#ue4-general

1 messages Β· Page 496 of 1

grim ore
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open the ThirdPersonCharacter blueprint and look in the top left

plush yew
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at Gamepad input?

grim ore
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top left should be the Components tab

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atleast I hope it is lol

plush yew
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oh yeah it is

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i thought you meant in the blueprints layout thing

harsh tiger
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im in a ball project so i cant ss atm sorry

plush yew
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sorry i just started messing with BP like a minute ago

grim ore
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yep that list of components is all the parts of the blueprint, the CMC is one part of the Character that allows you to give it input and it magically moves it

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uses fancy math and systems and fake physics and networking magic and poof something moves

plush yew
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woah

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eh i kinda wanna learn some of that magic tbh

grim ore
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and it has a metric ton of tweakable options

plush yew
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thats why i wanna learn how to make this system work

grim ore
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you can, open up the CharacterMovementComponent in C++ and read thru it

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It's common for larger games that needs to adjust things to modify it and create their own version if needed

plush yew
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it's like 600000 lines long haha

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a lot of it seems like networking jargon

grim ore
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yep yep

plush yew
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which i think might be too much

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for me rn

grim ore
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but... you said you wanted to learn how it works πŸ˜ƒ

plush yew
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especially since i have no desire to learn mp for now

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i meant more along the lines of just like

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the physics and math behind it

grim ore
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well look at the nodes that take input and move the player, find those specific nodes and go to the C++ code for it, go from there to the code that actually moves the player and there ya go

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but its still gonna be alot of other stuff like networking and collision detection and such that might not be exactly what you want right now

plush yew
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yeah probably

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which is why i just wanna see about if i can implement my own style of movement hahaha

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and just try to recreate it without all the networking and stuff, just the basic idea

grim ore
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this is one of those cases where doing something for the sake of doing it is just doing it for the sake of doing it, nothing really to gain in the end

harsh tiger
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using the cmc you can easily add things like double or triple jump. or change the speed of the player etc

grim ore
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basic movement is easy enough you can find tutorials on that for any engine and just adapt it

plush yew
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ah ok

harsh tiger
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dont even need to use nodes, just change the default settings

grim ore
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like for Unity you would add a physics body to it and then add force and poof it moves

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you can recreate that in UE4 if you want on a basic actor and poof it moves

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super basic is an actor, add your input events to take input, then add relative location based on the input event and it moves

plush yew
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maybe what i had in mind was creating my own seprate physics sytem then haha which might be a little more than i should worry about for now

grim ore
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Epic pays super smart people and companies to do all the hard work for us, we just have to use the tools to make our projects πŸ˜ƒ

harsh tiger
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@plush yew btw this is @grim ore youtube channel https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ

he has a bunch of great tutorials. an some advanced stuff for when you get there

grim ore
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and I think my chair just broke wtf

visual belfry
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CMC does kinda ignore the physics system for movement (except for collision detection)

plush yew
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yeah thats true, whatever physics engine i come up with would definitely be crap in comparison hahaha

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especially since im not great with math

grim ore
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yep UE4 uses physx and its the standard for game dev

plush yew
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ok thats good to know

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idk sometimes i just feel guilty or like im missing out on using premade stuff hahaha

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i feel like one day i'll come across a problem i cant solve because i relied too heavily on premade stuff like this

grim ore
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that feeling is normal

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but again I assume you know how to fix your hot water heater when it breaks?

plush yew
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yeah

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i call the guy that knows how to fix it haha

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and thats how i fix it

grim ore
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same thing here, you use UDK lol

plush yew
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thats fair

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i guess when i buy a car im not trying to reinvent the wheel so i can use my own lol

visual belfry
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Keep your goals in mind

grim ore
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man my brain broke I don't think it's called UDK but I can't remember the paid Unreal Engine support stuff anymore

visual belfry
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Do you want to be the guy making alternative movement systems for the marketplace? Or do you want to make a game?

plush yew
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you mean my triple A survival action MMO zombie colony management RPG RTS with FPS and roguelike elements?

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and yes that was a joke

visual belfry
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Ideally you'd be making a game regardless even in the marketplace case, so you'd have a good idea of the requirements and nuances of movement :p

grim ore
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yeah you would think marketplace authors would actually use the engine to dogfood their product... you would think

plush yew
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speaking of which, do assets on the unreal marketplace also include like user created nodes?

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like no coding just complicated and well thought out node combos? is that an asset people sell

plush yew
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ah ok

grim ore
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pretty much every asset you will find on the MP will be aimed at the blueprint side of the engine if it's adding functionality

plush yew
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i guess im still trying to convince myself that BP is a viable, real and substantial game making tool

grim ore
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there are quite a few that simply take existing engine features and flesh them out from C++ only to BP

plush yew
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i've spent too long thinking i need to be a master programmer to make game

grim ore
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I don't think any game made in UE4 could get away without using some Blueprints

plush yew
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I've seen that one big ubisoft shooter game

main pebble
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Blueprints are programming though.

plush yew
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forget the name

dark depot
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if epic can still use it (noted not on everything) for fortnite i think you csn use it tp

plush yew
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but i know they have huge confusing BP mazes haha

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true, true

main pebble
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In the same way code can be confusing and complex so can blueprints

grim ore
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quite a few engines out there use some sort of visual language for scripting in the engine, especially for events

plush yew
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fair point

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ah really? you think making UE stuff in BP is viable for a resume then?

grim ore
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designers are not programmers, they really really want pictures lol

plush yew
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hahaha

grim ore
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if your resume included "released 3 games to market using UE4" then yes it would be viable for a resume

harsh tiger
grim ore
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I have my videos on my resume and they are not C++ and it's worked out quite well πŸ˜ƒ

visual belfry
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Supposedly A Way Out was made with a significant portion in BP

grim ore
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man A Way Out was such an enjoyable 2 player couch co op game

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sat on the bed with the wife for a weekend on the PS4 and we just dove thru it

plush yew
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wasn't 'The Division' also made with a significant amount in BP as well?

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i remember seeing a post on BP nightmares that was from that game lol

grim ore
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well the division is snowdrop engine and its got its on Visual scripting setup

plush yew
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oooooh

grim ore
plush yew
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damn, so i guess getting into game dev industry visual coding knowledge is probably an advantage then

grim ore
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Sjoerd is a great guy and he breaks down over multiple videos how they used BP and C++ and blah blah

zealous cloak
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Eh Oh! My project is almost up to 4.21

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source build is finishing

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aw yeah, editor is opening

grim ore
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and if you watch the UnrealFest videos on the YT channel you will see the large studios using Blueprints. Sea of Thieves, Kingdom Hearts 3, etc.

zealous cloak
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And me!

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I use BP!

plush yew
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oh thats right!!!! i forgot sea of thieves was on UE4, easily one of my fav games

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damn bros thanks for clearing up my doubts, this was a good conversation

zealous cloak
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compiling shaders, I might as well get some beer

plush yew
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im excited to make game

grim ore
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all of this comes down to learning the concepts of programming and applying them using the tools you are given.

zealous cloak
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that 45%

plush yew
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true

zealous cloak
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any firefighters in the building?

plush yew
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instead of spending my whole life trying to learn every aspect of a game engine, it's probably for the best i just resign myself to BP and just like make haem

visual belfry
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Lol I submitted that division post to blueprints from hell

plush yew
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haha

visual belfry
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I'm pretty sure it was an automatically generated state visualization however

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For their AI

plush yew
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I'm gonna code my BP's exclusively in pentograms

grim ore
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I've been using UE4 since 4.0 release to the public on a paid subscription and there are sooooooooooooooooo many parts of the engine I still don't understand and it's quite normal for that to be the case even at Epic

plush yew
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and goat skulls

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80% of the product is from 20% of the tools as they say

grim ore
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Watch the live streams for specific stuff like AI or Materials and you will find quite a few "well I dont know how we do that but I will ask and get back to you" lol

plush yew
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me and my friends always joked that we werent getting a cs degree, we were getting a degree in reading stack exchange

visual belfry
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And mine the forums for "in fortnite we..."

plush yew
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hahaha

grim ore
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the animation stuff from the fortnite devs are great

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soooo much stuff I don't understand

plush yew
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ah, speaking of which, i wish rare would show us how they made their water in sea of thieves

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easily the best water in any game ive evr seen

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which also reminds me i want to make a swashbuckling adventure game

grim ore
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part of the Unreal Fest video for them talking about the tools they talk about the water

plush yew
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there isnt enough pirate fantasy and thats just frankly unacceptable in this current age

zealous cloak
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Didn't that bar on bar rescue try to be a pirate bar?

plush yew
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idkw hat that is

zealous cloak
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a tv show

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tried to save a pirate theme bar

plush yew
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ugh

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i have loved pirates since i was like

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9

zealous cloak
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If only Sea of Thieves had been out while it was around

plush yew
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but i hate most pirate stuff because it's always so campy and lame

zealous cloak
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These were not the smartest of pirates

plush yew
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too many people try to play pirates off as like margaritaville drunks

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pirates could be sooooo much cooler

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i always thought that the inherit nature of RPGs, how its all about loot crawling, would be perfect for greedy, treasure hunting pirates

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like in skyrim or diablo or whatever

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the flavor of playing as a crusader or hero makes me feel weird looting corpses for a few coins haha

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but thats a PERFECT fit for a pirate

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not to mention pirates style on everyone so hard

zinc rivet
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kleptomaniac hero 🀣

plush yew
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i think you meant to say

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pirate!

zealous cloak
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2300 hundred shaders to go

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I could go get beer and make it back before it finished

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As in I already did, the answer was yes

plush yew
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jesus how big is your game

grim ore
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I think that is just the default shaders for the engine there

thin tendon
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I need some help. I was making clothes to add to my character in my game. Each clothing item is a skeletal mesh. I made them all the same. A bunch work perfectly. But I made a small bag that keeps vanishing when the camera is too close

severe lintel
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How can you apply different textures to each side of a cube?

autumn elbow
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for BSP.. I think you can just drag and drop the material.

severe lintel
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How would I accomplish this if I did not have modeling software?

autumn elbow
severe lintel
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Also, the meshes are created dynamically, so I can't use the method shown in the video.

autumn elbow
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You're using the Construction Script to make the meshes?

severe lintel
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No, I'm trying to make a Minecraft clone as my first project, so the meshes are created during gameplay.

autumn elbow
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Well...I haven't done any of that...but maybe you can look into creating Material IDs.

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You can also use a shader trick to give each face a color based on the normals... assuming it's a cube

thin tendon
true finch
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@severe lintel if you are working with procedural meshes you could assign each vertex of a face a vertex color. You can grab the vertex color later in a material. This worked quite well for me.

severe lintel
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Thank you. I will look into it.

regal mulch
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What could cause an Actors Rotation to not return what I see in the details panel?

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It's a spawnpoint, with rotation R:-180,P:90,Y:-180. Breakpointing the "GetActorLocation" call from GameModes PlayerRestart stuff shows that as a relative rotation of the root component.
But the cached world location, that is then returned, gives me this https://i.imgur.com/2Rb8L43.png

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So both -180 values are returning roughly 0 if I see that correctly?

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:D The quat is obviously fine

wary wave
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it's possible that when converting to and from quats the actual values get switched around a bit

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the rotation is essentially the same, but the values end up completely different

regal mulch
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It's not going between quats and rotations afaik

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It's just the normal GetActorRotation call

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The cached stuff is already wrong and the actor is just placed in the level, not moved runtime

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It's basically just a spawnpoint on a wall ;-;

wary wave
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IIRC, actor rotation is already a quat, so the conversion is already there

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is the rotation actually wrong?

plush yew
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Is it currently possible to increase the precision of the navmesh? Right now it's building a navmesh that implies that a unit can walk up steps higher than it can walk up

regal mulch
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@wary wave Well, idk tbh

wary wave
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nav mesh has loads of settings, select it in the world outliner and you should see stuff

plush yew
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yeah, i'm looking at a lot of settings and i don't see anything that is labeled precision

wary wave
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the agent has things like step height

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it's not called "precision"

plush yew
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right

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it's imprecise

wary wave
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@regal mulch - hmm, the relative rotation in debug seems to be correct, but the world rotation is not what I would expect

regal mulch
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Yeah exactly my issue

plush yew
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if i set step height to X, the built navmesh is X+ERROR

regal mulch
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Try delaying it but doesn't change

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I will try overriding the function and just using Quat

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(idk why they don't just use quats in c++....)

plush yew
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modifying the step height to be larger than what it currently is would end up creating an entirely new ruleset giving me thousands of more errors down the line

wary wave
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step height should work just fine :/

plush yew
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step height changes the rules

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it works just fine

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but it does not fix the error

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simplification adds error and i set that to zero

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but there is still some other error, possibly navmesh resolution

regal mulch
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So Quat to Rotator causes this apparently

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sigh

plush yew
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ah, cell size

wary wave
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@regal mulch - I assumed as much

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cell size should increase / decrease resolution, but not affect step height?

regal mulch
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xD They just null everything but yaw

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WHY would you even care to allow spawning on anything else than floors

wary wave
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πŸ˜‚

plush yew
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IF the blue is the step height

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and the red is the resolution of the navmesh

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and the orange is the geometrty

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the engine will say that the geometry is navigable at all angles in that red square

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even though the geometry is blatantly not navigable at the top right

wary wave
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in your diagram, that's a slope, not a step?

plush yew
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it can also be described this way

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even if it's steps

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the navmesh will say okay the bottom left step is okay to navigate

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so the top right step is also okay to navigate

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even though it's blatantly above the blue line

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this makes it so that my character gets stuck trying to walk up steps larger than it can walk up, face first into a wall

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this is solvable by increasing the resolution of the navmesh, but the correct resolution will not be the same accross all level geometry

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and it also increases navmesh generation time

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the last two issues are not problems for me because my computer's friggen awesome and my levels are all simplified

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Ah, there's an error in the sdk's "top down character" preset

regal mulch
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@wary wave That fixed it

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APawn* AHLGameMode::SpawnDefaultPawnFor_Implementation(AController* NewPlayer, AActor* StartSpot)
{
    FTransform SpawnTransform = FTransform::Identity;
    SpawnTransform.SetLocation(StartSpot->GetActorLocation());
    SpawnTransform.SetRotation(StartSpot->GetActorQuat());

    return SpawnDefaultPawnAtTransform(NewPlayer, SpawnTransform);
}
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Really don't get why they would force you to stick to Z up

plush yew
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it turns out that "step size" is not a propagated variable

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is there a way to report this?

wary wave
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there's a bug report form somewhere, yeah

plush yew
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or is this intended incompetency?

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is it worth reporting?

wary wave
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I'd report it

normal burrow
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Z is also capsule dir. annoying for dolphins

regal mulch
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I just don't get why they force it. They have Quats, they can use them inside C++ without scaring away the little BP users.

wary wave
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I assume it's forced precisely because capsules are Z aligned

regal mulch
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Capsule is only for Characters

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This applies to all Pawns

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Then at least only limit characters

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  • afaik it's very much possible to have the character run around on every wall you want if you use Quats
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So even there the limition is bs

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I mean, if I spawn an Actor on a wall I would expect it to work, cause the purpose of the spawning is not to limit me to the floor

wary wave
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capsule starts doing funky shit if you rotate it

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but yeah, capsule is for characters

frank plume
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Making a sidescroller android game
What should I use buttons or joystick
Mimd the game has no jumpimg and is fast

Press on J for joystick
Press on B for buttons

cloud cobalt
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There are buttons and joysticks on Android devices ?

frank plume
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Nope

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Virtual joystick and buttons bro

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Havent u played any games

cloud cobalt
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I'm not your bro

regal mulch
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If you only need 1 or 0, buttons

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If you need 1 - 0, joysticks

frank plume
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@regal mulch ??

normal burrow
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I understood that exi, wise wise

regal mulch
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That's pretty straight forward, isn't it

normal burrow
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To me, yes

frank plume
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Well only joystick

regal mulch
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Well in general, buttons are either pressed or released.

normal burrow
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English reading it though

frank plume
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And only button

regal mulch
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Sticks can be somewhere between 0 and 1

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Keyboard vs Gamepad for example

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If your game has no usage of having 0.5 axis value, then buttons

frank plume
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@regal mulch well which one do u like

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Normally

true finch
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Depends on the game. If I need fine control over speed, then joysticks. If I just walk left and right with the same speed, then buttons.
Just an example

spark sonnet
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Yes go for buttons if the value is going to beconstant

frank plume
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Well if I explain my game will u be able to tell what type

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??

true finch
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try

cloud cobalt
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Does your game have binary or analog controls ? That's the entire question and answer here

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Just decide that

frank plume
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My game has one compartmemt and from the top six hmers randomly will hit the ground we need to save ourselves from that by running left and right

regal mulch
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Not the point

frank plume
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Now??

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I understand what he says

regal mulch
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If you run left or right, is it always either run or stand

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Or should you be able to run at different speed?

frank plume
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What would you prefer playing such a gamr

true finch
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xD

regal mulch
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I wouldn't prefer anything

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It's your game

frank plume
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No I mean if u were tge player

regal mulch
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I'm not :P

frank plume
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Okay

regal mulch
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You have to decide this

frank plume
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Then different speeds

regal mulch
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Now you know what to base your question about button vs stick on

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So descide what you want and then use sticks or buttons

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Yeah then use Virtual Sticks

frank plume
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Okay

true finch
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It's not about what we like better.
It has an impact on your gameplay, so decide what fits best.

frank plume
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Okay

snow thorn
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is it possible to disable an Actor object from within Unreal Editor like we can do it in Unity unchecking the 'enabled' checkbox?

spark sonnet
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Why is my attached actor not replicated? I have set everything to replicate πŸ€”

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nvm im just stupid πŸ˜ƒ

plush yew
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I just sent a bug report about the Top Down Character preset... 2 hours down the drain

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hopefully they read and FIX it

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i can't imagine how many hours of work have been wasted because some kid gave up after getting hit with this bug

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Or even worse, switched to Unity

cloud cobalt
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Switching to an easier engine is fine

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Whatever works for you is best for you

plush yew
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Unity is not an easier engine.

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That is ridiculous.

cloud cobalt
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Easier might depend on your project, but the learning curve is much nicer. UE4 is still quite hairy, it has literally 20x more tools, lacks documentation, etc

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There's a reason people use Unity more than UE4, it's much quicker to get into

normal burrow
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Eh unreal is more thought out. Wouldn’t say this makes it harder

plush yew
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Just because an SDK is better than another does not mean the engine is better.

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Not to mention the workflow

cloud cobalt
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Unity isn't better, but it's quite easier still

plush yew
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Unity is a waste of time and effort.

normal burrow
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Microwave popcorn is something you have to try a few times to know the right time

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Game dev is the same. Instructions always tame

plush yew
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if you want to see a game try to make unity seem like Unreal, try out the game Escape from Tarkov

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it's complete and utter

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well

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you see for yourself

normal burrow
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We all dislike unity tho shrugs

plush yew
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But saying it's easier is complete bullshit.

cloud cobalt
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I have no idea how we get that kind of discourse tbh. Unity's obviously the most used game engine, it's perfectly fine for millions, and it's quite easy and fast to make a full game with it.

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Obviously everyone here prefers using UE4

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That doesn't mean we need to behave like the alternative sucks

plush yew
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You stated that Unity is easier, you're trying to send work to Unity

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You seem to love unity.

normal burrow
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Unity is actually one of the biggest mistakes someone could pick imo

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It’s popular like a disease

plush yew
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^

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it's cancerous

cloud cobalt
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I've been using Unreal for a decade, and I'm confident I sent literally thousands of developers to Unreal Engine, not counting the amount of tools and code I've shared

normal burrow
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Used it for 8 years

cloud cobalt
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I'm just saying we don't need to act like children where tech is concerned

plush yew
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You just tried to get me to use unity.

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That's pretty childish.

normal burrow
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Yea but unity is actually horrible dev trap shrugs

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Not saying your promoting it stranger

cloud cobalt
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I'm not promoting it, and if I was, it would be perfectly fine

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Because we're professionals here

normal burrow
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So long as your blissfully unaware πŸ˜ƒ

cloud cobalt
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We can debate the quality of one tool without feeling the need to attack another one

plush yew
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I'm attacking Unreal for being shitty

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but i'd never send someone to unity

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that's just evil

cloud cobalt
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Unity is why UE4 is good, though

plush yew
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C++ is why UE4 is good

cloud cobalt
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You'd be surprised by how little Epic cared about third-party developers before Unity

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Hell, it took 2014 for Epic to actually make the engine commercially available under serious terms

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Competition is good

plush yew
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I remember downloading the unreal engine long before unity ever existed

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I don't know what you're talking about.

uneven fractal
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"Why would it be any better. It's using the same crap engine (UE4). Go look at all the multiplayer UE4 games. There is a very small number of multiplayer games. And if the games do, they are very small number of players per game. For good reason. The netcode is extremely terrible and developers have to put in A LOT of work into it to get it half decent." πŸ€”

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Disgruntled players say some interesting things

plush yew
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That sort of discourse belongs on gaming forums

cloud cobalt
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Downloading the engine isn't the same thing as making commercial games with it

plush yew
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right

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I was a Source engine developer

cloud cobalt
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Before 2014, selling an UE game was almost only something you could do with a million dollar license, unless you hated money

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And that didn't happen by accident

plush yew
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the source engine was more accessible than unreal

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I am aware

cloud cobalt
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Except Source had horrendous tooling

plush yew
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better than literally everything else i encountered

cloud cobalt
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Come on πŸ˜ƒ Hammer didn't get a lighting preview in editor until what, 2016 ?

plush yew
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lighting preview?

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in a source engine game?

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we just memorized what worked

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and copy pasted

cloud cobalt
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Anyway, I've used Source for 5 years and UE for 10, I'm aware of what both can do

plush yew
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That's a pretty decent amount of time

normal burrow
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May be a lounge convo?

cloud cobalt
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Probably, but the original point here was simple - no one wants to read childish Unity talk here

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Hate it, that's fine, just ignore it

plush yew
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Then don't bring it up

cedar snow
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πŸ€”

normal burrow
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Do understand trying to prevent someone from tripping a bear trap

plush yew
#

My point was that we should be working on our games and the unreal engine at the same time

#

I fixed a bug with the engine in my first 5 hours of using it

#

and submitted a report on it

cloud cobalt
#

Great, make sure to send a pull request

plush yew
#

i meant the sdk

#

as far as I saw they do not even look at the github

#

i saw several pull requests over 2 years old

cloud cobalt
#

Obviously Epic doesn't give a fuck about what you think the engine should be

plush yew
#

You don't speak for Epic

cloud cobalt
#

No, that's why I'm telling it how it is

#

Epic builds UE for their games and make sure not to break too much of what exists

#

Almost every large development in UE is specifically for one of their titles

plush yew
#

the error i fixed was a navmesh error

#

how can that not propagate itself into a new title?

cloud cobalt
#

If Fortnite works without your fix, is your fix required ?

#

Seriously though, do send a PR

#

I'm just saying there is a lot of stuff in UE4 that developers have been pushing for years, but Epic won't address because they don't care

#

For examples, see dynamic lighting shadows sucking terribly, lack of AA choices, and horribly broken static lighting that is actually worse than UE3, all things considered.

plush yew
#

Epic just donated a lot of money to Blender foundation

#

recently

cloud cobalt
#

And they still haven't fixed dynamic shadows or offered new AA or fixed static lighting, though at least that part is supposedly underway

#

Don't be a fanboy

#

Don't be blind to actual issues just because you like Epic πŸ˜ƒ

plush yew
#

Epic Games supports Blender Foundation with $1.2 million Epic MegaGrant - July 15, 2019

#

they see potential in independent development

honest vale
#

what requires fixing about static lighting?

true finch
#

Ubisoft is supporting blender too

cloud cobalt
#

That a serious question @honest vale ? I mean, GPU lightmass exists so "nothing" ?

#

But GPU Lightmass needs to be in the engine

honest vale
#

haven't tried it

#

yes, a serious question

cloud cobalt
#

Okay

#

Well Lightmass has seams on every single mesh

#

So you simply can't do modular design

honest vale
#

agreed, it's the only issue I have with it

cloud cobalt
#

UE3 didn't have that bug

honest vale
#

I'm pretty sure it did

cloud cobalt
#

Nowhere close to it

#

It did, but in production builds it was near invisible

honest vale
#

it may be getting fixed in the future, saw some sneak peeks on #graphics a week or two ago

cloud cobalt
#

Lightmass's performance is catastrophically bad - GPULM is literally orders of magnitude faster

honest vale
#

well, yeah πŸ˜„

cloud cobalt
#

And GPULM looks much better on top in terms of pure quality and accuracy

honest vale
#

that's to be expected when you compare general processing units to monster embarrassingly parallel vector crunching machines

cloud cobalt
#

The general idea is that static lighting in UE has stagnated or regressed since 2010, as far as I'm concerned

#

GPULM is amazing, and I hope a variant of it can get into the engine soon

honest vale
#

I doubt it

cloud cobalt
#

That or path tracing lightmaps

honest vale
#

it's nvidia only

cloud cobalt
#

Yeah AMD support would be nice

plush yew
#

i think you're looking at an issue that is more complicated than any epic games employee is equipped to handle

honest vale
#

maybe DXR baking makes it

cloud cobalt
#

That's demonstrably false @plush yew

#

Since they hired the GPULM guy

#

He's been working for them for a year πŸ˜‰

plush yew
#

the guy who claims he knows what GPULM is

#

theoretical degree in physics

cloud cobalt
#

What ?

plush yew
#

have you never played fallout new vegas?

#

there's a character in that game that gets a job because he looks the part and claims he has a theoretical degree in physics

honest vale
#

we aren't talking about vegas

plush yew
#

rather than a degree in theoretical physics

cloud cobalt
#

What the hell

plush yew
#

they hired the guy who claims he knows what GPULM is

cloud cobalt
#

They hired the developer

wary wave
#

they hired the guy who made GPULM

cloud cobalt
#

He's here reading you, too.

plush yew
#

are we sure he didn't hire someone to make GPULM?

honest vale
cloud cobalt
#

lmao

honest vale
#

afaik left one is original and second from left is the "fixed" one

#

seam fixing in lightmass that is

cloud cobalt
#

This convo is too good

#

@honest vale Yeah it's one possible fix, though it also makes light builds exponentially slower

#

level scales makes regular LM better

honest vale
#

not true if I recall correctly

#

I'm not talking about level scale

cloud cobalt
#

Isn't that what your pic shows ?

honest vale
#

no, it's vanilla lightmass at 0.5 scale, then improved lightmass baking at same scale

#

then improved lightmass at lower scales

cloud cobalt
#

Ah, that's nice to hear

#

Thanks

plush yew
#

I literally can't figure out if it would be worth my time to make a pull request.

#

I'm going to go back to working on my level editor.

honest vale
#

if you want to read

#

(why the fuck doesn't discord allow people to post links to posts, disgraceful)

cloud cobalt
#

@plush yew Doesn't cost you a lot to do it, though yeah, pretty likely to be ignored

#

Unless it's small enough and doesn't change any behavior at Epic

plush yew
#

It would be extremely behavior changing, although it would be deterministically better than what is current.

#

Also it would cost me many, many hours of work.

#

because I don't know what their style is

cloud cobalt
#

Epic's bar for PRs is quite high, they need to agree on the change and agree to maintain it in the long term ; they've denied PRs that were quite involved because they simply didn't want the feature

plush yew
#

I'd consider it if they had someone keeping the PR list clean

manic pawn
#

isn't worth it to make an ignore request no

#

they leave one line bug fixes sitting for months

#

it's a lottery of whether the person who made the feature you are changing accidentally sees your pull request while having free time

cloud cobalt
#

That Epic doesn't use Github (or Git) internally doesn't help

#

It's just there for releases, and the occasional PR

manic pawn
#

supposedly they don't have any issues getting the diff and applying it to perforce

plush yew
#

They should get someone to transfer the PRs to whatever they're using

#

that way the PR list would be clean and the people who make the features see the PRs

manic pawn
#

perforce doesn't have the concept of a pr like this

honest vale
#

PR is a github only thing

#

it's not even a git thing

#

in the end it's only a merge from another remote branch to some local branch

cloud cobalt
#

See, this stuff is why Unity's stance of not doing games, but focusing on developers instead has a lot of people convinced. Epic's stance is to make whatever they like, and give us the latest version of their current game's branch of the engine with a big QA pass on it every month. There's a philosophical difference and a business difference

#

I'd rather take Epic's way

#

At least the thing has shipped

#

But that comes at a cost in Epic not really wanting to hear about your issues

plush yew
#

That's the thing though, it's not even a business difference because all work time that is saved on outside projects is work towards Epic receiving money

#

it's just dumb

cloud cobalt
#

You work with a 3-months old UE4

#

It's not that easy to get fixes on old code

dawn gull
#

oh are we talking about multi editing software and how every one kinda sucks

cloud cobalt
#

Epic might have fixed your bug, or rewritten the code, twice already

#

So it's not that simple either

plush yew
#

I see

cloud cobalt
#

The way Epic works is a branch of the engine per game

#

From time to time, branches are merged into master

#

Then merged into release

manic pawn
#

it's not from time to time

#

the robomerge thing is immediately copying all commits from the fortnite branch to master

cloud cobalt
#

All of them ?

manic pawn
#

it seems like it

wary wave
#

I'm not sure it's particularly immediate

#

it usually takes months for Fortnite features to make it into main

cloud cobalt
#

^

manic pawn
#

you often see commits with [unrelated fortnite change description] that modifies one random engine file

#

look for commits that have #ROBOMERGE-BOT: (v371

plush yew
#

So are they moving the changes manually?

cloud cobalt
#

Isn't the robomerge just getting Perforce changes to Git ?

manic pawn
#

no, robomerge is copying things between their branches in p4

surreal viper
#

what is the proper way of creating an asset class in cpp with some localized texts? πŸ€” I want to define the (same) namespace of the text (for all instance) in c++, auto generate the key based on asset name and set the actual text in the child BPs πŸ€”

#

it's a data asset like asset so I create the instances in the content browser

plush yew
#

It is very unfortunate for epic games that they have decided to work backwards on their engine.

#

Every time saving modification to the public release of the SDK is work effort put towards creating content that will make Epic Games money in the future.

cloud cobalt
#

Yes, but it's not how they work

plush yew
#

Right, which is unfortunate for them.

#

Not for me tho, so its all good.

#

no wait, it's also unfortunate for me because I like playing games

#

😦

dim plover
#

So far things seem to work pretty well if you are covered within Epic's scope of game mechanics and workflow.

#

Actually, now that I think about it, it's strange that Unity doesn't make games themselves.

sudden agate
#

because unity doesnt want to use unity alex

plush yew
#

i nearly said the same thing

true finch
#

Who could blame them 🌚

cloud cobalt
#

It's not that strange, because then you can have conflicts - like Epic using PUBG money to build Fortnite

plush yew
#

not if they simply label their games as "tests"

cloud cobalt
#

aka not making games

#

Making real commercial games and selling the game engine does open up to trouble

plush yew
#

how could they possibly call it an sdk for making games if they cannot make a game with it?

dim plover
#

That is a good point, conflicts, but that seems minor compared to how much making games could make them. i.e. the money outweights any potential (especially moral) conflicts.

sudden agate
#

@cloud cobalt why is it a conflict when epic develops fortnite while some random dudes make pubg?
The lawsuit was laughable

dim plover
#

But I'm sure they've already thought it about it and decided against it, for whatever reason.

cloud cobalt
#

The conflict in interest is quite obvious Raildex

#

If you're funded by a client to compete with him directly, that's not something future clients will want

plush yew
#

I've seen a clown juggle chainsaws before but I think it would be a far greater evil to label chainsaws as juggling instruments.

#

Unity doesn't really qualify as a good way to make games.

sudden agate
#

@cloud cobalt is pubg an actual client of epic or just a comapny that uses UE?

regal mulch
#

I would assume they have a custom license

plush yew
#

If they worked more on making games with Unity I'm sure they could get it up to par with UE4

regal mulch
#

Well they did a game with it

#

But one like ShooterGame

#

Also Unity isn't directly "not" on par with UE4. It's actually hard to find any UE4 dev on GameDev meetups

#

In schools they also mostly use Unity

plush yew
#

I'll believe it when I see it

regal mulch
#

Cause that's what has been there for ages and they usually don't change a running system

plush yew
#

Escape from Tarkov is as close as it has gotten

#

and those devs are extremely vigilant

regal mulch
#

What do you mean?

#

Which part do you believe when you see it?

cloud cobalt
#

@sudden agate That's the same thing

plush yew
#

I do not believe that Unity is on par with UE4

#

as a devkit

cloud cobalt
#

No one argues about that

regal mulch
#

I did though

#

I said it's not directly not on par.

cloud cobalt
#

It's just not the same thing

regal mulch
#

I wouldn't label one better than the other in general.

cloud cobalt
#

They're different products

#

yeah

plush yew
#

The EFT devs are extremely involved in the creation of their game and yet I have not seen the kind of results that they should be getting with an sdk on par with UE4

wary wave
#

PUBG didn't have a custom license

regal mulch
#

Unity is widely used, may it be for School, PC, Console or especially mobile games.
And if you are good at what you are doing it doesn't matter if you use UE4 or Unity.
I had a lot of situations where I would have chosen Unity over UE4.

wary wave
#

they were legit paying the 5% royalty for the longest time πŸ˜‚

wary wave
#

they weren't expecting it to blow up practically overnight, which is fair tbh

weary basalt
#

What does a custom licence even get you?

#

Im guessing depends on how good you are at negotiating?

#

Or is it just an offer by Epic

wary wave
#

well, you get to negotiate licensing terms

cloud cobalt
#

Pay a lot first, don't pay royalties

wary wave
#

often the case, but the deal is custom, as the name implies, hehe

plush yew
#

Maybe you'll get hit with a good deal by their acquisitions department

#

Ah, it is quite satisfying to see UE4 work correctly after I fixed this bug.

#

Here on forth I'm just going to assume that all incompetence presented by the SDK is intended incompetence though, it was too draining to send a bug report.

regal mulch
#

I got the beautiful task to get the PlayFab Crossplatform SDK into a plugin today

#

Things start with their documentation, covering a fresh console c++ app, already being incomplete, not working and having mistakes.

#

Gotta love it.

#

Step 1: Download and Install our SDK from GitHub.
Step 2: Completely ignore what you just downloaded and add it via Package Manager to your Project.
Step 3: Have compile errors.
Step 4: Find out via Forums that the Package Manager Version is bugged.

Man, if only their UE4 Plugin was Crossplatform ready to begin with

wary wave
#

hehe

lilac wedge
#

ive read countless forums and still cant find an answer! Why can my player push a cube that weighs 500 times its weight!!! "Mass in Kg" only seems to have effect when apply an impulse to self of impulses between two different actors but not player. And the player physics interactions in the coc seems to have no fucking effect when changing the settings.

wary wave
#

players have effectively infinite mass

#

there is a setting somewhere to alleviate this kind of problem, IIRC

lilac wedge
#

i changed the players weight and nothing

wary wave
#

"push force scaled to mass", something like that

#

in the movement component

plush yew
#

CharacterMovement

#

(the character movement component)

dawn gull
#

Hey, so ya know how there is the SetName command in the dev console?

#

is there a GetName command?

#

or a variable?

plush yew
#

dumpconsolecommands @dawn gull

dawn gull
#

wut

plush yew
#

type that in the console

dawn gull
#

like, a node not a command

#

Get Player Display Name maybe?

civic mantle
#

so in BPs? GetFName, actors have GetName, getObjectName, there are a few ^^

dawn gull
#

ok

#

thanks

civic mantle
#

i usualy tend to use GetFName for some reason i do not know tho :P

dawn gull
#

ok

#

so what i'm trying to do is set a text render as the Player Display Name. How do i do that and make it constantly do that? (i do know to put it in event tick to loop it)

junior cairn
#

how can i add collision to a fbx animated sequence ? help me plox

civic mantle
#

make a text in your UI, check the function for text and return the name of the player? (get player character > getfname)

lilac wedge
#

@plush yew cmc setting have no effect

#

@wary wave i tried that and nothing changed

plush yew
#

it sounds like you may be using a custom movement script

#

are you?

dawn gull
#

so in the player character i have this to set the text render as a variable(string)

#

and then i have this in the main menu widget

lilac wedge
#

no, the character movement is done by the original blueprint that comes with third person settings

dawn gull
#

but it does not set the text render as the name thing

#

in get full name what do i plug into the In Asset Data port

civic mantle
#

hu, i'd do it on the function for content/text on the text renderer itself in the UI widget, unless you need it to be done this way ^^

dawn gull
#

i kinda do? idk

#

it sets that text render

#

its a player tag for multiplayer

civic mantle
#

try get owner

dawn gull
#

ok

civic mantle
#

just a try tho ;)

dawn gull
#

nope it dont work 😦

#

i can do all the code and stuff, i just need to get the SetName command data

civic mantle
#

so, let me recap that, you got a text on the UI widget for a player, right? that text should display the player name?

dawn gull
#

yes

#

whatever i put into a variable, it will set the text render as that

civic mantle
#

why use that variable?

dawn gull
#

bc

copper flicker
#

any tips on how to properly spawn a bunch of AIs in my world, on a surface?

#

atm what I'm doing is spawning them in mid air

regal mulch
#

SetName is not even needed.

copper flicker
#

and they fall on whatever lies below

#

in a top down game

regal mulch
#

ChangeName in the GameMode is for that

#

And the Name you are changing tis the PlayerName in teh PlayerState

#

Which has a GetPlayerName function

plush yew
#

VM have the person who makes the map set down "AI spawners"

regal mulch
#

@copper flicker Trace to the floor first, then spawn on the hit location

copper flicker
#

I am trying to do that..

regal mulch
#
  • Half Capsule Height maybe
copper flicker
#

and they sometimes end up at 0 0 0

regal mulch
#

What did you use for the SpawnMethod?

#

AlwaysSpawn?

copper flicker
#

I tried all methods

#

they seem to do the same thing

#

so, my AIs spawn fine if I let them fall

#

if I rat trace and plonk them on the ground... it's not very reliable

#

ray trace *

regal mulch
#

Make sure you offset them upwards by the capsule height

#

Cause the actor location is the middle of the actor, not the bottom

copper flicker
#

I do that too

#

it drives a bit nuts this decision to go with the mid capsule, instead of the bottom

#

it's always a pain to handle

plush yew
#

are there any games that don't use AI spawn points?

mild pulsar
#

If I have game locked at 60 FPS and I set these two commands:

r.OneFrameThreadLag=0
r.FinishCurrentFrame=1

Will I have 2 frames less lag?

#

Defaults are r.OneFrameThreadLag=1 and r.FinishCurrentFrame=0 as I understand

copper flicker
#

anyway, my OTHER problem.. is that I spawn things in trees sometimes.. they could end up spawning on the roof

#

if they just fall from the sky πŸ˜„

#

I want them on the navmesh.. but sometimes my navmesh is faulty too

#

it might cover illegal areas

#

it's fine as long as they don't spawn ther

#

they can't reach those areas

#

so I can't spawn them at valid points on navmesh

#

oh, and btw, another weird thing is this

#

the green dots are where they spawned

#

the red dots are my initial random points where I expected them to spawn

#

not a big deal.... except I caught them spawning outside the area

#

O o

regal mulch
#

Feels like you are either doing something wrong or the collision is pushing them out of the tree collision

upper heart
#

Trees falling from the sky sounds like a feature

copper flicker
#

hmm... so.. I dind't get any more errors recently... but I don't think I changed anything, and it's a weird bug

#

those are not trees.. they're shwampalamps

#

πŸ˜›

#

ok, I just made that up

plush yew
#

if you raytrace a grid of rays to the ground you will have a grid of data and you can exclude the points where the distance is abnormal

copper flicker
#

anyway, I need a solid solution for open world kind of spawning

#

I will make modular segments, each can contain spawners

#

but they might have complex geometry

#

I want Ais to spawn only in.. well.. open areas

#

not inside houses, not on trees....

#

and I kinda like the idea of spawning them in packs

plush yew
#

who decides where they spawn?

copper flicker
#

me!

#

πŸ˜„

plush yew
#

do you know what i mean by tracing a grid of rays to the ground?

#

or even a large number of random points would be sufficient

frank iron
#

Would it be legal to create an area 51 game about the raid of the massacre that could take place?

copper flicker
#

@plush yew umm.. the problem is these rays can hit places where I don't want the AI to spawn

#

like rooftops

#

so I just amde a new collision type, SpawnMesh

#

and will try to only spawn on this mesh

plush yew
#

yes, that is the problem

#

if you spawn a grid of rays to the ground and measure which ones are abnormal you can exclude the abnormal points

#

and only use the valid points

copper flicker
#

I will have to shoot some rays.. and detect if anything is between init location and spawn mesh..

#

well, defining Abnormal is the trick here

#

like... shoot a ray, does it directly fall on spawnmesh?

#

hope this works

#

πŸ˜„

plush yew
#

Well, the first description you have of an abnormal point is a ray that never hits the ground

#

what does that return? Infinity?

#

if that point returns infinity then you exclude it

#

it's important that this is the first type of point that you exclude

#

because you'll want to generate an average number and subtract that number from each point's ray distance

#

you don't want invalid numbers messing up your next calculation

#

the highest of the valid points will have a larger* distance than the average

#

if there's invalid points on a rooftop or a tree

copper flicker
#

my rays will usually hit the ground, that is not the issue

#

oh wait, how does a ray return infinity?

plush yew
#

intelligent placement of your spawn zone guarantees that the average point will be valid

#

i don't know what the rays return in this engine

copper flicker
#

oh, the return value bool

cloud cobalt
#

Alternatively, the FHitResult structure has you covered

copper flicker
#

ok so I used a custom trace channel

#

now they only spawn when they hit my custom mesh

#

yay

plush yew
#

gj

copper flicker
#

now the next problem XD

#

I spawn them. and then I ask them about their half cylinder

#

how to do this safely... without them disappearing

#

the small AIs seem fine

#

the giants... haha.. don't like it at all

#

O o

#

I tried casting to them after spawn, and setting actor location

#

or doing the set actor location from inside the actor itself, at begin play

#

same

calm sphinx
#

Is Epic on holiday again? 4.23 GitHub source code is not updated since last week

serene birch
#

weren't Epic sent in a "Fortnite" holiday because of the crunch?

#

though it might have been only the fortnite team

frank escarp
#

well, no single branch has been updated in the last week

#

and the week before only saw commits on like 1-2 days

#

so basically, there has been near-zero development on github for the last two weeks

serene birch
#

ok Epic flat out shut down their offices from June 24 to July 8 it seems

#

but the dates are a little off

cursive dirge
#

I sent them email on June 26th, no response yet πŸ˜ƒ

serene birch
#

though then again, it's summer and the point where most people go in vacations anyway

cursive dirge
#

(bad timing on my part)

frank escarp
#

4.23 preview tho

#

so kinda weird timing

serene birch
#

the guy that syncs their perforce to git must be himself in extra vacations I guess πŸ˜ƒ

cursive dirge
#

11 epic staffers online here now too :p

#

doesn't mean they are at work tho

serene birch
#

yeah, it only needs to be the ones that do the git sync though πŸ˜ƒ

calm sphinx
#

They already made their 2 week long holiday

cursive dirge
#

2 weeks is not standard holiday where I live at

calm sphinx
#

Github repo was dead between June 24th to August 8th

cursive dirge
#

but they literally closed their offices for 2 weeks

#

it doesn't mean everyone is back from their holidays immediately after

calm sphinx
#

Now it's dead again for a week LUL

serene birch
#

seems they get a mandatory 2 weeks in summer and 2 in winter, on top of extra vacation time

cursive dirge
#

is that like.. not a common thing in US?

serene birch
#

I don't think so

cursive dirge
#

here we have laws that force us to get at least that amount

#

or I dunno if it's in the laws but with union contracts, but it's forced none the less

serene birch
#

In 2015, American worker took an average of just 16 days off.

#

I think they don't even have guaranteed paid vacation days

#

so any vacations they take is unpaid

cursive dirge
#

here we get 2.5 days vacation from each working month, so 30 days / year

#

I think there's like 2 days /mo if you've only worked on less than a year in that place

wary wave
#

I recently discovered that a lot of workers in the US don't get paid vacation days at all

cursive dirge
#

but otherwise it's that 2.5

serene birch
#

52 percent of Americans didn’t even use all of their vacation days in 2017

#

even when they have them, they don't use them πŸ˜ƒ

#

this is why it should be mandatory to use your vacation days

cursive dirge
#

I haven't always used mine either

serene birch
#

if it's not mandatory, it can turn into a way to pressure employees to not take them

cursive dirge
#

I got like one month of extra salaries when I quit from my last place because of the unused vacations πŸ˜„

zinc rivet
#

same

frank escarp
#

at PUBG we get a number of days

#

and are free to use them however we want

#

what people tends to do is to accumulate those days with national holidays

#

and this way they get full week holiday several times a year

serene birch
#

that's pretty classic πŸ˜ƒ

zinc rivet
#

yea, it's pretty common to chain holidays with PTO and weekends to get a longer stretch of time off

frank escarp
#

its useful

#

in spain, the normal thing is that the entire company goes closed for 1 month in summer

#

and 2 weeks in christmas

serene birch
#

harsh XD

#

Iran has the most amount of total paid leave πŸ˜„

#

53 days per year

keen pawn
#

Ugh guys how can i increase the brightness of this background? I cant see shit lol

snow thorn
#

try unlit mode?

#

i think you enabled 'game mode', hit g to toggle

keen pawn
#

nah g does nothing

#

ive looked in all the menus

#

this is really annoying

grim ore
#

is it possible you simply are not looking at your mesh?

#

like at the backside of it possible where there is no lighting

keen pawn
#

well ive tried to find it and other meshes

#

also one of them is glass

#

so its literally impossible to see it

grim ore
#

oh yeah that's gonna be rough

keen pawn
#

i just dont understand why i cant light the viewport ffs

#

or why it has some light

#

but not enough lol

grim ore
#

Im guessing they never exposed the new scene preview settings since it is a plugin

keen pawn
#

i dont actually get why its a plugin

#

it used to be part of the engine right?

grim ore
#

because most people do not need it

keen pawn
#

then i read its been removed

serene birch
#

most things you think are part of the engine are plugins

grim ore
#

reducing the overhead of the engine by moving stuff to plugins

serene birch
#

so that you can remove stuff you don't need πŸ˜ƒ

keen pawn
#

I also think theres a bug because i dont think the meshes are picking up the material for when the actual item breaks

grim ore
#

I want to say that is correct based on what I read

keen pawn
#

really!?

#

πŸ˜‘

#

were trying to knock out a prototype game where you can fight in a pub

#

basically a giant bar fight

#

and we want to be able to like bust bar stools over the players etc

#

and its a night mare lol

grim ore
#

It's working here for me for the mesh breaking but I think there was an issue at one point where the innner material was not working right

visual belfry
#

are epic shutdowns paid?

grim ore
#

2 week vacations? if so yes

visual belfry
#

at my last job, company wide shutdowns were unpaid and you were expected to use vacation time or take the hit

visual belfry
#

πŸ‘ that seems closer to a good situation, I guess I'll have to get hired and see what specifically an employment contract specifies πŸ˜›

grim ore
#

I wish you luck on that, I've been trying and so far no direct hire. I've still got like 40 years left on this planet so there is still hope in me lol

#

I just want to be able to run into a problem, walk down the hall and ask the dude in charge of the problem how to fix it heh

visual belfry
#

applying for an Independent Prototypist position πŸ˜‰

#

in fact, they can save us both a bit of money just by mailing checks to my current residence and I'll work from home 🀷

grim ore
#

that would be contract work and they have spots for that πŸ˜ƒ

#

but it's not as much fun as in house imo

visual belfry
#

😬

grim ore
#

email -> wait... -> email -> wait... -> email.... .... .... -> wait.... lol

visual belfry
#

yessss... there certainly has been no negative coverage about contract staff, none at all whistles

grim ore
#

hah

#

man negative coverage for like everything seems to be the norm now 😦 There was an article about tetris effect VR needing Steam even tho its an epic exclusive and people whining about it

#

whining about a SteamVR game needing SteamVR to run....

visual belfry
#

well, you see a good article and you nod your head and smile a bit

#

you see a negative article and you share it with your friends and go "oooooooh those naughty companies"

grim ore
#

pretty much yep

visual belfry
#

I'm aware of that process and I still do exactly that

#

just to a lesser degree πŸ˜›

grim ore
#

so far my experience with Epic has been super duper so πŸ˜ƒ

visual belfry
#

probably because you're not dependent on their documentation, you make your own πŸ™„

#

I'll admit to having filled out an application for tech writer more than once before discarding

grim ore
#

I say go for it, I've filled out a few and they never ended anywhere but it can't hurt. I have done/do contract work for them in the meantime so you can only fail if you don't try

#

There is more info this Thursday about changes to the docs system from Wes Bunn on the live stream, might be a good time to ask a question about hiring in people πŸ˜ƒ

visual belfry
#

nah I'm just not open to relocation πŸ˜ƒ

grim ore
#

well I do remote contract work so......

#

and it's not like doc work needs to be on site πŸ˜ƒ

cursive dirge
#

so, Alex is back at Epic?

grim ore
#

yeppers, working on Training Docs from the looks of it

cursive dirge
#

that's nice

#

hope he'll show up here again then πŸ˜ƒ

#

altho it's not his job to manage community now so that's not really something I'd expect to happen

grim ore
#

yeah I don't expect him to pop up as often unfortunately 😦 seems to be knee deep in docs

cursive dirge
grim ore
#

lol yeah he had one earlier with him showing stuff like spawning vehicles and possessing them

brazen epoch
#

o.o I have found a slight weirdness in my blueprint. If I alter the rotation through rotation graphically on screen, it changes in the preview AND numbers like normal However if I change the numbers manually , the preview stops working all together

#

Until I restart the editor

grim ore
#

the preview in the blueprint editor itself?

#

that's a weird one for sure tho, I can't seem to replicate it here even with realtime off or simulating 😦

junior cairn
#

pls help me how can i add collision box to a fbx animated sequence ?

grim ore
#

#animation might have people better suited to help with that or you can give more information in here and we can try

brazen epoch
#

yeah the blueprint preview

grim ore
#

super weird 😦 so just changing rotation from like 0 to 45 causes the number to change but the viewport doesnt? I assume this is on a child or something of the parent like a static mesh

brazen epoch
#

static mesh parented and socketed to another static mesh

#

lemme see if can make a gif

autumn elbow
grim ore
#

Source Control indicator

zinc rivet
#

it's also a checkmark, not a line

grim ore
#

Indicates a modified file

autumn elbow
#

ohhhhh....

#

gotcha! thanks

brazen epoch
#

Wellp now the rotate option disapeared when I went to take a video

grim ore
#

yeah thats the root object, you shouldnt be able to rotate it

brazen epoch
#

it isnt though

#

You can see it there in heirachy

grim ore
#

oh yeah weird

#

it has some options that don't normally appear on a normal static mesh, what type of component is it?

visual belfry
#

is this the udemy course?

brazen epoch
#

Yeah, TankBarrel which inherits from the static mesh

midnight bolt
#

is there a hotkey for 'hide unselected' objects?

visual belfry
#

I've been having weird issues with transform gizmos after I reparent components occasionally, but closing and reopening the blueprint usually solves that

brazen epoch
#

Restarted editor twice now, not able to rotate there anymore

grim ore
#

@midnight bolt it does not look like it, there is hide selected and invert selection tho

midnight bolt
#

whats the invert selection?

grim ore
#

it's not set by default, you have to set it in editor preferences -> general keyboard shortcuts

midnight bolt
#

thanks

pallid talon
#

Is it possible to expose a material instance's parameters at creation? By default, the parameters are disabled.

tardy isle
#

Is there a specific parameter you're trying to expose? Custom parameters in your parent material should be editable from any blueprint by default.

#

Do you mean you're trying to expose something that isn't exposed in the parent?

midnight bolt
#

is it possible to manually change the collision for static mesh? for example, i want to have these windows accessible for my player size, so i would like to make the top non-collision. i have too many windows to split the mesh manually

hearty cosmos
#

quick retard question: can you set keyframes to SPLINE like in maya?

pallid talon
#

@tardy isle It's a custom parameter. To be exact "Static Switch". Im using Python to create the material and the instance material. Works great, but the default Instance is disabled preventing the switch parameter from being executed.

tardy isle
#

Ah, I have no experience with editing materials in Python. πŸ˜›

pallid talon
#

No problem, thanks anyway bud!

hearty cosmos
#

TIFU by buying 2 motion capture suits and finding out 8 months later that mocap animation looks cringey af compared to hand animated animation

midnight bolt
#

what suit did you get?

hearty cosmos
#

xsens

polar hawk
#

oof

hearty cosmos
#

i only have 1 month left of subscription

polar hawk
#

yeah xsens is a bad move

hearty cosmos
#

and i havent made 1 piece of content

#

so im learning hand animation now

polar hawk
#

xsens is great for blocking out for your hand animators

grim ore
#

@midnight bolt there is no real easy way to do that. You can edit the collision that is in the mesh in the details panel under collision but i dont know how much that would help with that collision there. using custom collision when importing is about the only other main option

mint sequoia
#

Nothing wrong with mocap if you know what you're doing

hearty cosmos
#

yeah is hybrid animation a good idea?

mint sequoia
#

It's used everywhere

polar hawk
#

capturing mocap and then doing a hand anim pass is usually a decent workflow

hearty cosmos
#

I need to do that because my mocap looks so cringey

#

I had a test film shoot scheduled with 3 craigslist actors, and I had a custom made iphone helmet that i never tested

#

and I found out that wearing it for more than 10 minutes makes your neck hurt

#

and I quickly cancelled it at the last minute

#

πŸ˜…

mint sequoia
#

I mean, we outsource ours and it starts with finding a mocap studio with good quality stuff

#

Portfolio

#

They're not common

#

So it's not something that is easy to do well

hearty cosmos
#

how do you know if you like the mocap

plush yew
#

does anyone have any good resources on physical/procedural based animation?

hearty cosmos
#

I mean do they do retakes if you request it?

midnight bolt
#

@grim ore i know that on export fbx, you can select export collision - that gives second object with collision in blender. can i import modified colision to already existing mesh ?

mint sequoia
#

@hearty cosmos past work

#

It's worth finding someone who will let you sit in, virtually or otherwise

hearty cosmos
#

oh ok that makes sense

mint sequoia
#

It doesn't get particularly cheap though

#

Renting studio space, setting up, paying actors, adds up

hearty cosmos
#

yeah that sounds rly expensive

#

some green screen studio wanted like $3000 to use their space for a few hours

polar hawk
#

the xsens is too cheap of a solution that is too expensive for what you get

hearty cosmos
#

yeah I agree

#

I got the awinda version and I cant really do any fast motions like jumping or running

polar hawk
#

if you get an optitrack or something even without knowing anything you'll get some decent mocap

#

but yeah to get what you actually pay for, its both time and money

#

and specialized people

grim ore
#

@midnight bolt when you reimport it should look for the collision file , there is a re import option on the mesh in the mesh editor

hearty cosmos
#

agreed

grim ore
#

you just need to make sure its named correctly with the _UCX

wraith socket
#

hey buddies, I have a question related to lighting, where should I throw the question? Thanks in advance

midnight bolt
#

@grim ore ill try reimport, i know placing new mesh in the same location were giving me Z decal issues

grim ore
#

well the reimport option should just replace the base mesh itself in your editor in the content browser with the updated settings

plush yew
#

oh wait, unreal has built in physics based animation???

#

damn that makes my life so easy

hearty cosmos
#

did anyone enter that cinematic summer contest

mint sequoia
#

Nope why waste time making a cinematic instead of games

#

Haha

hearty cosmos
#

LOL

mint sequoia
#

To be blunt, the prizes are far less than I could get myself if I just worked, and that's guaranteed

polar hawk
#

lol thats what I was thinking

mint sequoia
#

Same goes for any competition

#

But

#

Game jams are fun

#

And a good testing bed

polar hawk
#

if there was money I'd probably find an excuse to do something

#

but I just swapped out my old ass dxracer chair for a good office chair

mint sequoia
#

I also have a better chair

#

Yeah

#

Steelcase Leap here

#

Can't get better

#

Good office chair makes a difference

#

Also seasons are a lame theme

hearty cosmos
#

summer is a tough one to come up with an idea for

mint sequoia
#

Especially when you're not in America. It's farking winter

hearty cosmos
#

πŸ˜‚

polar hawk
#

Put your main character in beach shorts

#

gg

hearty cosmos
#

LOL

polar hawk
#

I bet one of the winners is gonna incorporate beach shorts

mint sequoia
#

How about a speedo

#

That'll get their attention

hearty cosmos
#

πŸ€”

mint sequoia
#

It's one of the horrors of living too close to Australians

azure shore
#

hey for some reason in the physics asset window the constraint origin for rotation and everything is up much higher than the constraint itself. any help?

brazen epoch
#

Thats the weird motion error

grim ore
#

what type of component is that barrel?

brazen epoch
#

It inherits from Static Mesh component, but the error happened still when it was JUST a static mesh component

#

I can reproduce with any of them, static mesh, camera, or Tank Barrel

lament star
#

sweep does not work with rotation, what the hell?

grim ore
#

just trying to figure out why that component has a Setup category

#

is this a C++ component?

brazen epoch
#

yes, but again, it happens with any component

grim ore
#

so the pure static mesh component on there, with just an FBX causes the issue? what is the parent class of this component

brazen epoch
#

Which one?

#

as said it happens with any of the components in this blueprint

grim ore
#

so this blueprint, which has a parent of Static Mesh?, adding any other component you lose the ability to rotate correctly

#

none of the parent classes have anything going on in their construction events?