#ue4-general

1 messages ยท Page 518 of 1

midnight sparrow
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In a shortcut, its like 70 procent faster, has better antialiasing and ofcourse some trade offs in quality

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didnt study that much so i dont know exactly

quiet rampart
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Oh!

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so its kind of for the VR directly...

midnight sparrow
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Kind of is, the performance there is the key.
Especialy on oculus quest where you have android and some snapdragon processor from phone

quiet rampart
midnight sparrow
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to switch to forward shading you have to go to project settings and switch forward shading on

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and then restart it and compile shaders again

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But you cant use dynamic indirect lighting on directional light i have noticed

quiet rampart
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well i think im gonna stick with not activating it since im not doign VR ๐Ÿ˜›

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but i learned something ๐Ÿ˜„ Thanks ๐Ÿ™‚

midnight sparrow
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Yea i didnt expect you to, just wanted to inform you ๐Ÿ˜„ it probably doesnt make sense for PC games

quiet rampart
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XD

midnight sparrow
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I would like to show you the project. The lighting is little bit flat for now, i have to tweak indirect lighting intensity. Also its not perfect but it took me 14 days to do so im really satisfied with it. What do you think?

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i thought it will post like an album, not retarded like this

abstract relic
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#work-in-progress is for feedback

quiet rampart
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For what i see, it look good for VR

midnight sparrow
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You are right, but i was just converstaing with Meurtdessus, i didnt even look that much for a feedback. There is no time to make it better anyway ๐Ÿ˜„

quiet rampart
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Yeah i think it was more of a context sharing XD

midnight sparrow
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The best part are the mattepaints in the background ๐Ÿ˜„ ๐Ÿ˜„ that street, takes few hours to make and makes it milion times better than some hdri or so

quiet rampart
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Yeah i know where you come from with it XD

midnight sparrow
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Is that a figure of speech?

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or do you reffer to something ๐Ÿ˜„

quiet rampart
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I struggle with this expression in english hahah sorry XD

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I meant like... i understand what you are talking about ?

midnight sparrow
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Great, maybe you said it right, but my english is not great eeither so i wasnt sure ๐Ÿ˜„

quiet rampart
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hahha :p

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what is your primary language ?

midnight sparrow
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Czech, what about you?

quiet rampart
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French

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but, from quebec, not france

midnight sparrow
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lol just googled it

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had no idea there are other french speaking countries in the world

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im a dummie

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๐Ÿ˜„

quiet rampart
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hahha we are very little XD

midnight sparrow
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๐Ÿ˜„ ๐Ÿ˜„ just dumb not dummie

quiet rampart
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WTH!!!!!!!!!!!

midnight sparrow
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๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

quiet rampart
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๐Ÿ˜„

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Dummy i think

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Dumby

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sorry

midnight sparrow
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Most likely ๐Ÿ˜„ well its 2:20 PM and ive got 2jobs so i should go to sleep ๐Ÿ˜„ ๐Ÿ˜„ Good luck with kickstarter, see ya

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*am

quiet rampart
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Good night!

sly coyote
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did frogware ever release thier city generator? they announced last year that it would be out in march of this year, but its been crickets from them about it since

quiet rampart
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never heard of it

sly coyote
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not sure of the rule for posting links but search on yt for The Sinking City - "City Generator" Tech Demo

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it looks like houdini, but thats been out for way longer

quiet rampart
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Oh the sinking city... yeah i heard of it, the studio i work for did the cover art

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Dont know for the city generator tho

sly coyote
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that city generator was supposed to be released to the general public in march....

fading river
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is there a way to resize the playerstart player? or a tutorial on how to spawn something that's different size?

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if I was going to do 1 unit = 1 inch instead of cm, don't really care about physics or things, just figuring if I design this house with 1 unit = 1 inch it would be easier math and it's just to walk around and look

thorn hazel
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I just made a sample texture and set it up

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but I'm getting this type of tiling .. which looks ugly

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I can ofcourse tune my base texture to make it tileable smoothly into all directions

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but I'm wondering if I can do something in UE4 as well, without touching my base texture

woeful wraith
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you could probably do it in a material with 2 texture samples on the same texture, with offset uvs and blending

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also looks like the dark lines might be from lighting needing to be rebuilt

safe pendant
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Im stock on a camera blueprint issue

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I did a camera switcher in blueprint

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i switch from different camera using Set View Target with Blend

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One of my camera is inside a blueprint so i store it in a variable and i get it in my camera switcher

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for some reason when i switch to this camera i can control it with the user input wish i dont want

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my other cameras actor are not receving any user input

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is it because the camera in question is inside a actor blueprint so by setting the view to this cam it creates some type of pawn

carmine spruce
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If I have a door

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and want to make a Locked door

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should I make a Child or should I make it in the Door blueprint?

safe swallow
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are you unlocking this door?

warped tangle
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Could be a child, could be a variable in the same BP that can lock/unlock it. Doing it without a child, you can make it instance editable and set it per instance

serene sorrel
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Do it without a child, just a variable

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Is there a better way to attach a pointer to a uobject than UAssetUserData

carmine spruce
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@warped tangle how do I make it so that its per instance variable of my BP_Door Blueprint

warped tangle
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make it public

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there's literally an option on variables called "instance editable"

carmine spruce
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also should I be using BPI in this scenario?

warped tangle
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you would have to do a branch and check against the public variable to see if it can be opened or not. It's a fairly simple change

serene sorrel
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And show/hide the lock mesh on the door, which is also pretty simple

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if thats applicable

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Rust just has a cube pretty much that extrudes through the door mesh, offset at a location that just rotates with the door when the parent is updated

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if its a lock/key design theres no real interaction needed with the lock, but if its a keypad type lock you would also need to add some kind of UI-interaction

carmine spruce
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Why doesnt this work?

serene sorrel
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@carmine spruce you dont need the branch

carmine spruce
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sequencer replacement?

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Same probrem

serene sorrel
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nah im saying you dont need the branch, since you seem to want to set visibility on startup regardless

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should just go begin play -> set visibility , and drag in that bool you aare checking on the branch

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but if thats still not working, since its just a more optimized version of what youre already doing probably a bug somewhere

warped tangle
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@carmine spruce The issue with how you are doing it is you aren't setting the new visibility correctly. If you look logically at what you are doing, you are branching on "Light On". If it is TRUE, you are Setting Visibility OFF . And if it is FALSE, you are ALSO setting Visibility OFF

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As @serene sorrel said, if all you are trying to do is switch a rect light, just Begin Play -> Set Visiblity, and plug your bool variable in to the "New Visibility"

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Also, where you may want a branch is if you are going to have more functionality between the true/false states.

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And lastly, I'm assuming you are actually setting the bool per instance of the door in the world. If you aren't that's another problem you're having.

noble tapir
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Hi there, I am currently working on a project which deals with very large distances. At times, I am a 5+ kilometers away and have to zoom in incredibly far so that I can see things such as cars from that distance. The problem I am having is that the meshes seem to be flickering or like only half of the object will be rendered and the the other half will look like the terrain behind it, so basically wont be there. Is there anything I can do when dealing with these kind of distances?

serene sorrel
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@noble tapir Sounds like a Zbuffer precision issue

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@noble tapir you can play with he camera NEAR and FAR settings to get a better resolution for what you want

wary wave
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at these kinds of distances, I don't know if near and far plane will save you

viral sluice
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Hi, Is it ok for a newbie to ask for help in this discord?

cloud cobalt
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Yes

wary wave
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yes, just be specific, and if possible, pick a suitable channel

noble tapir
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@serene sorrel , hmm okay I'll check it out

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thanks

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@wary wave , hopefully it will T_T

serene sorrel
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@noble tapir i just looked it up, you can also try r.gbufferformat 5 in console, maybe that will help

noble tapir
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@serene sorrel oh sweet, ill try it

serene sorrel
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@noble tapir when dealing with large rendering distances there are multiple techniques you can use, but in unreal engine its just easier to mess with the NEAR setting, move that as far away from camera as you can. It means objects very close to camera will be culled but often you can deal with that if its like a sniper zoom or something

viral sluice
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I'm doing some exercises and I'm trying to make my character reduce the health of different enemies. The health is reduced if my character "is attacking" and is close enough while doing the attack. When I had only 1 enemy I just had to get all actors of class, set that class to my enemy's and get the index 0 so I can cast to my enemy and modify his variables. But now that I have the same enemy multiple times I don't know how to affect enemies that are not index 0.

noble tapir
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@serene sorrel, okay yeah I tried gbufferformat, didnt see any change. But yeah okay I will definitely try that. I definitely dont need close objects

serene sorrel
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@noble tapir theres also another potential issue when you move too far away from the origin (0,0,0), floating point precision and such but i dont think you would be hitting this issue at 5km

noble tapir
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yeah, Im not seeing anything at the distances im using. Landscape is like about 16x16km I think

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as far as floating point issues

serene sorrel
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7 days to die suffers from this, when you move too far away from the center of the map everything starts to wobble and get jarbled

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unreal engine has a "move to origin" type feature i think now but its not fully fleshed out from what i saw

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yeah if youre using the default scale in UE, that should be fine i think

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Seems unity has an issue at 5000 units from origin though, i thought it was further than that

noble tapir
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HOLY shit

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you are the best

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it worked

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even just setting near clip plane to 30 helps

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pretty much gets rid of the issue, but if I see it again, I can honestly bump it up as much as like 300000, so I should be good

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thank you so much

serene sorrel
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indeed, look into the math as to why that is the case

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will help you going forward

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but generally speaking you want to put the NEAR as far away from camera, and FAR as close as possible, gives the vertex's the most precision

noble tapir
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yeah thats what Im doing right now, definitely want to fully understand it before going forward haha

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it doesnt seem like I can control far

serene sorrel
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well if it works well now probably dont have to worry about

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it

noble tapir
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yeah thats true haha

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honestly thank you so much, got a big demo in like 6 hours lol

serene sorrel
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np bro, good luck with it

tardy stump
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Hi everyone! :) I have a question...

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So I have my custom event declared with DECLARE_EVENT_OneParam macro, and I subscribe it using AddUObject() method. How do I unsubscribe? There is no RemoveUObject() method...

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For the DECLARE_DYNAMIC_MULTICAST_DELEGATE there is AddDynamic() and corresponding RemoveDynamic(), but how about DECLARE_EVENT?

noble tapir
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@serene sorrel Thanks ๐Ÿ™‚

tardy stump
blissful trail
sudden agate
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too low lightmap resolution

blissful trail
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oh that makes sense lol

left citrus
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How do you avoid gimbal lock on a camera? I've got raw transform data coming in from an external source, but when I rotate my camera past the 180 mark on the global z, the camera inverts

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tis maddening

noble tapir
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Im actually doing stuff with that right now too, what is your transform data in?

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euler angles?

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@left citrus

rotund scroll
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quaternions

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which aren't supported outside of code

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but maybe you can find some plugins somewhere

left citrus
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I'm happy to go into code, it's a y up issue I think

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transform data is coming in from maya

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setting maya to have up Z solved the issue but isn't exactly a fix..

noble tapir
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you will need to transform your euler angles into quaternions using the FQuat class

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then you can use FQuats to set your rotation

left citrus
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awesome, I'll have a look

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cheers

noble tapir
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no problem

mighty field
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If you operate using Rotators, internally they'll use quaternions for the math, I think

wary wave
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they usually do, yes

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but in blueprint this will not get around your gimbal lock issues

mighty field
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Do you get gimbal lock of you add Rotators instead of manipulating yaw/pitch/roll directly?

static viper
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there are some solution to gimbal

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but they are very improvised.

wary wave
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I believe you can't avoid gimbal lock in BP at all when working directly with rotators

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I may be wrong tho

static viper
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it depends on the cases tho

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we had it so far with things that were linear

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car wheel

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ventshafts

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the solution was to use a hook and just use another rotator

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this wouldnt work with a spaceship...

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or underwater

left citrus
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I tried the old "global z local pitch" but it was still borked

mighty field
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can you post how you're doing it?

placid arrow
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with streamed levels, is it possible to show some kind of 'low poly' version of a part of the world that's not currently streamed in, in place of the actual, full thing? i thought this might be HLOD, but HLOD doesnt seem to want to export foliage, and in this case foliage is important.

wary wave
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for things like trees don't stream them in

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billboard them

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for smaller foliage, stream it

grave nebula
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World composition allows baking whole levels into single mesh.

wary wave
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not sure that handle foliage tho?

static viper
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???

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and you dont think compiling the whole mesh into a single mesh would be op???

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that must be a huge modell

mighty field
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I'm pretty sure that's how they do it in Fortnite

proven wagon
placid arrow
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thats how they do it in fortnite, with HLOD

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but HLOD seems to disregard foliage, and in my case foliage placement is important for how it looks at distance

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im not sure a billboard would suffice. at this point my best solution seems to be to make a mock of that part of the world using primitives, and export that as fbx

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i suppose its worth pointing out, im not talking about traditional foliage like trees, i used the foliage system to place something that in any real world situation wouldnt be considered a plant

static viper
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what is so wrong with a billboard?

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from this distance???

placid arrow
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i suppose a billboard may work

static viper
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you are underestimating the power of lods ๐Ÿ˜„

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billboards can be a great solution

placid arrow
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when you refer to billboards you mean in the classical sense, yes? a shader that has a two-triangle quad with a masked material on it, which always faces the camera and is aligned to the plane it sits on?

mighty field
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the trees in FN become billboards

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well, "magical" billboards

static viper
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a billboard is a shader yes

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and it can always face the player

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but you can also make a quad cross

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with a 512 texture

mighty field
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if the last LOD is a billboard, the HLOD will merge them all

static viper
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that would still not hurt ue4 at all

placid arrow
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hmm, these things ive placed are kind of cube shaped.

inner cloak
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the issue with billboards is the lighting .. it rarely looks ok in all situations

wary wave
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they should look fine so long as they have decent normals

placid arrow
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this will only work, if the user does not rotate around the objects that are being viewed

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or they will seem like theyre turning too

wary wave
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well, they should be in the extreme distance, so rotation should not be a problem

static viper
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you are talking about objects that are miles away

mighty field
placid arrow
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no, im not.

wary wave
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octahedral imposters are an option too, yeah

placid arrow
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im talking about objects in the middle of a lake that the user can swim to, and then when they get close, the real thing is streamed in

mighty field
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octahedral impostors to the rescue

static viper
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what is in the middle of that lake that needs a billboard lod

placid arrow
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a large city?

static viper
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is it a chunky city?

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cubes could suffice here

placid arrow
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im thinking cubes might.

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thats the streamed in version

static viper
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yee that definitly doesnt need billboards XD

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i can count the buildings even

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just make some lod cubes

placid arrow
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im tempted to just go into that bit of level, place primitive cubes over each object, move the cubes into the base level, and if they have the right material, it would work

static viper
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do it

placid arrow
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by the time someone gets as close as in that image, the real things have streamed in

static viper
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they are grey from the distance

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then add a tiny dof level

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and your good

mighty field
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just select everything and create a low merged LOD, no need to place everything by hand

inner cloak
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A billboard is a snapshot of an object applied to a 2 triangle face, the billboard uses the colors from the snapshot, so the snapshot is during daylight, it will stay that way even at night .. doesnt look that good

placid arrow
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i cant select them, because theyre foliage, @mighty field

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so hand placement is the only way to put right my hack

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when i made that place, i didnt want to sit there manually placing static meshes, or dragging out copies of copies from instanced static meshes

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so, i made them foliage with collision and used the fill brush

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so as far as ue4 is concerned, those buildings are foliage, the player cant tell ๐Ÿ˜›

inner cloak
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lol Brain !!

mighty field
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there must be a way. I highly doubt Epic placed all those trees in FN by hand

placid arrow
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but, it seems foliage is a second class citizen, because ive tried all sorts... exporting selected stuff as fbx to then pass it thru simplygon... can't export foliage that way....

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generally, nobody but me cares about doing to trees what im doing to these buildings

inner cloak
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there is a foliage tool to help ...

placid arrow
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when epic place a thousand trees, and then billboard them, theyre not designed that the player might go in and walk between them, theyre miles away

mighty field
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dude, did you ever play fortnite?

placid arrow
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no, but ive read up on that, they use hlod

inner cloak
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afaik, billboards are part of the mesh LOD

placid arrow
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for all the level architecture

mighty field
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or the love of all that is sacred, check that link I posted

static viper
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yep you can set billboards for lod

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and i have worked with a few tress that did it

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its pretty cool

placid arrow
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hmmm

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i did look at the octohedral impostors @mighty field

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isnt it overkill for cube shaped objects? could just use a cube

mighty field
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yes

inner cloak
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check videos of game Hold Your Own ... huge amount trees in there

placid arrow
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@static viper one thing ive found to be a pain with billboards though, is they cause massive overdraw if you use it too much. theres a setting, early z-pass, which seems to fix most of that issue in 4.22

mighty field
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I just think it's kinda nuts you'll place fake cubes by hand in the places of the houses you painted on

inner cloak
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All trees were hand placed using the instances tools

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and after there has been a cleanup phase

static viper
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i am not sure if that overdraw is a reeal issue

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but i havent studied grass recently

mighty field
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if you're going that way, why not replace the painted houses by hand-placed ones which have cubes as the last LOD?

placid arrow
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im talking forests, but grass is an overdraw hog too

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@mighty field also an option

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hmm, im hungry. going to have some lunch and think about this ๐Ÿ™‚ thanks all, back later

mighty field
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@placid arrow, I tested something that could help you: it's possible to select the foliage actor itself and export it to FBX. You can then reimport it, use the proxy generation tools to create an aggressive LOD of everything combined, then fugde your way into using it as a replacement of the unstreamed level

placid arrow
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thanks, i tried that and it didnt work as expected

mighty field
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make sure to check "merge all meshes" in the import dialog, otherwise you'll get a ton of individual mesh assets

boreal topaz
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whats the recommended method to copying/duplicating a widget? I have a keypad widget that when you enter the correct code it will open a door. I tried duplicating it and when I enter the password the door never opens

static viper
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why do you want to copy that widget?

rustic imp
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is there an asset that is just a list of strings? or do I have to make it myself

static viper
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you can just create a string variable

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and make it an array

rustic imp
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well yeah I know

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I was wonderen if there's an asset that just has the array of strings

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or if I have to make one

static viper
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make a vriable

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and then make it an array

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thats you list of strings

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it doesnt get faster.

boreal topaz
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just copying the keypad widget, or should I just reference the same one

rustic imp
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I need to be able to access it from cpp

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at editor runtime

static viper
rustic imp
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lol, I know how to do it in c++ myself, I was just asking if there was a standard asset that does exactly that

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but I guess not

grim ore
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what do you mean by an asset?

rustic imp
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like literally in editor the right click thing create new

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something like static mesh / data table / blueprint, anything

static viper
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there is note

grim ore
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a blank data table would technically be that lol

static viper
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i dont understand what stops you from making an actor called string list

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that has this

rustic imp
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cause how the fuck would I get the list from c++ code if it's a variable created in a blueprint, you get me fam

static viper
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you are explaining this very bad X xD

grim ore
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maybe even a data asset would do what you want

rustic imp
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well, nvm I'll just make my own dataasset specialization from c++

grim ore
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you might have to, we don't know what your use case scenario is so we are just throwing out ideas that might work based on what you are asking for

frozen peak
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Does anyone have an idea how I best design my settings button?

placid arrow
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hmmm

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i cant get my game above 45fps. i'm wondering if it's a bottleneck of my system, and my massively bloaty world.

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my graphics card is from 2013, so that could be why.

static viper
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what is it called

placid arrow
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AMD R9 270x

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i looked up a quick side by side comparison of it, vs what is supposedly the most popular card on the market atm, an older nvidia

static viper
placid arrow
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according to that, any modern gpu would wipe the floor with my card which appears to be bottlenecked, the profiler says all the time is gpu time, mostly lighting and shadows, which ive toned down quite far.

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i cant deny that part of it is lack of ability. i can play fallout 4 just fine on my pc, which looks better and has just as big draw distances.

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admittedly, also different engine, and from the same era as my graphics card, give or take

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@static viper interesting that the video there has upwards of 120fps. if you look at the benchmarks on that page i sent the average for fortnite with my card is in the 50s

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it looks like the amd card just generally has random issues with certain games that maybe it shouldnt, e.g. WoW which is ancient.

static viper
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this is just general tho

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i dont know what you are looking at

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but fotnite isnt a... easy to render game

grave nebula
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Why dis peoplez are measuring performance of fortnite ?

static viper
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it killed my pc in old days

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i dont want brain to download particles demo

cloud palm
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can I use LinearInterpolate to create a mix between two skybox?

cloud cobalt
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@placid arrow First things first : run the game as standalone (right click uproject file -> launch), open console, enter "stat unit"

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That will tell you whether the CPU or GPU is the bottleneck

placid arrow
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i just got someone with a graphics card one year newer than mine to test, they get a solid 61fps the whole time except for a split second where it streams in a load of buildings

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@cloud cobalt i do that as standard, the yellow and green lines are always the top ones, which are gpu and frame. so then i do ctrl+shift+comma and view the snapshot of the gpu profiler

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that says its lights and shadowing... i only have one two lights, and only one of them casts shadows

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its probably my fault for having an AMD ๐Ÿ˜›

cloud cobalt
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So what's the gpu profiler output like, in detail ?

inner cloak
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Anyone here using Mesh Tools by Mary Nate ?

placid arrow
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i dont have it to hand, i'll capture it again later and let you know ๐Ÿ™‚

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hmm, if i click save on the gpu visualiser, where does it save it?

static viper
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sort if after ms

placid arrow
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theres a gpu profiler snapshot of the game at 'idle' with the player character just standing there. at that point it was running at 41fps

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descending?

static viper
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now find out why :3

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up

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so that you can see what takes most space

placid arrow
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looks the same as when i ran it before

static viper
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looks actually very good

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like

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really good

placid arrow
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hmm.... DoF is a biggie. which i dont seem to be able to turn off.

static viper
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this is basicly nothing.

cloud cobalt
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Where's lighting here ?

static viper
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wanna see a real graph? XD

placid arrow
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so i was right then... my gpu is at its limit and i need to upgrade?

static viper
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yes

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these values are fantastic

placid arrow
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which is also proven by others being able to run at 60fps

static viper
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they are nowhere of what i eat

placid arrow
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wooo, i actually optimised my game properly \o/

cloud cobalt
#

So what's your GPU frame time here ?

#

And CPU frame time

#

(Looking at stat unit)

static viper
#

lets do it for my game

placid arrow
#

ugh. i'd tell you, but ue4 crashed.

#

๐Ÿ˜‰

#

lets try that again ๐Ÿ˜„

static viper
#

you can stop the game after snapping with gpu

#

its a onetimesnap

#

mine are pretty heavy

#

but i have alot going on

placid arrow
#

i think perhaps i need to actually port my graphics settings system from mr boom's firework factory into this game, and configure my game to suit my hardware lol

static viper
#

having a settings menu is a plus ofc

#

these values tho look like mine

#

your game ms is low

#

base is around 3

placid arrow
#

yeah, i dont really do much in ticks

static viper
#

and you can go to 40

placid arrow
#

because it kills it all very quick

static viper
#

i do alot and i just have 13 or 16

viral sluice
#

Do you know another unreal engine discord where newbies like me can get help? I asked a question here but it got ignored probably because it was a silly question for a dev

static viper
#

it depends on how you optimize your code too

#

what did you ask?

#

maybe you met the wrong people

#

or at the wrong time

#

XD

placid arrow
#

well, i got my last game up to 60fps easy.... but theres a lot less going on there

#

but this game, its proving more of a challenge, what would i expect, its an open world.

#

i couldnt get it above 45fps no matter how i tried, and another guy bitched it was slow, and that if it was that slow on sale he'd refund it

static viper
#

i can agree on a few things regarding open world

#

its not rendering tho

#

we are pretty good at rendering large worlds these days

placid arrow
#

so i got some others to try, of varying graphics capability and basically, that and this here have led me to realise me and that guy have crap gfx cards.

#

its lighting the open world, owl

#

because im using dynamic lighting entirely, to get time-of-day effects

static viper
#

you are talking to a literally dynamic light god.

placid arrow
#

theres probably a better way to do that, too. right now, the sun actually moves, changes colour, its like the builtin one, just enhanced with a whole load of curves

static viper
#

i only use dynamic light ever

#

moving the sun around every frame is an issue

#

you could just look at skyrim how they do it

placid arrow
#

i used entirely dynamic light in my last game too and didnt struggle but that game was constrained to a 'box'

static viper
#

hey lerp the position every few seconds

placid arrow
#

i have a feeling skyrim has 24 shadow maps

#

and updates them every hour

viral sluice
#

I was using get all actors in class (to get my enemy class) and get a copy to get the index 0 of my enemy class so I could make a cast and deal damage to it, but I wanted to do this with multiple enemies using the same blueprint and also different enemies, so I needed to look for every single enemy I was hitting.
After no response and 2 hours of trying I used an actor class array and a for each loop and fixed it

static viper
#

and it still looks great

placid arrow
#

either that or their tick just moves the sun once every game hour

#

hmm.... im using a fork of the one that comes with the starter assets

#

i bet it moves every tick

#

i didnt even think to check lol

static viper
#

post your code and the question into #blueprint @viral sluice

#

the images will be important.

#

your hardware is decent enough

#

brain

#

you should be able to set something good up

#

and i would use a timer instead of tick

#

just a timer set to 1 second

#

depends on your tod system

placid arrow
#

oh dear, im such a clown. it really IS moving that directional light every frame

#

might only be by a fraction of a degree, but its doing it.

viral sluice
#

Ok, next time I have trouble with my project I'll add screenshots as well, thanks for the advice

placid arrow
#

im going to have it run on a separate timer and lerp it every so often

static viper
#

the lerp might be an issue

placid arrow
#

hmm, yeah

static viper
#

but i get where you are going

placid arrow
#

tbh i could just move it every second on a timer, if it only moves 3 or 4 degrees, the player isnt going to notice

#

it just needs to be the right arc size so that the player doesnt notice jumpy shadows

#

without it affecting performance

static viper
#

i think the main issue is that

#

every frame thing

#

you want it to be chill

#

the sun doesnt move that fast.

placid arrow
#

you know above, i said i never do anything on tick... i'd never have done this. looks like i blindly followed a tutorial and didnt consider the gpu cost.

static viper
#

i hear that alot

placid arrow
#

game time runs faster than real time though... otherwise you'd never see a sunset

#

๐Ÿ˜‰

static viper
#

that is invalid.

#

some games do run on a realtime base

placid arrow
#

yeah

static viper
#

and they usually all run at different speed

placid arrow
#

im basically copying 99% of open world games that have accelerated day/night cycle

#

that way when a trader or whatever says "come back tomorrow" he doesnt mean youll have to take a realtime 24 hour break from your game to sell him that sword

static viper
#

your code should include some sort of realtime data

#

so something like 1 second

#

that way you can create 4 time zones

#

day noon night dawn

#

those should have a set time

#

or how you want it

placid arrow
#

if i have a dynamic light, like the directional light i use for my sun, does ue4 cache the dynamic shadows its generating?

#

so basically, while i dont move the light, theres much less cost?

#

and when i move it, i sort of invalidate the cache?

static viper
#

if the light is fully movable

placid arrow
#

seems that way from the symptom

static viper
#

there is a cache system yes

#

but i never seen any difference

#

it still updates everything

viral sluice
#

Do you know where can I learn about optimization, good practices to get used to, bad practices to avoid, etc for someone who's starting? I'm learning AI now but I have no idea about good or bad practices

static viper
#

you can ask seperate questions here

#

and show your code off

#

thats what i advise

#

most youtube videos cant be watched unsupervised

#

XD

grim ore
placid arrow
#

disabling movement of the sun doesnt seem to improve fps

grim ore
#

if you are using dynamic lighting you are going to have an fps hit, no real way around that especially if it's a larger scene. it's just pure power to handle that

#

most games even with a dynamic day/night system still bake most of their lights down to lightmaps

molten birch
#

Hi everyone, I have a graphics optimization question. Lets say I have a mesh that needs multiple tiling materials ... Is it more optimized to have

Option 1: multiple material element slots with multiple materials

Option2: have one material/material slot with multiple material functions in the one material using a mask to separate them?

fierce tulip
#

one material generally. the more material (slots), the more times a mesh needs to be drawn

viral sluice
#

For example, I've read somewhere I should avoid using a lot of casts, but every time I need an updated variable from another blueprint i have to use a cast, right? Or is there another way to get an updated variable from a cast that got executed once at start of the game?

inner cloak
#

I'm trying to know exact term for usage of Unreal, i know its mentioned to be free and if you money with a game, you share the income. What about working for a business that makes demos to present its products with an animation ?

grim ore
#

@viral sluice if you need to get an updated variable a few times then just do the cast once and save the result (which is already the correct type) to a variable so you never need to cast again you can just get the info. It all depends on how your getting the variable and why, there may be other ways of handling it. In general "casting" is not a bad thing, it is normal and you can't avoid it most of the time and that is fine.

#

@inner cloak it depends on how it works. If you are working for someone, consulting or contracting, and using UE4 for your work for them and they pay you then you are not the one who owes royalties. It also depends on the use case for UE4 on if it even needs royalties. the FAQ has more info https://www.unrealengine.com/en-US/faq

inner cloak
#

Based on the following, i should be OK i think: Unreal Engine 4 is now free to download, and all future updates will also be free. Developers of commercially released games or applications will pay Epic a 5 percent royalty on gross revenue above $3,000 per product, per quarter

#

oh ... just got this: Unreal Studio will be $49/month per license when purchased under an annual subscription.

viral sluice
#

So, I can cast once for variables that will never change and save them in another variable but I still need to cast every time I want a variable that's constantly changing

celest hill
#

Hey, not entirely Unreal related but just wondering if anyone here has much experience with Speedtree for UE4? Having a bit of a headache trying to figure out how to re-name textures. i can't do it in engine because it then breaks to the connection with the ST file and I can't for the life of me figure out how to get a bit more control over all the files in Speedtree UE4 Modeller. Any suggestions?

plush yew
#

can someone help with blender characters?

#

Im trying to get physics working

#

but the character just explodes

rain venture
#

is it normall if the toe bone with ik roll go crazy when animation occurs?

#

a blender character rig to unreal

#

which it has ik foot roll

#

also, enabling "Preserve Local Transform" fixes the problem, but gives me a harmless error

#

Imported bone transform is different from original. Please check Output Log to see detail of error.

plush yew
#

I am not happy Northon detected my game as a virus :/

static viper
#

that happens alot

#

norton is wrong

plush yew
#

IKR

#

When i told if he could download my game, He said norton blocked it, I've always told my friends norton is such a bad anti virus program

real hound
#

Is there possibly a way to put 4 corners of a plane on 4 spring arms?

honest vale
#

anyone know any poor man's (read: free) simple projectile packs?

#

I suck at emitters

autumn elbow
#

errrr....is it normal for the FOR LOOP node to have errors in it ?

static viper
#

show

autumn elbow
static viper
#

that is very bad

#

remove that loop

#

and try to compile the blueprint somehow

autumn elbow
#

i did.. i created a new loop

#

same thing

static viper
#

that is nooooot good.

autumn elbow
#

lol... bug

static viper
#

does this blueprint have any error messages?

#

i want to read them

autumn elbow
#

nope

#

no errors

static viper
#

then i fear from experience with this but...

#

you are reallyyyyyyy fucked

#

but we can try

#

remove the loop

#

and the just compile

autumn elbow
#

ok.. will do it again

#

1 sec

static viper
#

no remove the loop

#

and then just compile

autumn elbow
#

you mean delete all the loops ?

static viper
#

just this one

#

i hope you have a backup

autumn elbow
#

all the loops have that error

static viper
#

yee

#

your project was just destroyed then.

#

this is a self sustaining super bug i fought once too

autumn elbow
#

ok.. lemme try making a clean project

static viper
#

epic fixed a few things with it

#

but obviously not everything

#

is this project big?

#

like

#

in mb

autumn elbow
#

naaa

#

just a simple test project

static viper
#

thats good

autumn elbow
#

like 12 mb

static viper
#

take that video and all

#

and make a request on the bug tracker

#

this bug is very extreme

#

and i never found a fix for it

autumn elbow
#

where do I post it ?

#

in the forum ?

static viper
#

i cant find the stupid page XD wait

#

here

#

post it here

autumn elbow
#

ok cool thanks

static viper
#

upload the project

#

and the videos

#

and describe super detailed

#

this bug is very very serious

autumn elbow
#

kk

real hound
#

So I am trying to add some collision capsules and meshes to my player controller and its just not working at all, they are not visible. In short I want some things that are always there regardless of which pawn's camera I am possesing.

#

Can anyone guide me here?

rugged wave
#

Hello together, iยดm new to Unreal Engine and have some trouble understanding the whole Server / Client functionality and how itยดs done (especialy because iยดve got 2 PCยดs and one i can take as the host for my project).
Iยดve done some Tutorials and created succesfull some litle projects. Now i wanted to start with my idea and the first project but i donยดt know where exactly to start with. I want it like learning by doing.(Like should i start with the world, the character funktions or something else) Maybe there is someone who can help me with some advice.

plush yew
#

I want to publish as alpha version on google play store
Do i have to select Development and untick "for distribution" or should i select shipping and tick "for distribution"?

fierce tulip
keen pawn
#

my dudes

#

does anyone know how to have fog

#

but i only want the fog effect

#

in say

#

1000 units in every direction

#

from its origin point

frozen peak
#

How can i make a video as my background in my UI

abstract relic
#

You want a fog of war? Youโ€™ll need to make it as a post process material.

keen pawn
#

nah i just want a box with fog in but not on the outside

#

but you say i can post process that

abstract relic
#

Yep

keen pawn
#

is it just a post processing setting?

abstract relic
#

You can use exponential height fog but that will be global. Volumetric fog but it requires height fog as well. Or use post process material, to which you can control its bounding box.

autumn elbow
manic pawn
#

is it

#

looks to me like it adds even more unnecessary visual noise

autumn elbow
#

naaa.. i turned on the dots for fun.. its off by default

gleaming creek
#

Why / how does your for-each loop have so many outputs?

autumn elbow
#

Its a struct

light coyote
#

@autumn elbow looks prety sexy

autumn elbow
#

๐Ÿ˜„

gleaming creek
#

Never saw my struct arrays do that, must be some shiny new feature

autumn elbow
#

its split

gleaming creek
#

Huh, didn't know you could do that

autumn elbow
gleaming creek
#

Knowledge++

light coyote
#

@autumn elbow you mean that you have so many outputs on your forLoop because a struct can have multiple variable types in it right ?

gleaming creek
#

Only lets you do it if the combined pin hasn't been used

manic pawn
#

split struct pin is best hidden bp feature

gleaming creek
#

Saves you a break node I suppose, messy if you aren't using all of the struct fields though

manic pawn
#

right click all the things or you miss half the functionality..

gleaming creek
#

Can you also hide the unused vars like in a break node?

dawn gull
#

Hey, I have a plugin that installs to the engine, and it works with 4.22.3 How do I install it to a source built version of 4.22.3? It is using NVIDIA Flex

#

Sorry to interrupt

autumn elbow
#

The loop used to have that, but i dont know what happened to it @gleaming creek

cloud palm
#

If I import a picture from photoshop, can I use it as texture?

grim ore
#

yes it would become a texture when you import it in

cloud palm
#

kk

#

How can I create normal map for my material

grim ore
#

Anyone here used a RTX 2070 Super or RTX 2080 with UE4 and DXR? Curious about the performance. I can replace my 1080 with a 2070S but it's about 6 hours of driving to do it lol

cloud palm
#

btw, @grim ore I finish drawing my lines on my material.

grim ore
#

nice

cloud palm
#

thx for the help

#

Its perfect

grim ore
#

according to the internet Normal maps are as easy to create in Photoshop as Bump maps. Go to Filter > 3D > Generate Bump Map. This will bring up the Generate Normal Map dialog box which is almost identical to the Generate Bump Map dialog box.

#

but there are other programs out there to help

cloud palm
#

kk thx

grim ore
#

and I think there might even be a node to do it in UE4 materials but shrug

cloud palm
#

never tried RTX 2080, but people told me it is OP for UE4

tall pendant
#

i wouldn't expect neat perf with rtx atm

#

perhaps next nv gen it's going to be acceptable

torpid flicker
#

Hello, I'm a gameplay programmer with a decent-strong unity and programming background. I desperately want to make the change to UE4 but every time it feels frustrating (since in unity I can do anything I want but im not very familiar with the unreal practices and API). Anyone has any experience with doing the actual swap? Any advice? (apparently the official "from unity to unreal" tutorials aren't that helpful). I'm mainly interested in the coding perspective (C++, no blueprints)

grim ore
#

apparently they aren't helpful or you tried them and they aren't?

#

and if you are going into UE4 with the idea of no blueprints you might want to stick with Unity. Blueprints are part of the engine and even a game primarily in C++ will use blueprints for certain parts

torpid flicker
#

@grim ore I have tried them and they really touch the surface (getting familiar with the UI transition and the classes equivalent and such). I'm not saying I wanna stay away from blueprints, just that my main struggle is to get the hang of the C++ part

#

I was looking for something like code equivalence examples between unity and unreal for specific gameplay mechanic scenarios or such?

#

I dont know if such a thing exists though

polar hawk
#

to learn ue4 c++ I highly recommend learning blueprints in-depth first

grim ore
#

I know there are a few courses out there on Unity -> UE4 but ^^^

#

Blueprints have C++ behind them, if you learn the engine you can always look at the code and go from there

torpid flicker
#

yep thats exactly what I read first

#

but thanks for the suggestions

grim ore
#

beyond that just like you would in Unity when learning figure out something to make and make it and when you get stuck we can try and help

torpid flicker
#

So I guess its worth sticking with blueprints for now

grim ore
#

Blueprints are programming, every node is C++ behind it.

torpid flicker
#

even for a main programmer

#

is there a 1:1 relationship when it comes to the API from blueprints to C++?

grim ore
#

you can type 5 lines of code in C++ and compile or just drop a node into the engine and hit play

polar hawk
#

most of what you're going to want to do in c++ can be done in blueprints and learning the blueprint way will let you learn the engine api and architecture much more rapidly

#

anything in blueprints can be done in C++

grim ore
#

anything in C++ can be done in Blueprints when you expose it as well ๐Ÿ˜›

polar hawk
#

most gameplay things in c++ can be done in blueprints

torpid flicker
#

@polar hawk thats what i wanted to know, if learning the blueprint "functions" helps learning the c++ api

polar hawk
#

yeah, very much so

torpid flicker
#

thats great

polar hawk
#

you still have class inheritence and all that nonsense with blueprints

#

object refs in blueprint are actually disguised pointers and blah

torpid flicker
#

I see

#

so it helps with the memory chaos too

polar hawk
#

ue4 C++ is not like C++

#

in that you have to manage memory and things

torpid flicker
#

how so?

polar hawk
#

yes you do have to do some memory management depending on what you're doing but most of the time everything is handled by the garbage collector

#

instead of things like stl::vector ue4 has its own types like TArray

light coyote
#

@cloud palm In terms of what you where asking before.
Look up see if you can get your hands on a program called Knald.
There you can get all kind of textures from a color texture.

torpid flicker
#

That sounds great

grim ore
#

it's pretty simple. this is the same as this ```bool AActor::SetActorLocation(const FVector& NewLocation, bool bSweep, FHitResult* OutSweepHitResult, ETeleportType Teleport)
{
if (RootComponent)
{
const FVector Delta = NewLocation - GetActorLocation();
return RootComponent->MoveComponent(Delta, GetActorQuat(), bSweep, OutSweepHitResult, MOVECOMP_NoFlags, Teleport);
}
else if (OutSweepHitResult)
{
*OutSweepHitResult = FHitResult();
}

return false;

}```

torpid flicker
#

thanks for the advice, Ill try to build some basic systems with blueprints

grim ore
#

so if you used the Node in blueprints you can just grab the code from the source and see how it works and bobs your mother you know C++

#

and it's got the same types of annoying stuff like shortcuts for common properties and all that fun stuff to remember

torpid flicker
#

my mom rly wishes I knew c++

#

I do it for her

grim ore
#

no one should learn C++, it's a pox and a curse

polar hawk
#

everyone should learn c++

torpid flicker
#

oldschool c++ was better though

polar hawk
#

it'll give you a sense of acceptable sadism

torpid flicker
#

modern practices suck

#

Template oriented design is a readability nightmare

#

but thats another conversation ๐Ÿ˜›

#

thank you both for the tips

brazen hull
grim ore
#

you are not adding any input

#

well.. you are adding 0.0 input technically

brazen hull
#

so the add controler pitch input at the end goes to mouse input on axis look up

grim ore
#

okdoke and that input is going to be what if they arent moving the mouse?

brazen hull
#

bruh got no clue I followed a tutorial xd

grim ore
#

also that is weird because you are basically calling add pitch input twice in a row for no apparent reason

brazen hull
#

well turns out I am retarded I found out the reason

#

forgot to connect val

light coyote
#

@cloud palm In terms of what you where asking before.
Look up see if you can get your hands on a program called Knald.
There you can get all kind of textures from a color texture.

You need to reimport the NM when you first get it from importing the color map (diffuse).
But there you can get all the textures you need(concavity, convexity, curvature, normal, ao).
Note: Texture must be clean, no bright lights/spots, no dark shadows/spots.
This program is ideal when importing normal maps to get all textures you may need to proceed with propper texturing, as in substance painter you get provided with curvature(wich is sort of a mix of cavitys and edges(convexity)), and then you need to add a levels to it to sort of get what you want.

You can also get the regular AO if you import the mesh to the program. It will generate a complete AO, wich includes the texture oclusion, and the mesh oclussion.
Note: Cavities is similar to texture ao, in the sense that it is a cavity in the texture,,, so its more ocluded from light. But each one is a bit diffrent playing a better role in its purpose.

#

I like to think of AO and NM as two pieces each.
One piece is the texture piece, and the other is the geometry piece.

Ex. Maybe you have a table with rounded edges,,,, that would be the normal made from your high poly model,,,, but then you add more normal for the wood vains when you texture it.
(of course all detail could be geometry and projected from the high poly model, but is not necesary)

#

Same thing applies to AO.

#

If you get texture ao and mesh ao, put them both layer in multiply mode, you get your full ao map.

#

Important note: In Knald you have to flip the green chanel (y),, so that your normal is not flipped. The option is there in the normal texture tab.

tawdry sierra
#

Can i extend the foliage shadow render distance?

#

Not a mesh

#

foliage type

light coyote
#

You can play arround with a post procces volume.
It has many many many things, some of wich are really really good.

Put a post process in your scene, and in its properties make it unbound(no boundaries, infinite)
Its set to be finite by default so you can have diffrent ones across levels/areas to get the kind of atmosphere you want.

There there are light and shadows related things, lots and lots of cool stuff in there.

tawdry sierra
#

Im listening

light coyote
#

Have a look in your light source/s see what you can find, and look in the post process properties,,, you have to enable ach one of the properties to use it, and change value, as by default you wont see any changes.
Sugestion: Enable, change value and press cntr Z just to see what they do.
Its an easy mistake to play with it and then not know how to put things back to default value(some things are 1, some are 0,, some have a power)

tawdry sierra
#

I have looked everywhere

#

tried almost every setting in the directional light

light coyote
#

You can obviously delete it.
But you will understand once you start touching it.
You can literaly make things really good, or really bad, really easyly xD

#

I dont know if you will find exactly thet there, in the sense that is just what you wanted.
I know you can increase overall oclusiion of scene objects(soo.. oclusion, not of the object itself wich you imported,,, but of them as a group alldough they each allready have an ambient oclusion in them)

#

you can increase it, blurr it, sharpen it.....

tawdry sierra
#

alright then, thanks for the reply!

light coyote
#

๐Ÿ™‚

brazen hull
light coyote
#

I know what you are trying to do, but ive never done it

#

Are you using inverserotation to turn it 180 so the decal faces properly ?

grim ore
#

the easiest way to make sure they are lined up properly is using the hit normal which is the direction away from where you hit. you can use that to rotate your object so it's facing out away from the surface

late olive
#

Hey if someone made a game with a cool idea you also happened to have? would it be bad if you decided to follow through with your idea? Even if you bring new elements?

brazen hull
grim ore
#

so making more than one first person shooter @late olive ?

late olive
#

I wanted to make a VR game where you control a mech

#

kinda like Steel Batallion where you got the controls and you're in the cockpit n stuff

#

There's already a game like that though

#

But it doesn't so far look like it has some of my ideas

light coyote
#

@late olive My opinion is go for it as long as your game is caracteristic

grim ore
#

what I am saying is there are already multiple games out there with the same idea, no reason you shouldn't make what you want

late olive
#

cool

#

I just wanna make a vehical simulator in general

#

Give the player so many buttons to push

light coyote
#

I am working slowly in a FPS educational videogame, i have no idea of the public response, but is something i want to do,,, maybe an absolute disaster, maybe people kind of enjoy it.

#

Im hopping the second xD

#

But if the project doesnt take years and years, and is caracteristic, go for it, no doubt.

late olive
#

neat

#

ironically, I Feel like developing mechanics may take shorter time than making the game look pretty

light coyote
#

yep

#

depends on how pretty obviosly, and how complete

late olive
#

Yeah. Except I'm not really a big fan of low-poly retro looking games

light coyote
#

but yes, 4k culture ultra hd mega real does not help

late olive
#

while that would be way easier, I want to be proud of how it looks

#

as far as modeling goes, I think I can do better than retro/low poly. It's just a matter of how long it will take and how will I motivate people to help me, let alone find them?

light coyote
#

i suggest you dont go to crazy on the project.

#

so that in the worst case scenario, you learned a lot along the way in those months it toke

#

i mean, they are many strategies, the only thing i sugest is dont make it a years long strategy.

lower visuals very high polished mechanics/full game
high polished mechanics and visuals/demo(for crowdfunding or any funding)
high polished visuals decent mechanics/to sell the idea, the service, or funding

#

now a days, if you have extra cash, you can buy incredible assets that save you a lot of work

#

meshroom is a photogrametry software, and free (it can help aswell)

quiet rampart
#

Hey i was wondering, how costly is it to put a blueprint inside another blueprint ?

Let say to keep a drawer inside the furniture

grim ore
#

blueprint actors are a thing and nothing really extra you just have 2 blueprints

#

sorry lol, blueprint actor components are a thing lol

severe ibex
#

Hey all, would anybody know a good discord server for 3Ds Max Animation?

quiet rampart
#

Im trying to make a drawer like yesterday and a way i thought to do it is doing a blueprint for each drawer (for the interaction) then putting them inside the whole furniture blueprint)

#

@grim ore

thorn hazel
#

I have a question please ..

#

when I'm in play mode.. I can't go under the bridge (pass through) .. even though height doesn't seems to be a issue.

#

what is causing this?

woeful wraith
#

collisions aren't right. probably want to use complex collision for that. you can click the "lit" button at the top left of the scene window and select player collision instead, that will show you where colliders are

brazen hull
midnight sparrow
#

Guys, after a project migration to a VR_Template project, the lighting just builds really fast and doesnt generate any GI. It just looks terrible :]
Any idea?

chrome ivy
#

Hi there

#

Anyone knows how to achieve something like this

brazen hull
#

anyone know how I can loop my recoil so it dosent only happen when I press single fire?

chrome ivy
midnight sparrow
#

Nice, does that even happen in AAA games ? ๐Ÿ˜„

chrome ivy
#

But how is it done?

sturdy elbow
#

@brazen hull in blueprints?

woeful wraith
#

it's using some sort of fancy IK rig is my guess

stable grail
#

am i the only beginner getting aggressive with blueprints? ๐Ÿ˜„

serene sorrel
#

Anyone here using Chaos yet?

brittle stratus
#

im about to rtomorrow do all the installs and compiling for a try at playing with chaos ....i might wait as i have othe rthings on go i want to finsih first

autumn elbow
#

@chrome ivy it's a physics object I think

#

One physics object colliding with another

broken parrot
#

@stable grail I'm right there with you buddy

idle haven
#

can i use translucency texture in ue4?

radiant haven
#

video in an UserWidget possible?

broken parrot
#

@idle haven Texture no, shaders yes. Messing around with metallic roughness and opacity should give you the effect you want.

#

Thinking about shaders does anyone have a solid way of actually debugging values in shaders? I feel like I'm just guessing what's inside them when playing with world offset locations.

light coyote
#

Make an instance of that material

#

before making the instance, make the values you want to tweak a parameter by right clicking

#

You can now make changes to the instance easly

#

You can then, when happy, make them the default in the original parent material

midnight bolt
#

how can i display small window with history of commands? i had it open somehow, but don't know how

#

typing first letters doesnt help

broken parrot
#

@light coyote That's barbaric. Thanks! I have to tweak stuff so I can actually see what's happening but should work.

midnight bolt
#

oh it's ctrl+arrow

dawn gull
#

Hey, how do I set up a model in Unreal Engine to be rubbery? (Yes I have NVIDIA Flex Installed)

#

I just need basic knowledge on how to use Flex and apply it to models.

potent wing
#

Anyone know how to Disable movement then enables it? I can find Disable Movement but not the Enabled one

dawn gull
#

@potent wing Use the SetMovementMode node and set it to walking. That should work.

plush yew
#

is the new chaos system basically same as normal destructible mesh stuff

#

or does it have some insanely better functions and performance

#

idk if should update and look into it

#

looked and sounded like just some marketing stuff xD

static viper
#

you should update and look into it

plush yew
#

i mean if its kind of the same as the destructible mesh system then there's better things to spend hours on xD

static viper
#

the old one is gone.

plush yew
#

will my c++ destructible mesh code break?

static viper
#

ypu have c++ destructible mesh code?

plush yew
#

well yeah i recall having some master classes at least that destructible objects are based on

static viper
#

so

#

when did you start this project?

#

which engine version

plush yew
#

idk 21 i think or something

#

but does it matter

#

i mean

#

is it still destructible

#

including code

static viper
#

we know since 19 that the destructable system is going.

plush yew
#

or have they just changed name

static viper
#

its an entire new system

#

with much more power

#

and different tools

plush yew
#

performance is better?

static viper
#

much yes

plush yew
#

ill check it out then thanks

static viper
#

but you have to watch the videos

potent wing
#

@dawn gull thanks Bud

cloud palm
#

Is it possible to set a skybox, half dark and half light

#

or do I have to create a new skybox for that?

potent wing
#

I have a question, how do you bind a Text render to a Integer? I was trying to make a floating timer text.

#

Thanks

grim ore
#

is it a text render in the world or a component in a blueprint?

#

and where is the timer

potent wing
#

Component, the timer variable and the text render component is in the same bp

grim ore
#

how is the timer updated?

potent wing
#

Event tick

grim ore
#

however it's updated is when you just set the text at the same time basically

#

it's not very efficient, doing it every frame, but it's accurate. The alternative is using timers set to every X.X seconds and doing it there for the timer and text update

potent wing
#

Prob i should send a screenshot, hol on

grim ore
#

well I get the basics unless it's some weird setup

potent wing
#

Nvm my PC fucked up

#

Okay so the thing is, the text render did not changed at all even tho do Set timer then hook up timer to the input

grim ore
#

yeah I would have to see screenshots then to see what went wrong

potent wing
#

@grim ore here's the screenshot

grim ore
#

yeah no you can't do that

#

you can't put a delay in a tick

#

and no where in therre are you actually setting the text on the text renderer itself just a variable called Timer Count. You can't "bind" a property to the text renderer text you would manually update it

#

if you are trying to do what you are doing here look into either subtracting the delta seconds from your timer value (it would be a float then and more accurate) or use an actual Timer class using Set Timer by Function/Event and have it called every second

#

I can show you the basics in a min

potent wing
#

i would be glad to,thanks in advance man

grim ore
#

and you call this when your timer is supposed to start

#

this takes it off the tick and moves it to it's own function that will repeat itself until you set your Done variable to true

#

basically whenever you set your done to false somewhere and you want the timer to start you call the "Set Timer by Function Name" node with the TimerTick as the Function Name (this function here) and 1.0 as the time and it will call this in 1 second

#

then it will do the same stuff you did before (check for done, check for overlapped, subtract 1 from Timer), then it will set the text on the text renderer (this is the part you had incorrect), then it will call itself again after 1 second to do it again

#

doing it this way you arent using tick or a delay on tick (which is not something you want to do)

plush yew
#

I had a problem -- I wanted to use the anim starter pack for a sidescroller example, but I cant figure out how to setup the jump animation
i can see that it will work In third erson example
using the character
but i dont know how it works fro side scrollers
(3d)
if anyone has a solution to this problem pls @ me
thank you

#

sorry to interrupt

#

everything in epic games is queued in ue4 library

potent wing
#

@grim ore Thanks alot man! That help me alot, you have no idea!

grim ore
#

yep yep, hopefully that can help a bit with understanding not using tick. Tick is fine, use tick. Using tick for stuff you can do in other places like timers is a good thing tho ๐Ÿ™‚

#

tick and delay tho..... it's evil

azure shore
#

ok I have a really annoying problem

#

why the hell would ue4 light a mesh PER POLY?

#

Im assuming I can only fix this through blender

static viper
#

show

stable grail
#

@broken parrot well i guess its much easier to get into ue4 at least ๐Ÿ˜…

azure shore
static viper
#

that looks like a baking issue

#

i have no idea what i am seeing tho

azure shore
#

can you not see the mesh?

static viper
#

i cant see what it is

#

but i see the baking errors

#

your resolution is very low

#

and it seems like your uv map is wrong too

azure shore
#

I could swear I did the same lightmaps thing as I did for other meshes

#

and actually it was working fine earlier on this too but its decided to stop working suddenly

static viper
#

sometimes you have to reimport the mesh under a different name

cloud palm
#

found a link that helps to generate normal map for mats

#

if anyone need it

coral shoal
#

is there a way to change the LOD threshold behavior just on one map using the same assets? Basically want some lods to extend way further than normal on one level in particular

ashen steppe
#

Is there any way to edit landscapes at runtime yet?

light coyote
#

I know at least someone has done that

#

but probably a private plugin

#

Look at this crazyyyy video

#

First coment says, shut up and take my money

#

oooommmmgggg xDD

high sparrow
#

Is unreal engine compatible with dds file, every time I import it, it says fail, but I checked on the unreal engine website and it says compatible with the engine

plush yew
#

any advice for a total noob on how to make sure your games minimum requirements are low

#

is it even possible to have low minimum requirements in a ue4 game

high sparrow
#

nvm, think I got it

plush yew
#

wheres the "turning off graphics options" this guys talking about

#

in the engine

#

or just some good documentation on "how to make your game run on 2005 computers"

#

i dont give a fuk about graphics quality

cloud palm
#

I import a texture from photoshop, however when I apply it on a mesh, it looks super weird compare to the original image. Is their a reason for that, maybe I need to blend it before I use it?

#

@light coyote How did that guy make his material looks so realistic

#

u can actually see the layer of the snow

cosmic matrix
#

My material is bug

#

don t understand why (my texture is a 8x8 grid so uv a multiple of 0.125)

dawn gull
#

@static viper do you know how to set up Flex stuff? I already compiled it and loaded my project. I just need help getting things to be squishy. Any idea?

static viper
#

i do not knowรถ

azure shore
dawn gull
#

dang

static viper
#

as i said

#

they look low res

#

and the uvs look broken

#

are you using 2k lightmap?

azure shore
#

yeah I put all the settings up

static viper
#

and show me the uvs

azure shore
#

uh

#

and I did smart uv option

static viper
#

are you gonna show or not

azure shore
#

wdym

#

I just clicked smart uv

#

oh hello

#

it should have occured to me to check...

brittle stratus
#

here we go at visual studio stage gettingthe components instaleld for unreal build then its chaos time hehe

azure shore
#

oh wow Im an idiot then

#

thanks for mentioning uvs, for some reason they were messing up but its odd because it was working fine earlier and I dont think I changed uvs

#

ok turns out creating lightmaps by default seems to screw up the uv

halcyon flame
#

does anyone know why this basic spawn of an SM actor isn't working?

#

spawning in the player controller, using world location, have confirmed it's valid and right location with debug lines but can't see a thing.

cloud cobalt
#

Looks like you cast actor into component

halcyon flame
#

@cloud cobalt I didn't cast, I'm just getting the StaticMeshActor's StaticMeshComponent

cloud cobalt
#

Check the log, add messages in your Blueprint

plush yew
#

Hi guys. Packaging with "for distribution" enabled die not work

#

If i want to publish on google play. Do i need this to be enabled or Can i deselect it?

#

I have got shipping enabled es well

radiant haven
#

**Does anyone know what real compsition is???

brittle stratus
#

question and ill be back for more regarding the compiling for chaos ( i use win 7 and i get this )Package 'Microsoft.DiagnosticsHub.KB2882822.Win7,version=15.0.27205.0,chip=x64' failed to install. is it vital to compile with seeing how its a diagnotics program

#

61% then fails everytime so cant complete the vs studio instal as required

halcyon flame
#

@radiant haven in what context?

midnight bolt
#

can someone tell me which material function will remove black background for this neon texture here?

wary wave
#

you would need more than a material function, and your mileage may vary

radiant haven
#

@halcyon flame I wanna make a space game and uhm ask how do i make real size planets

wary wave
#

but you can component mask it and subtract as necessary

midnight bolt
#

would you happent o have an example?

#

for teture with transparent backgroundd, i just use emissive / translucent

halcyon flame
#

@wary wave do you know why my spawn actor is completely not working? just trying to spawn a simple static mesh actor at runtime, not working at all. I've tried creating other actors, doing this in different classes. it shows as valid and a debug line points at where I told it to go, but can't see a thing

brittle stratus
#

here is the end of the line for the try to see what cahaops can do ..."Thank you for your feedback! We have fixed the problem in an upcoming release. Thank you for helping us build a better Visual Studio!"

#

so vs 2017 is a bust

#

the error is because i already ahve the package isntalled it wanted and its failing cause it cant figure it out lol

#

microsoft forever being a lovely experience

#

so you they need ot add you cant install this by the instructions they gave for any windows 7 users as ms says the issue is not resolved and wont be....

#

there goes half the user base of windows trying chaos

halcyon flame
#

in case anyone was wondering, if you're using set owner only see, the owner needs to be the pawn, not the player controller

#

@brittle stratus can't you use another IDE?

brittle stratus
#

ill have to get into migrating to alinux falvor again windows ten is not ever gonna be on a pc near me

halcyon flame
#

W10 is so bad it's shocking

brittle stratus
#

its the peeping tom crap im jsut sick of even nvidia tried doing it too

#

the bloat the ads i saw on others id be watching a game creator on youtube and hed be like of crap a popup from windows lol

#

and fact enterprise ten is now a subscription they are just drooling over trying that on rest of us and im not ever gonna pay monthly for it

midnight sparrow
#

Hey, i just packaged my archiviz project to oculus quest and it looks terrible. Its dark and the texture resolution is also terrible.
I dont care about performance for now, i just want it to look the best.
{I have 2ms/frame on my desktop}

Could anyone please point me in the right direction

ivory gate
#

when i tray to build the unreal lightmass i get the error cannot open file mscoree.lib. Can anyone help?

brittle stratus
#

wghich version of windows do you have

#

which

halcyon flame
#

enterprise 10 is a subscription lol

#

I seriously need to mirror my HD

ivory gate
#

wait who r u talking to @brittle stratus

brittle stratus
#

sk you about the mscoree issue cause i see a lot of vs 2015 stuff and which version of unreal cause it looks like trying to use stuff thats missing stuff not included in older vs 2015

lilac wedge
ivory gate
#

i have vs 2019 and ue4 4.22.3

brittle stratus
#

thats why its trying to do or use something from a 2015 package and its missing in 2019 , thats a ms issue

halcyon flame
#

@lilac wedge check out the free chameleon post process add on from the marketplace

cosmic matrix
#

Anyone good with uprocedural mesh?
plz tag me if you r

ivory gate
#

so i should convert to vs 2015?

halcyon flame
#

might be a start in there.

brittle stratus
#

its hard to tell wiht out seeing like a log of your error really and hten thats the start of tracing back to what is missing andIF it can be brought into 2019

ivory gate
#

its when im trying to build the unreal lightmass becuase in ue4 there are errors and thats what its telling me to do

#

Severity Code Description Project File Line Suppression State
Error LNK1104 cannot open file 'mscoree.lib' UnrealLightmass D:\UnrealEngine-release\Engine\Intermediate\ProjectFiles\LINK 1

Thats the error in vs

brittle stratus
#

i havent used vs since like 2013 and i had used it since way back vc ++4 lol but id say if you install it and it hten needs parts a 2019 then you still stuck

#

see if you can find a safe place on net for that file and drop it in Projectfiles dir

#

or get second pc and install 2015 then you can simply pulls bits till you have it all

#

you need

lilac wedge
#

@halcyon flame ty but not really what im looking for, i watched a short showcase of the add-on but im not too sure if it'll give the effect im looking for.

brittle stratus
#

now that might be an issue in the code itself

halcyon flame
#

just a start I suppose

brittle stratus
#

missing quotes

lilac wedge
#

yhe i guess thank you ๐Ÿ™‚

ivory gate
#

im going to repair it and see if it works

vocal flume
#

Im trying to setup a vehicle inside unreal. Iโ€™ve finished modeling it in Maya. As per the tutorials Iโ€™ve seen, I have all the body parented to all tires. Question is.. can I have any translation values on these tires or should I freeze transformation on all the tires and the body? Right now I have no translation or rotation values on the body or the tires. Everything is zero. Is that the right approach?

halcyon flame
#

@lilac wedge I see the 10.0 effect showcase doesn't really give much on the line of what you're looking for. maybe browse post-process addons on the marketplace

lilac wedge
#

@vocal flume not too sure what you mean, depending how realistic you want your game to look you should give a variable to the rotation of your tires to have them update when the car is moving, so you could get the speed of the car and add a rotation to the tires accordingly. You should not have the tires be the parent as all child actors will also rotate.

vocal flume
#

This is my hierarchy

#

I froze the transformations on the car body

#

Not sure if i should freeze transformations on the wheels

lilac wedge
#

@halcyon flame ive searched for a few effect but as you can see im going for something complex that doesnt look like it can be done over a youtube tutorial or addon hahah ๐Ÿ˜ฆ

#

just thought someone might have tried to do it before and has a good solution, was trying my luck

halcyon flame
#

@vocal flume the car body should be the root component. all of the tires should be in sockets imo

vocal flume
#

I got the hierarchy right. Just wondering if the tires should have any translation values.

halcyon flame
#

@lilac wedge certainly a preset in this would be close

#

@vocal flume they should be at 0,0,0 in a socket IMO

lilac wedge
#

@vocal flume if you have imported correctly you shouldnt need to chnage translation values, not too sure what you are asking

halcyon flame
#

...how do you add a post process volume to a level?

lilac wedge
#

drag and drop? hahah

halcyon flame
#

from?

abstract relic
#

Literally drag and drop

#

In volumes

halcyon flame
#

thanks, I legitimately never use modes

#

I was looking for it in the class viewer

lilac wedge
#

@halcyon flame yhe that toon shader is more like it, think im going to have to get professional help to get it right as it seems way out of my league.

halcyon flame
#

@lilac wedge can I see a screen of your project, or a video? curious what you want this look for as it's a look I adore

lilac wedge
#

yhe if u give me like 5 mins ill pm u

latent fable
#

Does anyone know why i cant change skysphere material

#

Did it :D

#

But now the sun is gone :/

#

Wonder why

abstract relic
#

Go into the original material. It is a complex asset with quite a collection of functions. The sun, cloud, colour temperature is controlled in there

broken parrot
#

Is a scene capture the with extremely large width but low resolution render target a big performance problem or does performance mostly come from render target size?

latent fable
#

Does anyone know why I'm getting this weird lens flare? (The one going down, the straight line.)

#

(The Sun Is an object now, Not a part of the SkySphere

halcyon flame
#

@latent fable did you get most of this as part of an asset pack?

molten path
#

hello there

#

im trying to make my fire flicker

#

but its in read only mode

#

how do i disable that