#ue4-general

1 messages Β· Page 547 of 1

tame delta
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@sudden agate I see, I guess this is what the SteamVR plugin is

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since I've broken it quite a few times by editing some file that was used in other projects

regal mulch
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I guess if you really only use one Engine Version then that is indeed a solution.

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We have several projects with different versions and keeping a sort of template uptodate for all of them is a nightmare

tame delta
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I reckon updating to a new engine version (once the core assets are updated) would just be a matter of reimporting stuff

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it's a VR project to display special machinery to clients, I'm making a new project for every machine

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Because they all bring UE4 asset system to its knees

regal mulch
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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?

tame delta
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Hmm hopefully, well now to figure out how to make a plugin

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Thanks!

regal mulch
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You can do that in the Editor

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At the top, it gives you some templates

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After that you compile the plugin and move it to your engine/Plugins folder

plush yew
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can someone tell me why this piece of material causes the game to drop from 60fps to 1-6fps?

fierce tulip
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it shouldnt

plush yew
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yes should not

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it is a triplanar material

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for landscape

fierce tulip
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whats the whole setup and its configuration?

plush yew
fierce tulip
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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.

livid bolt
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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?

plush yew
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@cloud cobalt @sudden agate @mossy nymph @plush yew ty very much

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?

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ok

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My project has only mysteries ._.

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What does Unreal have against me?

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πŸ˜‚

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the material was supposed to be pure performance

fierce tulip
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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.

plush yew
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I'm sure it's the material

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wait

cloud cobalt
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You need to use profiling if you have performance issues

plush yew
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I think no one could explain it

cloud cobalt
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profile it

plush yew
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I don't know what you mean, sorry

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how would i do that?

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"profilate"

analog blaze
plush yew
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people

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I was able to solve the problem

analog blaze
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@plush yew I know

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Some people give weird replies

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They try to give you solutions for something you already defeated

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:p

fierce tulip
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profile it is a valid reply, when in doubt on why performance is an issue, use the profiler.

plush yew
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I solved without the help of profiling

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the method I did to solve was very simple

fierce tulip
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so what was the issue?

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the uncompressed goat videos? :p

plush yew
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unbelievable, the EU4 should not have such problems

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just recreated the material

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ue4*

fierce tulip
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you probably did not enable tesselation this time

analog blaze
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Wonder what update is major enough that Tim Sweeney will call it UE5

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since every update is big

placid arrow
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ugh

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time to remove the substance plugin again.

fierce tulip
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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.

placid arrow
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but we all know ue4 wasnt a complete rewrite, yes?

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more like a huge refactor

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πŸ˜‰

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i wonder what such a huge change to hardware/dx might be, because dx12/vulcan wasnt "it"

plush yew
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I believe UE5 will arrive when the meshes are not hollow

placid arrow
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hmm, what would be the use of such a feature?

fierce tulip
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udk had quite some limitations when it came to properly using later dx versions, along with how it used multicores

plush yew
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dust

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@placid arrow cutting objects

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I believe the meshes would be made by microparticles

analog blaze
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UE5 - Make games with just your mind

plush yew
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UE5 - meshes made of atoms

analog blaze
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not even funny because it is bound to happen

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future is bright and scary(in a good way)

plush yew
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scary is my bug material

placid arrow
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"dayum future, you scary!"

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@plush yew what youre describing really is a point cloud isnt it?

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with points inside the mesh as well as on its surface

plush yew
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yes but no how does it flow well to look realistic

serene birch
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if raytracing doesn't warrant an UE5, not sure what will in the short/medium term

plush yew
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thank you all bye

placid arrow
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@serene birch i have a feeling it will be something outside of graphical

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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

fierce tulip
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prolly whatever comes after x64 architecture

serene birch
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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

placid arrow
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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?

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basically a sequence of improbable events that roughly match the game world so he causes chaos and doesnt realise it

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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.

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i think image recognition isnt quite there yet to implement such a thing in realtime

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but it would be funny, perhaps extremely dangerous too

wary wave
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rendering technology and mobile hardware isn't there either, so...

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until someone can invent a transparent display that can darken a background pixel, there's not much you can do like that

cloud cobalt
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Put a camera on a VR headset and derive video from it ?

serene birch
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yeah we'll probably have first camera => screen AR stuff

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before a screen that masks

analog blaze
serene birch
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the logistics behind the later are insane

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how fast do you need the screen to be to mask correctly stuff without lag?

wary wave
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transparent OLEDs can't make background pixels darker

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so they rely on whatever is behind them being fairly uniform in colour / lighting as not to ruin the image

cloud cobalt
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Same problem as projectors in bright rooms.

wary wave
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aye

cloud cobalt
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Just like projectors, same answer, too

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Remove the exterior light, and display what you want to display

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VR headset with a really fast camera and insane display

placid arrow
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@cloud cobalt "Put a camera on a VR headset and derive video from it ?" <-- yes, i was thinking this

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but the point would be everything you see is the virtual world

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it just uses the real world as a positioning cue for game world objects

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so you might think youre walking through a cave with enemies in, youre walking through the london subway

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πŸ˜‰

calm widget
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anyone got a clue why my mesh turns invisible/ just dissapears when activating physics? works properly in the physics asset.

ember notch
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How i can check if the player is online he should do ... and if he is offline he should do ... ?

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I want to do a pause menu for offline & online

calm widget
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i uh?

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so, ragdoll goes shooting for the stars when activating physics.

sudden agate
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can someone tell me what the Atmosphere Sky Component could be used for in 4.24?

granite heron
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This is the second time I run into this issue, importing something from maya and its missing geometry

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Didnt find any answers last time

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has anyone had this issue before?

calm widget
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duplicate faces? checked normals? make sure it's manifold

rain moss
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hi devs i am trying to make a c++ project in unreal engine but i can't

calm widget
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3ds max got something called xview, maybe something similar in maya

granite heron
next badger
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@rain moss reason?

rain moss
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idk

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i tried to re-genrate the visual studios file but still the same error

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it says project could not be compiled. Try rebuilding from source manually

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and if i do

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then

calm widget
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did you update ue version after starting the project?

rain moss
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nope

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i'm using 4.16

next badger
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your project is 4.16, and your ue4 version is 4.16, and your visual studio is 2015?

rain moss
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no

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it is 2017

next badger
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well, that's probably the reason why

rain moss
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hmmm

calm widget
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@granite heron so normals seem fine?

rain moss
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i thought od dat too

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but 2015 sucks

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but i'll need to work with that

next badger
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hmm...epic says that 4.15 supported 2017
so i may be wrong here

granite heron
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Normals all pointing out

next badger
rain moss
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ya i think u are

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cause i searched and ppl say that it's not working

next badger
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@granite heron no overlapping geometry? like double faces?

granite heron
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nope

calm widget
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you could send it to me if you dont mind doing so

granite heron
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Yea sure, fbx file?

calm widget
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yeah

granite heron
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sent

next badger
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@sudden agate it's literally how it's called?

sudden agate
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whats the difference between Atmospheric Fog and Atmosphere Sky?

plush yew
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How long does Epic normally take to reply over launching for EGS?

next badger
tropic river
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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.

next badger
fierce tulip
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:p we need an Alexey bot that directs people to the right channels

next badger
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Amanda is the only Bott we need

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@fierce tulip i have a question about Cascade btw

fierce tulip
tropic river
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Ok @next badger πŸ™‚

weak hemlock
snow vortex
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@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.

weak hemlock
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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.

azure shore
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can anyone give me tips to make ue4 run as well as possible on my dreadful pc?

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and its not something Ive done in the project thats bad for performance or anything, it runs great in standalone

halcyon adder
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@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

azure shore
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so chances are I just have to put up with awful performance in that case

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ok so its saying it recommends 4 cpu cores

halcyon adder
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yeah ! In engine go to settings and pick low settings

azure shore
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I use all low settings and run in unlit

halcyon adder
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you have 2 cores Cpu that's why

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but it works with 2 cores

azure shore
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guess I need to somehow get 2 more shoved into my pc

halcyon adder
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is it a laptop ?

azure shore
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nah

halcyon adder
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you can upgrade the cpu and ram then

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the Gpu as well

azure shore
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yeah, I know I need to at some point I just have no idea where to start

ember notch
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I am making a game and the project is for pc. Should i make for the Android version a extra project?

halcyon adder
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start from upgrading your pc or buying new one ! it's painful to work on a laggy project

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@ember notch after you finish your game make an android version

azure shore
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oh I actually meant I dont know where to start with upgrading but I'll be learning at some point I guess

ember imp
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i'm having issues with smoothing groups when exporting fbx from blender, wheres the appropriate place to ask for help?

ember notch
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@halcyon adder Is it better to make a copy of this project or should i integrate Android in the pc project?

halcyon adder
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it's not hard youtube is full of tutorials go check what you exactly need !

ember imp
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i am not getting expected results after days of googling

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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

halcyon adder
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@ember notch go to your project folder copy it and rename it and work with that version

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what pc do you have ?

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@ember imp

ember imp
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ryzen 3800x. 2080ti, 32gb ram

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@halcyon adder

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blender on the left is completely smooth

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ue4 on the right is partially smooth

azure shore
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that probably wouldnt be noticeable with materials in game

ember imp
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normal maps dont work with this

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they need to be applied to the same normals they were baked for

halcyon adder
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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

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@azure shore what's your pc ?

azure shore
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what specifically

ember imp
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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

light vigil
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Anyone know how to get Navigation meshes to work with level streaming? I need different sub levels to have different meshes

halcyon adder
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@azure shore on windows search type dxdiag > Display

azure shore
grim ore
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that could technically be built in on an AMD APU soo... 😦

halcyon adder
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alright now go to task manager > performance take screenshot

grim ore
halcyon adder
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@ember imp it's on you to make it look similar

azure shore
grim ore
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yep APU

ember imp
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no this is a technical issue, not an art issue

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the smoothing groups are wrong

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and i can't find the solution

halcyon adder
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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

grim ore
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@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 😦

azure shore
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tell me about it

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but tbh I think even one of these parts I need will be expensive enough on its own

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and its so easy to mess up

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like you could pay too much for the wrong part, set it up wrong, screw up the pc in so many ways

halcyon adder
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@ember imp check the LOD in your mech

ember imp
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there is no LOD @halcyon adder its a default blender model for testing called suzanne the monkey

azure shore
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(wow I didnt know the monkey had a name)

abstract relic
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@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.

halcyon adder
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@azure shore the ram can be different you can check which one you have but the other parts are similar

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@ember imp i use Cinema 4D but the smoothing groups in unreal called LOD in mesh

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@azure shore what's you pc name exactly i'll check it for you

azure shore
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its a zoostorm quest

ember imp
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@abstract relic did both of those things before coming here

halcyon adder
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your ram is DDR3 SDRAM

azure shore
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hey I have a problem, theres a cel shader Im using but low resolution scale makes it look awful

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so is there any possible way to preserve its appearance with low res scale

ember notch
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Can someone help me with Advanced sessions?

halcyon adder
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I"m not sure if i can post a amazon link here 8gb Price: $23.74 + $8.48 shipping

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try to launch your game not play

azure shore
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yeah I said earlier it runs great in standalone

stiff spoke
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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

vocal flume
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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..

fierce tulip
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or some other hardware discord :p

vocal flume
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Ok thanks

midnight bolt
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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?

fierce tulip
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ue4 uses roughness, not spec (well it does, but not n the same way as you expect)

midnight bolt
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that's okay, i just want to get them all linked properly

azure shore
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tbh I cant get any materials looking good at all

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they all have awful shadows

midnight bolt
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i can only get diffuse from .mtl, and if i convert to fbx (too much work), it gives normal, but not specular

halcyon adder
azure shore
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I can fully light a room and make it look nice but then a player or enemy walks in and it looks awful

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how can I just fix the shadows on models

midnight bolt
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i have made master material with 3 parameters, but only diffuse gets attached

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dj, maybe lightmap resolution

azure shore
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Im not sure its that though

halcyon adder
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try to remove cast shadows in skylight

azure shore
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I dont even use skylights...

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all the lights in the map have cast shadows off

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god I hate lighting

halcyon adder
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do you use DirectionalLight ?

azure shore
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no

merry blade
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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!

azure shore
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in this map, they dont cast shadows

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yeah I know it looks awful but honestly I HATE lighting

halcyon adder
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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

azure shore
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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

fierce tulip
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practice, practice, practice. (by following guides and tutorials)

halcyon adder
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try to use skylight and DirectionalLight then

azure shore
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directional lights always look HORRIBLE idk why

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as theyre of course, directional, itll always leave one side of everything completely black

halcyon adder
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@merry blade Maya, 3DS max and cinema 4D the most popular

azure shore
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skylight however might help but then I cant make areas dark that I actually want dark

halcyon adder
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you can control the Direction of light tho

abstract relic
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@merry blade Alright. Since this is at least the third time you’ve ask. You don’t use voxels for rigging, general assets, and what not. Use blender, 3ds, maya, modo, etc for asset creation.

azure shore
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could I somehow make a skylight only affect models and not the map?

fierce tulip
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lighting channels

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and ies profiles

azure shore
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oh yeah

halcyon adder
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you can add a custom lighting for materials using substance

azure shore
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probably would need help with that though

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idek where to find the channels thing on skylight

halcyon adder
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substance is a software btw

ember notch
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How i can make that the text move with the player?

halcyon adder
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use 3D Widget

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check youtube

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@azure shore just click on the DirectionalLight and rotate it

azure shore
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I swear that didnt work before

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but I kinda wanna just use skylight instead

halcyon adder
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use them both

grim ore
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use 4 directional lights, one in each direction, and profit πŸ˜›

azure shore
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I did think of that once lol

halcyon adder
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lmao

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i just rotate it and i untick the cast shadow in skylight

azure shore
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but how do I make it only light meshes

halcyon adder
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for android i mean

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buy substance designer

azure shore
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yeah I cant do that

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I really dont wanna be messing around with outside programs too as well as learning all this ue4 stuff also I have no money

halcyon adder
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there is a free version for education i think

azure shore
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Im sure theres a simple way of doing this, I really dont want much from lighting, literally just for it to look OK

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I want the map to be lit by pointlights Ive placed around, and models to be lit by the lights and skylight

grim ore
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I think using the lighting channels should do that then, there are 3 of them.

halcyon adder
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and don't forget to build your lighting

calm widget
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@snow vortex hey, thanks for letting me know. i found out it was a similar problem. so it worked out nicely.

azure shore
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but I cant find anything about channels in the skylight

grim ore
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yep I was just checking for that and It doesnt have it 😦

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Directional and point lights do so hmm

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yep and it works like expected, I guess skylight is just ambient light so it's treated different

azure shore
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yeah just looked it up and theyre not supported for skylights

grim ore
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aww

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oh cool shadows are affected by the channels as well

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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

azure shore
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you know Im thinking having 6 directional lights and having the channels set up right is actually the solution

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so thanks for the idea lol

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this might finally be what Ive been trying to get

ember notch
azure shore
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I think this will end up looking odd though, if you go into really dark areas youll be light still

grim ore
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@ember notch is editable text a umg widget? perhaps get the string and convert it to an int

ember notch
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it's a text field

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it's work thanks

merry blade
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@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.

halcyon adder
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voxels characters are easy to rig

azure shore
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oh I was meaning to ask, lights that dont cast shadows have little to no impact on performance or anything right?

halcyon adder
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it should not affect the performance even if it's casted

azure shore
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awesome

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so if I want I can go crazy with em

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like thousands if I really wanted to

halcyon adder
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go easy on that AMD you have lol

azure shore
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hahah yeah, I'll try not to get carried away

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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

ember notch
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Is Blueprint scripting programming?

fierce tulip
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depends on who you ask and how stubborn they are :p

ember notch
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Because someone said it's not programming

fierce tulip
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see previous statement

tall pendant
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it takes the same logic as programming, in the back its code. so yea it is a form of programming.

halcyon adder
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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

tall pendant
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But it's limited for some cases.

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code can be much cleaner e.g

fierce tulip
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im sure there is a forum/reddit/chat somewhere non-stop debating that, and how much faster code is vs bp :p

grim ore
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what is programming? Is it making something do something by doing something to make it do something? if so then yes it is programming.

fierce tulip
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unless you mention html :p

grim ore
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can you make something do something in pure HTML? if so it's programming πŸ˜›

fierce tulip
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wait, in that case.. forced labor.. is programming :p

grim ore
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it's forced programming πŸ˜›

fierce tulip
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lol

warped tangle
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God between this topic and "what is floating point inaccuracy"..... lol

grim ore
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what is floating point inaccuracy?

warped tangle
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Refer back to any conversation on here that starts with "I want to make a 500km map" lol

fierce tulip
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or any "I just installed ue4, how make destiny? but more mmorpg?"

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even better if their next line goes "Itll be 19,99 and have a kickstarter"

grim ore
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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

fierce tulip
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play destiny, record it, output images. use photogrammetry software to create models

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:p

grim ore
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I think there is software that can capture the models and such when they are in memory isnt there?

fierce tulip
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i know, just adding extra steps

grim ore
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ah, can't make it too easy I guess

warped tangle
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LOLOLOL

tall pendant
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any tuts on making a cod-like game? alex

grim ore
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yep virtus has some

warped tangle
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Or my favorite guy, "can somebody tell me how to export assets from COD"

midnight bolt
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can anyone tell me how to export assets from COD

halcyon adder
#

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

fierce tulip
#

and back to ignant gamedev we are

warped tangle
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here we go

midnight bolt
#

;)

#

g r e y h o u n d

halcyon adder
#

go to settings in cod and press export lol

midnight bolt
#

thanks, that did the trick!

#

3d modellers hate this one simple trick

warped tangle
#

Can't remember when that was...but we had a good talk about ethics that day lol

halcyon adder
#

you may go to jail for that they are protected by copyrights

fierce tulip
#

also, bit borderliney (myself to blame)

halcyon adder
#

don't use anything from anyone

fierce tulip
#

so.. yea

midnight bolt
#

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

warped tangle
#

Omg it's happening again

midnight bolt
#

you dont see CSGO uploaders going to jail

warped tangle
#

let's not

halcyon adder
#

u know even cheating on some games takes you to jail ! so stealing assets will do that as well

#

or logos songs any content

midnight bolt
#

i would download a car, if i could

halcyon adder
#

free models ?

fierce tulip
#

technically, you could download a car model

#

exporting though :p

#

anyways, back to ue4 topics :p

halcyon adder
#

yeah you can use the free models on websites but you should ask about the business use for those assets

grim ore
#

isnt this a UE4 topic? it seems to come up every day in here anyways lol

warped tangle
#

^

#

Needs it's own channel, #Ethics

midnight bolt
#

we need #cod-porting ;)

grim ore
#

I think we are supposed to use #lounge for all the "grey" area stuff lol

warped tangle
#

Yeah I know that's what that's for....but the lounge is usually just that, completely non-ue4 related stuff

grim ore
#

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"

midnight bolt
#

it sounds like new sky atmospheric model new physically-based

#

pretty self explanatory ;)

sudden agate
#

I've seen it in 4.24 already. It features Rayleigh scattering

tall pendant
#

still hoping for next gen physics stuff

grim ore
#

so is that the blue sky looking thing as part of the sky sphere?

tall pendant
#

so far chaos is..well. not that next gen

#

FEM or gtfo πŸ˜„

grim ore
#

and Screen Space GI, real time GI.. isnt that stuff people wanted?

cyan merlin
#

I can't wait to get a more physically accurate sky model

#

I hate using HDRI's they are so finnicky

grim ore
#

ooh wait, I can download .24 from master and probably test this stuff? to the source mobile!

warped tangle
#

lol!

grim ore
#

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

dim plover
#

Linked Anim BPs are pretty cool, I think.

grim ore
#

please give more info on them and what they are for πŸ™‚

dim plover
#
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?

grim ore
#

I think I need to learn about the sub instance system first lol, that was added in .23 right?

dim plover
#

I think 4.22.

grim ore
#

time to spend an hour mucking about with animations again it sounds like, I think the main flow for the anim graphs got upgraded

uneven fractal
#

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

grim ore
#

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?

uneven fractal
#

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

warped tangle
#

Famous last words

uneven fractal
#

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

grim ore
#

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 ^^

uneven fractal
#

sounds right

grim ore
#

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

uneven fractal
#

I mean you can do that in ue4 just not in blueprint

grim ore
#

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 πŸ˜›

uneven fractal
#

I mean nearly all of the common functions you use are actually c++ under the hood 🀷

grim ore
#

lol 99% of the time I am working in UE4 I completely forget you can even use something other than BP

uneven fractal
#

I haven't set up char saving using it though

grim ore
#

man 2 days to the indie days up in seattle

rustic panther
#

C++ is for nerds

uneven fractal
#

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

grim ore
#

whoo, instant multiplayer!

uneven fractal
#

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

gleaming creek
#

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 . . .

dim plover
#

What issue/bug?

gleaming creek
#

A BP bug where some data created in the construction script is not cleared when the script is re-run

grim ore
#

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"

wanton remnant
#

Do you know good UE4 Tutorials for the basics ?

grim ore
#

did you try the official UE4 channel, the official UE4 docs, the official UE4 learn website?

warped tangle
wanton remnant
#

Thank You IΒ΄ll try it

grim ore
#

hey I have a pair of hats just like that!

uneven fractal
#

huh I didn't realize you were that dude

warped tangle
sonic pagoda
#

anyone else have this glitch?

#

with enums in the engine

#

4.22.3

grim ore
#

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

uncut osprey
#

Is there a setting in the editor to make tooltips appear slower?

placid arrow
#

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.

meager copper
#

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)?

warped tangle
#

just put another instance of the actor in the scene?

meager copper
#

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

warped tangle
#

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?

meager copper
#

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

warped tangle
#

I know nothing about your game or the code running on it. So could you give some context? Your question is unclear

#

screenshots help

meager copper
#

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

warped tangle
#

Ok so I assume you're talking about an animated character/skeletal mesh actor of some kind then?

meager copper
#

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

ember notch
#

what is wrong on this command? open BattleMap?listen

peak crane
#

When Epic Online Services Will Be Available?

wary wave
#

nobody knows

scarlet birch
#

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

grim ore
#

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

ember notch
#

please help

#

What class should i show?

scarlet birch
#

@peak crane It looks like you can download it now, and setup a productID to use it at dev.epicgames.com.

brazen cairn
#

uh guys, after i packaged my game, it seems to be closing instantly when i press esc

#

how to not do that?

patent vortex
#

So there is no downside beyond a slight instability to enabling these two options right?

karmic vector
#

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? : (

ember notch
#

Can I use Steam login for a Android game?

#

πŸ€”

#

Is it allowed?

cursive kelp
fierce tulip
#

those are rookie negative numbers :p

halcyon adder
#

lmao how even

#

you need to download some shaders haha

ember notch
#

Is it allowed to make a game that is not on steam but on my website and that use Steam login or APIs?

grim ore
#

You would have to as Valve that question. I would assume not as you need the valid steam id and such

cosmic matrix
#

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

ember notch
#

@grim ore Do you know which Ticket category?

grim ore
#

I do not know

#

HAve you tried enabling collision on the particles @cosmic matrix?

cosmic matrix
#

no cause it s a particule volume (rain)

#

maybe i should

#

I don t understand anything with particule to be honest ^^

#

@grim ore

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)

cosmic matrix
#

yeah i see

#

thx

#

Where do you come from @grim ore ?

grim ore
#

?

cosmic matrix
#

Country?

grim ore
#

ah, USA

cosmic matrix
#

oh ok ^^

fierce tulip
#

there's many documentation on how to properly implement rain, even if you simply google "ue4 no rain inside"

plush yew
#

UE4 crashes every time I try to add a variable to the state machine, any ideas?

cosmic matrix
#

@fierce tulip not a lot i don t find what do i need

fierce tulip
#

google: ue4 no rain inside
many of the first few hits are even detailed explanations on what you need to do

#
plush yew
#

Really confused

#

happens every time

#

ideas?

fierce tulip
#

no clue :/

cosmic matrix
#

@fierce tulip thx seams 2nd fit what do i need at first look

wary wing
#

@plush yew What about if you compile the BP after adding the variable, before trying to drag it on?

plush yew
#

im not trying to drag it on

#

I am trying to change the type

wary wing
#

Oh

#

Sorry thought all the mouse movement was indicating dragging in into the middle

plush yew
#

But yeah, tried now and same happens

wary wing
#

What does the crash log have to say?

#

And can you change the type using the selector in Details?

plush yew
#

nope

#

can't..

#

Seriously annoying, can't do my animations

wary wing
#

Does it happen on all anim BPs?

plush yew
#

only have 1

wary wing
#

Perhaps make another and see if happens there too?

#

Is it a source engine build you're using?

uneven fractal
plush yew
#

@wary wing Yeah happens on all of the BP's

#

even the default one

wary wing
#

@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?

plush yew
#

kk fixed that but..

#

no idea what I did wrong tbh

#

but this doesn't seem right

misty creek
#

Your problem appears to be root motion

plush yew
#

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?

polar hawk
#

profile

marsh swallow
#

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?

grim ore
#

the original BP assets, no. it's a process when it is packaging it

marsh swallow
#

okay

#

does it normally cause issues?

#

or is it rather reliable

plush yew
#

How can I trim an animation in UE4?

jovial maple
#

hey guys,sup? Under the Physics window of a mesh, how do I hide the capsules when simulating selected?

lavish oriole
#

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

plush yew
#

i got pinged who pinged me

#

tell me a good setup for creating games

#

and a median setup

buoyant hound
#

Hello, which channel can i ask a detailed reason why didn't implemented the distance field on the ES3.1?

plush yew
brazen cairn
#

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

plush yew
#

How would I register a game as officially mine?

oblique tangle
#

could someone help me out with animations? absolutely suck with them aha

half spade
weary basalt
#

Take a read of the #more-resources channel, it has instructions on how to interact with the @plush yew to post Listings.

half spade
#

cool thanks

loud knoll
#

@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.

oblique tangle
#

can i export the ue4 mannequin to maya to animate it?

warped tangle
#

right click, asset actions, export

cursive compass
#

Hello!

#

I'm new here. Am I allowed to post a trailer of my team's game?

leaden mauve
#

#work-in-progress or #released @cursive compass

cursive compass
#

wip

leaden mauve
#

Those are 2 channels in the "Share your work"-category

#

It's in either of those you can post it πŸ™‚

cursive compass
#

Thanks πŸ™‚

leaden mauve
#

np looking forward to seeing it πŸ‘

leaden mauve
#

Looks good @cursive compass ! πŸ˜„

cursive compass
#

Thanks a lot! \m/

plush yew
#

people

#

How can I register a game as officially mine?

cloud cobalt
#

There is no such thing

#

Anything you create is yours, automatically

#

aka copyright

tall pendant
#

the question is too vague imho

#

What do you exactly mean by register a game as your own?

plush yew
#

@tall pendant copyrighted

cloud cobalt
#

@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

plush yew
#

I got it, thanks

tall pendant
#

copyright yes. trademark no.

cloud cobalt
#

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

whole quarry
#

Isnt the trademark the company name?

tall pendant
#

Yeah. That was my question. If its just the rights to the content he/she creates it's covered by copyright law by default.

cloud cobalt
#

@whole quarry Both

#

Trademark is ... the name of a "brand"

tall pendant
#

however if "Game" means the product it's likely trademark law

cloud cobalt
#

Products can't be trademarked

whole quarry
#

In the case of TM company name, its auto protected in your country by registering it as the chamber of commerce

tall pendant
#

i obv mean the Branding when talking about product πŸ˜›

whole quarry
#

but only in your "field"

cloud cobalt
#

Ah, okay then πŸ˜›

tall pendant
#

but yeah. bad wording on my end

whole quarry
#

if you sell appels under the name of Microsoft its no issue, but if u distribute/make software then it is

plush yew
#

What are the chances of a big game company like epic games for example buying a project made by one person?

whole quarry
#

small, forgot it

tall pendant
#

slim

cloud cobalt
#

Epic doesn't buy projects, to start with.

whole quarry
#

need to be 1 in a 10 million with epic proportions of viralness

tall pendant
#

They would buy a Studio incl IP etc

#

not single projects

whole quarry
#

maybe epic works like that, but he asked big game company like epic games

tall pendant
#

or just the IP but lets be realistic here... hehe

cloud cobalt
#

@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

whole quarry
#

buying/selling IP's is not something unheard of without buying that whole studio out

tall pendant
#

Yeah. But those are huge IP's

cloud cobalt
#

When the IP is called Halo, maybe

tall pendant
#

not just random indie ones

whole quarry
#

The chances are bigger to win a random lottery though

#

(also a lot less work :E)

plush yew
#

What if it was a project that yields a lot of money? Companies interested?

cloud cobalt
#

Probably not

#

Projects are almost never sold

#

Companies are, when they have valuable workers

whole quarry
#

why would you sell a project that makes a lot of money?

cloud cobalt
#

^

#

You should probably asking more direct questions tbh

plush yew
#

sorry

cloud cobalt
#

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

tall pendant
#

^

cloud cobalt
#

Working on your own game, I mean.

#

Working for Epic on Fortnite is more rewarding

whole quarry
#

How to start in game dev in 5 steps:

  1. Forget your game idea, start with something smaller. When you're ready for your first game idea, you'll realize how unrealistic it is.
  2. Forget about getting rich by it. You fail 100's times and then a thousand more.
  3. Approach it like a hobby that will consume your life.
  4. If you haven't quit yet, you'll stop enjoying it if you don't lose focus on money.
  5. You made it till here? Grats, you are a game dev now.
tall pendant
#

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

plush yew
#

I don't care about money, I just wanted to know how everything works and how is the market

whole quarry
#

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

tall pendant
#

I dunno. market = people in a nutshell. And people want 30+ games per day to feed their consumer needs.

plush yew
#

I want to finish a project until I am 18 to work in a studio

whole quarry
#

then do it

tall pendant
#

you don't have to complete a whole game tho. Just focus on one aspect you really want to work as.

whole quarry
#

only one stopping you is yourself

#

define "whole" game though, Asteroids is a whole game but so is Skyrim πŸ˜›

#

one can be done in 1 or 2 days, the other would take ages doing alone

cloud cobalt
#

@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

tall pendant
#

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.

cloud cobalt
#

1% are actually successful

whole quarry
#

"occupy the 1%!"

plush yew
#

I just want to be able to work in a studio, then I think of bigger things

cloud cobalt
#

Okay, so

#

What do you want to work on ?

tall pendant
#

then focus on one aspect

whole quarry
#

Are you following any related studies to game development?

tall pendant
#

like 3D Artist e.g

cloud cobalt
#

Tools ? Multiplayer code ? 3D art ? Textures ? Sound ? Music ? Business ?

whole quarry
#

programming, graphic design and stuff?

plush yew
#

in games @cloud cobalt

cloud cobalt
#

Which part ?

whole quarry
#

lol

tall pendant
#

we get that...

cloud cobalt
#

Games are 200 different jobs

tall pendant
#

which position you want to work as?

whole quarry
#

I thought we were here to talk about shoes

plush yew
#

design @cloud cobalt

tall pendant
#

which design?

#

Game Design, Level Design?

whole quarry
#

char design, level design, weapon design, audio design, ui design?

#

😐

cloud cobalt
#

Game design is the most crowded field, the most wanted, and the least needed

#

Literally everyone wants to design games

tall pendant
#

its also the most vague one hehe

whole quarry
#

"design" is too vague imho

plush yew
#

what would be the best option?

cloud cobalt
#

There isn't one

#

What do you want to do ?

#

Write code ?

#

Do textures ?

whole quarry
#

totally depends on the most specific task you want to fulfill

cloud cobalt
#

Test games ?

#

Sell copies ?

#

Author sound ? Voice acting ?

#

"Deciding what the game is like" is not a career path

whole quarry
#

I want to design door levers

cloud cobalt
#

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

whole quarry
#

notices how the #game-design channel is gone

ember notch
#

Do someone know XSolla?

velvet finch
#

the payment thingy?

ember notch
#

yes

velvet finch
#

i used it a really long time ago

#

what about it?

ember notch
#

Is it good?

velvet finch
#

its eh okay from my exp

#

i heard they accept payment in bitcoin now or something

tall pendant
#

frankly, you should develop your project first. Well, actually learn how things work comes first.

#

then you can think about xsolla and such

cloud cobalt
#

@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

regal mulch
#

UE4 doesn't mean GameDev either.

velvet finch
#

^

regal mulch
#

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.

velvet finch
#

i'm using ue4 mainly for arch vis

regal mulch
#

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.

whole quarry
#

Im sure that non-game devs that work with UE4 sometimes mess around and make a mini game to relax a moment :d

tall pendant
#

thats a given isn't it?

velvet finch
#

well i have thought of messing around to make nsfw stuff in it LOL

tall pendant
#

imagine if there would be the option to be gamedev not using ue4 πŸ˜„

regal mulch
#

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.

whole quarry
#

its not that hard to make something shoot something else

regal mulch
#

For them UE4 is just a tool

tall pendant
#

same for game studios working with ue4 tho hehe

#

UE4 is infact just a tool

plush yew
#

I just find UE4 more fun than any other game? :V

tall pendant
#

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.

velvet finch
#

i got to know UE4 coz i used to play the unreal tournament games

cloud cobalt
#

@plush yew Then do it for fun

#

Like most indies really

whole quarry
#

I only know UE4 because 3 years ago someone told me it was free and I just went on it on a impulse thought πŸ˜›

velvet finch
#

haha

regal mulch
#

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.

plush yew
#

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.

regal mulch
#

That said, I do plan on looking into Unity at some point hehe

lime cobalt
#

Imo, Unreal engine needs to focus on reducing technical debt, c++ compiling times and files and app sizes

regal mulch
#

Well despite Pillows last post :D

lime cobalt
#

when it was released, UE4 had an advantage over unity with it's superior renderer... now unity has been catching up

tall pendant
#

@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...

regal mulch
#

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.

lime cobalt
#

unity has almost the same rendering capabilities as UE4 but is also more scalable and lightweight to work with

tall pendant
#

and its a mess once you get to work with its code πŸ˜„

lime cobalt
#

no it's not

#

that's one of the reason why it's an industry standard

#

unity c# is a dream to work with

tall pendant
#

i know its super hacky from people who have sourcecode access

lime cobalt
#

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

tall pendant
#

right. doesn't change the fact its hacked together tho

regal mulch
#

And UE4's Source isn't?

lime cobalt
#

but that's likely to be solved with they new ECS system, engine rewrites and scriptable render pipeline

tall pendant
#

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

lime cobalt
#

so honestly, I'd be a UE4 decision maker person... I'd focus on making it leaner asap

regal mulch
#

But making it cleaner gives no $$$

lime cobalt
#

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

tall pendant
#

to broaden their market.

lime cobalt
#

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

dim plover
#

You could just get rid of all the things you don't need from source. That would make it "leaner".

lime cobalt
#

I'm unsure if things are not "needed"

#

Marc Rogerson suggested that plugins could be compiled separately from the engine, that's brilliant

tall pendant
#

If they were minimal/irrelevant for the buisness model Epic has in mind there would be no efforts made.

dim plover
#

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.

lime cobalt
#

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

dim plover
#

I have wondered why Epic even releases UE4 to the public. Surely that 5% (and less) liscensing fee is not worth it.

rotund scroll
#

the flourish of invention

#

presumably

lime cobalt
#

releasing it is no effort, makes them free bugfixes and still many more licensed games

cloud cobalt
#

@dim plover it absolutely is worth it

#

It was their main source of revenue for decades

dim plover
#

I did not know that.

lime cobalt
#

Tim Sweeney has given sales figures explaining that UE4 has been bringing much more money since being released

cloud cobalt
#

Imagine 5% of PUBG money

#

That's just one title

tall pendant
#

custom license tho πŸ˜„

cloud cobalt
#

Yeah, sure

tall pendant
#

if they're smart haha

whole quarry
#

ye they pay 30% :d

cloud cobalt
#

if they're smart

dim plover
#

PUBG apparently didn't have a custom liscense for a long time.

#

So they paid the full 5%. πŸ˜‚

cloud cobalt
tall pendant
#

or made custom agreements

rotund scroll
#

so they had full fortnite money and 5% pubg money

#

this is how you do business

#

even your competition has to pay you

cloud cobalt
#

UE3 was printing money in the previous gen, too

whole quarry
#

i dont think they're competition

cloud cobalt
#

Literally every AAA console title

lime cobalt
#

prolly not at the same scale tho

rotund scroll
#

pubg is mos def competition for fortnite

tall pendant
#

UE3 was super strong yeah.

whole quarry
#

they pay royalties to UE4, how is it competition?

lime cobalt
#

that's the perk of being open, you can get 5% of every game revenue...

whole quarry
#

either way epic is banking

cloud cobalt
#

Bluehole does think it's competition

#

Since Epic killed their title

#

πŸ˜›

dim plover
#

I heard that Fortnite's release actually didn't really mess with PUBGs userbase at all.
Apparently PUBG's Steam charts stayed steady.

rotund scroll
#

because pubg and fortnite are taking players from each other due to being similar. I mean it's not rocket surgery

whole quarry
#

Well, Bluehole are asshole, like how they stole source code from NCSoft and used it for TERA

lime cobalt
#

Imo, UE4 new steps should be 1) making engine plugins optional and separately compiled to reduce engine size and compile time

whole quarry
#

Β―_(ツ)_/Β―

lime cobalt
#

and 2) making blueprints workable with visual studio ( Marc & Olento 's suggestions )

dim plover
#

They have been making compile times shorter.

lime cobalt
#

honestly I've never seen smaller compile times

dim plover
#

And... Sweeney did talk about an intermediate scripting language. But that probably won't happen soon, if ever.

rotund scroll
#

python is in

#

I guess that's as intermediate as it gets

whole quarry
#

if you use tiny fonts, you can get smaller compile times πŸ˜‰

rotund scroll
#

but ngl would love some .net C#

cloud cobalt
#

Python isn't in ?

#

Except for tools

rotund scroll
#

well it is in the editor

#

you can write in it

lime cobalt
#

no python doesn't do it because it's not nativizable and python syntax is bad for big codebases

cloud cobalt
#

For tools

#

You can't write your multiplayer code in Python

rotund scroll
#

sure, but you wouldn't want to, either

tall pendant
#

they did bought the skookum guys. I dunno if they're working on a new script language tho

cloud cobalt
#

"intermediate scripting language"

lament saddle
#

I'm enjoying this actual Unreal Engine chat in #ue4-general, lol

lime cobalt
#

Tim sweeney is always talking about language taxonomy, syntax and every minor simplistic problem he can find in language

abstract relic
#

This is a rare sight indeed

dim plover
#

I really wonder what the reasoning behind BP's being non-text-editable was. 😦

lime cobalt
#

whereas the topic should be performance, decreasing codebase lenght and compile times

cloud cobalt
#

@dim plover I kind of get it

lime cobalt
#

@dim plover blueprints are a sad joke

cloud cobalt
#

Unrealscript sucked

lime cobalt
#

it did

cloud cobalt
#

And Blueprint is loved by non-tech devs

#

It's just great tech

tall pendant
#

or game designers πŸ˜›

#

super easy to prototype ideas

lime cobalt
#

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

tall pendant
#

w/o having a coders time to put in

cloud cobalt
#

Programmers would rather have C++ than Unrealscript or stuff like it - way easier to integrate middleware or in-house algorithms

rotund scroll
#

I mean I wouldn't call it moronic

cloud cobalt
#

Designers would rather have Blueprint

rotund scroll
#

probably a good reason for them being serialized

lime cobalt
#

it absolutely is moronic @rotund scroll

#

because blueprints are just text

cloud cobalt
#

There's no point serializing BP tbh

#

It won't be mergeable, or nicely editable in text

lime cobalt
#

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

rotund scroll
#

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

lime cobalt
#

yes because blueprints are text internally

rotund scroll
#

well everything is

#

at least when it's open in engine

radiant haven
#

-Can Someone Help Me WIth Mobile Interstitial Ads, It Wont Show :/

rotund scroll
#

actors places in levels are the same

lime cobalt
#

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 😦

#

@rotund scroll that's funny, nice it's the case for editor data as well

#

well in any case

thin tendon
#

Does anyone know of a solution to footstep sounds that doesn't require collision with the ground to be enabled?

whole quarry
#

by putting it on an event in the animation on the frame where the foot hits the ground?

lime cobalt
#

^

thin tendon
#

ohh thats brilliant. Thanks mate

whole quarry
#

you're welcome

thin tendon
#

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

tall pendant
#

Did you consult the Docs?

thin tendon
#

Doing that now

#

ohh I have to add it on the animation first then call it

whole quarry
midnight bolt
#

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

vast fossil
#

will it benetif of the c++ performance ?

hot imp
#

depends on what you're doing and how many instructions it creates

fierce tulip
hot imp
#

blueprint is less efficient cos it has to run through a virtual machine first

mossy nymph
#

but if you have to ask that question, you should not be worrying about performance right now

hot imp
#

if it isn't that many instruction sets, you have no reason to care

#

(ie, anything on tick)

vast fossil
#

the thing is, I use alot of ticks

#

with add force

hot imp
#

oh

vast fossil
#

ect

#

with alot I mean jsut 1 sphere

hot imp
#

well then probably

mossy nymph
#

only UMG will have a significant performance difference

vast fossil
#

but it uses like 10 different add force functions

mossy nymph
#

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

vast fossil
#

hmm I havent set up an UMG yet

mossy nymph
#

as the extra overhead of BP is per execuition wire your code runs through

hot imp
#

ideally, just try it and see if performance is acceptable

#

if not, convert and try that

vast fossil
#

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

mossy nymph
#

if you don't multiply the amount of force applied with DeltaTime

#

that is very much what you'd end up with

vast fossil
#

yea but I use a fixed timestep

#

its a project I got from someone

#

ill probably play around with it

mossy nymph
#

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

vast fossil
#

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

dim plover
#

You can look into BP nativization.

leaden mauve
lament saddle
#

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)

lime cobalt
gilded igloo
#

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?

oblique tangle
#

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!!

knotty summit
#

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?

coral folio
#

Who Is the best shader guy for arty stuff around ? :)

#

And in there somebody in London who would like to meet ? :)

cloud cobalt
#

This group is more for asking direct questions than finding people

rotund scroll
#

I just love meeting strangers on the internet

#

off the internet too

#

nah just kidding

vast fossil
#

whats the actual point of using an interface ?

cloud cobalt
#

Gonna need some details on what you're asking @vast fossil

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 ?

cloud cobalt
#

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

vast fossil
#

hmm

#

so if many classes have that interface, with one change it changes all the classes at once ?

cloud cobalt
#

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"

vast fossil
#

I see

#

thanks

halcyon cave
#

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!

coral folio
#

@cloud cobalt i dont have permissions to write there ?

dim plover
#

Check the pinned messages.

fierce tulip
#

(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

grim ore
#

put all the files in one folder and use filters and collections to find what you want πŸ˜›

fierce tulip
#

chaotic neutral

oblique tangle
#

jesus this was painful

#

does anyone know how i could implement an increase in the fov of my character as i gain velocity?

rotund scroll
#

normalize velocity between 0..1 and apply it as a multiplier for the fov

halcyon cave
#

@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.

fierce tulip
#

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.

halcyon cave
#

@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.

fierce tulip
#

id use best of both

#

you can always replace references of duplicates, etc

hasty osprey
#

way too large

regal mulch
#

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

hasty osprey
#

oh fixed, yeah it was a exporting issue from max

sterile grove
#

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?

regal mulch
#

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

fiery harbor
#

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?

fierce tulip
#

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

regal mulch
#

@fiery harbor Yes

#

Last time I checked you can only SET and not INCREMENT

sterile grove
#

"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

fiery harbor
#

@regal mulch so you have to call "ReadLeaderbordInteger", get the value, increment it, and call "WriteLeaderbordInteger"?

regal mulch
#

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

sterile grove
#

sounds liek you would want the WRITE function to be at the end of a match anyhow.... KDA/Kills/win/losses etc

regal mulch
#

e.g. +1 kill, or + 452 damage, whatever stat is incremented, we notify steam about old value + incrementvalue

fiery harbor
#

ok, thanks! πŸ˜„