#ue4-general
1 messages ยท Page 536 of 1
I just learned the Blueprint Map has no limit (I think) but the array limit it. ๐ฎ
sorry for noob how do I render weapon with seperate FOV from player camera FOV
what
Hi everyone! Is there any math wizard that can help me? I'm trying to determine if a rotation is going clockwise or anticlockwise in unreal but I cant figure anything out
By countinously rotating an object on an axis I noticed that the value goes from -90 to 90 and then from 90 to -90 and I'm having difficulties differentiating between the two
not someone who dabbles with it, but there are ways to view either world, local, or relative rotation.
not sure if that is any help
Im trying to get a Niagara system to work on an animated skeleton mesh, however it doesnt follow the animation of the mesh it just spawns as if the mesh was stuck on the first frame. not sure what im missing?
i also get a no mesh assigned error, although there is one clearly assigned?
ah! sorry thanks!
how do i make a mp3 file into a sound file in ue4
Ok I have quite a large project that'is at the stage where it just needs more levels built, and I'm still using version 4.18. I want to upgrade it to a higher version, but not sure which one is the better one. Don't want 4.23 yet as it's probably still in need of fixes, so it's either 4.21, or 4.22 - which one woulr be better?
You don't - convert it to a wav
Use Audcity or something as it's free and does the job
Quick question. But how can I mirror place in UE? Like say I have a circle and want to place some spotlight props perfectly around it. Is that possible?
Make a bp
Im a total noob. i'll just place them manually
Thought it would just be a button lol
Lol nope
I would suggest upgrading one version at a time. Less likely for something to break. Some versions require the previous regardless. Also, save a copy before you do it.
Yeah I know the drill - just wanna know where to stop at. Fixing small errors along the way isn't a big deal
4.21 seems pretty popular
Although I know 4.22 is faster
But I'm sure it had a con in there somewhere
So no one has a preferred engine from those?
vfx (cascade/materials) only speaking 4.22 works fine
21 as well, as long as you disable high dpi stuff on 4k monitors (cascade no likey)
there is some neat stuff in newer versions optimization and tools wise
Idk even know what cascade is lol.... Never bothered to read up on it
particle emitter stuff
Ahh
Ok well I'll give 4.22 a go -
No nay -Sayers is a good start
Thanks Luos ๐
Lol I actually just got it going to 4.21 - had a last second twitch
I think the last time I tried this it broke the Async but ithat only dealt with footsteps. I'm going to do something different with it anyway, well at least until I understand it better (was an old generic shooter setup)
No man - welcome to the discord if you are a newbie - feel free to join in, although I'll be heading off shortly
people are prolly busy
sup all
hm?
@rotund barn Do you still need to do that? It's not hard to get a negative or positive rotation based on counterclockwise/clockwise change, but I'm wondering the what it is you need the value for, there might be something built in that already serves the purpose.
Question! Anyone know if it's possible to do Launch On from the editor but give the deployed executable some commandline options?
hey @fierce tulip where can we talk about paid assets?
paid in what way?
Oh, that's a good question. I've been dying for something interesting to look at.
you mean marketplace assets @plush yew ?
ye
trying to do sutff on that advanced magic stuff
oh im so stupid haha
i just found his discord at the bottom lmao
well, besides contacting him (and the new marketplace site now does have email-function when asking questions), try their forum post and if they dont, try to find a channel related to what you try to solve
the Kakky stuff right?
he should reply fairly quickly to questions
@scarlet birch let me know if you find out ๐
@ashen brook Is this for like an android device? and can you give me an example command.
sadly all ours are project-specific
ah, ok
@meager oasis they replaced it with mega grants or something
yeah, epic mega grants
can i package for mac on a windows machine?
then do it
can be a pain for some people tho
there was a recent twitter discussion about how porting to mac does not add up to the costs you make doing so.
ye
i think I saw that
i done it before to try load ue4
ugh i just lost all the layers on my terrain
it failed
by moving the map from one folder to another in the editor
dont worry brain
i lost al lmy 2 hours of dev work
all cause of ue4
i did the same as u
ther landscape layers are a little bit more than 2 hours...
made a project for a friend and he only has a mac
terrain is sooo unstable ๐ฆ
it is
there is an autosave in unreal ๐ฎ
autosave doesnt protect against destructive removal of layers, @meager oasis
๐ฎ
idk how people have ue4 crash or break so much. 4 years, only 1 loss of data before.
idk how people do it lol
u wanna know why
how*
all i did was watch youtube
and all my shit got removed form ue4
i did nothin no virus
nothin
oof
it just started removing ๐ญ
its related to this: https://answers.unrealengine.com/questions/922936/view.html
oof indeed =/
basically, the umap is stored separate to its terrain which is a whole load of Texture2D_Blah_blah_000000343243242 files
when you move the umap, it chokes on moving the textures
Are you taking backups @plush yew ?
which basically causes massive damage
i did
but they was gone too
all my folders got removed
but i never tocuhed anything
i make a weekly backup anyways
in that instance i was able to roll it back using git, but in this case, i just need to bite the bullet and repaint my terrain ๐ฆ
its an auto backup system
oh
oh lol
use a cloud backup and proper version control @plush yew
git hub ๐
yeah, so its more stable lol
but sometimes, you will come across a problem where the only workaroundis to trigger the bug and redo
github isnt bad either
i think i know why my shit got deleted
in that answerhub link i posted a video showing how it just deletes the map ๐
cause i was installing a ue4 source build
its literally gone from your content folder
could that be the reason?
dunno
Why is unrealengine.com in chinese ?
lmao
It was*
Yeah
@ashen brook I think you can do it with the UnrealFrontEnd
There's a spot in it for adding command line parameters on custom launch profiles.
Idk, maybe not
@meager oasis that doesnt sound too believable, really?
false statement
would have thought so, rockstar have sunk millions into proprietary engine tech...
FJC, actual insider leaks for info have already been made
and it dont match with your statements
they also dont use ue
no, sorry dude
@ashen brook Ok yeah. Unless I misunderstood a custom launch profile will do it. It let's you pick the platform and add command line arguments. YOu can do it in Editor or with the UnrealFrontEnd. Let me know if I misunderstood.
okay
@scarlet birch yeah, I know... that I've found, but it rejects my execCmds if the string has spaces in it, and it also seems to be more crashy than doing launch on
bye then
thanks Luos
aint nobody got time for that
lol
Agreed. ๐ค
Hey. Iโm currently working on a vr game for a production class. Currently Iโm having issue importing a skele mesh in to my vr map. Iโm getting a message that says it failed to merge bones. But when I tested it in a 3rd person map I had no issues. Has anyone else had any experience with this?
itยดs a common issue with morph targets
try this topic
Anyway guys, Iยดam glad that youยดve invited me back after that aggressive BAN.
I see that you have nothing to talk about here without me
kind of a dead time for the internet right now.
I'm trying to import this character to unreal. The hat is missing and texture is wrong. I viewed the character in mixamo and paint 3d and it looks good, but something is wrong in unreal.
Thank you.
I think it was made in blender so something is weird
Very helpful
Could just be the materials. I'd look at them first. The hat could be there with no material, or not.
Did you import the textures @fervent apex ?
Yes, but something is wrong with the texture as well
This is the original texture when viewing it outside unreal
The original was 4x4, I made a 16x16 version and I fixed it
Hi, any idea how to force antialiasing on oculus quest???
Now Im not sure what to do about the hat missing
@fervent apex
Make sure you export textures as TGA (targa) just as an example,,, they never gave me problems.
Also qhen exporting, make sure its to regular 24bit, just in case.
And, doubble click on texture in the engine, make sure its set to Default(someting), in the type of texture.
I say this because unreal detects normal texture by its color, and sets the texture to be Normal type, instead of Default,,, you may have some wierd thing in the sense that it sets something to try and help you.
@fervent apex Ok, im late to ansewer xDD
Haha no worries, thanks for the help though @light coyote
Do you have any ideas about the hat missing?
I viewed the model in blender, the hat and model are seperate
Smart ๐
@fervent apex yea that works, DXT compresses 4x4 blocks and it somehow messes with the colour for each individual block
@fervent apex do you have the blue channel turned off in the texture viewport?
@light coyote more answers is always nice don't worry about the timing =p
Nope, but I've fixed it
how did you fixed it ? @fervent apex ๐
@chilly crag The texture was 4x4 so I enlarged it to 16x16
Np ๐
I need help, using the advanced steam sessions, steam connects/works ingame on my pc but not on another, any thoughts on how to fix this?
is steam actually installed and the service steam is running on the second computer ?
Could you elaborate @copper elk ?
If you are using the testing game, try setting your download region to the same as your main pc on the other pc
@gleaming narwhal do you guys have an ETA for 4.23.1 ?
We never announce our ETA's for engine releases ๐
oh well :/
Someone Rewarded Adnroid Ads?
Did anyone try getting antialiasing working on Mobile? Im reading some stuff about device profiles, but i always dont understand where to start
not possible
It is possible
i just played starwars on oculus quest and worked pretty well.
I found this advice, but i dont understand where should i write it
looking at the logs does the api can actually communicate with steam or it's throwing errors ?
1 sec
Does it show up if you run as standalone game?
yes
it works on my pc (packaged) but not on another (same)
logs
the file is called backup
Well, it looks like its failing
with no error in particular tho just failed Oo
do you have an antivirus running on the computer who throw this particular error ?
Is the steam popping up in the corner on your second pc?
Is the other steam client logged in to a different account than the other client?
or are you trying to use the same account?
^ are you using the same account?
@scarlet birch two different accounts
You have the app id set?
480
if you add this in DefaultEngine.ini
[Core.Log]
LogOnline=All
LogOnlineGame=All
you can have a verbose output of the error of the api
if I run the game from the USB stick will steam connect?
yes it does, I just tried it
anyone have any tricks for nudging a player outside of the space where an actor is going to spawn?
@chilly crag will I have to build again? or can I just add it to my already built project?
you can add it at the root of the folder i think
yup just under it
Any behaviour tree experts around?
@chilly crag 1 sec let me test it
sure ๐
Just ask the question.
@wary wave I doubt I could suggest anything you wouldn't already think of to try.
@scarlet birch - suggest away if you have any ideas, you never know
I can get my enemies to follow me, i can get them to attack me but after a couple of second they turn around and start searching for me again and when they see me again they just stop and do nothing
@copper elk sorry =/ well remove the added lines and back to the drawing board
you can repack it with an added a debug mode
and add a breakpoint on the api in the bp
sure i can look at it
I'd probably just use a launch character with the minimum force I needed to move them. Maybe, check if they moved and if not increase the force until they are clear. It's hard to say though without knowing specifics and if it has to happen on a single tick. Teleports tend to make the camera a bit jarring for a moment unless you get the camera position and then use something to make it move to the new position a little slower.
@copper elk nothing seems wrong with your bp looks like a problem with the secondary test computer
@plush yew If you use AI debugging you can see where they are in the tree and what's not working right.
sure ๐
i'd say the second one but it's my taste ^^
k thx
i'd say 2nd one makes my eyes hurt
sarcasm?
literally
because of the white of the page
bright white spot on dark bacground
make it a bit darker yup ^^
Using in-game advertisements to monetize your game.
@scarlet birch ok thanks will give it a try and let you know what the problem was
i don't really know about the subject so i'm giving you the documentation sorry =/
oof
Why cant I create a SM of a subtractive brush?
?
If a take a box brush and set it on subtractive I cant create a SM
sm?
static mesh
static mesh
@chilly crag it works on the 3rd pc but not on 2nd
there is a difference between the 2nd and 3rd computer ? like a version of steam beta on the 2nd or an antivirus the 3rd has not ?
I think so yh
Ill check it out later
but I think that its due to avast
but its ok for me if I have at least 1 pc to test with
avast is sometime a pain he blocks only some game and process and let the other work has intended =')
it's always a pain to diagnostic if avast is involved
Can anyone say something about using structs vs using data tables for static data?
I was told data tables can be loaded and unloaded from memory and structs not.
But then again I think what if I frequently use the static data from a data table, is it slower to reference to it than to reference to struct data at runtime?
i'm happy that your game is working tho ๐ @copper elk
structs are for run time data, data assets and data tables are for designer-editable data
the latter can be read from as-and-when, but it often makes sense to convert into run time data at run time
SOmeone Mobile Rewarded Ads?
@radiant haven if you don't find someone here to help you can create a subject on the unreal forum too ^^
ok
@wary wave thank you, I will take a look into it again. I mean theoretically I could just store library data in a runtime struct and skip the data table if it is suggested to convert data table data to run-time data anyways?
you can, but it's not a good idea
I am thinking about rpg type of data like: dialogue texts, item data, skill data, mob data
because editing those structs later can lead to data loss
you mean editing in editor?
yes
how is this?
if you update a struct there is no guarantee anything using it won't lose data
it's unreliable, so don't rely on it
use data assets or data tables
i mean i got some heavy structs already and the editor really doesnt like that, caused some resetting of variables when structs depended on structs that were changed
using a data table isn't going to be substantially slower than a map lookup (because that's what it is) ๐
@chilly crag thx Its a really good feeling to know that you have achieved multiplayer ๐
^^
Anyone have any good resources on setting up lighting for bigger (open world) environments? I'm getting some real mixed messages about using stationary light vs dynamic light. I don't have any need for time of day changes so a high quality bake would be fine for me, using movable lights first to set everything up and then changing them to stationary later on but some people have suggested that its basically too costly for large environments and the lightmap resolution restrictions would make it hard to even get a good quality bake. Any thoughts? The only resources I can find are either Archviz or other small scene lighting exercises
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/106867-unreal-4-lighting-academy-or-something-like-that might be a nice read, though you might want to ask more specifically in #graphics
This is the place to show, share, and link to your stuff!
Haha his video's are amazing but also the reason I posted this because his examples as far as I've seen on his YT are all smaller scenes, I'll ask in graphics too thanks!
AYY if you find a good solution share im experimenting with heightmap importing and did somehting the engine didnt want me to ONE HUGE map...lol seems ok at least as i can tell lol once mats get to it oh my....lol
oh ya notice that the city scapes went form hundredsa bucks to like 6$ each lol ya ....
on the non epic stores for meshes and mats that is
Hi all, does anyone have any links on how one might implement modular building AND be able to save/load the rotation and position of each socketed building piece accurately? I am worried that if I allow the player to choose the rotation of the individual pieces then after the save/load unreal is going to round off the rotation amount and each piece will no longer be aligned accurately. So I figured, okay, what if I only allow the player to rotate something by increments of .5 degrees but no smaller (no values like 0.4283456348 since it will start rounding the number off to my understanding). I can't seem to find out how to do that or anything on this subject so I suspect I am asking the wrong question
you could allow the rotation while the user is still holding the click and rounding the number when he release the click
it's going to give a snapping in place effect but it'll allow you to save and reload the item whithout losing the alignement
How accurate can UE4 save a rotation and location? Is it a float value?
Ue4 documentation doesnt seem to say much
Yes they're floats
Thanks for the response btw.
So I will need to restrict the floats to 7 digits if my understanding is clear, before it starts rounding off and becoming inaccurate?
Is there any overall settings to keep rounding off altogether? Or restrict how many decimal points a number can go?
I have googled all these questions and made little progress. I suspect google is not as good as it used to be, or my questions are not precise enough
i just looked it up and the float accuracy on the unreal engine is 32Bits per set of data and you can reliably save the data
more info about it here https://blog.demofox.org/2017/11/21/floating-point-precision/
and here for more clarity https://www.youtube.com/watch?v=PZRI1IfStY0
Floating point numbers have limited precision. If you are a game programmer, you have likely encountered bugs where things start breaking after too much time has elapsed, or after something has movโฆ
Why can't floating point do money? It's a brilliant solution for speed of calculations in the computer, but how and why does moving the decimal point (well, ...
i hope i'm not misunderstanding the base of your question
but rounding off can be tricky because the player* need to check if the objects are still aligned tho ๐ฎ
that right there, that's what I am trying to solve.
I want to avoid the rounding altogether
you can check the actual rotation of the object and check the object next to it and add an option to check if they are actually aligned
I am content with the player only rotating in increments of lets say 0.000 but not 0.0000 or something like that.
for the player ^
in this case you can do that
in your blueprint you can use degrees of rotation
thank you for informing me it is possible, so now I just need to figure out how to phrase this correctly so I can find information on the subject. So far I have been googling things such as 'actor rotation increments', but doesn't get me anything what I am seeking strangely. I may be just a lousy googler. Thank you for giving me direction though, I'm going to go take a look again and see if I can come up with some better key words to hopefully find some use examples
so the rotation will not be a float value?
i think it's a rounded float in this case ๐
you can do 260.5 but not 260.5444
so it's still precise =3
but not too much ^^
I only need enough precision to have the game save the rotation/position and once the player restarts and loads the game the building pieces will still be lined up. So if I can get it save 260.5444 but no more digits than that I believe that could work
my concern is that each time a player saves/loads, if the rotations/locations are rounded off each time that happens then the building pieces will gradually start seperating
separating*
hey guys, when i set the position of an object to the position of another when the event tick is active, the object that i set the location to is flickering. it doesnt move smoothly, and I want it to. did i make myself clear, do u know how to help me?
it's because the event happen instantly when the scene is loaded ๐
i didnt understand ๐ฆ im kind of a noob
I haven't looked into ticking too much yet, but the first thing that comes to mind is if there is a way for you to get the tick rate to be faster than it is currently?
it is event tick, is there something faster?
I think there are ways of making the tick rate faster. I will see if I can find anything
this is from 2014, so may be outdated but may be a start https://answers.unrealengine.com/questions/72406/is-it-possible-to-increase-the-tick-rate-of-a-spec.html
now I am going down the rabbit hole of tick rates
https://www.youtube.com/watch?v=DtOlHXZN-1w @gilded igloo here is what is tick and how to use it ๐
#ue4 #beginner #blueprint #tick Brief discussion of event tick, demonstration of tick vs timers, common mistakes when using tick and appropriate use.
nice
lemme just look for the animation tho =p
i'm going to look more into it too ^^ @sturdy apex
@gilded igloo So framerate may be causing your issue: https://answers.unrealengine.com/questions/775390/custom-tick-rategame-optimization.html
ill check it out! thx!
Sorry I cannot provide more precise info, I am still quite new
try to avoid using ticks in this case and instead use the bp of your scene and just add a translation to your object ๐
you can smooth it out and make it like the one on the article i posted =3
Angelleo what do u mean?
well you want to move an object from one location to another but it's instantaneous and you want to make it go slower ๐ฎ
_> did i miss the point
nono u helped
oh ok ๐
i want to attach it to an object frmo another blueprint
is there an easier way to do it?
@gilded igloo are you trying to make it snap to the new location, or smoothly move through space until it reaches the location
i want to take object1 and attach it to object2
until now what i did is every tick i teleported object1 to object2
but it flickered a lot
put a socket on the receiving actor/component, then attach to component/actor
yeah jesus don't use tick to just attach something to something else
giving me heart palpitations
tick is used for friction calculations or object collision but it's really heavy ๐
(It's a joke, but friends don't let friends Always Tick)
the secret word of the day has been mentioned
tick tick tick
everyone passionately discuss ticking
tick tick tick tick tick
Music video by The Hives performing Tick Tick Boom. (C) 2007 No Fun AB Under exclusive license to Universal Music Operations / Polydor Ltd. #TheHives #TickTi...
So let's say you are trying to attach a rifle to a skeletal mesh component on a BP. Go in to your skeletal mesh component (same for static meshes), add a socket (and you can add the rifle as a preview mesh to see what it would look like). Then you can attach the rifle to the mesh, and it will follow along with it, you don't need to set location on tick or anything like that.
Has anyone tried moving a UE4 install to another computer? I remember having issues with the Epic Launcher before trying to move install. I've installed version 4.23 on an external drive and am hoping I've got everything I need when I get to work tomorrow morning (bandwidth in the office is terrible)
@chilly crag thank you for the help earlier about the float thing, I'm checking out the links you provided now and I'll see what I can find out. I may be quiet for a few
Can any confirm that I'll just have to install over previous folder or are there extra steps?
im not using skeletons here, im trying to attach a basic shape, like a sphere to another basic shape...
@plush yew don't hesitate to ask again if you need anything else ^^
@gilded igloo better use a socket it's easier to manage for you and lighter for your game \o/
so it works for basic shapes too?
well yes ^^
I'm assuming you're talking about a Static Mesh
yes, you can add sockets to static meshes
amazink! thank u guys so much! appreciate it a ton
im gonna take a shower. thx so much!!1!
correct me if i'm wrong >_>
@chilly crag where did you get animating from? He's just talking about attached 1 actor to another.....
And FBX's do not need to be imported as skeletal meshes
Lol went off on a solid tangent there
mmhmm
Hey i have just joined and im needing some help where do i go for it?
Here?
which kind of help?
Sweet, i have just added an animation to my pawn, and now my collisions dont work,
A bit more information would be great
Its hard to explain, i have a zombie in my game, and everything worked fine until i added the animation and now the collisions do not work, i will try and send a video
And i am very knew to this like been doing it for a few days with the help with youtube and google, and i have done that
These are the setting for the pawn
any ue4 devs out there that can lend a hand, I'd appreciate it. I'm having issues with my start menu
I can save, and load levels just fine. But when I'm in game; save then quit to the menu that's when the trouble starts
Loading a new save from that sequence of events will have 0 of the inputs working. It's a puzzling issue to say the least
Ive been told it might be the nodes not redirecting the input from and to the UI back to the pawn, but I haven't the slightest how to go about fixing that. I've got some juicy screencaps too!
last but not least pt.3 feel free to @ me too. https://cdn.discordapp.com/attachments/623485852743368715/624066511274901505/unknown.png
C# is harder than C++. I learned more C# today and i forget all. I learned last week C++ and i still remember all things. lol
@vagrant iris No i started on wednesday
Oh wow nice man. Sounds like you're cruising on by
how?
I forget it because it's have a shit thing like Console.WriteLine why this style?
I was talking about cpp
oh ok but the things what i learned about C++ i still can
Is Udemy a good idea or more a book?
I've personally never used udemy actually
Is it possible to learn a programming language with tutorials or more with reading?
Anyone got problems with "Swarm failed to kick off, compile Unreal Lightmass" in 4.23? I know this issue occurs if you don't compile Unreal Lightmass for source built engine, but in my case, I did. And it does nothing
I've implemented a healing mechanic into my game, but am having trouble with the character being able to pop the health when healed at max health already, can anybody help me figure out how to prevent the player from using the healing when at max health?
um @ember notch I've so far been brute forcing my game with tutorials on youtbue
I think udemy would probably be good, but I've been able to accomplish most stuff by either asking for help or looking at tutorials https://twitter.com/JeeveNJayla There's my twitter if you wanna see what I've been working on
Hey everyone I'm the lead dev from Tails from Alteria and I'm happy to share my work with the world! Join our development discord! https://discord.gg/WZ9uTtS
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It'll really depend on what you want to do too. It's been a little harder for me finding certain tutorials or help, because my game idea is a tad more narrower than others. Like if you wanna make a fps? You can go wild. Tons of resources out there for that kind of stuff
Can anybody here help me?
I'm going off of literally no tutorials here, outside of some basic coding in UE4
I can provide code snippets too, if need be.
check if health == maxhealth before doing the healing
close
I only have a health variable, no max health, what variable type should I make one with?
I assume float, correct?
hey does any 1 know how to work with animation tress in udk 3 ? free feel free to Dm me thanks!
I generally have a variable for the max amount of anything that may adjust like health. But if you do health 0-1, it makes it easy
Maybe you should reconsider following a tutorial. What you're asking is a very basic part of programming logic.
@humble stirrup project settings -> platforms - windows -> targeted RHI's -> default RHI
It doesn't seem like you do. If you haven't set a max.
Thanks Harvey!
or just project settings.....search RHI lol
It's usually something like currentHealth+AddedHealth <= MaxHealth, but I don't think just giving you that is going to be that helpful.
I can provide a snippet of my code to show you what I'm working with.
I press a button and it's supposed to heal.
And fireworks go off as well, there's some footage on my channel.
You need to run checks to see if you CAN heal before you DO heal
How would I do that?
I'm new to this engine, so sorry if these questions are basic ones.
I'm trying to nail down the core gameplay first.
Mike just told you
Can you provide an example?
I know Mike says current and Added, but where do I put them?
I'll DM you the code snippet, if you need it.
https://www.youtube.com/watch?v=9CW46uMjch8 @hollow frost feel free to look at the channel there is an entire playlist for all the basic and more advanced aspects of the engine ^^
This is episode 44 of my unreal engine 4 beginner tutorial series, in today's episode we go over how we can create a simple health and damage system for the ...
I've been following Virtus' FPS tutorial.
And I've been going off of no tutorials for the stimpack, as I've called it.
There seems to be very little in that regard.
let me look at it ๐
Sure
Can someone help me with collisions please?
@thorn coral Maybe tell us what's ur problem first than anybody can maybe help you ๐
I sent everything about 30mins ago with that i needed help with but nobody got back to me @hoary mason
i have a general question....
If i wanted to make a browsergame, would i be stupid to try and make it in unreal4? ๐ถ
yeah see it now I will need a minute to understand the BP's but I think best place for the question is the blueprint channel
@hoary mason the blue prints never changed, it was all working before i added the animation:/
i have tried taking the animation off and it still doesn't work so im so confused
ok yes the BP's seems to be ok even if I'm not an expert in this.
Well that is good then ahah:)
Do you use version control system like git/svn/perforce?
I am very new to this so i have not one clue what that means:) sorry:/
ok, just for the future a version control system is really nice if you want to create a game or for me if I want to create a project. You just send your new/changed/removed files to the system which works on a server usually and if you have something like you now, where you don't know what went wrong, you can go back to a state where your recent changes aren't made so you don't have this problem anymore and could maybe reproduce the issue and better understand why it's happening.
It's a bit difficult now to find where anything went wrong
@thorn coral go in to your zombie BP, set the capsule component hidden in game = false
is there a way to see the P navmesh thing while the game is running PiE?
Console-> show navigation
actually nm you're doing oncomponent hit...meh not sure then. Does the zambie generate hit event?
i might have to undo everything to the point it was working again ahah]
usually in [ProjectDir]/Saved are temporary .umap's saved maybe you find one without your recent changes and you can load it to maybe redo your changes and analyze why it's happening that way
Where's Console -> Show Nav exactly?
you can open the console with ^ I guess and just type show navigation in it press enter
aaah thanks
Do you think if i made a hit box that would help?
can i ask now? ๐ถ
I have a question:
If I wanted to make a webgl browsergame...
Should i just stick to Unity or could Unreal4 actually do that? ๐ถ
like is it possible?
unity is all small and stuff
and unreal4 is such a gigantic monster of an engine
in unity i can export my game as webgl, and in the end it's 8Mb...
but unreal4 has so many insanely cool tools like the material editor...
Yey i actually sorted it my self, Cheers anyway:)
Gj @thorn coral
It was the Physics assets
@woven falcon maybe this will help you: https://docs.unrealengine.com/en-US/Platforms/HTML5/GettingStarted/index.html
Setting up UE4 for HTML5 development.
i had to create one:)
oh so it is! thanks ๐ @hoary mason
Just have to figure out how to give the AI health now
ok so this morning i lost all my terrain layer painting, my entire world was black. i had to repaint it. the thing is, now im repainting, the painting is running 20x faster than it was
it would lock up every second or so before with a message "baking landscape textures"
now, it does it in a split second
i havent repainted this landscape since 4.8, have i just nuked some old legacy structure that was a bit crappy or something?
when real time path tracing
So I followed this tutorial and now I'm stuck in the floor
This video I cover how to create a Planet and apply (fake) gravity to the planet for the player to walk freely on it. Special Thanks to Cobryis for his aweso...
why?
@modern sinew i think you have better chances by asking what's wrong by providing own insight and specific information
instead of asking a question about some tutorial that lasts 1h+
It's not 1h+
I followed the tutorial, and instead of being where it's supposed to be, my player is stuck underground, froxen
*frozen
oh, sorry, it says 18m and it's part 3
So my app is almost approved for the Oculus store. Only 2 issues left.
One is crap and not my fault. The game closes instantly at the menu if you fail their entitlement check.... Fine I'll disable it.
Second is the request to windows firewall on first launch. Any ideas how I can get around that piping up?
My player is supposed to spawn up here @next badger
but ends up below, stuck, like in the picture above
@modern sinew what debugging says?
@jade hawk turn off all the online libraries you arent using?
steam does that for me
But I need them for the multiplayer matchmaking system...
wym debugging
then whats wrong with a firewall prompt?
I can put in some print statements ^-^
I don't know that's what I want to know..
It's an oculus requirement.
I can't have that popup happen but have no clue how to not trigger it lol
@jade hawk https://forums.oculusvr.com/developer/discussion/73277/windows-fire-wall-vrc-pc-functional-2
Join the Official Oculus Discussion Forums and talk about Oculus Rift, Oculus Touch, Samsung Gear VR, and virtual reality.
Ty :)
@placid arrow it's the Oculus validity check, to get released on their store
hmm, is there a process to justify the requirement for ports?
I literally have those 2 errors and I will be approved.
Provides links to all of the Oculus store requirements for a Rift or Rift S app.
your other options is use the windows API to automaically add the firewall excemption as administrator, with an installer.... i dont know off the top of my head how to do it
@placid arrow oculus has a checkbox for that specifically, answered in the forum post i linked
I can't see an appeal button. I will just ripp out the multiplayer stuff. Then add it as an "expansion" after I am approved.
hmm, but have you considered the reason they dont want you to have a popup like that?
its a bit of an ass to take your VR kit off to find the button with a mouse and allow it
๐
Yes it breaks immersion for sure. I am not sure. To be honest multiplayer is not done yet anyways. I can just write it out for now.
what if you have no mouse and using VR space to run the game?
so i have watch some things on youtube about a basic health bar and nothing is working for me, i have the right BP's but the bar is not filling in
this discussion should took place in #virtual-reality
@thorn coral #umg or #blueprint
Was wondering if there was a simple answer. If I pull the subsystem plugin for multiplayer, then turn off the TCP and udp messaging plugins anything else off the top of your heads I'm missing to turn off connections.
@thorn coral the Current Health variable inside the FPC, and not in the widget
you need to update widgets
What do i need to change the in the widgets?
the health variable i assume
The score one works a treat just the health one, so what do i change it to as its the only thing ther
sorry, but i have 0 clue how your widgets fetching data
@barren coyote have you compiled?
just checked, does work fine
@autumn crystal i think only #cpp could help you
Yes, compiled, remade, restarted the editor, nothing seems to make ti work
yeah, I can't get it to work, the anim instance variable is inherited but not set in the parent BP class, is that why?
um...should not be an issue, as soon as it set in this class
try ask #animation or #blueprint
does anyone know why my folder colors arent being saved?
i have to set the color for all my folders everytime i open unreal
like wat
hm
so i just switched to world composition. hit build lighting only then unreal crashed to desktop
folder colors are saved in Saved\Config\Windows\EditorPerProjectUserSettings.ini
but they are also cached in Intermediate\Config\CoalescedSourceConfigs\EditorPerProjectUserSettings.ini
if you have some issues with it, check all files are writable (i.e. not read only)
you may nuke Intermediate and Saved folders if needed as well (in that order)
not really sure where this should go but ....my game has alot of vertical movement, so I am trying to implement A* pathfinding. Now I have a grid of locations(no location where there is collision ) and I have each locations neighbor locations stored. My question is, should I simply measure the distance between my start and current location point for g value and measure between end and current location point for h . Would this work or is there a better way to do this?
wouldnt pathfinding be AI related? so #gameplay-ai
though i have no clue what you mean by G & H?
@ripe saffron
vertical movement you mean like
aerial?
meaning there is no collision with ground?
yes ... flying enemies
(fyi if you're working in C++ there's a generic a* implementation you can adapt to your own graph!)
well this was going to be my first dabble into C++ .... so my idea was to proto in blueprint and then convert it
so okay, for flying enemies, i developed my own solution using only blueprints
and its really simple
flying enemies can not use go to location
but they can use go to actor
so... the trick is to use a target actor
as the placeholder
and move that target actor
so that the AI goes there
ive done birds
drones
will it take you through tight mazes
it depends on your implementatino
there is also
Don's Flying AI
free
marketplace
asset
Your g and h look sound. Make sure to calculate g as the sum of previous distances though
which has pathfinding...
yeah I looked at don's ... found it overly complicated and a bit unstable
thanks @visual belfry
If you want to peek at A* in the engine the class is FGraphAStar I believe
In computer science, A* (pronounced "A-star") is a computer algorithm that is widely used in pathfinding and graph traversal, which is the process of finding a path between multiple points, called "nodes". It enjoys widespread use due to its performance and accuracy. However,...
thanks i found it
H is the heuristic โ estimated distance from the current node to the end node.
G is the distance of the path from start to current, minor nit
I forgot to remove debug draws in this clip so you can see approximately what execution looks like
Debug spheres are the path, points are nodes that got considered
logic board mini game?
Maybe ๐คท
@ripe saffron one thing to note, going back to my hacky solution, is that if you dont set meshes to be double sided[in their mesh settings] (and this isnt in particular to only flying AI but all AI in ue4 in general) the AI can get stuck on walls... i havent done a lot of flying AI in mazes so can't tell you much about it but just something to keep in mind , just setting meshes to double sided makes AI pathfinding smarter
and they are mostly always never set to double sided in their default settings
๐ค I have to think you're doing something strange. I've never seen that behavior
i have seen it on other peoples ue4 games
I don't think you can pathfind without navmesh
yeah my Flying aI generally hasn't ... usually just go to those target points, so yeah i guess it isnt pathfinding....
i dont know, i usually tell my flying AI move to my player to attack him
there is no navmesh there
in the air
oh well, you seem to have a much better solution than my hacky one... lol
yeah not sure ... I didn't try with target points but my geo is quite difficult to navigate and don't really want to layout lots of target points. Thanks for the suggestion though and I may end up falling back to something like that. I am hoping it's not to hard to convert to C++ as I really get lost in syntax and classes.
im not sure either, i have never seen the c++ implementation of any of those systems, I will tell you once you start getting into EQS strictly with blueprints, you are going to have to rely more and more on hacky solutions that you would be much better made with custom eqs queries written in c++... but iteration time is an important thing in my mind as a solo dev so, do what you do best, you'll get it
hey yall! good day! i was wondering, am i the only unfortunate person who's having problems trying to lunch on mobile (android) while using niagara? it fails to lunch
How do I increase the number of polygons on a sphere? Iโm trying to make (scaled down) planets, and in some places you just float in the air
Has anyone had a wonderful bug in 4.23 where characters can now push each other when walking into each other?
Is it hard to do like minecraft does and have objects that only load when near a player? Like can I say โYea I want some of these here, but only when someone can see them?
yes.
Oki
My new idea for a planet is a lot more complicated, but more likely possible, than just making a large sphere
make all the planets just spheres, have a zone that you get transferred to a new level/server with loading and unloading chunks instead of a whole planet
that way you only have rendered a certain area at a time
Hi, anyone knows its a bad idea to have alot of blueprints in a game? (since they are all classes)
i mean, not having them spawned, but just have them packed
anyone know how to make ConvertMouseLocationToWorldSpace or GetUnderCursorByChannel to ignore a Sprite?
I want to make a hovering, sprite mouse cursor in the 3d world (like an rts or something)
@dim merlin I'm not 100% sure but i believe that any blueprint not referenced is not included in the final build.
How can I get a Text Render component to display in front of everything else?
disable depth is only available in translucent, it seems... and not masked
my viewport has suddenly started freezing? when i click and move the camera arround it starts back up again and plays fine, but after a few seconds it freezes, have i accidentally turned something on to cause this?
when i press play it runs without an issue
have you tried restarting UE ?
@glacial pecan From memory, the render is done on it own "layer". Wasnt me doing it but it was explained a bit to me a while back
yeah i tried restarting my computer. i notice if i turn on FPS it starts working again
strange ! lol
Hey. How is the support for navigation in the latest UE? Like RVO & stuff. Is it still working well?
I was held back from moving to a newer version due to malfunctioning Navigation.
Hey I made another ue 4 minutes tutorial for impatient people ๐ https://www.youtube.com/watch?v=9ZFGzBD3_bw
In this tutorial I'll tech you how to measure character path length and how to display this number in Widget Blueprint.
Is anyone familiar with the vertex animation tool between Houdini and unreal ?
Is there a chance to export a 16k texture from houdini to increase detail ? I found a limitation on the export size of the texture to 8k... higher res will not export.
Also is there a possibility to add extra detail to the normal and displacement in the unreal shader ? To generate more surface detail on the mesh?
someone was asking about Flying AI pathfinding
https://www.unrealengine.com/marketplace/en-US/slug/don-s-3d-pathfinding-flying-ai
where it's attached to?
i mean the point of attachment
to the character? im not sure what you are asking
THIS ISSUE IS NOT FIXED AAHHH
Is it a good idea to use Python in UE4?
Python Editor plugin or?
yeah, why not?
Maybe performance?
it's not a runtime tho...it's an Editor plugin
i see no problems with performance as it only affecting the developing process, ofc if your goal to use it for some realtime texture generation it may be an issue
oh ok, do you recommend that i start with C++ or with Python?
for plugin development?
um...you can't use Python for game runtime
What i can do with the Python plugin? ๐ค
except, there was other plugin
it's for editor scripting
Construct larger-scale asset management pipelines or workflows that tie the Unreal Editor to other 3D applications that you use in your organization.
Automate time-consuming Asset management tasks in the Unreal Editor, like generating Levels of Detail (LODs) for Static Meshes.
Procedurally lay out content in a Level.
Control the Unreal Editor from UIs that you create yourself in Python. ```
I start with C++
Just in case, some functionality in UE4 is Editor only, and you can't use one in game, always keep that in mind
hello, please help, am downloading unreal 4.23 for linux, the las file about 124.4 mb when ends its download restart again, i've try about 10 times in ubuntu, kubuntu, manjaro, i dont know what to do?
only i have left 1 file
of dependencies
when i run Setup.sh process, never in other versions i get this problem
Can i build a game to IOS if i don't own a iPhone?
how do you plan to test it?
hey hows the simplest way to just blur a texture with a value from 1 to 100 or something
Do you use Blueprints or C++ guys?
or is there maybe a setting to blur instead
no, you can't simply blur a texture...but there are MIPs, you can use mip bias
oh, Im not gonna bother if its not super simple, Ill admit Im only doing this to be lazy and hide the pixelation on small textures
Ill just edit the original image I guess
no, blur is kinda expensive, you may use temporal aa node as well
He is right i think
and yet, amazing games are made anyway with UE4
@coral folio not familiar with houdini, but am familiar with vertex animation.
8192 verts x 8192 frames is the limit, (X/Y texture) you can change an ini file (forgot which one) to allow 16k textures on import, but keep in mind that itll turn in quite a bottleneck due to it being an uncompressed texture that needs to be loaded into memory.
For more detail you could consider a small detail texture/normal/roughness that adds additional detail, many also use additional masks/vert colors to apply additonal detail to the right parts of the mesh. (smart mask)
rando tut trough google: https://80.lv/articles/master-material-production-in-ue4/
so what about using the new virtual textures instead ? should be faster theoretically @fierce tulip
no experience with that yet, could ask in #graphics as we do have a few people who have been playing about it and have quite some extensive knowledge about it
though virtual texturing as a vert-anim texture would be a nope prolly
and yes, i would also like to add additional detail onto the mesh but im not quite sure how since the vertex shader is already quite complex in itself, and ive been trying some multiply/add with other texture for detail but didn't work
havent used it myself, but there is a detailtexturing material function which needs a regular texture and a detail one (both for diffuse and normal)
if u go to min 12.50 you will see what i mean https://www.youtube.com/watch?v=zGmElCpxZnk&t=909s
Don't forget to subscribe! Houdini & Unreal project files: https://bitbucket.org/mamoniem/houdini_4_ue4/src/master/ For more tips, tutorials and free stuff: ...
not sure in this case, that bug afaik has to do with forgetting to disable removal of degenerates in most cases
is there any kinda way to have lights that just sorta go through walls
like if my map is lit by lights placed above it, I want all the walls to actually be lit
currently its like one face of each wall and the rest are completely black
use a sky light?
no I dont want to light the whole map
Hey People good morning
I'm trying to understand
the hit result from a line trace
specially the distance
The Docs say
The distance from the TraceStart to the Location in world space. This value is 0 if there was an initial overlap (trace started inside another colliding object).
if I'm setting the trace from A point + 300 in ZAxis, and then the next frame does the same
wouldn't the distance be always the same?
.
because its always point A + 300
even if point A changes
I'm printing the distance of the second line trace
but it varies a lot
it starts in 220 until it almost tops 298
Is there a way to prevent epic games launcher from closing when opening ue4/games?
does anyone know how to fix actor falling through one side face plane
@fervent apex
what if I wanted to make it so everyone has to press "Ready" for the game to start? How can I make it?
https://www.youtube.com/watch?v=FLYLfNdKkjc&list=PL3TrrCsmmxllnBvhucQ4c683a2VltXBx6&index=6
BUG FIXES IN THE NEXT TUTORIAL! Unreal Engine 4 Tutorial: - create lobby menu - create loading screen - join game (servertravel + destroy session) - leave lo...
I have this but the number isn't displayed and it doesn't do anything
@short drift make sure you have a collision on it
Would you guys recommend getting 64gigs of RAM in a new pc build for unreal or do you think that's overkill for most situations? I might do some After Effects / C4D work too.
i do
I have 16 GB and I do fine with UE4 open and playing a game at the same time
@copper elk and you cant open Kite project?
?
it requires 24gb to open it
People say they gain more performance by adding ram than getting new gpu
I definitely feel like unreal and AE take as much memory as you'll give them so I might go for it
about 400 euro's for RAM ๐
i think i'll wait ddr5...not sure 100% tho
i opened kite with 16
yea, i couldnt make much sense out of it, i could play the lvl tho
i could not load the level even, with 16
takes a while
it just crashed with out of memory
hmm i actually never have that
that only happened with kite level
maybe they patched something in ue4 that caused that
didnt run the cinematic in editor tho, had no idea in what lvl that was
i open it a long time ago
deleted it, too much drive space
same cpu as u if i remember correctly
mayB cuz i use a lot of drive space as virtual mem?
or i closed the epic launcher, that saves a lot ๐
Another Q โบ๏ธ the project I'm working on consists of a realtime ever changing video that will be displayed on LED over a long period of time ...do you guys think I need to pack my project into an .exe once complete ? Is there a benefit to that ? What if I just run it as standalone without making the executable? I will keep away lots of headaches ahahaha
hey , in unreal engine editor my game's fps is 144 around that, but when compiled and runned it caps at 60 frames, how do i fix this?
how do i implement vsync or some thing
like that
search for framerate in project settings.
You have it set to smooth the framerate. A lot of the time that's going to look and work better overall than an uncapped framerate anyway. For Vsync Matthew Wadstein covers it fairly well it's probably the first hit if you google UE and Vsync
Is there a tool in UE4 Editor that would "replace materials on the mesh with same named materials (or material instances) from another folder" ?
idk
why is it so long to delete objects when you have a big model?
by big i mean with lots of models and faces
Hello everyone, looking for an Unreal Ninja to help! We are trying to extract 360 video from the build using the Ansel plug-in or Kite & Lightening plug (or another software if someone has a better solution). From digging in, they work by capturing individual frames that would need to be compressed in Premiere to create an image sequence (we have someone who can do this process with Premiere onwards). Ideally we need 30fps or 60fps if your a super ninja. We have had a handful of Unreal devs check out the build and the code is so messy there is no way to convert to mobile through Unreal so our solution is to make a 360 version with a plug. This is on deferred basis, we can work out where there is some pay and some deferred. Have been trying to release, but the bones of the build are too messy. We would just like to see this project reach the light of day and has had a positive response from over 1000 people. If you know anyone that can help, we truly appreciate it. Thank you so much community!
why is 1224481792.0 getting rounded to -1073741824 ๐ค
is this one of them there weird float things
Hello! is there any1 that can help me with setting up multiplayer? ๐
Free atmosphere for everyone!
https://www.youtube.com/watch?v=HPzdVdnc7Yk
Atmosphere made by Skythedragon download: https://drive.google.com/open?id=15cLi_QIgqOW5GZ3lqwNUenJY_PO8C31B original implementation: https://www.shadertoy.c...
does anyone know how to set up a "Ready" system with advanced steam sessions?
@deep pier isn't that meant for #released
does anyone know how to set up a "Ready" system with advanced steam sessions? So all of the players in the lobby have to press "Ready" to start the match
@copper elk Steam platform was fairly complicated for a newbie like me, but my case was unique. I made it "to release" only Demo of 1001 Hugs, because I don't have the full game yet. So, yes, it's released, my demo consists of 5 levels to play just to have an idea of the game and i don't know which direction the game will go when done in full.
@vernal relic Thanks man ๐
I will give it a use one day when i try and do some space thing ๐
Anyone know how to extract 360 video from Unreal? (Ansel + Kite & Lightening)
Or other?
@vernal relic And, awesome work,,, really really good.
Check out if you can uploaded to unreal store. I think you may reach more people there,, here the msg will probably get lost in the past.
ow noes, its a shadertoy person, those are batshit insane ๐
@opaque salmon rounded or converted to integer?
@dire jacinth use time dilation, capture frames with necessary speed, then just assemble them in premiere with proper speed
@next badger ty, what plugin? Ansel or K&L
doesn't matter...time dilation affecting global time in ue4
it literally slows down everything (at least should)
What is Global Time Dilation in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
float rounded to int
round is not converting float to int
float to int is implicit conversion
and prone to error
oh, sorry, in BP it kinda does
Guys im a bit stuck
My c++ changes are not being reflected in editor (im launching via local windows debugger) and don't get any errors
Rebuilding the solution takes ~2 hrs and I can't rebuild to test a tiny change in code ๐
any help would be appreciated
@opaque salmon
Hey guys Iโm trying to get scene depth with a 2d screen capture camera but when I try to see the alpha channel that should have the depth I see a blank white texture. Am I missing something?
I need it to be in a texture so I can use it in niagara can I divid it without putting it in a material?
Thank you again Alexey, will ping if anymore questions ๐ค
Hey guys
I have a problem with an HDRI right now
this is what I have
but the HDRI is only affecting the light
and not the sky sphere
I want my hdri to be visible
and not that gradient
Use the HDRI Backdrop to quickly set up product visualization using an HDR image projection with real-time lighting and shadowing.
im on that
but that thread is outdated
Or im retarded
Like
there is no HDRI Backdrop anymore for me
there is just the skysphere
since I couldnt find it in the plugins directory
anyone here know a decent amount about https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html
trying to see what is a optimized setting for the game project i want to make, i looked into it but still a lil confused my game is mostly action rpg but a big part will be exploring and traveling while checking out land marks aswell as hand crafted landscapes and ruins.
Technical Settings for Landscape.
Youโll need to go into the sky spheresโ material if you want to use the default sky sphere
where is that?
Like what I want is that my cubemap gets shown in the background
like HDRIS usually do
The cube map is only for lighting
right. I see
And where can I change the material for the skylight?
to actually show it
so the lighting makes sense
The material is in the bp
do you maybe know where exactly? Cant find it right now
Literally in the sky sphereโs bp. Canโt get more specific than that
Im sorry but I am not entirely sure where to find that blueprint. Its not in the content browser right?
It is ๐ just hidden by default. You can search for it in the content browser or click on the skysphere in the scene and open it
Goodluck.
its a spooky labyrinth in there
oudated? isnt that 4.23 feature?
how would I add random rotation to a texture
I have a looping texture, Id like it to have a random rotation (or randomly flipped would work too) for each loop tile
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
to flip - just multiply U or V by -1
to rotate you have to apply matrix transform
there's node called rotator
you can randomize it
as example
sign(mod(X,2)-0.5) will generate +1, -1, +1, -1 sequence
if X is U it will switch each UV tile by X
if you add some noise that has Floor or Ceil around you may randomize flips
if you want arbitrary rotation it's better to use matrix calc (cause it's faster)
Does anyone here work with the HoudiniFX plugin for unreal?
hello! I have a question: I was trying to make a simple leaf element for my game, and used a plane as its base within Blender.
my game is low poly, so I thought I would just add a simple green texture within UE and have a nice asset to enhance my overgrown sewers - but the texture only appears on one side of my model.
Am I wrong to think that things like single leaves should be implemented with planes?
feels like a waste to model a 3D leaf
wouldnt look as clean either, I think
How do I export this material from Maya to UE4? (Maya is a student 2017 version and UE4 is 4.20.3)
Whenever I try to export, it exports a smoothed version of it without the fractal/lambert texture
the sound in unreal engine is all crackly, and has pops and stutters, and affects the performance of the game. this only happened since i updated from 4.22 to 4.23.
how do i fix this please?
there was a bug in ue4 audio, related to mono cues, if you have those try reimporting them or swapping them to a stereo ones
im not sure i have any mono cues
i'll double check
it seems to do it more when the cpu is heavily utilised
btw if you're using engine content audio classes, make sure that Sound Concurrency set properly
im playing music using it
i have sound concurrency for my music set to 1
basically, anything i play thats music, any new audio replaces whats playing
i use play sound 2d for that
im looking at the results of profiling now, but i cant make head or tail of it ๐ฆ
@next badger What are mono cues? 
Anyone know any good websites besides Mixamo.com for free, commercial free, fbx animations for models?
๐ฅ
@kindred crag sound cues that have monophonic wave inputs
there was a bug that caused sound subsystem to glitch after mixing a monophonic cue with stereo cue
Explain like im 5
@carmine spruce http://mocap.cs.cmu.edu/
Search through the CMU Graphics Lab online motion capture database to find free mocap data for your research needs.
Im not very proficient when it comes to the ins and outs of audio in UE4
it was an old issue, like 4.16...but sometimes those old bugs haunt you
I see
@next badger ๐๐ฝ
i've only said, cause it caused rattle/crackling sound
@next badger ๐๐ฝ ๐๐ฝ
lol thanks man
is there no preview?
a blind download?
Hey, does anyone know if there's any difference between Unreal and Unity's Global Illumination?
@chilly sigil they are completely different
ahh okay, how so?
ue4
- uses lightmaps to bake lighting into, basically gi calculated once by the dev
- could not use dynamic objects with it, and dynamic lights
- may use light propagation volumes, voxelized implementation of realtime gi, quite limited and resource hungry
Unity - enlighten (will be deprecated)
- progressive lightmapper - uses baked lightmaps that store directional information, that allows unity to generate gi from the dynamic light sources
- could not use dynamic objects with it
first update after major ue4 releases are usually released when?
few weeks
sort of, it's supposed to have a switch command to disable raytracing landscape that was causing massive fps drops when i compared 4.23 to 4.22
is this bug logged?
yeah, we've found it with Life at epic
and target fix is 4.23?
i was told the command switch will be in next hotfix
