#ue4-general
1 messages ยท Page 488 of 1
oh ok
you can copy / paste just about anything out of the editor into notepad
blueprint compiles down into bytecode which is then interpreted by something akin to a virtual machine
after it gets built
whenever it compiles
ok, so maybe the problem with a lot of Unreal stuff then.. is that there is a ton of complexity in built-in components..
and u end up with way too much code being processed?
most of which is not needed by most projects
it's seldom anything to do with the amount of code, and more to do with how things are handled in a general sense
for example updating component transforms in UE4 is expensive
spawning actors, certain types of casts, also expensive
if casting is expensive, what's a good way to communicate?
or just CERTAIN types?..
I personally use casting between directly related classes and use interface Events* between urelated classes that need to communicate
casting isn't communication it's type checking
what's the difference..
@plush yew But when I right click, there is only option for retargetting which is duplicate retarget Anim offset, when I go there it doesn't show any skeleton
@lament slate Follow this retarget guide and create a retarget profile first
btw, can I check if a navmesh is valid?
at runtime?
yes. if I create a navmesh at runtime
apostophe and you should get ai data and navmesh data on screen at runtime
and spawn some bitchz on it.. after it's done generating
' this button at runtime
I need to check that I have a fully healthy navmesh first
nono, I mean in BP
how do I check the state of the navmesh from BP
like.. if valid?
is valid... kind of thing
Aha, hmm haven't tried generating one at runtime
Is there a way to reduce the size of my .pdb lower than 100mb so i don't have to deal with git lfs?
let me see @copper flicker
to reduce size of the pdb file, delete some of your code
@manic pawn got it ๐
most of it are probably the absolutely incredible symbols generated by uht
@thorn topaz Don't commit PDBs ?
Vertical shearing cuts off text. Any way to fix this?
@copper flicker Ok so I'm not sure if that is the most effective way to do it, have you tried nagivation invokers instead of navemsh bounds? You will need to go to the "Project Settings - Engine - Navigation System" and change some of the settings first before
First, Change data gethering to lazy, set update freq. to 1 and check Use Only Navigation Invokers
dunno what nagivation invokers are
in fact, I might even go without a navmesh
letzzzseeee.....
then go to "Project Settings - Engine - Navigation Mesh" and set some of the settings there to; Set 'Max SImultaneous Generation Pool size' to 1 and set Runtime Generation to *Dynamic' THen you can do this and you should be mostly set
@cloud cobalt @manic pawn now i'm confused because I just added more code, but now the .pdb is 20mb smaller
Also remember, you need a navmehs bounds in teh actual level, the nagivation invoker adn the settings you just changed is what makes it dynamic within the volume you set up, If you place a navigatin mesh bounds otherwise it generate nav tiles all places it coovers basically @copper flicker
Sry for my crap spelling right now, if you click the "Add Navigation Invoker" node you can see it's default settings "tile generation radius" "TIle Removal radius"
yeah I saw a couple of vids
interesting. dunno if I need this, it's more for open worlds
and looks a bit slow
is it much slower than normal navmesh generation?
not to mention, it keeps computing constantly in the bg
well.. had to be mentioned
Yes, but you will only caclulate 1 tile in the background if you set teh settingsas I said, whihc will keep it low
Makes sense, since it isnโt baked
the default setting is to compute 1024 tiles at a time but if you set Set Max Simultaneous Tile Generation Jobs Count to 1 it will only compute 1 at a atime7
myeah... maybe that makes it slow?
It could make it slow, but I would think those situations where it could be problematic is when you have many actors with navigation invokers running at the same time, also range of of teh invoker might affect it's generation time
ok, meanwhile I kinda figured out that's it's not a problem for me to spawn my monsters even if the navmesh is not yet generated
I would say, atleast try it, if it proves too slow for you then skip it, but you can set it up in 5 minutes and test it out
also you could try generating several actors after setting it up, to see how much it slower it becomes with for example 20 actors compared to 2
@plush yew it's friggin beautiful! XD
works like a charm
gotta build now, and see if it affects performance
but at a glance it looks promising
Can anyone guide me in the right direction maybe to a tutorial to make some Basic AI, and how to implement ragdolls for death using blueprint?
This engine is coded by monkeys
Cant even code a vertical shear correctly
like wtf is this? really epic?
Yes, we are all primates.
is there a way to edit vertex attributes in the static mesh viewer?
i can't seem to find a way, just wanted to update some normals and texture coords
it would be a simple enough operation so i'd be a little surprised if you couldn't at least manually adjust them
I think there should be a better way for us at unreal slackers to help support the games made in this community. An example would be a Free Game and Paid Game channel. We should encourage each other to download these games and leave reviews when possible. It would help boost our listings on any given platform and give us the boost we need to get the exposure we all deserve for our hard work. Maybe a weekly reminder to help support these games would help. I am open to suggestions because right now it is like we are all on our own when it comes to promoting our games and I know some of us do not have the funds to do that in the most effective ways.
Any tutorials on 3D perlin noise?
there may be some examples out there
but as I recall the most common implementations are patented, so they're only useful for academic purposes
ah wait, it's the Simplex 3D variant that is patented
@copper flicker I'm back now, ok neat!
NOTE! This is an approximation of Perlin Noise! :-S Noise is at the root of most procedurally generated content. However, just choosing random numbers alone ...
Not true perlin noise, but works well and is similar to simplex, he doesn't show 3d , but he goes from 1d to 2d by by only small changes to the code so the logic should be same from going 2d to 3d
@torpid compass
@torpid compass https://github.com/devdad/SimplexNoise
Plugin then ๐
so.. my AI works fine only when placed manually in the scene
if I spawn it via spawn actor, it doesn't have any gravity.. [char movement..], and no navigation
but char movement is active
any idea why?
dont know where to ask this, but is there something like Blender's array modifier for unreal where I can place something, then repeat it at a specific interval?
nothing in the editor that i know of. You can make an editor utility widget to do it, or you can of course do something like that in Blueprints with loops
@copper flicker for the AI Controller on a Pawn you have the option of "how" it is possessed in the settings. Placed in Scene, Spawned, or Both. Make sure yours is set to both.
also there is a special Spawn AI node for spawning in AI
ohhhhhhhhhhh
this sounds like it.. let's see
thank you!! that was it ๐
@grim ore ๐ป
yay
Hello everybody, I am trying to flip (mirror) a mesh at runtime. To do so i set the scale of the corresponding axis to -1. Unfortunately the normals are reversed, too. That was not the plan. ๐ Doas somebody has any idea?
set the material to 2 sided? if not...
I would like to spare that.
if this is in the scene you can try right clicking the mesh, transform, mirror but I think it does the same thing
and yeah won't work at runtime soo.. nope ๐ฆ
setting the scale to -1 will invert all polygns, which will turn the faces inside out and invert textures, so 2 sided material OR I woudl say model already inverted layer of polygons behingd outward facing polygons
Might be tedious
yeah. i think i go for the 2sided method
i need the +1 scale & teh -1 scale so for now 2sided ist the best way i think
thank you
Does it cost anything to put your game on gog?
I can't really find a setting to lock rotation or something to keep him from falling over like that (I posted the video cause it's funny to me)
so what is the thing that is falling over? a pawn or a character
pawn
what are you using for collision on it?
capsule
well under physics -> constraints are the locks
I am trying to ponder what would be a good state name for "walking backwards" x.x
That in bp?
WalkingBack? Backstepping? Backpedalling???
Backstepping seems standard, and why does it matter? Something You'll remember
Alright, guess I'll go with backstepping. My team will have to remember it too
WalkForward / WalkBackwards ๐
MoveForward / Move Backward if it covers running and walking for example
I have running for a different state, as pressing the running button causes the character to orient towards the velocity
Ah, constraints was opened with an arrow so tiny that You wouldn't be able to see it if it was zoomed in on a Samsung phone
But holding the back button also allows for dodging with the A/D keys
State machines are discombobulating sometimes ๐
"By the laws of perpetual motion"
https://cdn.discordapp.com/attachments/596925797223104522/598226979250110466/2019-07-09_15-59-38.mp4
sup guys
is there a way to change a local variable to be a field?
cant copy paste
cant move
remaking is tedious
i'm curious of this too. don't know the answer but can be painful
i usually collapse graph on the nodes with many connections coming off them , insert a reroute, uncolapse
but would be better if one could upgrade a local. agreed.
has anyone here tampered with Frustum culling
Why would you want to?
I saw it on a ue4 training video
it seems very interesting and wondering how I could visualise it
There's a freeze rendering console command you can use to visualise it
@compact girder Call it moonwalking
๐
I call my parent calsses Grandpappy cause they often have atleast one child class with a child class of its own
we don't always gottta follow convention, sometimes just make things up heh
I do at work :/
๐ฆ
Though it is still fun to call something SK_MiddleFingerToNature as long as I change the final one
Do it
I actually have some work to do but I've had pneumonia last 2-3 days, wanna get back to it though but I can't really think straight yet either
Oh gee, get some rest and drink plenty of warm water!
Got alot of vanilla milkshake, takes aways that awful taste of sickness you know, maybe I should drink so many milkshakes though haha
Any tutorial on AI that doesn't use the 3rd person template?
@radiant haven maby the Weight map its not set properly
@proper crane What issues are you having regarding AI?
Tutorials all say to "use the movement blueprint from last time", but I nowhere in the previous tutorials do I see them make one. And it's clear I need one to get it to move
which tutorial?
It's not just a certain one, it's every single one I've gone through
No, tell me what you are actually wanting dto do with the AI, forget about tutorials for now, what is your goal @proper crane
Get it to move to a point on its own. Follow a player would be a start
are you sure they don't mean movement component?
I don't think so, they show a blueprint, but never zoom in enough to see the components on video
I would say, set up a Behaviour Tree and prepare a blackboard, lets move this to #gameplay-ai and I can guide you with example images from my laptop
Aight
I will say tho first person or third person for the AI really should not matter. I assume you wanted an AI setup without using any template character
This is a big ask I think but do you think itโs possible to create an app thatโs just a front for a company with the option to input a projects name and or password and a whole โgameโ could download to the device? Or I presume that would be a grey area for the AppStore/Playstore as I guess they couldnโt check what downloadable content would be available?
In short, a company app that just acts as a portal to download and run projects the company produces without the need to create a new app every project.
you're literally describing a launcher
I literally have no idea haha
well, kind of, you'd still need a new application for every project
that's unavoidable
So a launcher โappโ is out of the question?
I guess though... thinking about it, clients would rather have their own app and not piggyback off a central app
Iโm thinking purely for the company I work for, they could have their app any client could download and then use a password or whatever to gain access to their project. But Iโm starting to see the redundant nature there.
However it might be useful for company devices and not clients.
for company devices you can use ad hoc and internal apps in the Play Store so no issues there making a launcher, IOS does not appreciate that even for adhoc and business accounts
@plush yew are you sure your crosshair is in the center?
I am betting you are drawing your crosshair image from the top left
Typical Apple. Iโll be using Android anyway as itโs way easier to test on, and any internal app could just be installed from UE4. It might be worthwhile, a good way to carry an interactive portfolio around without having to be constantly updated by me.
how are you doing your shooting now?
ProjectileMovement
but you want it to hit the middle of the screen? but you also want it to have gravity and physics?
I dont know if you can have both, your range to target will determine where the projectile hits just simply due to gravity
100 meters and 1000 meters for the same projectile will not have the same impact point
As in hit the centre, not off to one side but with gravity? I think MathewW is right, your cursor looks off.
like Pubg and BF
well the crosshair looks off but he is ignoring that so we move on
if you aim your projectile forward from the center of your viewport and launch it you should get your forward projectile going to the center. it will of course go down over time if you have physics applied to it
Ooooor the line trace is coming from an angle and not the centre of the player? So the bullets are shooting from right to left?
if you expect something to hit square center at any distance you have to use a really fast projectile or line trace hit
that is possible to, we dont know if you are spawning your projectile from the center of the viewport, the center of the player, the end of the rifle, etc.
Damn
Fixed?
Is that because itโs wrong or are you compensating for the error? I am guessing your cursor wants to be drawn from the centre and also the line trace from the centre of the player?
However trust @grim ore as he knows WAY more than me.
Tbh almost anyone here does.
i am using ProjectileMovement not line trace
Then itโs beyond me.
but the bullet hiting off the cross
projectile movement just makes something go someway based on the settings when you spawn it
if your some way is forward, probably +X only, then you need to figure out 1) where is it spawning from and is that correct and 2) how do you know it's not going to the correct spot
for #2 you need to make sure your crosshair is actually centered
how survival games do that physics ?
different ones do it different ways
you can do line traces over time, you can do an arc based on the projectile, you can do real physics
every "weapon" will be different based on what you want to happen
If only someone did a neat YouTube series covering these things...
yeah
I see a couple different videos covering physics projectiles
ok if the cross is centered, what is the code for the spawning the projectile look like
and when you spawn it in, what is the transform you give it to spawn at
Muzzel
well your muzzle is not centered or rotated straight i would assume
what if my gun is not pointing at the center ?
well if your cross hair is in the center why would you not "fire" to the center? if your goal is to fire where the weapon is including sway then you need to move your crosshair based on that
Ironically using a line trace.
with the crosshair you are telling the player they will be firing to that location when they pull the trigger regardless of where the weapon is pointing
so move the transform for firing your weapon to the center of the viewport/camera and it will fire forward and straight
when spawning i use the forward vector ?
so do that, or remove the crosshair and it lands where it lands, or move the crosshair so it is more accurate including weapon sway, or uh
you can get the forward vector of the camera if that is the direction you want it to go in yes
you can always make a new projectile spawn point in front of your character, just a scene component, that you can use for firing your projectile from
General question on the topic, now that Iโm interested, but to do something like this, presumably with random accuracy youโd just input a random float to induce a different angle or position?
depends on how much variance you want. you can alter the starting angle for example and you would get a much wider hit pattern the farther out you go
you can alter the ending point and it would give a more controlled pattern at the hit location regardless of distance
Thatโs cool, just thinking a little. And I assume the way guns in TF2 worked were predictable? Not truly random? I remember seeing videos on how they always kick one way and then the other.
But anyway, off topic. Many thanks for the input and I hope @plush yew gets it working.
for something like that you could have a curve or a data table with offsets that are pre programmed, or you can use a random with a seed so the "random" is repeatable
i have removed the Cross
Sounds about right. Many thanks again.
Hey guys, I was wondering why my unreal kept crashing, anytime I move a model in Dungeon Architect or press play, the game crashes and this shows as my crash report
I see alot of possible issues. There are a few reported missing files and scenes, it has issues connecting to the P4 server, and then it gets a quit command and shuts down
Does anyone know how to make audio timing in Sequencer more accurate? Right now my audio slowly desyncs over a span of a minute with events in sequencer. Everything runs great on my PC but when deployed on mobile hardware there's a noticeable delay over time even when running at a locked frame rate.
@gilded eagle thanks I'll try it out
@grim ore Still up?
nope I am playing FFXIV so I am definitely not up
๐
and trying to talk a noob thru a new 3d printer setup over hangouts soo.... I will never be going to bed tonight
Shh, your'e sleeping
let him enjoy his game ๐
I gotta go, almost finished helping allen, there is some minor issue I think he has forgotten to check some movemnt settings in his character, his ai' navmesh upadtes to teg target but character stads till, I have plenty of images guiding him an explaingin, if you have time that is, otehrwise, does anyone else have 10 mins to spare to help allens figure teh last part out
apparently I forgot to eat dinner as well so I guess I am not doing that either lol
I can try checking in, he seems sorta stuck lol
Yeah I spent some time teaching him teh basics of how teh BT works and how to set eberything up so he came a long way for first day, I have learned that many tutorials don't explain well so I thought just explain it all as well as possible without adding too much for his first basic Ai
Is it worth cheaper to use Distance fields for my ambient occlusion rather than the normal SSAO?
I'm using fully dynamic lighting
@plush yew 2tb for what,unreal engine projects?
Anyone knows why I can't pull up the AI Debugger in 4.22?
I change the key, nothing. I enable it in Project Settings, nothing.
Can't get it to show.
Anyone successfully used the debugger?
Any know how to save BP logs out to a file? I've tried using -log LOG=filename.txt to no success
hey, i have a question
does field of view actually change the angle of images you pick up, or does it basically just compress what is on screen?
like will a high field of view show you more angled to the left and right, or just a wider straight forward shot
May anyone help me on how I can create a tessellated plane for UE4? In 3DS Max or blender?
I'm looking for a tutorial about making an AI for a racing game. Anything comes to mind?
This episode carries on from our previous one and we improve the enemy AI so that it will chase the player more accurately. Watch the next episode where we b...
This out of date? It doesn't really seem to work
It looks current and nothing in there seems to be broken
Would it be necessary to use third person example for it? Cuz it's not working for my blueprint
no it's not needed to use the third person example for it, you just adjust things as needed like casts
casts?
Cast to First Person Character, Cast to Third Person Character, Cast to My Blueprint, etc.
It never really asked for that
I never said it did
There is nothing really special in this one beyond making the movement make stops instead of always following
by special I mean nothing out of the ordinary, the code in that video should work fine in any template on any setup using behavior trees
I've tried it
I'm not sure if anything's necessary in the blueprint's event graph, but he didn't really change anything there and it's only player input stuff
Ello Elloo... Is there a shortcut to show and hide the Content Browser???
all the video does is change the simple follow player code into move to players location every so often so it looks like you are following them
if it doesnt work then it's something in your code
I've looked through a few times, I can't really find the issue
Do you know how tasks services and decorators work and what they are for in a behavior tree? Can you debug your existing tree to see why it's not working?
If the answer is no to these then you need to go back to the basic documentation and learn the basics. Behavior trees are not a zero level concept
anyone know if the new RTX's with NVlink will work in unreal engine supporting both cards?
You want to make a more advanced ai,. Simply copying stuff from the internet to piece it together is going to end up like this with non working stuff randomly stuffed in places.
probably much like a turducken
It looks like it does not @hasty bough https://forums.unrealengine.com/development-discussion/rendering/1597917-rtx-6000-sli-slow-down-the-performance
Shortcut for Content Browser, anyone? ๐
If there was it would be under shortcuts in the editor preferences
Well, now I'm at a loss. The documentation tells Me to do exactly as I've already been instructed to do
Nice
How do I get an Interface to show up when inherited ?
@grim ore thank you for that. kinda sucks instant double perofrmance potential and its not at the top of the list
Well it's never double and it's possible for it to work in packaged products with some work. It's not really in epics hands they do support afr in the engine itself.
@autumn elbow show up where? In the functions list? If so only functions show up there, events have to be added like any other event.
I'll make a little clip.. 1 sec
And did you compile it after adding the interface.
Ohh.. huh. I dunno if it will work if it's not in the parent, I never tried it
That's a really good issue there lol
๐
Lemme restart the engine.. 4.22 seems to need alot of restarting.. in my experience
It obviously knows it's supposed to be there because there's a whole section for inherited interfaces LOL
Yea
Now I'm curious if a function blueprint interface where it shows up in the list on the left would show up in the child class
There is the check box to show inherited items. I'm not at the PC so I can't even try and the internet has apparently never had this issue lol
restarting didnt help
you know what... I'm an idiot LOL
I'm in the Construction Script, Not the Event Graph
LOL
somehow the tabs swapped places
Now it shows up.
Ok that's funny
And answer the other question inherited functions won't show up. I found an answer hub post from 2016 asking for it and then an answer dated 2019 saying it's still not implemented LOL
so if there is a function in the parent class, it won't be in the child? Thats odd
lemme try
In the list on the left
There is a toggle for show inherited variables but none for inherited functions apparently.
it shows up
Man the internet lied to me lol
first time for everything
why am i getting this error https://i.gyazo.com/ae1cec8b4cdcf5af95805744377f2b07.png
I have this working vehicle system
and out of no ware this error appered
Function Inherit
when ever i walk up to the car i see the press e widget pop up and i press e and my charcter pawn disapers and i turn into a invisible character and i get that errror for some reason i cant enter the car like normal
None mean whatever you passed in to whatever function was Null. Make sure what you're passing in exists at that moment.
Before fiddling with anything, try a engine restart.
Check your BP_IMV... or just before it. Make sure things are Valid
If you don't already, Add some isValid checks.
and Print on isValid Fail pin.
ok
It's good practice to add isValid when passing objects around. Bullshit always happens LoL
XD roger will do that
@autumn elbow what I meant is the list on the left doesn't show that function in the child
Yep. Most people barely know override is there and just see the blank list
gotcha
And there's no simple show inherited functions option live variables. Super weird it never got put in
i think if people understand inheritance, they will know its there. ๐
but yea, would be nice if they made something like the Interface (inherited)
but then again... there could be hundreds of inherited functions. To populate them in the list will be very messy
Well no more messy than the parent class in theory but yep I've seen some really full variable lists.
Ok so i tried chaning get player pawn to get player controller
but still nothing i dont get how this isnt working somone please help
you have a cast to node ... put a print on the failed and see if the cast failed is triggered
is there a way to convert scene component to primitive component
I would like to loop over the snap points and turn Generate Overlapping Event on
if component is a PrimitiveComponent, but you only have a SceneComponent reference, a Cast would do
if its not, you're out of luck
I had to manually make an array
Hey guys, is there a Content Examples project with this:
How-To use Blueprints and Render Targets to create realtime fluid surface Actor.
?
can't manage to find it, since i copying the steps shown here gives me nothing
@timber glen https://www.youtube.com/watch?v=pX82z77TZc4
because of many donation requests...if you wanna support my work check the video description at the very bottom ^^' This time I am presenting Unreal En...
It's in the content examples project
Ugh... i didn't know the sender and the receiver for overlap events had to be active for it to work ๐
@timber glen Should be the "BlueprintRenderToTarget" example map in ContentExamples
if i have a cube with Generate Overlap Events ON and another with it OFF... Then neither will Generate Overlap Events
Isn't that odd?
If both are ON then it will work. If one is OFF, neither runs
@autumn elbow Answer is here : https://docs.unrealengine.com/en-US/Engine/Physics/Collision/Overview/index.html
An overview of how Collision and Collision Responses operate in Unreal Engine 4.
โ๏ธMy grass disappears on a distance. Can anyone help me with this. Cull distance in the instance setting doesn't work โ๏ธ
so i've made a object so if i go near it my player camera starts shaking very weirdly can anyone pls help?
you're going to need to be more specific
lemme send up a gif
alrighty
but won't it make it overlap through it?
yes
i dont want it to overlap
you can make the collision bigger so your pawn can walk on it properly
which is retarded but its your game
i don't have any collision box
make one
then?
I have an oddity with Box Collision
it seems that if you set the extent, and then set the relative location, the location isn't updated as I would expect?
the origin of the box does seem to shift
but the box itself stays exactly where it was
is this expected behaviour?
Could anyone help me on fixing timers? It gets stuck when it reaches halfway. All the code checks out. I'm confused
timers don't get stuck
but if you have faulty code, you need to show it
otherwise all anyone can do is speculate
hey guys im having a issue i have tried most of the tutorials i could find but i got a destructible mesh and when i shoot it with my projectile it doesn't break it but when i walk into it its fine it breaks
@wary wave https://blueprintue.com/blueprint/-uxtne0l/
you're doing nothing to prevent SetTimer being called multiple times before it has completed
that's probably your problem
found the issue
@wary wave what do you mean?
you're not doing anything to stop another overlap event trigger the timer again
if you call set timer again before it finishes, it will reset
Yop, use the returnValue of the SetTimer node
Save it to a variable
And check with that if the Timer is already active
If yes, don't start it
@wary wave is that why it gets stuck after ticking half way? Cause when I first pick it up it ticks to 4 and gets stuck
is it possible to create an account system in ue4
yeah im assuming a sql database would work fine ?
You'd need a server somewhere that has a database and takes client requests etc
Also people hate accounts tbh
You'd better try to use account functionality of the platform
How to make a mesh bright without using any spot lights or smth and no textures
Emissive
make the material unlit
Is there any information anywhere on the best way to build UE4 from source? I'm building according to the instructions on the repo and it's taking forever when I build from scratch.
Compiling about a few dozen million lines of C++ is slow, news at 11 ๐
I was watching an AwesomeAllar stream yesterday and he was saying he can compile it in 15 minutes. I guess I assumed he meant "from scratch"
takes me 90 minutes and I have 32 hardware CPU threads and 192GB of RAM
15 minutes is unlikely
On a fast SSD with a fast CPU, it should be about 40min IIRC
I'm expecting 15 minute or less build time with the new 3900x when it finally arrives
Also depends a lot on the target build
yeah Allar had a threadripper I think.
I'm doing Development Editor
Once I finally get the licensee stuff sorted out I'll need to be building from source because I keep finding a ton of bugs in Datasmith
contracts & lawyers and stuff takes forever
I don't work on games, but enterprise apps with Unreal
yeah 15 mins for the editor
15 minutes.... that seems impossible to me at this moment
packaged game is usually somewhere at 5 minutes
so I'm on an SSD, with dual 8-core 16-thread Xeon CPUs, 192GB of RAM and it takes me 90 minutes. What am I doing wrong?
either my CPUs are just THAT BAD at compiling or there's something wrong.
IDK which
Xeons aren't great yeah
RAM size is irrelevant, a tenth would be enough
Latest Visual is also a bit faster
I am pretty sure the hardware we buy isn't available with i7 CPUs at all - only Xeon, at least the desktop hardware. And of course being a corporation we're not allowed to customize the PCs at all with aftermarket parts, even if they are from the appropriate hardware vendor.
is there a way to improve this code ? (its meant to be a in game currency)
I'm sat on a stock i7 and my compile times aren't much more than 20 minutes
aren't you folks using incredibuild or anything?
I'm on a i5 6600k at 3.6Ghz, and I'm at ~45 minutes. You guys' times are unbelievable. ๐ฆ
if you have it set up properly with the correct license you can use all your cores + distributed compiling
locally here we were getting 30+ cores on compile
I don't think I have an incredibuild license. I might, though.
I have 32 hardware threads on this PC, and the compile should be using those, I'm assuming.
I'll have to check that
it's not installed, and I don't have a license anyway. MSBuild is capable of using multiple cores, and I've been assuming that this has been turned on. I'll check that in a minute.
MSBuild is what Visual Studio uses, I think.
you can use it outside of visual studio as well. it understands .sln files, I know that.
Yes, but I'm pretyt sure UE4 specifically doesn't use it
It uses UBT instead, which then goes on to call the MSVC compiler instances directly
Unless I'm mistaken
For instance, the core count available to compiling is available in a UBT setting
bonjour ya t'il un staff franรงais ?
UBT builds the sln file. I can see the UE4 c++ project uses Engine\Build\BatchFiles\Build.bat to compile, and that definitely uses msbuild.
oops I'm wrong.
one sec while I dig through this
@civic marsh Please stick to English on the Server (:
okay :p
debug apps tend to have a LOT of symbols that take very long to pack in a PDB file
hello are you a staff who speaks french?
production release apps tend to do link time optimization that just is slow and eats RAM like mad ๐
@civic marsh No, I'm from Germany and I'm not sure if we have staff that is from France.
Why are you asking?
Guys, does anybody know, how to set replay spectator class?
If I set it in gamemode, it works in editor, but not in build
OK, MSBuild spawns UnrealBuildTool.exe and msbuild ue4.sln /p:configuration="Development Editor" /p:platform=Win64 /m runs a parallel build, so presumably it can spawn UnrealBuildTool in parallel to speed this up. When it's done I'll know if it went any faster.
Looks like a rendering crash, make sure your video drivers are up to date
how do we look at his
Get on your GPU vendor's website and download the drivers, I guess
ok thanks i would look at his ta their
does anyone have experience with the varest plugin ?
Yo
Rockman, what's up
Landscape disappeared
Tried LOD settings, restarting etc nothing helps
Anyone please?
reimport the texure
Hello
Is there a way to include debug lines in the packaged game? (by default shipping mode excludes all debugging stuff)
Obvious question is, are you sure you want this ? The performance is horrible, it looks horrible, it's purely a developer tool
If it's in the game it really really should be anything but a debug line
Like I said, it looks and performs like shit
Do you know how I can substitute it with a mesh?
I'll have to create all its logic and stuff from scratch
Depends on what you need exactly, could be a mesh, spline, or HUD
HUD class has a "draw line" too
Though it's a 2D overlay
I want it a mesh
@torpid compass thanks mate
np
@lusty carbon Make a dumb cylinder with 8 faces and a solid color material, with origin at one end, set its location at the start of the debug line, set rotation using the (end - start) direction, set scale as (end - start) length / lengths of mesh
And you're done
What about attaching it to my motion controller to follow its orientation?
Whatever you are doing right now with debug line can be easily done with a mesh
alright thanks
@autumn elbow https://gyazo.com/c96c6716e39a65d278a063040dff67f4 done
@lusty carbon Easiest way is to make a mesh, yes. For example a simple Cylinder that is oriented to X when exporting
And then making sure it's exactly 100 units or so long
Then you can easily math out the scale. You trace from the controller where the mesh is forward and when you hit you check how long the distance between start and hit is.
e.g. 1400 Units. If your mesh is 100 units long, you could now see that would be 14* the scale on X.
And the math behind that would be "Distance / 100".
then place a simple sphere mesh a small one where the hit occured and you would have a pointer for your vr controller
can i fix input lag when i using vsync? when i cap fps to monitor frequency, i have no input lag
@regal mulch
Yes?
Did you update the video drivers
anyone wanna team up for a hobby project?
I am a prorgammer, but bad at level design etc.
I do not know how to do
@cloud cobalt
I am French and have trouble speaking English sorry
@old nacelle #looking-for-talent , but generally you won't recruit here - create your project, get to the point there's something to show, show it on social media / UE forums
@civic marsh If you can't install video drivers for your machine you'll have a hard time developing UE games :/
PREVIEW!
Preview 1 of the upcoming 4.23 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
Oh no.
Can anyone explain this master - HEAD thing? (SourceTree) right now I'm working on the version that says HEAD in pink. I have modified it and want to commit a new version of it without breaking shit up. thanks!
@gleaming narwhal Shared it.
where's the July marketplace free stuff?
they already out @rapid geode
yeah but why arent they on #unreal-news
idk
@lusty carbon Head = current commit
master = latest commit for a branch
You should stash, checkout master, and apply the stash.
Sourcetree should have warned you about "detached HEAD state" before you had this state
๐ฅ (no idea, just joking)
lol
Also, #source-control is a thing in case you need more help in the future
@regal mulch can you put this on #unreal-news https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---july-2019?
or is it too late at this point
@lusty carbon You would be committing outside of a branch
Since you aren't on any
You won't be able to push the commit
And moving to master will render your new commit invisible
@rapid geode We might have not seen it, not sure if it's too late, I'll forward it
It's a simple problem - you are not on a branch.
ok thx
IDK what that even means
So I've unstaged them files. I click Stash and this message pops
Stop and let me explain
You have a few options :
- save your changes, checkout the branch, and apply the saved changes
- create a new branch, commit your changes, switch to master, merge your new branch into master
- create a new branch, commit your changes, rebase it on top of master, switch to master, merge the new branch into master
The entire point is that you need to be on a branch
Hi
Right now, you are on a detached commit that is not the latest commit of any branch
Impossible to run unreal smoothly in a 3 gb ram pc?
@lusty carbon So the simplest way is to stash like you're doing - just set a stash name and confirm - which will save remove all your local changes, allowing you to actually go to a branch.
Stranger, It's all nice and clear when you say it, but I can't translate that knowledge into practice. I am also too scared to touch anything after last time.
You can then apply the stash to get your changes back
to stash the files, do they need to be staged or not?
The second option sounds fairly straight forward to me, given you have teh "Branch" button at the top etc.
@lusty carbon They don't
Stash means "discard every single change from the computer and save them"
Meaning, you will actually destroy your changes
Except they'll be saved, and you'll be able to re-apply them after you have moved to a branch
Since you have frequent issues here I very highly recommend a Git tutorial because Git is largely the most powerful tool of its kind, and you have to learn its ways
Checkout master, apply the stash, resolve potential conflicts
If you modified the same files in the commit you don't currently have and in your local changes, you'll have to decide what to keep
aka "you're fucked" - which is why Git specifically hates what you did here
(and warned you about it)
did what?
You checked out a commit outside of a branch
Sourcetree specifically warns you about it
That's normal
@lusty carbon just go through a tutorial
Now just find your stash in the UI and apply it
Left pane, stashes
And if you don't have any conflict you can commit and be done with it
Do you push assets into the repo as well?
Could lead to problems with big files btw.
aaaaand my files are a mess again.
Yes, you have conflicts
You modified the same files on the branch, and in your local state
So now your best bet is to remove the conflicting changes (discard them) and re-create them
just don't push binary files into the repo, just the code and stuff you can easily merge (if you are working alone, don't know how big studios do it).
Do push the binaries
there is a size limit
Stranger can you walk me through this?
not a good idea
there is with big files
Git does not have a size limit
Your current Git hosting service might
@lusty carbon I can't really tell you more than discard the changes on conflicting files
You have to pick which version you want now
Right click and pick "resolve using theirs"
That's not a Git problem, that's a Bitbucket problem, don't use that
"not pushing binaries" is a stupid idea
which means if you push a couple of maps and textures you are going to hit the limit sooner than necessary.
@lusty carbon You have two parallel realities now and you have to pick one
but if he uses sourcetree, I bet he uses bitbucket too
@old nacelle These things are completely, horribly unrelated
no
Yes, they are
I used Sourcetree with GitHub and Gitlab, for example, before moving to something else
Jesus DaOnlyOwner please let me finish this and then come back and prove your point
I need the man's help
@lusty carbon Okay, so this is even easier
Did your local state before the stash work ?
okay @lusty carbon
Was it okay ?
yes
You're going to need losing one of your states here, either that one, or the one called "FPS version"
Sure you want to lose the FPS one ?
We have expanded and improved Blueprint Diffing!
maybe we'll have Map diffing in 2050 too ๐
Yes I can lose FPS one
in the mean time, don't fork work on binary assets
yes
Now we're going to reset master to the commit that your work was initially based on
ok
The one that has 467xxx as a hash
Should be the one just before the current "FPS" thing
Is that right ?
So right click hit, pick "reset, hard"
Make sure you have no local change, and apply your stash again
this is a destructive operation
"reset hard" basically wipes the tree after that commit
done
What does it look like now
Now apply your stash and commit
And you're done
You've also obliterated your "FPS" commit, as you can see
does anyone know how to use the new Chaos Destruction system?
It's been available for minutes ๐
I know
So probably not many people
true
To enable and use the Chaos Solver, you'll have to download and compile 4.23 Preview from Github.
@cloud cobalt Thanks a bunch!
I'll try not to bother you with my poor git issues any more.
You've been very helpful
@old nacelle You can come back and argue now.
@lusty carbon ah well, just wanna ask you, do you use github, bitbucket or something else?
so only git and no remote ?
Np
UE 4.23 preview 1 Virtual Texturing !! It's happening
What's virtual texturing?
if you are using the launcher version you can't fracture stuff, it says so in the notes. That fix was not put into the launcher version for preview 1
download it and compile it from https://github.com/EpicGames/
Now its just got worse http://prntscr.com/od72et
Virtual texturing is amazing. Suddenly, all your textures turn from real, physical ones, to virtual and you can fire those pesky texture artists and forget about em. Looking forward to virtual modelling and virtual animation.
ah i see
Im only trying to paint cracks over asphalt and it destroys the mesh
Im starting to hate
this thing
Nothing unusual here right?
you are using displacement
No
Wrong guess mate
Even it was I need it
If*
I tried almost every option trust me
then if you were does the mesh you are painting on have enough triangulation to support that
Not sure what you mean exactly, its a landscape vertex based painting isnt it? it doesn rely on the amount of vertices to see the texture right?
Its the alpha that destroys everything
here, no DP
the same thing
perhaps its a limitation to direct painting
there is a texture sampler limit. you need to make the landscape textures use a shared sampler if you want to use more textures
Except that I can still paint the same material on the other landscape components you see
What heck is going really
on*
8 Materials max unless you set shared samples as @sudden agate said
It can be issues on less, I think per tile it's less then 8 materials max if not using shared, don't wuote me on the exact number of materials per tile I haven't painted a landscape since early 2018
so I might be outdatred with my info
4 materials might be the max amount per tile then, maybe
Google doesnt show much info on "shared" materials
Let me find a docs link for you
didn't find a link, heres I show you where you set it though
I came back to my projexct, first time from few months and my nav mesh doesnt work
I have navMesh bounds volume but AI can't move
Ok in play press apostrophe
Virtual Textures are enabled by default in 4.23
yeah i know
and after pressing 0 navmesh didnt show
Hmm, what is not working, maybe brokjen connections?
I can't even see the navmesh
Did you activate teh nvmeshvisibility option in the AI debugger*, when I press ' I get teh overlay anv option 0 (navmesh visibility) is turned off some times for me and I need to press 0 to show
even with enabled navmesh using 0 key i can't see it
Hmm ok, maybe something has broken
@young stratus unreal compiles different materials depending on how many layers you paint onto a component
have you tried just deleting and replacing the navmesh bounds volume?
if you paint 32 layers onto a component, it will compile a material variant with 32 layers. if you only paint 8, it will compile a variant with only 8
@plush yew Didn fix it((
@sudden agate in other words?
use shared samplers
@plush yew Any other idea?
Are you on mobile? @young stratus
I also searched in google but I can't see anyone having problem like that
@sudden agate PC
https://gyazo.com/8f56897af198248b651480cbc45c3d7e anyone knows why my camera is shaking randomly during gameplay?
@gentle moth So you mean the navmesh isn't building or isn't showing?
I can't see it and it's not working
@astral marsh no one responded to you the first time because I don't even think we can guess. We have no idea how your game is set up, no idea how your inputs work, no idea what it should look like compared to what it should not look like. Do you mean the little glitch near the end where it;s not smooth?
Show your controller Or your animBP for more assitance I would say, you don't have to but is gonna be hard to help you otherwise
anyone free so i can screenshare?
Okey now its actually did something,, but does this affect performance too much? or limits your creativity in some way?
Whats the difference between Wrap and Clamp?
Not really, but I would say the issue is either in your controller regarding rotation or in the animbp
No changes to it?
nope
well I can guarantee you that is not the first person template lol, it does not have sprint
i implemented my own sprint
Ok well you've changed it then, added to it, do you blend states in the animBP? maybe the issue is there
i mean i move randomly in map and all of sudden screen starts shaking and then stops and after few seconds it again shakes
i just dont want it to happen when i package this
does it start shaking if you are doing nothing. just standing around for 5 minutes
lemme try
guys what do I need to do to make this CineCinemaActor a "shot" in sequencer?
clicking the camera previews the camera but not if I switch to the shot camera icon
THe issue is cause by rotation in the gif it seemed like, how are you calculating this rotation?
@astral marsh
@astral marsh
This must be the issue, trying to visualize the problem in practice
@plush yew Thanks dude, but is this how its done or is it more like a workaround?
@young stratus It's not a workaroudn, they added it in aroudn 4.7? I don't remember but they added ti becasue people had this issue all the time back then
@plush yew ah really, okey thanks again
these were the shakes i was talking bout
I would assume that is gimbal locking and the end results due to your rotation math going wonky
is there a 4.22.4 update? have an update button but it doesn't work. and launcher is super laggy, seems borked
@urban meadow do you have any plugins that need updating?
extreme angles, ok I gotta ask when you are setting the rotation around the x axis to 360 when the rotation around the y axis is over 270?
@grim ore not that i can see, what's the easiest way to tell?
I didn't get you?
Under the launcher version does it show plugins with an !
@plush yew
oh yes, one update
you are rotating the X while checking the Y is his question
well setting the X rotation
I don't know. your code says tho get the rotation of the pawn, if the Y is over 270 then set the X on your rotation value to 360
which seems odd
any reason you have to set the rotation in your anim bp?
i tried to do it on original BP it didnt seem to work too good so i found like animbp was fixing this control rotation
thanks @grim ore thought epic learned how to count past x.x.3, was excited for a second. launcher still laggy as shit though, has been for a while though
yeah the showing an update and it being a plugin is a weird "issue" that seems to catch a few people. The launcher being laggy is uh.... the launcher ๐ฆ
also note that this rotation bug happens only when i "interact"
#animation might be able to help more at this point as it seems tied to your animation setup
or when i click the key E
unreal
tell me the secret
how can i run this engine on my pc ?
waiting since 17min, its not open yet
That's normal on a new engine version
@merry gazelle I dont know if you fixed it but the shots track is for adding in other sequences, you should have a camera cuts track which is what will play back for that sequence and lets you change cameras in that one sequence for example
i have 100% load on my cpu and gpu without anything open
da hell, this seems unreal to me
couldnt resist the joke
what % is the engine at when loading?
dunno, doesnt show anything
you are opening the launcher or the engine/editor?
engine
Just wait.
Thanks it worked ๐
it should show a splash screen
Not at every phase.
what does task manager show is using your 100% cpu?
when you click on the editor and the little drop down to access more info below it, does it show anything else
like shader compiler
nothing
What's your PC Specs?
it worked 2 weeks ago, but the engien was super slow
AMD Threadripper 1950x, 64gb ddr4 3600ram, RTX 2080ti
Which OS?
Win 10 Pro 1809
I think its trying to use your internal graphics instead of RTX 2080ti
that cpu has no internal gpu
sup, my fellow 8gig mem warrior
i even reinstalled the engine yesterday
just had a bluescreen after changing in editor graphics settings 40sec ago ๐
still nothing
need to download more ram
@viral fractal Opening a project and it's freezing at the load window?
Not even teh loading screen whereyou see how much has been loaded? Hmm do you get the unreal icon onyour toolbar, sometime it's invisible for me until I click the icon and the loadwindow just shows up
nothing
this is when you click Launch from the editor correct?
also if i open it directly
have you tried downloading a sample project and loading that directly
yes
well that's a bummer. If there is no long and nothing showing up, nuke windows!
Norton AV blocked my shaders form loading, causing issues when trying to start up, I've heard the same with Avast and AVG
no AV installed
So after using the Landscape Editor, whenever I move the location of an object, it increases by 1000 instead of 100. For example, if you moved an object to the left or right and the Z Axis turned from 400 to 500, it would be from 400 to 1400. How can I fix this?
do you have more the none enigne version installed, other version work fine? @viral fractal
@lunar palm Have you set the grid options to 1000 units? and lock to grid?
well that's a nice small change in .23, the level selector in the viewport is now hidden in maps that only have 1 level. Kudos for that change ๐
How can I do that? @plush yew
awesome \o/ I was having issues with that overlapping the HDR visualization graph
cant spot the UE here
The UE is right in the middle
yes, but not active
maybe cryengine and can't both run at teh same time, maybe your cpu gets overworked?
Hmm I can't think of anything other then my suggestion for now, maybe corrupt install of the engine version
after 2 reinstalls ?
maybe not then, but lets presume you have some process casuing issues with writing some files to disk, then it could happen again
hmmm
what could that be ?
there is not much running except windows, discord, CE, deezer and drivers
and steam
Nvm got it
i recreated everything on the other project and i seem to have no shakes in that
only in the project which i sent gifs
whats the new engine version?
@viral fractal I don't know, bug have you tried downlaoding a source version of the latest version and building the engine in VS instead of using the binary
I think 4.23.0 preview
@primal prairie
ah ok cool!
nope
you can't do that
without formatting
formatting is literally changing from mbr to gpt
Hello fellow Unrealers. I have 100 textures - how do I make 100 material instances out of them?
@viral fractal uninstall everything (epic related), clear any registry items, delete any folders left behind. Restart your computer, update any drivers, update windows, then install UE v4.20. Also choose a different directory for install, and with admin prev.
@midnight bolt I assume you want to automate? Maybe look up the Python API for Unreal.
@autumn elbow yes, i would like to automate it to a degree. let's say i create one Main_Material with diffuse, normal, specular, metallic parameter. Now I want to make instance of this main material of my textures
I can right click on textures and click create material, but not instance
swapping in textures to instances... thats gonna be some work!
does it really matter for the end result, if i use 100 materials vs 1 material and 99 instances, other than build time?
i want to make new material. so each texture would get new material instance, and i would work from there to add specular etc
it should be less memory at the minimum as 100 materials with 100 shaders is more than 1 material with 1 shader
Watch the UE Python Live Stream on YouTube.
Pretty excited to check out the 4.23 preview. ๐
LoL...assuming your question is fastest way to create 100 materials and hook up all the textures
First stop: gonna check out what's new with utility blueprints.
well 100 was just a number here. it's actually over 300 right now, and will be more in the future, i want to create a good workflow
So.... is your question about Performance or Automation?
"Check the documentation" The page doesn't have any links
well, i want to do it right. so far i've been doing it all manually - making new material for each texture. i can do it manually, but the thing slowing me down was saving time... i could plug all textures in nodes in like 10 secs, but then it takes about 40 secs to save it
so instancing would be faster here. other than fast save time, i didnt really see any issues with having '100 materials'
If the materials are the same layout but the textures/value you plug in change then 1 master materials set up to use small/tiny/basic textures and values then an instance for each variation would be optimal