#ue4-general
1 messages Β· Page 547 of 1
since I've broken it quite a few times by editing some file that was used in other projects
I guess if you really only use one Engine Version then that is indeed a solution.
We have several projects with different versions and keeping a sort of template uptodate for all of them is a nightmare
I reckon updating to a new engine version (once the core assets are updated) would just be a matter of reimporting stuff
it's a VR project to display special machinery to clients, I'm making a new project for every machine
Because they all bring UE4 asset system to its knees
I think, if it's not a source engine version, you might need to put the plugin into a project, update the project and thus the plugin adn then move it to the new engine version?
You can do that in the Editor
At the top, it gives you some templates
After that you compile the plugin and move it to your engine/Plugins folder
can someone tell me why this piece of material causes the game to drop from 60fps to 1-6fps?
it shouldnt
whats the whole setup and its configuration?
that should not cause any issues, but you seem to have tessellation active, so.. thats a thing.
besides that, nothing there that would even hinder performance all one bit.
hello everyone, i'm new to game development and unreal engine in general, and wanted to ask if someone could point me in the right direction - i'd like to 'recreate' lost ark gameplay, aka quarter view and action combat, any hints?
@cloud cobalt @sudden agate @mossy nymph @plush yew ty very much
?
ok
My project has only mysteries ._.
What does Unreal have against me?
π
the material was supposed to be pure performance
its hard to tell, i doubt its the material.
could be many factors, your pc, if you are (unknowingly) are datamining coins, if they secretly made your computer a hub to store the biggest collection of uncompressed videos of dancing goats, whatever you have in your unreal scene, the settings, and in some cases if your computer is haunted or not.
But I doubt its ue4 itself, if such a material would cause such a performance issue already, id see forums and answerhub posts by the hundreds.
You need to use profiling if you have performance issues
profile it
How to identify performance problems and fix them.
@plush yew I know
Some people give weird replies
They try to give you solutions for something you already defeated
:p
profile it is a valid reply, when in doubt on why performance is an issue, use the profiler.
unbelievable, the EU4 should not have such problems
just recreated the material
ue4*
you probably did not enable tesselation this time
Wonder what update is major enough that Tim Sweeney will call it UE5
since every update is big
no ue5 until there is such a big change in hardware/dx (or a replacement for dx) that it warants a complete rebuild from near the ground up.
but we all know ue4 wasnt a complete rewrite, yes?
more like a huge refactor
π
i wonder what such a huge change to hardware/dx might be, because dx12/vulcan wasnt "it"
I believe UE5 will arrive when the meshes are not hollow
hmm, what would be the use of such a feature?
udk had quite some limitations when it came to properly using later dx versions, along with how it used multicores
dust
@placid arrow cutting objects
I believe the meshes would be made by microparticles
UE5 - Make games with just your mind
UE5 - meshes made of atoms
not even funny because it is bound to happen
future is bright and scary(in a good way)
scary is my bug material
"dayum future, you scary!"
@plush yew what youre describing really is a point cloud isnt it?
with points inside the mesh as well as on its surface
yes but no how does it flow well to look realistic
if raytracing doesn't warrant an UE5, not sure what will in the short/medium term
thank you all bye
@serene birch i have a feeling it will be something outside of graphical
i had this really funny idea for a game this week, but i think tech is just a couple of years behind to be able to create it
prolly whatever comes after x64 architecture
maybe a redo of the gameplay part to be more ECS/data driven? but I feel like it can be put back in without a whole engine remake
anyone here ever seen johhny english, where the character puts on a VR headset, and just by fluke of chance the real world just about matches his VR world? he picks up a breadstick in the real world, because in that exact position in his game world is a weapon, then proceeds to beat up an old lady because in his game world in that exact position is an enemy?
basically a sequence of improbable events that roughly match the game world so he causes chaos and doesnt realise it
i was thinking it would be cool to abuse augmented reality and some goggles to do that, identify objects of the right size and shape and 'search and replace' them with game objects.
i think image recognition isnt quite there yet to implement such a thing in realtime
but it would be funny, perhaps extremely dangerous too
rendering technology and mobile hardware isn't there either, so...
until someone can invent a transparent display that can darken a background pixel, there's not much you can do like that
Put a camera on a VR headset and derive video from it ?
yeah we'll probably have first camera => screen AR stuff
before a screen that masks
@wary wave https://www.youtube.com/watch?v=PRx9aAx8RPQ
π€
LG has made a Transparent OLED TV! See where it'll be next on the OLED Experience Road Trip: https://en.oledspace.com/OLEDTV_Tour/ Thanks to LG Display for s...
the logistics behind the later are insane
how fast do you need the screen to be to mask correctly stuff without lag?
transparent OLEDs can't make background pixels darker
so they rely on whatever is behind them being fairly uniform in colour / lighting as not to ruin the image
Same problem as projectors in bright rooms.
aye
Just like projectors, same answer, too
Remove the exterior light, and display what you want to display
VR headset with a really fast camera and insane display
@cloud cobalt "Put a camera on a VR headset and derive video from it ?" <-- yes, i was thinking this
but the point would be everything you see is the virtual world
it just uses the real world as a positioning cue for game world objects
so you might think youre walking through a cave with enemies in, youre walking through the london subway
π
just sharing guys https://www.youtube.com/watch?v=5BV1L0821F8 π
anyone got a clue why my mesh turns invisible/ just dissapears when activating physics? works properly in the physics asset.
How i can check if the player is online he should do ... and if he is offline he should do ... ?
I want to do a pause menu for offline & online
can someone tell me what the Atmosphere Sky Component could be used for in 4.24?
This is the second time I run into this issue, importing something from maya and its missing geometry
Didnt find any answers last time
has anyone had this issue before?
duplicate faces? checked normals? make sure it's manifold
hi devs i am trying to make a c++ project in unreal engine but i can't
3ds max got something called xview, maybe something similar in maya
@rain moss reason?
idk
i tried to re-genrate the visual studios file but still the same error
it says project could not be compiled. Try rebuilding from source manually
and if i do
then
did you update ue version after starting the project?
your project is 4.16, and your ue4 version is 4.16, and your visual studio is 2015?
well, that's probably the reason why
hmmm
@granite heron so normals seem fine?
hmm...epic says that 4.15 supported 2017
so i may be wrong here
Normals all pointing out
@granite heron no overlapping geometry? like double faces?
nope
you could send it to me if you dont mind doing so
Yea sure, fbx file?
yeah
sent
@sudden agate it's literally how it's called?
whats the difference between Atmospheric Fog and Atmosphere Sky?
How long does Epic normally take to reply over launching for EGS?
Hello everyone, I'm not sure about the channel but.... I Try. I got some big flickering issues in Unreal Engine Editor on Linux Fedora 30. Does anyone have an idea ? Google don't help me this time.... UE 4.23 avec Drivers Nvidia 430.40.
:p we need an Alexey bot that directs people to the right channels
fire away in #visual-fx :p
Ok @next badger π
@calm widget for the ragdoll thing, I've had that happen before and it was because the character was holding a static mesh (which was a component and so had a relative transform) and it was slightly intersecting.
Does anybody know what causes this scene to not have shadows?
I have a skylight and directional light and the trees are placed by means of a procedural foilage thingy.
can anyone give me tips to make ue4 run as well as possible on my dreadful pc?
and its not something Ive done in the project thats bad for performance or anything, it runs great in standalone
@azure shore Go to Epic Games launcher > settings > troubleshoot and check what's going on ! a Game engine always needs graphics and ram and vram
so chances are I just have to put up with awful performance in that case
ok so its saying it recommends 4 cpu cores
yeah ! In engine go to settings and pick low settings
I use all low settings and run in unlit
guess I need to somehow get 2 more shoved into my pc
is it a laptop ?
nah
yeah, I know I need to at some point I just have no idea where to start
I am making a game and the project is for pc. Should i make for the Android version a extra project?
start from upgrading your pc or buying new one ! it's painful to work on a laggy project
@ember notch after you finish your game make an android version
oh I actually meant I dont know where to start with upgrading but I'll be learning at some point I guess
i'm having issues with smoothing groups when exporting fbx from blender, wheres the appropriate place to ask for help?
@halcyon adder Is it better to make a copy of this project or should i integrate Android in the pc project?
it's not hard youtube is full of tutorials go check what you exactly need !
i am not getting expected results after days of googling
a fully smooth shaded model turns into some weird frankenstein hybrid that displays mostly smooth but with a weird highlight around the edges, and normalmaps always have seams
@ember notch go to your project folder copy it and rename it and work with that version
what pc do you have ?
@ember imp
ryzen 3800x. 2080ti, 32gb ram
@halcyon adder
blender on the left is completely smooth
ue4 on the right is partially smooth
that probably wouldnt be noticeable with materials in game
normal maps dont work with this
they need to be applied to the same normals they were baked for
ryzen 3800x is a 8 core Processor your ram is good and your gpu is good but when you add a model in unreal you need to work on the materials and lighting and scene lighting
@azure shore what's your pc ?
what specifically
this is with a normal map baked in blender applied, you can see the right hemisphere is lit differently and theres a big seam down the center
Anyone know how to get Navigation meshes to work with level streaming? I need different sub levels to have different meshes
@azure shore on windows search type dxdiag > Display
Ill give you a screenshot
that could technically be built in on an AMD APU soo... π¦
alright now go to task manager > performance take screenshot
techncially if you are using task manager yep https://i.imgur.com/lmOiWPH.png lol
@ember imp it's on you to make it look similar
here
yep APU
no this is a technical issue, not an art issue
the smoothing groups are wrong
and i can't find the solution
that's painful @azure shore you need to buy and nvidia Gpu and and buy extra 8GB ram you can check which what kind of ram online and if the processor is changeable it's better if you change it
@azure shore so with that PC there is nothing you can really do beyond buying a dedicated GPU (which a 1050ti or 750ti is probably the best you can get in a machine like that assuming its a pre built without a real PSU). It's a mid range work machine that can browse the web and run office it's not going to run UE4 well at all π¦
tell me about it
but tbh I think even one of these parts I need will be expensive enough on its own
and its so easy to mess up
like you could pay too much for the wrong part, set it up wrong, screw up the pc in so many ways
@ember imp check the LOD in your mech
there is no LOD @halcyon adder its a default blender model for testing called suzanne the monkey
(wow I didnt know the monkey had a name)
@ember imp when exporting from Blender, make sure you enable Tangent space. Then when importing into unreal, set to import Normal & Tangent space. This is the first step to fixing gnarly normals.
@azure shore the ram can be different you can check which one you have but the other parts are similar
@ember imp i use Cinema 4D but the smoothing groups in unreal called LOD in mesh
@azure shore what's you pc name exactly i'll check it for you
its a zoostorm quest
@abstract relic did both of those things before coming here
your ram is DDR3 SDRAM
hey I have a problem, theres a cel shader Im using but low resolution scale makes it look awful
so is there any possible way to preserve its appearance with low res scale
Can someone help me with Advanced sessions?
I"m not sure if i can post a amazon link here 8gb Price: $23.74 + $8.48 shipping
try to launch your game not play
yeah I said earlier it runs great in standalone
I can not do that when a player's life is at zero it destroys it just works at the server not at the customer's
Was wondering if any of you guys can comment about my new rig.. planning to get Ryzen 5 3600 with 2070 Super. Use case will be 70% unreal/maya/substance painter/photoshop.. and 30% gaming..
Ok thanks
Guys, is there any way to create material instance from .mtl that includes all 3, diffuse, normal, specular? all the filenames are in .mtl, but they are not named as _NORM, _SPEC etc. eventually, perhaps a console command like [materialname] [diffuse.tga] [norm.tga] [spec.tga] or something?
ue4 uses roughness, not spec (well it does, but not n the same way as you expect)
that's okay, i just want to get them all linked properly
i can only get diffuse from .mtl, and if i convert to fbx (too much work), it gives normal, but not specular
I can fully light a room and make it look nice but then a player or enemy walks in and it looks awful
how can I just fix the shadows on models
i have made master material with 3 parameters, but only diffuse gets attached
dj, maybe lightmap resolution
Im not sure its that though
try to remove cast shadows in skylight
I dont even use skylights...
all the lights in the map have cast shadows off
god I hate lighting
do you use DirectionalLight ?
no
Anyone know any large scale voxel software that lets me create large scale objects, art, characters etc. I need software that works well with untiy or UE4. If anyone knows where I can rig characters let me know. If you have any experience with anything voxel please TAG ME!
I use individual lights all over the place to light each area
in this map, they dont cast shadows
yeah I know it looks awful but honestly I HATE lighting
ther rendring system is based on lighting it's not about casting shadows it's just better when you turn it of if you use skylight
I just dont know what to do because I have like static shadow casting lights in better maps and whatever I do with lighting, models always have shit shadows so are mostly too dark
practice, practice, practice. (by following guides and tutorials)
try to use skylight and DirectionalLight then
directional lights always look HORRIBLE idk why
as theyre of course, directional, itll always leave one side of everything completely black
@merry blade Maya, 3DS max and cinema 4D the most popular
skylight however might help but then I cant make areas dark that I actually want dark
you can control the Direction of light tho
@merry blade Alright. Since this is at least the third time youβve ask. You donβt use voxels for rigging, general assets, and what not. Use blender, 3ds, maya, modo, etc for asset creation.
could I somehow make a skylight only affect models and not the map?
oh yeah
you can add a custom lighting for materials using substance
probably would need help with that though
idek where to find the channels thing on skylight
substance is a software btw
How i can make that the text move with the player?
use 3D Widget
check youtube
@azure shore just click on the DirectionalLight and rotate it
use them both
use 4 directional lights, one in each direction, and profit π
I did think of that once lol
but how do I make it only light meshes
yeah I cant do that
I really dont wanna be messing around with outside programs too as well as learning all this ue4 stuff also I have no money
there is a free version for education i think
Im sure theres a simple way of doing this, I really dont want much from lighting, literally just for it to look OK
I want the map to be lit by pointlights Ive placed around, and models to be lit by the lights and skylight
I think using the lighting channels should do that then, there are 3 of them.
and don't forget to build your lighting
@snow vortex hey, thanks for letting me know. i found out it was a similar problem. so it worked out nicely.
but I cant find anything about channels in the skylight
yep I was just checking for that and It doesnt have it π¦
Directional and point lights do so hmm
yep and it works like expected, I guess skylight is just ambient light so it's treated different
yeah just looked it up and theyre not supported for skylights
aww
oh cool shadows are affected by the channels as well
that would be cool for secret walls and stuff, have the mesh not affected by that lighting channel or don't allow shadows on it and it looks odd heh
you know Im thinking having 6 directional lights and having the channels set up right is actually the solution
so thanks for the idea lol
this might finally be what Ive been trying to get
How i can connect the editable text to Public and Privat connections
I think this will end up looking odd though, if you go into really dark areas youll be light still
@ember notch is editable text a umg widget? perhaps get the string and convert it to an int
@abstract relic Their are a few games completely made of voxels and their characters are rigged, I looked into something like VoxEdit where they have a rigging system but Im still unsure if I can import it very easily into UE4, Im going to continue asking around a thousand more times because theirs at least one person who knows something about it.
voxels characters are easy to rig
oh I was meaning to ask, lights that dont cast shadows have little to no impact on performance or anything right?
it should not affect the performance even if it's casted
go easy on that AMD you have lol
hahah yeah, I'll try not to get carried away
I have actually had performance in mind for a lot of things like my models are all pretty low poly, considering my pc I imagine almost anyone will be able to run this game as even I can in standalone
Is Blueprint scripting programming?
depends on who you ask and how stubborn they are :p
Because someone said it's not programming
see previous statement
it takes the same logic as programming, in the back its code. so yea it is a form of programming.
press windows key and R the type Temp an delete all files it will speed up your pc and also type %temp% and also type prefetch delete everything in those folders
im sure there is a forum/reddit/chat somewhere non-stop debating that, and how much faster code is vs bp :p
what is programming? Is it making something do something by doing something to make it do something? if so then yes it is programming.
unless you mention html :p
can you make something do something in pure HTML? if so it's programming π
wait, in that case.. forced labor.. is programming :p
it's forced programming π
lol
God between this topic and "what is floating point inaccuracy"..... lol
what is floating point inaccuracy?
Refer back to any conversation on here that starts with "I want to make a 500km map" lol
or any "I just installed ue4, how make destiny? but more mmorpg?"
even better if their next line goes "Itll be 19,99 and have a kickstarter"
well start with the first person shooter sample project, remember not to rename it, add some assets from the marketplace and sell it as early access on steam. it's a proven system that works lol
play destiny, record it, output images. use photogrammetry software to create models
:p
I think there is software that can capture the models and such when they are in memory isnt there?
i know, just adding extra steps
ah, can't make it too easy I guess
LOLOLOL
any tuts on making a cod-like game? 
yep virtus has some
Or my favorite guy, "can somebody tell me how to export assets from COD"
can anyone tell me how to export assets from COD
blueprints is coding as well it's like making a Websites! you make with coding or just go to wix or wordpress and drag drop ! simple as that
and back to ignant gamedev we are
here we go
go to settings in cod and press export lol
Can't remember when that was...but we had a good talk about ethics that day lol
you may go to jail for that they are protected by copyrights
also, bit borderliney (myself to blame)
don't use anything from anyone
so.. yea
let's not go too far, the worst thing that can happen is cease and desist, unless you are literally selling a game with cod assets
Omg it's happening again
you dont see CSGO uploaders going to jail
let's not
u know even cheating on some games takes you to jail ! so stealing assets will do that as well
or logos songs any content
i would download a car, if i could
free models ?
technically, you could download a car model
exporting though :p
anyways, back to ue4 topics :p
yeah you can use the free models on websites but you should ask about the business use for those assets
isnt this a UE4 topic? it seems to come up every day in here anyways lol
we need #cod-porting ;)
Yeah I know that's what that's for....but the lounge is usually just that, completely non-ue4 related stuff
so on topic for stuff in here then, let's check out the .24 roadmap. Anyone have a guess what this is? "New Physically-Based Atmospheric Sky Model"
it sounds like new sky atmospheric model new physically-based
pretty self explanatory ;)
I've seen it in 4.24 already. It features Rayleigh scattering
still hoping for next gen physics stuff
so is that the blue sky looking thing as part of the sky sphere?
and Screen Space GI, real time GI.. isnt that stuff people wanted?
I can't wait to get a more physically accurate sky model
I hate using HDRI's they are so finnicky
ooh wait, I can download .24 from master and probably test this stuff? to the source mobile!
lol!
I dunno I am never really excited for new stuff anymore. I am a tools and functions kinda guy so all the new fancy art stuff just gets lost on me. I need more lines in the release notes about fixing documentation notes or cleaning up output pins on nodes... oooh... nodes
Linked Anim BPs are pretty cool, I think.
please give more info on them and what they are for π
An extension to the sub-instance system allowing for dynamic switching of sub-sections of an animation graph, enabling multi-user-collaboration and memory savings for vaulted or unavailable items.
I think this is cool? My understanding is that the anim graph stuff is more dynamic/modular now?
I think I need to learn about the sub instance system first lol, that was added in .23 right?
I think 4.22.
time to spend an hour mucking about with animations again it sounds like, I think the main flow for the anim graphs got upgraded
hats off to whoever decided the free marketplace stuff for this month
the save/load plugin saved me having to learn cpp to serialize my world
in your experience with it so far, how difficult do you think it wold be to add to an existing project that just uses normal save games?
Depends on the project
For my use case it took like 30 seconds to add the logic to my gamemodr and add the interact to the actors I wanted
But mine is an open world building/crafting game so your mileage may vary
Famous last words
If you already have a working system though I don't see why you would want it
the primary reason I used it is because I wanted to save any actor without having to make a custom variable parser for each actor type which bp doesn't support
well you mentioned serializing the world so I was hoping it would be a nice fit for "screw it save it all" if you needed lol
yep yep that reason there ^^
sounds right
it's a nice thing to have in Unity out of the box being able to basically serialize anything to disk if needed so having it in UE4 could be helpful
I mean you can do that in ue4 just not in blueprint
I really think it would be nifty to have a full file.io system available to BP
well yeah but who uses C++, it's so old and crusty π
Overload list
I mean nearly all of the common functions you use are actually c++ under the hood π€·
lol 99% of the time I am working in UE4 I completely forget you can even use something other than BP
I haven't set up char saving using it though
man 2 days to the indie days up in seattle
C++ is for nerds
if I just enable saving on them I'm going to get a new char each time I press play while the old one is just sitting there staring off into space
whoo, instant multiplayer!
it was already multiplayer though that's the problem
if there was just one player I can just posses the only other pawn in the level
sigh
Epic finally got back to me about a bug I raised a month ago, telling me that a ticket has been raised. Then linking me to a bug from 2018.
The bug I reported was new behaviour in 4.23 . . .
What issue/bug?
A BP bug where some data created in the construction script is not cleared when the script is re-run
I love commit messages like this "Fixed black sky when looking up through water on non-mobile. It is probably still broken on mobile"
"I Fixed it, future self can fix the rest later"
Do you know good UE4 Tutorials for the basics ?
did you try the official UE4 channel, the official UE4 docs, the official UE4 learn website?
@wanton remnant Also a bunch of great stuff here https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
Thank You IΒ΄ll try it
hey I have a pair of hats just like that!
huh I didn't realize you were that dude
the items resizing? It seems to be a dpi scaling issue and I saw a "fix" for it in the latest master branch but I think it's been fixed before so who knows lol
Is there a setting in the editor to make tooltips appear slower?
Hi, does anyone here speak Italian please? I'm after someone to just spend 10 mins watching a video to extract the major feedback points from it for me. I made my alpha of my game public and I'm trying to figure out if this guy considers it a steam final release or something.
i want to clone an object, visually, so that it appears twice on the screen at different locations. is there a good way to do that (other than the obvious reusing the same mesh or maybe a copy on the the actor)?
just put another instance of the actor in the scene?
that wont be a visual copy though, that will also copy everything else about it. and when I act on one (shooting it) I need to decide which is the real one etc. so I am hoping there is a better way
actually it would be a visual copy as it would be an EXACT copy. So what you're asking is you want something basically static that looks the same but has no logic?
if I make a copy of myself and that copy is in the living room. from that point on we are not the same object, my clone could be watching TV while I jump out the window
I know nothing about your game or the code running on it. So could you give some context? Your question is unclear
screenshots help
but if you look at me and a morror image of me. these two visual representations are connected, anything I do, my mirror image does. remove one, the other is remoed
Ok so I assume you're talking about an animated character/skeletal mesh actor of some kind then?
In this screenshot it looks like there are 5 asteroid. in fact there is only 3. you can see the bottom of the left and right ones on top, and because the window loops you can see the top of the astoids on the bottom.
i made this in 2d by checking of the object is nearer an edge than it's radius and then when drawing the objected, drew it twice, offsetting the copy on the other side of the map
what is wrong on this command? open BattleMap?listen
When Epic Online Services Will Be Available?
nobody knows
Last time I looked at it you needed a product id to use it, but you couldn't get one. Looks like it works now though. I just got a product ID in a few clicks
the suggestion I saw was to literally use 2 copies for each 1 actual object you want with the other being offset the exact size of the screen and then you can just move them both at the same time. If this is the player you can have input effect both and if not using physics it "should" be the same. Alternately you move your 1 player and then find the correct distance the other should be and move it the same so it's exactly 1 screen away
@peak crane It looks like you can download it now, and setup a productID to use it at dev.epicgames.com.
uh guys, after i packaged my game, it seems to be closing instantly when i press esc
how to not do that?
So there is no downside beyond a slight instability to enabling these two options right?
hey guys. i'm using layer blend and i have 12 textures all set to shared:wrap in my landscape material. anyone know why my 4th layer is still showing up as grey checkerbox texture when i paint it? : (
π€
those are rookie negative numbers :p
Is it allowed to make a game that is not on steam but on my website and that use Steam login or APIs?
You would have to as Valve that question. I would assume not as you need the valid steam id and such
Hello community,
I want to know how can i stop particule after a collision.
for exemple there is an explosion in front of wall baut i don t want this explosion visible backside of the wall
@grim ore Do you know which Ticket category?
no cause it s a particule volume (rain)
maybe i should
I don t understand anything with particule to be honest ^^
@grim ore
I don't know much about particles either. It sounds like you want collision but if thats too heavy just have the particles only spawn where they should be spawning (above and outside stuff)
?
Country?
ah, USA
oh ok ^^
there's many documentation on how to properly implement rain, even if you simply google "ue4 no rain inside"
UE4 crashes every time I try to add a variable to the state machine, any ideas?
@fierce tulip not a lot i don t find what do i need
google: ue4 no rain inside
many of the first few hits are even detailed explanations on what you need to do
https://answers.unrealengine.com/questions/263627/rain-collision-problem-with-particle-system.html
https://answers.unrealengine.com/questions/231291/exclude-areas-from-rain-particles.html
EDIT: This post is outdated. An updated 4.20 version together with download links can be found below (https://forums.unrealengine.com/community/community-content
no clue :/
@fierce tulip thx seams 2nd fit what do i need at first look
@plush yew What about if you compile the BP after adding the variable, before trying to drag it on?
But yeah, tried now and same happens
What does the crash log have to say?
And can you change the type using the selector in Details?
Does it happen on all anim BPs?
only have 1
Perhaps make another and see if happens there too?
Is it a source engine build you're using?
I'm getting some weird errors in my cook
https://pastebin.com/R7bmKtC9
@plush yew Hmm... you should get a stack trace out of the crash reporter. Does it give a function name for where the crash happened?
Your problem appears to be root motion
Ah, the animation wasn't "in place"
I'm still moving along with my RTS project and it's going pretty smoothly but I'm still curious about how I can get more units on screen. I can have around 200 running around doing things until I start to dip below 60 fps. It doesn't seem to be a problem with the skeletal meshes since swapping them out with single-bone cubes still negatively affects performance. Could the bottleneck be my use of the character blueprints? I hear they're pretty heavy, does nativizing the code streamline them or do they still stay bulky even after nativization?
profile
i know this may sound dumb.... but if you Nativize BP's on Package, that doesnt actually effect the BPs in any way for the project does it?
the original BP assets, no. it's a process when it is packaging it
How can I trim an animation in UE4?
hey guys,sup? Under the Physics window of a mesh, how do I hide the capsules when simulating selected?
Hey guys, have you ever tried to add a skeletal mesh in a trigger box , I don't want it to have collision I just want to make it visible when there is collision on the trigger box.
I added the skeletal mesh, made it invisible then set the visibility when the trigger goes off but even when i start the visibility to on of the skeletal mesh, it is not visible in game
i got pinged who pinged me
tell me a good setup for creating games
and a median setup
Hello, which channel can i ask a detailed reason why didn't implemented the distance field on the ES3.1?
Anyone here good with animation transitions?https://gyazo.com/16067cb0c07d33585137c17ba55cfffe
guys i need help, when i package the game, it closes on pressing 'ESC'
i tried a lot of things but nothing seems to work and cant find a helpful solution on google
How would I register a game as officially mine?
could someone help me out with animations? absolutely suck with them aha
Hello, how do i post in the #looking-for-work channel?
Take a read of the #more-resources channel, it has instructions on how to interact with the @plush yew to post Listings.
cool thanks
@grim ore You ever put a video on interfaces? and all the different default interfaces? I have no idea what any of these things are used for.
Any have this using 4.23 wasn't happening or happening in 4.20.
can i export the ue4 mannequin to maya to animate it?
right click, asset actions, export
wip
Those are 2 channels in the "Share your work"-category
It's in either of those you can post it π
Thanks π
np looking forward to seeing it π
Looks good @cursive compass ! π
Thanks a lot! \m/
the question is too vague imho
What do you exactly mean by register a game as your own?
@tall pendant copyrighted
@plush yew Automatic
At least in the US, UK, EU, and really all of the Western world, that I know of
You did it, you own it, no registry required
I got it, thanks
copyright yes. trademark no.
Trade marks are indeed registered, per country, for money
Trade marks aren't "a game", though
That's copyright
You could trademark your game's title, and may see a point in doing so when you're helming a 50 employee company that does significant business
Isnt the trademark the company name?
Yeah. That was my question. If its just the rights to the content he/she creates it's covered by copyright law by default.
however if "Game" means the product it's likely trademark law
Products can't be trademarked
In the case of TM company name, its auto protected in your country by registering it as the chamber of commerce
i obv mean the Branding when talking about product π
but only in your "field"
Ah, okay then π
but yeah. bad wording on my end
if you sell appels under the name of Microsoft its no issue, but if u distribute/make software then it is
What are the chances of a big game company like epic games for example buying a project made by one person?
small, forgot it
slim
Epic doesn't buy projects, to start with.
need to be 1 in a 10 million with epic proportions of viralness
maybe epic works like that, but he asked big game company like epic games
or just the IP but lets be realistic here... hehe
@plush yew Epic has been offering nice exclusivity deals - what you may think of here - to games that have multiple tens of thousands wishlists on Steam, so start there.
If you only manage to have 10,000 wishlists, you might still make a bit of money
If you get to 100, well, you'll have learned about game dev
buying/selling IP's is not something unheard of without buying that whole studio out
Yeah. But those are huge IP's
When the IP is called Halo, maybe
not just random indie ones
What if it was a project that yields a lot of money? Companies interested?
Probably not
Projects are almost never sold
Companies are, when they have valuable workers
why would you sell a project that makes a lot of money?
sorry
If you're looking to make money in games, tbh, you're in the wrong industry
Very likely that working at McDonalds is more financially rewarding
^
How to start in game dev in 5 steps:
- Forget your game idea, start with something smaller. When you're ready for your first game idea, you'll realize how unrealistic it is.
- Forget about getting rich by it. You fail 100's times and then a thousand more.
- Approach it like a hobby that will consume your life.
- If you haven't quit yet, you'll stop enjoying it if you don't lose focus on money.
- You made it till here? Grats, you are a game dev now.
And even if you're working for an big studio... you won't make huge money most likely. Just keep that in mind.
If you're mostly into making cash.. dont do game dev
I don't care about money, I just wanted to know how everything works and how is the market
The market is like the porn industry, just too much of it
Steam has ten thousands of games that haven't been played for even a second in total
I dunno. market = people in a nutshell. And people want 30+ games per day to feed their consumer needs.
I want to finish a project until I am 18 to work in a studio
then do it
you don't have to complete a whole game tho. Just focus on one aspect you really want to work as.
only one stopping you is yourself
define "whole" game though, Asteroids is a whole game but so is Skyrim π
one can be done in 1 or 2 days, the other would take ages doing alone
@plush yew The market is like this : 90% of indie games make a zero or negative amount of money after years of work
9% of them make some amount of money, sometimes even livable
Focusing on one aspect will most likely greatly raise your chances of being hired in an industry that has like hundreds of applicants per open position.
1% are actually successful
"occupy the 1%!"
I just want to be able to work in a studio, then I think of bigger things
then focus on one aspect
Are you following any related studies to game development?
like 3D Artist e.g
Tools ? Multiplayer code ? 3D art ? Textures ? Sound ? Music ? Business ?
programming, graphic design and stuff?
in games @cloud cobalt
Which part ?
lol
we get that...
Games are 200 different jobs
which position you want to work as?
I thought we were here to talk about shoes
design @cloud cobalt
Game design is the most crowded field, the most wanted, and the least needed
Literally everyone wants to design games
its also the most vague one hehe
"design" is too vague imho
what would be the best option?
totally depends on the most specific task you want to fulfill
Test games ?
Sell copies ?
Author sound ? Voice acting ?
"Deciding what the game is like" is not a career path
I want to design door levers
it's an end state
People who've consistently had great ideas and great awareness of game mechanics for multiple projects end up working on game design because they're trusted
I mean, people aren't going to hire you to design the next Call of Duty
notices how the #game-design channel is gone
Do someone know XSolla?
the payment thingy?
yes
Is it good?
frankly, you should develop your project first. Well, actually learn how things work comes first.
then you can think about xsolla and such
@plush yew I'm not going to be telling you how to run your career, but consider this : try finding a career path that intersects games and non-games stuff. If you can land a job writing level editing tools for the next Just Dance title, great ! If not, you can get a 30% higher paying job writing banking software
Obviously some career paths like 3D art are more specialized
UE4 doesn't mean GameDev either.
^
You can be a full on 3D Art person, knowing UE4 in and out and work for the rest on your live on UE4 without ever touching games.
i'm using ue4 mainly for arch vis
E.g. there are a lot of companies that utilize UE4 for ArcViz to show their own clients what their houses and appartments would look like.
Im sure that non-game devs that work with UE4 sometimes mess around and make a mini game to relax a moment :d
thats a given isn't it?
well i have thought of messing around to make nsfw stuff in it LOL
imagine if there would be the option to be gamedev not using ue4 π
Actually, most of these non-game dev companies have no internal UE4 dev.
They hire them from outside.
So no, they do not touch games.
its not that hard to make something shoot something else
For them UE4 is just a tool
I just find UE4 more fun than any other game? :V
it's not a game tho
also: being focused on just UE4 is a very bad choice to make if you want to make a living in game dev.
i got to know UE4 coz i used to play the unreal tournament games
I only know UE4 because 3 years ago someone told me it was free and I just went on it on a impulse thought π
haha
I'm only focused on UE4 and I live quite well from it. Really depends on what you do and then also needs some luck, as always.
I really like to create games, I started creating games at 9 years old, by Blender, but I spent a few years without a computer because it failed and had no money to buy another.
That said, I do plan on looking into Unity at some point hehe
Imo, Unreal engine needs to focus on reducing technical debt, c++ compiling times and files and app sizes
#career-chat might actually be better for this discussion :P
Well despite Pillows last post :D
when it was released, UE4 had an advantage over unity with it's superior renderer... now unity has been catching up
@regal mulch Yeah. Not saying it can't work out in certain cases. But in general it's better to have exp with other tech ... i mean hopefully you know what i mean...
I looked into a lot of rendering and shader stuff lately and things that are either really annoying to make in UE4 or not at all possible are so easy in Unity.
unity has almost the same rendering capabilities as UE4 but is also more scalable and lightweight to work with
and its a mess once you get to work with its code π
no it's not
that's one of the reason why it's an industry standard
unity c# is a dream to work with
i know its super hacky from people who have sourcecode access
but the vast majority of devs don't have or need src access
the huge drawback of unity isn't messyness but performance, esp on consoles
right. doesn't change the fact its hacked together tho
And UE4's Source isn't?
but that's likely to be solved with they new ECS system, engine rewrites and scriptable render pipeline
in comparsion its clean..according to the guys...i haven't had a look at unitys source myself
as i dont work for them hehe
so honestly, I'd be a UE4 decision maker person... I'd focus on making it leaner asap
yeah they always have to add new features all the time
( or not, actually )
I don't understand what's the point for them to focus on these ridiculous buisness to buisness things
like with real time architecture and all that
maybe it's a good idea that they do that... but it's completely beyhond me
to broaden their market.
yes but those niche markets seem minimal compared to fortnite and all the licensed games
I also don't know how and if they can reduce engine size and improve it's compile speed
I haven't played with live coding that much yet
You could just get rid of all the things you don't need from source. That would make it "leaner".
I'm unsure if things are not "needed"
Marc Rogerson suggested that plugins could be compiled separately from the engine, that's brilliant
If they were minimal/irrelevant for the buisness model Epic has in mind there would be no efforts made.
Yeah, for some things, but some things may obviously not be needed. It's more or less what Epic would do if they had an official "lean" version.
Olento suggested that blueprints ( that are text internally ) could be opened with visual studio and worked from there, that's brilliant as well
^ almost nothing to do and that would be a huge improvement
I have wondered why Epic even releases UE4 to the public. Surely that 5% (and less) liscensing fee is not worth it.
releasing it is no effort, makes them free bugfixes and still many more licensed games
@dim plover it absolutely is worth it
It was their main source of revenue for decades
I did not know that.
Tim Sweeney has given sales figures explaining that UE4 has been bringing much more money since being released
custom license tho π
Yeah, sure
if they're smart haha
ye they pay 30% :d
if they're smart
PUBG apparently didn't have a custom liscense for a long time.
So they paid the full 5%. π
or made custom agreements
so they had full fortnite money and 5% pubg money
this is how you do business
even your competition has to pay you
UE3 was printing money in the previous gen, too
i dont think they're competition
Literally every AAA console title
prolly not at the same scale tho
pubg is mos def competition for fortnite
UE3 was super strong yeah.
they pay royalties to UE4, how is it competition?
that's the perk of being open, you can get 5% of every game revenue...
either way epic is banking
I heard that Fortnite's release actually didn't really mess with PUBGs userbase at all.
Apparently PUBG's Steam charts stayed steady.
because pubg and fortnite are taking players from each other due to being similar. I mean it's not rocket surgery
Well, Bluehole are asshole, like how they stole source code from NCSoft and used it for TERA
Imo, UE4 new steps should be 1) making engine plugins optional and separately compiled to reduce engine size and compile time
Β―_(γ)_/Β―
and 2) making blueprints workable with visual studio ( Marc & Olento 's suggestions )
They have been making compile times shorter.
honestly I've never seen smaller compile times
And... Sweeney did talk about an intermediate scripting language. But that probably won't happen soon, if ever.
if you use tiny fonts, you can get smaller compile times π
but ngl would love some .net C#
no python doesn't do it because it's not nativizable and python syntax is bad for big codebases
sure, but you wouldn't want to, either
they did bought the skookum guys. I dunno if they're working on a new script language tho
"intermediate scripting language"
I'm enjoying this actual Unreal Engine chat in #ue4-general, lol
Tim sweeney is always talking about language taxonomy, syntax and every minor simplistic problem he can find in language
This is a rare sight indeed
I really wonder what the reasoning behind BP's being non-text-editable was. π¦
whereas the topic should be performance, decreasing codebase lenght and compile times
@dim plover I kind of get it
@dim plover blueprints are a sad joke
Unrealscript sucked
it did
but nontheless, blueprints are saved as binary files, which means they can be corrupted and cannot be diffed by version control systems
which is moronic
w/o having a coders time to put in
Programmers would rather have C++ than Unrealscript or stuff like it - way easier to integrate middleware or in-house algorithms
I mean I wouldn't call it moronic
Designers would rather have Blueprint
probably a good reason for them being serialized
There's no point serializing BP tbh
It won't be mergeable, or nicely editable in text
there's no reason for them to be serialized, and if there is, it's a design mistake and it should be fixed
It could Stranger
because it'd be trivial to transpile them from " blueprint text " to any civilized language
because once in VS there would be proper refactoring and occurence browsing tools
even if the BP text syntax is shite, it's a trivial problem
that being said, any in editor element is automatically copied as xml style text
hence you can copy paste bp nodes into a text doc and back again
yes because blueprints are text internally
-Can Someone Help Me WIth Mobile Interstitial Ads, It Wont Show :/
actors places in levels are the same
which is why they could and should be editable and workable in visual studio, just like c++
@radiant haven sorry I've no idea about that π¦
@rotund scroll that's funny, nice it's the case for editor data as well
well in any case
Does anyone know of a solution to footstep sounds that doesn't require collision with the ground to be enabled?
by putting it on an event in the animation on the frame where the foot hits the ground?
^
ohh thats brilliant. Thanks mate
you're welcome
How do I add a new notify I can't find it in the context menu
I'm in the event graph of the anim blueprint
Did you consult the Docs?
One google search a day, keeps frustration away: https://docs.unrealengine.com/en-US/Engine/Animation/Sequences/Notifies/index.html
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
how can i make a simple BP that will cycle between animations? like anim A, B, C, A, B, C, constantly looping through shorter animations, it's for background object
quick question. I saw c++ is way faster then bp, so If I convert my project to c++ with this tutorial https://wiki.unrealengine.com/How_to_Convert_a_BP/Content_Project_to_a_C%2B%2B_Project_in_8_Steps
will it benetif of the c++ performance ?
depends on what you're doing and how many instructions it creates
How to determine whether or not you should be using Blueprints or C++.
blueprint is less efficient cos it has to run through a virtual machine first
but if you have to ask that question, you should not be worrying about performance right now
if it isn't that many instruction sets, you have no reason to care
(ie, anything on tick)
oh
well then probably
only UMG will have a significant performance difference
but it uses like 10 different add force functions
if you replace its binding functions with setting values in UMG directly in c++ Tick
Tick isn't even that much of a problem, extensive/nester for loops are worse by far
hmm I havent set up an UMG yet
as the extra overhead of BP is per execuition wire your code runs through
rn performance is very good
but the forces vary a bit when I test it on low fps
feels like it adds less force then expected
if you don't multiply the amount of force applied with DeltaTime
that is very much what you'd end up with
yea but I use a fixed timestep
its a project I got from someone
ill probably play around with it
generally - if your performance doesn't become a problem, you don't want to worry about optimizations before all game mechanics are already in place
I see
I was asking this because of this video comparison with loops
bp was like 300 ms more then c++
so I thought that mite be the reason
I have no experience with coding whatsoever so I wanted to ask here
You can look into BP nativization.
https://www.youtube.com/watch?v=8gVixDglpQ4
Nativization makes the difference a lot less noticable
- Quick Timestamp for Results: [5:06] 2. Shameless plug - My "Loading Screen System" on the UE4 Marketplace: https://www.unrealengine.com/marketplace/loadin...
nativization is also kind of janky but the performance boost is hard to resist...
(in particular one should be aware of UE-44333 & UE-60482)
https://www.youtube.com/watch?v=flEtQBPtBTc the correct answer to this question was " prototype in bp first and then translate the bps to c++ " but I guess Allar needed an opportunity to say " shut up "
How to determine whether or not you should be using Blueprints or C++.
hey guys! so I wanna make like a menu system that may get quite complex, anyone knows a way or a tutorial or even a product that shows an elegant way to do that?
im an absolute noob at ue4 boys so could someone give me a hand with trying to implement some swinging animations? Any response or advice would be greatly appreciated!!
I have a problem with instance meshes.
In my level I have a foliage instance mesh more than 1 millions, for example; I have 100 trees, 100 rocks and 980.000 plants. When I remove one of them from trees, I have a huge FPS drop. I can understand this FPS drop if I try to remove a instance from plants as they have a huge amount of indexes, but even I interact with trees which I only have 100, I have this FPS drop. I cannot put those plants as a static mesh or vice versa because it wouldn't be much optimizated coice, but I can't have them if I can't fix this FPS drop issue either.
Also I have a building system which is using Hierarchical Instanced Meshes. I'm spawning those instances inside my BuildingActor. Even I spawn a new instance for my building parts, I still have a huge FPS drop. Do Unreal Engine calculate the instances on Landscape actor?
Here's my question.
Does Unreal Engine calculate all the instances in the level even I interact with trees which they only have 100?
How can fix this problem?
Who Is the best shader guy for arty stuff around ? :)
And in there somebody in London who would like to meet ? :)
I just love meeting strangers on the internet
off the internet too
nah just kidding
whats the actual point of using an interface ?
Gonna need some details on what you're asking @vast fossil
im just analizing some blueprints I got from the market, and watched some tutorials online, from what I understand is, they set values in that interface
why not just cast to that specific blueprint ?
Because you'd need to do it for every single class it supports
Maybe only one class hierarchy can ever be supported, in which case the interface is useless
hmm
so if many classes have that interface, with one change it changes all the classes at once ?
No
Interfaces are just a contract saying "I have these features"
Implementation is still in each class's Blueprint
Say you want an Actor and a Pawn to have a specific shared feature, like a complex damage system
You'd build a Damage Interface that both can use
rather then do "if pawn then cast and call pawn method, else cast and call actor method"
Heya folks, i am Looking for simple advice here.
After having success with smaller projects, i am just beggining my new main project after putting together dozens over dozens of assets. My project is gonna be huge (Well, it already is even before i have even begun). More details on project later, but its gonna be a Fantasy RPG Elders Scrolls + Dark Souls combat. Do anyone have some advice on file and folder organization? Im currently thinkin of using "Gamemakin UE4 Style Guide" i found on github as i find it very reasonable, but i wonder if thats the best and most up to date style and organization method. Before i build anything, i intend to organize all those assets as best as i can (mainly because there is a lot of them) and build my own assets on top of that organization, so it will make it easier to find help with something.
TLDR; --- Help me decide which style guide / folder planning to organize a huge Elder-Scrolls / Dark Souls Project with dozens assets which i already have.
Thanks all for reading, and have a good day!
@cloud cobalt i dont have permissions to write there ?
Check the pinned messages.
(in that channel)
@halcyon cave Allars styleguide is good, and in the end its always rather hard to get the best folderstructure.
per level? per monster? per biome? yadayada.
if you dont have much experience with this, you might want to write/draw down a outbranching structure and find out what could belong where.
mindmapping so to speak
put all the files in one folder and use filters and collections to find what you want π
chaotic neutral
Put this together all in blueprints. Credit to Aidan C for the inspiration and TheSunjayChand for the basis of the swinging physics (except the character rot...
jesus this was painful
does anyone know how i could implement an increase in the fov of my character as i gain velocity?
normalize velocity between 0..1 and apply it as a multiplier for the fov
@fierce tulip Thanks for the swift answer :)
Good thing i already have a planned outbranching structure in a excel doc, just need a few adjustments to fit Allar's. The amount of assets this time is quite intimidating compared to my other projects, and it can take half a hour to two hours to fix redirections in folders after moving some of those assets which could take couple hours or more. I am glad i thought to check if there was anything else that might be a definitive organizing method, so i only need to to this once.
Allars styleguide it is then.
@grim ore Actually thats not a terrible idea. It would make less of a fuzz everytime i had to add something new to the project. All those montly marketplace assets are very juicy. Too juicy not to take advantage of. Problably i will organize my assets using Allars style, and then all new marketplace content for the upcoming months i might just put them all on a single folder for simplicity sake, take what i need and mass delete the rest.
Chaotic Neutral indeed lol
Thank you for your advice, guys. I made up my mind. Wish there were some kind of rep system on discord, though.
so far it hasnt really been needed (i speak for myself on this)
we generally keep eachother rather in check, and if someone gives advice that is untrue, or needs some additional info people tend to jump in on it.
@grim ore Actually, collections could be a neat idea instead of physically moving all those shared assets. I might just make a organized parent-child collection structure and use that instead of folders.
Make sure your 3D software is set to use cm as units and that your scale when exporting is 1,1,1.
That's usually what causes it when looking at similar issues with e.g. blender
oh fixed, yeah it was a exporting issue from max
Question on .uasset files - is it safe to move these in windows explorer to get faster move times from one folder (where "AddToProject" from launcher app puts them) to a subfolder for better asset hierarchy? Or is there some metadata thats written to the .uasset file when a MOVE has transpired?
The references between assets could be killed by that
Best guess is to move them in UE4 and then always fix up redirectors
At least that's what I think :x
what's the correct way to increase a steam stat (incrementing achievement progress) with UE4? Using "WriteLeaderbordInteger" only seems to work for setting a stat, but not for incrementing a stat. do you manually have to keep track of the value, so store it and increment it and then set the stat using WriteLeaderbordInteger?
that only works if it keeps the same folder structure, and all the references with their folder structures.
and generally, only with basic assets, nothing bp
so go with Exi
"keeps the same folder structure" the parent folder would be the same
but i imagine cedric is probably right... i'm sure references are written in the .uasset file somewhere
as cryptic as they are
@regal mulch so you have to call "ReadLeaderbordInteger", get the value, increment it, and call "WriteLeaderbordInteger"?
Yes sir
Basically you can get then when they start the game.
If there is a mass call
And then increment them slowly, but as far as I know (and I know I read about that in the past) there is no increment function
We have our stats on a backend that we pull at the start of the game and we update Steam with that old value + whatever the user got
sounds liek you would want the WRITE function to be at the end of a match anyhow.... KDA/Kills/win/losses etc
e.g. +1 kill, or + 452 damage, whatever stat is incremented, we notify steam about old value + incrementvalue
ok, thanks! π
