#ue4-general

1 messages · Page 489 of 1

proper crane
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That's the thing that confuses me... I 👁 witness it pick a location, every two seconds but it refuses to move.

snow crown
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oooOOOoooh virtual texturing

frank escarp
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Skin Weight Profiles. The new Skin Weight Profile system enables you to override the original Skin Weights that are stored with a Skeletal Mesh.

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gore confirmed

raw elk
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Wondering if someone can help me out. So I have a plugin I made a while back, and I'm trying to compile it for 4.23.0; but it appears some of the code I used to alter DOF is now deprecated. I was barely able to string this plugin together in the first place tbh

    PostProcessComp->Settings.DepthOfFieldMethod = EDepthOfFieldMethod::DOFM_BokehDOF;
    PostProcessComp->Settings.bOverride_DepthOfFieldMaxBokehSize = 1;
    PostProcessComp->Settings.DepthOfFieldMaxBokehSize = 0;```

I'm not sure what to replace these with as the documentation simply states "Use the new Circle DOF method" ... *but* I can't find source doc on that
digital anchor
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are you asking how to change from bokeh to circleDof?

    PostProcessComp->Settings.DepthOfFieldMethod = EDepthOfFieldMethod::DOFM_CircleDOF;
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and remove lines 3 and 4 i guess

grim ore
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you can still use Bokeh until they remove it tho so YOLO lol 😃

digital anchor
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ah, i see that DepthOfFieldMethod itself is deprecated

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deffered will always be Circle and mobile always Gaussian

autumn elbow
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looking for your 2 cents on VR object interaction. Right now I have 3 levels of inheritance. I have a Object_BP, that handles Saves and Loads. I have 2 Child Blueprints from that- VRInteract_BP and VR_Pickup_BP.

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Interact is Switches, Levers, Buttons... things you can't pickup and take

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Pickup is everything you can pickup, take, store in inventory

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I haven't really setup any physics handle stuff yet, but I assume it will be implemented in the Object_BP as both inherited child bps will use it

gleaming creek
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So, how many people saw the post in #unreal-news about free content and went to check if there was a second drop of free content for July?

serene birch
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so did some try the new features yet?

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there is an option for Chaos stuff but the changelog says you'd need to recompile it yourself?

cloud cobalt
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Yup

serene birch
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weird ¯_(ツ)_/¯

raw elk
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@digital anchor sorry for the late reply, but thanks! All fixed up 😃

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I just had to nix most of the lines

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turns out the CDOF is set by default now

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still haven't figured out how to change it to Bokeh but I'll figure that out later. For now everything works fine though

frail sun
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Is there a feedback thread for the 4.23 preview anywhere?

grim ore
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On the 4.23 release notes thread normally

mint raptor
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If I have two camera components how does unreal pick which one to use and how can I change which one to use?

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Set View Target With Blend takes an actor and doesn't seem to let me pick which camera to use

grim ore
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ok so, the set view target determines which actor the view target is looking thru for the camera manager, it will find an active camera on that target and use it

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if you are already the view target, probably are if it's your character, just make 1 camera active and it will use it

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sooo......

mint raptor
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hmm what does it mean to have a camera active?

grim ore
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every component is active or not active, enabled or not enabled, on or not on

mint raptor
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Is it just a flag being used to know which one to use or not?

grim ore
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It's a property literally called active and more than likely it's set to auto activate for all of your components

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so disable it on the 2nd camera, the one you don't want on by default

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and when you want to swap you set active targetting the camera you want on, and make it active. then set active targetting the camera you want off, and make it not active

mint raptor
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ok

midnight bolt
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I'm using material instsance, but my texture seems overlapped with my master material - any idea why?

urban crypt
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Hi guys! Anyone can tell me how can I make a job post here?

gleaming creek
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Check the pinned messages in the job channels

gilded osprey
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Hello fellas!

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Hos is everyone doing?

rotund scroll
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we're all doing hos, yes

midnight mantle
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lol

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guys i think i need some advice

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i don't know what i want to do

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I'm not sure if i want to learn cpp, learn bp, learn animation, etc

rotund scroll
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that's pretty broad

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in what context are you looking to learn? as a hobby or going to school for it

midnight mantle
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hobby

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well...i want to take some classes for the hobby i guess?

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that's why I'm wondering what i should focus on

plush yew
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how do u post in looking for talent

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oh pinned messages ok

rotund scroll
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it's about what you enjoy the most

midnight mantle
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that's a hard one to answer

rotund scroll
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if you don't know what you enjoy the most then try doing small projects where you have figure out some hard problems for that particular role

proper crane
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A Unity game just crashed my entire PC

rotund scroll
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e.g. for animation create a moveset for a character with blendspaces, movement, crouching and create the logic using a state machine and states

midnight mantle
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but i will need a rigged character, which in turn needs someone to model it

rotund scroll
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for c++ etc. I would start with blueprints and see if I could create a very simple game (space invaders or some such) and figure out exactly what to do to make that happen

midnight mantle
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so I'll need to learn three different disciplines

rotund scroll
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you can export the skeleton from the ue4 default humanoid

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or find some free rigs online

proper crane
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@midnight mantle is it just for learning?

midnight mantle
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hmmm

rotund scroll
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and then retarget them

midnight mantle
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well learning definitely comes first

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but i eventually want to produce something I've had in mind for a while

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but i don't want to be completely useless and only hire people to make it

proper crane
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I can send a skeletal mesh and animations, but it's not to be used for a product

midnight mantle
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so i want to learn something and be involved in my own project and not just be the idea guy

plush yew
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@snow crown hey i accidentally posted twice in looking for talent

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can you delete the first one i accidentally put "contract" instead of "freelance"

snow crown
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got it

proper crane
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So I'll take it You're looking for something You can use for it

midnight mantle
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for now just learning

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if you send me something i won't use it for production

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I'm a long ways off from that trust me lol

proper crane
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I can send a rigged bipedal creature that only has a running animation, or an ant with a fedora that has enough to be a roaming NPC

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If I had a portfolio, it would be like a cache of shitposts

midnight mantle
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lmao

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well I'm not sure what i need for now

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i haven't gotten too far into ue4's animation tutorials

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is sharer programming a thing in ue4?

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shader*

proper crane
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Blender isn't very difficult to learn (Besides UI), probably a good origin point for ideas

gilded osprey
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Do you guys know how can I create a realtime render engine like lumion using unreal? 🤔

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Is such thing even possible?

rotund scroll
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you can do materials in a node based editor for your shading needs @midnight mantle

proper crane
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Has anyone else noticed that the Live Training sessions on Unreal Engine aren't actually originally in English?

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You can see different words coming out of their mouths as they speak

blissful trail
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ooh ue4 4.23.0 preview 1

frank iron
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Has anyone Noticed FPS loss in 4.22 compared to 4.21 when testing game?

normal burrow
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they reworked rendering in 4.22, so you should have noticed some difference. it positively affected most things for me though

rotund linden
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Boa noite.

placid hornet
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When will google play multiplayer service be supported in unreal?

hushed hare
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Where can I post my discord server that I will put all of my projects and stuff on

grim ore
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maybe in #work-in-progress ?

hushed hare
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thanks

abstract relic
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Server links are not permitted

proper crane
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Alright, now I can check off the two hour Live Training as something that didn't work

hardy flume
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hey guys I had a question, my engine has been crashes randomly for a while when I put my main character into the world and pressing play. I tried to make a whole new character and assign everything step by step to figure out what the problem is, I found out that once I assign the character to any parent class, the engine crashes for some reason. I've checked through my VS code and it both looks and compiles fine. Any help?

blissful trail
fringe pivot
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Why isn't this interpolating to the specified color?

visual belfry
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it's getting there. slowly.

misty creek
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Is your track value changing?

visual belfry
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the prints at the top are closer to 0,0,0 than the prints at the bottom 🤔

misty creek
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Yes, they are. A very slow change.

fringe pivot
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The last print is the final value

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why it stops there then?

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oh wait

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what a stupid mistake

grim ore
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dun dun duraaation

maiden swift
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Anyone figured out how to check out the new Unreal Insights tools in 4.23 preview 1?

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@grim ore Did you see the new goodies for editor utility widgets? 😃

lapis bronze
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Epic did a stream a couple months ago about a joint chain with two constraints

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one on each end? it was with an Orc character with a drum or something

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does anyone remember?

blissful trail
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cos i can resize the box by using the resize thing in the viewport and i can edit the scale values and it all works fine but when i drag it with scale values with the cursor it doesnt work

oblique sorrel
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Well, another level generation attempt, another failure...

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I wish there was an asset or a tutorial that deals with generating maps where every room is a level instance, 'cause it's clearly above my head.

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The rooms that spawn do form a coherent route, but sometimes they create routes that go straight into a wall

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And the algorithm needs a delay for some godforsaken reason

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Every actor like the circled one is a valid spawn point

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But it just... stops

oblique sorrel
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Okay, fixed it... I think

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No, not everything

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It still needs a delay to function properly, but at least spawns all the rooms when said delay is present

dim arch
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uh so, there is a blueprint node I need to access. this is the signature: ```cpp

UFUNCTION(BlueprintCallable, meta = (DisplayName = "Landscape Import Heightmap from RenderTarget", Keywords = "Push RenderTarget to Landscape Heightmap", UnsafeDuringActorConstruction = "true"), Category = Rendering)
bool LandscapeImportHeightmapFromRenderTarget(UTextureRenderTarget2D* InRenderTarget, bool InImportHeightFromRGChannel = false);```

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this project I have downloaded has the node in BP, however I cant find it in the rendering Category

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first issue was that its an editor-utility function, so it wasnt in a runtimeBP function list. Made a Blutility but it isn't in the list there either (with context sensitivity disabled)

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ok.. seems like the Blutility class needs to be derived from GlobalEditorUtilityBase and it has to be in the eventgraph with context sensitivity disabled

meager tinsel
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having an issue where my client is getting bumped out into the default map(main menu) instead of the lobby it's trying to load. Big digging into it for about a week now and haven't made much progress in terms of finding out the problem. Here is a snippet from the log that i think is the most descriptive of the issue.
https://gyazo.com/faf915b1eb051c5bcfd599655059ab2f

if anyone could help me make sense of it, I'd be grateful. Right now I can't really piece together why it would load my lobby map, just to immediately do a join request for the default map

dim plover
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In the world settings of your lobby/transition map, did you specify a GameMode Class?
@meager tinsel

grim juniper
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So Chaos isn't in the launcher version of the preview?

meager tinsel
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I’ll have to check in the morning but that’s got to be where the issue is as I can jump into my other maps, just not the lobby

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@dim plover

dim plover
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And sometimes it'll reference a class/map that has been renamed and thus can't be found. But that should've been picked up during packaging.

drowsy kite
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Does unreal Engine Supports Exports to .stl

wary wave
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Doubt it

plush yew
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Like it youtube:WTF90

upper wasp
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I added a headbobbing blueprint for my character, everything is going nicely, though when he jumps, the headbobbing still continues, how can i stop this?

fathom void
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Headbobbing is the worst imo, never understood why devs like to add it.

upper wasp
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adds to realism, I'm trying to make a horror survival game

fathom void
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It's not realistic, when you walk your eyes and brain compensates for the head moving.

timber glen
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Hey guys, i tested the BlueprintsToRenderTarget content examples, and found that there are additional ripples for hitting the edges, how can i disable that and just have clamped texture with no reflective ripples?

https://gph.is/g/ZYA2z7w

mint sequoia
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@fathom void @upper wasp Just got up and walked around, B. is right, I don't notice my head bobbing at all, never thought about that

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Maybe if you were carrying something super heavy on your shoulders 🤔

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But.. maybe it adds to the realism because, like me just now, no one thought about it

sudden agate
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@timber glen you could use a boxmask to stop it from having waves at the borders

vale bison
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uhh I have the quick question is variable still replicated if player just join and out of net cull distance?

plush yew
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Well head might not feel like it's bobbing but it's slightly swaying as you walk around so a very weak head bobbing effect might feel more natural than either regular head bobbing or no head bobbing

distant loom
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watching ultimate c++ guide 2019 by rueben ward and im getting red squiggles under "StaticMesh" ```Camera->SetupAttachment(StaticMesh);

SetRootComponent(StaticMesh);```
errant ice
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Did anyone try the new Virtual Texture feature in 4.23?

distant loom
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its defined i think

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    UStaticMeshComponent* StaticMesh;```
thin tendon
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For doing updates of a game to steam. Does anyone know the setting so steam patches are smaller? I recently had to restore my project. Patches used to be about 30mb. Now they are about 3gb each time. And I can't remember what setting it was in Unreal that allowed me to patch smaller

wary wave
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don't encrypt the content

thin tendon
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thanks

primal prairie
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Anyone know why some of particles i placed in level dont work at run time but do in editor view?

iron wadi
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is there meta that acts like EditDefaultsOnly + VisibleAnywhere

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I want the property to be editable in default only, but I still want to SEE it in instance

honest rover
boreal topaz
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anyone know of a good text to speech app

cloud cobalt
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Depends what you call "app"

boreal topaz
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well, software

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whether free or paid

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that doesnt sound like a robot

cloud cobalt
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"software" is a bit vague - do you want a C++ library, a Windows app or a phone app ?

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Generally speaking, Nuance has the best tech

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It can get quite good sounding with a bit of calibration

boreal topaz
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yes , windows app. ill check out nuance

regal mulch
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How can it be that one and the same function in BP allows a specific type and the c++ one doesn't?

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Both have a parameter with UAnimationAsset

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Both get a UAnimationSequence from me

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BP works, C++ doesn't like it

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(╯°□°)╯︵ ┻━┻

normal burrow
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C++ break struct is messed up too

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Cant set break member by ref unless it’s bp asset struct

manic pawn
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isn't that only when you use a native make/break method

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and then it's probably on purpose since if you have a native make method you might be doing some fancy initialization

timber minnow
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hi everybody, is it normal that the foliage doesn't work with occlusion culling ?

normal burrow
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@manic pawn nope

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any c++ declared struct has this inability, whether or not it has a custom make / break

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you basically have to use the set member nodes to do the equivalent. but still believe when you break something to get at an array in a native struct it makes a copy

manic pawn
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interesting

normal burrow
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makes native struct in native struct hard to modify either way

grim ore
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@timber minnow yes that is normal occlusion culling does not work for instanced foliage

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Because foliage instances are rendered as clusters in a single draw call, each cluster is either rendered or not rendered based on occlusion. If you set a value in the End Cull Distance parameter, the clusters will also be culled beyond that distance. However, this will cause groups of meshes to disappear abruptly as the entire cluster goes out of range.```
plush yew
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it's not for a HUD element but for a billboard material (2.5d sidescroller)

vocal snow
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Anyone know how to add a background image so that I can model my landscape off of it? and in addition to this can you go into a wireframe view for the landscape

copper flicker
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I'm getting some random performance drops... cuz of my AI

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like some leak..

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sometimes I'm running at 60-120 fps

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I restart, same scene, same AIs.. will get me to 5-40 fps

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I tried debugging but .. I don't really understand most of that debugger

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😄

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I noticed there was very high HZB

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I read a bit about it.. tried to remove HZBOcclusion

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set it to 0

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it seemed to work but neah

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it's hard to tell what it is, cuz sometimes it works fine

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every 5-6 runs or so, leak

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and then it keeps doing that several runs

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I've never encountered something this weird

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and disturbing..

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O o

runic gazelle
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Anyone wanna help me with my Low poly take on procedural planets. Some what like no mans sky or Star citizen

plush yew
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running many services maybe? @copper flicker

copper flicker
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no idea... none??

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what do yo mean by services?

plush yew
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Ok then it's not that, I was thinking cause services runs on a tick and therefor it can get heavy

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Aha BT_Services

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a sort of BP used in teh BT

copper flicker
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nono, again.. it's not hapening every time I run the game

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I have nothing on tick

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well, not on tick event at least

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I have navigation

plush yew
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Not talking about on tick event

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In the BT you have Decorators, Services and Tasks

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Each service has it's own tick, if you have many services in teh behaviour tree ti can get heavy

copper flicker
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no idea..

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I have no BT

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everything is built in BP

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and it's a simple BP

plush yew
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best way to recreate the ground from mario in unreal? if only i could do 9-slicing...

vocal snow
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Just a heads up incase someone else is wondering I just made it a decal and it worked

fathom void
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I personally think unity has better tools for 2d game.

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Was I allowed to say that? :/

copper flicker
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no Beryl.. every single engine out there has better tools for 2D

abstract relic
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Construct 2 is better 😛

fathom void
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Shhhh

plush yew
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well too bad i'm forced to use unreal lol

copper flicker
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who's forcing you?

fathom void
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Tim

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Tim is forcing him

copper flicker
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go talk to tim

plush yew
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Sim Tweeney

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my teacher is forcing me

copper flicker
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oh, that's ok

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for school you can do anything in anything, it doesn't matter

plush yew
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there's not even a 9-slice plugin for unreal, what a pain

fathom void
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Make your own

plush yew
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aint got the time nor the skills for that lol

fathom void
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Ask your teacher

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Or Sim Tweeney

plush yew
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to make me a 9-slicer plugin? lol no way he's useless

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my teacher i mean

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i dont know sim tweeney

fathom void
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Well he's making you make 2d game in unreal yeah..

plush yew
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tbf i'm the one that chose to do mario, but only cuz i didnt know what a pain it would be and cuz i had no inspiration

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maybe i should just make the ground 3d lol

runic gazelle
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Lol

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We’re can I get a team of coders and designers in this server?

copper flicker
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you can make 2D in Unreal just fine.. if it's just for a class asignemtn

plush yew
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@runic gazelle just hire some people on fiverr lol

serene birch
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use Paper2D and make a tilemap with it

copper flicker
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it's much easier in 2D anyway

serene birch
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doing it manually should be ok 😛

runic gazelle
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What’s fiverr 😂

plush yew
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but it's 2.5d, mario and the coins are in 3d you see, so i cant use sprites but have to use billboards

serene birch
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paper2D is totally 2.5d 😛

copper flicker
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anyway. back to my problem.. can anyone make AI that's not massively taxing on performance, with Unreal??

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cuz I failed with my 2D AI...

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now I'm failing with my simple 3D AI

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O o

runic gazelle
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@plush yew What’s fiverr💀

copper flicker
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to just move around

plush yew
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@runic gazelle it's where you can hire people for $5

copper flicker
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the simplest AI I'm making in Unreal is already too expensive

runic gazelle
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Damn I don’t even wanna hire people I just need a group of people who I can code with and make this game

fathom void
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Lollll

copper flicker
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well, my problem is more complciated..

fathom void
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No one is going to work for you on making your game for free

copper flicker
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I do want to eventually have a few behaviors

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what do u mean by state graph

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I make everything in BP..

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I haven't touched behavior trees

runic gazelle
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Nah I don’t want people to work for me. I want to be doing a majority of the coding but have a whole team who have faith in the game

copper flicker
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so my question.. is it even possible to do what I'm trying to do?

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I have nothing on Tick

plush yew
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are you gonna give them an equal split of the revenue? @runic gazelle

copper flicker
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so I was just wondering if anyone here has made a game with large numbers of AIs

runic gazelle
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This sounds stupid but I might give them all the revenue when the game is small as i provable won’t be earning a lot

copper flicker
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ok, so let's say that's my AI

night pond
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Hey Guys,

Can anyone point me in the right direction when it comes to solving performance (FPS) issues? I have a lot of AI in my top down large map zombie game using the Unreal Mannequin and a skeletal mesh, not sure where to start, but googling the issue seems to point to getting rid of bones and using LODs. I tried using LODs but it doesn't seem to change much performance wise....

I'd really be grateful if anyone could just point me in the right direction! 😃

runic gazelle
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I already got a job anyway on the side

true leaf
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Yeah I have inexpensive ai in my game.. I use a state machine .

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I have a one second tick rate on updating the ai state

plush yew
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@runic gazelle you might be able to pull off an open-source project, sorta like 0 A.D. did

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anyways i'm curious, what's your idea?

true leaf
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Ultimately it commands the units to move to different spots and calls other methods that make them use abilities

copper flicker
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I have no ticks at all.. my skeletons are simple.. my models low poly

true leaf
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It also selects targets to 'focus' infrequently

runic gazelle
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A Low poly procedurally generated space game. It’s really ambitious I know 😂

copper flicker
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wut?..

true leaf
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Simple

plush yew
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so basically low-poly no mans sky?

true leaf
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You use the unreal move command

copper flicker
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it is triggering events, but nothing runs ON tick

true leaf
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Call it once

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Yes

runic gazelle
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Yeah that’s one of the games I’m inspired by

true leaf
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So you don't need to do anything every frame . For the ai.

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So it shouldn't be very taxing on the cpu

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Unless you have enormous loops - avoid that

copper flicker
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ok, I was using move to loc

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let's try simple move

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I am not using tick....

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I literally have zero things happening on tick

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yes I have a navmesh..

true leaf
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Indeed you need navmeshes

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And they have to build

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Make sure they are built... Press P

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And you'll see green paint

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On the map

copper flicker
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ummm... simple move doesn't give me info about when the movement is over

runic gazelle
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Anyways I’m going to have to make a lot of my own code since unreal isn’t really built for procedural planets

copper flicker
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I didn't ask about how navmesh works tho...

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I know how it works 😛

true leaf
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You are right it doesn't tell you when it's over

visual belfry
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is simple move to not the one with an extra pin for movement completed successfully?

true leaf
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That's asynchronous

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Maybe try calculating the distance from the unit to the end goal

copper flicker
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no, I prefer using normal move to

true leaf
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And if you are close then obviously you are done w the moveb

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Okay

copper flicker
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instead of continuously calculating

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any continuous ray casting or calculations... I try to avoid that

serene birch
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so, use "simple move" so as to not do logic on tick

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then check in tick if you are close to the goal to end move?

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😛

copper flicker
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wut?...

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u guys r nuts. respectfully.

visual belfry
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go learn behavior trees 🤔

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or we're gonna be spinning this wheel for hours

copper flicker
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anyway, look. my problems are not with 5-10 AIs in my scene.. I need 100+, that's the problem, and I wanna know if it's at all possible without C++

visual belfry
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yes, with behavior trees

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they have incredible amounts of optimization compared to doing state machines yourself in BP

copper flicker
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well, I don't want to insult anyone, it was a light hearted joke

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🍻

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was just trying to say it's not helpful if someone asks about BEER.. and you try to suggest WINE

visual belfry
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but all they talk about is ALCOHOL so we haven't got a frickin clue

copper flicker
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which is what's happening on all these discords..

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😄

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so BTs..

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I watched an Unreal traning video where the dude managed to make the slowest, most inefficient AI on Earth

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with BTs and Blackboards

visual belfry
#

and how did you come to that conclusion?

copper flicker
#

so I said to myslef.. I want something much simpler O o

#

Atomic, it was slow

regal mulch
#

The BT is the last of your issues :D

copper flicker
#

they said that too, in the video

#

and it was visibly slow

regal mulch
#

You need to find the bottlenecks

#

And these are -> Navigation and Collision

copper flicker
#

hmm.. maybe.. but the navmesh doesn't seem to be the biggest problem. not sure..

regal mulch
#

WIth 100 you might still survive with normal collision

visual belfry
#

@regal mulch and at the 100+ scale, skeletal meshes

regal mulch
#

But the Nav Mesh is painfully slow

#

Yeah most likely

copper flicker
#

I had massive problems with a ton of ticks.. making a 2D AI, for a platfomer. so no navmesh there. but the AIs were as slow as it gerts

#

gets

regal mulch
#

We have a few thousand on the screen

#

But for simulation

#

And only c++

copper flicker
#

ok.. that's what I was wondering

#

if I can have 100+ AIs, most of them disabled...ish...

#

without C++

regal mulch
#

It's more about the avoidance

#

Yeah, you can compare it to battle royal games

#

It's technically possible

#

but not with 100 on the screen

visual belfry
#

avoidance is overrated \o/

regal mulch
#

Not in simulations

visual belfry
#

unless you don't have any variance in pathing

copper flicker
#

I tought of avoidance too.. not sure..

regal mulch
copper flicker
#

the problem there is I will have to start abusing the tick I guess

#

and raycast a lot

#

recast navmesh is supposed to be fast tho

regal mulch
#

I'M really not sure how good 100 would run

#

You can really only start to messure the bottle neck

#

Let 100 run

true leaf
#

1000 navmesh pathing units in close proximity prob won't won't with simple move. Going to need to get really creative

regal mulch
#

And check the Profiler

#

Check what function costs the most

copper flicker
#

in Unity at least.. I did some tests with 1000 simple AIs at 60FPS

regal mulch
#

Improve it

visual belfry
#

💯 profile before assuming something is slow

regal mulch
#

Yeah Unity is also a lot simpler

copper flicker
#

yeah, I don't really understand that profiler

regal mulch
#

You gotta learn it though, cause otherwise you won't get the 100

copper flicker
#

yeah, but simple is good.. cuz I need performance, not bloated AI

regal mulch
#

UE4 is bloated

#

In general

copper flicker
#

I'm trying to

#

but t's pretty abstract..

#

O o

regal mulch
#

The Profiler is basically for your GameThread

#

The Render thread is hopefulyl fine

copper flicker
#

I tried all the profiling tools I could think of

regal mulch
#

So you have to locate the GameThread in the list after recording

#

And in there you have to go to the thing that costs the most

copper flicker
#

nothing made much sense..

#

ok, one sec

regal mulch
#

I don't have an example at hand sadly

#

But when you record for a little while and then stop (let's say 5-10 seconds) while the ais move

#

Then you click on "load" at the bottom right

#

And wait for it to load. then you get this big list on the right

copper flicker
regal mulch
#

There you need to ignore all the weird stuff and locate the GameThread

copper flicker
regal mulch
#

Na

#

SessionProfiler

serene birch
#

isn't there something to enable in recast in UE4 to get bigger crowds working?

visual belfry
#

40ms tick 😬

copper flicker
#

do those numbers mean anything?...

regal mulch
#

@copper flicker Check at the top left menu of the editor for the SessionProfiler

#

And utilize that

#

Yeah 40ms for the tick is too high

copper flicker
#

but I use nothing on tick

regal mulch
#

Our multiplayer game with 8 AIs, weapons etc. etc. has 8ms

#

The Engine does

#

As said, use the Session Profiler

#

It will show you what exactly causes this

copper flicker
#

can't find it..

regal mulch
#

It's under "Window -> Developer Tools -> Session Frontend"

#

4th from the bottom

#

And then in the new window the "Profiler" tab

#

Then you start your game

#

Go back to this window

#

And click "DataCapture". If that's greyed out make sure to select the session on the left

#

Wait 10 seconds

#

Click DataCapture again

#

It will ask you if it should load the stuff

#

Do that

copper flicker
#

ok, thx!

regal mulch
#

Once that is done it will show at the bottom another button for "LoadFile"

#

Once you are there, let me know

#

It should look somehow like this

#

Then you locate the GameThread in that red list

#

And expand it till you find something that you can improve

#

Here you can see that the PlayerController is the heaviest next to the characterMoveComponent

#

If we open that up further we get greated with the Tick

copper flicker
#

umm.. it didn't load anything

regal mulch
#

And the InputAxis Events

copper flicker
#

I laoded something manually

#

dunno if it's the right thing tho

#

ok, this makes..... no sense O o

#

I have a ton of entries showing the same number

#

and numbers in ms that go way above my head

regal mulch
#

You need to find the gameThread

#

Here is an example

#

There is a lot more you can do to debug and profile with this but this is the first step

copper flicker
#

does that make any sense..

#

btw, every time I start any kind of profiler, my FPS drops drastically

#

and I might even have to wait like 10 sec... or so, to start profiling

#

well, I mean if I use stats

#

in the console

#

with this profiler my FPS dropped to 5-10

regal mulch
#

Check the frame time

#

Well if you enable the profile you want to click back into the window

#

Otherwise it's probably reduced frames cause something that isn't focused doesn't need 60 fps :D

copper flicker
#

I did

#

I started profiling, clicked back in the window and moved around

#

at 5 FPS

regal mulch
#

Your PC actually powerful enough for UE4? :D

#

Cause I don't have that issue

#

Eitherway

#

Check the FrameTime

copper flicker
#

it's a laptop

#

but a powerful laptop 😄

regal mulch
#

Yeah not the desired dev machine

copper flicker
#

yeah. but still.. i7, fairly recent

#

way more powerful that my older desktop

#

which was also i7

#

😄

regal mulch
#

I moved to an i9 cause i7 was too slow :D

copper flicker
#

well, the game should run well on lower end machines too

#

and I'm doing low poly

#

not realtime hyperrealism

regal mulch
#

Doesn't really matter all :P check the profiler and try to improve the stuff that is high on frame time

#

That's the only advice I can give you

copper flicker
visual belfry
#

is your level BSP btw?

copper flicker
#

I know.. I mean it makes sense

#

expect it's impossible

#

😄

serene birch
#

are your objects "full" of components with their own collisions?

copper flicker
#

yes

visual belfry
#

BSP meshes are the movement killer

copper flicker
#

I mean full of AIs

#

no, no BSP

#

so do those numbers make any sense?

#

cuz I'm looking at them and don't get a thing

#

it tells me my characters are using up resources..... I'm like duh

#

😄

#

the problem for me tho, is.. I'm trying to make something simple and performant. without getting too fancy

#

if I have to do in depth profiling and C++ stuff, I'm done

#

I was just wondering if I made some obvious mistakes

serene birch
#

are your objects collision shapes complex?

#

seems it's spending a lot of time updating those

copper flicker
#

oh, the world yes

#

but the AI should be using the navmesh

#

the AIs are the ones slowing down everything

#

they do nothing on tick, no raycasting, only navmesh navigation... and some simple BP logic

serene birch
#

the profiling says a lot of time is spent plain "moving" things

#

not deciding where to move

copper flicker
#

yesterday I was able to have 100 or so.. if 50+ were disabled.

carmine shell
#

how can you set the blackboard of a blackboard component? I'm aiming at having a blackboard component in my game mode that I can set state values into a shared blackboard for all of my AI actors

copper flicker
#

ok

#

the thigns moving are AIs on the navmesh... ?

#

it's stuff that should be stupidly fast

#

it doesn't show an average tho

#

it tells me Process Mouse Move 70 ms

#

I guess that's 70 ms across a long span of time?

#

what am I gonnna do with that info

tardy sapphire
#

Anyone who develops Android apps here on UE?

#

In project/Intermediate/Android, I have a manifest file and I have another manifest file in project/Intermediate/Android/APK

#

Which one should I edit to add stuff to the manifest? Adding via editor doesnt work for some commands

desert jay
#

Does unreal use the even number releases are stable, odd are experimental nomenclature?

plush yew
weak gale
#

yo, does anyone know any good resources I could use to learn how to make skyboxes? I need one that both fits my game's aesthetics as well as is not emissive. I can make the visuals, but I dont know how to imploement it

#

@plush yew use Cylender BSPs and cut one in half with a subtractive box for the inside wall, and for the ouside wall do the same but also cut out the middle with another cylindrical subtractive BSP

#

or you could use blender and model it up

#

If my explination doesnt make sense I can screenshare and show you what I mean

weak gale
#

(Sorry for the cell shading, I just dropped it into my current project)

plush yew
#

how much is one unit in unreal?

rotund scroll
#

1cm

#

or inch

#

depending on the setting I think

plush yew
#

where can i see?

rotund scroll
#

editor settings

#

preferences

wooden wraith
#

ah unreal bsp, still sadly clumbersome :<

cloud cobalt
#

Still in the engine for people to waste their time with it

wooden wraith
#

I'd love to have something as fast and fun as TrenchBroom in the editor for level design and blockouts

rotund scroll
#

bsp has its use, not sure why people are so against it

vocal snow
#

Anyone know how to make a shorline that gradually slopes down to the water? And a pretty even angle or do I just have to do trial and error with the sculpt tool?

rotund scroll
#

depth fade

#

oh

#

you mean actually sculpting

vocal snow
#

Oh didnt know that was a thing

#

yeah like sculpting the lindscape

rotund scroll
#

you can use ramp

vocal snow
#

Yeah was thinking that then gust sculpting over them just was wondering if there was a tool for it

#

thanks tho

rotund scroll
#

what's wrong with the ramp tool?

vocal snow
#

nothing its just Im trying to make the shoreline of an island so its going to be alot of ramps lmao

#

pretty big island

rotund scroll
#

I mean no one island would have identical shorelines all the way around

willow halo
#

Hello People, I've got the new version of UE4. Where the heck is the mesh Editor for the chaos engine??

rotund scroll
#

but you can try creating uniform steps as well with the flatten tool, then smooth to interpolate a ramp between them

#

that might be faster

willow halo
vocal snow
#

no wanted to see if there was a way to make them even then was going to had sculpt them insead of having to put like 300+ ramps down lmao

willow halo
#

in that video he descrives how to use it

#

describes*

vocal snow
#

yeah steps didnt even thing of that yeah ill try that

plush yew
#

anyone who can help me on a little math problem?

#

Like I want to map a range of values to 0-1 for a lerp.
So let's say my low end is 4 and the high end is 7.
4 should be 0, 7 should be 1.
I have a value "5" that I want to be the alpha.

#

I found the solution

#
LowEnd = 4
HighEnd = 7
Value = 5

Alpha = (Value - LowEnd) / (HighEnd - LowEnd)

weak gale
#

So Im looking to make dynamic blood for my game, and the marketplace doesnt seem to have what I need (at least not for 4.22). Does anyone know how I should do this?

#

I dont know whether I should make a particle effect or something else

#

Actually wait

#

I think Ill make a sword trail that when an overlap is triggered it will change into a blood effect

visual belfry
#

@plush yew are you in blueprints? an alternative to doing the math is Map Range node

plush yew
#

@visual belfry Oh I see that does the job thank you

#

@visual belfry Oh I see that does the job thank you

visual belfry
#

yeah, it's practically the exact same but is a little quicker to comprehend when scanning blueprints 😃

rotund scroll
#

what's with the duplicate messages

visual belfry
#

oof. I didn't even notice that

manic pawn
#

discord is dying again

copper flicker
#

no, I'm dying again

plush yew
#

is there a way to insert a third person character into a level without makign a new level?

#

idk where the mesh is <.<

ancient lotus
plush yew
#

it doesnt show up for me

#

can i import it somehow?

#

its not in my content my content is a diff source folder

#

subfolder

ancient lotus
#

if you dont have it them import it. right click in the window(shown on the right side of my screenshot) and click import, then select the fbx to import the mesh

plush yew
#

ill hve to figure out where the default assets folder is

#

thanks

vocal snow
#

@
CranzEstebogen Thanks It worked, just wanted to say thx

grim ore
#

@plush yew do you have the third person character already? as in did you start with that template

plush yew
#

no i didnt

#

thats my problem

#

the project i started is in its own subfolder of assets

#

and i cant call to the thirdpersoncharacter default

grim ore
#

click on the green add, go to add feature pack at the top, choose the third person feature pack, profit

plush yew
#

i only started using unreal 2 days ago so if it looks like idk what im doing its because i dont lol

#

thank you those are the words i needed

runic iron
#

Hey guys, is it possible to export sequencer keys to a curve playable by a timeline node ?

proper crane
#

So, I'm a flood of errors on a blueprint but it's working perfectly, is this a concern?

ancient lotus
#

are they errors or warnings?

proper crane
#

Errors

grim ore
#

Errors should always be fixed because they are problems. Blueprints helps you not crash for most errors at runtime but most other languages will hard crash

visual belfry
#

nativized blueprints will crash though

spiral island
#

sometimes hard crash is better
helps you know that there is an error, rather than your game continuing to plow forwards but behave increasingly oddly

vocal snow
#

anyone know why the transform axis arnt showing up? I have then set to show undersettings but they just dont know when I select and object.

proper crane
#

The error started when I changed my material quality level to low

grim ore
#

read the error, fix the error. It's how programming works.

vocal snow
#

NVR mind "Viewport - Show - Use Defaults" worked for me.

grim ore
#

maybe you hit G for game mode?

vocal snow
#

yeah I may have lmaO just tried it and that recreated the problem so probably XD, Ill remember for next time Thanks

proper crane
#

The function works perfectly, so I'm not sure how to "fix" it

#

It says it doesn't return a value but it does

civic cobalt
grim ore
#

well the errors should have a link to the issue, if you really want help fixing it then paste screenshots of the full error codes and the nodes with the problem

civic cobalt
#

woow is this you 😄

grim ore
#

try going to a lower resolution or scaling, everyone with a high dpi monitor or 4k complains about how the editor works 😦

civic cobalt
#

i could remember your voice woken up in the middle of the night 😄

grim ore
#

lol 😃

civic cobalt
#

thanks for all the help

#

vids n stuff

#

im trying to figure out what exactly causes this

#

i was in win 7 before without any scaling

#

still had this issue,

#

reinstalled to win 10 today and its still here

#

maybe a plugin or something could cause this

grim ore
#

so you are at 100% scaling at 4k?

civic cobalt
#

i was using lower rez on win 7

#

now im at 4k with scaling, but with scaling disabled in unreal

#

i disabled it because i had the same problem with scaling enabled

grim ore
#

damn. I know slate will do stuff like that when things dont fit on the screen but resizing the details panel for example fixes it. that has no way to "fix" it lol

civic cobalt
#

sometimes this bug is like a game itself

#

trying to catch enums and stuff

grim ore
#

I too was having this issue and it was driving me crazy. After some experimentation I found out what was causing it.

Go to Edit -> Editor Preferences -> on the Appearance page (the one that opens by default) Uncheck the "Enable Window Animations" box.

This only started to be an issue for me after getting a 4k screen, something about my DPI scaling doesn't play nicely with the window animations.

Hope that helps!```
civic cobalt
#

noice!

#

did you find it on google?

#

it worked

#

yay!

#

thanks so much

proper crane
#

I'm gonna continue working and see if it becomes an issue

south ridge
#

Hmmm

#

So lets say I have two actors - A and B. I want A to re-run construction scripts whenever B is edited

#

What would be the best and most reasonable way to implement this? The actor A has a pointer to actor B, but B does not know A exists

#

The obvious solution is to have some C++ code that runs when B is modified and looks for all actors like A. I wonder if there's any alternative way to link them up

grim ore
#

doing this in C++ or BP?

#

because if doing it in BP your idea seems doable in just BP

harsh tiger
#

I have a question

cunning siren
#

what is the best way to check to make sure your character is moving? In C++

harsh tiger
#

in my project, i cant build lighting without getting an error. would me using this on begin play. be a good fix to keep the rebuild lighting red text off screen. after i build the project for other players?

south ridge
#

@grim ore both really

#

But C++ code is no problem

#

I was just wondering if UE4 had anything built-in for it already, if not, I'll just extent the code I have already

#

@harsh tiger a better choice would be switching to dynamic lighting instead

#

Then you wouldn't be getting those red messages in the first place

harsh tiger
#

even though it will be on mobile?

south ridge
#

By setting lights to movable and such

harsh tiger
#

i only have 1 light in the scene

#

which is the sun

south ridge
#

@harsh tiger well, I mean, if you can't build lighting, it'll revert to dynamic anyway

harsh tiger
#

wait, really?

grim ore
#

@south ridge nothing that I know of but there is no reason you couldnt get all actors -> call a function on them during construction of B

south ridge
#

@grim ore only performance

harsh tiger
#

so even though its stationary, when i press play it changes to movable?

south ridge
#

If you don't have lighting built and there are no lightmaps, it will be treated as movable

#

All objects that don't have lightmaps will also receive light as if it was movable

harsh tiger
#

interesting, ill have a play around with it an see how it affects performance. thanks!

plush yew
#

Feature Needed: Adjusting Bezier Curve Handle Length.

grim ore
#

in the curve editor?

dim plover
#

Hi, I'm pretty new with regards to art stuff.
I was wondering if there was any reason, particularly with performance, not to use photorealistic textures like those provided by Quixel.

south ridge
#

It takes less work hours to create stylized art assets

#

There isn't enough input in the question to discuss performance

dim plover
#

In my case, since I have little artistic talent at the momemt, it would probably take me longer to create stylized assets.

#

What other input was I missing? I'm not too sure of what this entails overall. But I had planned to play with photorealistic stuff to start out.

south ridge
#

More realistic materials often might be a little more expensive if you add more layers and such in the shaders to add some realism

#

Stuff like procedural dirt and so on

grim ore
#

^

#

or even just adding in AO or roughness maps

#

4x realistic 4k textures or 2x stylized 4k textures

south ridge
#

But that's like, a question that maybe is too early to answer for you yet? There is no real inherent performance penalty to just using Quixel sorta realistic textures 😄

grim ore
#

but the reverse can be said as well

hushed hare
#

Wowie I never realized how hard some simple stuff actually is to do

proper crane
#

"Mesh contains Skeleton bone as root but animation doesn't contain the root track"?

grim ore
#

and your realistic texture might go on a realistic model with 150k more triangles than your stylized one which is.... performance

hushed hare
#

All I want is a smoother camera rotation (It slows down before stopping)

#

but fridge it is hard

dim plover
#

Alright. I understand. Thanks BlackFox and MathewW.

proper crane
#

This error isn't really listed in documentation

grim ore
#

that would be an error when exporting out the animation from the software

proper crane
#

there are errors listed here that could have the same said for them

#

Anyone else getting their Discord messages corrupted or something when they send?

grim ore
#

make sure the skeleton matches what UE4 expects when exporting out, hierarchy and names, and that your export out the animation and skeleton at the same time. you can always tell it not to create the skeleton when importing if you want to try to retarget in the engine

proper crane
#

retarget?

grim ore
#

when do you get the error? what are you importing and where did it come from.

proper crane
#

On import, skeleton with animation, Blender

grim ore
#

which skeleton did you choose on the import, the UE4 one or none?

proper crane
#

I am using the same file I used to import the skeletal mesh, which I have successfully imported a different animation to

grim ore
#

so you imported a skeletal mesh without animations, created a new skeleton in UE4 when doing that, then tried to import an animation and chose that skeleton and it failed?

proper crane
#

Yes. After a different animation imported perfectly fine

grim ore
#

then perhaps your animation was not exported correctly. that is saying your skeleton that you created for that mesh has "Skeleton" as the name of the root bone but your animation you are trying to import and use does not

proper crane
#

yes, I named it skeleton

#

Are You suggesting that I'm not reading it correctly because it's named skeleton?

grim ore
#

the engine is saying they don't match, I can't say why.

proper crane
#

Ah

plush yew
#

@grim ore yeah exactly, in the curve editor, sorry a bit late

#

I mean for timelines and curve objects, I think this is somewhat of the same UI

grim ore
#

it's a weighted tangent you want and it's not in the curve editor right now, its in the sequencer and will be added in 4.23

plush yew
#

aha ok, so it is in the sequencer already and will also be added to curve objects in 4.23? also timeline tracks?

grim ore
#

the curve editor itself is getting replaced in 4.23 yes, I dont think the timeline editor will be replaced but it can take in an external curve you can set up in the editor

runic iron
#

@grim ore is it possible to do the opposite? Take keys from a sequencer track and export them as a curve ?

#

Thanks a lot for you vids btw, helped me a ton ! 😄

grim ore
#

I dont think you can export out to a curve no 😦

runic iron
#

Ok I thought so but wanted to make sure 😅
Thanks for the quick reply, I guess I'll have to copy them manually if needed then

storm venture
#

i need to add a level group into another level group, how is this done?

#

my only guess is to merge the first group into one level, which would invalidate all the baked lighting

runic gazelle
#

Fuck it

#

I’m on unity

dark depot
#

cool good luck. use whatever you need to make your project

grim ore
#

now that you have me looking at curves I am super confused on why you can't use an external curve in sequencer or even import/export out a curve to a track

dark sparrow
#

is this the right place to ask beginner questions?

dark depot
#

yeah unless you believe it fits under a different channel better if anything people will direct you there to get more help

loud knoll
#

@dark sparrow yes george

plush yew
#

I'm using a select node that selects based on the value of a boolean. But the true and false inputs seem to be influencing each other. Is this normal? I was under the impression that false should return the 'false' value no matter what is plugged into the true value

loud knoll
#

@plush yew wouldn't that depend on the default setting of the item and boolean?

#

isnt the branch connected to the question an either or? couldnt you just use one value and then look at the other thing when it is either true or false?

#

seems like you could get the result of true and false at the same time

#

hard to tell what you are doing though I would need to see more

proper crane
#

Blender server refusing to help with importing

brave birch
#

f

#

You fixed it?

#

😂

plush yew
#

Yeaaaaaaaaaaaaaaaaaaaaaaaaah

brave birch
#

What was the issue?

plush yew
#

Not even relevant to the select node. A different part of the code that was still plugged in was fucking with me

brave birch
#

🤦

#

Rest in peace

plush yew
#

I try to come here as one of my last resorts. Since I hate clogging it up

brave birch
#

yeah, me too...

#

But while you're here, uh

#

😅

#

You any good with lighting in UE4?

#

This painted terrain is....... suffering

#

Well, painted foliage*, I suppose

plush yew
#

Sorry never even touched it, sorry

brave birch
#

</3

#

No worries

plush yew
#

I can't even tell whats wrong there tbh

brave birch
#

Lightmaps

#

I fixed the surrounding models by forcing volumetric lighting,

plush yew
#

ohhh is it the lit flowers in the shadows?

brave birch
#

The issue here is that I can't figure out how to force any particular lighting type for foliage

#

And yeah that's the problem

#

Wait no

#

No it's that some of the flowers are black

plush yew
#

Oh, opposite of what I thought hahaha

brave birch
#

If I turned off volumetric lighting for the whole thing, it would be an intangible mess of black

#

Np np lol

#

But yeah it looks like vantablack, especially when I look at it in VR

#

oooooh...

plush yew
#

I had an issue with some normals facing the wrong way once but I was too lazy to fix it and that's my only experience ith it

brave birch
#

wait just a second...

#

You..

plush yew
#

So my only suggestion would be to check the normals

brave birch
#

You may have come up with something 😈

#

I'm going to disable all this volumetric lighting

#

Since now I have a rotating light source and I've enabled dynamic lighting stuffs

plush yew
#

Helping someone in my confusion would be a nice feat

brave birch
#

😂

#

Well I'll let you know how it goes in a minute when my lighting builds

#

Okay so uh

#

It kinda works???

#

I just gotta figure out why some stuff ISN'T working but,

#

Yeah,

plush yew
#

whats it look like now?

brave birch
#

You actually fixed the flowers 😂

#

Now it's just some of the rocks and trees that are improperly lighted

plush yew
#

I like the aesthetic. I know visible polys is pretty common but it's my favorite

brave birch
#

And when I simulated it, they're just dark

#

Haha ty

#

We have good 3D artists

plush yew
#

Which is nice becasue its also the only thing I know how to model

brave birch
#

Very pretty starter map 😁

plush yew
#

oh thats sick

brave birch
#

I need to rotate those trees so they don't look the same actually now that I see it

plush yew
#

Yeah I never have to learn texturing and all that if there's no textures

brave birch
#

There's a better picture lol

#

And yeah >:_

plush yew
#

If they set the trees up in a particular way you can randomize the rotations and sizes of the clumps of leaves

brave birch
#

:)*

#

Oh?

#

Oh actually that's true

plush yew
#

I haven't done it myself yet but I have it written down to try

brave birch
#

Looks even cooler in VR

#

Second model I ever made

plush yew
#

Oh my goodness it's in greyscale too, my favorite color scheme

brave birch
#

LOL

#

All kinds of synergy 😂

#

Do you have VR?

plush yew
#

No I'm working on a For Honor clone

brave birch
#

¯_(ツ)_/¯

#

That's a bummer

plush yew
#

I'd get a headset for dev eventually but until then I probably won't own one

brave birch
#

That kinda sucks

#

It's super fun, trust me

#

I can attest

#

Like a whole new gaming medium

plush yew
#

I bet, I've never even tried it. I'd like to try making a pacific rim type game

#

Valve at least partially proved my concept. In their new tech demo thing you can go into slow mo, where if you move too fast the system messes up. That was my idea for the Pacific Rim thing. You'd have to move relatively slowly and the mech would react in the same way. Then you could get co op in so that people have to move in sync, which would make it a cool party game

brave birch
#

Ooh like the uh

#

Power rangers thing

#

Lmao

plush yew
#

HAHAHA yeah

brave birch
#

That could actually be cool

#

Ngl

#

Especially if it was, like,

#

a 5v5 game

plush yew
#

Yessssssssssss

brave birch
#

Like if you'r

#

you're stomping around, flattening a city

#

Shooting rockets out of your hands

#

Judo-throwing giant robots

#

😍

plush yew
#

That's my biggest weakness atm tho. I'm basically incapable of multiplayer dev. But everything I want to make involves multiplayer on some level

brave birch
#

I'm new to networking as well,

#

But I'm definitely going to figure it out

#

August 17th I'm going to start getting my Game & Interactive Media Design degree,

grim ore
#

I am loving my Oculus Quest for devving on

plush yew
#

I've taken some preliminary steps. Like I'm not using root motion and I'm trying to use as little physics as possible

brave birch
#

Oh, you got a quest??

#

I already had a rift otherwise I would have opted for it

plush yew
#

I hadn't heard of a quest so I looked it up, no wires, that is amazing

grim ore
#

I had a vive and a rift, kid has the rift s. No sensors, no wires is why I went with the quest

brave birch
#

Truly

#

A feat

#

The quest is amazing

grim ore
#

even the rift s is nice with no sensors

brave birch
#

Yeah true

#

But I have the IPD of a cyclops

#

😂

grim ore
#

only bummer now is I can't use niagara on the Quest 😦

brave birch
#

What's that?

plush yew
#

I'd need to finish at least one project before I'd start VR deving.

brave birch
#

A tour app?

grim ore
#

Niagara doesn't support android, niagara is the new FX system in UE4

plush yew
#

anyone know how you get multiple media textures in a level at the same time?

#

do i need a node for each?

brave birch
#

Ohhh, rip -

#

Is it not drag-and-drop?

#

Do you mean displaying them simultaneously or referencing them in blueprints?

plush yew
#

when i drag and drop the media soruce it just creates a blank material and doesnt play

#

and the blueprint is just the one start event start play the video starts at the game start

brave birch
#

Have you tried following different youtube tutorials?

plush yew
#

yeah none of them go over multiples

#

none ive seen anyway

brave birch
#

Hm 🤔

#

So you... you have both media sources in the level at the same time?

plush yew
#

one for each

#

isnt that how it works?

brave birch
#

You're working in two levels?

plush yew
#

one level

brave birch
#

OH oh you mean media sources

#

I really don't know man 🙁

#

I feel like I don't really understand the problem

#

Could you send some pictures?

plush yew
#

well you have to make the media source then you make the media player

#

then you get the video material from that

#

after linking it in the source

#

but yeah idk where to go from here

brave birch
#

Let me skim a few tutorials rq

#

I feel like you should be able to create two media textures

#

And then use them in different players

#

Although they might be unable to be stored within the same folder, potentially?

plush yew
#

not a clue

#

first time ive done something like this

brave birch
#

So what exactly is the issue you're encountering

#

You should be able to just create a second media texture

#

And also please explain to me why you're doing it so we can make sure you're on the right path, regardless 😂

plush yew
#

right now im just doing it to see if it can be done

#

let me start over and remake my media source

brave birch
#

👍

#

Feel free to ping me

#

Idk if I'll still be around but I'll do my best

dusty prism
#

I heard that BSP brushes takes more memory, while meshes takes a lot less, is this true? Also if i convert BSP to static meshes will it take less memory?

grim ore
#
Often, when a level designer is creating their level, they will come upon a situation where they need a fairly simple piece of geometry to fill in a gap or space. If no existing Static Mesh will fill the space, instead of bothering the art team tasking them with creating a custom mesh, the designer can simply use Geometry Brushes to fill the space. Even though Static Meshes are better performance-wise, Geometry Brushes can occasionally be used without any serious impact as long as the geometry is simple.```
dusty prism
#

Wait so 1 mesh cube is the same as one BSP brush?

grim ore
#

Mesh cube?

dusty prism
#

a mesh in the shape of a cube

grim ore
#

well a mesh is a mesh, I assume you mean static mesh. It would perform better than a geometry brush shaped the same.

dusty prism
#

Oh thank u so much

#

Also, if i built something w/ the BSP brushes and then convert em to static meshes, will it perform better?

grim ore
#

it will yes

#

it might not be as well optimized as if you made it correctly in another program, the engine just guesses at the best settings when doing it, but Static Mesh is better than brush converted to mesh is better than brush if it matters

#

a couple dozen brushes or walls, meh who cares lol.

proper crane
#

holy shit, I spent two hours rebuilding all animations so the import would work right

vocal snow
#

So I was painting my landscape and the paint is coming off in like jagged squares at the end of the pains is there a way to of it just paint like a brush.

plush yew
#

er maaybe ur using wrong pattern/brush

vocal snow
#

Im using Paint tool with a circle brush and a smooth falloff at a tool strenght of .3 and it just does it

zealous cloak
#

If I'm having a big problem with shadows being too dark and all the internet / local suggestions have not worked, would it be a big no no to just put in a second less intense directional light on the opposite side of my map? Or should I keep trying to figure out why indirect light isn't getting to these areas?

vocal snow
#

I personally would try figuring it out, it may cause larger problems later on, on the other had I see no reason to not put another light sometimes I do it, But I try to make it a natural light source like maybe a glowing mushroom etc... But yeah figuring it out would probably be best.

zealous cloak
#

all my shadows are just super dark

#

when i view in lighting it looks like nothing gets there. Did the internet things like skylight, adjusting light mass colors in world settings, the usual stuff that google produces that I could find

#

I guess my idea could also create a second shadow in situations :/ I'll have to try some different search strings

plush yew
#

slow build, whats up

#

ready for some news?

blissful trail
sudden agate
#

compile your project

blissful trail
#

fixed it lol

#

is there any way to snap an object to a grid ?

civic mantle
#

base setting should snap, so most likely you actually disabled it :P (upper right corner of the preview i think, there are buttons for snapping for rotations, movement, scale...)

plush yew
#

Hey guys

#

I wanna build a computer

#

Should i go with 3700x or 3900x?

#

I will use it for ue4 and gaming

regal mulch
#

Random question: My whole understanding of Frames, Tick and DeltaSeconds is that if I have movement or anything else that sits on Tick, having 30 instead of 60 FPS should make the game a bit laggier (cause you are missing every second frame) but the delta time would be twice as high and you'd still move the same distance in 1 second, right? (sanity check)

vapid sand
#

yes

regal mulch
#

Now what freaking setting would cause the game to go into slowmotion when frames go low instead of having a laggy screen?

#

Cause that makes 0 sense in my eyes (and no, we aren't modifying time dilation stuff)

dark depot
#

like Vsync?

regal mulch
#

Not sure? I usually have VSync on in other games and didn't see them slow down when FPS go south

cloud cobalt
#

@regal mulch That would be caused by not using DeltaTime

regal mulch
#

Well we are using DeltaTime

#

As a matter of fact, this is the same code the CMC uses

#

It's also everything, even running animations that are looping

#

The game literally goes into slow motion

cloud cobalt
#

It's easy to check, tick the (on by default but often disabled) "monitor performance in background" (or something) option, and press the windows key while in PIE

#

If gameplay is affected, then your code doesn't use DeltaTime well

#

It can be quite subtle

#

(windows key while in PIE with the option on -> 1fps or so)

regal mulch
#

Right, lemme double check

cloud cobalt
#

VSync can't slow your gameplay down, ever

#

As you correctly understood

dark depot
#

yeah i more meant how the jump to 60 to 30 can feel

#

but yeah that seems weird

cloud cobalt
#

Vsync just snaps frame times to the upper multiple of 16.67ms

regal mulch
#

I would understand that it's my code if it's not literally everything that slows down

#

Particles, Animations, Shaders

#

But I'll still check

cloud cobalt
#

None of these slow down

#

They just update less often.

regal mulch
#

Yeah but these things are UE4 build in and if they update less often, they would utilize the delta times

cloud cobalt
#

Obviously, if you use the engine's optional fixed framerate feature, that would do that, too

regal mulch
#

Which causes them to ultimately move the same distance

cloud cobalt
#

Yeah they do use DT

#

No question

#

They'd update les often, behave identically

dark depot
#

yeah

regal mulch
#

Fixed 60 fps framerate setting could cause something like this?

cloud cobalt
#

"Fixed" as in "fixed update time" ?

#

Or as in smoothing ?

regal mulch
#

"Use Fixed FrameRate"

cloud cobalt
#

Yeah, that's it

#

"Use Fixed Framerate" = delta time hardcoded to 16.67 regardless of actual framerate

regal mulch
#

THAT would make sense

#

So it's desired to turn that off?

#

.>

cloud cobalt
#

Well it defaults to off

#

And it's a stupid option really

regal mulch
#

Yeah It's on, guess people tried to see if they could fix other stuff with that

cloud cobalt
#

It should be called "Use Bad Practices From Japanese Console Developers from the 2000s"

#

Because that's what it really is

regal mulch
#

Hm, and the DedicatedServers tickRate is not affected by that?

cloud cobalt
#

I'm not sure but I guess it is

#

(Basically the option is reasonable if QA demands that every single build of your game has strong, constant, immutable framerate)

#

(Older consoles had this basically required)

#

(Once you have 60fps as a constant immutable truth, you don't need dt at all)

regal mulch
#

Might be the reason they enabled it, to make sure we have 60 frames across the game and server at all times cause of physics (not PhysX) stuff

cloud cobalt
#

Problem is, it doesn't ensure anything really

regal mulch
#

Na because it just makes the game tick half as often on 30 fps with the DT of 60 fps, which moves everything half as far as it should

cloud cobalt
#

Vsync is a much safer bet on clients ; for servers, I couldn't say but I wouldn't use it either

regal mulch
#

I think Servers have a custom setting via ini files

cloud cobalt
#

Physics should have an independent framerate, too

#

IIRC

#

I don't know much about physics but there are a lot of settings with that

regal mulch
#

Yeah it's not "PhysX", it's handcrafted via Vectors

#

I'll disable the setting

#

Smooth Frame Rate is okayish though?

#

@safe shoal Do you, by any chance, know what the "Custom TimeStep" setting under FrameRate is?
Does that have anything to do with fixed timestep stuff?