#ue4-general

1 messages Β· Page 540 of 1

somber condor
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Just upgraded a project from 4.22 to 4.23. all is good except some specific levels when I try to load them in editor it gets stuck Loading. I checked the Task Manager UE is using around 20 percent of my CPU while stuck. should I give it more time ?!
I tried to delete all intermediate/binaries/saved too

grim ore
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that sounds about right for certain maps and certain file types, how large are the maps? every engine version has it's own cache so..... it could be caching lol

tame delta
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@vital cosmos Tried fixing the normals, and importing again as level with "compute normals" and "import normals and tangents" and I get the same result : https://i.imgur.com/JQUB3S8.png

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Broken mess of triangles :/

somber condor
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@grim ore It's not that large of a level though : / I have larger levels that load just fine. I'm gonna give some good time and hope it caches by the end. I'm also speculating maybe I should try deleting all my derived data cache ?!

grim ore
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well deleting the DDC won't hurt in the end, it just might take a while to rebuild it. worth a try.

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even if it's not large, like say the open world sample level, it takes a while to open it in a new engine due to the size of the meshes

vital cosmos
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the only reason I see behind the invisible faces is due to incorrect normals

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@tame delta in blender switch to face mode and turn on the view normals setting in blender#

tame delta
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I think I might have fixed it, I disabled "remove degenerate triangles"

vital cosmos
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in overlays

tame delta
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And some other option somewhere

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@vital cosmos Yeah that's the first thing I done, it did look good to me

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I can spot bad normals instantly generally

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But yeah, maybe UE and myself have a different definition of a degenerate triangles

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but the one it removed (as you can see in the picture) I wouldn't qualify of degenerate.

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Actually that didn't fix it either

versed cobalt
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which channel should I go to for sprite issues?

tame delta
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But blender doesn't want to fix it

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Doing what you said earlier "recalculate outside" gives me this result ^

vital cosmos
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wait can you display them as blue lines that poke out @tame delta

tame delta
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I literally couldn't find that option in 2.8

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But I found this one which seems even better 🀷

vital cosmos
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click the two circle things

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at the top corner

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The arrow next to it*

tame delta
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I can't find that option :/

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My menu is much smaller

vital cosmos
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did you click the arrow?

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scroll down

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on that

tame delta
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Yeah I don't even have a scrollbar

vital cosmos
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there isnt one

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use your mouse scroll wheel

tame delta
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But either way, blender actually fucked the normals by trying to fix a model where the hard seams were cut, you can see the normals are screwed up in that previous menu

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Yeah it doesn't work, I'm seeing the whole menu

pale forge
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Hey guys... I'm new to UE. I've done a decent amount of Unity and other javascript game engines like Phaser and Three.js.
I came to UE4 thinking I would have to learn C++... but the more time I spend with it I'm wondering if C++ is on it's way out.
Seems like everything is going to Blueprints. What do you guys think?
Personally I want to stick to C++. as I am not a fan of visual scripting. Deceptively simple but a nightmare to maintain.

vital cosmos
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you are in edit mode right?

tame delta
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@vital cosmos Oh right, no I wasn't

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yeah the normals match the colors

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and their direction looks good to me too

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But anyway, the original exported normals by the fbx exporter plugin are fine

vast anvil
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oh, it says forums are down, nvm

grim ore
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@pale forge if you plan on using UE4 use whatever you want, most larger projects end up with a mix of both. You can make a project using just C++ or BP but using the correct one tends to be the best choice as you go on. There are also certain systems that are designed around BP such as Niagara and UMG so keep that in mind.

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I personally hate to use C++ but it has it's uses such as computationally heavy recursion and maths or to expose things to BP that are in the engine but not at that level yet.

pale forge
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@grim ore Thanks.

sleek spear
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i am using level blueprints with keyboard input events that help me with testing the levels and taking screenshots etc. i want to do the same thing but without using level blueprints but another blueprint class instead, so i can easily add the same functionality to multiple levels. is it possible? i notice i cant use keyboard input in other blueprint classes. how would you people do this?

grim ore
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you can use input if you tell the blueprint to take input

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input in UE4 goes thru the Player Controller -> Pawn so if you want something else to use it outside this chain you would have to do the above or you should look into structuring input thru the controller as well.. it's the controller lol

sleek spear
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awesome, thanks @grim ore

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and what blueprint class is best suitable you think?

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for example i tried scenecomponent but i cant drag it in a level for some reason

grim ore
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depends on the input you are doing. Menu input? Controller. Player moving forward? Character. etc.. it's project specific

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scene component need to be part of a blueprint, components are parts of blueprints

sleek spear
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just some keyboard shortcuts that execute various console commands

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thats what i am after

grim ore
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so like cheats? I would say controller since the controller is always active and represents the player

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but if you want it to be something re usable and not clutter the controller you can make a Blueprint Actor and put it in there

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then you can just drop it into a level when you want to use it and remove it later

sleek spear
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ok cool, thanks man

radiant haven
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Hey guys can someone help me with Android ads?

meager copper
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I am messing around trying to understand how to add force to my pawn. but the "add force" bp actions all take "primitive components" as target. I want my pawn to move as 1 unit, not move around individual pieces of geometry (I build the pawn with 3 basic shapes), but even if I did have a single mesh I wouldn't want it to move away from the other invisiable parts like the arrow or sound sources etc.

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what am i missing? why does it make sense to add force to primitive components as oppose to the whole actor?

scarlet birch
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You use a root component primitive to drive the physics. It doesn't need to be visible.

meager copper
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i just have the default thing. so I should add another basic shape and just disable it?

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or use one of the ones i have?

scarlet birch
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I'd use any of the primitives, like a sphere or a capsule.

meager copper
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this rotated my cone and now it has lost the ability to rotate?

plush yew
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@fierce tulip Just saw your reply! Thanks for confirming to me that it actually was the windows update, I'll roll back tomorrow or later tonight πŸ™‚

next badger
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can anyone give a me a hint on HISMs in #blueprint ?

winged crypt
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how do I get this in my level?

meager copper
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if I want a value to be 0.9 per tick, what can I do with that value and DeltaSeconds to adjust for variable tick length?

digital anchor
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if you want 0.9 per tick you just use it and ignore deltatime, if you want 54 per second you multiply by deltatime so you get aproximately 0.9 per tick (in a 60fps game)

grim ore
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@winged crypt try \ key, It's a preview mesh and has a hotkey or else you can find it in the engine content folder. It's called the "SM_ColorCalibrator"

rustic tiger
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hmmm, im having this weird issue. I see an object in my viewport at a certain scale. but when i do a hi res screenshot. the object has scaled down. any ideas what this is about?

meager copper
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is it possible to "set world location" on a pawn that is in motion from forces while keeping the force (it should continue to move with same velocity from new location)? When I tried to "SetWorldLocation" and selected the root node, it just seem to have exploded out of camera view

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30k,15k,0 vector away from my expected 0,0,0

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i tried with "teleport" enabled as that seem to be what I want

radiant haven
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when EpicGames updates like plugins or so do they update them on all ue versions that contation this plugin or only NOW 4.23

cloud cobalt
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Plugins distributed with the engine are updated with the engine you installed

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Plugins distributed on Github etc by third parties are updated when the author wants to

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Plugins you buy on marketplace usually have versions starting from when they're released

placid arrow
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It's usually easy to backport or forwardport marketplace content yourself too

ember notch
grim ore
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well Title is not required, so you would put your title or nothing if you have no title

somber condor
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@grim ore You know what was freezing my editor ?! a single fucking HillTree I imported from Kite Demo!! it was freezing on levels that it was included. it's a known issue with Kite Demo Assets apparently smh

grim ore
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oy 😦

cloud cobalt
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Yeah, Kite assets are extremely heavy

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Most free Epic assets are

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They're free, they're a nice showoff, but they're not for production purposes

ember notch
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What is a Swift code?

normal burrow
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swift is apples version of c#

digital anchor
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assuming the context hes talking about bank code

normal burrow
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broad simplification

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oh yea, lol bank code

ember notch
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What is a routing number?

dim dragon
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Given that debug draw line is a debug feature, is there any alternative for actually drawing lines in 3D space when you're done?

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I don't see any 3D line drawing features, unless UE4 keeps it on project export

meager copper
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i am so confused. I add 1 directional light. I have a couple objects with light grey materials with no emissiveness. I hit play and it starts off dark (I set down the lum on the light), but then it becomes brighter and brighter and overexposed?!

placid arrow
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That's auto exposure

dim dragon
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Found something

placid arrow
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It's pretending to be a camera

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@meager copper look in the camera post processing options and turn off auto exposure

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If it ends up too bright at the end though your lights are too strong

meager copper
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there isnt a checkbox for that. should I change the mode away from automatic? then it becomes black. do I need to know how cameras work to get just a basic ... show me the world with the lights level like I have in the editor?!

grim ore
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if what you then see in game is not the same in the editor you might have something overriding it (post process/camera setting) or you have something else causing it in your character/pawn's camera

obsidian fulcrum
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Why does the lighting get darker whenever i go into landscape mode? it gets quite frustrating

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it also changes sometimes while within landscape mode

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sometimes makes the terrain really hard to see

meager copper
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thanks. found it in Project settings

ember notch
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I am Unreal Engine 4 marketplace publisher now ^^

atomic pike
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Noob BP x C++ question here, sorry.
Been learning UE4 C++ API trying to implement some non-default movements for an FPS character, like climbing ledge, double jump, etc. Lots of Blueprint tutorials online showing really decent results. I mean, it seems possible to largely expand Character funcionality using Blueprints only.
My questions are:
1- Why should I care to port my Blueprints to C++? Is BP performance really a problem in 2019 UE4?
2- Is it really feasible to implement my Character movement system in Blueprints and "port" it to C++ later? What people usually do?

cloud cobalt
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BP performance is not a problem, and yes, it's possible to do lots of stuff in Blueprint

atomic pike
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These questions are motivated by a lack of C++ learning resources, comparing to Blueprints. Or my ignorance about where these resources are.

cloud cobalt
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The problem here might more be that, well, character movement component is a huge 5000-lines chunk of serious C++ and you'll need to understand it well for anything a bit complex

atomic pike
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@cloud cobalt you said "performance" in italics is not a problem, meaning there is actually a problem (but not performance)? Which problem should it be then?

frank escarp
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@atomic pike cant put it into source control

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cant merge it with work of other people

cloud cobalt
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^

frank escarp
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far more fragile than C++ when upgrading engine

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and you are missing some hooks into the code that you can override in C++

cloud cobalt
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You can put it in source control, really, it's just that text is a nicer format to track your changes over years, and C++ is text based

frank escarp
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slower.. yes, but generally the slow parts of character movement is absolutely not the blueprint logic

cloud cobalt
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Not much about Blueprint is significantly slower enough that it will be a concern

frank escarp
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character movement is doing a bunch of physics checks and has to move the child meshes you have attached to the capsule. thats a lot slower than some basic input code in BPs

ember notch
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Any idea what i could upload to UE4 marketplace? πŸ˜„

grim ore
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low cost RPG models that are fully animated and articulated including synced up mouth movements to speech for cutscenes. It also has to support morph targets and layered meshes for armour and such. πŸ˜›

abstract relic
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Full MMO. Heard those are in high demand 😜

plush yew
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Lol

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My game if you press back button

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it says the back to main menu function is disabled

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πŸ˜›

meager copper
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I am teleporting a pawn into a collision box, is there some way to say "disable interacting with this box until I leave it?

plush yew
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well that doesnt look good

obsidian fulcrum
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working on a landscape material. however some of the materials in it causes the whole chunk to turn checkerboard

azure shore
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hey quick question, am I right in thinking lights that dont cast shadows practically dont affect performance at all?

storm venture
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does anyone know of a way i can test if my raytracing is working? just did a light build with RT on and nothing changed

grim ore
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@obsidian fulcrum the bottom right shows it's compiling the shader you are using, you would have to wait

obsidian fulcrum
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i've waited ten times over

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nothing happened

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@grim ore

grim ore
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the next idea is your are using too many texture samples and need to change it to a shared sampler in the material for your textures

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@storm venture ray tracing, if you mean RTX, is realtime it does not affect baked lighting.

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the easiest test is to see if it's on is to go into a post process volume that is unbound, look at a shiny object with reflections, and turn on/off the raytraced reflections. There is a very obvious difference between screen space and raytraced

obsidian fulcrum
storm venture
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ohhh awesome, i guess i missed that part! thanks :)
ill try the post process check right now

obsidian fulcrum
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it's all one material

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and one landscape layer blend

grim ore
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yes, click on your texture and change the mode to shared for the sampler type

obsidian fulcrum
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Which one? clamp or wrap?

grim ore
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either or, it will depend on your materials

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try both and see which looks better

hollow frost
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Can anybody help me implement my sliding and prone? I'm a noob at BP's

obsidian fulcrum
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@grim ore oh cool, thanks

hollow frost
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I'm trying to make a Call of Duty game with an Indiana Jones/LucasArts feel to it.

obsidian fulcrum
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i dont suppose you can help me with my other issue?

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which makes it hard to control where things are etc

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you can kind of see it there

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with the straight lines

grim ore
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I would assume that is your texture setup, maybe it doesn't tile or you need better macro variations

obsidian fulcrum
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oh it does tile

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the white there is one texture

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the brown is another

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but you can kind of see its jagged

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instead of straight

hollow frost
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Can anybody please help me, I have literally 0 tutorials to go off of.

grim ore
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you have hundreds if not thousands of them, you will just have to break down your game into parts and learn to make each part.

hollow frost
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Everything I've found has not been successful.

grim ore
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@obsidian fulcrum #graphics might be more help, I can't really see an issue

hollow frost
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Especially with my current animations set, there's no dedicated tutorials for prone and slide animations out there.

obsidian fulcrum
hollow frost
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Just a Virtus tutorial I was able to kinda slap some prone animations on.

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That's about all I could find on YouTube, I'm really not good with text instructions.

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There's a few pictures, from what I can see there.

grim ore
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@obsidian fulcrum look at changing your tool settings, you have very low strength

hollow frost
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But why do I have to go through so many loops and bounds to implement my features?

grim ore
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because you are making a game

hollow frost
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Obviously

grim ore
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if you want you can pay someone else to do that for you, then its less loops

hollow frost
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I have a budget of $0.00 to work with here, so that's a tremendous help buddy.

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😐

grim ore
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then you have to go thru many loop and bounds to implement the features yourself

obsidian fulcrum
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@grim ore that should have any say in this at all

grim ore
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I guess you could look at using another engine that allows modding to skip most of that, like far cry 5?

obsidian fulcrum
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you can see that its going in lines

hollow frost
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It should be as simple as hooking everything up to the animation blueprint, then it works, this is just a simple Mixamo animation.

grim ore
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@obsidian fulcrum did you happen to scale your landscape or any of those things so you have less verts to paint? or is your landscape very low poly

hollow frost
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My prone appears to have functionality, but doesn't actually work.

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When I press the button, it appears to try to work.

grim ore
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the character explodes when they prone? the game shuts down? your cat dies? the capsule doesnt change position? uhm.... mars is in retrograde with venus and the tides wash away your plants?

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"work" is subjective

hollow frost
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What?

obsidian fulcrum
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@grim ore i havnt scaled anything no

hollow frost
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What does half of that have to do with anything?

obsidian fulcrum
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except for the textures themselves

grim ore
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Prone does not "Work" for you. We do not know what "doesnt work" means for you.

hollow frost
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Do you need an example?

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What I mean by "doesn't work" is when I press the button, my character shakes.

grim ore
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what does your code do when you push the button?

hollow frost
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I'll show you.

obsidian fulcrum
hollow frost
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Basically I copy pasted the Virtus code with prone animations and it did nothing.

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Followed the whole thing like 5 times, then I get the player shaking when they try to prone

grim ore
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ok so all that seems to do is toggle a few booleans poorly and change the walk speed. That shouldnt make it shake unless those booleans are also being used in your anim bp?

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and by poorly i mean when you press and hold the input and sprint is set to try it's simply going to set it to false then back to true immediately from what I can see

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even then when you release it will just set it back to false so I guess that should never trigger

hollow frost
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Yeah, I'm not good at this.

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Like I said, no prone tutorials on Youtube, and everything else I found had variables I didn't

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And they didn't show the code of the rest of them

grim ore
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well all this does is toggle a few things, it doesnt change the animations directly. I assume you have made changes to your animation blueprint

hollow frost
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Correct

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Looks like a christmas tree

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Or some broke star

grim ore
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so when you are standing (idle) and you press (and hold) the prone button it should go to the Prone state. What is the transition rule (the arrow going to the Prone from Idle) say?

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then what does it look like in prone, then what is the transition rule back to idle from prone

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my guess is the rule back to idle is bad if he is shaking

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my guess is the rule is the same as the rule for the transition to instead of the opposite

hollow frost
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I'm not good at coding, so here's the transition rule

grim ore
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well that looks correct, is the rule for idle to prone the opposite (with it checked?)

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wait

hollow frost
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I basically just slapped a lot of this together in 5 minutes.

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Let me check

grim ore
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thats the rule from walk to prone, not the idle to prone

hollow frost
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Ok, sorry

azure sierra
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not sure if this is the right chat for this but has anyone used the plugin varest?

hollow frost
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There's the idle to prone

grim ore
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the rules look correct, so the animation is set to not play or your event graph on the main blueprint is not getting the variable for some reason, or your animation is bad lol

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you "should" be able to go back to the main graph and on the right are preview settings with options including check boxes and settings for your variables

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if you click the checkbox for "Prone True" it should switch to your prone animation

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https://i.imgur.com/LqNysZg.png this is the default third person anim bp. you can see on the right the options for preview and if i check the Is in Air? it makes the character on the left jump like he is in the air

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so if your animation is correct (the transitions and the node) this should cause it to go prone. if it doesnt then your animation is wonky somewhere lol

hollow frost
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It's just the default mixamo prone animations

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I downloaded them from their site

grim ore
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doesn't mean it's not wonky. It could be set for root motion, it could be set for the wrong skeleton, etc.

hollow frost
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Maybe

grim ore
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when you preview the animation in the editor (double clicking it in the content browser) does it look right?

hollow frost
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Yeah

grim ore
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ok so when you try the preview in the animation BP with the check box does it work?

hollow frost
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Looks like the skeletal mesh is tposing

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Not the animation though

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That seems to work just fine

grim ore
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ok so when you are in the preview it's at idle? and then when you click the checkbox it drops to prone? and then when you uncheck it the character goes back to idle?

hollow frost
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Yes

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But the prone looks like it's shaking

grim ore
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so when it's checked the prone is shaking?

hollow frost
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Yes

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And standing up

grim ore
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this sounds like it's a "go prone" animation not a "prone" animation then

hollow frost
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No, it's definitely a prone animation

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I've checked, and it doesn't try to go prone

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It should just prone

grim ore
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i dunno then at this point, what does your "Prone" node look like in the graph. someone else might be able to help in #animation at this point

hollow frost
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I've been trying to get this to work for my next showcase

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I'll see if animation can help

manic pawn
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ah, a blueprint from hell

limpid isle
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Hey guys I got a problem I'm trying to test my game and after packaging whenever i run the exe it opens then says map could not be found from command line. any idea what's wrong

heady frost
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first thing I would check is are you actually packaging the map

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I know it sounds kinda silly but you'd be surprised how often it happens

next badger
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@grim ore sorry to poke, do you have experience with HISMs?

grim ore
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@next badger nothing beyond trying to use them once and never again 😦

next badger
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;_; okay...i just can't make them work as ALL tutorials show

grim ore
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oh thats odd then

next badger
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no hism groups

grim ore
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😦

vagrant pagoda
grim ore
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do stat unit and see what is showing, also look into full profiling

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the biggest difference here is you are not "playing" in the editor, you are just running around. You have no logic running at all

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also test with play in standalone not Play in Editor and see if there is a difference

waxen ingot
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I want to try unreal engine and maybe use it, but I don't understand the whole Royalty thing that I must pay, 5%

grim ore
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which part of the royalty thing is not understood

waxen ingot
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When do I have to pay the said 5%? Can I send them on each purchase automatically, 5% from the purchase or at the end of the month

abstract relic
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Same thing as Steam’s royalty. Just 80% cheaper

grim ore
waxen ingot
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And if I don't sell over 3.000$ I don't have to pay?

grim ore
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basically it's up to your to figure out how much you owe them and to pay them

waxen ingot
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 1.  The first $3,000.00 in gross revenue for each Product per calendar quarter;
grim ore
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if your gross revenue is less than that amount per calendar quarter you have no royalty to pay them

waxen ingot
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oh well, if I earn that much I'll get an attorney to sort out such things

grim ore
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that link above has a form and such

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fill in the blanks and all, if you make enough then kudos πŸ™‚

harsh tiger
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i've looked for answers and nothing worked. i uninstalled an reinstalled and it still doesnt work. anyone know of a fix?

waxen ingot
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Thanks @grim ore

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I wanted to make a Text Adventure Game, UE4 is overkill for such a game which requires more text as visual but maybe I plan it somehow else including 3D and 2D and make it into somewhat a visual novel Like 80 days

plush yew
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I was like why i keep getting kicked out of my server

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Then i realise

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Its trying to load a mod that the server doesnt have

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There we go better πŸ˜‚

storm venture
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hey im looking for some criticism. i'm practicing rendering/post processing and im trying to make this look as real + high quality as possible

plush yew
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looks πŸ’―

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its perfect

storm venture
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thanks πŸ˜„ but there's always room for improvement

polar hawk
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shells are a little off

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don't know how but

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something with their material definition

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they look like they feel different than the almost identical looking shells I own in real life

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Β―_(ツ)_/Β―

heady frost
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it looks great to me, the only suggestion I can think of is maybe a tiny bit more dirt on the gun

polar hawk
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some weird chunkiness

heady frost
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maybe it's just me being super dirty in regular life, but it seems like a really clean and/or new weapon

dry moon
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Anyone know why adding levels to the Levels to be streamed won't add?

polar hawk
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also maybe im crazy but

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your trigger looks like it is in the squeezed state

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maybe its just like that but it feels off

visual belfry
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End of the shells looks flat vs the bottom of an orange I usually think of

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Not sure if the slight shadowing is because it is flat but attempted to pull it off with normals or what

dry moon
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What's with this fucking editor dude

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Creating new level in the levels window won't add it in

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dragging the level into it doesn't work either

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files aren't locked or anything

storm venture
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oooo i like this feedback

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thanks guys, ill look into all of the above

half drum
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anyone have a tut for the 4.23 multi-seat over WAN/VPN/hamachi ?

dry moon
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Does anyone know why adding existing levels does not appear here?

next badger
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@dry moon disable the world composition in the world settings tab

dry moon
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I added it before without world composition tho

next badger
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no...you can't do that when it's enabled

dry moon
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The VeiledCaves one is one I manually added

next badger
dry moon
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Nevermind figured it out

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but ya you can

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Make a new folder in the level asset root folder, add the level there

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it'll auto populate into the levels window

next badger
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um, yeah, that's how "auto-discovery" works

dry moon
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Yea forgot it did that

#

Settle down okay?

uneven fractal
#

how do you prevent foliage in the foliage tool from basing on other foliage?

next badger
#

@uneven fractal like painting over other foliage? or painting on the surface but one instance is overlapping another?

uneven fractal
#

I'm putting down grass and some of it is basing on top of my trees

dry moon
#

Untick the Foliage

uneven fractal
#

ah I see

#

why would anyone want that?

next badger
#

cause foliage is not always grass

dry moon
#

Some people paint larger rocks, and then want to paint on top of those as well.

uneven fractal
#

well I guess if it's static foliage you might want to have like moss on top of rocks and stuff

dry moon
#

Yeah

uneven fractal
#

my foliage is all destructible so it would be a bit weird if the foliage on top stuck around

next badger
#

i wonder if chaos can handle that...probably not

dry moon
#

Just a suggestion though I'm not sure it's something you would wanna invest in.

#

Actually never mind, would cause load time hangs

uneven fractal
#

speaking of grass how much is too much?

dry moon
#

Depends on the alpha over lap and triangles/verts

uneven fractal
#

180million verts

#

each grass is 600 and there are 300k

dry moon
#

You gotta check out the alpha overlap too

#

but 600 aint bad, could be less

uneven fractal
#

what's alpha overlap?

dry moon
#

actually 600 might be bad

#

Mines is about 130, with 2 LODs bringing it down to

#

6 triangles

uneven fractal
#

mine has foliage culling bringing it down to 0 triangles

dry moon
#

ya you should always have culling on the grass

#

you should be able to see the overlap if you turn on shader complexity

uneven fractal
dry moon
#

does it not show alpha overlap in that mode anymore

#

anyway 600 might be a lot

#

try to bring that number down

uneven fractal
#

would that be under quad complexity view?

dry moon
#

yea probably

sonic pagoda
#

how would you go about getting decal channels

#

for example

#

a grenade explodes with an enemy in it

#

and blood decal spawns to portray splatters on walls

#

but your player is also set to receive decals

next badger
#

@uneven fractal it looks so green, does early zpass transparency enabled?

sonic pagoda
#

would you instead run multiple lines traces

#

and spawn multiple decals at the walls, instead of 1 big box decal

next badger
#

@sonic pagoda it's not simple, but you may use custom stencil buffer to mask the decals

uneven fractal
#

how about a multilane trace that only adds decals to world static objects if it goes through a player first

#

what is early zpass transparency and how do I tell if it's enabled?

next badger
uneven fractal
#

is that on the material?

next badger
#

no, in project

uneven fractal
#

it's set to decide automatically for me

next badger
#

yeah, the default...the one in screenshot is "enabled"

uneven fractal
#

really? I haven't even been in the project settings for my project yet

next badger
#

not sure what "automatic" does

uneven fractal
next badger
#

yeah, but what features?

uneven fractal
#

kind of vague

#

the other options are opaque, opaque and masked, so I guess the opaqueness and maskness of the materials 🀷

next badger
#

well, it's up to you, this checkbox adds some instructions in shaders, so in general they cost more, but things like trees getting boost in performance due to early zpass masking

uneven fractal
#

I think I'll leave it as since it's green

next badger
#

yeah, that's why i've asked

uneven fractal
#

all the foliage is from the open world demo collection on the marketplace if your intrested

next badger
#

generally trees are red w.o this checkbox

dim dragon
#

Is there a way to update camerashake's properties as live values that play on loop or do you have to call them as events that play or loop once only (which is kinda weaksauce)?

#

Like I see a way of setting macros, variables and events, but there are no functions to drive the properties of camerashake within a camerashake blueprint.

#

You can only call the event.

storm venture
plush yew
#

I don't need a whole explanation on what I'm looking for, just some key words to start searching. I need to store information locally on my computer and then get that information in my game. I guess like a saved game but not that specifically. I'm doing character customization like the kind in XCOM 2 and I just need to store those custom character variables in a list somewhere so that when that character appears in the campaign they can look like they're supposed to.

pliant yoke
#

I have a UE4 question

#

this is my adaptation of the "top down" template

#

for some reason there's an empty space in the navmesh right below my pawn

#

not sure what I did to make this happen

grim ore
#

@plush yew is this pre made information? something that you want to make then use in the game. if so look at data tables, you can even import them in from csv files

plush yew
#

in the viewport are your feet touching the bottom of the capsule?

pliant yoke
#

okay that actually fixed the empty space in the navmesh

#

but it's still not moving for some reason, thanks lol

plush yew
#

@grim ore Yeah, so if you make a custom character in the main menu there's a chance they'll randomly appear in your campaign. So players themselves will set these characters up and then when the game needs to spawn an npc it will randomly select an item from a list of pre-made characters. Or if there are no more premade characters ill just have the character that pops up be randomized. Can data tables be edited?

#

@pliant yoke is it using an aicontroller?

pliant yoke
#

I think so? it is from the top down template using mouse control

#

I am just trying to figure out this navmesh stuff

plush yew
#

I haven't used that template unfortunately. With the little knowledge I have of navigation and AI, if something is using navmesh then it needs an AI controller? I could be wrong on that though. Is it like old runescape navigation where you click on the map and it moves to where you clicked?

pliant yoke
#

yes it's just like that

#

it was working before but i deleted a bunch of landscape elements and borked something up?

plush yew
#

does your navmesh encompass the entirety of the navigation area?

pliant yoke
#

yes, with extra

plush yew
#

darn thats what I do too. Is the image an example of it working or failing?

pliant yoke
#

that gif is it working

#

failing involves no movement

plush yew
#

one time I had an issue and deleting/remaking the nave mesh bounds thing solved it. I doubt that's whats wrong but it might be worth investigating

leaden dust
#

My projectiles are not spawning if my player is not moving

#

What in the world

#

any idea why that could be happening

plush yew
#

do you have a screenshot of your projectile spawning code?

leaden dust
#

There is no branch tho

#

thats the problem

#

So it should be always spawning

plush yew
#

I can help if you have a screenshot

#

I just use the snip tool it comes with windows 10

pliant yoke
#

nope, doesn't care for the new navmesh

#

it's generating the whole green field fine

plush yew
#

and all that happened between it working and failing was you deleting terrain elements?

#

Did you create your character from scratch blueprint-wise? Or did you just modify the character that was already in the template

pliant yoke
#

I'm just using the template thing

#

guess I'll figure out how it works tomorrow lol

#

yeah I just deleted terrain elements

#

no idea what happened

grim ore
#

@plush yew ah then you need to use save game or your own custom database if you want this to be custom data in the game created in the game

pliant yoke
#

I did do some landscape terraforming but idk if that would affect anything either... mysterious

plush yew
#

Hmm I've never done terraforming. That's definitely something you could investigate. You could also try using print string nodes to see if the character is even trying to move/receiving your input

pliant yoke
#

that's a good idea

#

aha

plush yew
#

@grim ore Awesome, thanks. I'll start looking into databases. I was hesitant to use save game since I wanted these custom characters to be able to be referenced in any playthrough of the game. I've got a bunch of resources pulled up now including your videos so hopefully I can get what I want moving in the right direction by the end of the night. Thanks again!

pliant yoke
#

those videos are incredible

plush yew
#

ikr

pliant yoke
#

it is indeed telling the pawn to move

#

guess i'll hunt down that widget error

plush yew
#

could try having it print the location it thinks you want it to go?

pliant yoke
#

i dont think that's the problem, was working fine before

grim ore
#

There is nothing wrong with using Save Game, you can save your characters in a custom array or map or whatever in their own Slot like CustomStuffs and as long as the game doesn't get nuked you should be fine.

pliant yoke
#

alright i'm going to sleep, thanks for talking!

#

wait i just noticed something

#

when i run the game, the navmesh map is way above the player/where it appears in the preview?

#

in game:

plush yew
#

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm that doesn't look right to me

#

if I had to guess, is it possible that the nav mesh is transferring up to whatever that other box volume is?

pliant yoke
#

sure looks it!

#

those are the postprocess and lightmass volumes though

#

the navmesh is the flat one

#

I deleted those volumes and it's persisting

plush yew
#

Awesome, thanks Mathew!

wraith socket
#

Hey guys, does anyone of you bake with GPU? Because everything bakes right but the landscape

#

GPU lightmass of Loushang

rain coral
#

Anyone know where can i find video of the UE3 interface ?

#

or pictures

dim dragon
#

Update: Set your camerashake as more than one instance and call it at a frequency of its duration using the network camerashake for local client which lets you scale the intensity of the shake -- then blend several camera-shakes together. Problem solved. Regular camerashake function won't let you drive any channels. Its a shame because if I could drive the channels of camerashake in realtime I can think of about 20 things I could do representing things - for example aerodynamic changes for my plane when it stalls in the cockpit or adding headlag to the movement, as if the pilot's head were being knocked around by g-forces.

coral aspen
#

Can I expect Unreal to support the ECS pattern out of the box at some time or should I just write my own ECS implementation?

regal mulch
#

Doubt it will be out of the box. UE4 is more build around inheritance

ornate ice
#

Hey People

#

I've seen UE4 allows you to make variables, functions, macros all with spaces

#

like

#

Find Wall Location

#

is this a bad practice?

regal mulch
#

In blueprints it does

ornate ice
#

i know in the regular dev world it is

regal mulch
#

You can even out signs into it

ornate ice
#

yes

#

lots of my bools are

#

isJumping?

#

stuff like that

regal mulch
#

Yeah up to you. I don't like it at all

ornate ice
#

but wondered

#

if spaces are allowed

#

is that a bad practice

regal mulch
#

bIsJumping

ornate ice
#

:S

#

I hate that

#

bJumping

regal mulch
#

Well the node names are friendly names

ornate ice
#

hate that b

#

i know it automatically formats the name

regal mulch
#

Yeah but it's best practice to stick to the way the framework names its variables

ornate ice
#

but it also allows the name to be with spaces

#

right

regal mulch
#

You can do whatever you want as long as blueprints allow it. Cpp definitely won't allow that

ornate ice
#

yeah

#

well you are right

regal mulch
#

I also see people name there stuff in their native language

#

Could barely work on specific clients cause of that

tame delta
#

When importing some fbx as a level, is there a way to create material instances of a single material rather than a bunch of different materials?

#

Or alternatively, a way for me to transform 185 materials into material instances?

ornate ice
#

@regal mulch well that's actually nasty

#

I believe Hell is full of that people

#

jajajaja

tame delta
#

Also dumb question that has me baffled

#

how do I move assets into a folder?

#

I can't drag-drop it because there's a lot of assets in the middle, and I can't seem to filder for folders (not that it would be a good solution either)

light hornet
#

Hello. I'm not sure if this is the appropriate place; please correct me otherwise. But Microsoft Visual Studio seems to hang when unloading projects on exit. Any advice?

silver crown
#

Welcome to VS

ashen cape
#

Hi guys, can I ask for your help? For some reason when I import png file with transparent stuff (for UI purposes) it completely distorts it and I have no idea how to get it working :/ any thoughts?

regal mulch
#

@ashen cape What do you set the Compression mode of that texture to in UE4?

#

As well as TextureGroup

light hornet
#

@phy I assume this is normal then. Is it okay to force close it with Task Manager?

cloud cobalt
#

@ashen cape UI stuff with transparency needs "UI" compression

ashen cape
#

@cloud cobalt @regal mulch I have tried several compression modes with no huge effect :/

cloud cobalt
#

There is only one, which is UI

#

Import the texture, set to UI and it should work fine

hasty osprey
#

where are the bones?

sudden agate
#

where do you export from?

#

make sure you export bones and weights

hasty osprey
#

exporting from 3ds max

#

so its my export settings huh

sudden agate
#

yes

#

there is a section for deformers and suuch

#

this needs to be ticked

hasty osprey
exotic thicket
#

Which chat that i can talk about materials ?

wary wave
gaunt raptor
#

what is causing this ? Bad light maps ? The banding

cloud cobalt
#

It's a bit unavoidable with the built-in Lightmass, but it can be made a bit better with extremely careful lightmapping

#

Mostly it's best to avoid seams alltogether

gaunt raptor
#

So would it be better to make the entire tunnel as one piece ? instead of several small pieces ?

dim dragon
#

Could do it as a spline and extrude geometry

#

So it is seamless but also extendable and editable easily

#

There's a guide somewhere on YouTube for it but I'm on mobile that shows you how to make a road this way.

#

@gaunt raptor

#

Basically it's the easiest way to do any kind of procedural geometry.

cloud cobalt
#

The most obvious solution is to just hide the seams

#

Real-life objects aren't generally seamless

#

A concrete tunnel roof would have actual seams in geometry, which is where you can hide the seams

#

That way you don't change anything, except add some geometry on edges

winged crypt
#

Is anybody else struggling with materials in 4.23 (source)? I get d3d compile errors if I use 'Multiply' nodes, etc. It only seems to compile if I hook textures directly into the final output. I'm hoping it's just me, it'd be a huge bug

gaunt raptor
#

allright ill have a go at it πŸ™‚ thank you

vale silo
wary wave
#

the problem with that post is that rather than posting your material graph, you've posted a 15 minute video that nobody wants to watch to try to guess your problem

cloud cobalt
#

At a glance it looks like you found the problem already tbh

#

... I'm going to be that guy and say that you might want to avoid using POM anyway

#

It's easy to use, but it has extreme limitations too, and it's costly

vale silo
#

@cloud cobalt well, I just wanted to test the look and performance of POM with small number of steps in VR..

#

if it's really bad, then I won't use it. If it works fine and looks okay'ish, I might just use it

#

bump offset looks as flat as normal maps 😦

cloud cobalt
#

Geometry is always going to be better

#

Bump is pointless

opaque salmon
#

Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 151] A FRenderResource was deleted without being released first! I keep occasionally hitting this crash when a second player joins, anyone got any tips as to what could be causing it? not seeing anything obvious in the logs

vale silo
#

or maybe I'll just keep it flat like that.. Gotta test more 🀷

cloud cobalt
#

Why wouldn't geometry work

#

It's what every game does

dim dragon
#

Idk are they representing voxels or spline cages with geometry or something or a shader?

vale silo
#

@cloud cobalt because it's old school BSP level design - no meshes.

cloud cobalt
#

Using meshes is a much saner idea than using POM

#

Just my 2 cents

pliant yoke
#

@plush yew fixed the navmash. just had to make a new map. WRWormShrug

#

thanks again for your help!

robust tree
nimble steeple
#

Everyone!
I just have to share something here that may or may not be related to any UE4 versions specifically.
But i experience this using a SDK available in the launcher...

LogD3D11RHI: Error: C:\P4\SQ-A15\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:(238): BackBuffer->GetResource() has 2 refs, expected 1

This error for me was ONLY related to Discords GameOverlay mode.
Why is this affecting the engine??

#

Also! this may already be know! πŸ˜› 😳 ?!

grim ore
#

@robust tree my only feedback is it feels a bit quiet on the audio, YT is showing it at -12db which feels a little low to me and do we really need a floating head covering part of the editor? if it doesn't serve any purpose seeing you talk is it a benefit to the content? This is important because when you are inputting the values on the timeline that part of the editor is hidden 😦

robust tree
#

Thanks @grim ore I know your tutorials, they are great! I feel like my face making my tuts more personal. I always strugle where to place it. I thought I found a spot but this dman timeline...

grim ore
#

yep the face issue is a problem, if you can find a good spot or even have it on and off when it's not an issue (like in a corner at intro and outro?) then it should be ok but covering up editor stuff is a pain for the viewer 😦

#

Bottom right or left is normally not a bad place since you can scroll most of those windows up but you can see even epic struggles with that when doing the livestreams

ripe saffron
#

Nobody wants to see your face mate...if they come, they come for the knowledge.
...tomatoes!

robust tree
#

I am gonna go cry right now...

ripe saffron
#

Heh...what do i knowπŸ™‚

subtle girder
#

Does anyone know if there's a way to get the high resolution screenshot tool to work on an orthographic scene?

dense gate
#

Possessing a pawn with an ortho camera and using "HighResShot" command doesn't work?

keen cave
#

Hello, I'm a new preson to unreal engine and I'm trying to discover its features via prototypes. The things is, I get soon confronted to problem that I can't resolve. I would like to now at wich level of difficulty is it ok to post a question on the channel ?

grim ore
#

as long as you tried or have an actual question I don't think anyone would mind trying to help if we can. "I want to make an MMO, how start" is not going to get much help.

subtle girder
#

@dense gate I know the original command was "rendertextures", there's a tool I was using instead. I'll try that and see shortly

visual belfry
#

is there a way to allow inherited components to be reordered? (I want to attach a component made in C++ to a socket on a mesh in the derived blueprint)

dense gate
#

You can't reorder things from the parent class/inherited sadly

visual belfry
#

😬 maybe I can put a function on the C++ class to reorder if it finds a mesh with suitable sockets πŸ€”

subtle girder
#

@dense gate nope - doesn't seem to work :/

dense gate
#

One megaoof

#

One thing I do is have a simple "cube" mesh for the parent and have a "universal" socket like hand_l @visual belfry though if you want to change sockets this might be tricky

#

Perhaps try to have a variable in the parent BP and have an "attach to socket" in the construction script to that variable

buoyant radish
#

hi

#

can i ask something?

next badger
#

Can anyone verify if Answerhub attachment is work? I cant attach a file to the post.

buoyant radish
#

wich is better unreal or unity?

next badger
#

@buoyant radish for what purposes?

buoyant radish
#

an mmo multiplayer online survival game

next badger
#

MMO - mass multiplayer online

buoyant radish
#

yea

#

sorry

#

lel

visual belfry
#

a large team is better than both unreal or unity in that case >_>

buoyant radish
#

im solo

next badger
#

i'm not sure how unity's network subsystem changed for past years

buoyant radish
#

yea

next badger
#

there was no any iirc

buoyant radish
#

you need to use photon

#

but i find that its sh*t

#

btw

next badger
#

why you need to use it?

buoyant radish
#

the multiplayer system in unreal, do i need to buy servers or free servers?

next badger
#

where you can get free servers not on unreal?

scarlet birch
#

I looked at Unity recently and was left with the impression there were only paid solutions.

subtle girder
#

My bad, I think I didn't actually highlight the correct issue - Orthographic views don't seem to light atm, so I'm wondering if there's a way to workaround that. I've been trying to use the RenderToTexture_LevelBP to see if there was a way around it there but it didn't work. I'm not experienced enough with BP yet to really dig in and see where the issue is though. I'm trying to use 3d models as sprites and am trying to not have to render in Maya if I can avoid it, but the game will be a single screen platform game without perspective, hence the need for orthographic captures.

#

(off-topic relating to my question above)

scarlet birch
#

for the subsytems not talking about server hosting

buoyant radish
#

wtf is subsytems?

next badger
#

@scarlet birch yeah, i think unity still has no networking solution out of the box

buoyant radish
#

yea

next badger
#

@buoyant radish it's a part of software that handles some task...like networking

buoyant radish
#

ah

#

ok

#

anyone of you here knows ark?

#

i want like to make a game like the idea of ARK

next badger
#

everyone does...ark is a poopy implementation of ue4 multiplayer game...

buoyant radish
#

wut do u mean?

#

well

#

im sorry

#

i gtg

#

now

#

bye

#

it was great to talk to you

#

bye

scarlet birch
#

It's slipshod

next badger
#

some may be genuinly interested in game dev, you can't treat everyone who asks silly questions as a troll

subtle girder
#

Wouldn't mind but it does kind of hide the production questions in the chat πŸ™‚

next badger
#

at least making a WoW killer was not his goal

scarlet birch
#

I meant Ark is slipshod

next badger
#

ahahah

scarlet birch
#

@subtle girder I think none of the lighting works with orthographic. IIRC, You can achieve lighting effects with materials and PostProcessing though.

subtle girder
#

That was my worry, ah well. Thanks πŸ™‚ I'm actually trying to put a pipeline together so some art students can use Unreal despite the coders using a really old 2d engine. Might still eb able to make something like what you're talking about by doing postwork on textures & planes then highresshotting those.

scarlet birch
#

There was a pretty good stream a while back about how to get lighting going with it, but I'm not finding it.

subtle girder
#

yeah I did a good few hours searching this afternoon and came up blank

next badger
#

so, hiresshot not works with ortho?

scarlet birch
#

I think it was a UE stream with Chris Wilson about "The Siege and the Sandfox" that I'm thinking about.

#

but not finding it, and I might be wrong

subtle girder
#

Alexey - it does but the lighting doesn't work in ortho. The screenshot just shows something like a depth pass.

#

Cheers for looking Mike and thanks for the HighResShot comment Alexey, I've got to make a move or I'm going to miss a meetup, but I'll probably stick my head back in here over the weekend and mention if that pans out or if I figure another workflow.

scarlet birch
#

I'm not sure if it will work for your needs though, since this is for sprites.

subtle girder
#

I'll give it a look, might do the trick!

#

Part of the issue is they've effectively stopped developing Paper2D >.<

next badger
#

they never started it...

scarlet birch
#

It does seem that way. I wish they had something like Box2D out of the box. Idk, I haven't looked at it much.

next badger
#

paper2d was a "free friday" project

#

i'm not sure Epic still does those for their devs

#

since Chaos is coming, they have to update paper2d as well

#

since no more physx

ivory cradle
#

hi, on the Texture and Material Pipeline | Live Training youtube video there's a part where they talk about image projecting lips and eye parts onto the model. is this just taking a photo of said part then stretching that image over the uvs of the model? if not does anyone know a video or documentation that better describes this process?

vale silo
#

any speculations about why 4.23.1 isn't even close to being released ?

thin hemlock
#

hey guys, one of my projects is currently messed up, I tried regenerating the project files and building it from source but everytime I go to build the project from visual studio it fails, also I noticed the folder is read-only but anytime I change it, it's only not read-only for a few seconds

grim ore
#

what is the failure error

thin hemlock
grim ore
#

well the generated are because they didnt generate, which means another file didnt compile probably and I see an error there about an error

#

expected a ) needs to be fixed

thin hemlock
#

I believe that's an intellisense error, atomic.h is an unreal engine file not a project file

grim ore
#

ok then what about the 2 below it?

serene birch
#

I wouldn't worry too much about the errors past the first with that list

#

fix the first error then try compiling again

#

look in the "Output" tab for the sequential compilation log to see the first error

thin hemlock
#

by first error are you referring to the no storage class or type specifier one?

#

ah I see now

grim ore
#

also you regenerated the solution file but did you clean out the intermediate and binaries to be safe?

thin hemlock
#

yes

#

@serene birch thank you, I never knew errors were listed in the output like that so that'll definitely help further down the line, it was an issue with uint32 and blueprints, I fixed the issue and am rebuilding now

gilded igloo
#

Hey guys, I wanna learn how to use widget bps (at least the basics), anyone knows a good source? there was a livestream on this?

mossy pike
#

New Pack

cloud cobalt
#

Not that I know, but there's the tonemapper sharpen in engine

#

And there's SMAA + forward

#

Since no sharpening will really correct TAA entirely

#

One of them but not the one I was talking about

#

Tonemapper sharpen has always been in engine

#

r.tonemapper.sharpen [0..1-2]

#

So try that first

#

And no, this PR hasn't been in engine

#

AFAIK

#

It's too massive a change and TAA being blurry is a fact of life in UE4 - you can't really sharpen it back in a convincing way because the sharpening won't be temporally stable

#

You're correct, not plugin friendly

#

My current game requires sharp images and I've just moved away from TAA

#

I love TAA, but it's unable to produce texture grain on surfaces

ornate hamlet
#

I get quite good results with TAA
r.TemporalAASamples = 8 | r.TemporalAACurrentFrameWeight = 0.0

cloud cobalt
#

MSAA is pretty great, forward is okay but obviously introduces limitations. No SSR, raytracing, loss of many screenspace effects

ornate hamlet
#

I mean it isnt perfect..obviously

#

I suppose if you are making an indie game you might as well just render at a higher res and scale down

cloud cobalt
#

TAA is absolutely the best at performance & aliasing removal - completely outmatches anything else. That's what I love with it, you simply can't get aliasing with it

#

MSAA at same cost is slightly less good

#

The TAA problem is just that some renders will be impossible, period

ornate hamlet
#

Real men use FXAA and then Sharpen the hell out of the image HAH

cloud cobalt
#

I've worked a lot with TAA and, basically you can't have this

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Yup

ornate hamlet
#

One thing that would also be great is per object motion blur if we are discussing post processing...

rustic panther
#

it looks for contrast and blurs it right

ornate hamlet
#

but oh well

cloud cobalt
#

It's way better than that, @rustic panther - TAA is a bit like FXAA, except it works like a motion blur

rustic panther
#

is it possible to render somethign after TAA pass

cloud cobalt
#

IIRC that's when post process runs

next badger
#

@cloud cobalt can you explain what exactly i can't have with TAA?

cloud cobalt
#

Surface grain

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Specifically, pixel-sized grain

next badger
#

@cloud cobalt oh...you can..but probably will be puke in motion

cloud cobalt
#

Nope

opaque vector
cloud cobalt
#

Even still images with tonemapper sharpen, unless you dial TAA back considerably, will remove a lot of detail.

next badger
#

okay, i'll take a look on that...was not aware

cloud cobalt
#

It's entirely fine if you don't need close shots of grainy surfaces

rustic panther
#

Please don't use this for your holy wars and arguments, TXAA has evolved since 2014.

cloud cobalt
#

^ it has

#

It's much better than this now tbh

next badger
#

i still have issues with taa not respect motion vectors

rustic panther
#

is there not an AA Mask or anything

cloud cobalt
#

Nope

#

TAA is great if you have neither

  • stuff like glass cockpits, transparent stuff over moving scenes... because incredibly bad ghosting
  • third-person car style gameplay (racing games) because some ghosting (high qual) to incredibly bad ghosting (lolw qual)
  • close shots of grainy surfaces
#

Or basically if you have motion blur, then you probably don't care about TAA at all

ornate hamlet
#

Have you guys played Squad?

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That game and its AA....good lord

#

The only way to get even remotely decent results is to just Supersample

cloud cobalt
#

It is quite good, except it won't be temporally stable, so vegetation might look bad

#

Other than that, it's probably the least evil

#

Honestly it's quite game specific

next badger
#

yeah, vegetation, rain, snow, riding in a car...all of that

cloud cobalt
#

Crytek's TAA is great, overall

#

Driving games can get around TAA issues by depth-masking its intensity

#

I think their implementation is more focused

next badger
#

yeh, what about games that are not driving sims and just have cars in them, like PUBG

cloud cobalt
#

UE4 TAA works "okay" for most games in most conditions, removes any sliver of aliasing from scenes that are a complete nightmare from an aliasng POV

#

TAA in UE is also a gateway to many effects

#

It's a general-purpose temporal filter basically

#

I mean, you can exploit TAA to build transparency with masked materials

#

That's wild

next badger
#

taa for mask transparency kinda su*k...yeap it does work, but so horribly...i had to remove it cause of heavy ghosting

cloud cobalt
#

Sea of Thieves uses that extensively for LOD - every single game asset uses "transparency" at a low cost because of TAA. Power like that comes at the cost of not being the best variant of TAA

#

Screen-space reflections in UE4 also rely on UE4 to not suck

#

And so on

#

Well it's linearly more expensive to render

#

2x means your scene is 2x slower

#

Ignoring performance, you can use TAA with supersampling

#

Set the screen percentage to 150 and enjoy the sharp image

next badger
#

i'd love to see some examples of taa masked translucency

cloud cobalt
#

You can use supersampling with FXAA, too, but it won't ever be as good at removing aliasing, even at a ridiculous 2x larger res

#

We have the option in Helium Rain

#

154% upscale, basically twice the cost , and FXAA vs TAA - there's little reason to pick FXAA unless you really like sharpness, and aliasing

ember notch
cloud cobalt
#

Or you can play Sea of Thieves, it has it everywhere

next badger
#

seen that. it doesnt work with moving objects/camera

rustic panther
#

you can surround a link with <> to remove the embed

cloud cobalt
#

It doesn't work as well as regular transparency, of course. It's also 50x faster to render πŸ˜›

next badger
#

basically everything behind that masked object is like smear

#

when camera moves

cloud cobalt
#

Yes, it is

next badger
#

but 50 times...kinda nice

cloud cobalt
#

I'm joking about 50 times - but really, translucency is way, way, way more expensive

next badger
#

the main issue of translucency...it's rendering in the different pass...no depth, no decals...

cloud cobalt
#

Anyway, it's a tool, and it's a nice trick to have

next badger
#

ofc...i've used it few times

#

the issue, i don;t get why it samples TAA color when doing that...

rustic panther
#

theres no overdraw either

ember notch
#

How i can make a picture bigger with a event? (I mean widget)

rustic panther
#

Animation

ember notch
#

thanks

rustic panther
ember notch
#

How i can use a animation for image because i can't connect the target

heady lynx
#

Is there a channel for AI or someone recommended for AI questions?

rustic panther
heady lynx
#

Thanx!

rustic panther
#

the animation contains the animation of the image

#

you play the animation not the image or whatever you're thinking

#

you should think of this abstractly though

#

you want to make an event that picks a random image and then the animation is just scaling and animating the opacity

#

and then everytime the animation ends play it again pick a new image

grave nebula
#

@cloud cobalt I'd say that adjusting intensity(that being said, current frame weight), is a pretty misleading way to deal with TAA issues, as projection jitter remains. Also, regarding screen space-reflections... subjective, but those appear to work much.. much better without temporal AA. I mean temporal part of reflection itself, where hits are re projected to previous frames. This needs to die in agonizing flames. Temporal AA however cures SSR noise offsets pretty good.

heady lynx
#

I'll just throw it out here and you can ignore it if it's not interesting:
Why does AIPerception see through BlockAll to AIPerceptionStimuliSource and how can I stop it?

rustic panther
#

note: never done this before

#

you might wanna pick a random image on construct too

#

oh and thats only gonna do it twice

ember notch
#

thank you

vast fossil
#

when I rotate my character in the game, the inputs get reversed (180 degrees)

#

anyone know why and how to fix it ?

next badger
#

depends on logic for controls, probably forward vector is the issue

vast fossil
#

I mean rotating the position in the world outliner 180 degrees

#

then when I start game

#

the inputs are still from the original position

#

so I have to press back to run forward lol

scarlet birch
#

are you sure you're rotating the root component

vast fossil
#

well I click on the character and just rotate it

scarlet birch
#

Without seeing what you're using, all we can do is throw out guesses.

vast fossil
#

how to rotate root component ?

next badger
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root component is rotated with the actor itself

scarlet birch
#

IF you click the actor in the level, it selects the root. If you then click the mesh, or something else you would be rotating that component.

vast fossil
#

yea I click the actor in the lvl

#

but I noticed

#

something weird

#

let me show

#

the fw vector now shows his back

hollow frost
#

Does anybody here know how I can add in my slide?

#

It's the default Mixamo animations for sliding

#

I wanted to rig it to my character

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And didn't know how to code it

wild spear
#

hey everyone wasnt sure what channel to ask this in, so I am trying to build lighting for my first scene and of course lightmass keeps crashing. I got all errors to go away but it is still crashing with the same error. any help would be amazing this is driving me nuts.

hollow frost
#

I'm kind of a noob at this blueprint thing

next badger
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time to start learning then

hollow frost
#

That's why I'm here...

next badger
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cause slide would require you to know animation blueprint interaction

hollow frost
#

I can provide some screenshots of what I have, if that would help you any?

next badger
#

if you have a problem you don't know how to solve - we will help you
if you want to implement some new functionality that is not in game - probably not

plush yew
#

I've got a wide range of units. I keep the melee attack events in the parent unit since they can all melee. But not all of them can make ranged attacks. Does it save performance to store all of the ranged attack functions in a new child? There's a lot of units, and a lot of unit types. Right now all my ranged attack events and functions are stored in the base unit but I could migrate them to a child of that, then all of my new ranged children would be children of that ranged parent, is that worth doing?

next badger
#

you having some memory issues?

plush yew
#

No but I'd like to optimize this as much as possible since I'd like the unit cap to be has high as possible

#

So even if the resource saving is miniscule I'd like to implement it now rather than later on

dry moon
#

Anyone know why there is no Rig Hierarchy Ref for Control Rigs anymore?

serene sorrel
#

@plush yew there will be little difference performance wise, but code maintaining wise it could be beneficial to do that

plush yew
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Awesome, thanks Ferris

#

@serene sorrel Just to be clear, the very little performance change will be for the better, correct?

serene sorrel
#

virtually zero cpu difference, if you have a lot of data attached to "ranged" units it could bloat memory wise the non ranged units

#

a virtual function call is the same whether its 10 levels deep or 1

#

if its just a couple bools, vectors, etc, you wont notice any real memory impact, but again it depends . many AAA games have gone ahead putting everything in the "base class"

hearty raptor
#

Hey, anyone uses Quixel frequently here?

plush yew
#

Alright cool thanks again

serene sorrel
#

@plush yew are you going to have a lot of "on screen" units ?

#

youll run into a performance limitation with lots of actors, so maybe design with that in mind up front

#

you'll probably have to do a "windowing" system whereby actors pop in and out of the world based on the view frustrum, if you have thousands of units

next badger
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@dry moon probably cause it's not required anymore

dry moon
#

Ahh yea they completely changed it

#

but they didn't update the docs

next badger
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afaik CCDIK is replacement for 2 bone ik

#

and it can handle more than 2 bones

dry moon
#

Alright thanks makes sense now

proud umbra
#

Does anybody know of a way to make a dynamically updated (every frame) start/end position for a beam in Niagara? Or do you know of a fix for "NO ASYNC TICK" in cascade after 4.21?

plush yew
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@serene sorrel Yeah I'd like thousands to be a possibility but at the moment under a thousand is the goal. I'll implement LOD and probably some form of culling if unit count becomes an issue. I've been working with hundreds and haven't run into an issue yet which is nice

serene sorrel
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yeah you wont notice it on a good cpu until you get over a couple thousand

plush yew
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Awesome, I am also using a bunch of placeholder meshes and animations. Which also means that I'm spawning in actors and attaching them to my skeletons in order to make them hold weapons. But I'm planning on just implementing the weapons into the skeletal meshes themselves, that'll save some performance too, right?

serene sorrel
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yeah, if the skeleton is a single thing its faster

plush yew
#

Alright cool. I don't know if having units drop their weapons on death is something worth pursuing to me but at the moment I'm totally fine with having the weapon meshes be welded to the skeletons.

I've also got mesh merging on my to-do list. That way I can have custom characters with custom heads without destroying my performance

#

My hair system right now is just premade hair actors that just get spawned and attached to the heads. that's definitely a placeholder system though. I imagine I'll just include hair meshes in the mesh merge system that Epic has on their site

serene sorrel
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single mesh, single texture, single skeleton, fastest yeah

#

you can get away with not animating some stuff if its too far away from the camera too

#

hard to see 6 pixels animating

plush yew
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hahaha thats true. I haven't settled on an art style yet but I don't think my typical style is going to fly, especially since the hands are fully rigged. The hands combined have more bones than the rest of the skeleton

plush yew
#

for solo source control: should i look into using git with LFS, subversion, or perforce?

#

solo source control as in source control for projects that i'm working on by myself

sinful umbra
dry moon
#

God damn Control Rigs is broken in 4.23

#

Gets wrong transforms from bones, you cannot click on the transform in the sequencer

slow hearth
#

what do the second [] brackets mean in a log entry, like "637" here?

[2019.09.28-00.55.27:465][637]

barren coyote
#

Does the packaged game cache all INI files at startup, or does it read the file from disk every time it reads a value from an ini file?

gilded plinth
#

@dire coral I did figure it all out with ai perception and multiple senses!

sudden agate
#

Does the Render Graph System in UE allow us to write custom shaders without altering the Engine Build?

thorn vector
#

the ps allocator thing

plush yew
#

I just do my ai behavior trees in blueprint, is it worth switching over to the blackboard system?

thorn vector
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yes

plush yew
#

I assume the performance is better? I'd be nativizing my blueprints anyway but right now I need to rework a lot of the tree and if it's noticeably better I might as well learn blackboard

thorn vector
#

doing stuff for ai in blackboard is much better and yeah better for performance for my experience

#

take what u learn in bp and apply them in blackboard and remember read lots of doc on the ai stuff

#

")

plush yew
#

Alright cool I'll redo my AI with blackboard. I'm going to do a little more research and just make sure that blackboard is faster than nativized blueprint code

marsh cargo
#

Hi there ! Looking for help? Any ideas how to translate the standar default clouds on Y. Is possible I guess right? Sphere Sky basic translate do not work.

plush yew
#

I haven't worked with skyspheres in unreal engine but if I had to guess I'd say you'd need a new skysphere where the clouds are translated downward. Sorry its not much but thats all I know @marsh cargo

rose glen
#

i have created the animation on Maya, 1st frame and last frame the same. but it has this thing, that it brief pause on last fraame on loop. if you look at the legs when it reaches the last frame to start the loop again, its not smooth walking

#

how to fix that :S

abstract relic
#

Just delete the last frame. The pause is because you have two identical keyframes back to back of one another

rose glen
#

oh

#

UE4 will interp to the first frame

#

how did i not think of that

#

but it would look wierd on Maya

plush yew
#

In blender I just animate from frame 0

#

idk if you can do that in Maya

rose glen
#

and it did not work.. zzzzzz

#

i want to use blender, but im having issues with linking

plush yew
#

how are you interpolating your anim graphs or whatever

rose glen
#

Ref is working in Maya

plush yew
#

if you set it to linear does it work?

rose glen
#

let me try that

plush yew
#

if its set to linear itll look weird but if you animated it correctly it should be a perfect loop

heady aurora
#

Hey guys , i have a question , i made my whole map navigable , so an enemy AI can effectively follow you anywhere , so i thought to myself , i can maybe use an origin point for the AI so when it's too far it will go back to that point but this method is easily exploitable and a player can use this to easily kill enemies , do you guys have any other ideas i can use? I thought maybe i can make the AI invincible during the time it's going back to its origin point or something of the sort.

rose glen
#

@plush yew u r correct linear works fine if i remove the last frame like @abstract relic said. but it looks robotic

plush yew
#

in WoW enemies become invinicible and regen health when running back to their main point. its called leashing and it'd be fine if you think it fits into your game

rose glen
#

Splinetangets and last frame remove, it looks great ! thanks guys

plush yew
#

Yeah I figured it'd look weird. @rose glen. I wish I could tell you I found a solution but since I'm using all my animations as placeholders anyway I keep it linear

#

wait WHAT

#

its not robotic and its a perfect loop?

rose glen
#

yeah

plush yew
#

ill put spline tangents in my notes but could you elaborate a little on what you did? Maybe I can replicate it on my end in blender and leave this robotic hell I've been trapped in for a year

rose glen
#

it looked better in the viewport

plush yew
#

yeah but is it like, an option or something?

#

I've never seen it before. Do you remove spline tangents? Do you enable it?

rose glen
#

enabled

plush yew
#

ohhhhhhhhhhhhhhh. I think I've seen that in blender, thank you! Maybe I can make my animations look better now

dense gate
#

(I'll be reposting in hopes someone has a solution)

#

I've been having an issue with adding items to an array of structs causing access violation error despite everything being done in BPs

#

I either get a "fatal error" when I add a new item, expand a second item or edit any property

#

I have no idea why an array of this struct causes an access violation past the first item and it's been confusing the hell out of me

#

I'm using the array generally for data-only BPs, but it happens even in full editing

#

Version 4.23, compiled from source with Chaos

#

The crash points to this line in Source/Runtime/CoreUObject/Private/UObject/PropertyBaseObject.cpp

#

The address it tries to read is usually 0xFFFFFFFFFFFFFFEF but I've seen it be different also

manic pawn
#

I've heard the property editor is quite unstable in 4.23, an array of a struct containing a map crashes it aswell

dense gate
#

Well that sucks majorly for my case then

ember notch
#

use 4.22.1

dense gate
#

I've been hoping to use Chaos for decorative destructibles among other things

ember notch
#

What do you think of this idea guys? So that you could also use Blueprint scripting on Android to work with his project or to test if they work well, so if you press play you should see how the Blueprints work and the 2nd option is the one with the PC remote play mode

dense gate
#

After removing the "Animation" field it doesn't throw access violations anymore

#

So it seems like a reference to a montage causes the crash

#

Readding the field seems to work now and I can add as many items as I want

#

Nevermind, changing what montage it is for the second item caused a crash again

#

But at least from that I can make a workaround

#

Making an additional array with the montages doesn't cause an access violation so it's only tied to structs containing references it seems

rose glen
#

@dense gate im not an expert or anything, but i had similar case and it was something to do with Init of objects. especially if u are assigning the object value from BP

dense gate
#

I'm not assigning any values to the struct's members, it's basically data-only and is never edited beyond editing properties manually

plush yew
#

i need help

#

i have big world and my character only spawns when it is close to center of world

#

but when i put into planet its doesnt spawn

#

what is problem?

#

Hey guys I was wondering, I am making my own game but I lack some basic knowledge to make mysteries, like put 3 meshes into the correct place so that it triggers a door opening or something like that, does anybody know where can I learn stuff like that?

fierce tulip
#

you could try to google some ue4 blueprint puzzle tutorials until you have the knowhow to get what you want πŸ™‚

tall pendant
#

just make a mmo. ez pz

fierce tulip
#

or that

plush yew
#

oo, thank you, i didnt know how to exactly google something like that

#

I will check it out

#

I am going simple game with mysteries for my degree πŸ˜„

fierce tulip
#

generally "ue4 + tool + problem" helps.
for instance ue4 blueprint random spawn

plush yew
#

thanks bro πŸ™‚

#

Still thinking why i have never got any help in year here

#

weird server

dense gate
#

I generally tend to find a solution myself before anyone helps

#

But asking for some issues that are out of your control (like my array of structs) may lead to help here

fierce tulip
#

either nobody is around that knows how to solve it, or the question lacks information, or its not in the right channel.
In your case you might want to find out how your spawn locations work, and see/find out what the problem might be, and ask accordingly

dense gate
#

Also the question you asked seems to be incredibly abstract and I think we're missing context

#

Or I'm just gigadumb right now from tilting at my error

fierce tulip
#

i have been here for years, and generally many people here are willing to help, but its hard to help when a question is vague, and we dont always have the time to get to the bottom of a problem. and while it can be hard for beginners to ask the right questions, just like learning how to make a mesh, learning to ask good questions is something you/we learn along the way πŸ™‚

north monolith
#

I'm doing some work for some people who wants to go mobile first, then later move the game to PC. Ive mostly just worked on the PC platform, however, its still seems logically to me to do it the other way around. PC first, then mobile. Any insight or thoughts about this?

fierce tulip
#

if you just start out, i'd study about practical things that allow for both. example:
you have quality and shader level switches in the material editor that can disable certain branches for specific shading models or quality settings, the same can be done for blueprint/code.
If you preemptively apply this, you have a better time down the road.

north monolith
#

Thats sounds fair. But then again, you still build for PC in a way, and prepare for this, which is extra work. They wanted to go mobile to cut some costs.

fierce tulip
#

understandable, but if you down the road need to spend much more time to get the most out of pc, you might lose time > money in the long run

#

you dont have to go all out right away ofcourse, but some preparations can save time

tall pendant
#

usually you won't have success in just porting a game between those platforms. TA is too different and thus the biz model you choose.

#

Not that many games work well on both platforms

frank escarp
#

true, the business models are different

#

in mobile, you make F2P abusive garbage, or you dont earn pas 10 euros

#

in PC you want to sell a premium game

north monolith
#

They have an interesting idea, that branches. My suggestions has been to take just a small portion of the idea and launch a small game for mobile. This has a lot to do with getting enough income to pay people as well. Then work on a separate game, still the same idea, that is aimed at the PC-platform. Now I've just been listing in on the conversation, but they seem to go in circles and want to go mobile, then upgrade to pc later, and that dosent make much sense to me.

frank escarp
#

its harder to get money on mobile than on pc

#

a lot harder

#

and pc isnt easy

north monolith
#

ah, thank you, I've been thinking that the mobile market is harder, but I havent been sure

#

oversaturated and such

fierce tulip
#

i wont go into the marketing aspect, but it might be good to do some test and research on how to at least prepare certain aspects for easy porting

north monolith
#

@tall pendant They did port Fornite to mobile in the end. I've never tried it, my phone is an old s5, but how are these two platforms in comparison?

#

@fierce tulip Seems logical. Some PC-games do have just apsects of the game linked to the mobile as well, which in this case might be the best way to go about it.

fierce tulip
#

for mobile they had to implement new features and in some cases overhaul aspects.
Though knowing the team, once they knew they could go mobile, they made sure as much as possible could be shared between branches

north monolith
#

I also think they size if the idea is way to large for mobile at this stage, but this is what I know close to nothing about, since Ive mostly been focused on PC.

#

Appreciate all the input, everyone. It helps me think airing the issue like this.

fierce tulip
#

good luck, itll be a puzzle nonetheless.
And, you could always ask twitter things like, yo #gamedevs, what would you do in this situation.
oddly enough there are always people who like to give their 2 cents.

#

or see if you can contact dev's who did identical stuff

north monolith
#

Thanks Luos, good idea (s) πŸ™‚

tall pendant
#

Not talking about the technical aspect.

#

technically its obv. possible to port to mobile