#ue4-general

1 messages ยท Page 542 of 1

sand whale
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i have been thinking about starting to use unreal engine

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im a unity user rn

atomic onyx
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does anyone else experience random crashes while editing blueprints or anything else?

viscid glen
burnt sparrow
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@viscid glen you usually get 3 from clamp node. Random integer node returns some number between 0 and some high max value, which is more often than not equal or larger than 3. When clamp gets n >= 3 it outputs 3. If you want numbers that are more or less evenly spread between 0, 1, and 2 use mod 3 node

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Other than that you should place select node on the other side of set Sprite node. It's output should be connected to set Sprite input.

short drift
viscid glen
burnt sparrow
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Delete clamp, comparison and bool to int conversion nodes. Inserted of them use modulo node on output from random node. Should be visible when you search for '%' or 'mod' after pulling from random.

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And you only need one set sprite node.

viscid glen
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what should i set the bottom of the modulo node to be?

burnt sparrow
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3

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It returns reminder of division by the bottom number

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Reminder of division by 3 is always 0, 1 or 2

viscid glen
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Ahh It works I think but all mob have the same text is there a way of giving each individual one a different text?

burnt sparrow
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You mean the same sprite? Are you sure you've connected the exec pin on set sprite?

short drift
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Hi i know the node is a material output but i don't know how to open all the attribute

viscid glen
burnt sparrow
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That's strange, looks fine to me. Add print string node before setting the sprite and see what random node returns.

viscid glen
plush yew
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Hi

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I downloaded a pack of materials for vertex painting

viscid glen
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@burnt sparrow Thanks I didnt set a max for the random ๐Ÿ˜› my bad thanks for your help

burnt sparrow
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Oh yeah, I forgot about the input on that node

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Somehow I assumed it's some static value and didn't even notice it was on the screen

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Now you don't even need modulo node, just set max to 3

plush yew
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There is many layers to use. I suppose we must take the "m_vertex_paint" (the first in the list i my screenshot, to the right) but I'm a bit lost when I'm use it...

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I manage to switch between the layers here (see the buttons where I click) :

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But I don'k really know what options to choose, what is the "Texture Weight Type", what is the different "indexes" just below "Texture Weight Type", etc...

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some clarifications would be welcome...

pulsar crane
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whats the console command to connect to a server in ue4 lol

grim ore
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@short drift you just need to enable or disable options to get it to look like that. There is no reason to have all of them enabled if you don't need them. Do you need a specific input ?

short drift
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@grim ore I was trying to get subsurface and opacity working

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@grim ore I got it after changing the shading model to ss

grim ore
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yep

short drift
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@grim ore Also do you know how i can add Tiling and Sine into a material function ?

grim ore
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that is a material function someone else created

pulsar crane
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whats the console command to connect to a server

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im on a client i want to connect to a server with its ip

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what do i type in the console

grim ore
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sin is already part of the engine, tiling is based on the UV's so you can use a texture coord node for that

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open blah

pulsar crane
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ok

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whats the default port ue4 uses

grim ore
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7777

pulsar crane
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tcp/udp ?

short drift
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@grim ore Any idea how i can put those function together ?

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under the node

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@grim ore So i played around with the editor and figured it out lmao

polar viper
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I found a good website for unreal tutorials.

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i found a tutorial on interactive grass, outlines and cel shading

magic dagger
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@polar viper Yep thats how I learned UE

polar viper
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There's still one tutorial I'm still trying to find

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Idk why i can't find any good tutorial for it

stiff spoke
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I also want to make that when you hit an opponent it's life points this decrement how to do?

polar viper
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I need to find a dynamic water tutorial

short drift
grim ore
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@stiff spoke there are Damage events built into actors in the engine, you can use those. You can implement a custom event to call. If you are not even at that point and need to test based on collision then you can use overlap or hit events. your question is too vague to give an answer.

stiff spoke
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Do you know that for example in a game at the end of a timer or time at the player who has the highest score wins and A widget is displayed as you win and in the rest you lose

grim ore
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sure

stiff spoke
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Please Help me @grim ore

grim ore
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There is nothing you have asked for help with

stiff spoke
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Please help me @grim ore

next current
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is there a simple-ish way to make a small multiplayer game with ue4?

grim ore
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The engine is networked out of the box so it depends on what a "simple-ish" game consists of

next current
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wait really?

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damn that makes things easier lol

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by simple-ish i mean like me and a few friends messing around in ue4 attempting to make a game

grim ore
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sure you can do that

next current
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awesome, thx

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now i gotta make it run correctly on my mac oof

stiff spoke
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But who can help me?

plush yew
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how do i fix the resolution of the ediotr

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editor

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it just feels big

plush yew
astral marsh
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Guys how to break a delay when another event is called?

sudden agate
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You can't

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Use a timer instead

astral marsh
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which timer

wary wave
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Timer

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it is literally called Timer

plush yew
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Hey, I got a game where the player is a cube and you can move it in the x axis, Now, In my computer, The player is moving perfectly fine, But when i tested it on a different computer, The player was very slow. I don't know if it helps but the different computer that i tested it on is pretty weak

wary wave
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you are probably not using DeltaTime in your movement calculations, which means they are entirely subject to frame rate

plush yew
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Oh ok, Is there a thing called FixedDeltaTime? I've been using unity for like a year and a half now, so i'm just guessing

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Cuz Unity has a thing called DeltaTime and FixedDeltaTime

sudden agate
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There is Delta Time in Event Tick

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and also a Get World Delta Seconds as a static function

plush yew
sudden agate
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AddImpulse is a Physics function, you should move the Pawn with a Movement Component

mossy nymph
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most people do AddMovementInput

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which adjusts for the DeltaTime on its own

plush yew
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So do i just change "add impulse"?

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This is from a tutorial btw

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Just saying

sudden agate
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this tutorial sucks

plush yew
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Yup

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Nvm, The player is now not moving

sudden agate
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World Direction would be X only

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Speed*Axisvalue would be your Scale Value

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i.e. World Direction would be a vector 1,0,0

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AxisValue goes negative if you push it into the opposite direction when set up correctly in the input settings

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so you would go to -1,0,0 when you push it into the opposite direction

astral marsh
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i see no timer node

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except the set ones

wary wave
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whatever tutorial you're following seems pretty poor, because not accounting for delta time is madness

sudden agate
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Set Timer

plush yew
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Yeah i know that, Similar to unity

wary wave
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yes, Set Timer

warped tangle
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@astral marsh did you even google it man?

astral marsh
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i did there are different types set timer by event stuff

sudden agate
wary wave
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then read the documentation and work out which one you want

warped tangle
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^

wary wave
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this isn't rocket science and you need to learn to do that if you ever want to get anywhere making games

sudden agate
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reading comprehension is like 0 for some people

wary wave
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otherwise when you get to stuff that's actually complicated, you're doomed, hehe

warped tangle
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Especially when it comes to reading other peoples code....my goodness sometimes that's straight murder...

plush yew
warped tangle
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@plush yew I would recommend creating a project with the third person template and looking through how that works

sudden agate
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plug Speed*AxisValue into Scale Value only

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@plush yew

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Plug Make Vector with hardcoded 1,0,0 into World Direction

plush yew
sudden agate
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yes

plush yew
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@warped tangle Sure will, thx

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k one second i will test it out

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The player isn't moving

sudden agate
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does your pawn have a movement component?

warped tangle
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is this a pawn or a character?

plush yew
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Pawn

warped tangle
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as @sudden agate asked, does it have a movement component

plush yew
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How do i check if it has a movement component?

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sorry for stupid question

warped tangle
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I believe it's called a floating pawn movement component

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It would be on the left, where it says like default scene root, etc

sudden agate
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^thats the easiest form of movement, it doesnt have gravity or anything

plush yew
sudden agate
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click Add Component

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and search for Floating Movement Component

warped tangle
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was the tutorial you were following made by an actual potato?

plush yew
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I have floating pawn movement

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I can link the tutorial

warped tangle
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I'm good lol

plush yew
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^ Is this right?

sudden agate
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yes

plush yew
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Ok i added it

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The pawn is still not moving

sudden agate
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hm then instead of AddMovementInput use one of the Movement Component's Methods

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doing my part

warped tangle
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LOL

plush yew
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Lmao

wary wave
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jeez, a 4.5 hour tutorial for what looks like Breakout?

sudden agate
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i can do it in like 2 hours

plush yew
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Yeah

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Breakout

wary wave
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just skipping through it and saw "Get All Actors with Tag"

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this makes baby Jesus cry

warped tangle
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lololol

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On tick probably right

plush yew
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No, Not on tick

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Every time the ball hits something

wary wave
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every time?

plush yew
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Wait so if not get all actors with tag, How do you do it?

sudden agate
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@plush yew Use the function "MoveUpdatedComponent" from the movement component

plush yew
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Ok, One second

sudden agate
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you register the actors manually

wary wave
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depends what you're trying to do, but if it's a collision, you test the class of the actor you hit

warped tangle
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^

wary wave
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and yes, you would usually have a manager class that keeps track of your blocks

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GetAllActorsByTag in gameplay code is a sin

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it's one of the most expensive single nodes you can use

sudden agate
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use it on beginplay if you really need to

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but nowhere else

honest vale
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does it iterate through all actors?

wary wave
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yeah, it will iterate through every actor and do string comparisons on the tags

warped tangle
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Yeah it's worse than getallactorsofclass

honest vale
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you'd imagine the engine kept references to the actors in bins based on tags

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and then juts returns the bin contents

sudden agate
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epic doesnt think that far

honest vale
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but I guess not ๐Ÿ˜„

warped tangle
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No, you just keep your references or test on hits or some other method lol

wary wave
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I don't believe it does, largely because I don't think the tag system is ever really meant to be used like that

plush yew
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MoveUpdatedComponent is giving me an error, I need to connect something to the target, But when i try to connect the paddle, It gives me an error.....

warped tangle
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Yes, the floating pawn movement component

plush yew
warped tangle
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if you were to read, you would see what it's expecting as a target

sudden agate
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Target is MovementComponent. you need to plugin the Movement Component

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it means "execute this function on target object"

plush yew
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Ohh

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Sorry for being blind

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Blueprints is pretty hard, I prefer coding

warped tangle
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then why not code?

sudden agate
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^

plush yew
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Because people always say i need to know both

sudden agate
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nah

plush yew
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And to use both

sudden agate
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In most cases you need blueprints to only adjust values, because thats what they are for

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main logic is in c++

warped tangle
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I mean you'll need to learn BP at some point because not everything is generally done in code...but you can do this stuff in code. Honestly I find BP to be super easy.

plush yew
warped tangle
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I was curious, never used that moveupdatedcomponent function lol

plush yew
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Are there any better tutorials? I can barely find tutorials

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find*

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omg english

warped tangle
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seriously? there's tons of them lol

plush yew
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All of them are outdated

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Like

sudden agate
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this is a disadvantage when using blueprints, you dont have access to proper functionality

plush yew
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From 2018, 2017

sudden agate
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thats not outdated lol

warped tangle
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how is 2018 outdated?

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wtf lol

plush yew
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Idk

sudden agate
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most tutorials of 2014 are still valid

plush yew
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Maybe new features?

warped tangle
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The way basic functionality works doesn't change every year

sudden agate
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the ui is just different

plush yew
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Oh alright

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I guess i'll watched them

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And not this guy...

wary wave
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some things will have changed between 2014 and now though, that's been a while

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past couple of years not so much

sudden agate
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UE4 is almost 6 years old monkaS

wary wave
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older

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I was using it longer than 6 years ago

sudden agate
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white privilege!

wary wave
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whut

sudden agate
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how?

wary wave
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Fable Legends was built on UE4

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would have started using it around late 2011 / early 2012

warped tangle
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@plush yew not sure what you're doing wrong, I just added a basic pawn, and am able to move with the add movement input function

polar viper
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Who has a tutorial for dynamic water?

warped tangle
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This guy named youtube

plush yew
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I was about to say

warped tangle
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hey @plush yew .....is that static mesh simulating physics?

plush yew
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And it worked for him

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Yeah it does

warped tangle
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jesus christ

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that's why it's not working

plush yew
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What?

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Oh you're right

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0.0

warped tangle
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uncheck simulate physics and it will work

plush yew
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I did

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But one second it goes up instead of right

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I can fix that

warped tangle
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it's probably your world direction

plush yew
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It works!

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But... What? Why?

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Why it did that problem?

warped tangle
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most input methods don't work with simulated bodies

plush yew
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Oh alright, tysm!

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So if I will go now to the slower computer, it will work fine?

warped tangle
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I have no idea what you're talking about lol

plush yew
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Oh I guess you didn't see my problem

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So what happened is when I test it on my computer everything works fine but when I go to a slower computer the pawn moves very very very slow

warped tangle
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sounds like a framerate issue

plush yew
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Yeah

warped tangle
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if you haven't already, go to editor preferences -> search show framerate -> check the box for "show frame rate and memory"

plush yew
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Ambershee said that i need to use deltatime

warped tangle
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it will show your framerate in the top right of the editor

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Using deltatime will generally speaking make things framerate independent

plush yew
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I get 120 fps

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Is there any way to fix my problem?

warped tangle
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what's wrong with 120 fps?

plush yew
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No, Again, When i go to a slower computer with the built game, The pawn barely moves

warped tangle
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....don't play it on a computer that slow? Performance profile it? I dunno what state your game is in

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I'm assuming there's nothing to it as you're working on pawn movement right now

serene birch
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it looks like you move the actors by a fixed amount per frame

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it is weird though

plush yew
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So I can't fix it, that's what you're saying?

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I already had the pawn movement

serene birch
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no it should basically work

warped tangle
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"fix it" is a super subjective thing, sure you can fix it

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but if that's your target hardware or something, you need to get to the root of why you're getting that kind of performance

regal mulch
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MovementInput should handle DeltaSeconds already.

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At least for Characters.

warped tangle
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yeah not sure for pawn

plush yew
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Oh

regal mulch
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If you would apply this on Tick by hand, then you'd need to use DeltaSeconds.

warped tangle
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I would imagine it handles it for pawn as well

plush yew
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Ok so I will go test it again

regal mulch
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Is that pawn using a MovementComponent?

warped tangle
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floating pawn movement

plush yew
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Yes, floatingpawnmovement

serene birch
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ah the BP above isn't your code!

plush yew
serene birch
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the most recent screenshot ๐Ÿ˜ฎ

regal mulch
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FloatPawnMovement does utilize the DeltaSeconds internally

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So yes, it's not needed to use them (or actually not even suggested) when using AddMovementInput

plush yew
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Alright, Thank you all!

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Well now that i turned off simulate physics, The player can just get out of the map, because he doesn't have collision with the bounds, How can i fix that?

leaden mauve
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add blocking volumes, if you need one big box they can move in, you can use Hollow-setting on the volume

plush yew
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I added the block volume, But my pawn still can move through it....

sudden agate
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make sure the collision presets match

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if your pawn is in the pawn channel, the blocking volume needs to block pawn

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etc

lucid jetty
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Hello folks.

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Is there a place here where I can ask something regarding a crash log? ^^'

wary wave
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here is as good a place as any I guess

lucid jetty
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I guessed so, thank you!

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A working 4.22 template of mine now crashes on start at 4.23

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From what I gathered it's two edgraph pins that are corrupted. ๐Ÿ˜ฆ

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But the thing is, I don't know which pins they are.. I got no AI system either and my game does not even need to build lightmaps or something.

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I tried it in a new Map too (and my map was almost empty too)

sudden agate
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stack overflow screams ffor recursion error

lucid jetty
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Owh, can you please elobarate on what a recursion is? I am a blueprinter only so ^^'

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oh nwm, checking the net for it

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so could this mean a pin A is requesting data from pin B that asked about pin A before?

ripe saffron
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@plush yew 120fps with slow movement sounds like you have fixed frame rate checked

plush yew
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Yeah, I fixed that, All i have to fix is the pawn being able to get out of the map

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Now i'm trying blocking volume

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It's not blocking my pawn

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I'm trying to do what raildex told me

ripe saffron
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ah ok

wary wave
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@lucid jetty - a more complete call stack may yield more info

sudden agate
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@lucid jetty recursion means a function calls itself

wary wave
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but a recursive error is a good bet, code going around in circles

lucid jetty
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Thank you for the responses everyone, the rest of the callstack is the same.

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It's literally spamming what I showed up ^^

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But how can this never happened before at other versions? I mean, if I was a C++ I could say "I coded bad".

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But I am using blueprints only T-T

wary wave
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well, look to the beginning of the call stack, it may not all be the same

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you may be able to see the root function

lucid jetty
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I see. Can you please elobarate on how to check the call stack? I apologise if I am persistent, I just don't know how these stuff work. ^_^'''

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Maybe I am understanding "check call stack" wrong so ^^'

plush yew
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Blocking volume can block an actor without simulation of physics?

wary wave
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it's the list of functions the application went through to get to the current point; the top of the stack is the newest, the bottom the oldest - so the root cause of the problem is likely to be towards the bottom of that list if it is repeated several times

lucid jetty
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Got it! But um, where do I check it? o:

wary wave
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you said it was "spamming" what you highlighted

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it probably isn't

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if it's a recursive problem, it has gone through the same functions multiple times

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but the bottom of that stack should show the entry point

lucid jetty
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I see, I will do a deeper check, thanks for your time ^^

round hemlock
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I ported my project from .22 to .23 and now the editor becomes unresponsive when I hit the build light button. sometimes it gets stuck at rebuild geometry, sometimes at build texture streaming. Someone has similar issues?

plush yew
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Does anyone know how the Multi User Editing Desktop Presence class works? On what event does it move that laser pointer?

leaden mauve
plush yew
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@leaden mauve thank you i read the documentary already

tawdry python
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I need help peeps, I was trying to build the Spatial OS fork for UE4 and even though it says that I need to be sure to have 60GB of space, which I did, before installing the dependencies and prerequisites it still ran out of space

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the source folder has 60GB right now and I assume the leftover built files from the previous failed build are hanging around and killing my space

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does anyone know which folders I could delete to restart the build from scratch?

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(without deleting the dependencies or the source because my net is really bad and it would take me a day to download it again)

wary wave
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shouldn't really be any leftover files

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you just plain need more disk space, 60GB is not a lot when working with a UE4 source build

tawdry python
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after downloading the dependencies the folder was at about 15GB

wary wave
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the project I'm working on here I have a 1TB drive, and I've had to clear that out from time to time

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granted the assets take up a lot of that

tulip knot
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@tawdry python don't use spaces in paths if you are using spatialos

tawdry python
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I have a 1.5TB drive aside but I want the build to be on my SSD and I sadly only have a 250GB SSD (and I only gave windows 170GB, the rest being for my linux dual boot)

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@tulip knot thanks for the tip I'll fix that

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wait will it fail if I change the folder's name now?

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I don't see why Spatial OS would say you only need 60GB for the whole process

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when Visual Studio alone has eaten 20 GB

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with all the SDKs and packages and whatnot

dim merlin
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is it cheaper to make a material instance when multiple (same) static meshes are in scene?

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or is just a material used as instance in engine?

fierce tulip
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if they are the same, you can just apply the same material to them

dim merlin
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thought so yeah

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tx

tawdry python
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is it safe to delete User/AppData/Local/UnrealEngine?

fierce tulip
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id delete the files in that folder, not the unrealengine folder itself

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keep in mind it will mean that all the shaders need recompiling

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And if I am correctly it will also delete some usersettings

tawdry python
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yeah it's fine I have some leftover 4.21 and 4.20 shaders even though I don't use them anymore

fierce tulip
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keyboard shortcuts, window layouts, that kinda thing.

tawdry python
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ah

fierce tulip
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in that case, just remove those ๐Ÿ™‚

tawdry python
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it seems like 4.22/Saved/Swarm is what's using the most

fierce tulip
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it depends a bit on what you do most in your project, but removing them is fine.

tame delta
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How do I do finer transform on UE4?

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Can't find anything related to it, I just need to move an object in smaller "increments"

dim plover
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The buttons/numbers in the top left allow you change snapping distances. You can even turn off snapping.

tame delta
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Actually same question for any numerical input in the entire UI, often time I just want to drag the value a bit higher, but then factor it's increasing at is like 2 or 3 orders of magnitude higher than what I would expect

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It's set to the minimum (1) and not snapping

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Snapping is off in that video, you can see my cursor is just moving a few pixels

fierce tulip
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those numbers only work if grid snapping is enabled, else it should be rather smooth movage

tame delta
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Well as you can see it's way too sensitive

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And this is all "to scale", I'm using this in a VR setting, so it's all reasonably sized

fierce tulip
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the way that moves does make it feel like snap is enabled somehow

sudden agate
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@tame delta You can change the snapping distances in the Editor Preferences

tame delta
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I guarantee you it's not, the snapping is literally just my mouse moving from pixel to pixel

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And not that it would help, but my mouse is on very low DPI (for those instances exactly)

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If you load up Unreal right now, can you place an object at mm precision?

fierce tulip
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i dont use non-snap for precision :p

tame delta
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This seems to move it a couple cms at a time, which is probably fine most of the time, but when you want to place something precisely I don't see a viable option

sudden agate
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change the snapping distances

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to 0.01 i you want to have it mm perfect

fierce tulip
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if change the numbers in the transform tab

tame delta
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Well yeah, I suppose that's valid for level design, but this is all from CAD, they don't bother about staying on a global grid

fierce tulip
#

but yea, rail's sugg is also good

tame delta
#

@sudden agate Snapping distance even with snapping off?

sudden agate
#

with snapping on of course

#

what is the issue actually? lol

plush yew
#

can i store data in a mesh?

tame delta
#

@sudden agate The issue is that I need to move something precisely

#

Without entering numbers by hand about 20 times

tawdry python
#

@tame delta maybe it has something to do with mouse sensitivity ?

sudden agate
#

precisely
snapping turned off

wut

tame delta
#

Finely

#

Is a better word I suppose

sudden agate
#

if i want to move something precisely, i turn on snapping

tame delta
#

Right

#

I don't know if you don't understand my problem or don't want to understand it

#

I want to move something more "slowly"

#

Snapping is useless to me since that object can't be positioned on a nice round grid

#

Because it's CAD models, not level design stuff

plush yew
#

snapping is very useful for CAD tbh lol

tame delta
#

Alright, then perhaps I'll take that up to the dozens of engineers feeding me Steps, I'm sure they'll understand that the software I told them was the best for the job "couldn't reliably move things precisely enough"

#

Sorry if I'm being snarky but I'm looking for a solution is all, not trying to justifying endlessly why I want to do it.

plush yew
#

im not saying you cannot not use snapping if you like it ๐Ÿ™‚

#

you know about vertex snapping right?

#

might be useful for you

tame delta
#

I tried using surface snapping but it wouldn't work

#

It snapped it to something way further, again looking like there's a big mismatch between what Unreal feels is a reasonably standard length and what I tend to work with

plush yew
#

you can snap actual vertices together as well (hold V)

tame delta
#

I don't need extreme precision, but I'd just want to do something like "Shift+Drag" in 3D modelling software to move something 10 times slower

#

or something like that

#

Or even just a global setting for "transform speed"

sudden agate
#

well, your mouse determines the "transform speed"

tame delta
#

It doesn't

digital anchor
#

the mesh is clearly moving faster than the mouse in that video

tame delta
#

Not when I can't move my cursor to subpixel precision

#

Thanks Takain

#

It's moving way faster

plush yew
#

you just cant disable snapping or something?

digital anchor
#

is that happening with every mesh?

#

not doing anything weird in the blueprint?

sudden agate
#

the mesh isnt moving faster. your pivot is just very far away

plush yew
#

in fact the mesh is moving slower... lol

tame delta
#

Hmm depends

#

I can't really move any mesh precisely

plush yew
#

either way its normal, i didnt see the video until now

tame delta
#

But this one seems particularly weird yeah

plush yew
#

move your camera close to the pivot point

tame delta
#

The pivot is moving weirdly, but that's because I repositioned it

plush yew
#

if the pivot point is inconveniant you can move it around with middle mouse button and ctrl iirc

tame delta
plush yew
#

you can save it too

tame delta
#

Yeah, I Shift+Middle mouse it to the mesh

plush yew
#

but erm, vertex snapping looks very useful for you as i thought when i read CAD

tame delta
#

This is as close as I can get to the mesh without clipping near

fierce tulip
#

another tip could be to shift-click on an additional mesh, as the pivot of that last mesh will be used.
That at least could potentially help with dragging stuff with a pivot on a more helpful location.

#

Its how I sometimes rotate things more accurately when I have multiple things selected

plush yew
#

lol thats a nice quick hack ๐Ÿ™‚ i like it

#

if you plan on doing this stuff a lot its probably best to find a good way to position it correctly though

#

just eyeballing it is not going to make the engineers happy most likely

tame delta
#

Well it's just for VR visualisation

digital anchor
#

ah i see now, yeah moving with the pivot far away will cause that

tame delta
#

I only need to import a couple of meshes because I had to rework there normals

#

Yeah I don't know why redefining a temporary pivot screws up transform

plush yew
#

it doesnt

tame delta
#

I guess it's still using the distance/screenspace depth of the original pivot

plush yew
#

nope

#

do the same in blender

#

same will happen

fierce tulip
#

another weirded idea is to put it all into a blueprint and set its location correctly

plush yew
#

or use vertex snapping to snap the parts together, but i guess thats too simple :-p

fierce tulip
#

not sure if there are any ramifications of doing that

tame delta
#

@plush yew I couldn't make it work, holding V

#

No ok

sudden agate
#

why is your pivot so far way?

tame delta
#

The problem is that the pivot is raycasted on the background

sudden agate
#

btw

tame delta
#

instead of the mesh

sudden agate
#

ue has orthogonal views, too

tame delta
#

I didn't realize it was far away because it disappears whenever I move

sudden agate
#

you can move them precisely there

tame delta
#

Ah

sudden agate
#

in the upper left corner should be an icon where you can change the viewports

#

(or one of the other corners lol)

tame delta
#

Yeah, thanks, orthogonal I guess is a decent solution for now

#

Except they limit the zooming

#

Can't tell for the life of me why

slender mist
#

hi, I'm having trouble getting an RTSP stream to play in UE, I hope this is the right channel to ask?
I followed the tutorial here: https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource/index.html and it works just fine with the sample video, but I'm trying to stream from a locally running RTSP server. I verified in VLC that the server is working fine, but in UE it only displays a black texture
The stream is h.264 encoded
anyone have an idea?

plush yew
#

@tame delta whats looks screwy about that?

#

i assume that shadow is baked lighting and thats the only thing i see thats looking off

tame delta
#

@plush yew The fact that the mesh moves much faster than the cursor

#

but I suppose it's just that UE refuses to place the gizmo on the mesh right in front

#

and instead put it behind it on another mesh

sudden agate
#

well, your mesh is shit

tame delta
#

That's not nice

#

What do you mean

sudden agate
#

your mesh is way off the center

#

your pivot is not at the center of the mesh

tame delta
#

Oh it's meant to be, it's placed relative to a recursive scene hierarchy

plush yew
#

@tame delta like we tried to explain you can put "the gizmo" anywhere you want

tame delta
#

that's how mechanical engineers do things

plush yew
#

mechanical engineers are precise

tame delta
#

I mean it could be different

plush yew
#

they dont eyeball stuff

tame delta
#

But then it's Datasmith's fault

plush yew
#

no this is how 3d software works

sudden agate
#

zoom into the pivot, and move it the way you want

plush yew
#

its nothing weird

tame delta
#

The only reason I have to place this by hand is because this specific mesh I had to reexport and edit

#

the rest is positioned nicely

plush yew
#

yeah zoom in to it, or move it closer to where your cam is

#

its as simple as that

tame delta
#

How do I move the pivot?

#

except by doing Shift+MMB

plush yew
#

and i told you you can use vertex snapping to position is correctly

#

assuming there are vertices you can use but it looks like there are

#

you want to re-assign the key combination?

tame delta
#

It casts it through the mesh

plush yew
#

i mean it almost sounds like you want your own dev team to make your own engine that does everything for you

#

well yes your pivot point doesnt care about your mesh

tame delta
#

I don't know what you're heating up about, I said I'm happy with the orthogonal view

plush yew
#

its just hte point you use to move it and rotate it

tame delta
#

Please remain courteous.

fierce tulip
#

k, no need for being harsh. being frustrated is enough frustration as it is :p

plush yew
#

what exactly was harsh?

fierce tulip
#

maybe not the right word, but you know what I mean.

#

having said that, it was what? 20 meshes?

plush yew
#

with vertex snapping it takes a matter of minutes

tame delta
#

I don't know how many I have to reposition

#

There are over 200k meshes

plush yew
#

(if you can actually move around the viewport)

tame delta
#

most of them are fine

plush yew
#

hm, why do you have to reposition them?

tame delta
#

But I said my problem is fixed, you brought it up again and decided to rail on me, I'm good now thanks, take your anger out on someone else.

plush yew
#

i think i know whats going on ๐Ÿ™‚

tame delta
#

Because the mesh came out bad and I had to modify it in Blender

plush yew
#

oh ok, i was just responding to you

#

you highlighted me

#

i came back and responded

#

"
CafeToday at 2:54 PM
@plush yew I couldn't make it work, holding V
I don't know if Blender does the same thing, but this looks screwy to me https://puu.sh/En9K8/c14182a37a.mp4"

#

(that wont ever happen again btw you are now blocked)

#

my apologies

#

can i store data in an asset (mesh) ?

fierce tulip
#

depends on the data

tame delta
#

@plush yew I suppose a decent way to do it would be to extend the class with what you need (perhaps a data dictionary), but that would only inherit from a Mesh

#

(don't mind me just having a laugh)

#

That's what Datasmith does

plush yew
#

its several datatypes, so basically a struct or multiple variables

#

its data that kindof belongs to the mesh which makes it feel correct to store it there, but i'm biased as i did this before in unity

#

maybe there is another way in UE4 that is conveniant

tame delta
#

Separate global dictionary for sure

fierce tulip
#

I dont have much experience with it, besides using uv channels to store vertex location data thats read by a material function to change their locations

#

not sure if that would be more #graphics or code related.

plush yew
#

well as of now im just trying to store the data

#

i figured this part was for this channel and the next for blueprint or cpp

tame delta
#

Tell him to store a dictionary on a separate actor acting like a service

#

Oh unless he means "default" data that's editable in UE, then definitely would need to extend the class ๐Ÿค”

fierce tulip
#

Cafe had a suggestion in his last two comments, not sure if that helps.

plush yew
#

probably not

fierce tulip
#

else, no clue and wait for someone who knows ๐Ÿ™‚

plush yew
#

yeah im googling as well ๐Ÿ™‚

#

ideally i wanna store it without an external file or anything, but if thats not possible i can do it this way, it would just be less logical

#

its not a whole lot of data anyway, mostly categories and then some data for each category

tame delta
#

Welp, i'm just suggesting the way Unreal devs do it to keep metadata for meshes inside of UE while also keeping the ability to us it as a static mesh. But I suppose he didn't specify if he wants to store data in Editor or at runtime, the latter is easier and doesn't require an external file at all

rotund scroll
#

what was the original question?

tame delta
#

He wants to store data in Meshes

rotund scroll
#

what type of data?

safe forge
#

you can use attributes in houdini to do it ๐Ÿ˜‰

#

and bridge with houdini to unreal engine plugin thingy ๐Ÿ˜‰

tame delta
#

Does Houdini make custom Mesh classes?

rotund scroll
#

I mean you would need a custom class anyway unless you wanna change the mesh actor in the engine

safe forge
#

i dont know sorry, but they use attributes, which are like custom variables, that can be attached to meshes

#

they can then be used to drive effects in niagra for example

tame delta
#

@rotund scroll Yeah i reckon too, unless he just wants to store mesh-specific info at runtime, I'd just use a global dictionary stored somewhere for that

safe forge
#

yea

#

you could use a map in bp?

tame delta
#

Yeah, could never tell the difference between a map and dictionnary myself

rotund scroll
#

I'm still not certain what type of data he's looking to store

plush yew
#

@rotund scroll several datatypes, strings, ints, maybe even material list

rotund scroll
#

but... why?

plush yew
#

because the data belongs to the mesh

#

it seems logical

rotund scroll
#

material lists are already available in the current mesh actor

plush yew
#

like i explained i did this before in unity, where you can jsut make a struct any way you want

#

for UE4 there might be different ways

rotund scroll
#

not sure why you'd need custom strings or ints in it

plush yew
#

material lists that i define manually

safe forge
#

@tame delta I believe its the same thing just different names, its even called a dictionary in brackets

rotund scroll
#

ordinarily if you wanted to create something like that, just create a blueprint actor and add a staticmesh component

#

then you can go as crazy as you want

plush yew
#

that would be extremely inconvenient

safe forge
#

I think hes looking at it like programming, and it makes sense from that angle ๐Ÿ˜‰

rotund scroll
#

but from a system architecture point of view it doesn't really make sense

safe forge
#

yea i suppose doing it by type would be easier

rotund scroll
#

why is it inconvenient to do it in a blueprint actor?

#

you can create a cpp class that does the same as well if you prefer

tame delta
#

Can someone ask him if he wants to be able to edit that data like "defaults"? As in just change some int/string/enum in the editor?

plush yew
#

i'd be a ton of manual labour

rotund scroll
#

in what way

plush yew
#

og you mean making an entirely new actor?

rotund scroll
#

yeah a new actor

plush yew
#

thats WAY overkill lol

safe forge
#

@plush yew unless its due to the way your info is stored in some kind of database, it would probs be better to just create a clean data architecture

rotund scroll
#

it's the same thing as creating a struct

#

certainly not overkill

plush yew
#

if there is no way to store data on a mesh (or mesh actor) then i can just use a database, file, whatever

rotund scroll
#

if you were to change the standard mesh actor that would be overkill

plush yew
#

i dont NEED this, im just asking if UE4 has something like this

rotund scroll
#

UE4's mesh actor has those attributes inside of it that I can see

#

if you want to create a custom struct, you can

#

if you want to create a custom class, you can

plush yew
#

you misunderstand

#

you focus on "material list"

#

the type of material list i'm talking about is jsut that, not the list of assigned materials to a mesh

#

an actual dumb list of materials

#

and meaningless strings and ints

#

(that i pick myself and make no sense for the engine)

rotund scroll
#

then a custom blueprint with a static mesh component is what you're looking at

#

you can import the data from a data base too

#

then it's mostly automated anyway

tame delta
#

Someone ask him what the end purpose is, I feel like this might be a bit XY problematic

#

Like what kind of data, and why does it have to be mesh specific

plush yew
#

yeah storing them all in one file or database might be the most conveniant way after all

#

with unity you can literally make any struct you want right in the editor and even enter values

rotund scroll
#

... you can do that in unreal too

#

use the unreal struct

plush yew
#

i meant you can do this on any mesh

rotund scroll
#

you can then create a data table based on that

plush yew
#

well that sounds like somethin that i could use

rotund scroll
#

you can literally create a child class off the mesh actor class and add a struct to that and it does exactly what you want

plush yew
#

got any links or anything to read up on it?

tame delta
#

@rotund scroll Sorry to single you out, can you ask him what type of Data and why it has to be mesh specific?

plush yew
#

but i'd need to use that actor for all my meshes

#

not sure if thats gonna come back and bite me yet lol

rotund scroll
#

google is your friend

plush yew
#

yeah when you know what search terms to use

rotund scroll
#

data table struct ue4

plush yew
#

when you dont.....

#

yep thanks checking it out

rotund scroll
#

anyway

#

you can import that on game init

#

or on level init

plush yew
#

yeah thats perfect, it wont change during runtime

rotund scroll
#

I suggest not going lazier than that or you get stutter

plush yew
#

its just a set of predefined properties basically

#

its hard to explain in detail

pale pumice
rotund scroll
#

it's the fov button

#

increases your field of view

next badger
#

It's weird tho, FOV changes by shortcut only while mouse button is pressed, it should reset when mouse button released (Z, C while any mouse button pressed)

#

default value is 90, try to reset it

gleaming creek
#

I suspect the answer to this question might be "are you insane for trying to do that?", but does anyone know if you can make the UE4 editor not freeze up for ages if you have an actor with an array variable with tons of entries?

#

This makes the editor freeze for ages each time I select this actor or recompile its blueprint. I assume it's the editor making and/or deleting all the little entry box UIs for the values

#

It doesn't freeze if I don't make the variable instance editable

#

But if the variable isn't instance editable, then its values don't get saved with the level

serene birch
#

I'm not sure a 2000 element array is "user friendly" to be editable in the editor

#

so maybe you should just make it that way

#

hmm, that would be an issue I suppose

gleaming creek
#

I don't actually want it to be editable, but a run-in-editor blueprint doesn't seem to be able to change anything other than editable variables

#

At least, not permanently - anything else gets reset when the construction script is next run

#

I'd settle for any other place I can store information from a call-in-editor function

autumn trout
wary wave
#

target = 1 - what?

#

(also why are you destroying the player, if it is a chicken, after 3 seconds into the game??)

#

I'm really quite confused by what the above is trying to achieve?

grim ore
#

his variable is called =1 heh

wary wave
#

aye, kinda peculiar

grim ore
#

the chicken spawns an egg and adds it to his list then sets it to =1

#

then the egg is trying to find the player and destroy the egg that is =1

wary wave
#

no, it spawns 5 eggs at the same position, assigns the second egg to a variable, then in every egg it waits for three seconds before trying to destroy the variable egg, if the player is a chicken

grim ore
#

so the question is does the cast fail @autumn trout ?

wary wave
#

it's so bizarre ๐Ÿ˜„

grim ore
#

oh I never said his code was right just what he is trying to do heh

gleaming creek
#

But why is the variable named =1? ๐Ÿ˜•

wary wave
#

it's at index 1

leaden mauve
#

So ... that answers a question that's been debated for centuries!

autumn trout
#

casting not work with araay

wary wave
#

if casting doesn't work, then the player is not a chicken

gleaming creek
#

When in doubt, put print / debug statements in all the branches to see which are being executed (or just use the debugger)

grim ore
#

yep put a print string on the Cast Failed and see if it calls it, if not that is your first issue lol

#

eeeeeeevery execute wire should have something connected or you're gonna have a bad time heh

wary wave
#

might make more sense to work out what this code is actually supposed to do, rather than try to fix it?

autumn trout
#

Put print on him yes he fails

pale pumice
#

@next badger resetingit from that drop down is not working is not working.. its imidiatly reseting the FOV to 170 ....

grim ore
#

do you have a controller (gamepad lol) hooked up to the PC? have you tried restarting the PC and editor.

next badger
#

controller = gamepad

grim ore
#

@wary wave oh I agree but this is more fun trying to guess what he is trying to do lol

gleaming creek
#

For my issue, I seem to be able to spawn actors freely, maybe I can just spawn 2000 actors instead of using 2000 array elements, will that slow down the editor less? ๐Ÿ™‚

#

That surprisingly works better, but now the scene outliner is filled with 2000 actors and there's no option to hide them away in a folder

ornate hamlet
#

Just wondering, is it possible to load a level without a gamemode?

#

As in, no gamemode is running period

grim ore
#

I am 99% sure no

#

actually I assumed no, is None an option lol?

ornate hamlet
#

You can set none, but it still seems to use a gamemode anyways

grim ore
#

to the editor!

#

I would assume it has to be there, it's pretty important to exists for the flow of default objects

ornate hamlet
#

I am making an MP game. So I guess I need to make a new gamemode for the main menu that clients have

grim ore
#

actually you can't set it to none, if you mean the override then None mean no override

ornate hamlet
#

Ohh, yeah I meant the override

#

I thought it would just overwrite whatever is there with null

grim ore
#

and yes having a separate game mode for main menu/widget levels is good

#

it's the easiest way to not have a player spawn lol

ornate hamlet
#

Yeah because all my Server logic is triggering in the main menu since its using the Server Gamemode. And clients have authority on the main menu since they are the server I guess

serene birch
#

there isn't much value in tweaking ALL the code that uses the gamemode to check if there is even a gamemode set

#

when you can more easily just set a gamemode that doesn't do anything

ornate hamlet
#

Yeah, that turned out to be easy, quick and works

slender mist
#

has anyone got an RTSP stream working in ue4?

ornate hamlet
#

cheers mathew

lucid jetty
#

Hello folks. Is there any way to have a deep Call Stack check for Unreal 4?

I want to see where a function is supposedly repeat calling itself and it's preventing me from opening my project in 4.23, while it was fine in 4.22.

A few friends from here tried to help yet I am unable to pin point why it is failing and which function is repeating itself.

Any help is appreciated. ^^'

plush yew
#

@rotund scroll thanks thats definitely very useful, i gotta think things over but i'll most likely use that (was afk in the meantime)

#

did you get any error at all or does it just freeze?

lucid jetty
#

um, well, let me find

plush yew
#

i probably cant help but if you get an error it might be helpful

lucid jetty
#

Here is the crash report I am having.

#

It is constantly crying about serializing pins, though I am unable to find what is causing this all ๐Ÿ˜ฆ

#

Maybe if there is something deeper to check I could but...

hoary mason
#

is it pure BP based or c++ based?

lucid jetty
#

95% BP and some c++ here and there

hoary mason
#

so you could just compile the project via visual studio, there you will get a call stack

lucid jetty
#

oh would I? I am not a C++er, I paid some folks to do stuff for me so I am only using the code ^^'

hoary mason
#

so, they have to fix it?

lucid jetty
#

well the problem is, I don't know if their code is wrong or not

#

when I transfered from 4.22 to 4.23, the C++ compiled fine ^^

crude vessel
#

Performance wise, is there any difference between box or capsule or sphere collisions

#

And how much of a hit would it be to build a compound collider to match the mesh better? Like a big capsule and a little capsule nested together for one body part?

wary wave
#

A) Yes. Sphere is cheapest, then box, then capsule. Whether it's enough to matter is another question.
B) Totally depends on what you're actually doing.

plush yew
#

Hi apa khabar everyone, i'm new to this server, hope I can learn something from all of you ๐Ÿ™‚

crude vessel
#

Good to know that, thank you Ambershee!

#

Well my characters leg for example, a box or capsule wouldn't follow the mesh very close, but I can use two capsules and fit the shaper closer, so I'm wondering how much of a hit is that, vs one, vs a mesh based solution.

grim ore
#

@lucid jetty no idea if we can help but the issue is when it's getting the light and shadow maps, do you have a lot of levels? you could try deleting the builddata files from each level and the intermediate/build folders and rebuild.

crude vessel
#

Not sure a good way to 'test' that scientifically

lucid jetty
#

Thanks for trying to help Mathew, but the thing is, my project is an unlit 2D game and there is literally nothing on the map other than a postprocess volume ^^

#

I got the feeling this is a 4.23 self error..

grim ore
#

it might be, its trying to load up the light maps for the level. Are you using static lighting?

#

its loading up the light map textures into the world settings and recursing on loading it up for some reason

#

and it "seems" like it's trying to load from disk so it's an existing file that is the issue

lucid jetty
#

I am glad you are with me on this one. I am not a C++ master but I always wondered "why is it doing ANYTHING with light and shadow stuff?"

#

I dont have a single point light in the scene

grim ore
#

have you ever hit build?

lucid jetty
#

I never did, because it never asked as I never used any point light

#

I will try and see what the heck will change -_O

grim ore
#

any light, doesnt have to be point lights, can be built

lucid jetty
#

yeah, I got zero

grim ore
#

if you find your maps see if you have builtdata, if so you can delete it

#

the engine will recreate it. it's my only thought on this one

lucid jetty
#

I will see what I can do, thank you for giving me some ideas Mr Mathew!

grim ore
#

yeah beyond that I dunno lol, its basically trying to load up the light map data into the editor and failing for some reason

#

its possible its an actual bug with no light map data being present and using 2D so don't discount that lol

lucid jetty
#

Exactly. Well this weird issue started up after I transferred to 4.23 . And we all know how many "beta stuff" they added in

hoary mason
#

I would say, you shouldn't change your engine version if you are building a project with it.

lucid jetty
#

Uh, Mr Josai, I am creating a template for everyone to use so, I am afraid it's not really a solution for me. T-T

plush yew
#

@lucid jetty and make a backup just in case you did not yet lol

#

(jsut making sure :-p)

lucid jetty
#

Cheers for the tip. Unfortunately in a brand new level with lighting included, I am still getting the same crash log. Sometimes it be like that folks.

hoary mason
#

and you deleted the builddata?

lucid jetty
#

yap

#

the thing is, my template is around 600MB zipped. Even if I make a crash report, the chance of getting a "did you try this in a brand new project?" question is pretty high

#

so I am in sad seas, sailing in sorrowful clouds, hoping for a shore

fierce tulip
#

couldnt find one crying, related to last sentence

plush yew
#

you should have gone for hide the pain harold

fierce tulip
#

tyson would not be able to say that sentence, hence picking him

lucid jetty
#

My pain only got deeper Mr Luos. T-T

fierce tulip
#

im thorry

plush yew
#

removing or rebuilding lightmaps did nothing at all?

lucid jetty
#

nope. there are no lightmaps to built. I even tried it on a basic level of unreal's.

#

my previous level even had less, one post process volume

plush yew
#

the only thing i could suggest is rebuilding with visual studio like someone said earlier

#

that fixed one of my projects that broke somehow moving engines, but i had another problem

lucid jetty
#

I did rebuild but it only builted C++ files, which were successful. And unfortunately I don't know how I can check "deep blueprint errors" with it. ๐Ÿ˜ฆ

#

Here is an interesting thing.

#

If I open the Template with a "untitled" map, aka no map assigned to spawn when project opens, it's all fine.

#

I can roam around the blueprints, none of them has any compile error etc.

#

Then I open the level that contains the "Get all Actors of Class" node which contains the big guy that spawns stuff one after another, and bam, I get crash.

plush yew
#

does that contain the c++ from the other folks?

#

i mean nodes they made in c++

uneven fractal
#

is world serialization possible with just blueprint?

plush yew
#

@lucid jetty did you try adding that BP to a new map to see if it crashes there as well?

lucid jetty
#

Ofc. I tried uncountable stuff mate.

plush yew
#

i know the feeling lol

lucid jetty
#

I feel like playing Darkest Dungeon with Unreal 4.

#

"Oh your journey seems to be fine OH MY CRITICAL DAMAGE MAAAATE"

plush yew
#

but sounds like you got it fairly pinned down already

#

if that BP works in en empty map that means its likely not an actor that gets read that causes it, but rather the BP or something in it

#

do you not get any blueprint error?

visual pawn
#

Hello ๐Ÿ‘‹
Im new here, just joined. Im in a real dilemna about which game engine to choose and well ive came down to conclusion that i want to try Unreal to make my very first game ๐Ÿ˜…

How hard is it to learn how to use the engine to the point of making a game? I dont want to make a Triple A title right of the bat, but ive been thinking about a game inspired by "Sid Meier's Pirates".

lucid jetty
#

Nope. Not even on packaging. This is like strange as heck.

plush yew
#

so you can click it and pinpoint the exact node

#

i mean while running the project

lucid jetty
#

Hm.

plush yew
#

if you run it in editor you can leave the BP open even

lucid jetty
#

Thats an interesting idea that can make one go "what the heck mate?"

leaden mauve
#

How hard depends how deep you go @visual pawn - I'm new to this myself, and i'm going full monty into a RTS. So far i've been confused, frustrated, had revelations, but in the end it's a learning experience and stuff sticks! Besides that, i'm lurking in here a lot, cause even though something might not be relevant to me, people are great at explaining things to one another, so again - some things stick ๐Ÿ™‚

plush yew
#

from what you tested it seems the BP is causing it so its likely you should get a useful error

lucid jetty
#

you are correct, in the end we press on. The whole reason we fall is, so that we can rise.

plush yew
#

have you been only testing with actual builds or something?

visual pawn
#

@leaden mauve that is actually a nice response. Back on a Dev discord server ive gotten responses like "Dont be too optimistic", or "longer than you think" mostly responses that turned me down tbh.

plush yew
#

@visual pawn try to chop it up into manageable small pieces that you can learn and make step by step

visual pawn
#

I imagine that RTS games are hard-er to make, more coding i think? But yeah coding ๐Ÿ˜… gonna have a lot of frustration with that

plush yew
#

you'll get used to blueprints pretty quick

leaden mauve
#

It IS hard, @visual pawn - But with your scope already being "Not trying to make a AAA-game" you're already realistic. From that point, you can only do well.
I was told to maybe start with 2D platformers or some Tower Defense-things, but since they dont interest me, i went head over heels into the RTS. It's .... elaborate, but interesting, which keeps me motivated ๐Ÿ˜„

#

I made a rock in Blender and a friend of mine said "Well, it could also be a potato" - that's kinda where i'm at ๐Ÿ˜‚

visual pawn
#

Right now, my goal would be honestly to just get fundamentals, so basically just movement on a plain.

I think that im going into a rather good project to learn from. "Sid Meier's Pirates" is a game that the main game is from a more top down view, but you have on land battles like Civ and Age of Wonders. You have a simple fencing mechanic etc. ๐Ÿค”

#

oh yeah, ill need to learn how to 3D

#

im but a concept artist atm

plush yew
#

@leaden mauve you could use cubes and code the game logic with that, then add meshes and animate them and whatnot, if you're more of a coder

leaden mauve
#

UE4 has a builtin top-down template. I suggest (if you're super new), try finding some tutorials that are making KINDA what you want in functionality - that's what i do, only to understand how and why things are connected

#

Thanks @plush yew - i'm using pyramidshape and tube as "proxies" ๐Ÿ˜„

visual pawn
#

^ that is what i plan to do. Use cubes to get the movement, simple mechanics and then place on that models and animations, i mean...that sound like a more logical way to approach it ๐Ÿค”

plush yew
#

tube lol

visual pawn
#

@leaden mauve i will definitely be looking into tutorials ^^

#

alright, i think i have every thing i would want to know ^^ thanks !

plush yew
#

modelling a galleon is gonna be fun lol (sarcasm)

leaden mauve
#

A galleon ๐Ÿ˜ฎ

visual pawn
#

im on a modding project for skyrim, and they will be doing ships. Also we have a awesome guy that is a Modeller and i can learn from him

#

but yeah, i will have to do all the ships xD

coral folio
#

Guys we seriously gotta up our game in terms of third party usability , theres so much good stuff being made from in unity compared to unreal

#

I wonder why ? C++ ?

#

Physics simulation stuff and procedural geometry especially

#

Currently very far away from unreal

fierce tulip
#

lol

coral folio
#

Aside from the chaos thing, but even that is nowhere close to be a physics simulator for all sorts

woeful canyon
#

Has anyone used volumetric video using the Kinect?

fierce tulip
#

recently physics had a massive overhaul, (beta?) and you could do proc. geo for years

plush yew
#

@visual pawn i was beta testing for a pirate mmo a long time ago, and i recall from then the modders would buy blueprints for the bigger ships, maybe you can still get them (dunno pricing but it was reasonable iirc)

coral folio
#

Hey Luo :) yes u can do, but I wonder why is nobody developing tools as such?

#

I do look at a lot of FX and stuff but I always end up following tutorials and get stuck in complications

#

I wonder why nobody is developing these sort of tools that helps artists

#

As a non coder I do love blueprint but it is limiting at times

dry moon
#

Anyone know how to stop physics assets in skeletal meshes from stretching

fierce tulip
#

50/50 quite some functionality is already available and in other cases very niche.
so unless its profitable or someone already made something for their own project odds are small they will be available.

coral folio
#

Unity lends itself incredibly well for extentions through plugins and stuff

gilded igloo
#

hey guys, is there a way that i can see a procedural mesh from both sides?

coral folio
#

Whereas unreal thus far seems more liked in with it own toold

plush yew
#

its very flexible but less performant imho

#

but the guys at unity are lying about enlighten no longer being a product, saying they will remove it (with vague promises about replacing it)

#

that kindof made me come back to UE lol

grim ore
#

@gilded igloo chances are you want to make the material it is using 2 sided or you will have to duplicate the geometry in the opposite order so it faces the other way (not recommended)

dry moon
#

How do I stop this STRETCHING SHIT AHHH

warped tangle
#

are you moving the bones around or something? pretty sure that's expected behavior

dry moon
#

Stretching is normal?

#

Nah i just simply made the bodies using the Body creation

#

moving around the constraints and collision still stretches it

warped tangle
#

I'm not a wizard on this, but I'm pretty sure the stretching has to do with the way it was skinned, how the geometry was weighted to a particular bone right? I don't think changing the constraints/collisions is going to affect how it stretches

dry moon
#

I'm guessing this is bad then?

warped tangle
#

Again I dunno, but instead of moving a bone around have you tried rotating?

dry moon
#

I wasn't really moving a bone, but rotating works fine. Just the physics asset stretches

#

I'll repaint the skin

#

see if that helps, thanks

brave salmon
#

how come widget's prepass eats 50% of my game thread time? from 60 to 30 FPS...

#

I admit there are 2k widgets, but they are hidden... Unless i make them collapsed fps is down

grim ore
#

hidden still has to do the layout pass for them

#

the parent still has to determine where they go even if they are not visible

brave salmon
#

is there a way to fix/walkaround it?

grim ore
#

you collapse them

brave salmon
#

I have to show them

grim ore
#

if they are hidden they are not visible right?

brave salmon
#

that's the point of widgets you know ๐Ÿ™‚

#

I can't always hide them

grim ore
#

hidden means do not draw them but do the layout pass on them, collapsed means do not draw them and do not do the layout pass on them (they take up 0 on screen)

brave salmon
#

so is there a way?

grim ore
#

is there a way to do what?

brave salmon
#

to fix the FPS loss

#

when I have to show those widgets

#

I got the idea with collapsing

grim ore
#

You can try using a retainer box if the items will not be updating

#

or just don't show 2000 widgets, condense them into less widgets perhaps

#

This might not be an implementation you can "fix"

warped tangle
#

2000 widgets? I want to see your game.

brave salmon
#

retainer box seems promising

#

I remember working with it as for a material wrapper, but I also remember it can change render tick

#

thanks bro! @grim ore

#

@warped tangle easy. just make a huge online shop without filtering ๐Ÿ™‚

warped tangle
#

I got an idea for a game. It's like speed, if your FPS goes under 60 you blow up. The goal is, how fast can you render 2000 widgets without dropping below 60. Gotta be strategic about how many you call at a time.

grim ore
#

even with a shop you can use the list box to only show X widgets at a time it shouldnt need to keep 2000 rendered

warped tangle
#

scaled by your system hardware of course

grim ore
#

shop has a page, page shows 10 items, next page show the next 10 items. limited amount of widgets needed in total. win

high inlet
#

Hi guys. Im New here and I m new on discord. Its music firts time. I was practicing on unreal engine for a few weeks. This is the right place to chat about projects and doubts. ? I'm Brazilian. And my English is not very good. But I try. Tks.

warped tangle
#

@high inlet Yeah, there are channels for all different types of questions, try to keep your questions to the appropriate channels. If you can't figure out where to post, you can post here

#

And when you have a question, posting it with pictures of your BP and/or video of the issue with specifics as to what the problem is helps out a lot

brave salmon
#

@grim ore correct as well, but gotta try less effort things first right ๐Ÿ˜„

high inlet
#

@warped tangle tks. I appreciate

warped tangle
#

@brave salmon famous last words lol

brave salmon
#

lol

high inlet
#

I'm on mobile now. But when I sit on PC I will post some questions.

warped tangle
#

@high inlet also check the pinned messages on each channel, there are a lot of good resources there

dry moon
#

@warped tangle Redid the painting to fit more closely to the bone joints

#

Same issue

warped tangle
#

I've never had the physics component affect my mesh in any way shape or form, so I'm not sure what the problem is

#

๐Ÿคท

high inlet
#

@warped tangle ok. Tks. I don't know how to use discord yet. But I will try

dry moon
#

Its skeletal, so has joint constraints too

#

idk

#

I fucking hate dealing with this shit. Just wanna do some simple tests and it breaks

high inlet
#

@warped tangle u are developer or designer?

warped tangle
#

One man army, like many others here. I enjoy the development side, I cry a bit when I do the design side lol

high inlet
#

Nice. I'm c# developed. For commercial industry only. Not for games. But I love this world of game developer

warped tangle
#

Also if you are looking for tutorials, check out Mathew Wadsteins stuff

high inlet
#

I have a project to integrate a arduino controller in a bicycle simulator ... but I have a lot of questions

warped tangle
#

you're going to want something like UE4Duino, it's a third party plugin

high inlet
#

The most difficult for me is a level design.

safe forge
#

that sounds pretty cool

warped tangle
#

Yeah level design is a beast in and of itself

high inlet
#

Yes. I know ue4duino. My prototype is working. But I don have a level design. I need some help.

#

I want to make huge highways. Like 100 km length... but I don't know how.

warped tangle
#

oh man, here's goes the floating point inaccuracy discussion again...lol

high inlet
#

Highways and roads. With some forests and farms aside .. u understand me?

warped tangle
#

Yeah I get you

high inlet
#

I don't understand when u say about floating point. Lol

#

Did u know the game American Truck Simulator? I want to make something like this. But for bicycle and arduino.

crude vessel
#

@high inlet look up the GDC talk on Kerbal space program

#

They talk about tricks to do large distance. And what the floating point issues is.

high inlet
#

Can I post pictures or videos here?

#

About my project

warped tangle
#

If they are directly related to a question, there is a #work-in-progress channel to showcase stuff

high inlet
#

Ah. Tks

warped tangle
#

The issue with large levels is the further you get away from origin (0,0,0), the more inaccuracies you are going to have, and you are going to start getting inconsistencies/unexpected behavior.

#

Think of ways to fake it, because making a 100km long level is going to bring in a lot of issues. Put in some turns, travel up and down a smaller level etc

high inlet
#

@warped tangle but not exists a technique called world composition in ue4?

warped tangle
#

yes, which has it's own bucket of fun ๐Ÿ™‚

high inlet
#

But if I make a game like endless runners ... I will ... have the same problem?

snow thorn
#

any idea why console command PlayersOnly would freeze my player? i cannot move, look around, nothing. pretty much everything this command should not do. my input is bound via input events. as far as i understand the PlayersOnly command affects Event Tick only so ... i'm confused. googling did not show up anything helpful

hoary mason
#

endless runners don't walk endless. They walk on a position and let the objectives come to them.

warped tangle
#

not 100% accurate, it depends on the intended gameplay

sly coyote
#

When using level streaming wouldnt that just start over fresh at the streamed levels new position tho?

hoary mason
#

yeah depends on the game but usually the endless runner anybody knows works like that

sly coyote
#

Rather wouldnt level streaming fix that issue with getting to far from 0 0 0

crude vessel
#

From what I read with level streaming, you have to enable repositioning the origin

warped tangle
#

There is something called....world re-origin or something I dunno, never used it, but that should handle that. Though I've read some issues with that as well

crude vessel
#

And it seemed to be a periodic thing based on distance, yehw world te origin

#

But my ynderstand is using that with multiplayer can be an issue, if that's a concern.

hoary mason
#

And with a lot of objects it have some performance issues if I remember correctly

high inlet
#

Nice. Good to know. Tks

#

Each track mus to be a maximun of 70km ..not in straight forward. But with curves.

crude vessel
#

Oh can soneone point me to some definitive answer on the world's most pressing mystery? Do modern video cards /UE4 actually require square textures (10241024) or could you use 20481024 without issue?

high inlet
#

70km its equivalent a more or less 3 hours of riding a bicycle. lol

crude vessel
#

Not everything has to be 1:1 scale in many games they fudge the distance scale

#

In the same idea, day and night cycles are never really 1:1

warped tangle
#

the moral of the story is think of ways to fake it

high inlet
#

Yeah. I know. But I was pedalling in real life to control the pawn. And must to reflect the real scale.

snow thorn
#

at 4:20 they talk a bit about it

crude vessel
#

Yeah that's what I was referring to

high inlet
#

I will watch it later

crude vessel
#

Good summary of some of the tricks

#

Not the only way to tackle it but a good idea of the challenges, and really depending on your scale and resolution, 100km might be no easier than 100,000,000km

snow thorn
#

and here's a visual demonstration what the problem looks like ๐Ÿ˜‰

grim ore
#

According to the internets if it is not power of 2 you wont get mip maps. as for it needing to be squared I believe it can be rectangle as long as the sides are power of 2. the easiest way to check is to use a rectangle power of 2 texture and see if it can mip map correctly. I also believe this is all Engine requirements due to it being more efficient on the GPU @crude vessel

crude vessel
#

Humm, that's what I was worried about. I understand the power of 2, I'd never do arbitrary resolution, but some textures could benefit from being rectangular

meager copper
#

hey. i am making a space game. and I wanted to have some stars in the background.. the zoom/warp effect. I have coded it before in javascript (pixel drawing). Is it possible to do something like that (i dont know some sort of changing background material)?

crude vessel
#

UV layout and textel density, but I guess I'll stick with square..

grim ore
#

@crude vessel oh yeah it's fine with in being rectangle plus in later versions you have options to "power of two" a texture and it will resize it by padding and make it power of 2.

crude vessel
#

Yeha I always do power of two

#

I just kind of hate to use four times the texture memory when two times will do :)

grim ore
#

I just tested in .23 with 2 textures, non pot and pot both rectangle (1024x512 or 511) and the editor in UE4 definitely does not like the npo2 but is fine with the rectable po2

crude vessel
#

4096x4096 seems so decadent, but certainly I could find 2048x4096 alright for some things

#

I'm just worried there is a performance cost of non square

#

Like am I shooting myself in the foot

grim ore
#

nah non square is fine as long as its Po2 so it's optimized

crude vessel
#

Certainly the coordinate Math is simpler with squares

fierce tulip
#

its the same if you consider sizes percentages instead of pixels

crude vessel
#

I was wondering if packing 4 maps into. Larger texture was better than a smallerulti channel map

#

I know you can do UV offsets in the shader

grim ore
#

toss a few textures of odd ratios and sizes into UE4 and check them out in the editor. you can see the memory footprint and sized and such

crude vessel
#

Like I read alpha channel is kind of expensive

grave nebula
#

@crude vessel Rectangular textures are only concern on mobiles.

crude vessel
#

Ah

grim ore
#

^^

crude vessel
#

So that's not a concern for me (heh)

grim ore
#

and only for texture uses, UMG does not care for the most part of size or rectangularness

#

and yes alpha tends to use more memory so avoid it if you can, and texture packing and using UV's tends to be better "in some cases"

#

its all about platform and use

crude vessel
#

Well I had done some modding for a custom engine

#

And they had a hard cap on 4 color tint maps

#

But I'm never satisfied and learned I could hack the shader to divide the mapping into quadrants

grim ore
#

yep yep

crude vessel
#

So I just loaded 4 textures into a single 4096 texture

grim ore
#

packing multiple 1024x1024 into 4096x4096 is doable just got to make sure your target platform this is more efficient for

crude vessel
#

And omitting the alpha map, I think it might have been more efficient

#

My question is, is there a proper file format for single channel textures?

grim ore
#

the easiest thing to do is just make every texture 8k and tell people you are targetting high end PC only and they can buy a new PC if it's slow ๐Ÿ˜›

crude vessel
#

Like if I just need a greyscale mask, I know I can pack it into RGB

#

Haha