#ue4-general
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cryengine and unreal engine are both fps engines with a multiplayer core
unity is the weird one.
with its mobile html systems
its better in modern gpus to have static mesh with dynamic bones
which is why UE4 probably doesnt care about vertex animation
up to 2012 it barely had a proper renderer XD
vertex animation could make some things easier tho.
not without interpolation ๐
Honestly, if unity had support for graphics out of the box like ue4, and if it were easy to do the entire thing in c++, i'd consider it. If I can break the engine to my will.
For some small projects.
Would probably have to do custom physics and whatnot.
c# is the future imo, the new standards coming for it make it so attractive. But thats outside unity
Custom networking to
That's hard to buy from an optimization nut's perspective, but to be fair i've more experience with java than i do c#
And no i'm not saying java is better
It actually seems worse.
the new C# standard is different, if you need native performance you can compile it to native x64
look into .net standard
yee and i had people say rust is the future...
works across pretty much every platform you care about too
there is really not that one true opinion
and this cross platform thing
is a trap.
Can you do for example...
struct Point {int x; int y; };
Struct Point p[100]; //array of objects (not pointers to them)
^
java is your great future.
c# before microsoft let the leash off, wasnt very good, but its now an open standard and things are changing . the performance difference with c# when compiled to binary is significantly small enough to not worry about
It's the friggin gc and inability to actually mess with the memory like i want that turns me off.
new c# gives you "unsafe" methods to use like a c++ pro
but its not fully there yet, soon though
To be honest i program more C than c++. I tend to avoid std and all that cancer.
And templates >.>
Unless it's ideal.
oldschool
Slower prototyping... Easier optimizing and long term maintnence.
theres a beauty about C that C++ and OOP doesnt have, if you appreciate ASM
Well if you mix C style programming with c++ that is.
That I do appreciate. I like knowing exactly where my data is sitting.
And how it's being minipulated.
int *thing[1000000];
Stuff like that, that indirection hurts so damn much when your iterating over an array.
And it's way worse when your using gc and constantly resizing your vectors/DynamicArrays.
Honestly I think c# might make a good game scripting language.
Like for mods or general game logic, but not for heavy weight stuff.
nah its good for the entire game these days too
it also makes modding your game very easy too
Depending on your scale.
they can just hook into all your functions with no effort
Rimworld and Stardew valley did very well with modding, because they are c#
both made over 50 million USD
Empyrian and rust and 7d2d, all done in unity with c#. And all of them are just so...
you can essentially decompile their source code into c# very easily, which helps with mods
Hehe and making hacks for but either your doing full aurthorative servers or you really shouldn't care.
those games are mainly single player yeah
Ah nice.
simplish 2d games. easy to mod to do whatever you want
did more sales than most AAA games
Those if they aren't openworld, you can get away with so much lazyness.
modding played a key factor in both success
Rimworld has performance issues with large maps, stardew is like something that could run an a 486-dx2
3D sandboxy though your in a pinch just to get things decently working
the c# aspect is what made modding both easy, they both had solo programmers making the game, the modders came with free content that made the games extremely popular
Clever actually.
if it was C++ it wouldnt have happened
You can slap lua and data oriented design in it but it'd take a lot longer to prep right.
factorio did that, slapped lua into it
factorio still made less than both those games ๐ but its close
factorio would have eclipsed both imo, if it was made in c#
I highly doubt you could write that game in java esque languages and it even be half that performant. It looks hella well done honestly.
lua performs worse than c#
That it does.
so the mods for rimword/stardew are more performant actually
also factorio has to expose everything that modders want, modders in c# can just hook functions and make whatever they want, whatever game they want
The c style data minipulation is likely vital to it's scalability though, the amount of items and belts that is able to be used is insane.
i doubt it actually if you consider mods in the equation, lua is slower, so
You'd have to be conscious of the cache line and avoid indirection.
If you mod it then it may actually be slower compared to a modded c# counterpart probably, if the mod was doing it's own belts and such.
factorio is one of those games that is worth about $500 actually, if you consider the hours you can put into it
rimworld has it beat for gameplay, but factorio is deeper than stardew valley but it made less money than it
Hell at that point, it'd almost make sense to mix c and c# for a game like that, keeping c# for the mods with a nice api to work with.
yeah, but c# these days is so performant that mixing it is pointless imo.
you are oldschool like me, so look into the new net standard stuff, its very close to c++ performance
I don't trust runtime compilers to keep my nested structs flat and within the cache line >.> And you end up using object pooling and such techniques which are a wee bit painful.
only downside is that reverse engineering your code is easier, but as an indie thats actually a positive
That would be a positive yeah.
if you dont build a game thats "Modding compatible" its not, at all, clearly
but the biggest indie games are mod friendly, because people provide free content for your game
hence extending and increasing its reach
if youre a solo dev, having people provide free content for you is like, fantastic
factorio literally cant be made in C#
Honestly I wonder how much you can get away with using DOD and ECS together.... Like mixing ecs with json files. If enough mechanics can be implemented to give damn near as much freedom.
the sheer level of engineering tryhardness they show there cant be done in C#
specially in unity
@frank escarp they could easily do that game in c# or c++
They'd have to object pool, they'd have to avoid excessive indirection.
i believe its already c++
no, they cant
its C++
and its not "just" C++
its extreme DoD hyperoptimized C++
bro, how bad do you think c# is compared to c++ these days? look it up
it has GC
lol
factorio doesnt need GC
they store everything in arrays, as small data, and they NEED to control how their allocations work
It's not polymorphic.
oh right, GC makes everything unusable, i forgot
@frank escarp do you even know of .net standard?
Primitive datatypes in C# are not referenced are they? Like you might be able to pull off a struct of arrays type thing.
yes i do. It can never be as fast as well written C++
specially for stuff like this
@frank escarp correct, but does it have to be for factorio? no
the manual memory management and manual allocators is stuff yo cant do on C#
mate, you cant compare Factorio with stuff like Rimworld
Factorio runs object counts on the millions
just like well optimized ASM would be faster than C++ too, is it advised not really
factorio devs do actually do ASM stuff
It depends what your doing.
with SIMD intrinsics
For most general games c++ is probably overkill. For the indie scene at least.
lol
But for object counts that high... I've tried that in java.
you do know c# optimizes for recent cpus too right
I've tried it in c++ style to... That's worse than pure c really
but outside of hundred'-people AAA devs with custom engines
there is no one as tryhard as factorio devs
factorio is a great game tho
c++ will be ~10% faster than the best c# regardless, the care is whether that 10% matters and whether you can do the best 10% anyhow
lol
General uses... With sloppy typical c++ programming it probably is around that amount.
yeah its 10x faster than c# if you are pro, ok bro
to begin with, no GC doing stuff on the background, and no JIT in the background
just your code
you are a funny guy
I feel bad for starting this i'm sorry >.<
you may have started it... but ferris is continuing it ๐
any facts to back your opinion @frank escarp
and you?
We could do a proper comparisn of sorts, say something math based using flat data layouts.
i hear this alot.
people come to me wanting to talk about the next code revolution...
@static viper sure
A physics exaple maybe. Using aabb
am so over it
c# isnt a new thing though
the .net standard stuff is kinda newish though
its getting away from the microsoft centred shit it was before
CPU renderer
crunches 1 million triangles per frame
good luck doing that level of crunch on C#
@frank escarp where is the c# version to compare
there isnt one
how neutral
Can we come up with a use case that we could program ourselves?
you should write one to challenge it then ferris.
lol
i am vblance just made an experiment
i wrote recently a quad renderer that could do over a million quads per second
in c#
See if your one person programming both, your going to be biased.
did you
And complex stuff is a turnoff
where is it
Work in progress of the new C# RawGame API, using Veldrid OpenGL for the backend. Vulkan is also supported. Compression artifacts are due to Youtube, compres...
After getting bottlenecked by UE4 on the last ECS battle simulation Link , I decided to create one on direct C++,using an engine written by me. The new simulation simulates 130.000 entities at 60 fps on my Ryzen machine. It is designed in a way that it almost scales linearly ...
Hey i remember that
newer editions punch towards half a million moving objects
you did 1 million triangles, i did 1 million quads at 85fps
the article is a bit outdated
in c#
static quads
not static, they moved, could be any texture
theres fuck all done on CPU these days for so many things, especially if you know what youre doing
They need a fair bit of hand holding if you want to use them to their full potential.
Mostly the way your data is structured and accessed.
the limiter in demos like the one i just showed isnt c# or c++, its gpu power and techniques
i got 85fps on a 1070 laptop using geometry shaders
but all the transformations are sent from the cpu
thats literally the point. The rasterizer was a million triangles at 40 FPS on CPU
Which is uber difficult to do >.<
the spaceship thingy was half a million "spaceships" doing avoidance formulas
the "rasterizer" on cpu? lol
and collision
Is it okay to have different resolutions for normal etc and basecolor?
they invented GPUs for a reason you know
sometimes you just need highres basecolor
Basecolor?
His point though, is that it's not likely c# could match that kind of crunching potential. It's good enough for most things. But not all.
a fast CPU rasterizer can be used for culling in game engines, as its zero latency, vs the GPU which has a coupleframe latency to pick stuff
i just resized textures to have 1024 basecolor and 256x256 every other pbr textures
Currently at least
@frank escarp until whatever engine you use out competes my quad engine, you dont know what you are talking about
beat my quad engine, 85fps at 1 million quads, then talk to me
mate, im showing a demo of half a million spaceships (cubes with 2 other chiildren cubes), with avoidance and dynamic spawns
Factorio specifically, i very much doubt could be done in anything that doesn't let you handhold memory management.
im talking about 1 million ON SCREEN quads bro, not some fake shit youre doing in the background to pretend its high
It's designed very DOD
Sorry to interupt you guys, but simpe ok / not ok will do ๐
calm down man XD
Sorry i kinda had a hard time understanding what you were asking.
so show me your demo higher than 85fps
ferris calm down
no, because i do more complex things than just quads
lol
It's not worth it.
if you do something more complex than quads, showing 1 million quads shoulnt be hard bro
but i would need to do it
and if you are talking about properly using gpu power, then i could show 100 million
whats so hard about doing it, do it and impress us
me, whoever is here
id like to be impressed by his faster engine
it doesnt matter anymore...
its not ego, i literally want to be shown a better way
he says he knows it
It's fine that the debate isn't resolved, it's clear at this point it wont' be.
maybe he knows a better way and i want to learn bro?
you dont want to learn judging by your attitude and use of words
nothing wrong with him claiming he is better than me, i want to learn
you dont.
lol ok
you guys should relax, he is making claims and if he is right i want to learn why
thats how you become better
i would like to see 100 million quads on his demo
i only did 1 million at 85fps
thats magnitudes better
I'm wanting to put that conversation to the side for a moment, have you got to practice DOD styled programming by chance? It's a very different and alien thing. I didn't even know about it till a year ago.
@crystal wind yeah i have
And your sure your aware of how ecs works and/or how the cache line works? And that every address related arithmetic can disrupt the cpu's crunching?
I'm not trying to insult you.
you can put the consveration to the side if you want, it interests me if @frank escarp can get 100 million quads on the same hardware as me, shows a significant error in what im doing
Collored, by pure cpu... Probably no. But if he used the gpu it'd have the same results roughly, because when it comes to cpu -> gpu communication the bottleneck is drawcalls most times.
well yeah bro, every time you access any memory, especially if its iterated, its better for it to be in the cache than not
No not that.
That's being cache friendly
But close
Actually that kind of is it.
It doesn't matter whose wrong or right, no need to try to make people feel bad for it either way, I think most of us are wrong more than we're right, its pretty much normal
well if its linear in memory, when you access X, then X+1 is likely being preloaded at some point bro
Odd internet fixation right there
But a cache line is how the cpu reads exactly a specific number of bytes from memory when it reads from ram, the more it does this the less ideal it is.
right
which is why you have your structures in linear memory as you iterative over them, if possible
@mint sequoia yeah i mean if you can struggle to think you are wrong it might be a problem, but i have no problem admitting im wrong if someone gives the evidence of something superior
Now I think c# could potentially do the structs of arrays potentially, but it'd be a fair bit harder to do, unless maybe you can force it to store an entire object at an element instead of a pointer to it. Little stuff like that.
@serene sorrel No one wants to engage with someone being aggressive about it
@crystal wind arrays in c# are stored linearly in memory pretty much
No one owes you anything
@mint sequoia thats ok, so just say you cant do it if it probed, no problem
struct Point p[100];
This isn't an array of pointers it's an array of objects. There's no indirection.
It's got nothing to do with whether someone can do anything or not
People wont help you for much longer
@mint sequoia yeah maybe i misunderstood when he said he could do 100 million quads to my 1 million then, quite possible, good point
I'm honestly not entirely sure what the lang is capable of. I'm wondering if it can do all these same things though.
@serene sorrel It doesn't matter if you're comparing quads, code, politics, or how many days you can go without showering before people start to notice, you're acting aggressively over something absolutely pointless
@crystal wind an array of structs means those structs will be in memory linearly, pretty much in any decent compiler
** DOes MultiUserEditing work with Hamachi?**
@mint sequoia aggressive is just asking someone to show what he is saying ? lol ok man, thanks for the tips
dont use hamachi
@crystal wind well c# is different, im not so certain that is correct even in java but yeah
No, its how you're asking
I'm asking if c# has anything comparable to that really.
@crystal wind yeah in c# you will find an array of structs be composed in memory linearly
if someone is an arse, just block them and have done with it
better than derailing an entire channel for an hour
ยฏ_(ใ)_/ยฏ
Doesn't really work on Discord
Chillax everione, or i start sending nudes of myself xDDDDDDDDDD
thats a short threat
Again i'm sorry for starting this >.< At the same time i'm kinda wondering if perhaps it might actually allow me to twiddle memory as precisely as i'm used to.
pls send nudes of yourself
@mint sequoia maybe dont worry about defending what people say here that arent you, he said something im just asking him to show it, its not aggressive
xDDDD
i ask for it
be quiet koi, richard wants to show us his junk
Lol >.<
@crystal wind yeah in modern c# using their so called "unsafe" wrappers you can do most of what you do in c++
If I can fiddle with the memory as detailed as usual... It would be a fun venture to try.
pointer arithmetic, etc
Hopefully some nice malloc and free?
yes
Honestly there is no discusion if both sides are in search for truth.
Everyone likes to defend theyr view and or point,, so that of saying you have to break this that i say to make me change my mind(it may be a few things and go for a while).
It only turns from a debate to a pointless discussion if at least one of both sides is no longer intrested on truth.
Even then, maybe not enough information comes out, everyone still thinks the same they did about that thing,,, and that is perfectly ok.
modern c# is much improved, and any c++ programmer can find an alternative to what they do for speed pretty much. Theres maybe 1 or 2 exceptions there but its pretty small
regardless of that though, youll find the best c++ is maybe 10% faster than the best C#, outside of just calling library functions where it may be close to 0% difference
It's got simd, the same controlled multithreading, and the same memory layout potential? Cause if it's got all that and please some unsigned datatypes then i'm down for it. Assuming there's no hidden indirection.
but that 10% still matters in some cases, so its not like c# is the best choice regardless
@static viper I tried sending a pic,, but discord only allows me to send 8mb images,,, to small file size ๐ ๐
LOL
i am sure thats the reason.
@crystal wind yeah it has all that
XD
All I need to do now is slap a preprocessor ontop of that, and work mostly in unsafe mode ^-^ And it's cross platform out of the box. Hopefully the datatypes are as promised as uint32 but i doubt anomalies are that common. And struct sizes are predictable and slim.
And stuff like this is awesome.
struct Thing {
uint8_t a: 1;
uint8_t b: 1;
};
c# has no real preprocessor, the downside of it if you love macros
but you can achieve something similar if you use a plugin or something, but i wish it was built in
That and true constexpr type values. Where instead of a variable it's really just copy pasted. But there's probably things you can use to act as a preprocessor.
haha
I like that it's a true const.
Unlike const >.>
It honestly pissed me off when the college teacher of a friend, basically told them that const made it so that your using the raw value and avoiding having to read from a variable.
I wasn't mad at the teacher so much as that it felt like wasted money. When I was teaching that friend all the things they screwed up.
Now again i'm sorry for starting that mess. If you can get it really compiled down fully, and have it give the programmer full control over memory usage, it's frankly got massive potential.
I still wouldn't say it's a full replacement, just as c is never a full replacement for asm, but that'll absolutely give it more adoption.
I've tested it a while ago with gcc. Yo ucan change the value.
if you want to do the whole "value" thing
It's just UB
use constexpr
Exactly.
constexpr float myFloat = 10.0f; will mean it will get substituted. In compiled code myFloat will not exist
That's what got under my skin, the teacher made probably not knowing better; explained to the students that it's the same as using the raw value.
Exactly
not as bad as the engine teacher in my university
Almost makes one wish c had something like that.
where he told people to use std::map to store components
and make a renderer, with components modeled after unity components, where everything is virtual
with a messagging system too, a crap one
That doesn't sound bad as an option...
Oh eww.
Honestly i think the fine details should be up to the students, to see what they can accomplish on their own.
using std::map should be punishable by death
maybe fork some ideas though
Wouldn't unordered map be better most times?
Ah he probably didn't know better >.<
java teacher teaching C++
Oof that's why
std::map? why it's bad? it's just a tree inside
thats precisely why its bad
balanced binary tree..
unordered map is excellent when your not removing/adding a crapton i believe, and it's searching is generally faster.
There's some tradeoff compared I forget though.
Do they have an advantage if your adding/removing a lot?
the reason to use std::map is exclusivelyif you need a container that stores things in-order
no
its O(logN) addition
you are literally better doing it on a flat array and sorting when needed
its miles faster doing that
facepalm Wait now i get it.
tree structures = bad for cpu caches
keeping sort all the time = bad for cpu usage
you often dont need that
and then, std map is not a hashmap
when you pick an item, it needs to iterate the binary tree comparing your stuff
What does unordered map actually do to avoid that indirection?
All I remember reading was that the size of it nearly doesn't effect the searching speed.
its a hashmap, of course it doesnt
thats the whole point XD Its O(1)
std::map is o(logn) to grab stuff
I'm hoping not to start another flame war, is unsafe a new thing they are about to implement or what? Any idea if it's missing any memory related functionality? According to him it could do simd, proper multithreading, arrays of struct objects (not pointers to them) and memory allocation/deallocation.
it does. Its also still not as fast as C++, and HIGHLY not recomended due to the unsafety
if you are going to write unsafe C#, just do C++
and then you dont have a GC nor a heavy runtime behind
C# unsafe does indeed give you manual malloc and the likes
The reason i'm asking is i'm kinda wondering if I can get away with doing a lot of stuff in unsafe mode for projects that already make c# mandatory. And hack it thoroughly that way.
you could, but its still not as easy
stuff like foreach loop generates garbage, and the entire standard library too
there is people that have implemented fully unsafe containers for data, very C-ish, but they are worse to use than C++ equivalents
And no preprocessor by default >.>
C++ has RAII, C# doesnt
Doesn't ue4 have RAII disabled?
no, RAII is a core C++ feature, in fact UE4 uses it a lot
you might be confusing it with RTTI
which is indeed disabled
I've been confused on exactly what it means. I was just told that ue4 has some project setting tweaked so that dynamic casting doesn't work
RAII is the one that calls destructors when the function ends
RTTI stores some metadata on your types, and its used for dynamic cast and a few others
OHHHHH
the thing is that with how big ue4 is, RTTI would be a massive overhead
nearly all big projects disable it
Yeah if your doing polymorphism it's best to use something esque to c++ out of the box.
after all ue4 has its own better version of it with the macros
I've seen job openings for stuff like 7d2d and empyrian and instillation 01 which is a fan made halo game. All of which use c# and unity >.<
@static viper what then?
It bummed me out since I wanted to donate help >.>
Softether VPN?
I am extremely surprised at the lack of posts about this new functionality added (as beta) in 4.22. I would have thought tons of people would be trying it and
a new discussion?
Yup
i went over this thread cause wanna make a project together with a friened
do you?
Oh dude if you can get it working that might be the bomb.
but do you really
what
Owl is being owl.
want to make a project?
or just work with a friend over internet
Ok that has me confused.
well we wanna make a game together
and is he far away?
UK
i mean dont be stopped by me
me germany
start any moment
I CANT
but what will you gain from working live together on it?
cause this Multi user editing shit does only work via LAn
what do you gain from multi editing
we can do it live
my god
and everyone can work on the project
and not just hey here i send u the bps
THATS SHIT
there is version control you know
??
we just want live editing
togeether
and i can host barely
just that we can work together
dont mind me i am just asking questions
I vote for this over version control honestly
its ojk
If they think it's fun
but u dont answer my question ๐
But i'm biased a lot
sorry what were you asking?
hes gone
ok
its just that i take my time when ever i want
ah
Are you thinking of the slug from monster's ink right now?
and i am still not convinced
from what
WOOOOOOW
Please don't take it personal he's just being very literal >.<
you asked not one question
My apologies for not reading. Someone else was talking to me at that moment >.<
but multiple
ufffffffff
I want to use multi user editing with my friend
but we arent together
Wait a sec.
๐คฆ๐ป
Hello guys. How Can i check if a apk is signed?
It should work through more than just lan i'd assume.
Sure you port forwarded correctly?
I'm not sure what an apk is honestly.
a lan cable from germany to the uk?
Would cpp know?
Dude relax. I think owl is picking on you for being in a hurry and supposedly expecting help. Though I could be wrong. But regardless he's harmless.
It's not even really picking on either.
It's strange hmm >.>
why are you triggered
how am i picking on him
i told him my hamachi experience
XD
which wasnt great
and my concerns
which are granted
That's the thing though, you know it's bothering him, yet your technically not showing aggression.
might need ports open, but other than that, it works
And if this is the first time your messing with port forwarding you've a fair bit to learn.
@radiant haven forgive me for poking but I have to go to bed soon. Have you done port forwarding before?
You can probably do what your wanting. You've just got to be patient and calm.
hi, I have an enemy that runs around and shoots the player, but if they go too long without seeing the player, they stop and stand still which theyre supposed to, but this seems to stop the onseepawn event from being able to activate again
any idea why?
like how do I re enable or restart the pawn sensing thing
you cant.
and this is not a code issue
its a logic one purely
this onsee event only triggers when a pawn or player is beeing seen
there is no stop event
so you have to be smart about this
and work around it
oh
the protip is
retriggerable delay
thats all i give.
you could ask n blueprints tho.
or ai
yeah, I have an integer timer and it resets onseepawn
so I cant find what Ive done wrong
when the timer reaches 0 the enemy is just told to stop running and shooting, but onseepawn sets the timer back up
I am trying to switch the mannequin thirdpersoncharacter out to a character I got from the market place, but when I switch the mesh why dont the animations work? (It has new animations) What else do I have to change?
ok nvm it was one variable I wasnt resetting, thats embarrassing o_o
when i try to build the engine in visual studio i get the error cannot open file mscoree.lib
probably need to install the Windows SDK
Hey Guys,
Is there a way to cleanup content editor unused mats and meshes which are not used?
just like the cleanup tool in material editor which delete unused nodes?
@wary wave I checked and I do have the sdk thatโs why Iโm confused
@crystal wind no
I should be in bed right now honestly, someone please explain how port forwarding works, but yeah you may want to look up youtube tutorials for this. You'll need access to your modem. And if it is connected to a router that may complicate the process a bit.
He needs port forwarding up so he can use multi-edit.
Hey Guys, anyone up i want some help related to blueprint
@radiant haven You may have better luck asking in the cpp channel.
Explain you need port forwarding for that specifically, and your not sure how.
Tell them i sent you if they ask you asked in that channel.
WTF
It's not a simple process. You don't want all your ports spammed with random messages from everywhere, port forwarding is necessary to keep things working correctly. And since you'd be setting up the server, it's a required step as with any other server.
there are millions of tutorials that cover port forwarding on the Internet
For the draw line 2D node, the default color for the line is white, how can I change it to other color?
I had issues with multi user editing working outside of a lan
which is weird because I know port forwarding was set up fine, because I've done it before on other applications
in the end just ended up using some vlan software, but the results still weren't great so ๐คท
Do i have to sign my apk to Upload it to amazon AppStore?
Any help way the it get so dark in the shadow of the bulding when the sun dont hit the wall ?
Use sky light @broken stream
ok so its a seting there to get more light
this is baked light isnt it
yes
your bounces are fucked
the sand sacks are glowing
also the vents
but higher up the stairs its all nice
but that dark material is shit anyways
what is that even
its sement wall. will ahve to change cooler on that
well if you want something to bounce of a black surface,,,
you are wrong here ๐
it needs to be brighter
So I'm back at it with my voxel game project, and right now I'm trying to figure out compute shaders in UE4. Found this example project that implements a custom shader, and now I'm just trying to understand wtf is going on there ๐
Hey all, I made a tool for helping determine the illumination of an object by lights in Blueprints, which can be used to implement shadow-based stealth mechanics or puzzle mechanics, it's available for free here: https://hippowombat.tumblr.com/post/187254645871/unreal-engine-illumination-detection-blueprint
thx
standard - looks a lot like how I've done it in the past
i actually plan to make creeps which shy away from light
now implement spotlights :p
Spotlight support is included โค
๐
anyone have much experience using the Ease functions?
I'm getting unexpected results - I assumed the expected alpha values were in the 0-1 range
but my interpolation looks to be more or less done before it even gets to 0.4 (I'm assuming it's complete at 0.33)
doesn't seem to matter which easing function is applied either
any good tutorial out there for matrices in ue4?
hello, am i able to get more lighting in the destructible mesh editor?
or even make it like the material editor
i think the material editor just looks 100x better
Hi I have a question, I want players to open youtube videos in-game, but I want the sound to be heard nearby, how can I do it?
im trying to build the engine and i get the error cannot open file mscoree.lib.
I installed NVIDIA Flex and there is no flex tab, so I cannot add a physics handler. Any help? Please tag me
@untold cobalt I'm not familiar with youtube function but if you can get a reference to the video or the sound, there might be a volume adjust BP node you can use, and you can make a collision volume around the player and then fade the sound in and out as they get closer to the player
@light thunder I know but I want to adjust the youtube video I can control the volume with audio It is important to me that youtube does not have a source or a plugin for it help?
@steep ferry looks good, but since the thickness fo the fog is high, you may notice the shapes of the tree branches
Well
@untold cobalt Can you show me how you are playing the video?
@broken stream i also join Sebb's suggestion that you lacking of skylight
@light thunder Yes, I can open a server port and I can show .mp4 video so I can do the sound control this is quite simple tomorrow I can send you a visual.
hi anyone knows why my translucent material isnt showing up when i have raytraced translucency enabled?
it works with masked
Then as the player enters the collision volume, get the distance between them and the player and lerp between that, but obviously clamp the distance otherwise you won't get to hear full volume unless you are literally on top of the video; right now it seems your issue is more how to do spatial volume than youtube sound control
Yes I want to do a sound control for youtube.
@stoic cobalt
i clicked the build and i dont like the outcome and when i change things the shadows stay built in, how do i got back to the preview again??
https://cdn.discordapp.com/attachments/588021789075177503/615262195525222551/unknown.png
https://cdn.discordapp.com/attachments/588021789075177503/615262225921212416/unknown.png
https://cdn.discordapp.com/attachments/588021789075177503/615262463071486007/unknown.png
https://cdn.discordapp.com/attachments/588021789075177503/615262531199434817/unknown.png
What could I add that the map doesnt look so boring?
a tunnel going underground
I mean smth like furniture
but NOT furnitre
cause it isnt a house
its idjk
smth
๐
If it was damp it might be more interesting, you could add some specular for wetness. Maybe fog layers
play some older dungeon master style RPGs for inspiration
Lands of Lore had a LOT of stuff around ๐
bones, metal rings in the walls, torches etc...
is it bad practice to cover an entire map with 1 sphere reflection capture
should i just put lots of smaller ones around
Don't know if there's a better channel for this, but:
I'm considering migrating an ongoing project to Unreal, but I can't find much information regarding in-editor scripting, which would be very integral to the project. Is this trivially possible / where can I read more about this? I can specify in more detail what it is that I want to do if that would help.
@daring peak blueprints?
What do you mean?
I know about blueprints, but I mean whether it is possible to write code that is executed in-editor to place and position (etc) entities automatically
Or rather, how difficult it is to do so
Sounds like you might want to check out #editor-scripting
Oh right, didn't see that channel
You might find https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Python/index.html to be helpful as well @daring peak
Describes how to use Python in the Unreal Editor to script content production tasks.
I have an issue, where in 4.21.2 Drawing to render target causes objects in motion to horribly blur
You have idea why?
How good AR works on mobile devices?
So I am trying to do Add Movement Input on a character that is possessed by an AI Controller (from my client side controller), this works when I am running locally but does not work on networked/dedicated play.
I really just want to get pathing and movement set up so it fires on the mouse release, but while the mouse is held down its just a simple movement input. Any ideas?
@real hound Make a boolean that is replicated and use that boolean to drive the AI Controller; look for ways to use this as event and not tick based
Okay, I'm having repeated crashes. I'm working with a landscape material and I'm trying to use 2 grass types. I add another type to my current node, and set the name. That all works fine. But then I try to set the grass type asset and it instantly crashes. The error message says something about an issue with Slate. Any idea why this is happening?
Also happens when I create a new grass type.
something happened and I can't move certain objects in the editor, any ideas?
can't seem to move existing static actors, but a new one can be moved
I don't see any constraints on
=\
Helo, I have bit of a problem with spline meshes component :/ I generate some spline component meshes, enable its collisions, but it doesn't collide anyway :/ any help please? I am starting to lose it really
Anyone got any clues as to why id be getting these Fail to load errors at Editor startup.
Ive searched everywhere and tried everything.
If i run Validate Data on the Editor, i get over 15000 of these. Something is seriously messed up or not being loaded correctly.
Curious to know if anyone else has run into this before.
Or has a solution.
Deleting Intermediate and Saved does nothing.
We run a custom installed build of 4.22.1 FYI
I have not tried rebuilding the Engine just yet (would rather not have to do that).
Ok nevermind, it was a stupid 3rd party plugin that was using the wrong LoadingPhase.....
Thanks for the rubber ducky Slackers ๐
Hey guys, I have a question. I have to use a blender addon to convert animations, don't ask why. Whenever I import it and set it to use my character skeleton, the mesh intrudes into itself
In UE4
Is it because i downloaded the mixamo animation WITHOUT my skin?
Did you make sure the animation worked on your skeleton inside of blender
It was mixamo @wary lion but the animation looked fine in mixamo
does anyone know whether there's going to be a 4.22.4? 4.22.3 that I have is bugging out on me.
Hi guys
got a topic of discussion
rendering a movie out from sequencer. in 4.23 p7 with ray tracing on and off @1080p
with RT on it takes 6min a frame
with RT off it takes 1min a frame
no difference with denoiser on or off, using a RTX 2080
if reolsution is 4k with RT on rendering just crashes.
any ideas on what factors can reduce the 6minutes with RT on or is that expected to be the norm?
@halcyon flame yes it will be new version coming out soon, when I start with the engine, it was around 4.18
@cloud palm thank goodness
I'm doubtful of a 4.22.4. I think normally once the preview is out, hot fixes for the previous version stop.
Is it possible to put two different types of animations at the same speed in the same blendspace, depending on the stance? Let's say I want a walk animation at 150, but also a crouch animation at 150 if the player presses the crouch button. Does this work?
Ok, more precisely, I want to do this (because apparently what I'm describing is not possible): I want to transition from crouch - which is in one blend space - to sprint - which is in another blendspace
Anyone know what this means? I'm trying to import a animation, but I keep getting this.
Anyone?
Your animation skeleton and your mesh skeleton doesn't match?
Double check your hierarchy, maybe ?
Ok guys so i need a help?
when i launch the game, the shadows are completely black , but when i stop pause it, change the skylight to the same intensity
its normal
Weird
What's the intensity ?
@autumn elbow How do I check my hierarchy?
i need to put more than 0.5
Koolz
Double click your mesh FBx import.. in there should be some settings
Then the same for your anim file
I can't remember of the top of my head. I'm not in front of a computer
Looks like this
Maybe check out some YouTube vids on retargeting if your skeletons don't match.
If you're getting that error on import, then check it in your animation software.
Blender is one way
anyone testing ray tracing in 4.23 when it comes to large world global illumination?
When i packaged my game with development and put it on my phone it was all fine. Now i packaged with shipping and distribution enabled and my game is lagging sometimes
Any idea why ?
Am I the only one having errors with some "BlastPlugin" in the 4.23 previews?
that would be Nvidia Blast, I assume
just disable it
unrelated, I have a blueprint that behaves differently in simulate to gameplay, has anyone encountered this?
so where are the Apex clothing files stored? for example, the Paragon TwinBlast character has a vest, but where?
It seems like the people in charge of uploading him forgot about the vest?
I believe a lot of the Paragon custom stuff was left out
anything that relied on their custom build didn't make it into the content
the weird part is that the vest was imported on their end as Clothing for the character
but only as clothing, export results in only this:
Hi guys, can anyone help me solve a remote ios build issue?
can i change these settings in blueprint?
anyone knows how to fix the UE4 3rd person character pivot ??
the forward vector is pointing the right side of the character
believe it or not, Epic "fix" that in their animation usually
Being not afraid of calculus but not good at UE4 is there a good way to determine rapid deceleration of a actor, or way to keep track of velocity curve to find rapid changes in a derivative?
it sux because it breaks things like look at rotation
^
I need to do dumb workarounds that take so much nodes
yo guys btw a question any of you , knowing any tutoiral for good parkour system?
@vast fossil can you send a pic of your transform for that
with scale, rotation, location etc
I made it work though, but I turned the character mesh 180 degrees around
ill post the nodes which made it work too
Any 1 up for trading vault items ?
@warm swallow
hmm I havent touched the camera, its the basic 3rd person character. How do I check that though ?
this way it works, it looks at the wall constantly
camerabooms socket offset and target offset are all 0s
it thats what u were asking
Are there any known issues with using an AMD GPU for UE4 game dev?
guys this is really frustrating, anyone knows how to set up remote IOS build in win10?
it was. hmm ive never had this "pivot" issue
@river apex You've got to use a mac. If you don't have one a remote machine can do the job
@civic hound I do have a mac, and it was all set up and working
Now i've updated my station to win 10 and it wont work anymore
Are you talking about a build or the project itself?
The build, I get an error when reaching the build stage
ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Developer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\UBT-Slider2-IOS-Shipping.txt)
UATHelper: Packaging (iOS): (see C:\Users\Developer\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.20\Log.txt for full exception trace)```
So are you building on win10 machine and your target is ios?
yes
been there, not working for me, returns the same error
ughhh this was supposed to be a little morning fix and it already too 4 hours of guessing wtfffff win10
@river apex you have ssh and stuff set up?
i guess, I'm doing all the SSH config through the project settings->Ios tab
what do you mean by "and stuff"
@river apex it says permission denied, which is probably issue with the publickey auth
yeah I think so too, but have no idea on why and how to solve it.
C:/Users/----/AppData/Roaming/Unreal/ Engine/UnrealBuildTool/SSHKeys/----/----/RemoteToolChainPrivate.key
so just delete it?
also, people recommend to use WINS names and not IPs
it doesnt solve my problem
(im creating a new one obviusley
where?
what do you mean by WINS
ok question in the #work-in-progress am I allowed to advertise if people wanted to help me and my team?
WINS is name service, that makes your NetBIOS names accessible - the network name of the computer
if you want to advertise there are channels for that
like so?
@wary wave there are?
oh ty
oh
haha, not you xD
@wary wave i was thinking we have channel for advertise...not LFT or WIP ones
@river apex yep
@river apex have you regenerated the ssh key?
yeah ofc
and no errors there?
nope\
make sure the key is copied to the mac
when you generate the key it asks for password for target machine, then it uploads the key there
you've got the message right? like this one
https://answers.unrealengine.com/storage/temp/94227-error.jpg
but w.o error
seems ok, make sure the key is on the mac
$ ls ~/.ssh/*.pub
yes
um...you may copy the key by hand (public one)
in to ~/.ssh/
๐ where is the folder ~
you are logged as dev right?
yes
fkn passwords
strange that ssh did not made it, and yet there was no errors...
yeah, worked like a charm in win 7
still cant figure out how to copy this file to that folder
im really a windows guy
ok got it! the file is in the folder!
though, I noticed theres also a PUBLIC key which I dont have
also, it may be an issue with /ssh prmissions, *nix systems always complain the CHMOD is not set properly
is there a way for me to validate this thing?
I did manage to set the permission to 600 or something before but it didnt help
4.23 full release tomorrow? 
thats barely 10 days
i have my information from the internet
epic never releases unreal on mondays
its gonna be an epic twist then
when i use the retopologise tool on my landscape, if i go to another tool (e.g. smooth) then UE4 freezes after i release the mouse
If you scroll up you can see the whole thing
Im trying to set up remote build for Ios
and receive ERROR: Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
i don even know what a remote build is
Uhhh I need help with the Unreal Engine 4
ok so one of the errors from the log presents an interesting clue
<>c.<PrintExceptionInfo>b__4_1: at UnrealBuildTool.RemoteToolChain.InitializeRemoteExecution(Boolean bFlushBuildDir) in D:\Build\++UE4\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\ToolChain\RemoteToolChain.cs:line 480
I dont have a D: drive
my engine was installed on D when I strted this project but now I moved it to a different PC and it's installed on C
The project itself moved too
is there anything Im missing when moving a project?
you can move a project around willy nilly as long as it doesnt have external ressources
like version control
the engine should be in a place where there is space and speed
How do I increase the depth of a plane?
plane depth?
Uh yeah
i dont understand
its a plane
plane is a 2d object fam
So I can't increase the depth?
i am literally done.
This is my first time I don't know what the fuck I'm doing
@static viper then why is the log referencing engine files in D?
@plush yew 2d objects have no depth
Ok wait so before I touched it, it was like a flat rectangle with a grid pattern
How do I get that back?
When i packaged my game with development and put it on my phone it was all fine. Now i packaged with shipping and distribution enabled and my game is lagging sometimes. Any idea why?
@river apex that's the location from where the unreal build tool was compiled from at Epic
the grid is not attached to the plane, its a level thing
@mighty field omg thank you I thought this issue was way bigger than it is
I still dont understand why the heck I cant remote build
Do you please maybe have an idea?
Fuck I pressed something and now my screen is frozen on "Importing Landscaping"
Sounds like you got to make sure your ssh keys and all that are in the proper places
yeah and I think I am, Tho i have no idea about ssh and all that
@plush yew I think you should start here https://www.youtube.com/watch?v=1BR-omD6FZs
Google around about passwordless ssh from windows to Mac, gotta learn them Unix shenanigans
I WILL DIE
I was using https://docs.google.com/document/d/19q4MSzOU70Tm1m3ZK8JgKAIPBXbwFvyUbijno0oGvyc/edit# but I don't understand what half of it means
I'm trying to make a map for an already existing game
@river apex yes, you will. In the command line.
oh boy
Instanced static meshes - you can't set collision enabled / disabled at run time?
this seems... off
Weird I thought you could set stuff like that.
At least when it's wrapped in an actor.
Not that it'd be the most efficient way of using static geometry in all cases >.>
yeah, gonna try it on the actor level
but it looks like as a component it just does nothing
which is weird
I don't think this works on an actor level either
feck
I think maybe it would work to make a child static mesh class to help.
But you'd need a way to find said objects of class at runtime.
Oh really?
Holy crap weird.
Well
This is a bit of a hack but you could replace the collision component. Or the static mesh.
lol, replace it with 'null'
I was thinking of one that basically was set to "block none"
But having one in the first place is inefficient if your using a lot of these.
I have hundreds of instances
Actually it might be possible to remove the component... I know your able to add components at runtime. (might be wrong) I'd think the other way around is possible.
Nice lol.
Hacks for the win lol.
You should be able to set another collision mesh at runtime at least.
I don't want to remove the component because it's a toggle visibility+collision function
and no, it uses whatever the default collision is for the mesh
in this case, per-poly is fine
We really need a bullet3d plugin... But it's so damn cancerous to setup.
And add in little features like what you mentioned, and let the user define the broad phase as well >.>
I keep getting Permission denied WHAT THE FUCK
Your probably setting a uproperty or ufunction for something that's private.
Im trying to set up remote build for Ios
Ah that's beyond my ability sadly.
๐ฆ
Is there anyone here who KNOWS how this Ios thing works and can help me solve this issue?
its been 7 hours
What is your question ?
@river apex Explain in depth what your problem is, what you're trying to do and what happens
@cloud cobalt he's trying to remote compile iOS, but SSH fails for connect
I am developing an Ios game at work.
Yesterday weve upgraded my pc from win7 to win10 and changed some directories.
We've copied the project files to the newly formatted drive.
The project loads perfectly and the game runs.
Today we've opened the project and set up the remote build with our mac mini same as we did in win7 except today we're receiving this error:
ERROR: Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
I am receiveing this error now too:
ERROR: Couldn't find target rules file for target 'UE4Game' in rules assembly 'Slider2ModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
looks ok @plush yew
I am lost with all this Ios stuff and it's really not covered enoughonline tbh
Can someone explain what I did because I just followed a guide and I don't know what any of that means
the guide can explain you
The guide doesn't explain what to do, it just shows it
@plush yew it's not right...your normals have alphas?
generally you use alpha channel from color as height
Where's the alpha channel?
normals are generally have specific compression format, that has no alpha channel
@cloud cobalt anything?
Do I need an alpha channel?
@plush yew
its also on the top ones
@plush yew here's a proper one http://i.imgur.com/b3VZn6X.png
@river apex Sorry, no experience with iOS
What the fuck
๐ฆ
Use documentation next time. It wonโt bite, we promise. https://docs.unrealengine.com/en-US/Engine/Landscape/QuickStart/4/index.html
How to create Materials to be used for your Landscape.
@plush yew the normal texture samples you linked generally have no apha channel
What does that change?
you cant use the alpha channel from normalmap textures
Do I need to use the alpha channel?
only if you gonna use layer blend...that requires height channel
Setting up materials to work with Landscape terrains.
I did something and now I can't save the thing
When I click save the saving starts but then immediately stops
I'll just redo the material nvm
Quick question (i hope), i have a model that i want to mirror on an axis. The first suggestion was to scale by -1 on the axis, but not i wanna "Freeze" that scale so it become positive again. How do i do that ?
wat
@plush yew Your better off using a youtube tutorial for terrain editing honestly. And ease into the documentation. It looks your a bit new to game engine dev in general at least for 3D. Take your time. And if you ask something try to be more specific.
๐
And darkbytepod your probably not in the ideal channel for this to be honest.
There's one for graphics that may be of more help.
can i get some help, i converted a project from 4.22 to 4.23 and the scene looks strangely lit
bro, if i aint getting help, you ain't
rebuild lighting
and thats how it looks in 4.23 when i remove everything else, all lights etc and i leave only the model
there is no light built, everything is dynamic
if its dynamic
@plush yew Fix your weights
then push it abit around
also if i copy everything and paste it to a new scene, it looks like 4.22