#ue4-general

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steep rampart
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i know the max speed

static viper
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bit science

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you know the max speed

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but you have nothing to lerp it on

steep rampart
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idk what lerp is

static viper
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you can do one thing tho

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save the distance from the start

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and use that as max

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calculate it to 0 1

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input into a lerp

proper raft
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@steep rampart try writing out what precisely you want your equation to do in plain english - that often helps to figure out different ways to math it

static viper
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writing it down wouldnt help bc he cant

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he doesnt know the tool lerp

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which is needed to solve the distance speed factor

steep rampart
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im very new

static viper
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i give you tutorial

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watch this

latent fable
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oh lerping

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i hate you lerping

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from my extremely limited lua experience with it

fierce tulip
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lerps are awesome

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lerps are friends

static viper
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they are a very basic piece of math tho.

fierce tulip
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lerpyderpyswirlywhirly!

static viper
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i usually have 10000 lerps in my materials

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ue4 can lerp almost everything.

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love is basicly lerp.

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alpha sometimes is 0.7

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but sometimes 0.4

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most times tho

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it 0.5

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โค

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only coders understand

fierce tulip
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lerps are love, lerps are life.
at 0.5 thats lofe or live

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:p

static viper
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i just expressed love

zinc rivet
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wonder how the LERP shortening came about. I can't see how that's a reasonable shortening of linear interpolation
Linear intERPolation? LinEaR interPolation?

static viper
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i literally EXPRESSED love

steep rampart
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so lerps change things from one value to another based on alpha, and that can be determined how?

static viper
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0 and 1

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its all driven by this float range

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0 and 1

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imagine percentage

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0.01 is 1%

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0.56

steep rampart
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yeha

zinc rivet
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I think I'd have personally shortened it to Linear INTerpolation ๐Ÿ˜‚

static viper
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is 56 percent

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1

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is 100%

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but it can also be

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0.00042

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its that accurate

steep rampart
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so what if i want the distance to be 1000 and the speed to be 0, but the distance to be 500 and the speed to be 300?

static viper
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then at 0 it will be 600

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so distance max / current cistance

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wait no

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.

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that wrong

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distance current / distance max

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30 percent

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so

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  • by 100
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get percent

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but in lerp

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just apply to alpha

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very straight

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very easy

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very basic

steep rampart
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so how would i do it in ue4

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like, example wise

static viper
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when wolf sees player

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save distance in variable

winged crypt
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float range map clamped

zinc rivet
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unless you're interpolating between 0 and a number for the distance, you're gonna need to take into account for the offset

static viper
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save as max distance

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and then you will need to check every second or less

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current distance.

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apply to a lerp that has max speed

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and min speed

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then set max speed.

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i really want you to figure it out now

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its not that hard now

winged crypt
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(set or lerp, either works)

static viper
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dont show him the solution...

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you are a bad teacher.

abstract relic
static viper
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he doesnt even know how distance math goes now

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there are no basics here

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he has no clue what vector length is

winged crypt
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Oh..

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Lemme read further back hahah

proper raft
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even knowing the math, it might be difficult to conceptualize the translation into blueprints if you're not used to it

static viper
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only logistic

zinc rivet
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I'd expect the equation to do something like this

max distance = 1000
min distance clamped = 500
max speed = 300
min speed = 0

interpolated speed = lerp( min(max(current distance, min distance) - min distance, max distance - min distance), in range = 0->500, out range = 300->0)
static viper
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not logic

steep rampart
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what i did

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he got very fast

static viper
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the logic is the same

steep rampart
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he went up to like, 6500 speed

static viper
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well show code

sterile bison
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hey guys

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prototyping stuff and I imported a car mesh

static viper
sterile bison
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what does this icon mean in the thumbnail? never seen it before

steep ferry
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hey honestly i never seen it before too

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pretty weird

inner cloak
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I ended up purchasing a package named Mesh Tool by Mary Nate .. seems like the only way i'll be able to progress !!!

sage silo
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someone can ppoint me to some resource about asset system in unreal? refactor here is terrible, terrible mess. you cannot move things, some crap always remains and god forbid you try to delete it unless you like losing half of level

inner cloak
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I'm not having those issues and i manage pretty big assets ... what are you trying to do ?

steep ferry
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^

sage silo
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for example I moved one dir to another dir, now I have two of them and when I try to delete old, this shows up

steep ferry
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Wait

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shouldnt there be a replace somewhere?

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Like areplace button

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yikes

sage silo
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nope, no "replace" button

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wtf is ObjectRedirector anyway and who thought it is great idea

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some move here ๐Ÿ˜

steep ferry
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Eh

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Then i dont think i can help you, im truly sorry

sage silo
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no problem

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I was mainly venting off ๐Ÿ˜‰

steep ferry
ashen eagle
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@sage silo Redirectors are small files that get generated when you move assets. The reason you see two copies of the folder is because there is a redirector file residing there now. This is so that if any other asset references something from that folder, it will get redirected to the new location. This can be fixed by right clicking on said folder and selecting "Fix redirectors" or something along those lines. At which point is should be safe to remove the folder. So i think ๐Ÿ™‚

sage silo
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ok, will check that, thanks

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ok that worked. thanks!

ashen eagle
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Great

autumn elbow
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anyone using a laptop for Unreal dev?

steep ferry
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Me

autumn elbow
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What kind?

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My laptop ran fine with UE4.22, but with 4.23, it heats up pretty fast

steep ferry
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well

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I have

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8gb ram , gt840m and Intel I5

autumn elbow
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i have a gtx960M

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๐Ÿ˜„

steep ferry
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ah

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well im changing my pc asap

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so welp

autumn elbow
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I think unreal is using my Intel HD Graphics 4600 instead of my Nvidia

steep ferry
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Hmm

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Ah i know how to fix it then

autumn elbow
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I already set it in the Graphic prefs

steep ferry
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Will you mind launching ue4 from its folder

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click rmb on ue4editor.exe and select the processor you want to launch it with

autumn elbow
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from the folder?

steep ferry
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Wait

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lemme show you

autumn elbow
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ahh gotcha!

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ok I will try that

steep ferry
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Haha good luck

autumn elbow
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Thx!

steep ferry
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no problem

autumn elbow
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I will have to build a PC soon..my laptop is dying lol

steep ferry
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same

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๐Ÿ˜‚

autumn elbow
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I dont know if I should get a desktop, or laptop

steep ferry
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honestly depends what do you want to do

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if you usually spend your time outside your house you should buy a laptop

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obviously

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if you're usually free at your house i'd preffer desktop

austere parcel
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Hi. Does anyone know when Epic plans on including ARCore 1.7?

steep ferry
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no idea buddy

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sorry

austere parcel
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๐Ÿ˜ž

steep ferry
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;-;

austere parcel
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on May 17 Epic announced 1.7 will be implemented in 4.23

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well, 4.23 came and went and nothing

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google forked it, but to build from github...

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so much effort for us laymens

woeful wraith
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it's worth being comfortable with building from source when dealing with more bleeding edge stuff

austere parcel
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guess i better get reading then

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ARCore is on 1.9 already

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and we on 1.6 in UE

woeful wraith
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Google's fork might use 1.9, not actually sure though

austere parcel
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looks like 1.7

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trello suggests it will be in 4.23

woeful wraith
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lame. most of the big companies are lacking unreal devs to push this out faster

austere parcel
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might not be enough interest

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Unity has an older history of AR i assume, which would explain why they are on 1.9

manic pawn
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if the trello says it's in 4.23 then it would be extremely strange for that to be wrong

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they only put completed things there

austere parcel
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it will probably make its way there with final

woeful wraith
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they just get more hype and there are more unity devs

austere parcel
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apparently arcore will only go up 1 version per ue version

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so theoretrically it will take some time before we get to 1.9 ๐Ÿ˜„

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and all i wanted to do was map a new face for my wife

zinc rivet
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is it consensual face-mapping?

austere parcel
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indeed

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holo lens smooching

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thor vs natalie

woeful wraith
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maybe use the "other engine" for something quick lol :)

austere parcel
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lol

woeful wraith
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also hololens? hololens doesn't use arcore

austere parcel
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ye i know. but its the only visualization for my example of new wife face that made sense

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instead of pointing phones at each other

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๐Ÿ˜‰

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then again some hubs like that

zinc rivet
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inb4 virtual kissing booths using rubber mannequin faces which are rendered over

woeful wraith
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lol

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well that's a creepy thought, and totally doable

austere parcel
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1 step closer to total recall

woeful wraith
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semitransparent head w/ a projector inside would do the trick

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but getting it to animate is another dilemma

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still doable

zinc rivet
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I feel like you'd run into fidelity issues due to materials which are project-able and durable enough for that use case.

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it'd have to be a pretty thick silicon or something

austere parcel
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but getting it to animate is another dilemma drugs

woeful wraith
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I reckon a clear plastic shell with a thinner layer of silicone or something might work

zinc rivet
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it'd have to be optically clear though, which is challenging for something that would probably take a lot of abuse

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meh

woeful wraith
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it would be fun to experiment with but yes it probably wouldn't be amazing lol

zinc rivet
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the bigger problem with inner projection would be that it glows in what's probably a dark booth. wouldn't look great

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suppose AR would have the same problem though

woeful wraith
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clipping plane on AR headset is always like a foot away

zinc rivet
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ah yea that's a problem

austere parcel
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perhaps that is why we are stockpiling diamonds

zinc rivet
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clearly the only solution is to wait for implantable AR lenses with sub-inch clipping planes

austere parcel
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agreed

woeful wraith
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the reason they cite the the clipping plane is it's bad for the eyes to try focusing that close. but who knows

zinc rivet
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interesting.

inner cloak
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omg, so hard to do what i want with that mesh tool !!!!

austere parcel
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are we talking about real eyes?

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and implants?

zinc rivet
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I wonder if you could do some fuckery with the focal length while preserving other distance signatures in order to simuilate a closer clipping plane without actually forcing the eyes to focus closer?

woeful wraith
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hijacking the optic nerve would be cool :D

zinc rivet
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yea I want cybernetic eyes yesterday. My organic ones are shit.

austere parcel
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thats the only way imo. focusing on a projected image on your retina will result in various tears in your eye

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i know

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i had a floater mid vision and could not stop looking at it. does something weird with the pressure differences it causes from focusing so close

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leads to tears

zinc rivet
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huh. that's pretty weird, that you can actually injure your eyes by focusing on objects that are too close

austere parcel
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yes. they are not meant to look in itself

zinc rivet
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er you mean tears like actual rips, not liquid tears right?

woeful wraith
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it does kind of hurt to do it, so makes sense that your body is telling you to stop

austere parcel
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tears as in the goo inside detaches from the walls

zinc rivet
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ouch

austere parcel
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not cry tear

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Retinal tear

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on another topic

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winamp... do you remember?

woeful wraith
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it really whips the llamas ass

austere parcel
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you dont see good music visualization apps anymore

zinc rivet
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so many themes

woeful wraith
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people still use milkdrop w/ winamp

zinc rivet
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and pretty much all of them were skeuomorphic

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people really loved their rendered dials, switches, and single color LED displays

austere parcel
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its odd

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let me go ponder this

zinc rivet
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i think that music videos killed visualizers

austere parcel
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maybe. or lazyness

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cause just streaming something is ez. and streaming apps seldom have visualizers

zinc rivet
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good and easy internet radio true. Lots of the time I just hit "Play related radio" on a good song and background the app

austere parcel
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exactly.

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the days are long gone where you have time to sit and listen music while just looking at bouncing lines

zinc rivet
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and a lot of music playing also happens on phones, which you want to keep the screens off on as much as possible to preserve battery life

austere parcel
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so one use case is playing music from your tv while you have a get together and want some cool stuff on your tv to show

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other than that

zinc rivet
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hm, true, but I think that when I stick something on the chromecast, album art is enough since it means that anyone can tell at a glance what's playing, but they're probably focused on other stuff like the board game / conversation

austere parcel
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hmm. fair point

muted minnow
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On that note, I'd love a visualizer on the Spotify app on my TV

austere parcel
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i dont have a spotify app ๐Ÿ˜ฆ

woeful wraith
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check that out - modular video synths

austere parcel
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looks fake

woeful wraith
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it's not fake lol

zinc rivet
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i mean, the images might be renders

austere parcel
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so where i was going with this is, why has no one made an awesome music visual thingy ma bob with UE

woeful wraith
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UE sucks at reading data from audio

austere parcel
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images are renders or really good photography

zinc rivet
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it's also probably overkill

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on the render side of things

austere parcel
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overkill... definitely. but amazing also

woeful wraith
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unity on the other hand is very good at analyzing audio. you can find visualizers

austere parcel
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let me search for some

woeful wraith
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I know unreal has been working a lot on audio so it might have improved in the last few versions

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there is actually an audio visualizer plugin made by epic, included with unreal, but it only runs in editor last I knew

ashen eagle
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Anyone experiencing issues logging into the Launcher? Getting error message "Sorry, you are visiting our service too frequent..." First time seeing this.

real hound
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Have a question regarding cpu expense. Is it more expensive to generate a lookup table for noise every tick and then do a lookup for a vertex (probably 400-500 vertices) or to generate a lookup ever couple seconds and then to vinterpto on each vertex?

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Or, can anyone tell me a resource for ue4 or already built in that I can determine this myself by trying it both ways

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Also, do separate mesh components on the same actor create their own individual draw calls?

fierce tulip
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prolly expensive, but no experience on the matter.
As for the separate mesh comp. yes, each will have its own drawcall, and if they have multiple materials, +1 drawcall for each material after the first.

real hound
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I am using a dynamic mesh, Koderz RuntimeMeshComponent. Should all be using one material, or maybe two or three at most. Just had some cool stuff working on a small scale but when I scaled it up my fps dropped to 10. Cpu bottle nexk. It wasnt from draw calls but I am redoing my methods and am really trying to focus on efficiency.

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Hex mesh, each hex has 19 verts, each vert needs to change per frame. probably 19-40 hexes visible/created at a time depending on zoom

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so worst case 800 calculation need to be done per tick.

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Just not sure if a LUT or a vinterpto is less costly

woeful wraith
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that should be no problem, I update way more verts than that on a procedural mesh in mobile without issue. the big bottleneck is creating new sections

real hound
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Think of a low poly water simulation

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Really kvon? Thats good to know.

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Just trying to determin if I should make each hex its own actor and use a lot of vinterps or just recalcs the noise every tick.

woeful wraith
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maybe "way more" is an exaggeration but I'm pretty sure it updates more than 800. would have to double check :D

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also ive only used UProceduralMeshComponent. I'm not sure what the differences are to runtime mesh component.

real hound
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Runtime Mesh Component is just a more efficient Procedural Mesh Component that you can get off github

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pretty much identical fuctionality with a few addons

woeful wraith
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that's what I thought, so it should really be no problem. running random that many times might cause slowdowns though

real hound
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Unsure of whether to make it a single mesh or use sections for each hex.

woeful wraith
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probably 1 section per a large number of hexes, create more if you need to scroll around

real hound
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Its a top down so I really only need whats on the screen. I think chunking them into larger groups would hurt me cause I could be forced to do vert calcs for an entire chunk just because a corner of it is relevant

carmine spruce
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what is a great example of when to make a child of a Parent?

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I have this BP_Switch

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would it be wise to make a BP_Switch_Vent Child, only for vents? Is this a reasonable scenario?

grim ore
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you make a child when it makes sense. The parent has something that is in common with the child but the child is a variant of it in some way or adds to the basics

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but it's unique stuff that is changed

carmine spruce
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what is a technical scenario?

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OMG Mathew Wadstien i watch all your videos!

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your awsome!

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unless youre fake...

grim ore
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I am not a fake lol

carmine spruce
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oh no my bad youre verified!

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thanks for all those videos your prectically my tutor

grim ore
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see the problem with parent child is it tends to be specific lol, so like what is the difference between your switch and switch vent

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something as simple as a mesh change there is no real reason to do that as you can change the mesh in the world using a variable between each instance

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something like a different action when you do the action on it means different code and if it's unique enough then maybe

carmine spruce
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Well I havent really fleshed out my BP_Switch

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I want it to switch all kinds of actors

scarlet birch
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I don't find myself using inheritance that often with UE.

grim ore
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switch has a public variable it can hook up to what it wants to do the action on

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then you just call the action generically using an interface on that item and you then just have 1 switch that can talk to anything

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and every item that can have something done to them has unique code inside it to handle that action

carmine spruce
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that public variable, should I make it in the Switch class or the Vent and other Actor classes?

scarlet birch
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Generic interfaces are huge time savers.

grim ore
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Your switch would have a public variable, probably an Actor, that would let you just click on the switch in the world, click the variable drop down and select what it talks to, and be done

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you can even get clever and use debug drawing to draw lines from the switch to the actor it works on if you want

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I had a video I was working on, it was like 10 ways to open a door and it would cover all of this stuff but I never finished it lol

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it was clevery called Doooooooors

carmine spruce
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yea like you said theres alot of ways of doing the same thing, thats why its so cool

grim ore
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yep that was the goal of the video covering all the ways to simply make a door and to open it

scarlet birch
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You just pretty much described the core of the code for my game jam entry, and the way I do AI patrol paths.

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Genric interface, grab an actor reference

grim ore
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because something as simple as a door is complicated when you get down the details and add in multiplayer

scarlet birch
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draw a debug line

carmine spruce
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how do I draw a debug line?

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seems too high level for me

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just barely getn me toes wet

restive blaze
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Hey, I have a dumb question, I am trying to inherit from the GameModeBase but it does not show up in my content browser(I pressed the search glass thingy too)

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What do I do?

scarlet birch
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It's just a node with two points

grim ore
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there is a draw debug line node so ๐Ÿ™‚

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@restive blaze are you trying to make your own game mode?

scarlet birch
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I ussually put it in the constructor then when you make a change it draws it

restive blaze
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@grim ore Yeah, I need to specify customized pawn

hallow compass
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Hey guys, im new around here and I have been stuck with something for over a week now, I have looked for a solution online but so far I have had no luck, could someone please help me with the below?

scarlet birch
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so like when I add a node to a patrol path it will draw out the whole path as each node updates

grim ore
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@restive blaze you make a new blueprint then of type game mode base, name it what you want, open it up and change your pawn in there in the defaults. Then you can go in your project settings and change your default game mode to that custom one you created

restive blaze
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@grim ore Thanks, I will try it out

scarlet birch
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Interfaces are great becasue you never have to get more specific than an actor reference. You need something else that responds to an activate call from a switch? implement the interface on it and then add it to the list of actors that the switch calls when it gets acitivated.

grim ore
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yep yep plus they are soft references to the item you are doing stuff on and at the worst nothing happens if you try and call an event on something that does not implement it

carmine spruce
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Hey mat thanks for making those vids, hopefully youll make the one about the doors

scarlet birch
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exactly

grim ore
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I love making the videos since It's just me learning stuff ๐Ÿ™‚

broken parrot
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Matt your videos are great. They constantly give me visual understanding of a lot of the quirks Iโ€™m struggling with.

carmine spruce
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ya Matt ima give you a so in my game

scarlet birch
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I love having them to reference. You posted some files a while back for setting up options menus and those saved me a ton of headache figuring things out.

grim ore
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๐Ÿ™‚

scarlet birch
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I literally just tore them apart to implement my own stuff. Saved me days of work trying to learn it the hard way.

latent fable
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is there a way to move things relatively to the object rather then on world axis?

grim ore
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I have to redo my years old Intro series so I think that is why I stopped working on Dooors, maybe I can integrate it into that instead. I wasn't kidding about it either this is where I was at when I stopped lol https://i.imgur.com/2Spufpp.png basic room with a door that can be triggered remotely or proximity and you can toggle the direction it opens in heh

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@latent fable in the editor? click the World Icon at the top right (4th icon in) to toggle world/local mode

latent fable
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@grim ore Thanks Mathew, By the way I'm new to unreal and your videos have been very helpful to me so far! Keep up the great work :D

grim ore
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๐Ÿ™‚ Just glad people find them helpful

fast finch
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Question. Doing a small single-player game. Modular characters, players can customize different helmets, clothes etc. Ideally, what class should keep track of all the modular items? Keep track of what items the player owns, which items are in the game etc

grim ore
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@scarlet birch awesome to hear that, I try and post all the code when I do stuff so people can do just that

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@fast finch are these all individual items in the engine pre made or do you just want to keep a list of data and use that to create it at runtime?

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you could for example use a data table that holds all the info for each piece and then save just a list of those items in the character itself and it can then create those items as needed

scarlet birch
fast finch
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List of data to create be able to set skeletal meshes and static meshes at runtime

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Im doing this in c++

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But Im going to save all the items in blueprint

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because doing asset location in c++ is bad

grim ore
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yep look into using a data table then to store the data, you can just have an item ID or an index # or something so you store very little data. You can create the data table info externally in a spreadsheet program and import it into the editor

opaque nexus
#

Hey guys,
I just have a quick question. I downloaded a game on my laptop, and copied it to my PC.
But the epic launcher doesn't recognize it, and wants to redownload.
Any tips?

latent fable
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Try verifying files? @opaque nexus

grim ore
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if these are all just appearance items then there is no real reason not to handle it with a generic class/bp that can then load in the data for that item instead of a billion items which are the same basic stuff just different data

fast finch
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Yeah, so basically

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I'll just make one class/bp. Which has all the items

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and when A player wants to equip an item, that class/bp has the reference to it

opaque nexus
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@latent fable That doesn't seem to be available

grim ore
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it shouldn't really have all the items, it should be able to become anything you want it based on data. Like generic item BP knows it has a mesh and maybe stats. You create generic item BP and tell it to get it's data from the data table at row AwesomeSword and then it turns into the Awesome Sword

fast finch
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Ah that makes a lot more sense

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I'll try that approach thx

grim ore
#

with UE4 if you hard reference something, say I make 1 blueprint and inside of it I have an array of 200 static meshes, whenever that blueprint is loaded up it has to load 200 static meshes even if you only are showing 1.

#

when you use a data table or something else that is soft, it just points to the data, then you don't have that issue

#

usually it's not a big deal but something to keep in mind if making a real game ๐Ÿ™‚

light thunder
#

I packaged a project and can you send a download link for the Android version and the PC, but there's no way I'll be able to do that for iOS without going through their...."ecosystem"

grim ore
#

@opaque nexus the EGS games are different than the Unreal Engine portion of the Launcher so they might not be able to do what you want ๐Ÿ˜ฆ I know with the Launcher I would try and install the engine and once it started I would pause it, kill the launcher, move the full engine into that spot where it was installing, then relaunch the launcher and verify if I had to. I have no idea if this works on the EGS part of the launcher

opaque nexus
#

Thanks Mathew, I'll try that ๐Ÿ™‚

#

No luck, found a "resumedata" file in the .egstore folder. This is probably ignoring the contents already downloaded, and is just resuming from where it left off.
contents of "resumedata" was some kind of encrypted stuff.. eg "2hXojod0108530jalsd"

grim ore
#

๐Ÿ˜ฆ

real hound
#

What are some good options for a terrain manager for a top down? Like to know which terrain actors/chunks (its procgen) need to be created or removed to fill the screenspace. I have been using a TMap but I know cashgen uses some raytracing thing to know whats relevant. Just looking for some alternatives, maybe there is something better.

opaque nexus
#

@grim ore In case you are interested, I figured it out.
Copied appdata/local/epiclauncher
and the Epic folder inside ProgramData.
Now the game is being recognized as fully downloaded ๐Ÿ™‚

#

Where would be the best place to post this ^
In case someone has a similar issue?
(Because I googled and couldn't find anything)

grim ore
#

is there an EGS part on the forums?

opaque nexus
#

There is a "marketplace" tab, that should do!

warped tangle
#

wait...the vent is a child of the switch?

carmine spruce
#

is that abnormal?

#

I have a BP_Switch

#

then called its child the BP_Switch_Vent

#

it is only going to work on Vents

warped tangle
#

I've never done anything like that, they have completely different functionalities. If I were doing it, the vent would house all the timeline/movement related functionality, and the switch would be a separate class that just sends the "signal" to open/close

#

Honestly, if I were doing it (unless the switch was meant to be in a separate room or something), I would have the overlap box and physical switch on the same BP as the vent

carmine spruce
#

no the Parent of BP_Switch_Vent is BP_Switch

#

i want to know how to continue the array in the child

#

especially because that array is the object reference of BP_Vent

#

the pictures are in ordder

warped tangle
#

Not sure how to help, the way you've created the child class is odd to me

carmine spruce
#

hm maybe I should watch how to make a child

#

you think Wadstiens gota vid on that? lol

warped tangle
#

not saying you're wrong, just never done it like that so can't help.

scarlet birch
#

You should only need one timeline, play it in reverse instead of using two.

bitter iris
#

mannn i wish the RESTORE button would do something

carmine spruce
#

im using an extra timeline because its a different time rate because I want the other door to go a littlefaster

warped tangle
#

could set play rate on the same timeline to change the speed @carmine spruce

inner cloak
#

Hi everyone !

azure shore
#

hey, anyone know why spawning decals can often freeze the game for ages when testing in the editor but in standalone its completely fine?

inner cloak
#

is it possible to select multiple meshes and then apply a material to them as 1 operation ?

warped tangle
#

when you select multiple meshes, in the details pane on the right you should see all the materials. As long as the material index is the same accross all, you can set the material that way

#

I usually select the material in the content browsers first to I can just hit the little arrow thing to apply the selected material

cloud palm
#

finally solve my camera issue, I just want to thx everyone that helped me

#

๐Ÿ‘

azure shore
#

anyone know?

#

and also why does deleting any assets completely close ALL the tabs you have open?

inner cloak
#

nice rry2

warped tangle
#

@azure shore That's expected behavior

#

especially if the asset is referenced or open

inner cloak
#

sorry @azure shore i dont

azure shore
#

ah, if its open I guess that makes sense

warped tangle
#

The only time I have had that not happen is if there are no references to the asset (nothing was references/using it), and I have recompiled anything that WAS referencing if I removed a reference, and saved all

azure shore
#

yeah, its also frozen ue4 for about ten minutes too

#

actually its been well over 10 minutes and its still not letting me tab back in

inner cloak
#

Kharvey, what if i selected multiple meshes ... can't i have all those meshes apply the material i picked ?

harsh tiger
#

does anyone know if the default VR camera works on mobile?

light thunder
woeful wraith
#

usually you'd use test flight or the regular app store

#

it's a nightmare. have fun ๐Ÿ˜„

safe swallow
#

making iPhone apps without UE4 is a pain in the butt as it is....lol

azure shore
#

does anyone know why a destructible mesh would use the current texture for the inside rather than default texture

#

as in the slot for the insides isnt seperate its using the main material

ionic obsidian
#

So with map making I come from a hammer background and I know in hammer it's wise to set the texture of faces the player will never see to NoDraw in order to improve performance. Is there something similar in UE4? Would just making a transparent material work the same way or actually hinder performance?

steep ferry
#

Hey guys

#

so

#

I have this server travel thing

#

and when i launch the game nothing is happening

azure shore
#

did they actually break it for this ue4 version

steep ferry
#

I have 4.20

azure shore
#

the internal material doesnt get assigned for destructible meshes

inner cloak
#

Thanks @warped tangle , i ended up figuring it out with what you said (for the multi-mesh set material question i asked)

#

My ue4 skillset went from Super noob to Medium noob ๐Ÿ˜ƒ

azure shore
#

well now Im pissed, it seems epic just broke it for some ue4 version and havent fixed it since, gg epic

light thunder
#

Can someone tell me what is the simplest way to get the most common string out of an array of them?

zinc rivet
#

make a hash map from string (key) to int (number of occurrences) by iterating over the array, then traverse the map return the largest value

light thunder
#

I'll give it a shot, thanks!

#

@zinc rivet So looping through the array, when I make the map as a loop execution, it will increase the key value?

#

I think that's the wrong way, I'm just overwriting the values

zinc rivet
#

you need to add one to the current value

#

uh

inner cloak
#

@azure shore arent you forgetting to put a space between servertravel and Level_1 ?

azure shore
#

oh I wasn't the one doing the server travel stuff

#

I was just getting frustrated over destructible mesh materials at the same time

inner cloak
#

Sorry, my bad !!!

#

@steep ferry you need to put a space between servertravel and the map name.

azure shore
#

that's fine

zinc rivet
#

man I feel silly trying to implement this in bp... it'd take me about 5 c++ lines to do it

steep ferry
#

@inner cloak Nvm i fixed it , everything i had to do is launch game in standalone mode

inner cloak
#

ok, cool then !

steep ferry
#

Box brush modelling isnt that bad honestly

#

its pretty okay-ish

inner cloak
#

maybe they changed it and it automaticly adds a space in the append

real hound
#

Anyone have a really elegant way of spawnig a grid of static mesh actors the need to need to be in camera view?

#

Like a terrain tracker around a character?

#

Right now I am using tmaps and polling

inner cloak
#

depends on the camera angle .. is it fixed ?

steep ferry
#

@inner cloak no

#

you still have to add space

zinc rivet
#

@light thunder jesus I'm definitely not a great person to ask for bp stuff... This looks like an unholy mess and probably won't work, but it's basically how I'd do it in c++...

#

there's gotta be a better way lol

light thunder
#

No that's fine thanks for doing that I really appreciate it don't worry I like spaghetti just fine

zinc rivet
#

probably want to promote that map to a variable

#

and clear it before the first loop

serene sorrel
#

@zinc rivet yeah there are some things which are better to do in c++ than bp, easier

#

loops in particular seem quite bad in bp

#

and too many branches

zinc rivet
#

Hah yeah...

serene sorrel
#

if you do a C++ class, then have a Blueprint child of it, you can sorta mix best of both worlds

steady fractal
#

anyone here done any work with nDisplay?

raw elk
#

Anyone using 4.23 preview experiencing issues with skylight/sun light with ray tracing enabled?

#

Seems to be casing a very dark shadow over everything while with 4.22 RT skylight worked pretty well

#

issue appears to be with a directional light

serene sorrel
#

are there any volumes potentially blocking it

raw elk
#

Nope :\

#

tried even in a new level

#

plopping a directional light appears to just shadow everything

#

Oh, interesting

#

a new warning has appeared, too many overlapping movable lights

#

thonk that's new

#

interesting, as there are only 3 other light sources

#

there are zero overlapping lights in the map

#

It doesn't have any issues in DX11 mode

#

shadows work fine, no complaining from the engine about overlapping lights

#

Once I go into DX12 and toggle rt shadows, it does this

serene sorrel
#

maybe some limitation on num lights

#

does UE support vulkan yet

raw elk
#

It has some vulkan support yeah, not sure how much. I haven't messed with it yet

valid root
#

Do you have to approach Epic officially if you're thinking of using their logo on art that you put on Artstation?

woven cliff
#

hey why do i have shader complexity on 4.21 as red and same shader shows as green in shader complexity on 4.22 :D?

static viper
#

bc optimized

raw elk
#

hope epic does more work to dx12 mode

#

still getting random but constant out of video memory crashing

dim merlin
#

hi, anyone could advise me where i should code my ai (like rts) jobs? i thought inside gamemode, any better place that should hold this code?

serene sorrel
#

PlayerController maybe

dim merlin
#

would gamemode be common anyway?

static viper
#

you could do it there yes

#

but you could also create a seperate manager actor

#

that you place manually in the world

#

that way you could also store map important info

#

time of day

#

weather

#

map name

#

all those stuff

#

music

#

you could alsp create child gamemodes

serene sorrel
#

Player controller controls a pawn, usually youll have your camera/player as a pawn

#

whether the player is local or networked or ai, i feel like it fits to have the logic in there, but you can do it many ways

static viper
#

you dont want to put everything in just one container

#

player controller should only control player

serene sorrel
#

the AI for AIController shouldnt be in one thing?

static viper
#

then talk to gamemode

#

the player isnt ai tho

#

its a floating camera

serene sorrel
#

think of a networked game though, the pawns are player, they have a viewport, camera, etc, the ai should have the same basic thing unless its a cheating bitch ๐Ÿ˜›

#

in starcraft and such you can watch what the players were looking at, things like that

static viper
#

Ai is driven by the same device

#

ai always knows where you are

#

it always knows all your stats

#

rts is also just a massive theater show.

#

there is nothing real

serene sorrel
#

RTS is awful in unreal engine anyhow imo, has no lockstep capability

static viper
#

in bp?

#

you could always make a custom engine

#

i saw alot of rts in ue4

coarse wigeon
#

@serene sorrel You do not want to use lockstep

static viper
#

and they were pretty solid.

serene sorrel
#

in anything, the unreal engine has no way to control updates properly, or a fixed integer pipeline, etc

coarse wigeon
static viper
#

its hard to understand you

serene sorrel
#

@coarse wigeon incorrect

static viper
#

control updates properly

#

and fixed integer pipeline?

coarse wigeon
#

That article goes into why

static viper
#

i am also speaking from experience with people who made rts games

#

and i played a few demos from them

#

and i played alot rts game in my time

serene sorrel
#

yeah im reading that article, its written by someone who doesnt know what they are talking about

static viper
#

is that also opinion again?

#

or do you have anything to ground that

serene sorrel
#

you dont use float in lockstep engines, you used fixed point math

#

and state machines are easy to verify, and easy to correct mistakes, whoever wrote it is some amateur

static viper
#

you are in over your head.

#

just my thoughts.

#

if people already made cool rts in ue4

#

how is that bad

cloud cobalt
#

Float's fine if every platform you ship on behaves the same

static viper
#

or not feasable

serene sorrel
#

if you dont think lockstep is the best method for any physics game or rts, you dont know what youre talking about imo

#

@cloud cobalt yeah but they dont, so you cant

cloud cobalt
#

Most of them do

serene sorrel
#

lol

static viper
#

and also

#

who ships his rts on all platforms

serene sorrel
#

.bro if you think "most of them do" you dont really know what you are talking about.

cloud cobalt
#

Bro

serene sorrel
#

float can differ on the same platform just with different compiler settings

static viper
#

thats your favorite line

cloud cobalt
#

Yes bro

#

I don't know what I'm talking about bro

static viper
#

if thats so then my game would have issues too.

#

i think the difference is minor :/

serene sorrel
#

your game has no issues?

static viper
#

it has!

#

issues

#

but they are driven by hardware

#

and last i checked ps4 has better hardware.

serene sorrel
#

Everyone who knows anything about multiplayer knows you cant rely on the physics model in unreal engine because it differs on all pcs, it uses floats and variable time (no lock step)

static viper
#

so i dont worry

#

physics on multiplayer are a common issue tho

cloud cobalt
#

The float part is very much not the problem in UE4

static viper
#

i heard this was due to float precision alone

serene sorrel
#

even IF unreal engine used lock step, if it used floats it would still be unreliable across platforms and settings

#

thats why you used fixed point math in lockstep and all your problems go away, the state is known, can be calculated and checked

cloud cobalt
#

The lack of fixed time, lack of ability to reset and step the state, and the lack of determinism at the physics engine level for one fixed-time steps, are the problem with UE4 physics, not float. Every platform uses IEEE754 today

serene sorrel
#

@cloud cobalt if you think that float is "similar" across platforms you dont know what you are talking about, seriously, just look into it

cloud cobalt
#

I've actually worked on compatibility of simulations across different float hardware on a million-unit selling title

#

So you can cut that line

#

Bro

serene sorrel
#

thats double bro not float

#

double is more stable across platforms but i still wouldnt rely on it

#

what game did you use "float" on that sold a million units?

cloud cobalt
#

Not gonna tell you about it

#

Bro

serene sorrel
#

lol ok

cloud cobalt
#

I couldn't care less if you believe me - but you need to act like a professional, because you sound like a 16-year old dispensing Wikipedia expertise, and it's quite annoying

serene sorrel
#

Anyway the fact is "float" is not properly defined across all platforms where things like integers are, which is why you use fixed point math and avoid any potential problems. If you use float an anything, even today, on the same cpu, you are foolish

coarse wigeon
#

I am with @cloud cobalt on this

static viper
#

i with rts on ue4 i already saw and played. XD

sudden agate
#

float is love. float is life

static viper
#

float is a bit unstable XD

#

but ok

#

i mean

#

its a friend.

sudden agate
#

in most cases float is sufficient

static viper
#

sometimes they go 0.0000014 tho

#

:c

#

then am sad

serene sorrel
#

@cloud cobalt yeah i dont believe you but its irrelevant, everyone that is experienced knows integers are properly defined across all platforms whereas floats arent. so even if you use float and it works for your use case it wont work for as many use cases as fixed point math, its just a simple fact

coarse wigeon
#

@sudden agate is right. Until you start going to the more extreme cases like getting getting a lightyear away from the origin

cloud cobalt
#

@serene sorrel Then I guess I have my experienced invalidated

#

I couldn't care less about your opinion, though

#

Anyway, as far as RTS multiplayer goes, it's definitely nice to have determinism. It's nice in every multiplayer situation really

#

It's just becoming less and less possible in most situations

#

For an RTS, lockstep's fine

#

If you're going to use UE4, the point is moot

#

You'll use a client-server model

#

Determinism will be extremely hard

#

If you've picked UE4, then go ahead and use it - make the best of your circumstances

#

Don't argue with old farts about what's the theoretically better model when the most successful game right now uses client auth in competitive gameplay

static viper
#

hes beeing picky. There just yesterday was a new rts on ue4 base at gamescom

#

multiplayer driven.

#

it looked like it works well.

coarse wigeon
#

@static viper Which RTS?

static viper
#

this erm

#

ww2 scenario

#

with robots

coarse wigeon
#

ah ok

static viper
#

i cant remember the name bc i dont careeeeee XD

#

but i can find it

coarse wigeon
#

Fair enough

static viper
#

it was on kickstarter too

coarse wigeon
#

got it

static viper
#

dis

#

i am 90% sure its ue4

coarse wigeon
#

Got it

cloud cobalt
#

Hell, if Dota2 - not an RTS, but close enough in terms of general architecture - or Planetary Annihilation work without lockstep, you don't need it either

static viper
#

were talking about ue4 rts tho

#

i have a hard time to find evidence

cloud cobalt
#

Evidence of what - that UE4 works for an RTS ?

static viper
#

that iron harvest is ue4

#

they dont mention the engine anywhere

wary wave
#

if you build your game with UE4's networking in mind, you can build an RTS

#

someone did it in UDK and released the source code

#

Iron Harvest is Unity

cloud cobalt
#

Iron Harvest is actually Unity

#

^

coarse wigeon
#

@wary wave They are doing the same with UE4. Same people too

wary wave
#

neat

static viper
#

i believe you

#

but i cant find any article about it

#

XD

cloud cobalt
wary wave
#

it's being made by one of our sister studios and they're in the next city over, hehe

coarse wigeon
#

There you go

#

You may want to use 4.21

static viper
#

ok yes

#

it says there

#

well shit

#

it really looked like ue4

cloud cobalt
#

"looking" doesn't really let you tell if the art team is good

static viper
#

well i looked at the shadows and the grass shading.

#

but yee ofc you can always change those.

cinder iron
#

I worked in a rts with 300 units in the screen all computing AI simultaneously

#

on a listen server setup

static viper
#

unity definitly dont has that good shadows by default

cloud cobalt
#

Unreal doesn't either ๐Ÿ˜ฌ

static viper
#

oh that means i underestimated the devs

cloud cobalt
#

Different kind of bad, though

static viper
#

raytracing wont safe it either

cinder iron
#

(Edit: I didn't read the precision thing)

coarse wigeon
#

@cinder iron What do you mean by listen server setup?

cinder iron
#

one peep hosts

coarse wigeon
#

Ah ok

cinder iron
#

other people play

coarse wigeon
#

Got it

#

So peer 2 peer

cinder iron
#

not quite

#

but similar

coarse wigeon
#

Ok

serene sorrel
#

@wary wave yes you can certainly make a multiplayer RTS in UE . It's just not the most optimized RTS engine you could use

#

any game where you have hundreds to thousands of "units" that can be moved around, a deterministic model will thrash everything to the ground. It just comes with some downsides in the "doing more of the engine yourself" than things like unity and UE have. I did develop a lockstep demo in Unity and the same is possible in Unreal Engine but you pretty much use them as graphical/sound backends rather than engine control

#

You can have a thread where your game runs for instance, and you can use the "tick" event of either engine to then interpolate the last engine states

#

so you can get smooth visuals even if your lockstep model is only 10 ticks per second

#

Both Unity and Unreal suffer from low performance with a high amount of global "actors" or "gameobjects", using such a model you can get around that a lot by just showing a "windowed" area of your own game state

mint sequoia
#

Anyone know where atmospheric fog determines the position to draw the sun disk?

#

Want that logic to put a 3D model there instead

cloud cobalt
#

In the material I guess

wary wave
#

atmospheric fog has a sun disk?

#

huh, so it does

#

it probably doesn't have a position, just a direction

mint sequoia
#

Hmm

#

I need to put the 3D sun in the correct location

serene sorrel
#

get the angle of the light, push it out as far as you need

wary wave
#

aye, use the light vector from the directional light

serene sorrel
#

mixing and matching those effects with a real 3d object might be a bit delicate to balance tho

#

could just use a plugin like Truesky if you want better effects, or roll your own

mint sequoia
#

TrueSky is no good

#

Has too many issues

#

Like external software being installed

#

We tried it early on and just caused issues for anyone without it installed and was a hassle to setup

serene sorrel
#

i found it a bit buggy myself initially but i'll give it another go soon

mint sequoia
#

It's also not a solution for what I'm trying to do either

serene sorrel
#

at least the videos you see of it in action look high quality

wary wave
#

it's supposed to have gotten a lot better recently, but yeah, my experience with it has been mixed

serene sorrel
#

Ark uses it which is a very popular game so unless they are using some custom truesky plugin it must be stable

mint sequoia
#

I'm seeing nothing in their GDC2018 video thats impressive

#

Basic volumetric clouds and a few weather FX, everything else is just pure UE4

serene sorrel
#

Is there some game you like with sun/moon effects?

mint sequoia
#

Ark isn't stable

#

And its quality it highly questionable

serene sorrel
#

I found Rust to be quite nice personally with its moon and sun

#

The moon size affects the lighting of the level, and it changes over time in the game which i like

mint sequoia
#

I think a lot of what passes for AAA nowadays is an issue with the bar being low enough that no one wants to push it otherwise higher quality will be expected across the board ๐Ÿคท

serene sorrel
#

Yeah i dont play many AAA games because their gameplay is shit, so im not sure what has the best day/night cycle graphically speaking

mint sequoia
#

Ours is already better than anything I've seen, there's just some mismatch in the sun position vs. directional light I want to clean up

serene sorrel
#

nice, got any screens?

mint sequoia
#

Its under NDA

#

Only been able to show a very limited amount of people

serene sorrel
#

thats ok, are you using global illumination in UE ?

#

I hope in the next two releases they can get some kind of performant GI going, would help with what im working on

wary wave
#

heh, Ark crashes on a regular basis because of Truesky

mint sequoia
#

Well, we have the indirect lighting intensity at 1, but its just boring old baked GI

wary wave
#

and it has all kinds of crazy rendering artifacts for the same reason

serene sorrel
#

@wary wave is that true? I asked about it here 2 weeks ago and people said its fine

static viper
#

i dont understand why everyone is so hot about truesky anyways.

mint sequoia
#

There's very little we can actually bake so its almost a 'no'

wary wave
#

in Ark it's terrible

static viper
#

no it isnt that great

#

id rather code my own

wary wave
#

the Aberration map under certain environment conditions just plain crashes

serene sorrel
#

@mint sequoia oh static lighting? get out bro ๐Ÿ˜›

mint sequoia
#

I think its just the only solution for volumetric clouds thats commercially available, but its not hard to roll your own

wary wave
#

I don't think they ever fixed it either

mint sequoia
#

Huh? I just said we're basically not using it lol

#

Almost nothing in our world is static

serene sorrel
#

oh sorry, i misread

#

I find it odd UE still defaults with static lighting on, its some kind of 2005 feature still being heavily used

wary wave
#

most games still use baked lighting, to be fair

fierce tulip
#

^

serene sorrel
#

right, but its 2019

wary wave
#

yes, and in 2019 most games still used baked lighting?

serene sorrel
#

and static levels, boring

static viper
#

there used to be a cost element

fierce tulip
#

tell that to the hardware that needs support

static viper
#

like rendering cost

wary wave
#

...and we're about to enter another hardware generation where it'll be more of the same, hehe

static viper
#

the argument died since apparently we can now do 6 billion pixel rays in a frame...

serene sorrel
#

Like what games use static levels? AAA games that are "guns on rails" with 1000 3d artists making stuff

cloud cobalt
#

Baked lighting is great

static viper
#

gi in most cases is baked

serene sorrel
#

nearly all the best indie games are procedural, for a reason

fierce tulip
#

lol

static viper
#

crysis up to this day uses baked gi

cloud cobalt
#

It's not for every game, but baking stuff that doesn't need to change at runtime is just common sense

wary wave
#

the vast majority of games aren't procedural

serene sorrel
#

thats true

wary wave
#

to say 'nearly all the best indie games' is quite the stretch

serene sorrel
#

the best ones are

wary wave
#

some of the games you enjoyed are

cloud cobalt
#

Those blocked messages must be quite a sight

fierce tulip
#

lol

teal tulip
#

best indie games are procedural wat

static viper
#

my game isnt :3

fierce tulip
#

its so nice to see people who think their opinion is law, fact, and divine truth

wary wave
teal tulip
#

yeah

wary wave
#

the first game on there that does use it (Warframe), has baked lighting

teal tulip
#

45,926 66,520 Warframe

serene sorrel
#

Is Rust AAA or indie?

teal tulip
#

Interesting NMS is there

#

wait Rust is procedural ?

wary wave
#

Rust is indie

#

but yeah, I don't recall that being procedural at all

serene sorrel
#

yeah the maps are procedural, now at least

static viper
#

since when

teal tulip
#

"now"

static viper
#

last time i checked

#

very recently

serene sorrel
#

donno, i only started playing it a couple months ago

static viper
#

they still use the same map

viral fractal
wary wave
#

looks like there are third party generators though

static viper
#

only the items are generated

wary wave
#

but yeah, it never used to be that way

serene sorrel
#

nah all the official servers seem to use procedural maps from what ive seen, they wipe regularly

teal tulip
#

Its fun you named Rust you could have say Terraria is there

viral fractal
#

Baked lighting is trash

teal tulip
#

failed chance

wary wave
#

ah yeah, this is not a procedural map

viral fractal
#

Slow as fuck

static viper
#

hevedy why do you suddenly look like you are giving a talk at an expo???

serene sorrel
#

well only PUBG (is that indie?) Is above rust which is possibly considered indie in the top 10 there

teal tulip
#

@static viper I'm about make Envidia company

wary wave
serene sorrel
#

@wary wave nah its procedural on all the official servers i played, ive never seen that map

#

You can join now and every server has its own map pretty much

#

Ark I think has some kind of bad procedural generation that only modded servers use

static viper
#

its true

#

its an experimental new feature

#

doesnt say how it works tho.

viral fractal
#

"new"

#

Its There since 5 years

#

Still doesnt work at all though

serene sorrel
#

I think the official ark servers dont use it because its bad or broken, i looked into it recently but ive never played the game

#

Ark does look better than Rust though, visually

tawdry sierra
#

Ellow. I need some help. I cant generate distant mesh fields. I have already checked the box in the project settings and restarted it.

static viper
#

ark looks like a flung together asset pack

#

XD

serene sorrel
#

I think Ark's lack of procedural generation is mostly tied to the fact UE landscape system doesnt really support it

static viper
#

rust has alot of nice features that are optimized

#

the shadows are sharp and rarely put out errors

#

parralax materials

#

nice watershore

polar hawk
#

guys doing anything offline is so passรฉ

serene sorrel
#

Rust might have started out indie but its got so much money into it now its hard to really consider it indie in some ways

polar hawk
#

real games these days make the user make the game they want to play

static viper
#

i am usure about rust

#

garrysmod was a steam game from start

#

so rust might have had big support

teal tulip
#

gmod maker was a visionary LUL

polar hawk
#

if your shadows are pre-determined then your game is literally unplayable

wary wave
#

Arks procedural map generator would be better if they actually spent some time on it

static viper
#

how little graphics are needed for good gameplay

wary wave
#

it does work, but it needs a lot of love

static viper
#

back in the old days

serene sorrel
#

well out of the top games being played now that could be considered indie, 4 out of 5 are procedural or have procedural elements

static viper
#

light was only dynamic

wary wave
#

I doubt anyone actually plays procedural maps really

static viper
#

but there werent any shadows

#

or else

#

it was just ambient and point

#

๐Ÿ˜„

#

and it still looked awesome

serene sorrel
#

@wary wave or do you disagree that the most popular indie games are procedural

static viper
#

and now we are having a discussion about baked light and shadows

serene sorrel
#

4/5 bro, stats are stats

polar hawk
#

what are the most popular indie games

wary wave
#

eh? Hardly any of those games use much in terms of proceduralism, what are you smoking?

#

Warframe is the big one

serene sorrel
#

no mans sky ?

polar hawk
#

thats one

wary wave
#

obviously No Man's Sky does

serene sorrel
#

rust does, ark does (but perhaps you could throw this one out)

static viper
#

only games that have been released ok

serene sorrel
#

garrys mod is

wary wave
#

Garry's Mod is not

#

(and Ark really isn't, it's just some tacked on feature noone uses)

static viper
#

Lets count some indie games then

wary wave
#

Garry's Mod is almost entirely player created content

static viper
#

that are not procedral

#

my google page is full

serene sorrel
#

Rimworld, grossed 80 million USD, procedural

teal tulip
#

Ark terrain is fixed from what I know

#

The Forest is fixed

serene sorrel
#

7 days to die

static viper
#

inside

#

hollowknight

teal tulip
#

Subnautica is fixed

static viper
#

dont starve

#

wait

#

dont starve?

serene sorrel
#

yeah dont starve is

wary wave
#

Don't Starve is procedural

teal tulip
#

7 days to die is terrible

dark depot
#

you can list games all day its still a small percentage

static viper
#

Dont dont starve.

polar hawk
#

are these the most popular indie games? :o

wary wave
#

but I mean, if you take the Survival Games out of that list you'll have more or less nothing, lol

static viper
#

Super meat boy!!!!!!!!!!!!!!!!

cloud cobalt
#

Hollow Knight is quite popular, quite good and not procedural in any way

serene sorrel
#

You list all the popular indie games by gross revenue, procedural games will be majority imo, though i have no stats to back it up right now

static viper
#

journay!

#

ney

teal tulip
#

Why don't stop looking at these and make someone

static viper
#

shit

#

there might be indeed a balance

#

for every non procederal game i find

serene sorrel
#

@wary wave yeah, though to be fair they are very popular in indie circles so you cant take them out ๐Ÿ˜›

static viper
#

i find another procederal

teal tulip
#

COD isn't procedural, but as is made by a green company that recycles it every year the people like it

static viper
#

hollow knight tho

#

is a clear example that procederal is not magic

serene sorrel
#

are you saying procedural games are for high iq people and AAA games are for normies?

static viper
#

a very great example for a great indie game

#

oh oh

#

i agree to that ๐Ÿ˜„

#

HAHAHAHAH

serene sorrel
#

"press forward and mash fire button" - how can that get old

static viper
#

minecraft is a procederal game too

serene sorrel
#

minecraft the most successful indie game of all time, procedural

static viper
#

and i think minecraft is super great

wary wave
#

Minecraft is another survival game, hehe

#

but it's also not indie any more

static viper
#

but

#

it started as one

#

so it does count

teal tulip
#

procedural game and with RTX, you can't deal with that

dark depot
#

nahh minecraft isnt procedural every block is hand placed

static viper
#

by hamster

#

fleissige hamster

teal tulip
#

@dark depot thats Sims

serene sorrel
#

minecraft probably has the revenue of the next 10 most popular indie titles, so i think we can conclude our case anyway

static viper
#

indie games are all about revenue

dark depot
#

why you in chat then go make minecraft 2

serene sorrel
#

procedural is the future, long live the king

static viper
#

thats why they are indies afterall

fierce tulip
#

lol

static viper
#

they are self sustained

teal tulip
#

@fierce tulip take me in arms out of here like if was Titanic

#

no wait that was other film

static viper
#

this is again why hollow knight is such a great example

teal tulip
#

I mean The Bodyguard

cloud cobalt
#

Was gonna ask which part of Titanic

teal tulip
#

xD mixing concepts with the scene where are on the ship prow

mint sequoia
#

Hollow Knight was such a fun game

static viper
#

and its worth to study how it was made

#

and marketed

#

its a great example

cloud cobalt
#

It's also more replicable than say, Minecraft

mint sequoia
#

Nobody needs a minecraft clone after all

wary wave
#

Interp nodes - is there a way to know when the interpolation has completed

#

I assumed I could calculate it from Interp Speed, but now I'm not so sure

mint sequoia
#

With InterpConstantTo you can check against the target value, with InterpConstant you're pretty much stuck comparing it to target value with a threshold knowing you'll get some snap

wary wave
#

would like to avoid comparing transforms

mint sequoia
#

O

#

๐Ÿคท

wary wave
#

I'm interping a large number of HISM instances from Transform A to B

#

I had assumed 1/speed would give me time, but it appears not to be the case because of some kind of easing I guess

serene birch
#

interpto never really reaches the destination if I remember well the code

#

well since it sux, there is a snap included of course ๐Ÿ˜›

mint sequoia
#

InterpTo is mostly for cosmetic stuff where you want that non-linear transition and don't care when it finishes

#

IMO anyway

#

I would use lerp/ease otherwise

#

Doesn't work for everything tho

wary wave
#

aye

#

Lerping could probably work just fine

serene birch
#

there could be an upgraded version of InterpTo that returns if it did the snap/didn't move I guess

mint sequoia
#

Not too hard to make your own

#

Can be a bit annoying getting the right tolerance for the snap tho

upbeat phoenix
#

Hello, I have a question about Instance Mesh plugin, can I somehow create Instance Static meshes with negatively scaled meshes? I tries to create a separate Instance for them, but maybe there is a way?

regal hollow
#

Hey guys, I have perforce already installed for work, but I want to setup a new perforce for a seperate project? is there any tutorials online for this as I can't find anything!

brave grove
#

Is there a way to edit the Camera probe channel? I want to make it ignore pawns but I see no way to edit it ..

manic pawn
#

you can edit the trace channel responses in project settings

#

or edit the collision of your pawns and set the response to Camera to ignore there

brave grove
#

@manic pawn I can add a new preset and set the camera to use it. But I can't actually edit the default camera preset.
It is not an actual problem. I am just bothered that there's a preset called "camera" and I can't use it for my camera ๐Ÿ˜„

manic pawn
#

you can edit the preset for Pawn there and set its response to Camera to ignore

#

if you want to

brave grove
#

@manic pawn just tried it. The pawn ignores the camera, but the SpringArm does not ignore the pawn. So it contracts if a pawn passes trough.

manic pawn
#

might need to change more than the pawn then

#

if there's anything else that blocks camera on them

brave grove
#

@manic pawn you were right! Character Mesh needs to be ignored ... Thank you for this! Keeps me sane! ๐Ÿ™‚

alpine elm
#

why does this keep on happaning every time I add the animations to the aim offset the character disapears please help I'm getting pissed off @everyone

placid arrow
#

my game is made of streaming levels, and a small open world. when a player enters a building, i want the game to work much the same way GTA San Andreas does, basically it teleports you to a copy of the building's insides, that's streamed in high up in the sky. if i wanted to do the same in ue4 using a level streaming volume in the sky to load that internal area, and teleport them back to the overworld when they exit via the door, is there any negatives to this approach? would there be any issues apart from lack of light, if i placed these inside areas outside the sky sphere? so that they can't be seen normally unless youre actually in them? or would it be safe to place them "underground"?
basically, if youre not sure what im on about, see this video https://www.youtube.com/watch?v=twY0voICKFs
the player is basically teleported outside the world map and something else streamed in where they go to

GTA SA Hidden Interiors and Locations. Secrets Places, Skateboard, BETA, Liberty City. Area 69, Sky Doors, Blue Hell, Glitches, Bugs, Portals and more! Subsc...

โ–ถ Play video
tawdry sierra
#

I need some help. I cant generate distant mesh fields. I have already checked the box in the project settings and restarted it.

reef scarab
#

Hi guys, anyone knows how is possible to turn off virtual texture on load in unreal 4.23?

manic pawn
#

wtf preview 7

#

no launch this week then?

#

wait it's the wrong day for a preview

#

is it a release candidate one day before then

reef scarab
#

today was launched

manic pawn
#

nah it's just another preview

reef scarab
#

yes I mean the preview

grim ore
#

holy hell preview 7

#

want to bet its 9/3 for release then?

manic pawn
#

the preview is on the wrong day, so maybe release tomorrow ๐Ÿค”

grim ore
#

Most releases are on tuesdays so I doubt it

manic pawn
#

are they

#

hmm

grim ore
#

unless my brain is wrong I beleive so

#

and it's early so ๐Ÿ™‚

manic pawn
#

wouldn't the release be on the 27th then

#

next week

grim ore
#

usually it's a full week in between preview and release