#ue4-general

1 messages ยท Page 521 of 1

sleek spear
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to test improvments in ray tracing

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what does push it a bit around mean?

static viper
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well then activate raytracing :3

sleek spear
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it is activated

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but something lights the scene as well

static viper
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its your directional light not throwing shadows.

plush yew
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@sudden agate what weights should i set it to?

static viper
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that is a monster of a human XD

plush yew
static viper
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and for some reason your t pose is in the animation

sudden agate
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@plush yew build lighting

plush yew
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Mhm how

static viper
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or use dynamic light

plush yew
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Should i set the weights to 1 stength 1?

sleek spear
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@sudden agate if i build lighting its even worse

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@static viper if i remove every light source, the object is still lit but without shadows

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i want it to be completely black

static viper
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thats a sign that light is baked

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if you want completly black you need to use

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force no precompute

plush yew
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I just want average lighting tho

static viper
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you can set all your light sources to movable

sleek spear
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its all movable

grim ore
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I wonder if they could change the lighting needs to be rebuilt to be sparkly rainbows and flash and play a sound so people wouldn't just ignore it lol

static viper
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i am talking to literally 300 people at once

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do you want me to use tags

plush yew
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How do I set all my light sources to movable?

static viper
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you click it

plush yew
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Where's the light source

static viper
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i am not gonna answer this

grim ore
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@plush yew type in light in the top right of your world outliner, in the search bar, and that should show you any lights you have. go thru each one and find the movability type and change to movable. Alternately you can read the giant red message in the top left and build your lighting.

plush yew
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Woah that fixed it

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Thanks

restive blaze
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Hey guys, so I am trying to make a teleporter. I am doing it through C++(I am not using blueprints speicifically to boost my c++ skill). I am using SetActorLocation, and instead of just appearing me in the needed location it accelerates me in the general direction.

How can I make it so that I appear dead on the spot? I tried googling couldnt find the right answer

plush yew
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How do I make the sun less bright?

grim ore
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At this point you should start looking thru the documentation and learning materials. You are not going to find people wanting to answer basic questions because you just wanted answers without putting effort into learning

plush yew
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Fair

grim ore
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and to answer the question there is an intensity property on the light that determines how strong it is

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@restive blaze so we can see the problem, but we can't see your code so it might be pretty hard to just randomly guess. My guess is you are using a lerp to set the location maybe?

plush yew
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Thanks

restive blaze
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here is the function that does this

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I even put exact coordinates

grim ore
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that's a weird one

restive blaze
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hm? My coding or?

grim ore
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the ? , the coding seems fine

restive blaze
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Oh, thank you.

grim ore
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and it seems like it's calling this code, I see the debug message on screen. Have you try shutting down the editor and restarting it just to be safe?

restive blaze
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Alright, will do

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Nope still does it

grim ore
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man I wish I had an idea but this looks right

restive blaze
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๐Ÿ˜ฆ Yeah I just double checked by commenting out the line and it doesnt teleport(as it should) so this is correct

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Read the documentation supposed to just move me there across it all

grim ore
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so my thought would be to print out the player location on tick just to see if it's actually moving over time or if it's a weird visual thing

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like maybe it's just the camera lagging and the player is moving

restive blaze
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Thank you, I will try it out

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Alright so, I moved my destination in front of a blocker

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I get stopped by the blocker

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So instead of SETTING my location I get MOVED by this command, also its not just camera, this is being blocked by my pawn

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I need to some reading

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thank you for helping

grim ore
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yep it should be setting it not moving it even in the code

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so it makes me feel like your are moving "part" of it then the rest of it is following for some reason

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which makes nooo sense based on your debug

restive blaze
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Yeah actually it looks like it is correct behavior

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I think this is what I need to use

grim ore
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not really, that would move is +/- X/Y/Z and not to the fixed position. the code in the back end is still the same

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set actor location is correct, something is just going weird

restive blaze
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Alright

grim ore
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you could debug it, put a cube in the word or spawn one in in front of you

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wait a second or 2 then use set actor location on it and see if it does what you expect

restive blaze
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Okay, thanks

grim ore
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i bet it works fine, something is odd with your BP maybe? checking this would atleast let you know if the code works as expected and it's your bp that is moving weird

restive blaze
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My SetActorLocation returns false

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I just added a check

plush yew
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How long should "Cooking for Windows" normally take?

grim ore
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1 second to 10 years depending on your PC and contents

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look at the output log and see what it is doing

plush yew
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I clicked on "Show Output Log" and it froze

grim ore
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it might be cooking some stuff, might just wait it out till it comes back

plush yew
amber girder
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doesnt look that good

grim ore
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nope doesn't look good at all lol

static viper
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its not bad either

plush yew
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What should it look like?

static viper
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it shouldnt happen at all

grim ore
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none of those warnings lol

amber girder
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nearly no yellow

static viper
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it should be white knight

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clean

plush yew
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Uh oh

static viper
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and

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what do you have todo with mordhau??

plush yew
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I'm making a map for Mordhau kappa

static viper
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explain

grim ore
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might have had a map for example that had all this stuff in it and then all of those items were removed, or the opposite but stuff is missing

plush yew
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I'm going to mod in a map for Mordhau with no experience in any of this basically

grim ore
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or it could be file path length related, your path seems pretty long for some of those files

plush yew
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How do I fix those problems?

grim ore
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well look for those files in your file browser on the disk, like it says Mordhau/Maps/DuelCamp/MergedActors/SM_MERGED_TownCar11.uasset is missing

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see if that file is there or missing

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find the files, if they are there you might have a long file path issue so move the project to a root directory if possible. If the file is missing, you need to find your files

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or remove the references to the files I guess ๐Ÿ™‚

plush yew
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What if I just don't cook it?

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Like leave it as it is

grim ore
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then you probably can't package it really well

plush yew
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Is that all cooking does? Make it easier to package

static viper
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i dont understand tho XD

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mordhau doesnt have modsupport

plush yew
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You're right

static viper
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then how do you got these files

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XD

grim ore
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Unreal Engine stores content assets in particular formats which it uses internally, such as PNG for texture data or WAV for audio. However, this content needs to be converted to different formats for the various platforms, either because the platform uses a proprietary format, does not support the format Unreal uses to store the asset, or a more memory- or performance-effective format exists. The process of converting content from the internal format to the platform-specific format is referred to as cooking.

static viper
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oh so thats official

grim ore
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might want to nuke the invite, the mods here will nuke it.

plush yew
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There aren't modding tools (yet) but the devs are aware that there's modding

static viper
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the best would be then to join that discord

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bc

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we cant give support on this

plush yew
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Just wanted support with the unreal engine

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You guys were super helpful

inner cloak
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I seem to be unable to open 2 projects, each in its own instance of UE4 with 4.22 ... is this normal ?

static viper
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if they are the same then no

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but you can have multiple different projects open with the same version

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i do that regular

inner cloak
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i am trying to open both with the same version of UE4

static viper
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both what

inner cloak
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2 projects

static viper
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and what version

inner cloak
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both are 4.22.3

static viper
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never occured to me with versions before 22

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never tried on 22 tho

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could be a new thing

inner cloak
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ok, guess i'll have to deal with that .. thanks

amber girder
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epic.... void GetInstancesToSpawn(TArray<FProceduralFoliageInstance>& OutInstances, const FVector& Min = FVector(-FLT_MAX, -FLT_MAX, -FLT_MAX), const FVector& Max = FVector(FLT_MAX, FLT_MAX, FLT_MAX) ) const; is not implemented ๐Ÿ˜ฉ

manic pawn
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br_unreal โœ…

amber girder
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now i have to create a spawner for each of my tiles...

sacred smelt
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Hi, I have small question. How can I build movement like in this video? I know that this is tour based but I dont know how can I split map on square and do next step. Anyone can give me an advice?

https://www.youtube.com/watch?time_continue=1&v=nKNhyPGNmfY

New Updates: 1) Replaced my previous click event based localized grid system with a real time grid generation system. [Similar to XCOM: EU for PC] 2) Minor H...

โ–ถ Play video
wary wave
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round all your coordinates when doing anything to the nearest X

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congrats, you now work on a grid

light coyote
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nice tip @wary wave ,, i did not think it could be that simple elegant solution xD

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you have to round Y aswell right ?

wary wave
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square?

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well, yes

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X isn't your 'x coordinate'

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it's a value

light coyote
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edited it XD ,, myy bad

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what do you mean ?

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ahhhhh

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fuck

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had to read it like 3 times,,, omg

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anyway, that idea could be used in many things i gess

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tip of the day

grim ore
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There is a 2d grid macro and another grid thingy in the engine to help you get/create/round co ordinates fyi

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like one that you put in a value and the grid size and it tells you the nearest point

light coyote
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nicee

little dawn
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does anyone have any good dynamic crosshairs for free i could get#

vernal relic
light coyote
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@vernal relic What are you intending to do ?

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I like sapcey stuff

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@little dawn You should find something on google

idle garden
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I'm getting one error with the puglin "Advanced Sessions" when packaged

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someone can help me?

light coyote
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send error, maybe someone can

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log image

idle garden
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UATHelper: Packaging (Windows (64-bit)):   ERROR: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'AdvancedSessions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AdvancedSessions.build.cs to override.
UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\username\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MyProject-Win64-Development.txt)
PackagingResults: Error: UnrealBuildTool failed. See log for more details. (C:\Users\username\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.22\UBT-MyProject-Win64-Development.txt)
PackagingResults: Error: Unknown Error```
idle garden
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didnt worked

grim ore
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what modules do you have listed in your .uproject? and is the plugin in your project or the engine

idle garden
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the engine

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now in both

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enabled

grim ore
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so no other modules or anything else in there? same with your .cs I guess

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something else is failing somewhere ๐Ÿ˜ฆ

idle garden
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yes.. somewhere

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I'll check again

plush yew
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how can I create texture on floor with squares? i try do this alone and google it but im suck with materials :<

grim ore
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show an example?

idle garden
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I solved my problem ^^

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tks

grim ore
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or more info. It sounds like you just want a texture on your mesh which seems like just putting a texture in a material and putting it on the mesh

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what was the problem @idle garden

plush yew
grim ore
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well world position offset is not going to tile a material, that will make it looks like it's somewhere else (like making it bumpy)

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what are you trying to do?

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there are textures in the engine, if you turn on show engine content when looking for a texture, that are tiles/grids

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and I meant what was the solution to you @idle garden lol

plush yew
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I try make simple grids on floor

idle garden
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@grim ore i dont have sure.. but I put the plugin inside the engine folder and project folder

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and I have it like "puglin"

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And the name it's "Plugin"

placid arrow
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am i right to assume that modern versions of unreal engine will automatically instance identical static meshes in your level that only vary by their transform?

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i was using 4.14 until recently and i had to actually make an 'instanced static mesh' and drag out transforms

grim ore
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@@plush yew https://i.imgur.com/V5ZNPGn.png it's just a texture (DefaultWhiteGrid) which you can find in the engine (enable engine content) hooked up to the base color on a material

placid arrow
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now it seems thats no longer an option in 4.22 and it has the word (Instance) after a mesh

grim ore
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you can still use instanced static meshes in later versions but by default 4.22 and above will try and batch together instances of static meshes when it can yes

placid arrow
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nice, thanks @grim ore ๐Ÿ™‚

grim ore
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you just might not have seen the (instance) indicator in earlier versions but stuff you put in the world are instances from the base class by default

placid arrow
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im currently placing a ton of the same mesh in a level, my first thought was to look for instanced static mesh, but when i couldnt find it, it led me to this result, which is awesome

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one less thing to think about

grim ore
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it's a feature in progress still but it does seem to work

plush yew
grim ore
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because you are looking at a sphere and can only see 1 section, click the cube icon on the bottom below the sphere

plush yew
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okey, now i need rebuild scene? ๐Ÿค”

dim plover
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What was the function that allows you to truncate a float to a specified number of decimal places?
Found it. FText::AsNumber. Which is surpsingly strange to use.

hoary silo
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how do you enable the fracture editor in 4.23

tawdry sierra
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I got some questions. What are flow maps? I use the heightmap to vreate the landscape but there are some additional textures like flow maps aswell. What do they do? And how i can use them?

inner cloak
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Is it possible to rig an object with a skeletal mesh directly from UE4 or do i need to use blender for that ?

tall pendant
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flowmaps distort the image with motion vectors

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good for fluids, smoke etc

little dawn
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CAN SOMEONE PLEASE SEND ME A DM OF A CROSSHAIR FOR UNREAL 4

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lol sos caps

grim ore
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@inner cloak unless you use a plugin you cannot rig inside the engine, blender would have to be used. You can animate with a rig but cannot rig itself

inner cloak
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Thanks @grim ore

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a DM ?

grim ore
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Direct Message

inner cloak
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oh ok lol .. can't you find one on the web ?

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if im not crazy, a crosshair is just an image with transparency, no ?

little dawn
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yes it is but i cant find any that work

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i have no photoshop

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and all other immages either arent transparent or just arent avalible to use in unreal

grim ore
little dawn
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the dynamic crosshair doesnt work anymore

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thats the project im doing

grim ore
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so it needs to be fixed and you can't fix it or it's missing and you can't find it ?

tawdry sierra
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@grim ore i got a quick question

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How can i increase the shadow rendering distance for foliages?

inner cloak
grim ore
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@little dawn I just downloaded the asset to test it out and it works fine here

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@tawdry sierra I don't know how to do that, I don't work with foliage ๐Ÿ˜ฆ

little dawn
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cheers dude ur a god

tawdry sierra
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๐Ÿ˜ฆ alright, thanks for the reply

little dawn
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@grim ore hey the link u sent me worked but all the crosshairs are not transparent. how to i make them transparent

silent frost
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Evening all. Just wondering whether there's a good place in here to find marketing advice etc? Or is this not really kinda place?

little dawn
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not really the place sos dude

tawdry sierra
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How can i apply a heatmap into a texture?

grim ore
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@tawdry sierra I was looking at shadow rendering distance for foliage, what is the issue? I am guessing you want to be able to see the shadows from farther away?

little dawn
bitter iris
fast finch
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@little dawn its not missing anything, its perfect the way it is

little dawn
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Can anyone send me any kind of crosshair that is transparent. At this point i dont care what the crosshair is as long as it is transparent

coral shoal
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Download krita or inkscape and spend the 2s drawing a circle

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But it sounds like your problem is more a material thing

tawdry sierra
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@grim ore yes, sadly shadows fake quite early

little dawn
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will it be transparent @coral shoal

grim ore
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@tawdry sierra could you post a screenshot? shadows are suuuuuper far for what I was testing (tree from the content examples) so I am curious what it might be. Default settings seem to be very far before imposters kick in

fast finch
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@little dawn kenny has like 200 crosshairs

tawdry sierra
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are you sure that they are foliage types?

little dawn
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kenny?

fast finch
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He is a well known 2D art maker

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that makes shit for free

grim ore
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I pulled them from the content examples, they are static meshes added in to the foliage section of the modes panel and being painted using the foliage paint option

tawdry sierra
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alright im recording a gif rn

bitter iris
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trying to run dedicated but just black ๐Ÿ˜ฆ sad times

tawdry sierra
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@grim ore

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i have tried almost everything

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all settings are a t maximum

still island
grim ore
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@tawdry sierra what is your scalability setting at for shadows? Settings -> engine scalability -> shadows

tawdry sierra
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i cant seem to find that setting

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@grim ore

grim ore
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in the main window, the settings button on the main toolbar at the top

tawdry sierra
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oh sorry i was look at the project settings

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its all set to cinematic

grim ore
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ok so the next question then is where did the trees come from and what are the LOD settings? that seems to be fading to another lod or imposter really quickly

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like everything in there seems to be unless this is all super tiny stuff which it doesnt seem to be. it;s like your on low settings

tawdry sierra
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@grim ore They are really high quality actually. All of em have 4 LODs

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and the last LODs pretty high res

grim ore
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so in the static mesh editor, for the lods other than 0, do they have cast shadow set in the lod section?

tawdry sierra
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yes, in all LODs they cast shadows

grim ore
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๐Ÿ˜ฆ

tawdry sierra
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can i send you one of the tree assets so that you can check it out?

grim ore
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ok so in the light sources you are using, directional light I would assume, what are your Cascaded Shadow Maps settings?

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the tree is in the content examples you can get from the learn tab

bitter iris
grim ore
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but i dont think the issue is with the mesh if you are seeing cast shadows on all of them

tawdry sierra
bitter iris
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youve generated LODs

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shadows are visible at LOD0 it looks, how many other LODs you got?

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Check "Custom" on LOD Picker

grim ore
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@bitter iris that was my example, it was disabled on purpose

bitter iris
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Oh LOL

tawdry sierra
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there is a setting named

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LOD group

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it is set to none atm

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should i set it to something else

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would that work?

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well, it didnt

grim ore
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Man I am out of ideas now @tawdry sierra , I had an issue if the dynamic shadow distance was too low that looked like yours but your distance is maxed. The only thing I could think of is for some reason your world scale is messed up

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like a small distance in your view is actually a huge numerical distance which is why it's culling so soon

tawdry sierra
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but everything is scaled to normal

grim ore
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but none of this makes sense ๐Ÿ˜ฆ have you tried dropping that tree in a new project and seeing what happens

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just like a new blank project with default settings, it might point to the cause

tawdry sierra
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letme try it in a new level

grim ore
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you should try a new blank project or new basic template just to eliminate any settings you might have changed as well

tawdry sierra
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i will

coral shoal
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@@little dawn create a material, use the cross hair texture as the opacity. You are probably importing transparent images but using them wrong

bitter iris
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anyone experiencing black screen when starting a dedicated server from editor?

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just cant get it to go

tawdry sierra
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@grim ore Can you demonstrate how far your shadows go?

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@grim ore hey, everything just got weirder

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i can see some of the trees shadows from very far distances.

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the very same tree doesnt give the same shadows

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and some of the trees have far shadows some dont

midnight sparrow
#

any idea whats multi-view?
I read on forum that if i disable it and enable Mobile HDR i would be able to regulate exposure compensation for android.

next badger
midnight sparrow
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Yea i found this also after a while, so its just about performance

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Also, thanks :]

next badger
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in VR on mobile performance is a main issue

midnight sparrow
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Performance seems to be pretty similiar in " ctrl + shift + ," when i hit preview. So we will see ๐Ÿ˜„

next badger
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"Currently, Mobile Multiview will only work with modern Mali-based GPU's. " it was written during 4.17 epoch, so...could changed

cloud palm
#

anyone know if I can change the default color of the draw line 2D node?
The default color is white and I want to change it and maybe even apply a texture to it

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@grim ore Do u know if it is possible for me to change the default color of the draw line 2D node

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The default color is white and I want to change it

grim ore
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in a material? if so you would use another node to add/multiply against it and the result would be that color where the white is

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I want to say multiply is the correct answer

cloud palm
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yup in a material

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so I add a multiply after the UV coordinate

tawdry sierra
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@grim ore can you look into this?

next badger
cloud palm
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yes

next badger
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it's a mask generator

cloud palm
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Is it possible to change the color?

next badger
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BW, you may LERP it

cloud palm
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let me try

next badger
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it's a material function, you can always double click it and see how it works

cloud palm
#

kk

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there is a border that around the line, but the color is still white

next badger
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sorry, w/o a graph i can't say anything

cloud palm
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@next badger I got it working thx so much dude

bitter iris
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erm

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got a huge problem :/

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can anyone help

next badger
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in your case when you starting a level it becomes Untitled

bitter iris
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what is meant to be ticked here

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cause everything isnt ticked on projects that work on dedi

next badger
bitter iris
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mine shows the same

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shall i choose server like you have?

next badger
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you may, i think it does it on Auto

bitter iris
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i have it on auto

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an nothing works

storm burrow
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So do we know when 4.23 will launch?

next badger
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sorry but your viewport is black

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it may be that you just have nothing in the world

bitter iris
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an in the above gif you can clearly see a world also

next badger
#

And? it may be not your start map

bitter iris
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it is my start map

next badger
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those are defaults

bitter iris
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no

next badger
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map may be set by game mode

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default = when no map is set by other means

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and since your outliner says it's Untitled - i assume it is

lament hatch
#

hello , so my starter content and template are missing even though it says theyre installed to engine . should i re-install

next badger
lament hatch
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not there

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but its checked

next badger
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@lament hatch you may select verify then

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it will check if it's all in place and download the missing parts

lament hatch
cloud palm
#

what is the city engine for?

manic pawn
#

so since we get an insights stream this thursday, that means 4.23 will release before then, right?

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otherwise it would be a little pointless

sleek spear
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still no way of rough translucency in ray tracing? i thought they added that in 4.23 am i doing something wrong?

grim ore
#

we had a chaos stream last week so I doubt we need 4.23 for insights

broken parrot
#

Is there a solid workflow to merge a bunch of static meshes in one build and keep them separate in another

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Sort of like how you can export images with layers without needing to distribute the layers

placid arrow
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hi all

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a few days ago, i was discussing how to solve the problem of having built my city out of foliage instances.

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so ive solved the problem, i ended up building an imposter version of the level, extremely light, that weighs in at a couple of thousand verticies

#

its impossible to tell that it's not the real thing at the kind of distances its viewed at, and when you get close that level is unloaded and the real one loaded

grim ore
#

you can combine static meshes into a blueprint but I dont think it retains the original ( i dont remember )

serene sorrel
#

think i might pick up a 2080 to play with those raytracing features a bit, seems like a good way to have proper GI , at least eventually

grim ore
#

look into the 2070 super

serene sorrel
#

yeah, isnt the 2080 super supposed to be coming out soon though?

grim ore
#

it's out as well. check on reviews/specs/performance and cost ratio tho

serene sorrel
#

Im waiting for the 3900x to come in stock, or the 3950x to be released for the cpu side of my next dev machine

#

oh its already out

grim ore
#

for the value the 2070super is the one to get unless cost matters not lol

serene sorrel
#

what do you have?

grim ore
#

went from a 1080 to 2070s over the weekend and a nice little bump in games (~20%) and i can actually do DXR stuff without 3fps

serene sorrel
#

i was going to get an AMD 5700xt because i dont really like nvidia, but to try out ray tracing theres no real options right now except nvidia

grim ore
#

it still chonks when trying to go heavy on the DXR stuff tho but nothing can really handle it well right now

serene sorrel
#

yeah, whats 'heavy' btw?

#

an open world GI scene?

grim ore
#

possibly. It's mainly how many bounces like cranking it past 3

#

GI didn't seem to have a big hit but I didn't have a good test scene just the default VR one in the engine

serene sorrel
#

raytracing is going to be a big game changer for indies i think, because the big teams have the art budget to do the static hacks to make stuff look good

grim ore
#

waiting for an official Epic Raytracting sample at some point but even then... probably 24fps at 2080ti levels

serene sorrel
#

when raytracing is mainstream the lighting will just look good

grim ore
#

yep just gonna be a few years for that

#

like.. 10 lol

serene sorrel
#

yeah GI examples ive seen sometimes its hard to really "care" about the difference between the two, but its more about "ease of use"

#

10 you think?

grim ore
#

112fps -> 40fps is my hit for turning on RT GI in the sample template VR map

serene sorrel
#

i guess we will have to wait and see what these consoles do with it, cos that will be the mainstream RT support for 5 years probably

#

wow yeah

grim ore
serene sorrel
#

well for what im working on, i was just going to have the RT version as an option

#

i think there is a small niche there to target people who bought the expensive cards and have nothing to use it on ๐Ÿ˜›

grim ore
#

yep going to have to for a while, DLSS and DXR are nice to haves if you can support it but it's gonna be a generation or 2 until we get $150 DXR worthy GPU's

#

and $150 bucks is the average for most people at the high end even heh

serene sorrel
#

probably 3 for that yeah haha

#

i just hope the next generation is at least 4 times faster than this one at RT

#

probably lucky to get 2x

grim ore
#

well 1080 to 2080 was only like 25% sooooooooooooo

#

heh

serene sorrel
#

i just mean on the RT side, not total performance

#

the RT side needs huge leaps if its to be actually usable without hacks

#

new alg's can also give you those kinda leaps

#

AMDs approach is apparently some hybrid thing

#

gives me the impression AMD's version will be sub optimal

#

The 2080ti has double the tensor cores of the 2070 super

#

but in quake 2 rtx that results in only 50% increase in fps, interesting

steady fractal
#

trying to get help with nDisplay setup, hard to find any anywhere :\

icy mulch
#

Does anyone have the kite demo Landscape. Material I can you pplease

grim ore
#

are you trying to get the material or help with it?

plush yew
#

Hey everyone. I don't have unreal engine but I'm looking for help converting a UASSET to FBX

#

Does anyone know if there's a way I can open this file without needing to download the whole engine?

#

I guess the engine is only like 15gb. For some reason I thought it was upwards of 70gb. I'll just download it.

noble barn
#

Whenever I start an Unreal Project Browser and Unreal Editor it opens SteamVR

#

Does anyone know how to stop it from doing that?

halcyon flame
#

does anyone know when 4.22.4 will be released? where do you go to monitor this type of thing?

round sorrel
#

Hello, does anybody have recommdations on how which OS to use while creating a dedicated server for UE4?

#

I'm trying to convert my OLD pc, 2.58gh dual processor, 4GB of Ram

#

is it even good enough?

grim ore
#

@noble barn uninstall steamvr or open the project, go to plugins, and disable steamvr

noble barn
#

I already disabled the plugin and I use steamvr often, I guess I'll give it a go anyway

grim ore
#

@halcyon flame there is no way to monitor it beyond looking at the github commits for mentions of .4 or a tag for it. As of now the next release should be 4.23.0

halcyon flame
#

@grim ore thanks

grim ore
#

@round sorrel there is no way to tell you if it is good enough or not. You can look at the min specs for the engine and ignore the GPU basically. if you are doing light work, maybe processing some data around like transforms, then you might be ok. for the OS Windows 7 or 10 would be the safest choices with 10 having more lifetime assuming the CPU is supported and not EOL

round sorrel
#

@grim ore Oh, so if I ran a game on it, it could only handle stuff moving around? lol. Just to clarify I'm not running UE4 on it, just like perforce and hosting for game testing.

safe swallow
#

ya that should get you by for some multi player testing... though dont expect to get a lot of people on that dual proc

round sorrel
#

how about like 6 - 12?

#

is there like some sort of like multiplayer calculator or formula?

#

that i could use to check against my computer?

safe swallow
#

now you are getting sticky cause how big is your levels, whats in them... all this will play a laggy role

round sorrel
#

ahhh, small level like arena type game

safe swallow
#

myabe 4-6

#

try it

round sorrel
#

Ahh i see ok

#

ok well i guess that isn't absolutely terrible lol

safe swallow
#

if you can host a conan dedicated server... you can host anything unreal ๐Ÿ™‚

round sorrel
#

Lol, i doubt i can host a conan dedicated

safe swallow
#

take a week to install it anyways lol

#

in my experience linux dedicated servers are generally superior...

grim ore
#

@round sorrel oh well a dedicated server is UE4 it's just headless so no GPU use. you still have all the CPU use associated with it

safe swallow
#

though I couldnt begin to tell you how to set up a dedicated server package with ue4 .. im just looking into that stuff currently

grim ore
#

lots of crying if you don't read and follow directions well ๐Ÿ˜‰

safe swallow
#

if I can learn to build iPhone apps, I can learn anything lol

grim ore
#

iPhone apps are cakey wakey especially now

#

Apple has real documentation, Epic changes stuff like dedicated server config files and doesn't tell you lol

safe swallow
#

Epic changes stuff way less then iOS

#

Xcode was real fun learning while they were implimenting the big changes

round sorrel
#

Ahh I see, well shit thanks guys

#

I got a lot of work ahead of me it seems lol

safe swallow
#

lol

round sorrel
#

shit is it even worth converting this old computer.... lol

#

thats the real question or should i drop some cash on one that can actually handle like 12 people.

grim ore
#

you won't know till you try and at the worst it can help you optimize your code as you develop

#

look at it as a learning challenge

safe swallow
#

that wouldnt happen to be like a 780 mobo in that box?

serene sorrel
#

anyone here done any XML loading in Unreal engine for run time stuff

safe swallow
#

some of those older mobos, can take xeon processors

broken parrot
#

@grim ore two things. If it runs without gpu wouldn't that effect the performance of some calculations. Two I will fight you on this video since you are totally right about beginners, but we have design patterns for a reason https://www.youtube.com/watch?v=nKMWf397QHg

What are the best things to use when you want to do things? Why would we want to use this thing? Is this right and other questions that might stop you from a...

โ–ถ Play video
safe swallow
#

whats a library book ? ๐Ÿค”

grim ore
#

๐Ÿ™‚

#

and yep I hope that when people get beyond the point of learning the basics they will already understand the need for some form of pattern in their systems

runic narwhal
#

@plush yew talent

plush yew
#

@runic narwhal, You do not have permission to use the talent command.

safe swallow
#

heh , it wasnt so long ago, I just read the basics... dang , did it fill in a lot of unanswered questions

grim ore
#

and nothing in the engine for a dedicated server should be GPU bound on purpose due to the way Epic designed it

safe swallow
#

they said that about bitcoin mining too

grim ore
#

like i hope you wouldn't spawn a particle effect on the server lol

broken parrot
#

Only the most amazing of tensorflow offloading

serene sorrel
#

@grim ore what about dynamic lighting affecting growth of plants, like in Rust

#

if thats not calculated on server it could be hacked

grim ore
#

are rust servers headless dedicated or listen types?

serene sorrel
#

dedicated yeah

#

but maybe they dont actually do dynamic light testing for that feature, or its somehow precalculated, not sure

grim ore
#

it's a good question but that doesnt mean it uses the rendering system to calculate that

serene sorrel
#

i wondered about it

grim ore
#

no reason its not just math based on positions

serene sorrel
#

but dynamic buildings seem to affect it

grim ore
#

still math?

serene sorrel
#

yeah maybe

grim ore
#

linetrace from light source to target, look for intersecting objects

broken parrot
#

Ray trace?

runic narwhal
#

@plush yew lft

plush yew
#

@runic narwhal, You do not have permission to use the talent command.

serene sorrel
#

its quite performant since there are thousands of plants on the server at any one time

grim ore
#

like the actual question is in UE4 for shadows are they calculated on the CPU or GPU?

runic narwhal
serene sorrel
#

gpu right?

grim ore
#

I dunno actually lol

#

I am so not an art guy

serene sorrel
#

must be, besides the static lighting

grim ore
#

@runic narwhal you need to send him a message, not a mention

runic narwhal
#

oooh, goodness. I'm dumb

#

Thanks

grim ore
#

lol googling Rust Dynamic Growth System and I get the Language not the game heh

serene sorrel
#

it only updates the plants maybe, once per 30 seconds or 60 seconds, it could do a ray trace i think, provided it has the landscape vertex, then the building system is just rectangles, easy to work out to semi accuracy

#

but i think trees also affect it

grim ore
#

yep math is super not hard to do at a rough level

#

and it could even spread it out over multiple seconds then update it all at once

serene sorrel
#

that sounds like good programming practice to avoid hitching

autumn elbow
#

My contribution to today's conversation...

#

Why are peppers so annoying? (Joke)

serene sorrel
#

Sounds like a good dad joke here

autumn elbow
#

๐Ÿ˜œ

serene sorrel
#

Well dont keep the community hanging

autumn elbow
#

Because they jalapeรฑo business ๐Ÿ˜‚

#

hahaha... worth the wait?

serene sorrel
#

i dont get it

#

all up in your business?

autumn elbow
#

all up in your business .. say it out loud ..

serene sorrel
#

maybe i dont say jalapeno with the right slang to make that sound as nice as it should

autumn elbow
#

Hal ap en no business

#

where ya from?

serene sorrel
#

Australia

autumn elbow
#

coolz... might be an American joke.

#

Ok... how about this one... ready? It's a good one... universal

serene sorrel
#

I think im ready

autumn elbow
#

How does Harry Potter go down the hill?

serene sorrel
#

On his magic slide

autumn elbow
#

Hahaha nope

#

Walking....

#

Naaa... jk...Rolling

serene sorrel
#

Sure to get the kids laughing with these classic Dad Jokes, buy now

autumn elbow
#

๐Ÿ˜‚

serene sorrel
#

that feeling when "Who is harry potter" becomes a thing kids say

autumn elbow
#

that's a sad day.

serene sorrel
#

im old enough that i know of a time before harry potter, thats even sadder

autumn elbow
#

before Harry Potter was Lord of the Rings..

serene sorrel
#

they came out literally same time

autumn elbow
#

How does Gandalf get on the bus?

#

With a Tolkien ?

#

๐Ÿ˜…

serene sorrel
#

Bro stop before you kill the server

autumn elbow
#

LoL

weary basalt
#

@autumn elbow @serene sorrel You guys are way offtopic. Move to #lounge please

serene sorrel
#

So with "Directories to copy" and FPaths::ProjectContentDir you can get some XML (or whatever) files to show up to allow some modding

serene sorrel
#

Its funny reading some of these older posts relating to UE and this sort of custom stuff, how unsatisfied many people were with what was possible at the time. But now at least a lot more is possible

#

still seems modding is a sour point

river apex
#

Hi everyone!
Im still looking for help on how to solve this issue:
Failed to run init commands on remote server macDev. Output = Permission denied (publickey,password,keyboard-interactive).
If anyone knows anything please talk to me โ™ฅ

spark cloak
#

Hey, just starting out learning tutorials from youtube so this might be a stupid question. Can i easily start a new project, create a "thing" for my game (a small level, an npc with animation and attacks, my main char with running motion, spells, fighting combat, etc) and then import them easily to a main project later on? My pc is quite bad, so don't wanna deal with lots of stuff right now. Pluss i am hobbyist, but still wanna work on something towards "my game" vs doing stuff i don't care about.

crystal wind
#

Not without prepwork.

serene sorrel
#

@spark cloak yes

#

just export/import, works well with most stuff

crystal wind
#

Most of us are hobbyists I think. Your best bet I'd assume would be to make a plugin system, and do most of your work in code ideally to help move from engine version to the next.

#

What he describes kinda works if your in the same engine version

serene sorrel
#

just upgrade project to latest version if its older, but yes generally speaking try to do that in same version

crystal wind
#

Blueprints have a tendency to break between versions.

serene sorrel
#

its pretty easy to move blueprints to different projects, assets, etc

#

@crystal wind he is mainly talking about making stuff in smaller levels and stuff so his pc isnt bogged down, not really a cross version problem here

crystal wind
#

In that case he could just make a test level in the same project.

serene sorrel
#

@spark cloak you can also disable/hide stuff in the editor to speed it up, multiple ways to improve performance

spark cloak
#

Aka, it works quite good but might experience setbacks with blueprints when new updates and stuff?

serene sorrel
#

youll experience setbacks whenever you update (generally speaking)

#

but how often are releases anyhow? 6 months? and usually not hard to fix most stuff, only engine bugs between versions are hard to track down

crystal wind
#

I've had to toss several projects when moving engine versions >.>

spark cloak
#

ouch

crystal wind
#

Was a while ago though.

serene sorrel
#

for sure there have been many "big api changing breaks" in the past

spark cloak
#

and yeah i know i can disable things in the editor, but my old ass amd processor still hates when lots of things are happening.

crystal wind
#

I'm running an 8 year old quad from amd ๐Ÿ˜›

serene sorrel
#

in my opinion, developers should have better PCs than their average install base

#

so maybe time to upgrade ๐Ÿ˜›

crystal wind
#

Na

spark cloak
#

Koi which one?

crystal wind
#

If it's is worse than he'll optimize more anyway.

spark cloak
#

Running fx 4100 here^^

crystal wind
#

Let me see

serene sorrel
#

Ryzen 3000 is out

crystal wind
#

^

#

Large processors like that seem to lag the fuck out when really multitasking and playing say rust

#

I don't know if people are pushing the cache too hard or what.

spark cloak
#

Yeah, will upgrade at some point. But many games still works ok ish on my pc, and ain't that invested or skilled enough in game dev just yet to justice updating only because of that.

crystal wind
#

AMD A6-360

#

Honestly you don't need a beefy cpu for most standard games. It's openworld/sandboxy stuff that push the game mechanically that matter when considering the cpu. And even then.

spark cloak
#

*justify

#

Yeah, and some tycoon games with lots of units. Cities Skylines is a bitch for my pc

crystal wind
#

That game isn't very optimized >.>

spark cloak
#

Now that is also a thing

crystal wind
#

It's scope is big but it's code isn't up to scruff.

spark cloak
#

Hoping to wait a couple of gens more so 4k is viable with 120hz+

crystal wind
#

Oh one thing to help, you can set your fps in ue4 to something lower to help the pressure a bit.

#

I like mine at 24

#

Since to my eyes anything higher makes 0 difference.

#

It by default blasts it as high as possible.

#

You can also reduce shadowing details which help a lot if your gpu bottlenecked. Dynamic lights/shadows/reflections/transparency all hit the gpu hard.

sick patio
#

do I ask questions here?

spark cloak
#

GPU works ok, 960. My CPU is the main problem here

serene sorrel
#

@crystal wind you cant tell higher than 24fps?

crystal wind
#

Nope

serene sorrel
#

hmm interesting

spark cloak
#

Are we talking side scrollers or all games?

crystal wind
#

I'm legally blind but I don't think people can really see any higher. Can't really assume though since I don't see as you all do.

#

To me all

#

Everything

serene sorrel
#

i can tell difference between 60 and 75 very easily

spark cloak
#

Same

#

100 and 80 too

serene sorrel
#

i cant between 120 and 144 tho

crystal wind
#

I wonder if there's other reasons for that such as physics or the gpu acting weirdly.

serene sorrel
#

around 100 is hard for me to tell, but yeah its easy below that

spark cloak
#

It also depends on the game tho

serene sorrel
#

I was raised on CRT monitors, 60hz on those was so awful

#

so i used to run 100+hz on those things back in the day, you had to as a programmer

spark cloak
#

Why did you have to as a programmer?

serene sorrel
#

eye strain

crystal wind
#

@sick patio You can ask stuff here, some other channels may be more useful depending on the subject.

serene sorrel
#

8+ hours looking at low hz CRT monitor is headache inducing ๐Ÿ˜›

spark cloak
#

Ahh

#

never had a 60hz CRT

serene sorrel
#

yeah even crap crts did higher hz than 60, usually

#

wasnt until LCDs arrived that 60 become quite common, but for programming LCD at 60hz is better than pretty much any crt

crystal wind
#

Guess it's a good thing I can't see all that detail.

serene sorrel
#

game wise crts held the throne for a long time, still do in some small ways

crystal wind
#

I miss old crt tv's and screens.

spark cloak
#

Yeah, remember all hardcore games hold onto their crt for the longes time

serene sorrel
#

CRTS had like 120hz refresh rates at SVGA in late 90s, so even if LCDs looked crisper when they hit the scene for high refrash rate gaming there werent many choices

crystal wind
#

I actually liked them for the bulge at the mid, and that they were normally smaller and at a decent dimension. Not wide >.>

#

Made gaming easier odly.

serene sorrel
#

well LCD's are getting there nearly, still many issues with them but at least you have high refresh rate options these days

spark cloak
#

I miss the 4:3 at times

serene sorrel
#

ive got a 144hz 1440p monitor now, not even expensive

crystal wind
#

That's my favorite dimension right there.

#

Feels perfect.

spark cloak
#

It can maybe be a bit tricky when you are approaching bigger screen sizes when gaming... but fuck that 16:10 got left behind

serene sorrel
#

for most human eyes a widescreen screen probably fits better to their main focus area

#

at least with LCD screens and their vertical tilt issues

spark cloak
#

ye

serene sorrel
#

i move my head 5 inches down or up on lcd and it changes appearance

spark cloak
#

but atleast at 24" i like 16:10 more, dunno how i would be on a 27"

crystal wind
#

Ah forgot you all have a wider field of view.

little dawn
#

i have 14 inch moniter

serene sorrel
#

lol

#

14inch was the standard crt size, so small

spark cloak
#

Are you actually using the 14" ?

serene sorrel
#

im sure he knows how to use every inch

crystal wind
#

A nice vr headset might actually make programming so much easier. I need to get a pair if it's easy to see. So I won't need to keep moving my head around when reading.

spark cloak
#

;))

serene sorrel
#

@crystal wind nah, the screen quality is poor for that, right now

#

maybe next gen

crystal wind
#

I doubt it matters.

spark cloak
#

And it gets hot

crystal wind
#

It could be 400x300 and still be fine.

serene sorrel
#

for you?

crystal wind
#

Correct.

serene sorrel
#

theres noticeable grid with the best VR right now

crystal wind
#

It can't be worse than an old box tv.

#

And i'm right up on those things all the time.

serene sorrel
#

and lower coverage than is wanted

cloud cobalt
#

@sick patio Yes, you can ask questions here

little dawn
#

dude 14" is like not anythingf

spark cloak
#

When we are talking about screen size, how is working with 2 screens with Unreal?

little dawn
#

my entire unreal project has just been deleted

#

FGUC KKKK

spark cloak
#

What happened @little dawn

river apex
#

shit man how

little dawn
#

no idea

river apex
#

y u no source control

little dawn
#

?

cloud cobalt
#

Are you using source control ?

river apex
#

well, version control in this case

cloud cobalt
#

To revert your changes ?

serene sorrel
#

@spark cloak unreal seems designed for 2 monitors because of the annoying way the "extra" window behaves

#

so quite well for 2 monitors

spark cloak
#

Sweet, haven't been able to try yet because of tutvids on the other screen.

serene sorrel
#

not really sure why 2 monitors is a thing though, just get an extra wide if you want that, works the same and looks better

little dawn
#

soucre contrtol?

serene birch
#

2 monitors is easily explained

#

first you have one monitor

mossy nymph
#

extra wide + 2 monitors works even better ๐Ÿ˜›

serene birch
#

then you buy another

#

now you have two

serene sorrel
#

theres gpu issues with multiple monitors though, and these days ultra wides are cheap

#

you buy some 32-35 inch ultrawide, its essentially two smaller monitors

spark cloak
#

What @serene birch said

serene birch
#

still more expensive that buying a new slightly bigger monitor and going "what if I reuse my old one too?"

serene sorrel
#

haha thats true

crystal wind
#

@little dawn Ther eis software you can use to undelete it

#

If you got an hdd it's even more likely to be safe

little dawn
#

tell me plz

serene sorrel
#

is there an option maybe to change the way unreal editor uses that extra window? how it puts it in focus even when you click on the other window

crystal wind
#

Google it, ideally leave the pc alone (don't turn it off or on) and look this up on your phone.

cloud cobalt
#

Wait a minute before doing all of this

crystal wind
#

There's software to undelete files. It's less likely on an ssd if at all possible though not sure.

cloud cobalt
#

@little dawn What does your project files look like ?

#

Before doing anything more

little dawn
#

i dont underdtanmd

cloud cobalt
#

Open your project in explorer

#

Do yous till see files ?

#

What exactly happens ?

crystal wind
#

^

cloud cobalt
#

You just said "entire project deleted" but... like, did you delete it yourself ?

#

if not, it's unlikely it deleted itself

little dawn
#

i dont know

cloud cobalt
#

So what exactly do you see ?

little dawn
#

i cleared out my one drive then poof

#

it was on my hdd

cloud cobalt
#

what do you see that let you believe your project was deleted ?

little dawn
#

it wasnt there when i oped unreal

cloud cobalt
#

Okay, did you check the location on disk ?

little dawn
#

ye

serene sorrel
#

@cloud cobalt asking the real questions

cloud cobalt
#

So what is in that location now ?

little dawn
#

enpty folderws

cloud cobalt
#

What kind of empty folders ?

little dawn
#

folders with names like unreal or project an all the sub folders

#

compleaty empty

serene sorrel
#

@little dawn how many hours did you lose

little dawn
#

about 56'

cloud cobalt
#

Did you check your Windows trash folder ?

little dawn
#

mabye

#

yes

serene sorrel
#

56 feet of hours?

cloud cobalt
#

Did you have source control setup ? It would give you everything back in seconds

little dawn
#

no

#

56 hours

cloud cobalt
#

Then i'm not sure what can be done here

little dawn
#

fuck

cloud cobalt
#

Recovering data is possible on hard disks, but only when the drive gets corrupted somehow

serene sorrel
#

recovering data is possible if you havent added much data the disk, as delete's dont often delete the data, just free the clusters

cloud cobalt
#

You can try taking a look at file recovery software just in case

crystal wind
#

No you can recover them regardless >.<

#

Even if manually deleted.

cloud cobalt
#

Not that simple

serene sorrel
#

provided he hasnt added much data to the disk its usually fine to recover something, but strange he deleted it in the first place if it mattered

cloud cobalt
#

Anyway, @little dawn look into source control, create a repo on Gitlab and learn Git, it's free and you'll avoid that problem

#

It's a lot to learn but it's a mandatory tool

little dawn
#

will do thanks guys

crystal wind
#

Github has their own software called git desktop that makes it easy.

hearty cosmos
#

MATES for cartoony facial rigging, should I go with BLENDSHAPES or JOINT BASED

serene sorrel
#

then the cloud owns your data, not a great idea imo

cloud cobalt
#

Github is unsuitable for UE4 work in the free version

#

The file size limit is way too low

#

Gitlab has 10Gb available for free private repos

#

You can use more than that on Github, but it's a bit expensive

#

The other, more serious option is to use Perforce on a server you own

crystal wind
#

I think you might want to ask that in the graphics channel.

cloud cobalt
#

Obviously that's expensive too but it's the real deal

crystal wind
#

Not tried facial animations at all as of yet.

hearty cosmos
crystal wind
#

Where do I remember that name...

hearty cosmos
#

please, call me Mr. Bott

serene sorrel
#

You can install GIT locally anyhow, and do your own version control, and just make sure you backup that with external drives and such

#

if you use cloud services, use local encryption so they have zero access to your data

crystal wind
#

I've recovered entire projects using recuva before. On an hdd he'll have decent odds if he's quick about it.

serene birch
#

supposedly, Microsoft Azure also has a working Git thing going on btw ๐Ÿ˜ฎ

serene sorrel
#

dont use remote git unless youre doing open source stuff that doesnt matter if its compromised

cloud cobalt
#

Yeah, Microsoft has great stuff too

crystal wind
#

Can't wait to get multi-user setup to play around with.

#

It seems to backup in stages as well.

cloud cobalt
#

Same as Gitlab

#

So it's not bringing much to the table

crystal wind
#

I'm really missing the simplicity of 2D game dev from say sdl2...

#

Makes all this easier.

cloud cobalt
#

SDL2 is very much still a thing

#

Go for it

serene sorrel
#

the latest SDL2 has a newer quad batching engine making it more viable too

serene birch
#

wait

crystal wind
#

Even it feels rather clunky, even when building from source. But doing repos and stuff with it proves a lot easier.

serene birch
#

that page says they don't have a hard limit to the repo size

#

how is that "the same as Gitlab" ?

serene sorrel
#

not really an Unreal thing though, bit off topic

cloud cobalt
#

You're right

#

Seems they don't have a hard limit

little dawn
#

ok im quitting unreal

crystal wind
#

That could be exploited in nasty ways...

little dawn
#

whats 3ds max

#

and is unity easy

cloud cobalt
#

3DS is a modelling software for use with Ue4 or Unity

#

What's your issue with Unreal ?

crystal wind
#

I'd leave it alone.

serene sorrel
#

lol

little dawn
#

cant restore anything. i looked it uo

cloud cobalt
#

Unity is fine if you're looking for an alternative to UE4

#

But it won't prevent you from wiping your own project

little dawn
#

i cant write c++ like a boss

cloud cobalt
#

This is what Git or Perforce do

serene sorrel
#

yeah deleting your own project files can happen on UE or Unity

crystal wind
#

No one does starting out ๐Ÿ˜› Hell I still can't. Do whatever works for your goals.

dim plover
#

Learn Blueprints first. It'll make it much, much easier.

#

And lots of people do only strictly BP.

little dawn
#

when i say like a boss. i mean i can write "hello world" into the python

serene sorrel
#

@little dawn c# is easier to learn than c++ , and unity is in c# so . It looks worse but its a beginner engine

cloud cobalt
#

If you're not experienced with C++, it's clearly going to limit you somewhat if you plan on doing stuff like multiplayer

#

C# is easier to learn, so go for Unity if you don't have time

little dawn
#

oof

cloud cobalt
#

It's quite a great engine too, though different

dim plover
#

I heard Unity and multiplayer is quite difficult (for reasons I do not know).

crystal wind
#

Multiplayer is kind of off the table for an indie anyway if they want to ship. And they are this much a beginner.

cloud cobalt
#

Multiplayer should be off the table for beginners

serene sorrel
#

@crystal wind you can literally make MMORPG in Unreal or Unity in days

#

it will suck though

crystal wind
#

engine really doesn't matter as long as you got all the control you need. For open world or multiplayer... But those require massive amounts of work and hacks anyway.

#

Why am i derailing this...

serene sorrel
#

the default templates for unreal have multiplayer usually

cloud cobalt
#

Open-world or multiplayer are two examples of things you don't do as a beginner tbh

crystal wind
#

Or rpgs really.

#

Anything with an inventory.

cloud cobalt
#

Anything that requires massive content really

little dawn
#

how can someone make a unreal project into a multip[layer

serene sorrel
#

gamedev is full of "i have an awesome idea for MMORPG but i dont know how to program or make art"

cloud cobalt
#

With a lot of work

crystal wind
#

Ue4 uses replication by default for actors, which helps you sync states.

cloud cobalt
#

Multiplayer is 5x more work

#

UE4 doesn't replicate anything, by default, except the existence of the actor

#

Unity does less than that AFAIK

serene sorrel
#

the new Chaos physics engine will at least make some phyics based multiplayer games more easily accessible imo

crystal wind
#

Err that yes.

#

The option is so easy to use though.

cloud cobalt
#

What option ?

crystal wind
#

I mean just making desired variables replicatable.

cloud cobalt
#

There's a shit load more work to multiplayer than that

#

It's way, way, way more massive

dim plover
#

Have they said anything about Chaos's networking other than that they developed with networking in mind?

cloud cobalt
#

Nope

#

It will take years

serene sorrel
#

@dim plover its a lot more configurable

#

it also runs in its own thread

#

so some performance benefits

#

and its actually here (soon-ish)

crystal wind
#

Isn't it supposed to use multithreading internally?

little dawn
#

the sadest thibng that iv lost is my player model in unreal

serene sorrel
#

@crystal wind you can actually set the tick rate of the physics engine in chaos!

little dawn
#

no abdomen

serene sorrel
#

before it was tied to the gpu refresh rate

crystal wind
#

You can do that for ue4 probably though.

cloud cobalt
#

You didn't model that in UE4 anyway, so you shouldn't have lost that

crystal wind
#

Oh interesting.

serene sorrel
#

no you cant, they literally list it as a feature ๐Ÿ˜›

#

i mean they should have done that since years anyhow

crystal wind
#

I was surprised to dig through the source and only see Physicx >.>

#

Could have sworn there was bullet3d

#

What'd be pretty nice, if you could build said physics engine purely with fixed point data.

serene sorrel
#

not yet with chaos

#

we had a discussion here the other day about it

#

the biggest use case for fixed point math and lock step physics is large amount of units, and not many games really do that

#

the few that do roll their own

crystal wind
#

Sandboxy games do use that though, so do rts.

#

Both of which i've seen people want to do but end up being dissapointed

serene sorrel
#

yeah

crystal wind
#

By the lack unit counts

serene sorrel
#

im in agreement, they should have this stuff already in unity and unreal, but its just the way it is

#

you can get away with using FPU stuff if you are extremely careful about it, but chaos isnt designed with that deterministic goal in mind

crystal wind
#

I've yet to find a 3D engine that is.

serene sorrel
#

but never know what the future holds

#

yeah because its slower, and you cant use the latest CPU features if you care ๐Ÿ˜›

crystal wind
#

The two I found for 2D were either not in english or had too many requirements to really install in a cross platform manner.

serene sorrel
#

but i think they should have designed chaos with a fixed point pipeline in mind, as an option

#

but instead physics will again mainly be used for determining the graphical look of things and not actual state

crystal wind
#

Hopefully they do it with nice flat arrays, maybe let ue4 pass in it's own buffers, and give the game dev more settings to tweak. Maybe even replace the broad phase.

serene sorrel
#

has UE spoken about an ECS? I know Unity is working towards that goal but havent seen anything on the UE front

crystal wind
#

Same to be honest. But i'd rather do it myself it it's to be done anyway.

#

Avoid BP's entirely at that to.

serene sorrel
#

avoid it how in UE?

crystal wind
#

Code. C++.

serene sorrel
#

your game state in its own world, just use UE as the graphics window?

crystal wind
#

Basically yes ^-^ That's one way.

#

Would be the most optimized way if you've got the time to spend.

serene sorrel
#

mmmm thats what i was doing for my fixed point RTS demo in unity and unreal

#

just keep my own game state separate

little dawn
#

my cpu is a intel core 2 quad 9300 and a gpu gt710

#

literal potato

crystal wind
#

Funny I did an ecs engine specifically with an rts engine in mind. Was interesting.

#

Why do they say core two quad?

#

As in two cores but an extra two emulated cores?

serene sorrel
#

@crystal wind yeah RTS isnt exactly a demanded engine these days, unreal and unity make you use a suboptimal solution for it that is built around their engine limitations

#

core2 is the cpu arch

crystal wind
#

I doubt his rig is worse than mine then.

serene sorrel
#

something outta 2006 yeah

crystal wind
#

You'd be surprised the number of people that ask, why not build the rts in unity? I guess high unit counts aren't appreciated.

serene sorrel
#

You can certainly make a RTS that uses the optimal lock step path that works in UE or Unity, you just have to "windowize" the visual game world and spawn/despawn actors/gameobjects as they come into view. Keep your own state away from the engine

crystal wind
#

Pretty much yes.

serene sorrel
#

its not even hard to do it in UE or Unity honestly, the hard part is knowing how to do it in the first place which most people have no idea

#

but nearly every large game that uses UE or Unity knows about keeping the actor count lowish for best performance, that you have to "stream" in the world

#

Unity's new ECS system may resolve the need for streaming in many cases

#

since it allows 100K+ objects in the world at once

#

but even in that case since it doesnt have lockstep physics, or fixed point pipeline, youll be doing it on your own

little dawn
#

does anyone have a wroking dynamic crosshair

static viper
#

yes

#

no

#

its a trihair

little dawn
#

idc

#

trihair is good

dim merlin
#

Hey, anyone knows it would be a problem to have much bones in a skeleton, even they are not animated (done have tracks) ?

static viper
#

the skeleton will always export completly

#

and by default parenting will move them

#

but sometimes

#

with skinning

#

they vanish

#

ue4 has a weird strategy with skeletal meshes

vast fossil
#

guys is it ok to ignore some error reports ? Because some of them arent actually errors

static viper
#

if red

#

then no

vast fossil
#

its red

static viper
#

then no.

vast fossil
#

but its not even an error...

static viper
#

show

vast fossil
#

basically I have an arrow component of 3rd Person following a sphere

#

it works

static viper
#

just show the error message

#

even tho if it works in editor

#

or game

#

these kinds of error are what leads to the desktop crashes.

#

there is definitly no ignoring them

vast fossil
#

the thign is, its working correctly, but it gives this error

static viper
#

that is extremly bad.

#

and will definitly fuck your game up XD

vast fossil
#

then why does it work

static viper
#

bc it doesnt...

vast fossil
#

it does

static viper
#

stop arguing

vast fossil
#

dude

static viper
#

and show me the code...

#

or am just gonna walk away and watch you dive head first into the abyss

wary wave
#

if it's accessing none, it's definitely not working

#

you will want to track that down

vast fossil
#

the nodes do work, I only get this red error IF I dont have my sphere in imported in the world outline but spawned in the game

#

but if I have the sphere imported, then I have no red errors but that breaks my gameplay

wary wave
#

accessed none means you have a reference in there that doesn't point to anything

vast fossil
#

I assume its because its not imported

wary wave
#

"imported" doesn't make sense

#

I assume you mean placed in world?

vast fossil
#

I didnt

#

I have it spawned 2 secs after game starts

#

the sphere does spawn like I want

static viper
#

then just stop the code asking for it until its there?

vast fossil
#

behaves exactly how I want but I get this error

wary wave
#

the other blueprint probably has no reference to the sphere

#

hence accessed none

static viper
#

you are asking for the sphere even you know its not there

midnight sparrow
#

Can i prevent having a bright movable objects after baking with static lighting ??
I would just like it to look like static, but the lightmap wouldnt break when i move it

vast fossil
#

about the code, I only work with BP right now I have no code skills

cloud cobalt
#

@midnight sparrow You need dynamic lighting there, unfortunately

#

Which looks way worse

static viper
#

then show code jason

vast fossil
#

how ?

static viper
#

a screenshot

#

windows has snipping tool by default

#

you can paste it right in here

vast fossil
#

where to view the code ?

#

im a noob when it comes to coding

cloud cobalt
#

For source code you should use pastebin

static viper
#

i always say it that way

cloud cobalt
#

For Blueprint, a screenshot

static viper
#

ok

#

i mean blueprint.

vast fossil
#

ah ok

static viper
#

its all mixed for me really XD

#

everything is code.

#

even stranger is a calculated risk

midnight sparrow
#

@cloud cobalt not a possibility its for a VR.
I would just like to move tables in front of client with no need to rebuil the lighting. So the shadows on it would look the same, i dont care. i just dont want it to be bright like this

vast fossil
cloud cobalt
#

@midnight sparrow If you need to move objects, then you need to use dynamic lighting

#

if you can't do that, then don't move objects

#

Or don't have lighting

midnight sparrow
#

Ok i was hoping there is some cheat ๐Ÿ˜„ Becouse im not asking engine to do something imposible. Just to not disconnect my lightmap

static viper
#

@vast fossil use an

#

isvalid white node

#

and connect it to your get result

#

then hook it up between the get all and the set

vast fossil
#

@static viper thank you for suggestion, I will try out now

wary wave
#

dynamic objects would not be lightmapped

midnight sparrow
#

So can i move my static objects without breaking lightmap

#

i dont care it would be inacurate

static viper
#

you can only move objects that are not baked

#

they are tagged as movable

midnight sparrow
#

i will probably just somehow fake the lightmap in photoshop

static viper
#

by you

#

use decals for the fake shadows then

midnight sparrow
#

decals?