary wave
#

not quite, it has to do a look up

#

but if the table isn't too large I doubt it's expensive

storm venture
#

oh, interesting

wary wave
#

since DataTables don't change though, I would still cache it before using it

#

no need to do anything on tick there

storm venture
#

cache as in, store a temporary copy of whatever row im using in a variable?

wary wave
#

yeah

storm venture
#

sounds good, ill give that a shot

#

it makes sense

wary wave
#

on a completely unrelated note, does anyone know (loosely) how Lighting Channels work under the hood?

dim arch
#

how do I force rebuild a plugin through VS

#

when I launch the project it asks to rebuild it, but gives a build error, but I need to build it in vs to see the error

thin tendon
#

I think I found the issue. There is too much going on in the scene and causes Unreal to go unstable. If I want the engine to only load the parts of the map the player is in, is that called level streaming?

wary wave
#

you almost certainly want to be using level streaming for a large map

thin tendon
#

Awesome thanks mate ๐Ÿ˜„

wary wave
#

tbh, 8GB of memory is pretty low for developing 'open world' type games

#

I would want 24 or 32GB

thin tendon
#

I have 32gb. So I wasn't sure why it was going unstable at 8gb. But the published version of the game is 32bit so it should only be using 4gb max anyway

wary wave
#

why 32 bit?

thin tendon
#

Because last time I checked 20% of people use 32 bit still. Also I wanted controller support that acted like a mouse. Only way to do it was with a plugin that's 32 bit only

wary wave
#

mainstream 32-bit processors haven't been manufactured over 15 years

#

anyone still running on that hardware isn't going to be able to run your game anyway

#

(or they have a 32-bit operating system, which would also be on extremely low end hardware)

#

there's also probably a better alternative than that 32-bit only plugin

#

4GB of memory is a limit that's going to be fairly difficult to deal with

#

that's going to include all system memory; GPU memory, caches etc

#

so realistically you're probably looking at 3GB or less depending on graphical requirements

thin tendon
#

If there is another alternative I haven't found it. Every guide I have found uses the focus system for controllers. I have done a ton of optimization trying to go as low end as possible without losing quality. I'm not sure how low end it can be played. But one of my testers was able to get it run on a super cheap laptop that didn't even have a GPU it was using the CPU and ram to handle it. Which is apparently something some of those lower end pcs can do.

#

I purposely trying to target people that have low end pcs and making my game cheap as well. To target people that can't afford to play triple A titles.

wary wave
#

if you say so, but you should be aware that on the Steam Hardware Survey the 32-bit operating systems have a miniscule user base; non Windows 10 64-bit accounts for 0.22% of respondants

#

64-bit Windows operating system account for 98%

thin tendon
#

yeah ok I mean it makes sense. Cause I remember thinking it wasn't right when I read it.

wary wave
#

20% is probably right when you think about all computers that are out there

#

things like ATMs are often still running on Windows XP ๐Ÿ˜‚

serene birch
#

the Steam hardware survey has a few 32bit Windows 10 which is impressive on it's own ๐Ÿ˜ƒ

#

pretty sure you cannot install that directly and is only possible when you upgrade some older Windows

wary wave
#

I suspect it comes on certain hardware as default

#

it has no reason to even exist in practical terms

#

since if you recall, MS don't even allow you to install Win 10 on older processors

serene birch
#

it's still useful to make 32bit apps to run on a 64bit OS

#

32bit apps have a couple advantages over 64bit ones

#

for tiny applications ๐Ÿ˜ฎ

wary wave
#

that's true to a certain extent, yeah

#

not much advantage for games, hehe

viral wave
#

Anyone have any tips for making a 3D game that would even run on a potato/toaster. I've found UE4 is incredibly demanding, so much so that my 1080Ti series laptop can't keep up with it. I'd like to target people with low end systems while keeping FPS as high as possible

thin tendon
#

The only advantage I have found other then using the controller plugin is 32bit allows you to have you game played on both 32 and 64.

#

Ue4 is really demanding when building your game. But not so much once you package your game. For Unreal its not your GPU. You want a ton of ram. Most things from the editor are done using ram.

wary wave
#

a 1080Ti should be absolutely fine within UE4

thin tendon
#

I also use a 1080 and get by just fine

wary wave
#

I used a 970 for ages and it was just fine

#

I'm still on a 980Ti at home and it's perfectly adequate

thin tendon
#

I don't think I have ever seen my 1080's use percentage go higher then 5% using unreal

viral wave
#

Yeah, Editor has massive issues (crashes left right and center) and chugs along at about 10 FPS majority of the time on my laptop...I am just concerned about actual release games, whether that exhibits the same issues. I am also looking to keep FPS as high as possible for release games on low end hardware!

wary wave
#

the issue is almost certainly your laptop

#

exactly why, I could not say

thin tendon
#

How much ram does it have?

serene birch
#

that seems weird, I had good performance with a 770 in UE4 ๐Ÿ˜„

#

is UE4 using the wrong GPU on your laptop?

sudden agate
#

Disk Space and Memory is a bigger problem in unreal tbh.

viral wave
#

16GB RAM ๐Ÿ˜‰

sudden agate
#

Android games are not possible to upload without split binaries

wary wave
#

yeah, something like Intel Optimus being screwy and using the onboard is a likely problem

viral wave
#

Could be using the wrong GPU yes, I'll check that!

thin tendon
#

I had the same issue on 16gb. Once you get above 24gb it runs a ton smoother

serene birch
#

what do you mean about split binaries for android? what's the size limit?

sudden agate
#

100MB is the limit for Play Store

wary wave
#

^

viral wave
#

I have 12GB RAM and a 680 Ti PC at home and it runs @ 30 FPS +

thin tendon
#

When using the build options for lighting etc. I have notice unreal floods ram up to 24gb and then stops increasing

sudden agate
#

you need to use split binaries if you want to use more

wary wave
#

100MB is adequate for a UE4 android game, hehe

serene birch
#

well someone managed a 46 MB Android build ๐Ÿ˜›

viral wave
#

I'll definitely check which GPU the editor is running on

#

I suspect it might be running on CPU graphics processor...

thin tendon
#

Make sure to turn down your engine settings. And another thing that helps is making most of your stuff dynamic. Cuts back on building resources

viral wave
#

Are there any (preferably open source) examples of UE4 games running at a high and stable frame rate with controls that feel super snappy?

wary wave
#

UE4 isn't great on the input latency front

thin tendon
#

There are a ton of packs that you can get from market place that are template games

viral wave
#

Yes, I will agree with that

#

I'm not looking for template games, I have played many UE4 engine games (specifically Sandstorm) and the controls always feel very laggy

regal mulch
#

Are there any known issues with UE4 shipping builds and 8k textures?

viral wave
#

I'm designing and making a game that absolutely requires snappy controls

thin tendon
#

The issue with template games is its easier to edit your own code then someone elses

regal mulch
#

Cause we just ran into a crash where an Archieve doesn't load cause of an "Invalid" filename and it's the only 8k texture we have

sudden agate
#

@regal mulch is the path too long maybe?

viral wave
#

I guess what I am asking for is: a good example of a UE4 game that has low input latency

regal mulch
#

Wouldn't say so

#

Content/AssetPacks/Ground_Creator/Textures/Blend_Maps/T_Roughnessmap_Rock_1.uptnl"

#

Seems to be the filename

#

(i have never seen uptnl as an extension)

sudden agate
#

uptnl?

thin tendon
#

I think input latency would also depend on the device

wary wave
#

different engines handle input differently, but UE4 is definitely on the slow side

regal mulch
#

For testing input lag it's totally enough to boot up UE4 and create a simple template

#

They will give you enough fps

wary wave
#

it's never quite felt right, UE3 had the same problem

regal mulch
#

If that's not snappy enough, then it won't get much snappier without you improving the input stuff

sudden agate
#

@regal mulch try renaming to uasset maybe?

viral wave
#

I've already tested input lag with my own code, it's incredibly slow which results in the game feeling more like ArmA 3

serene birch
#

technically, Street Fighter 5 is UE4

regal mulch
#

@sudden agate Yeah I'm trying different things. Was just posting it incase someone knows something

wary wave
#

SF5 likely has a fairly modified engine at this point

viral wave
#

And I've noticed the same lag with games like Sandstorm

wary wave
#

I suspect eliminating input latency in UE4 will require rewriting the input handling entirely

viral wave
#

FML

sudden agate
#

it should be rewritten :P

wary wave
#

(which is why Epic hasn't bothered in 15+ years)

weary basalt
#

Epic doesnt need low input latency at this point.

viral wave
#

Doesn't need low input latency? Ok?

wary wave
#

they kinda do

#

their own games have suffered for it

weary basalt
#

If they did they would rework it lol

viral wave
#

For a game engine that had its roots in FPS

wary wave
#

UT3 felt pretty awful

regal mulch
#

How does the Dragonball game do that?

viral wave
#

you'd think they would have incredibly low input latency...

weary basalt
#

My point is that if it was a high priority we would see improvements on that front.

#

So they have more pressing issues it seems.

regal mulch
#

Doesn't DragonBall z Fighters require low input latency?

serene birch
#

the new Samurai Showdown reportedly is set for 4.01 frames of lag

viral wave
#

The reason I haven't made UE4 my main engine of choice is largely due to latency issues...none of my prototypes feel "good" to play

serene birch
#

and it's an UE4 game too

#

is the latency you see due to the way the network engine works?

wary wave
#

doubt it

serene birch
#

or is it core in the input handling itself?

wary wave
#

core handling, more likely

serene birch
#

weird

weary basalt
#

Sounds like the time a keypress is registered to when it reaches the input core is where the issue is.

viral wave
#

Well, I have a character movement component that reads the input via the UPawnMovementComponent::GetLastInputVector() call

weary basalt
#

It seems like every 6 months we have someone come in complaining about UE4 input latency lol

viral wave
#

And I am just letting the Character object handle camera movement via mouse

#

And calling Add Controller Pitch/Yaw from a Blueprint when InputAxis is "changed"

sudden agate
#

Does the Input Latency occur because Unreal has a weird Input architecture?

viral wave
#

Perhaps the above could be more tightly controlled, rather than going through Blueprint?

serene birch
#

the latency can come from MANY different places

#

like the fact the renderer is a separate thread from the gameplay that kinda always lives one frame in the past

dim plover
#

I was looking up the Dragonball FZ input lag stuff (and I couldn't really find much), but I found this article that said:
Dragon Ball FighterZ uses something called delay-based netcode. This synchs up both games by delaying a characterโ€™s actions until both players have received commands. For a (simplified) example, say I press a button attempting to make Goku throw a jab. My game immediately receives that command. That command is then sent over the internet to my opponent. When both games have received the command, Goku finally jabs.
Is this true about the When both games have received the command, Goku finally jabs. part?

serene birch
#

this is likely how SF5 does it too and the new Samurai Showdown

viral wave
#

Would it be possible to write a plugin that grabs input as close to driver/hardware as possible?

serene birch
#

it's pretty standard for "lockstep" networking

wary wave
#

it's possible, but will massively increase input latency, not reduce it

#

at that point you're beholden to ping

serene birch
#

the devs mention the lag from rendering thread

#

and they say that the DX12 renderer should help ๐Ÿ˜ฎ

viral wave
#

Eh, so it seems more complicated than what it appears

serene birch
#

there are a lot of elements that can introduce latency :/

wary wave
#

"Quake Live: runs at 150 fps, without a GPU thread or threaded renderer, this puts their input-to-photon time theoretically at 7 ms. Note that this is possibly capped by the refresh rate of the monitor and your computer may run Quake Live even faster than that.
Unreal Tournament: runs at 150 fps with a GPU thread and a threaded renderer, leaving our input-to-photon time at 21 ms to 28 ms."

viral wave
#

^ this is the time I want to achieve

#

7ms input-to-photon would be ideal

wary wave
#

then you'll want a different engine

viral wave
#

21ms is almost 2 frames when running @ 60 FPS

#

Well, I'm well versed with Godot (Stof is in that channel too). But it lacks the graphical fidelity

wary wave
#

either that or you'll want to try and find a way to decouple the rendering thread from the gameplay thread entirely

viral wave
#

And I don't agree with the main developer's "work ethos"

wary wave
#

which I suspect is no mean feat

viral wave
#

Hell no, I won't waste my time lmmfao. I am not talented enough either

cursive dirge
#

@viral wave also godot runs rendering on separate thread

#

like any modern game engine will do

#

you'd essentially have to code the game from scratch to get something different today

viral wave
#

Yes, I understand that. I am not looking for frame by frame input

#

I am looking for very low input latency

cursive dirge
#

minimize the gpu prerendered frame count?

dim arch
#

from what I've heard it isnt the latencyh of the input but the variance per frame from the core engine

viral wave
#

you mean turn double/quad buffering off?

cursive dirge
#

I dunno what's the common default but I expect 2 or 3

#

nvidia panel has separate setting of 1 for VR

#

as in VR you need minimal latency

serene birch
#

hmm looking it into it, I think the physics/gameplay itself adds lag ๐Ÿ˜ƒ

vestal grail
#

HeyHo! What's up! I'm a new developer

#

Well new to UE4, anyway.

plush yew
#

any disadvantage to building for 32 bit?

#

I am getting failed to produce item binaries when I try 64

#

my binaries folder just has 'win64' inside and nothing visible

#

UATHelper: Packaging (Windows (64-bit)): c:\program files\epic games\ue_4.21\engine\source\runtime\core\public\Windows/WindowsPlatformCompilerSetup.h(22): error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9 I also have this though maybe I should follow

serene birch
#

the error message is pretty straightforward ๐Ÿ˜ƒ

#

it's kinda weird that it lets you build 32bit versions though

#

maybe the code gen error is only for 64bit targets?

plush yew
#

how can i merge these two skeletal meshes into one

#

<@&213101288538374145>

#

its not I am trying 64 bit

#

No it makes sense my VS is out of date because my pc has not had internet for a while.

weary basalt
#

@plush yew Please dont @ Moderators unless there is an issue with the Server.

plush yew
#

what serv3r

weary basalt
#

This Discord server

plush yew
#

ow ok

weary basalt
#

There are plenty of capable people here to answer your questions.

dim merlin
#

Hey guys, anyone knows how to remove instances from the grass map (Landscape Grass Type) at runtime? is it even possible?

maiden sundial
#

Hey. i wanna add today my code into a source control.
But i don't have experience with that yet.
I wanna follow the way of the gamedev industry, and i heard that git is kinda bad for binarys. But what does the game industry use ?

cloud cobalt
#

Perforce

#

Pretty much universally

#

Of course Perforce doesn't have any free hosting since it's very industrial stuff

#

Git sucks at binaries, but it's got free hosting - at Microsoft and Gitlab in particular

dim plover
#

On Perforce's site it says:
Do it all with Helix Core โ€“ free for up to 5 users.

cloud cobalt
#

Yup

#

Free to use locally with no server included

dim plover
#

Ooh. Weird.

cloud cobalt
#

Not really

#

it's just software

#

Perforce users don't need hosting, they can provide their own

maiden sundial
#

So at the end of the day, when my pc dies everything is lost ?

cloud cobalt
#

Yes

maiden sundial
#

oof

cloud cobalt
#

Perforce is no backup

#

It's source control

#

If you want back up, set it up with a remote server

#

Which is where Git is handy because, well, it has free hosting everywhere

dim geyser
#

guys unreal engine acts pretty weird on linux for me

cloud cobalt
lusty carbon
#

Is there a way to have my project be controller by keyboard and mouse and HMD?

#

like cancel the motion controllers

wary wave
#

um, don't implement the motion controllers?

lone zinc
#

Hello. I see that a FTransform is composed of Scale, Rotation (as a quaternion), and Translation. Is there a way to fetch Stretching as well ?

wary wave
#

...Scale

lone zinc
#

It's not the same thing though

dim merlin
#

Hi, anyone knows how to use this node:

wary wave
#

How is it not the same thing?

dim merlin
#

What can i do with the count?

honest vale
#

@lone zinc I have never heard of "stretch" in that context

wary wave
#

aye

shell compass
#

Something is just stretched when it is non-uniformly scaled

wary wave
#

(because if I were going to 'stretch' something, I'd scale it down the appropriate axis / axes)

#

transformation matrices have been in the format Unreal is using them (more or less, because rotators) since basically the dawn of 3d graphics

calm widget
#

Anyone know how i in BP can check which game mode is active?

wary wave
#

GetGameMode

calm widget
#

Sure, i found that one. But dont really know where to go from there, i need a bool to check if it's thirdpersongamemode or topdowngamemode

wary wave
#

you don't need a bool

#

cast it to the correct type

calm widget
#

Ok, i think i get it. Thanks!

frank iron
#

Is there anyway to allow my friends to try out my app without publishing it to the Apple app store? (They charge a lot)

wary wave
#

the same way you test it on your own phone

radiant haven
#

hello, could someone help me create a simple AI

#

follow AI, Walking AI

opaque salmon
#

is there a reason my landscape material turns black after I create a material instance and use the instance instead of the direct material? Layers are setup and it looks fine using the regular material

#

mmm, think I got it by refreshing the layers and rebuilding the materials

lone zinc
#

By stretch I meant shearing

wary wave
#

shearing isn't a part of an objects transform matrix

#

it's something you apply to one

#

ergo you can't 'get' it

#

it's an operation, not a value

lone zinc
#

If I got a matrix

#

and I apply shear to it

#

and then get the FTransform

#

will the scale in the transform be the one with shear applied to it ?

wary wave
#

can you rephrase the question?

lone zinc
#

Okay

#

First I'll ask another question. A shear is in form of a quaternion right ?

wary wave
#

normally it's a matrix

#

or in Unreal terms, an FTransform

lone zinc
#

Okay.

#

So now.

#

If I want to apply the shear transformation to a point

#

I just need to multiply it by my shear matrix right ?

wary wave
#

you can't shear a point, a point is just a vector set of coordinates

#

you can apply a shear transform to another transform by combining them

#

'compose' in Unreal

lone zinc
#

Okay I'm using a library that gives me shear as a quaternion.

wary wave
#

UE4 probably has a function to do it already

kindred viper
#

never knew that

#

hmm thats pretty cool

lone zinc
#

Thank you i'll try something and be back with more stupid questions !

kindred viper
#

that should be pretty awesome for algorithmic predicition of movement right?

lone zinc
#

And I'll tell you if it works

kindred viper
#

well rotation anyway

plush yew
#

Download I dare you.

grim ore
#

we can't, we need a decryption key

lone zinc
#

By combining two matrices , do you mean concatenating them or multiply them ? Like do I "join" them ?

visual belfry
#

applying A to B for result C

#

in hindsight that answer isn't too helpful ๐Ÿคฃ

#

it'll give you a new transform matrix applying the transform B to transform A

#

super simply combine(Transform(rotate A), Transform(rotate B)) = Transform(rotate A+B)

lone zinc
#

But

kindred viper
#

normalised(result of A + result of B) = matrix(c) if I recall correctly

lone zinc
#

I find that odd

kindred viper
#

its quats. everyone does

lone zinc
#

One of my matrix is not a rotation matrix

kindred viper
#

location transforms dont need quats though

lone zinc
#

then come back

#

In the video it says I CAN apply the shear to a point

#

right ? Or I didn't understand something.

wary wave
#

You can't really shear a point because it doesn't have a rotation or a scale - you can apply a shear matrix to a point though

#

matrix combination doesn't care what kind of matrix you have

#

it could scale, it could translate, it could do both

#

shearing I believe uses all three components of the matrix

lone zinc
#

Would you have a paper or something that explains it more in depth please ?

#

Because I believe I have an issue with the concept

wary wave
lone zinc
#

Thank you !

#

I'll be back

boreal topaz
#

how can i add gravity to an object in blueprint (skeletal mesh). i want to toggle it

grim ore
#

a static mesh itself should have a boolean for enable gravity

coarse basalt
visual belfry
#

"just the networking" famous last words ๐Ÿคฃ

calm widget
#

Is it possible to make a static mesh in UE using UE4s units instead of the default scale? Need to scale up a plane to match box extents consistently

visual belfry
#

the primitive shapes fit inside a 1m box, so I usually divide by 50 (/100 to get to UU, then *2 to account for extent being a "radius") and multiply by the box extents to perfectly match its scale

calm widget
#

Thanks, ill give it a go

brittle gulch
#

We say "never use tick".
But for player inputs like move forward axis, move right, wheel axis, turn right, look up axis, etc.. All those are basically ticking right? So what do we need to do here, Not use them? Or is it recommended to use them in that case?

visual belfry
#

yes they're ticking, yes use them

#

don't do a ton of work in them , just like normal Event Tick

#

for the most part on a Character they're just passed through to a movement component with minor transformations

brittle gulch
#

Ah okay. In my case I'm computing a lot in order to get the final transformation. I'm making a custom climbing system and I need to figure out the movement based on a lot of things. That's why I'm not sure how I should handle that ๐Ÿค”

lone zinc
#

I did manage to apply shear to the position but i dont think thats what I needed to do

visual belfry
#

@brittle gulch is it less than a screen full of blueprints? is it mostly math? there are no insane Get All Actors of Class loops? you should be fine

obsidian nimbus
#

depending on target platform u can tick quite a lot

#

some stuff just needs to update every frame

#

you can drop the tickrate if it doesnt need every frame

visual belfry
#

but if you drop the tickrate for user input or do user input polling on timers you're a bad person ๐Ÿคฃ

obsidian nimbus
#

or tick a seq

#

some stuff needs to tick in a certain state

#

than only let it tick in that state ๐Ÿ˜›

#

isrecentlyrendered is a node too, might not have to tick when its not on screen

#

or tick way less

grim ore
#

"never use tick" is a misnomer and should be ignored. "never use tick badly" is better

#

maybe even "never use blueprint tick" could be a passable thing to say because things like inputs are event driven and not on the BP tick but even then tick is not the devil, it's a tool

visual belfry
#

one of those things that by the time you begin to question the logic of "never use tick" is when you graduate from having to use beginner aphorisms like that ๐Ÿ˜ƒ

grim ore
#

๐Ÿ˜ƒ

#

you go from "never use tick" to "never use tick but...."

visual belfry
#

have seen some devs gather mouse location for a color picker on .1s timer and ... it's painful to watch, can't imagine what that feels like to actually use

brittle gulch
#

Yes, That's reassuring ๐Ÿ˜ƒ
And to answer @visual belfry , It's mostly math yes.

grim ore
#

sometimes you can't avoid tick, things like collision detection you might want to actually work reliably lol

visual belfry
#

heh, for that case you might even want better resolution than tick (CCD)

brittle gulch
#

Yes I guess for player inputs, it's better to not avoid it to make the game playable

grim ore
#

but yeah thinks like axis events are ticked basically, and action events are polled every frame as well. Unless you are doing some sort of weird input state based project you have to have some form of tick or polling and even then you have to detect input some how every frame lol

#

and math isn't too bad to do on a tick, math is low level. If it's really super complex you might get some benefit to breaking that all out into C++ code and calling it from BP but profile first.

#

hell use the math expression node if you are starting to get complex

brittle gulch
#

Yes, I'm still prototyping but it could be better to move all those math in c++ later on.
The thing is that it's a shared project, I shared it with the community, and people mostly work with BP, so I don't know yet if it's movable to c++

upper heart
#

Does anyone know what setting this corresponds to in Fortnite?

grim ore
#

you could always make it in pure BP, then make a plugin with the C++ math as replacements for large amounts of code, compare the two to see if it's a benefit, and then give people the option of what they want

#

its more work but might be an interesting waste of time

brittle gulch
#

Ah yes, I could do that. It might be beneficial for certain use cases. Normally it's a player movement logic, so there should only be one actor of this type in the world, so I think it won't be so costly.

grim ore
#

could be a good article if you are into stuff like that. Blah blah math and code blah blah made a plugin to drop in an replace all that math in pure c++ blah blah gains of 0% blah blah suck it C++ people ๐Ÿ˜›

fringe pivot
#

guys, when attaching an actor, let's say a weapon, to a player skeletal mesh socket...should I attach the actor itself or its mesh?

#

at runtime

grim ore
#

depends on what you are doing. is the actual weapon actor an actor? like does it do stuff and have other things besides a static mesh

#

and what are you spawning in. If spawning in the actor, and the actor is an actor and not just a dummy BP, then yes attach the actor so it can behave correctly. If you are just trying to add a static mesh to the character for looks then you might not need more than the static mesh

#

collision detection might require the actor tho if you are using collision boxes and such in the actor to detect hits or overlaps on the weapon itself

#

so... answer is it depends on what you are doing with the item you are attaching lol

fringe pivot
#

interesting, didn't think on that yet, but then, both are valid right?

grim ore
#

sure, one is for looks the other is for functionality

#

like for example adding weapons to NPC's in the background who just stand around and cheer -> static mesh. Adding a weapon to the player that has events on it like reloading, special attacks, stats like reload rate, etc -> Blueprint

fringe pivot
#

๐Ÿ‘

manic pawn
#

why isn't there a visual indicator for whether a bp function has a super function available

#

I keep forgetting the parent: call because a bp implementable event and a bp native event looks exactly the same

boreal topaz
#

easiest way to have my bullet fly off like a casing?. im doing a weapon disassembly. i am using setworldlocation.. once i move the bullet to a certain spot i kind of want gravity to take it away off the screen

opaque salmon
#

should the editor be crashing when I turn on tessellation in a material?

#

๐Ÿค”

dim plover
#

Is placing actors within maps okay? Because, if I place MyActor in a map, and I then change something in the constructor, the instances of MyActor don't reflect that change.

sinful kayak
#

guys i am having an issue with casting

#

so i have an actor, and a widget, theres a button in the widget that on click i want an event to play on the actor

#

and i just cant seem to find my way around it

#

thats the widget

#

i want to cast to this widget from an actor bp

stoic cobalt
#

i have a strange problem, i converted my ue4 project file from version 4.20 to 4.22 (mainly because i want to try rtx on these scenes), and upon loading a map, opening level sequence and moving some frames forward on my timeline my editor crashes and this is what i can find in the log

 at d:\build\++ue4\sync\engine\source\runtime\d3d12rhi\private\D3D12RHIPrivate.h:1131 
 with error DXGI_ERROR_DEVICE_REMOVED
[2019.06.24-14.28.24:573][542]LogD3D12RHI: Error: pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed 
 at d:\build\++ue4\sync\engine\source\runtime\d3d12rhi\private\D3D12RHIPrivate.h:1131 
 with error DXGI_ERROR_DEVICE_REMOVED```
since i dont know nothing about coding i dont know what may cause my editor to crash in this particular situation, any help would be appreciated
dim plover
#

You can search DXGI_ERROR_DEVICE_REMOVED on this Discord for more info. It looks like it's (maybe?) fixed by updating your drivers.

#

That problem seems to have been around for a long time.

stoic cobalt
#

i have the latest drivers

misty stone
#

could you not just use an anim asset instead of the anim class for the puppet

#

you'd have to just make a 1 frame animation of the pose

grim ore
#

@sinful kayak so when you press a button on a widget, you want something somewhere else to happen? Your widget needs to know about that actor in order to call something on that actor. What type of actor is this? a character or just something else in the world

upbeat tendon
#

I was wondering what options are there out there for a CI solution that work for UE, other than jenkins

#

I feel Jenkins could be my only sensible option

sinful kayak
#

@grim ore the thing is when i cast i need a object, but i am casting to a widget i dont know what to make the object

#

there is no player controller its a mobile project and there are no characters just a camera fixed view

grim ore
#

ok so this is just some blueprint in the world you want to call an event or function on?

#

@plush yew it doesn't have to be a single frame, your animation could be 1000 frames just not doing anything ๐Ÿ˜› If it's a skeletal mesh tho it needs an animation other than the default pose in order for you to change to it other wise the Skeletal Mesh will be in the default T or A pose (normally)

#

if you don't plan on doing anthing with this tho, there is no reason you can't pose the mesh and export it as a static mesh

#

@sinful kayak is this just a blueprint in the world you want to run a function or event on? Also is it the only one of it's type or is it a specific one

frank iron
#

@wary wave yes but that only works if I have access to their phone. Is there any way of sending them like an apk file but for iPhone?

grim ore
#

testflight is used for ios if you build out your ipa file

frank iron
#

@grim ore thank you!!!

grim ore
#

the issue you will run into, and you probably can't get around, is without an actual factual apple dev account you can only make temporary certificates that only last a week or 2 and I don't know if you can even install those remotely

tiny pier
#

Any ideas?

digital anchor
#

World Position Offset on the shader

tiny pier
#

Where would I find that in ue4?

digital anchor
#

just open the material

tiny pier
#

Okay, I see it. Thanks.

grim ore
#

It's maaaagic ๐ŸŒˆ

stray smelt
#

what kind of node am i supposed to use to detach this skeletalmesh from its parent?

#

I've tried DetachFromComponent (through level blueprint)

radiant fable
#

tomaytoes?

grim ore
#

did detach from component not work?

stray smelt
#

seems it does. I'm getting 21 actors (from 20) in outline when I do detachfromcomponent. The problem is that the skeletal mesh won't go into physicsbody/simulate physics. It's just stiff as if it's inheriting collision from something else instead

plush yew
#

hello

#

guys

#

switching from another engine (watched videos)

grim ore
#

neato

plush yew
#

no

#

source engine

#

i switched

warm timber
#

Welcome to the best public engine.

#

Feel free to browse the shittiest documentation ever.

plush yew
#

i'm from Official demos

#

like "Samatarian (yes it's UE3 but who cares)" and "Infiltrator"

#

any tuts?

brittle gulch
#

If I say raw vector, is it understandable as a non normalized directional vector? or not?
It's for commenting purposes

plush yew
#

oh

#

ok

upper heart
#

What is going on with ue4 docs ๐Ÿ˜ข

#

Every link just takes me to the main page

#

how long have these been broken for?

plush yew
#

idk

brittle gulch
#

It works for me

plush yew
#

where's i put tech question?

#

and more question?

cloud cobalt
#

Here

plush yew
#

ok

wicked vapor
#

Hey guys!, i got a simple task but i cant remember HOW to make it work again (I lost my work and cant replicate it again)
The thing is, when you enter its ''Box trigger collision'' the actor will change infront of you will change mesh.
And if you press (or walk on the other ''Box trigger collision'' It will spawn the First object back again

So, 1 object, 2 box triggers which gives different meshes on that actor

plush yew
#

sooo 2060 will be good at UE4?

grim ore
#

is that a year or a GPU?

plush yew
#

no

#

gpu

#

yes

brittle gulch
#

@upper heart ah this doesn't work

plush yew
#

RTX 2060

grim ore
#

2060 is fine for UE4, it's middle of the road

plush yew
#

okay

#

i have a Ryzen 7 1800x

grim ore
#

@wicked vapor where is the problem at? It sounds like you know what you want to do so where are you stuck

plush yew
#

no

wicked vapor
#

This is how the first box trigger looks like... but i think i need to change or well, dont use, destroy actor?

#

@grim ore

grim ore
#

I guess I am a little confused. is this 1 actor somewhere in the world that changes it's mesh based on the trigger you walk into?

wicked vapor
grim ore
#

when you walk into the first one, you set the static mesh on the cube to what you want. When you walk into the other one, you set the static mesh on the cube to what you want.

wicked vapor
grim ore
#

should be no reason to destroy or do anything else but settings the static mesh I would assume

wicked vapor
#

so, but, do i ahve to destroy it? or, because i just spawn one, right?

#

i will check, without the destroy mesh

grim ore
#

why would you spawn in a new mesh? you have a cube

#

all you are doing is changing the cube to something else

#

the cube has a variable called static mesh, this is the static mesh that is shown on that object in the world

#

so you would just use the Set Static Mesh node targetting the cube and change it to what you want

wicked vapor
#

and to change it back again? or to another object?

grim ore
#

If you mouse over the Cube in your top left Components list you will see it is of type Static Mesh Component. It is a component that is designed to show a static mesh

#

to change it back you do the same thing, just set it back or to something else

wicked vapor
#

btw, i managed for some reason, to crach UE when i enter the other collision box

grim ore
#

A static mesh component is just a thingy in the world that displays the Static Mesh object that you tell it to. It can be set at design time or run time to any Static Mesh you want

#

walk into box collision -> Set the cubes Static Mesh to whatever. Walk out out box collision -> Set the cubes Static Mesh to whatever or do nothing or play a random sound or set fire to your project

wicked vapor
#

unreal crashed so hard that it crashed discord...

#

I can pull it of by doing it with one ''collision box'' , but with two, idk, because the main ''objective'' or ''mechanic'' is to have two buttons

#

im getting back in so i iwll try

grim ore
#

2 should be no different than 1 in terms of what you are doing

#

you step into the left, the left overlap event fires, you change the mesh

#

you step into the right, the right overlap event fires, you change the mesh

#

sigh spent like 20 minutes trying to figure out why I couldn't add a UStaticMesh property to a simple data asset, never actually tried compiling as I had a red squiggle I could not get to go away. Turns out it was just VS being VS ๐Ÿ˜ฆ booooourns

visual belfry
#

hah

#

intellisense strikes again

wicked vapor
#

@grim ore I can choose other ''Static Meshes'' , but, I cant choose actors? or?

grim ore
#

You can choose whatever you want if it's correct. The Set Static Mesh node, and the Static Mesh property want Static Mesh objects so they will only work.

#

if you are trying to have Actors there then simply replacing the static mesh will not work, are these supposed to be Actors or just Meshes?

wicked vapor
#

Just Meshes really, But later in time (not now, but way later) I probably will have Actors

#

but for now, just meshes

grim ore
#

if its just meshes then yes doing it this way and settings the static mesh on the component you already have is the easiest way

#

if you need to have actors later then yes you will have to do something like getting the location of the actor you want to replace -> destroy that actor -> spawn in a new actor at that location. You can make it easier by simply having a Scene Component in your blueprint that is the location of where you spawn to make that step easier.

#

man it's a pain in the butt to show people how stuff works in C++ when even the engine and VS fights with you on how it works lol

#

"So at this part if it doesn't work for you, delete all the temporary stuff, cross your fingers, and restart hoping it will work this time" ... heh

rapid acorn
#

Hi all, I'm having a strange issue with light build on large surfaces not generating full shadows. Right side is a scale of 1 with a 2048 res lightmap, left side is same geometry with scale .5 and with a 128 lightmap. I want to make it look like the left but with a scale of 1, and I cannot figure out why this is happening ๐Ÿ˜ญ

wicked vapor
#

@grim ore I know that feely feel... but maybe not as harsh as yours... I will try it, to see

grim ore
#

i uh... Visual Studio is drunk. I was literally just in this project working on code, I restarted it, and now https://i.imgur.com/KhKqw7v.png. This is a sign to just shut down the pc and go back to bed today

wicked vapor
#

oh well damn ๐Ÿ˜ซ

#

Btw matthewW, this is in VR, so just waiting for compiling some small shaders before I can use thye headsett

grim ore
#

ask them to compile faster, they are being very inconsiderate

wicked vapor
#

just when you typed, it got ready

#

but now, i need to set the nav mesh again, its not working now x)

grim ore
#

I just don't think I can do C++ tutorials, C++ is literally evil and VS is stupid and trying to basically explain why you have to suffer thru this crap to a person trying to learn feels dirty ๐Ÿ˜ฆ

visual belfry
#

yup, even something as simple as logging is full of gotchas

wicked vapor
#

okay, mesh is working again, i will try again

#

Please do! I want to learn C++ with unreal!

#

also got a course on Udemy, UE with C++!

grim ore
#

I nuked intermediate and build, project failed to load with a generic "failed to load error". Had to refresh the solution file and now I still have the squiggly under UStaticMesh. It's just suck lol

#

you just can't learn C++ with unreal, it's just bad and wrong and should never be tried. The good courses will teach you C++ outside of UE4 and then introduce you to the madness that is Macro Engine 4 later ๐Ÿ˜ƒ

wicked vapor
#

Matthew, I give you my thanks, also, when i asked, I was lsitening to ''Holding Out For A Hero (Bonnie Tyler) [EPIC METAL COVER] (Little V)''
And you came along ;D

#

It works, BUT, not on the VR map because... the nav-mesh is being a shit shit

grim ore
#

lol

#

well half working is atleast 30% working!

#

It's all good. Ok so does anyone here use Data Assets and if so what is your use case? trying to make up some reasonable examples

wary wave
#

the project I'm currently working on uses them in abundance

#

they're an absolute pain in the arse to manage

#

hundreds of bitty files with fuck all in them

grim ore
#

good, I like to hear the negatives as well ๐Ÿ˜ƒ

#

lol yeah I can see a use for them for smaller stuff, like I think the Action RPG uses them for potions and there are only a few so that makes some easy sense

wary wave
#

I'd rather use one or two good data tables

#

they can be imported / exported

#

and all the data is in one place

grim ore
#

yep trying to compare/contrast them to DT so ๐Ÿ˜ƒ

#

technically you could use a DA with a struct as a fake DT but that seemed stupid

#

I know your use case is a pain but what are you using them for if you can share? and why (ignoring the fact that DT might be better for this)

wary wave
#

just about every in game item has multiple data assets for various aspects

#

each skill in a skill tree is one

#

a melee weapon has five or six different data assets

#

it drives me nuts

grim ore
#

the melee weapon is what I am using for my example and I was wondering why I wasn't using a DT so lol

#

I like the skill tree example tho, or even maybe a quest one. a DA for a single step on a quest and then the quest is an array of DA's so you can easily just drag/drop a quest together

#

so yay ๐Ÿ˜ƒ thanks for the info, it's showing I am on the right track with the good and bads

wary wave
#

gotta be careful with it, or you end up with data assets containing nothing but data assets containing more data assets

grim ore
#

and you just literally use the DA's for data right? get data from them and do stuffs?

wary wave
#

pretty much

grim ore
#

๐Ÿ˜ƒ

wary wave
#

clue is in the name, really

#

they don't do much else

grim ore
#

this is UE4, there are some things that are not as they should be so I don't assume heh

dusty prism
#

Hey i got an ideas for games but i want to make em real, ik i need to learn and the first thing i want to learn is 3d modelling, i only want to know how to model a city (skyscrapers or houses and roads ofc.) can u suggest me a good 3d modelling software that is simple to use, also idc about the price.

#

Halp bruddas

visual belfry
#

what's a halp brudda ๐Ÿค”

wary wave
#

3dsmax or maya

dusty prism
#

I mean help bro

wary wave
#

that is what people use.

dusty prism
#

Oh

#

Which one is simpler?

visual belfry
#

or blender if you find you do care about price after seeing their pricetags ๐Ÿ˜›

wary wave
#

neither is simple

dusty prism
#

Idc abt the price

#

Dont say im rich k im not

wary wave
#

you probably will care when you see the price

dusty prism
#

I have a boodget

#

Budget

warm timber
#

I'm not a 3D person, but Blender is the most horrible software I ever used

storm venture
#

Maya LT is only 40/month, which too terrible

dusty prism
#

BLENDER UI'S SO COMPLICATED AS HELL

wary wave
#

LT is good enough for learning I guess

dusty prism
#

Is it simple tho?

visual belfry
#

no

dusty prism
#

Lt?

cursive dirge
#

oh nice, modeling tool battle

dusty prism
#

K.

#

Ye

cursive dirge
#

and nobody mentions Modo

dusty prism
#

Waht's modo

wary wave
#

nobody uses Modo :p

warm timber
#

The one that designed blender GUI deserves to be kicked in the stomach

wary wave
#

not really

cursive dirge
#

cheaper than maya or max

storm venture
#

I believe the only difference between LT and Full is some rendering features, right? so if it's used for making models only, it should be fine

rapid acorn
#

which channel should I post in for help with an issue?

dusty prism
#

I only want to make models

cursive dirge
#

and doesn't have UI that requires you to forget everything you know already

dusty prism
#

Buildings and roads only

visual belfry
#

no one designed blender's GUI, it just accumulated (:

storm venture
#

i think we're all forgetting the king software; Google Sketchup

dusty prism
#

Look i just want a simple software to model buildings nd road

wary wave
#

Blender's UI evolved

#

like a parasitic organism

rotund scroll
#

why doesn't anyone use modo btw?

dusty prism
#

Blender's ui sux ngl

#

Gonna see what modo looks like

cloud cobalt
#

Blender's gonna release a brand new rebooted UI weeks from now

#

The beta is really stable

dusty prism
#

I used it

#

Still it has many buttons

visual belfry
#

they've all got tons of buttons out of necessity

rotund scroll
#

you're not going to get around that

cloud cobalt
#

Saying this more for @visual belfry and @wary wave - 2.8 is a drastic reboot

visual belfry
#

I use blender ๐Ÿ˜ƒ

rotund scroll
#

3d packages are made to be extremely powerful, at the cost of the learning curve being balls to the wall hard

dusty prism
#

Look, the things i want r so simple, scaling and moving ofc i only work w/ bricks i want a feature that maked u move the brick like 1cm after 1cm got me?

rotund scroll
#

just use the editor

#

as in, ue4

#

it can create blocks for you

dusty prism
#

Can i texture it in ue4?

#

Im just planning here ok(

tall pendant
#

milkshape 3d or gtfo

rotund scroll
#

you can apply textures yeah

dusty prism
#

Im a complete begonner

rotund scroll
#

but what you're looking for is the extrude feature

#

not sure what that is called in blender

dusty prism
#

Dizco thanks for ur kindness bro โค

#

I will see wait

#

Anyway, which one is better maya or 3ds max?

#

For simple modelling

#

And texturing

rotund scroll
#

none of them are simple

#

you're going to have the same issue as with blender

#

but the industry standard these days is maya

tall pendant
#

there is no answer to that question.

dusty prism
#

I mean i will use the simplest features

tall pendant
#

Use whatever suits you best.

visual belfry
#

depending on your goal you might be better off grabbing a modular kit off the marketplace and using the editor directly

dusty prism
#

I want to make roads and buildings mostly

tall pendant
#

the "tools wars" is a boring topic by now ๐Ÿ˜›

visual belfry
#

we all know hand editing your ascii fbx file is the true way ๐Ÿคท

dusty prism
#

The rest (card and guns etc) i got a friend to do that...

#

Can u texture in ue4?

#

Stoopid questioon

rotund scroll
#

like literally paint textures?

#

or just apply them

dusty prism
#

Uvmap

tall pendant
#

no

rotund scroll
#

basic uv mapping exists

#

no unwrapping though

dusty prism
#

Ik u need photoshop

#

But to apply it

tall pendant
#

only for LM's tho

rotund scroll
#

he can uses brushes

#

since it's quote unquote simple

dusty prism
#

For example to texture a skyscraper

rotund scroll
#

make a brush

dusty prism
#

Or a road

rotund scroll
#

select its face

#

apply texture

#

set uvs

#

done

dusty prism
#

But u can apply uv textures?

rotund scroll
#

yes

dusty prism
#

Cuz i can make em

#

As im good at photoshop

#

Good then

rotund scroll
#

try it out

#

it'll be the simplest solution

#

and you don't need to learn any more complicated interfaces

#

at least, for the time being

dusty prism
#

But does ue4 bricks take less memory than 3d models imported from 3d model softwares?

rotund scroll
#

in time, everyone will honor the time being

#

you wanted simple

#

not cost efficient

visual belfry
#

depends on how you make them ๐Ÿคท

rotund scroll
#

they're gonna be cheap enough that you can use them

#

and you can convert them to meshes if you need to

dusty prism
#

Is actually the editor bad cuz none use it

visual belfry
#

everyone using unreal uses the editor

dusty prism
#

No

#

I mean

#

They use static meshes but not ue4 basic blocks

visual belfry
#

it doesn't have as many features as dedicated 3d software, so you're literally going towant to use the other software because it's more complex ๐Ÿ˜ƒ

rotund scroll
#

you can convert ue4 brushes to static meshes

dusty prism
#

Bsp tools thats what i meant

#

Ohhhh

#

Wtf yeeee so no need maya or any other sheet

#

And for free

rotund scroll
#

pretty much

dusty prism
#

Thank u guys so muuuuch

#

Thank u :D

#

Yall earned my respect

tall pendant
#

you don't want to use CSG anymore...

dusty prism
#

But are static meshes more expensive for performance or they r the same?

tall pendant
#

cept for some blocking

#

SM are probably more performant in the end

dusty prism
#

Ohhh

#

Ty guys

#

Thank u

#

Guys :D

#

Im focusing on makin the game on mobile btw

#

Thznk uu

#

Now

#

My last questions

rotund scroll
#

drumroll

dusty prism
#

Can u select materials in the editor and and which texture size is best for performance on mobile.

#

And how the settings ui (in-game) is made?

rotund scroll
#

you can do that in photoshop

visual belfry
#

yes and whichever size hits the performance target you want on mobile

rotund scroll
#

and yeah whatever these guys are saying

dusty prism
#

Whats a performance target btw lol

#

Im extra noob

rotund scroll
#

to be fair all of this is a bit far to think as a beginner

#

get something working first

#

then worry about performance

dusty prism
#

I want to learn

visual belfry
#

performance target is you saying "I want this to run at 60fps on a mid-range android phone"

dusty prism
#

Thats it ;)

rotund scroll
#

yeah but you learn by doing

#

not by asking

dusty prism
#

Oh

rotund scroll
#

that is the nature of game development

dusty prism
#

I want around 30 fps on a medium phone atleast

rotund scroll
#

you can think about that later on when you have a functional game that is running

dusty prism
#

I just want to get some infos and advices before i start ;)

#

I will start w/ small things ofc

rotund scroll
#

yeah but you are asking questions that nobody can answer

dusty prism
#

Okey ;)

rotund scroll
#

because your performance targets don't make sense since you have nothing to start out with

#

hence why you need to create something first

dusty prism
#

I dont want to reveal my idea

rotund scroll
#

nobody cares about your idea

dusty prism
#

It can be easily stolen.

visual belfry
#

no one cares about your idea ๐Ÿคท

dusty prism
#

But thank u so much guys

#

:D

visual belfry
#

how long did it take you to make your idea? vs how long do you expect it'll take to make a complete game with your idea?

#

the latter is much much longer ๐Ÿ˜„

dusty prism
#

Hmm

visual belfry
#

and the part people care about ๐Ÿ˜ƒ

rotund scroll
#

I love the fact that people still think their ideas matter

#

like as if someone is gonna steal that idea and make a game with it REAL QUICK

dusty prism
#

Idc but im motivated to make my dream a reality

rotund scroll
#

and then sell it

#

pretty much

dusty prism
#

Bois cmon lol

visual belfry
#

ship an idea, some bigger company will come take your lunch money if it's successful

rotund scroll
#

yeah people will rather steal your money than your idea

dusty prism
#

Now i will start askin abt programming

rotund scroll
#

o m g

visual belfry
#

find a udemy course on unreal engine, the end /o\

dusty prism
#

Okey ;)

visual belfry
#

don't pay more than about $15

dusty prism
#

Zorry if i annoyed u guys

rotund scroll
#

or just watch blueprint tutorials on youtube

#

but again

#

if you are a complete beginner

wicked vapor
#

Still got problems with nav mesh...

dusty prism
#

But thank u so much

rotund scroll
#

loading up on information isn't going to help you

wicked vapor
#

anyone knows how to amke it work again? :/

rotund scroll
#

just start by making something, then cross over to programming when you need it

#

@wicked vapor build paths?

dusty prism
#

Ik i need to practice but i want to know the features to decide the engine etc

#

Thats what i was mostly asking for

wicked vapor
#

ehm.... where do i do that? or find it?

rotund scroll
#

you can look all of that up on youtube

dusty prism
#

"Can i questions"

wicked vapor
#

i found build paths

dusty prism
#

I see

rotund scroll
#

like unreal has their own channel showcasing EVERY FEATURE from their engine

wicked vapor
#

but some of them are outdated though....

dusty prism
#

All?

#

They may be outdated ๐Ÿค”

wicked vapor
#

or mostly, everything...

rotund scroll
#

they're not

dusty prism
#

Okey theb

#

Then

rotund scroll
#

nothing in unreal is superfluous

wicked vapor
#

thats true

dusty prism
#

When i saw unity

#

And compared it w/ ue4

#

I saw that ue4 is more simple

rotund scroll
#

or in tech demos

#

it is

#

unity is terrible

#

or at least was back when I used it

hidden aurora
#

Now unity is getting big

dusty prism
#

Ppls say unity is so easy

#

But i see that ue4 is simple

#

Wooh

#

Btw can u make a gta like game w/ blueprints only

#

Stoopid question ik

rotund scroll
#

sure

hidden aurora
#

lmao

rotund scroll
#

why not

dusty prism
#

Oooooooooh

#

Waaaw

#

AMAZING ENGINE

rotund scroll
#

yes yes

#

now go make something

dusty prism
#

Cant wait to get home

#

And start

tall pendant
#

GTA? How big is your team and how much exp. it got?

dusty prism
#

Im learning.

#

I wont start now

hidden aurora
#

Roblox game dev

dusty prism
#

Yea

#

Lol

#

U got me

hidden aurora
#

yikes

tall pendant
#

then the answer is no.

dusty prism
#

U GOT ME

tall pendant
#

you can't make a game like gta.

dusty prism
#

Roblox's building tools r simple and good

rotund scroll
#

@tall pendant don't kill his idea, if he wants to make gta with blueprints only in ue4 as his first project, let him

dusty prism
#

I can but i will learn before i start

#

I will hire some friends

rotund scroll
#

some may call that aspirational

#

I mean, I wouldn't

#

but someone would

dusty prism
#

DONT PUT ME DOWN

#

Lol idc anyway i wont let my dreams "dreams"

tall pendant
#

I'm only realistic.

rotund scroll
#

we're way past the point of realism