#ue4-general

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serene sorrel
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also vertex animations isnt exactly a selling point

static viper
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cryengine and unreal engine are both fps engines with a multiplayer core

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unity is the weird one.

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with its mobile html systems

serene sorrel
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its better in modern gpus to have static mesh with dynamic bones

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which is why UE4 probably doesnt care about vertex animation

static viper
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up to 2012 it barely had a proper renderer XD

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vertex animation could make some things easier tho.

serene sorrel
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not without interpolation ๐Ÿ˜›

crystal wind
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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.

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For some small projects.

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Would probably have to do custom physics and whatnot.

serene sorrel
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c# is the future imo, the new standards coming for it make it so attractive. But thats outside unity

crystal wind
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Custom networking to

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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#

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And no i'm not saying java is better

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It actually seems worse.

serene sorrel
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the new C# standard is different, if you need native performance you can compile it to native x64

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look into .net standard

static viper
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yee and i had people say rust is the future...

serene sorrel
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works across pretty much every platform you care about too

static viper
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there is really not that one true opinion

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and this cross platform thing

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is a trap.

crystal wind
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Can you do for example...

struct Point {int x; int y; };

Struct Point p[100];  //array of objects (not pointers to them)
static viper
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the more platforms we go on the harder it gets

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great example is java really...

crystal wind
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^

static viper
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java is your great future.

serene sorrel
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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

crystal wind
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It's the friggin gc and inability to actually mess with the memory like i want that turns me off.

serene sorrel
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new c# gives you "unsafe" methods to use like a c++ pro

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but its not fully there yet, soon though

crystal wind
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To be honest i program more C than c++. I tend to avoid std and all that cancer.

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And templates >.>

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Unless it's ideal.

serene sorrel
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oldschool

crystal wind
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Slower prototyping... Easier optimizing and long term maintnence.

serene sorrel
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theres a beauty about C that C++ and OOP doesnt have, if you appreciate ASM

crystal wind
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Well if you mix C style programming with c++ that is.

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That I do appreciate. I like knowing exactly where my data is sitting.

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And how it's being minipulated.

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int *thing[1000000];
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Stuff like that, that indirection hurts so damn much when your iterating over an array.

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And it's way worse when your using gc and constantly resizing your vectors/DynamicArrays.

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Honestly I think c# might make a good game scripting language.

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Like for mods or general game logic, but not for heavy weight stuff.

serene sorrel
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nah its good for the entire game these days too

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it also makes modding your game very easy too

crystal wind
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Depending on your scale.

serene sorrel
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they can just hook into all your functions with no effort

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Rimworld and Stardew valley did very well with modding, because they are c#

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both made over 50 million USD

crystal wind
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Empyrian and rust and 7d2d, all done in unity with c#. And all of them are just so...

serene sorrel
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you can essentially decompile their source code into c# very easily, which helps with mods

crystal wind
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Hehe and making hacks for but either your doing full aurthorative servers or you really shouldn't care.

serene sorrel
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those games are mainly single player yeah

crystal wind
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Ah nice.

serene sorrel
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simplish 2d games. easy to mod to do whatever you want

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did more sales than most AAA games

crystal wind
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Those if they aren't openworld, you can get away with so much lazyness.

serene sorrel
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modding played a key factor in both success

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Rimworld has performance issues with large maps, stardew is like something that could run an a 486-dx2

crystal wind
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3D sandboxy though your in a pinch just to get things decently working

serene sorrel
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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

crystal wind
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Clever actually.

serene sorrel
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if it was C++ it wouldnt have happened

crystal wind
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You can slap lua and data oriented design in it but it'd take a lot longer to prep right.

serene sorrel
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factorio did that, slapped lua into it

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factorio still made less than both those games ๐Ÿ˜› but its close

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factorio would have eclipsed both imo, if it was made in c#

crystal wind
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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.

serene sorrel
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lua performs worse than c#

crystal wind
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That it does.

serene sorrel
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so the mods for rimword/stardew are more performant actually

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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

crystal wind
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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.

serene sorrel
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i doubt it actually if you consider mods in the equation, lua is slower, so

crystal wind
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You'd have to be conscious of the cache line and avoid indirection.

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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.

serene sorrel
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factorio is one of those games that is worth about $500 actually, if you consider the hours you can put into it

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rimworld has it beat for gameplay, but factorio is deeper than stardew valley but it made less money than it

crystal wind
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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.

serene sorrel
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yeah, but c# these days is so performant that mixing it is pointless imo.

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you are oldschool like me, so look into the new net standard stuff, its very close to c++ performance

crystal wind
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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.

serene sorrel
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only downside is that reverse engineering your code is easier, but as an indie thats actually a positive

crystal wind
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That would be a positive yeah.

serene sorrel
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if you dont build a game thats "Modding compatible" its not, at all, clearly

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but the biggest indie games are mod friendly, because people provide free content for your game

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hence extending and increasing its reach

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if youre a solo dev, having people provide free content for you is like, fantastic

frank escarp
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factorio literally cant be made in C#

crystal wind
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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.

frank escarp
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the sheer level of engineering tryhardness they show there cant be done in C#

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specially in unity

serene sorrel
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@frank escarp they could easily do that game in c# or c++

crystal wind
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They'd have to object pool, they'd have to avoid excessive indirection.

serene sorrel
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i believe its already c++

frank escarp
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no, they cant

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its C++

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and its not "just" C++

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its extreme DoD hyperoptimized C++

serene sorrel
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bro, how bad do you think c# is compared to c++ these days? look it up

frank escarp
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it has GC

serene sorrel
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lol

frank escarp
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factorio doesnt need GC

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they store everything in arrays, as small data, and they NEED to control how their allocations work

crystal wind
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It's not polymorphic.

serene sorrel
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oh right, GC makes everything unusable, i forgot

frank escarp
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to reach such level of crunch

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factorio also does not use OOP

serene sorrel
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@frank escarp do you even know of .net standard?

static viper
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here we go

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rust

crystal wind
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Primitive datatypes in C# are not referenced are they? Like you might be able to pull off a struct of arrays type thing.

frank escarp
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yes i do. It can never be as fast as well written C++

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specially for stuff like this

serene sorrel
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@frank escarp correct, but does it have to be for factorio? no

frank escarp
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the manual memory management and manual allocators is stuff yo cant do on C#

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mate, you cant compare Factorio with stuff like Rimworld

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Factorio runs object counts on the millions

serene sorrel
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just like well optimized ASM would be faster than C++ too, is it advised not really

frank escarp
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factorio devs do actually do ASM stuff

crystal wind
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It depends what your doing.

frank escarp
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with SIMD intrinsics

serene sorrel
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oh do they? while supporting ancient cpus?

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they rocking that MMX tech?

crystal wind
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For most general games c++ is probably overkill. For the indie scene at least.

serene sorrel
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lol

crystal wind
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But for object counts that high... I've tried that in java.

serene sorrel
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you do know c# optimizes for recent cpus too right

frank escarp
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go look at the factorio blog

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for other games, maybe

crystal wind
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I've tried it in c++ style to... That's worse than pure c really

frank escarp
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but outside of hundred'-people AAA devs with custom engines

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there is no one as tryhard as factorio devs

static viper
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factorio is a great game tho

serene sorrel
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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

frank escarp
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its not just 10% faster

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its x10 faster if you know what you are doing

serene sorrel
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lol

crystal wind
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General uses... With sloppy typical c++ programming it probably is around that amount.

serene sorrel
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yeah its 10x faster than c# if you are pro, ok bro

frank escarp
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to begin with, no GC doing stuff on the background, and no JIT in the background

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just your code

serene sorrel
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you are a funny guy

crystal wind
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I feel bad for starting this i'm sorry >.<

static viper
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you may have started it... but ferris is continuing it ๐Ÿ˜„

serene sorrel
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any facts to back your opinion @frank escarp

static viper
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and you?

crystal wind
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We could do a proper comparisn of sorts, say something math based using flat data layouts.

static viper
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i hear this alot.

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people come to me wanting to talk about the next code revolution...

serene sorrel
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@static viper sure

crystal wind
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A physics exaple maybe. Using aabb

static viper
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am so over it

serene sorrel
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c# isnt a new thing though

static viper
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you just said its the future

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XD

serene sorrel
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the .net standard stuff is kinda newish though

frank escarp
serene sorrel
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its getting away from the microsoft centred shit it was before

frank escarp
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CPU renderer

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crunches 1 million triangles per frame

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good luck doing that level of crunch on C#

serene sorrel
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@frank escarp where is the c# version to compare

frank escarp
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there isnt one

serene sorrel
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how neutral

crystal wind
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Can we come up with a use case that we could program ourselves?

static viper
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you should write one to challenge it then ferris.

serene sorrel
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lol

static viper
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i am vblance just made an experiment

serene sorrel
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i wrote recently a quad renderer that could do over a million quads per second

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in c#

crystal wind
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See if your one person programming both, your going to be biased.

static viper
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did you

crystal wind
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And complex stuff is a turnoff

serene sorrel
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well last year, not exactly recently

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let me link you

static viper
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where is it

frank escarp
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with GPU?

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this is CPU mate

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pure math

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if we are going on the GPU

serene sorrel
frank escarp
crystal wind
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Hey i remember that

frank escarp
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newer editions punch towards half a million moving objects

serene sorrel
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you did 1 million triangles, i did 1 million quads at 85fps

frank escarp
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the article is a bit outdated

serene sorrel
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in c#

frank escarp
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static quads

serene sorrel
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not static, they moved, could be any texture

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theres fuck all done on CPU these days for so many things, especially if you know what youre doing

crystal wind
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They need a fair bit of hand holding if you want to use them to their full potential.

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Mostly the way your data is structured and accessed.

serene sorrel
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the limiter in demos like the one i just showed isnt c# or c++, its gpu power and techniques

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i got 85fps on a 1070 laptop using geometry shaders

crystal wind
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Supposedly the one he showed wasn't gpu based.

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Which honestly I can believe.

serene sorrel
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but all the transformations are sent from the cpu

frank escarp
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thats literally the point. The rasterizer was a million triangles at 40 FPS on CPU

crystal wind
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Which is uber difficult to do >.<

frank escarp
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the spaceship thingy was half a million "spaceships" doing avoidance formulas

serene sorrel
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the "rasterizer" on cpu? lol

frank escarp
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and collision

midnight sparrow
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Is it okay to have different resolutions for normal etc and basecolor?

serene sorrel
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they invented GPUs for a reason you know

midnight sparrow
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sometimes you just need highres basecolor

crystal wind
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Basecolor?

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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.

frank escarp
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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

midnight sparrow
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i just resized textures to have 1024 basecolor and 256x256 every other pbr textures

crystal wind
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Currently at least

serene sorrel
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@frank escarp until whatever engine you use out competes my quad engine, you dont know what you are talking about

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beat my quad engine, 85fps at 1 million quads, then talk to me

frank escarp
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mate, im showing a demo of half a million spaceships (cubes with 2 other chiildren cubes), with avoidance and dynamic spawns

crystal wind
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Factorio specifically, i very much doubt could be done in anything that doesn't let you handhold memory management.

serene sorrel
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im talking about 1 million ON SCREEN quads bro, not some fake shit youre doing in the background to pretend its high

crystal wind
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It's designed very DOD

midnight sparrow
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Sorry to interupt you guys, but simpe ok / not ok will do ๐Ÿ˜„

static viper
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calm down man XD

frank escarp
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one million on-screen is nothing

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specially cubes

crystal wind
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Sorry i kinda had a hard time understanding what you were asking.

serene sorrel
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so show me your demo higher than 85fps

static viper
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ferris calm down

frank escarp
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no, because i do more complex things than just quads

serene sorrel
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lol

crystal wind
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It's not worth it.

serene sorrel
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if you do something more complex than quads, showing 1 million quads shoulnt be hard bro

frank escarp
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but i would need to do it

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and if you are talking about properly using gpu power, then i could show 100 million

serene sorrel
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whats so hard about doing it, do it and impress us

static viper
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us?

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or you

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your ego

serene sorrel
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me, whoever is here

static viper
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that is very inflated

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deflate your ego mate

serene sorrel
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id like to be impressed by his faster engine

static viper
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it doesnt matter anymore...

serene sorrel
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its not ego, i literally want to be shown a better way

static viper
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your behaving like a child

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that cant take no.

serene sorrel
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he says he knows it

static viper
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let vblanco in his bad knowledge then?

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he obv wont back down.

crystal wind
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It's fine that the debate isn't resolved, it's clear at this point it wont' be.

serene sorrel
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maybe he knows a better way and i want to learn bro?

static viper
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you dont want to learn judging by your attitude and use of words

serene sorrel
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nothing wrong with him claiming he is better than me, i want to learn

static viper
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you dont.

serene sorrel
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lol ok

crystal wind
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He never claimed that

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Relax it's fine.

serene sorrel
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you guys should relax, he is making claims and if he is right i want to learn why

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thats how you become better

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i would like to see 100 million quads on his demo

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i only did 1 million at 85fps

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thats magnitudes better

crystal wind
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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.

serene sorrel
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@crystal wind yeah i have

crystal wind
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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?

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I'm not trying to insult you.

serene sorrel
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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

crystal wind
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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.

serene sorrel
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well yeah bro, every time you access any memory, especially if its iterated, its better for it to be in the cache than not

crystal wind
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No not that.

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That's being cache friendly

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But close

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Actually that kind of is it.

mint sequoia
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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

serene sorrel
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well if its linear in memory, when you access X, then X+1 is likely being preloaded at some point bro

mint sequoia
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Odd internet fixation right there

crystal wind
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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.

serene sorrel
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right

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which is why you have your structures in linear memory as you iterative over them, if possible

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@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

crystal wind
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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.

mint sequoia
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@serene sorrel No one wants to engage with someone being aggressive about it

serene sorrel
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@crystal wind arrays in c# are stored linearly in memory pretty much

mint sequoia
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No one owes you anything

crystal wind
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It's not that

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It's stuff like this.

serene sorrel
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@mint sequoia thats ok, so just say you cant do it if it probed, no problem

mint sequoia
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Again you're wrong

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Lol

crystal wind
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struct Point p[100];

This isn't an array of pointers it's an array of objects. There's no indirection.

mint sequoia
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It's got nothing to do with whether someone can do anything or not

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People wont help you for much longer

serene sorrel
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@mint sequoia yeah maybe i misunderstood when he said he could do 100 million quads to my 1 million then, quite possible, good point

crystal wind
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I'm honestly not entirely sure what the lang is capable of. I'm wondering if it can do all these same things though.

mint sequoia
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@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

serene sorrel
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@crystal wind an array of structs means those structs will be in memory linearly, pretty much in any decent compiler

crystal wind
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Java won't do that.

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It'll make an array of pointess to the struct objects.

radiant haven
#

** DOes MultiUserEditing work with Hamachi?**

serene sorrel
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@mint sequoia aggressive is just asking someone to show what he is saying ? lol ok man, thanks for the tips

static viper
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dont use hamachi

serene sorrel
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@crystal wind well c# is different, im not so certain that is correct even in java but yeah

mint sequoia
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No, its how you're asking

crystal wind
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I'm asking if c# has anything comparable to that really.

serene sorrel
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@crystal wind yeah in c# you will find an array of structs be composed in memory linearly

wary wave
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if someone is an arse, just block them and have done with it

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better than derailing an entire channel for an hour

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ยฏ_(ใƒ„)_/ยฏ

mint sequoia
#

Doesn't really work on Discord

light coyote
#

Chillax everione, or i start sending nudes of myself xDDDDDDDDDD

static viper
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thats a short threat

crystal wind
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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.

static viper
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pls send nudes of yourself

serene sorrel
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@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

light coyote
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xDDDD

static viper
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i ask for it

crystal wind
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It did really look lik you were hurt.

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And I don't want that.

static viper
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be quiet koi, richard wants to show us his junk

crystal wind
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Lol >.<

serene sorrel
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@crystal wind yeah in modern c# using their so called "unsafe" wrappers you can do most of what you do in c++

crystal wind
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If I can fiddle with the memory as detailed as usual... It would be a fun venture to try.

serene sorrel
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pointer arithmetic, etc

crystal wind
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Hopefully some nice malloc and free?

serene sorrel
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yes

crystal wind
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Woot.

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Dude i've been begging for that for java years ago.

light coyote
#

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.

serene sorrel
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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

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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

crystal wind
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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.

serene sorrel
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but that 10% still matters in some cases, so its not like c# is the best choice regardless

light coyote
#

@static viper I tried sending a pic,, but discord only allows me to send 8mb images,,, to small file size ๐Ÿ˜… ๐Ÿ˜‚

crystal wind
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LOL

static viper
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i am sure thats the reason.

serene sorrel
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@crystal wind yeah it has all that

light coyote
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XD

crystal wind
#

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.

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And stuff like this is awesome.

struct Thing {
    uint8_t a: 1;
    uint8_t b: 1;
};
serene sorrel
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c# has no real preprocessor, the downside of it if you love macros

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but you can achieve something similar if you use a plugin or something, but i wish it was built in

crystal wind
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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.

serene sorrel
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yeah the new c++ stuff hey

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youre an admirer

crystal wind
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I'm not a fan of the new c++ stuff actually

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It's one of the few exceptions.

serene sorrel
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haha

crystal wind
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I like that it's a true const.

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Unlike const >.>

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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.

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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.

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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.

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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.

frank escarp
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@crystal wind const literally does nothing on C++

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its at most a hint

crystal wind
#

I've tested it a while ago with gcc. Yo ucan change the value.

frank escarp
#

if you want to do the whole "value" thing

crystal wind
#

It's just UB

frank escarp
#

use constexpr

crystal wind
#

Exactly.

frank escarp
#

constexpr float myFloat = 10.0f; will mean it will get substituted. In compiled code myFloat will not exist

crystal wind
#

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

frank escarp
#

not as bad as the engine teacher in my university

crystal wind
#

Almost makes one wish c had something like that.

frank escarp
#

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

crystal wind
#

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.

frank escarp
#

using std::map should be punishable by death

crystal wind
#

maybe fork some ideas though

frank escarp
#

its literally the worst container in the whole stl

#

and its incredibly niche

crystal wind
#

Wouldn't unordered map be better most times?

frank escarp
#

yes

#

99% of times

crystal wind
#

Ah he probably didn't know better >.<

frank escarp
#

java teacher teaching C++

crystal wind
#

Oof that's why

feral echo
#

std::map? why it's bad? it's just a tree inside

frank escarp
#

thats precisely why its bad

feral echo
#

balanced binary tree..

crystal wind
#

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.

frank escarp
#

@feral echo which is precisely why it sucks

#

binary trees for storage suck balls

crystal wind
#

Do they have an advantage if your adding/removing a lot?

frank escarp
#

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

crystal wind
#

facepalm Wait now i get it.

frank escarp
#

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

crystal wind
#

What does unordered map actually do to avoid that indirection?

frank escarp
#

no

#

unordered is an array of linked lists

crystal wind
#

All I remember reading was that the size of it nearly doesn't effect the searching speed.

frank escarp
#

its a hashmap, of course it doesnt

#

thats the whole point XD Its O(1)

#

std::map is o(logn) to grab stuff

crystal wind
#

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.

frank escarp
#

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

crystal wind
#

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.

frank escarp
#

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

crystal wind
#

And no preprocessor by default >.>

frank escarp
#

C++ has RAII, C# doesnt

crystal wind
#

Doesn't ue4 have RAII disabled?

frank escarp
#

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

crystal wind
#

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

frank escarp
#

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

crystal wind
#

OHHHHH

frank escarp
#

the thing is that with how big ue4 is, RTTI would be a massive overhead

#

nearly all big projects disable it

crystal wind
#

Yeah if your doing polymorphism it's best to use something esque to c++ out of the box.

frank escarp
#

after all ue4 has its own better version of it with the macros

crystal wind
#

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 >.<

radiant haven
#

@static viper what then?

crystal wind
#

It bummed me out since I wanted to donate help >.>

static viper
#

o dpmt lmpw

#

something that isnt easy hackable and a security risk?

#

XD

#

meh

radiant haven
#

Softether VPN?

crystal wind
#

What in existence isn't easily hackable though?~

#

Hehe

radiant haven
static viper
#

a new discussion?

crystal wind
#

Yup

radiant haven
#

i went over this thread cause wanna make a project together with a friened

static viper
#

do you?

crystal wind
#

Oh dude if you can get it working that might be the bomb.

static viper
#

but do you really

radiant haven
#

what

crystal wind
#

Owl is being owl.

static viper
#

want to make a project?

radiant haven
#

yes

#

??

static viper
#

or just work with a friend over internet

crystal wind
#

Ok that has me confused.

radiant haven
#

well we wanna make a game together

static viper
#

and is he far away?

radiant haven
#

UK

static viper
#

i mean dont be stopped by me

radiant haven
#

me germany

static viper
#

start any moment

radiant haven
#

I CANT

static viper
#

but what will you gain from working live together on it?

radiant haven
#

cause this Multi user editing shit does only work via LAn

static viper
#

what do you gain from multi editing

radiant haven
#

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

static viper
#

there is version control you know

radiant haven
#

??

#

we just want live editing

#

togeether

#

and i can host barely

#

just that we can work together

static viper
#

dont mind me i am just asking questions

crystal wind
#

I vote for this over version control honestly

radiant haven
#

its ojk

crystal wind
#

If they think it's fun

radiant haven
#

but u dont answer my question ๐Ÿ˜„

crystal wind
#

But i'm biased a lot

radiant haven
#

...

#

Nevermin

#

d

crystal wind
#

sorry what were you asking?

radiant haven
#

hes gone

static viper
#

i am not gone ever.

#

i am always there.

radiant haven
#

ok

static viper
#

its just that i take my time when ever i want

radiant haven
#

ah

crystal wind
#

Are you thinking of the slug from monster's ink right now?

static viper
#

and i am still not convinced

radiant haven
#

from what

static viper
#

we used minecraft to connect our computers for minecraft

#

that wasnt great

radiant haven
#

WOOOOOOW

static viper
#

and since its over the internet...

#

you are literally open to attacks from anywhere

crystal wind
#

Please don't take it personal he's just being very literal >.<

radiant haven
#

WOW

#

I know

#

but i just want that someone answer my question

static viper
#

you asked not one question

crystal wind
#

My apologies for not reading. Someone else was talking to me at that moment >.<

static viper
#

but multiple

radiant haven
#

ufffffffff

#

I want to use multi user editing with my friend

#

but we arent together

crystal wind
#

Wait a sec.

radiant haven
#

๐Ÿคฆ๐Ÿป

plush yew
#

Hello guys. How Can i check if a apk is signed?

crystal wind
#

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.

static viper
#

a lan cable from germany to the uk?

crystal wind
#

Would cpp know?

radiant haven
#

@static viper OMG I AM FUICKING TRIGGERED FUCK THAT SHIT HERE

#

๐Ÿ˜ฉ

crystal wind
#

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 >.>

static viper
#

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

crystal wind
#

That's the thing though, you know it's bothering him, yet your technically not showing aggression.

wary wave
#

multi user editor works fine down a network, you don't need LAN

#

ยฏ_(ใƒ„)_/ยฏ

crystal wind
#

It's a weird situation.

#

But yeah you shouldn't need lan.

wary wave
#

might need ports open, but other than that, it works

crystal wind
#

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.

azure shore
#

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

static viper
#

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

azure shore
#

oh

static viper
#

the protip is

#

retriggerable delay

#

thats all i give.

#

you could ask n blueprints tho.

#

or ai

azure shore
#

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

neat forge
#

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?

azure shore
#

ok nvm it was one variable I wasnt resetting, thats embarrassing o_o

ivory gate
#

when i try to build the engine in visual studio i get the error cannot open file mscoree.lib

wary wave
#

probably need to install the Windows SDK

honest herald
#

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?

ivory gate
#

@wary wave I checked and I do have the sdk thatโ€™s why Iโ€™m confused

radiant haven
#

@crystal wind no

crystal wind
#

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.

burnt kiln
#

Hey Guys, anyone up i want some help related to blueprint

crystal wind
#

@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.

radiant haven
#

WTF

crystal wind
#

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.

wary wave
#

there are millions of tutorials that cover port forwarding on the Internet

cloud palm
#

For the draw line 2D node, the default color for the line is white, how can I change it to other color?

heady frost
#

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 ๐Ÿคท

plush yew
#

Do i have to sign my apk to Upload it to amazon AppStore?

steep ferry
#

been playing with the scenery a bit

broken stream
#

Any help way the it get so dark in the shadow of the bulding when the sun dont hit the wall ?

spark sonnet
#

Use sky light @broken stream

broken stream
#

ok so its a seting there to get more light

static viper
#

this is baked light isnt it

broken stream
#

yes

static viper
#

your bounces are fucked

broken stream
#

i know

#

lol

static viper
#

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

broken stream
#

its sement wall. will ahve to change cooler on that

static viper
#

well if you want something to bounce of a black surface,,,

#

you are wrong here ๐Ÿ˜„

#

it needs to be brighter

broken stream
#

yes, thats true

#

hmm, will have to look at that, thanks guys

glacial arch
#

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 ๐Ÿ˜„

fringe crest
uneven lance
#

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

amber girder
#

thx

wary wave
#

standard - looks a lot like how I've done it in the past

amber girder
#

i actually plan to make creeps which shy away from light

wary wave
#

now implement spotlights :p

uneven lance
#

Spotlight support is included โค

wary wave
#

๐Ÿ‘

wary wave
#

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

amber girder
#

any good tutorial out there for matrices in ue4?

amber herald
#

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

untold cobalt
#

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?

ivory gate
#

im trying to build the engine and i get the error cannot open file mscoree.lib.

dawn gull
#

I installed NVIDIA Flex and there is no flex tab, so I cannot add a physics handler. Any help? Please tag me

light thunder
#

@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

untold cobalt
#

@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?

next badger
#

@steep ferry looks good, but since the thickness fo the fog is high, you may notice the shapes of the tree branches

steep ferry
#

Well

light thunder
#

@untold cobalt Can you show me how you are playing the video?

next badger
#

@broken stream i also join Sebb's suggestion that you lacking of skylight

untold cobalt
#

@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.

stoic cobalt
#

hi anyone knows why my translucent material isnt showing up when i have raytraced translucency enabled?

#

it works with masked

light thunder
#

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

untold cobalt
#

Yes I want to do a sound control for youtube.

next badger
stoic cobalt
#

what

#

yes i have it enabled

rocky bison
#

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??

rocky bison
#

a tunnel going underground

radiant haven
#

I mean smth like furniture

#

but NOT furnitre

#

cause it isnt a house

#

its idjk

#

smth

#

๐Ÿ˜„

supple totem
#

If it was damp it might be more interesting, you could add some specular for wetness. Maybe fog layers

serene birch
#

play some older dungeon master style RPGs for inspiration

#

Lands of Lore had a LOT of stuff around ๐Ÿ˜›

#

bones, metal rings in the walls, torches etc...

rocky bison
#

is it bad practice to cover an entire map with 1 sphere reflection capture

static viper
#

its a really bad idea

#

yee

rocky bison
#

should i just put lots of smaller ones around

daring peak
#

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.

fringe crest
#

@daring peak blueprints?

daring peak
#

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

heady frost
daring peak
#

Oh right, didn't see that channel

heady frost
still island
#

I have an issue, where in 4.21.2 Drawing to render target causes objects in motion to horribly blur

#

You have idea why?

drowsy ember
#

How good AR works on mobile devices?

real hound
#

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?

light thunder
#

@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

karmic igloo
#

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.

raven nest
#

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

#

=\

modern sleet
#

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

weary basalt
#

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).

weary basalt
#

Ok nevermind, it was a stupid 3rd party plugin that was using the wrong LoadingPhase.....

#

Thanks for the rubber ducky Slackers ๐Ÿ˜›

plush yew
#

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?

wary lion
#

Did you make sure the animation worked on your skeleton inside of blender

plush yew
#

It was mixamo @wary lion but the animation looked fine in mixamo

cloud palm
#

How can I change the color of my line when I use the draw 2D line node?

halcyon flame
#

does anyone know whether there's going to be a 4.22.4? 4.22.3 that I have is bugging out on me.

hasty bough
#

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?

cloud palm
#

@halcyon flame yes it will be new version coming out soon, when I start with the engine, it was around 4.18

halcyon flame
#

@cloud palm thank goodness

dim plover
#

I'm doubtful of a 4.22.4. I think normally once the preview is out, hot fixes for the previous version stop.

runic narwhal
#

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

real mesa
#

Anyone know what this means? I'm trying to import a animation, but I keep getting this.

real mesa
#

Anyone?

autumn elbow
#

Your animation skeleton and your mesh skeleton doesn't match?

#

Double check your hierarchy, maybe ?

steep ferry
#

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

autumn elbow
#

Weird

steep ferry
#

shadows when i launch the game

autumn elbow
#

What's the intensity ?

steep ferry
#

Wow

#

nice

#

i realized

#

its working like after you build lighting

real mesa
#

@autumn elbow How do I check my hierarchy?

steep ferry
#

i need to put more than 0.5

autumn elbow
#

Koolz

steep ferry
#

yay working

autumn elbow
#

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.

hollow niche
#

hello

#

does anyone know how to make 3d models

serene sorrel
#

Blender is one way

serene sorrel
#

anyone testing ray tracing in 4.23 when it comes to large world global illumination?

plush yew
#

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 ?

glacial pecan
#

Am I the only one having errors with some "BlastPlugin" in the 4.23 previews?

wary wave
#

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?

storm venture
#

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?

wary wave
#

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

storm venture
#

the weird part is that the vest was imported on their end as Clothing for the character

river apex
#

Hi guys, can anyone help me solve a remote ios build issue?

plush yew
vast fossil
#

anyone knows how to fix the UE4 3rd person character pivot ??

#

the forward vector is pointing the right side of the character

wary wave
#

believe it or not, Epic "fix" that in their animation usually

broken parrot
#

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?

steep ferry
#

hMM

#

Oh sorry for capslock

vast fossil
#

it sux because it breaks things like look at rotation

steep ferry
#

^

vast fossil
#

I need to do dumb workarounds that take so much nodes

steep ferry
#

yo guys btw a question any of you , knowing any tutoiral for good parkour system?

warm swallow
#

@vast fossil can you send a pic of your transform for that

#

with scale, rotation, location etc

vast fossil
#

I made it work though, but I turned the character mesh 180 degrees around

#

ill post the nodes which made it work too

plush yew
#

Any 1 up for trading vault items ?

vast fossil
warm swallow
#

was there any offset in your character

#

from the camera

#

is what i was getting at

vast fossil
#

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

lost ember
#

Are there any known issues with using an AMD GPU for UE4 game dev?

river apex
#

guys this is really frustrating, anyone knows how to set up remote IOS build in win10?

warm swallow
#

it was. hmm ive never had this "pivot" issue

civic hound
#

@river apex You've got to use a mac. If you don't have one a remote machine can do the job

river apex
#

@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

civic hound
#

Are you talking about a build or the project itself?

river apex
#

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)```
civic hound
#

So are you building on win10 machine and your target is ios?

river apex
#

yes

river apex
#

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

next badger
#

@river apex you have ssh and stuff set up?

river apex
#

i guess, I'm doing all the SSH config through the project settings->Ios tab

#

what do you mean by "and stuff"

next badger
#

@river apex it says permission denied, which is probably issue with the publickey auth

river apex
#

yeah I think so too, but have no idea on why and how to solve it.

river apex
#

yeah did that

#

Is there a way for me to wipe clean all the SSH stuff and start fresh?

next badger
#

C:/Users/----/AppData/Roaming/Unreal/ Engine/UnrealBuildTool/SSHKeys/----/----/RemoteToolChainPrivate.key

river apex
#

so just delete it?

next badger
#

also, people recommend to use WINS names and not IPs

river apex
#

it doesnt solve my problem
(im creating a new one obviusley

#

where?

#

what do you mean by WINS

plush yew
#

ok question in the #work-in-progress am I allowed to advertise if people wanted to help me and my team?

next badger
#

WINS is name service, that makes your NetBIOS names accessible - the network name of the computer

wary wave
#

if you want to advertise there are channels for that

river apex
next badger
#

@wary wave there are?

wary wave
plush yew
#

oh ty

next badger
#

oh

wary wave
#

haha, not you xD

next badger
#

@wary wave i was thinking we have channel for advertise...not LFT or WIP ones

#

@river apex yep

river apex
#

still returnes the same error

next badger
#

@river apex have you regenerated the ssh key?

river apex
#

yeah ofc

next badger
#

and no errors there?

river apex
#

nope\

next badger
#

make sure the key is copied to the mac

river apex
#

how so

#

havent donw that

next badger
#

when you generate the key it asks for password for target machine, then it uploads the key there

river apex
#

ok so i have don that

#

all part of the Generate SSH Key button

next badger
#

but w.o error

river apex
#

yes

next badger
#

seems ok, make sure the key is on the mac
$ ls ~/.ssh/*.pub

river apex
#

where do i input that?

#

on the mac?

next badger
#

yes

river apex
#

its not!

#

what do

next badger
#

um...you may copy the key by hand (public one)

river apex
#

where do i put it?

#

on the desktop?

next badger
#

in to ~/.ssh/

river apex
#

๐Ÿ™ƒ where is the folder ~

next badger
#

you are logged as dev right?

river apex
#

yes

next badger
river apex
#

fkn passwords

next badger
#

strange that ssh did not made it, and yet there was no errors...

river apex
#

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

next badger
#

also, it may be an issue with /ssh prmissions, *nix systems always complain the CHMOD is not set properly

river apex
#

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

manic pawn
#

4.23 full release tomorrow? br_thinking

static viper
manic pawn
#

wat

#

why would it be so far away

static viper
#

thats barely 10 days

manic pawn
#

that's 2 weeks and a monday

#

doesn't seem correct

static viper
#

i have my information from the internet

manic pawn
#

epic never releases unreal on mondays

static viper
#

its gonna be an epic twist then

rocky bison
#

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

river apex
#

Hello can anyone please redeem me from this suffering ๐Ÿ˜ฉ

#

Why can't I builddddddd

static viper
#

build what

#

@river apex

river apex
#

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).

static viper
#

i don even know what a remote build is

plush yew
#

Uhhh I need help with the Unreal Engine 4

river apex
#

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?

static viper
#

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

plush yew
static viper
#

plane depth?

plush yew
#

Uh yeah

static viper
#

i dont understand

plush yew
#

How do I make it thiccer

#

Because right now it's really thin

static viper
#

its a plane

river apex
#

plane is a 2d object fam

plush yew
#

So I can't increase the depth?

static viper
#

i am literally done.

plush yew
#

This is my first time I don't know what the fuck I'm doing

river apex
#

@static viper then why is the log referencing engine files in D?

#

@plush yew 2d objects have no depth

plush yew
#

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?

mighty field
#

@river apex that's the location from where the unreal build tool was compiled from at Epic

river apex
#

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?

plush yew
#

Fuck I pressed something and now my screen is frozen on "Importing Landscaping"

mighty field
#

Sounds like you got to make sure your ssh keys and all that are in the proper places

river apex
#

yeah and I think I am, Tho i have no idea about ssh and all that

mighty field
#

Google around about passwordless ssh from windows to Mac, gotta learn them Unix shenanigans

river apex
#

I WILL DIE

plush yew
#

I'm trying to make a map for an already existing game

mighty field
#

@river apex yes, you will. In the command line.

river apex
#

gonna take that cig break now

#

๐Ÿ˜ข

wary wave
#

oh boy

#

Instanced static meshes - you can't set collision enabled / disabled at run time?

#

this seems... off

crystal wind
#

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 >.>

wary wave
#

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

crystal wind
#

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.

wary wave
#

lol, replace it with 'null'

crystal wind
#

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.

wary wave
#

I have hundreds of instances

crystal wind
#

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.

wary wave
#

lmao

#

setting the mesh to null works

crystal wind
#

Nice lol.

wary wave
#

flawless victory

#

this is so dumb

crystal wind
#

Hacks for the win lol.

#

You should be able to set another collision mesh at runtime at least.

wary wave
#

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

crystal wind
#

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 >.>

river apex
#

I keep getting Permission denied WHAT THE FUCK

crystal wind
#

Your probably setting a uproperty or ufunction for something that's private.

river apex
#

Im trying to set up remote build for Ios

crystal wind
#

Ah that's beyond my ability sadly.

river apex
#

๐Ÿ˜ฆ

river apex
#

Is there anyone here who KNOWS how this Ios thing works and can help me solve this issue?

#

its been 7 hours

cloud cobalt
#

What is your question ?

#

@river apex Explain in depth what your problem is, what you're trying to do and what happens

plush yew
#

Does this look right?

next badger
#

@cloud cobalt he's trying to remote compile iOS, but SSH fails for connect

river apex
#

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'.

static viper
#

looks ok @plush yew

river apex
#

I am lost with all this Ios stuff and it's really not covered enoughonline tbh

plush yew
#

Can someone explain what I did because I just followed a guide and I don't know what any of that means

static viper
#

the guide can explain you

plush yew
#

The guide doesn't explain what to do, it just shows it

next badger
#

@plush yew it's not right...your normals have alphas?

#

generally you use alpha channel from color as height

plush yew
#

Where's the alpha channel?

next badger
#

normals are generally have specific compression format, that has no alpha channel

river apex
#

@cloud cobalt anything?

plush yew
#

Do I need an alpha channel?

next badger
static viper
#

its also on the top ones

next badger
cloud cobalt
#

@river apex Sorry, no experience with iOS

plush yew
#

What the fuck

river apex
#

๐Ÿ˜ฆ

abstract relic
plush yew
#

What's the difference between that and what I posted?

#

How does it effect the terrain

next badger
#

@plush yew the normal texture samples you linked generally have no apha channel

plush yew
#

What does that change?

sudden agate
#

you cant use the alpha channel from normalmap textures

plush yew
#

Do I need to use the alpha channel?

next badger
#

only if you gonna use layer blend...that requires height channel

abstract relic
plush yew
#

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

inner cloak
#

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 ?

sudden agate
#

wat

crystal wind
#

@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.

plush yew
#

๐Ÿ‘Œ

crystal wind
#

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.

plush yew
sleek spear
#

can i get some help, i converted a project from 4.22 to 4.23 and the scene looks strangely lit

plush yew
#

bro, if i aint getting help, you ain't

sleek spear
sudden agate
#

rebuild lighting

sleek spear
#

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

plush yew
#

Why is everyone ignoring me?

#

I just want some help

static viper
#

if its dynamic

sudden agate
#

@plush yew Fix your weights

static viper
#

then push it abit around

sleek spear
#

also if i copy everything and paste it to a new scene, it looks like 4.22

static viper
#

yee the sun light prolly is bogus

#

why did you upgrade to 23?

#

its not out yet.