#ue4-general
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well then activate raytracing :3
its your directional light not throwing shadows.
@sudden agate what weights should i set it to?
that is a monster of a human XD
How do I get rid of the grid?
and for some reason your t pose is in the animation
@plush yew build lighting
Mhm how
or use dynamic light
Should i set the weights to 1 stength 1?
@sudden agate if i build lighting its even worse
@static viper if i remove every light source, the object is still lit but without shadows
i want it to be completely black
thats a sign that light is baked
if you want completly black you need to use
force no precompute
I just want average lighting tho
you can set all your light sources to movable
its all movable
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
How do I set all my light sources to movable?
you click it
Where's the light source
i am not gonna answer this
@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.
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
How do I make the sun less bright?
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
Fair
and to answer the question there is an intensity property on the light that determines how strong it is
https://learn.unrealengine.com/home/dashboard has a few courses actually on lighting as well if videos are wanted ๐
@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?
Thanks
Sorry My bad, https://pastebin.com/qTt0YPaD
here is the function that does this
I even put exact coordinates
that's a weird one
hm? My coding or?
the ? , the coding seems fine
Oh, thank you.
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?
man I wish I had an idea but this looks right
๐ฆ Yeah I just double checked by commenting out the line and it doesnt teleport(as it should) so this is correct
Read the documentation supposed to just move me there across it all
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
like maybe it's just the camera lagging and the player is moving
Thank you, I will try it out
Alright so, I moved my destination in front of a blocker
I get stopped by the blocker
So instead of SETTING my location I get MOVED by this command, also its not just camera, this is being blocked by my pawn
I need to some reading
thank you for helping
yep it should be setting it not moving it even in the code
so it makes me feel like your are moving "part" of it then the rest of it is following for some reason
which makes nooo sense based on your debug
Yeah actually it looks like it is correct behavior
I think this is what I need to use
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
set actor location is correct, something is just going weird
Alright
you could debug it, put a cube in the word or spawn one in in front of you
wait a second or 2 then use set actor location on it and see if it does what you expect
Okay, thanks
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
How long should "Cooking for Windows" normally take?
1 second to 10 years depending on your PC and contents
look at the output log and see what it is doing
I clicked on "Show Output Log" and it froze
it might be cooking some stuff, might just wait it out till it comes back
Is this good?
doesnt look that good
nope doesn't look good at all lol
its not bad either
What should it look like?
it shouldnt happen at all
none of those warnings lol
nearly no yellow
Uh oh
I'm making a map for Mordhau 
explain
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
I'm going to mod in a map for Mordhau with no experience in any of this basically
or it could be file path length related, your path seems pretty long for some of those files
How do I fix those problems?
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
see if that file is there or missing
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
or remove the references to the files I guess ๐
then you probably can't package it really well
Is that all cooking does? Make it easier to package
You're right
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.
oh so thats official
might want to nuke the invite, the mods here will nuke it.
There aren't modding tools (yet) but the devs are aware that there's modding
I seem to be unable to open 2 projects, each in its own instance of UE4 with 4.22 ... is this normal ?
if they are the same then no
but you can have multiple different projects open with the same version
i do that regular
i am trying to open both with the same version of UE4
both what
2 projects
and what version
both are 4.22.3
never occured to me with versions before 22
never tried on 22 tho
could be a new thing
ok, guess i'll have to deal with that .. thanks
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 ๐ฉ
โ
now i have to create a spawner for each of my tiles...
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?
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...
round all your coordinates when doing anything to the nearest X
congrats, you now work on a grid
nice tip @wary wave ,, i did not think it could be that simple elegant solution xD
you have to round Y aswell right ?
edited it XD ,, myy bad
what do you mean ?
ahhhhh
fuck
had to read it like 3 times,,, omg
anyway, that idea could be used in many things i gess
tip of the day
There is a 2d grid macro and another grid thingy in the engine to help you get/create/round co ordinates fyi
like one that you put in a value and the grid size and it tells you the nearest point
nicee
does anyone have any good dynamic crosshairs for free i could get#
Who can help me with my atmosphere?
@vernal relic What are you intending to do ?
I like sapcey stuff
@little dawn You should find something on google
I'm getting one error with the puglin "Advanced Sessions" when packaged
someone can help me?
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```
didnt worked
what modules do you have listed in your .uproject? and is the plugin in your project or the engine
so no other modules or anything else in there? same with your .cs I guess
something else is failing somewhere ๐ฆ
how can I create texture on floor with squares? i try do this alone and google it but im suck with materials :<
show an example?
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
what was the problem @idle garden
@grim ore i try split this material
https://gyazo.com/976e0d62d2b430956c1ab01ed00a6ac2
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)
what are you trying to do?
there are textures in the engine, if you turn on show engine content when looking for a texture, that are tiles/grids
and I meant what was the solution to you @idle garden lol
I try make simple grids on floor
@grim ore i dont have sure.. but I put the plugin inside the engine folder and project folder
and I have it like "puglin"
And the name it's "Plugin"
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?
i was using 4.14 until recently and i had to actually make an 'instanced static mesh' and drag out transforms
@@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
now it seems thats no longer an option in 4.22 and it has the word (Instance) after a mesh
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
nice, thanks @grim ore ๐
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
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
one less thing to think about
it's a feature in progress still but it does seem to work
@grim ore oh thanks ๐ฎ but why my material is only white?
https://gyazo.com/ae6a1d603086e09f07ddb6727d7041cd
because you are looking at a sphere and can only see 1 section, click the cube icon on the bottom below the sphere
okey, now i need rebuild scene? ๐ค
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.
how do you enable the fracture editor in 4.23
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?
Is it possible to rig an object with a skeletal mesh directly from UE4 or do i need to use blender for that ?
@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
Direct Message
oh ok lol .. can't you find one on the web ?
if im not crazy, a crosshair is just an image with transparency, no ?
yes it is but i cant find any that work
i have no photoshop
and all other immages either arent transparent or just arent avalible to use in unreal
so it needs to be fixed and you can't fix it or it's missing and you can't find it ?
@grim ore i got a quick question
How can i increase the shadow rendering distance for foliages?
there is a free pack with crosshairs on the market : https://forums.unrealengine.com/community/community-content-tools-and-tutorials/89662-free-crosshair-pack
This is the place to show, share, and link to your stuff!
@little dawn I just downloaded the asset to test it out and it works fine here
@tawdry sierra I don't know how to do that, I don't work with foliage ๐ฆ
cheers dude ur a god
๐ฆ alright, thanks for the reply
@grim ore hey the link u sent me worked but all the crosshairs are not transparent. how to i make them transparent
Evening all. Just wondering whether there's a good place in here to find marketing advice etc? Or is this not really kinda place?
not really the place sos dude
How can i apply a heatmap into a texture?
@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?
do you guys like my player model. LOL its missing an abdomen
is there any indications to why when i try run a dedicated from editor its black>?
@little dawn its not missing anything, its perfect the way it is
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
Download krita or inkscape and spend the 2s drawing a circle
But it sounds like your problem is more a material thing
@grim ore yes, sadly shadows fake quite early
will it be transparent @coral shoal
@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
@little dawn kenny has like 200 crosshairs
are you sure that they are foliage types?
kenny?
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
alright im recording a gif rn
Hi! I began creating tutorial videos about basics in C++. We will be complicating it over time, and at some point we will use our skills inside Unreal Engine! Enjoy!
https://www.youtube.com/watch?v=E1iqRRr3WbU&feature=youtu.be
In this tutorial video we will be installing required tools to get C++ up and running. We will also execute our first console application.
@tawdry sierra what is your scalability setting at for shadows? Settings -> engine scalability -> shadows
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
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
@grim ore They are really high quality actually. All of em have 4 LODs
and the last LODs pretty high res
so in the static mesh editor, for the lods other than 0, do they have cast shadow set in the lod section?
yes, in all LODs they cast shadows
๐ฆ
can i send you one of the tree assets so that you can check it out?
ok so in the light sources you are using, directional light I would assume, what are your Cascaded Shadow Maps settings?
the tree is in the content examples you can get from the learn tab
but i dont think the issue is with the mesh if you are seeing cast shadows on all of them
youve generated LODs
shadows are visible at LOD0 it looks, how many other LODs you got?
Check "Custom" on LOD Picker
@bitter iris that was my example, it was disabled on purpose
Oh LOL
there is a setting named
LOD group
it is set to none atm
should i set it to something else
would that work?
well, it didnt
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
like a small distance in your view is actually a huge numerical distance which is why it's culling so soon
but everything is scaled to normal
but none of this makes sense ๐ฆ have you tried dropping that tree in a new project and seeing what happens
just like a new blank project with default settings, it might point to the cause
this is about the only major thread I could find on it with console commands https://answers.unrealengine.com/questions/60734/shadows-fading-out-with-increased-camera-distance.html but your issue is weird ๐ฆ
letme try it in a new level
you should try a new blank project or new basic template just to eliminate any settings you might have changed as well
i will
@@little dawn create a material, use the cross hair texture as the opacity. You are probably importing transparent images but using them wrong
anyone experiencing black screen when starting a dedicated server from editor?
just cant get it to go
@grim ore Can you demonstrate how far your shadows go?
@grim ore hey, everything just got weirder
i can see some of the trees shadows from very far distances.
the very same tree doesnt give the same shadows
and some of the trees have far shadows some dont
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.
@midnight sparrow https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/VRPerformance/index.html#vrmultiviewsupportformobile
Information on different performance optmizations for VR.
Yea i found this also after a while, so its just about performance
Also, thanks :]
in VR on mobile performance is a main issue
Performance seems to be pretty similiar in " ctrl + shift + ," when i hit preview. So we will see ๐
"Currently, Mobile Multiview will only work with modern Mali-based GPU's. " it was written during 4.17 epoch, so...could changed
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
@grim ore Do u know if it is possible for me to change the default color of the draw line 2D node
The default color is white and I want to change it
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
I want to say multiply is the correct answer
@grim ore can you look into this?
@cloud palm this one?
yes
it's a mask generator
Is it possible to change the color?
let me try
it's a material function, you can always double click it and see how it works
kk
@next badger it create something like this
there is a border that around the line, but the color is still white
sorry, w/o a graph i can't say anything
@next badger I got it working thx so much dude
erm
got a huge problem :/
i just noticed this as i load dedicated, all my world outliner goes invisible https://gyazo.com/1b99542a69c6901999126aee9464fb85
can anyone help
what is meant to be ticked here
cause everything isnt ticked on projects that work on dedi
if everything is unticked then your dedicated server is empty
you may, i think it does it on Auto
So do we know when 4.23 will launch?
And? it may be not your start map
those are defaults
no
map may be set by game mode
default = when no map is set by other means
and since your outliner says it's Untitled - i assume it is
hello , so my starter content and template are missing even though it says theyre installed to engine . should i re-install
@lament hatch you may select verify then
it will check if it's all in place and download the missing parts
alright , thanks !
what is the city engine for?
so since we get an insights stream this thursday, that means 4.23 will release before then, right?
otherwise it would be a little pointless
still no way of rough translucency in ray tracing? i thought they added that in 4.23 am i doing something wrong?
we had a chaos stream last week so I doubt we need 4.23 for insights
Is there a solid workflow to merge a bunch of static meshes in one build and keep them separate in another
Sort of like how you can export images with layers without needing to distribute the layers
hi all
a few days ago, i was discussing how to solve the problem of having built my city out of foliage instances.
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
you can combine static meshes into a blueprint but I dont think it retains the original ( i dont remember )
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
look into the 2070 super
yeah, isnt the 2080 super supposed to be coming out soon though?
it's out as well. check on reviews/specs/performance and cost ratio tho
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
for the value the 2070super is the one to get unless cost matters not lol
what do you have?
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
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
it still chonks when trying to go heavy on the DXR stuff tho but nothing can really handle it well right now
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
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
waiting for an official Epic Raytracting sample at some point but even then... probably 24fps at 2080ti levels
when raytracing is mainstream the lighting will just look good
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?
112fps -> 40fps is my hit for turning on RT GI in the sample template VR map
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
check out the current average GPU https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam and extrapolate from that
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 ๐
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
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
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
trying to get help with nDisplay setup, hard to find any anywhere :\
Does anyone have the kite demo Landscape. Material I can you pplease
are you trying to get the material or help with it?
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.
Whenever I start an Unreal Project Browser and Unreal Editor it opens SteamVR
Does anyone know how to stop it from doing that?
does anyone know when 4.22.4 will be released? where do you go to monitor this type of thing?
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?
@noble barn uninstall steamvr or open the project, go to plugins, and disable steamvr
I already disabled the plugin and I use steamvr often, I guess I'll give it a go anyway
@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
@grim ore thanks
@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
@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.
ya that should get you by for some multi player testing... though dont expect to get a lot of people on that dual proc
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?
now you are getting sticky cause how big is your levels, whats in them... all this will play a laggy role
ahhh, small level like arena type game
if you can host a conan dedicated server... you can host anything unreal ๐
Lol, i doubt i can host a conan dedicated
take a week to install it anyways lol
in my experience linux dedicated servers are generally superior...
@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
though I couldnt begin to tell you how to set up a dedicated server package with ue4 .. im just looking into that stuff currently
lots of crying if you don't read and follow directions well ๐
if I can learn to build iPhone apps, I can learn anything lol
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
Epic changes stuff way less then iOS
Xcode was real fun learning while they were implimenting the big changes
lol
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.
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
that wouldnt happen to be like a 780 mobo in that box?
anyone here done any XML loading in Unreal engine for run time stuff
some of those older mobos, can take xeon processors
@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...
whats a library book ? ๐ค
๐
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
@plush yew talent
@runic narwhal, You do not have permission to use the talent command.
heh , it wasnt so long ago, I just read the basics... dang , did it fill in a lot of unanswered questions
and nothing in the engine for a dedicated server should be GPU bound on purpose due to the way Epic designed it
they said that about bitcoin mining too
like i hope you wouldn't spawn a particle effect on the server lol
Only the most amazing of tensorflow offloading
@grim ore what about dynamic lighting affecting growth of plants, like in Rust
if thats not calculated on server it could be hacked
are rust servers headless dedicated or listen types?
dedicated yeah
but maybe they dont actually do dynamic light testing for that feature, or its somehow precalculated, not sure
it's a good question but that doesnt mean it uses the rendering system to calculate that
i wondered about it
no reason its not just math based on positions
but dynamic buildings seem to affect it
still math?
yeah maybe
linetrace from light source to target, look for intersecting objects
Ray trace?
@plush yew lft
@runic narwhal, You do not have permission to use the talent command.
its quite performant since there are thousands of plants on the server at any one time
like the actual question is in UE4 for shadows are they calculated on the CPU or GPU?
How does one get access post in #looking-for-talent ?
gpu right?
must be, besides the static lighting
@runic narwhal you need to send him a message, not a mention
lol googling Rust Dynamic Growth System and I get the Language not the game heh
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
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
that sounds like good programming practice to avoid hitching
Sounds like a good dad joke here
๐
Well dont keep the community hanging
all up in your business .. say it out loud ..
maybe i dont say jalapeno with the right slang to make that sound as nice as it should
Australia
coolz... might be an American joke.
Ok... how about this one... ready? It's a good one... universal
I think im ready
How does Harry Potter go down the hill?
On his magic slide
Sure to get the kids laughing with these classic Dad Jokes, buy now
๐
that feeling when "Who is harry potter" becomes a thing kids say
that's a sad day.
im old enough that i know of a time before harry potter, thats even sadder
before Harry Potter was Lord of the Rings..
they came out literally same time
Bro stop before you kill the server
LoL
So with "Directories to copy" and FPaths::ProjectContentDir you can get some XML (or whatever) files to show up to allow some modding
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
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 โฅ
Also, here's my log
https://pastebin.com/PNxjdX8x
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.
Not without prepwork.
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
just upgrade project to latest version if its older, but yes generally speaking try to do that in same version
Blueprints have a tendency to break between versions.
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
In that case he could just make a test level in the same project.
@spark cloak you can also disable/hide stuff in the editor to speed it up, multiple ways to improve performance
Aka, it works quite good but might experience setbacks with blueprints when new updates and stuff?
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
I've had to toss several projects when moving engine versions >.>
ouch
Was a while ago though.
for sure there have been many "big api changing breaks" in the past
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.
I'm running an 8 year old quad from amd ๐
in my opinion, developers should have better PCs than their average install base
so maybe time to upgrade ๐
Na
Koi which one?
If it's is worse than he'll optimize more anyway.
Running fx 4100 here^^
Let me see
Ryzen 3000 is out
^
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.
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.
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.
*justify
Yeah, and some tycoon games with lots of units. Cities Skylines is a bitch for my pc
That game isn't very optimized >.>
Now that is also a thing
It's scope is big but it's code isn't up to scruff.
Hoping to wait a couple of gens more so 4k is viable with 120hz+
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.
do I ask questions here?
GPU works ok, 960. My CPU is the main problem here
@crystal wind you cant tell higher than 24fps?
Nope
hmm interesting
Are we talking side scrollers or all games?
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
i can tell difference between 60 and 75 very easily
i cant between 120 and 144 tho
I wonder if there's other reasons for that such as physics or the gpu acting weirdly.
around 100 is hard for me to tell, but yeah its easy below that
It also depends on the game tho
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
Why did you have to as a programmer?
eye strain
@sick patio You can ask stuff here, some other channels may be more useful depending on the subject.
8+ hours looking at low hz CRT monitor is headache inducing ๐
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
Guess it's a good thing I can't see all that detail.
game wise crts held the throne for a long time, still do in some small ways
I miss old crt tv's and screens.
Yeah, remember all hardcore games hold onto their crt for the longes time
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
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.
well LCD's are getting there nearly, still many issues with them but at least you have high refresh rate options these days
I miss the 4:3 at times
ive got a 144hz 1440p monitor now, not even expensive
It can maybe be a bit tricky when you are approaching bigger screen sizes when gaming... but fuck that 16:10 got left behind
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
ye
i move my head 5 inches down or up on lcd and it changes appearance
but atleast at 24" i like 16:10 more, dunno how i would be on a 27"
Ah forgot you all have a wider field of view.
i have 14 inch moniter
Are you actually using the 14" ?
im sure he knows how to use every inch
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.
;))
I doubt it matters.
And it gets hot
It could be 400x300 and still be fine.
for you?
Correct.
theres noticeable grid with the best VR right now
It can't be worse than an old box tv.
And i'm right up on those things all the time.
and lower coverage than is wanted
dude 14" is like not anythingf
When we are talking about screen size, how is working with 2 screens with Unreal?
What happened @little dawn
shit man how
no idea
y u no source control
?
Are you using source control ?
well, version control in this case
To revert your changes ?
@spark cloak unreal seems designed for 2 monitors because of the annoying way the "extra" window behaves
so quite well for 2 monitors
Sweet, haven't been able to try yet because of tutvids on the other screen.
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
soucre contrtol?
extra wide + 2 monitors works even better ๐
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
What @serene birch said
still more expensive that buying a new slightly bigger monitor and going "what if I reuse my old one too?"
haha thats true
@little dawn Ther eis software you can use to undelete it
If you got an hdd it's even more likely to be safe
tell me plz
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
Google it, ideally leave the pc alone (don't turn it off or on) and look this up on your phone.
Wait a minute before doing all of this
There's software to undelete files. It's less likely on an ssd if at all possible though not sure.
i dont underdtanmd
^
You just said "entire project deleted" but... like, did you delete it yourself ?
if not, it's unlikely it deleted itself
i dont know
So what exactly do you see ?
what do you see that let you believe your project was deleted ?
it wasnt there when i oped unreal
Okay, did you check the location on disk ?
ye
@cloud cobalt asking the real questions
So what is in that location now ?
enpty folderws
What kind of empty folders ?
@little dawn how many hours did you lose
about 56'
Did you check your Windows trash folder ?
56 feet of hours?
Did you have source control setup ? It would give you everything back in seconds
Then i'm not sure what can be done here
fuck
Recovering data is possible on hard disks, but only when the drive gets corrupted somehow
recovering data is possible if you havent added much data the disk, as delete's dont often delete the data, just free the clusters
You can try taking a look at file recovery software just in case
Not that simple
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
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
will do thanks guys
Github has their own software called git desktop that makes it easy.
MATES for cartoony facial rigging, should I go with BLENDSHAPES or JOINT BASED
then the cloud owns your data, not a great idea imo
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
I think you might want to ask that in the graphics channel.
Obviously that's expensive too but it's the real deal
Not tried facial animations at all as of yet.

Where do I remember that name...
please, call me Mr. Bott
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
I've recovered entire projects using recuva before. On an hdd he'll have decent odds if he's quick about it.
supposedly, Microsoft Azure also has a working Git thing going on btw ๐ฎ
Get free private Git repositories and code collaboration in the cloud. Create Git pull requests and review code with Azure Repos, formerly on Visual Studio Team Services.
dont use remote git unless youre doing open source stuff that doesnt matter if its compromised
Yeah, Microsoft has great stuff too
Can't wait to get multi-user setup to play around with.
It seems to backup in stages as well.
Same as Gitlab
So it's not bringing much to the table
I'm really missing the simplicity of 2D game dev from say sdl2...
Makes all this easier.
the latest SDL2 has a newer quad batching engine making it more viable too
wait
Even it feels rather clunky, even when building from source. But doing repos and stuff with it proves a lot easier.
that page says they don't have a hard limit to the repo size
how is that "the same as Gitlab" ?
not really an Unreal thing though, bit off topic
ok im quitting unreal
That could be exploited in nasty ways...
3DS is a modelling software for use with Ue4 or Unity
What's your issue with Unreal ?
I'd leave it alone.
lol
cant restore anything. i looked it uo
Unity is fine if you're looking for an alternative to UE4
But it won't prevent you from wiping your own project
i cant write c++ like a boss
This is what Git or Perforce do
yeah deleting your own project files can happen on UE or Unity
No one does starting out ๐ Hell I still can't. Do whatever works for your goals.
Learn Blueprints first. It'll make it much, much easier.
And lots of people do only strictly BP.
when i say like a boss. i mean i can write "hello world" into the python
@little dawn c# is easier to learn than c++ , and unity is in c# so . It looks worse but its a beginner engine
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
oof
It's quite a great engine too, though different
I heard Unity and multiplayer is quite difficult (for reasons I do not know).
Multiplayer is kind of off the table for an indie anyway if they want to ship. And they are this much a beginner.
Multiplayer should be off the table for beginners
@crystal wind you can literally make MMORPG in Unreal or Unity in days
it will suck though
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...
the default templates for unreal have multiplayer usually
Open-world or multiplayer are two examples of things you don't do as a beginner tbh
Anything that requires massive content really
how can someone make a unreal project into a multip[layer
gamedev is full of "i have an awesome idea for MMORPG but i dont know how to program or make art"
With a lot of work
Ue4 uses replication by default for actors, which helps you sync states.
Multiplayer is 5x more work
UE4 doesn't replicate anything, by default, except the existence of the actor
Unity does less than that AFAIK
the new Chaos physics engine will at least make some phyics based multiplayer games more easily accessible imo
What option ?
I mean just making desired variables replicatable.
There's a shit load more work to multiplayer than that
It's way, way, way more massive
Have they said anything about Chaos's networking other than that they developed with networking in mind?
@dim plover its a lot more configurable
it also runs in its own thread
so some performance benefits
and its actually here (soon-ish)
Isn't it supposed to use multithreading internally?
@crystal wind you can actually set the tick rate of the physics engine in chaos!
no abdomen
before it was tied to the gpu refresh rate
You can do that for ue4 probably though.
You didn't model that in UE4 anyway, so you shouldn't have lost that
Oh interesting.
no you cant, they literally list it as a feature ๐
i mean they should have done that since years anyhow
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.
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
Sandboxy games do use that though, so do rts.
Both of which i've seen people want to do but end up being dissapointed
yeah
By the lack unit counts
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
I've yet to find a 3D engine that is.
but never know what the future holds
yeah because its slower, and you cant use the latest CPU features if you care ๐
The two I found for 2D were either not in english or had too many requirements to really install in a cross platform manner.
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
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.
has UE spoken about an ECS? I know Unity is working towards that goal but havent seen anything on the UE front
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.
avoid it how in UE?
Code. C++.
your game state in its own world, just use UE as the graphics window?
Basically yes ^-^ That's one way.
Would be the most optimized way if you've got the time to spend.
mmmm thats what i was doing for my fixed point RTS demo in unity and unreal
just keep my own game state separate
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?
@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
I doubt his rig is worse than mine then.
something outta 2006 yeah
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.
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
Pretty much yes.
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
does anyone have a wroking dynamic crosshair
Hey, anyone knows it would be a problem to have much bones in a skeleton, even they are not animated (done have tracks) ?
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
guys is it ok to ignore some error reports ? Because some of them arent actually errors
its red
then no.
but its not even an error...
show
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
then why does it work
bc it doesnt...
it does
stop arguing
dude
and show me the code...
or am just gonna walk away and watch you dive head first into the abyss
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
accessed none means you have a reference in there that doesn't point to anything
I assume its because its not imported
I didnt
I have it spawned 2 secs after game starts
the sphere does spawn like I want
then just stop the code asking for it until its there?
behaves exactly how I want but I get this error
you are asking for the sphere even you know its not there
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
about the code, I only work with BP right now I have no code skills
@midnight sparrow You need dynamic lighting there, unfortunately
Which looks way worse
then show code jason
how ?
For source code you should use pastebin
i always say it that way
For Blueprint, a screenshot
ah ok
its all mixed for me really XD
everything is code.
even stranger is a calculated risk
@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
@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
Ok i was hoping there is some cheat ๐ Becouse im not asking engine to do something imposible. Just to not disconnect my lightmap
@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
@static viper thank you for suggestion, I will try out now
dynamic objects would not be lightmapped
So can i move my static objects without breaking lightmap
i dont care it would be inacurate
i will probably just somehow fake the lightmap in photoshop
decals?