#ue4-general
1 messages Β· Page 559 of 1
8-ish on my trade, general ue4 knowledge around 5
though, it depends on if I compare it to the best i know, or average pool
yeah, but even programming tutorials are videos now >.<
Picturing a template tutorial in video
the interesting thing is that the more professional people get the less they would overestimate themselves
maybe you should inverse axis on that chart for more accuracy π
you're gonna have to run that first sentence by me again
the more you know, the more you realize how much you dont know
ye
poor english luos
The peak should correspond to pros who are likely self-appointed pros.
how do i get trees and put them in my level ( im a complete noob
someone make a video tutorial
get a chainsaw, cut em down, drag em into your level.
"where to buy a chainsaw"
as for english,
my english gets worse the longer i live in the US
if you are a complete newb, try some of the beginning stuff on the learning tab in launcher
;d
lol
im at the "if I know there is an expert" and was thinking of @grave nebula XD
i want to build a house for my level and sme scenery around it. where can i get the textures. or should i make it myself
I answered that too
@plush yew
https://docs.unrealengine.com/en-US/Engine/QuickStart/index.html
https://worldofleveldesign.com/
Get up and running with the basics of the Unreal Editor.
Hundreds of tutorials for level design and game environment art. Tutorials include level design, UE4, UDK, CryEngine 3 SDK, Source Engine, 3D Modeling, Maya, game texturing and much more.
Allar, could it simply be that relevant videos on a topic are faster to find than scrubbing through forums or discord
it could be anything
π
this exercise has taught me very well that I shouldn't be making surveys or trying to correlate things
haha, ikr
surveys are hell, especially when you realize afterwards that you have asked wrong things and data is almost useless
It is 2019, people should consider that video tutorials consume much more bandwidth, and are not as environment-friendly as text ones.
lol anyone who took statistics in school beyond GED niveau π
I took some advanced statistics but
Search question in the poll should unmistakably point to flaws of documentation btw.
@grave nebula thats why I donate 30 trees a month
Aye, a strong resource would keep people in that resource
instead of bouncing between many
.... I would assume
why wouldn't you still use google
it will find results from both that resource and others
so it's always better
I can't speak for the masses but
maybe my google-fu is outdated but google gets worse and worse for me
if I'm learning most other things I generally stay within certain resource domains
for example
I'm learning Golang
and Golang makes it really easy to stay within Golang documentation for whatever I need
golang has great documentation
examples, everything youd expect
isn't google doing the search for golang? π
π
ayyyyy
lol
also, arduino stuff
I've found I can stay within arduino resources for a very long time without bouncing back to google
I tend to immediately get lost within epic documentation
the problem with UE is that you can have so many angles
you have programmers, artists, level designers, you name it
it's hard to have one bible for all of them
and if you have one, it's not specific enough for any one of them in terms of use
googling for very specific and advanced topics usually ends up being what it is best for, that being generic at best.
Majority responded that "There is a lot of documentation."
Majority also responded that "There isn't enough documentation."
how to i change the size of a cube? change scale?
statistics are all lie, you can get any numbers from it you want
and how do i decrease the size of the texture then
#philosophy
it's like saying that technology is good because it provides in what people want
ignoring everything else there is to it or wrong with it
I hope this slide shows that my analysis can't be taken too seriously
seeing how the website and learning section are in overhaul it could be useful
but there is a lot to say on those topics
i'm sure the brilliant EPIC minds have considered everything we said already lol
it's brilliant how fortnite, and others in the store, are both a good games and a demo showcase for UE
they have the opportunity to really do this thing right
it's all a matter of making sure people can hook into it, first easily, then increasingly more in depth
and the learning videos do exactly that
appeal to the professionals, provide to the beginners
from there on it just needs more density and coverage (broadness)on features and approach to get people capable to do whatever they want to do
biggest miss in all of this is the asset aspect of things
Video is probably the best format to address beginners because it's less threatening that a wall of text. It's just the least efficient format overall - it's way more work to build a proper video tutorial compared to text, it's almost impossible to update when the interface changes every few versions, and for experienced people who're looking for something factual quickly, skipping through the whole thing to find the three seconds of actual worthwile content is annoying
agreed... but it also makes more connections in the brain because it shows how things are implemented/used
like myself, i've been a programmer for 3 decades and have pretty good technical understanding of 'things 3d'
but i found UE as a whole hard to get into
I'd like to create a course that goes from wildly vague to wildly specific
For example I want to start out covering what a variable is by explaining Egyptian rope computers
haha π
i'm certain people would appreciate it
if on top of that too, you shows them how to use them in UE both in code and blueprint π
the latter is where things are broken for beginners
aye
I also want to do a series that takes a look at a single code commit
and go into great detail about it
basically like your latest livestream :p
yeee
there is a lot of information you can learn about the general systems by learning hyper-specifics
like multi broadphase pruning
personally i think going hyperspecific is the way to go
getting some megapack and trying to get oversight on that as an absolute beginner is useless
a lot of the streams and videos work towards a demo and people get exited, which is great for marketing
not for learning
they dont show the specifics enough*
'this is what you can do with UE'
'you can add a potion like so'
they install UE with a blank project thinking... what the...
Most of the time I end up looking at the source code
yea, good thing they added the archetypical templates
When I learned the gameplay ability system plugin I didn't have any other choice. Fortunately Dan made a super good doc about it so people won't have to do that anymore
Yup
@polar hawk i wonder what are the things that people mentioned they want to pass to Epic?
How does it work for big companies like Square Enix btw ? Does Epic send some employees to form them or something ?
relevant people stay in touch
same with intel going around for optimization and such
I see π
@next badger I'm saving combing thru those for last but they've already been passed to Epic in some regard
no death threats?
haha
BTW, google results are broken for docs now...irony
#define Majority Minority
more emphasis on supporting community making documentation and tutorials pl0x :p
roughly
instead of giving cryzen a grant
Also these slides are still subject to change based on deeper looks at data but
are mostly solid
it's harder to maintain a quality brand with 'community' contribution
great for filler and community building
points at unity
@polar hawk you probably should add a country of origin there, i think academics issue is specific to each country (my guess)
I didn't do any form of geolocation
or language
both of which have proven important
also remember only 300 people responded
Just worried about Do not want to prioritize API sources as a trigger to We can safely drop updating it, instead of a pointer to its flaws.
Aye
Luos if you want community videos you better have a voting/pruning system in place and make sure categorization is tight
ah
they already do community video stuff
but they are extremely strict
to the point where its no fun imho
not sure on the nda-ness of that list so cant share.
i would too if i attached my approved seal brand to it
@pearl sonnet to the point where I'd need to spend bleeploads of money to make a room soundproof? while I am doing this for free?
nein
π
Voice synthesis ftw.
yea.. if they would let the community have their way, 'unapproved' they better have a voting/pruning system
and make sure to mention that it's not necessarily EPIC quality π
oh right, and I could not even apply as I dont have hd monitors
only 4k <_<
and setting those to hd is eye ouch
ya lol
majority still uses 1080
and if its not the monitors then its the streaming aspect of things, bandwidth wise
after i have put my skeletal mesh into the level how do i pose it?
@polar hawk It would be great to see Mathew videos with official UE intro π
but can they see why kids love cinnamon toast crunch
xD
"Epic" quality...is that the one when the ue4 crashed in the middle of the stream?
lol
Be specific
β Try to avoid vague pronouns for engine specific terms, use full names
LINEAAAAAR INTERPOOOLAAAAATE
PARALAAAAX OCCCLUSSION MAAAPPPINNG
instead of lerp and pom
pom pom pom
pompadompom
lerpy pom
tomatos?
oh I loved this one btw
especially for vfx artists
"β Donβt use made-up words"
Mathew probably very fond of "PARALAAAAX OCCCLUSSION MAAAPPPINNG"
bet sweep is a term no?
if I cant use made up words, I cannot express vfx XD
Γt's like watching modeling videos
"this feels good" "that looks right"
from a nitpicky programmer POV that does not compute
"the scientific term for this is a religious summoning that has been answered by a holy deity, touching the targets their evil hearts convincing them to move onto the afterlife"
"Holy pew"
@hasty osprey You already have anims ?
If so go to the blueprint and choose the anim you'd like to use. Or create an animBP
having said that, the list of do's and donts is actually quite informative.
Is there an actual dictionnary of vfx terms somewhere ?
yeah, and programmers definitely not use words like "NANded", and "NULLed"
look at it this way
you either want to work under epic,
or you don't π
My list of do's and dont's varies with mood unfortunately.
@runic iron Glad is making one
Ah dope π
Hey! Many moons ago I started a thread on tech-artists.org where I wanted to collect useful realtime vfx knowledge in one place. It started out as a dictionary, but then I started collecting reference dumps, discussions from the Facebook group and so on. I was approached by s...
do it their way, which is clever
do it any way, they'll be happy for connecting the community
Thank you !
where are you pulling those outline tips from
epic's community tutorial guidelines
got a link? #things i should have included in the survey if I was even aware of them
ah
should be public imho, some good info
When building engine from source, after that when I try to launch it.. It closes automatically after 79% loading.
Anyone knows what's the issue?
@polar hawk its a "Epic Games
Unreal Engine Online Learning
Author Audition Guidelines"
@void kraken Unfortunately, most of us are only journeyman and below in telepathy, so you might need to take a peak at the logs and such.
Work at the level of your target audience
imagining Deathrey standing alone in the room
Hit a bit of a snag. I have built out and baked (using vray for unreal) and nice apartment project. Looks good in the editor, etc. Once I hit play, it seems to disregard the lighting and render as "unlit" with everything looking pure diffuse. I've not had this snag before.
@fierce tulip kinda lame to see "No Promotion" there...
it says no self promotion
same logi
I get that part
I would not like to hear "go buy my mp stuff or patreon stuff" on epic supported content
it's very well thought out for epic... you might not understand it and that's fine
you can do it your own way but you cant tell anyone you did it in their name
Okay, there is the bake is still there, it seems more like a gamma boost.
@fierce tulip it's not self promotion, it's a promotion of your content
@runic iron thanks
It is place for YouTube channel, not for community tutorial.
@grave nebula oh...sry...i get that wrong
Nothing good comes out of a 40 min video, that bumps into needing to buy a plugin to finish it.
it's the one for Academy?
you think they're going to slap your on the fingers? :P
it just wont be accepted as epic material
Academy, community tutorial, tutorial.. looks the same to me.
for me community tutorial is the one that is made by community, no matter where it's located
YT included
As long as you call it a tutorial, you'd want to keep your commercial content out of it. Otherwise, it is a universally dick move.
what is "brand" ?
i've never seen one so...
lol for example... your video would never be accepted as official epic material
if you wanted to send it in for their use
what is "official epic material" ?
Personally I don't want to see Epic acquiring community resources
for example what they would accept on the learning section
I'd rather see "Epic-approved" rather than "Epic-official"
^
maybe
Isn't some Udemy courses "epic approved"?
A lot of things I do that I think my particular audience are fans of go against guidelines lol
What's the point of them being approved if they are already made and free?
No self promotion probably means 0 promotion
nonsense
"Don't blaze up 420 style while instructing"
I kind of want to create a video that breaks every guideline possible
plenty fame-babies don't even care about getting paid
so no need to be paid in exposure
i had to google "420 style"
audio is main thing
lmao, with audio
"Yo, there's an error right here, don't worry about it, Epic has errors all the time"
hilarious
still reminds mf of that depressed photoshop tutorial guy
only photoshop guy i know is aaron blaise and he's cool
90% of tutorials on youtube: (00m00s - 00m20:00s Logo) , (00m:10s - 05m:00s "Hey guys! This is a long boring intro), (05m:00 - 25m:00 nonsense clicking around) (25m:00 - 25m:10s the actual information you need). Ends with don't forget to slam that like button etc..
"It's a cube! And It's chamfered! Holy s**t, next gen graphics!"
oh man don't get me started on youtube stupidity lmfao
MORE: http://www.MyDamnChannel.com/YouSuckAtPhotoshop Follow us on Twitter: http://www.twitter.com/mydamnchannel Like us on Facebook: http://www.facebook.com...
My foliage turns black after baking...I was wondering if this was the reason, and how I can fix these errors. Does anyone know?
it's an echochamber of the psychologically feeble copycats for self value
building upon the even more naieve
lol Luos xD
@fierce tulip DONNIE!
lol
that would be me teaching photoshop
if i knew photoshop in the first place
minus the funny
I want to make Funny Insulting videos, problem - i'm not funny.
yea
if I can make a video anyone can
dont underestimate how uncreative and low of selfesteem and value a person can be Allar lol
that's a power right there lol
Was it still that time when UnrealSlackers were Slack?
as long as there are still things to look up for π
yee
hey guys, was hoping someone would help me ?
hm
hey guys
and @fierce tulip
I'm back on my dumb shit
if yall can shitpost a gif on this twitter thread that'd be great
not even sure if i have a twitter account
was the reply i had for a long time in denial of twitter.com π
deleted that, just.. well.. stuff
haha that's fine
delete my 3:18 too because its just out of context now
@Finnbullar#8727 you need to ask to get answers
good luck restoring deleted file with perforce
i mean the one that was deleted, and that change was not tracked by p4
about time Allar gets a massive devgrand and makes us better version control
version contrallar
dated notepad file
files*
somewhere on the desktop
or better yet with random names such as asdasdasdas and fdgjdfgjdfjg
VCS, Version ContrAllar, Seriously?
@pearl sonnet some_texture_r05_final_copy_copy_copy_copy.png
some_texture_r05_final_copy_copy_copy_copy.png.BCKUP
dang it, Windows adds - Copy...
lol ya alex
@rugged jungle how do i reply on the same starting tweet
turns out i have an ancient account
woops @polar hawk
meeh dont want to know π
i thought i figured it out but now they're all gone
RuntimeMeshComponent way to go for high number of instances?
or does ProceduralMeshComponent support instancing
yet*
RuntimeMeshComponent is a plugin?
yea, i thought it was a well known one
anyway, i read that people favour it for a large number of meshes, for instance your typical minecraft clone tryout
bitlocker keeps popping up on a user laptop , any idea why its happening all of a sudden?
yes, you need to send 100 BTC to Alexey
haha
oops
hi! i got a project in my mind and i wonder if anyone can assist me about it.
Just got a call from authorities...they were asking who could send me $770000
FSS is quick man
Does anyone know where I should start for working on a physics-animation blend third person rpg
start with explaining "physics-animation blend third person rpg"
@pearl sonnet doesn't look like rmc is supported by 4.23
yea i was just looking at their git too
i guess i should see if i can work my way with built-in solution
have a strong preference for that anyway
@plush yew Explain a bit here if you need specific help. If you need to find partners #looking-for-talent
@pearl sonnet interesting
https://github.com/Koderz/RuntimeMeshComponent/commit/78e1cddf9065b23b8200dec5014d98e0abed5a91
@runic iron i dont need partners
im just wonder if my project is possible with unreal engine
whats it about then
^
@next badger what is interesting in that commit? =d
it says the dev is back
Itβs the βIβm aliveβ commit π
commited to being alive, sounds good too me
but... shaders
woh
looks like this im currently watching
In this coding challenge, I attempt recreate a 3D @beesandbombs GIF with p5.js and the WebGL renderer. GIF: https://twitter.com/beesandbombs/status/940639806...
guys, is it possible to multiply the variables with each other inside the array and return the value in a single variable?
does unreal support 2d and json
@pearl sonnet what is "World Parameter Collection" ?
or do I need to get out the indexes one by one and do the math like that ?
i know Material Parameter Collection
so apparently there is some top hierarchy
i havent done anything in this area yet at all
it's not going to be useful for my usecase either
i just want a ton of cubes with a simple material with collisions lol
for starters
this one used vertex(world) position offset -> no collision
yep exactly
...
what do you mean does unreal support 2d and json
yeah you can render 2d or make 2d games
and json is just a way to represent data
sure you can get it it to play together
Okay, everyone. The results of my State Of @EpicGames @UnrealEngine Education Survey are out and fully public.
I really hate dealing with surveys and big datasets now.
#gamedev #indiedev #education #documentation #ue4 #learning #data #survey #feedback
@polar hawk That's hell lot of letters out there.
hi everyone
not all like pictures but i'd like to see at least some banners to split this wall of text (not ad banners)
see #unreal-news @polar hawk
π
@polar hawk in some cases the piegraphs in the corner of my eye look like chrome icons :p
@polar hawk i've used Plotly for charts
quite simple to make them in JS, right in codepen
https://codepen.io/plotly/pen/bdZbWy
uh
you know how much effort it would take to run the data through that
im not arguing that it can be better
it definitely can
but this is what I was working with https://docs.google.com/spreadsheets/d/1xi-bNhvSDxJobLkpEw6sMtqTWQ6XS6EPjivj6OQXTO0/edit?usp=sharing
it also has python binding
yeah im not gonna write an app for this
i really did not expect reddit to have such an active community
same XD
A trench coat full of stacked catsβ has been regulated to βother XD
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/100358-how-to-have-many-instances-of-a-single-procedural-mesh
from 2016 lol
who knows what the way to go is anno 2019
For gameplay programmers writing C++ code.
Does anyone know good tutorials for the portal doors? I feel I'm going to need it at the end of April next year
I've saw the code version and I'm not fond of it
what do you mean by portal doors
like a collider that changes your transform location to elsewhere?
What is the best way to make so my hud don't overlay the main menu, But shows in the dedicated server
Like this. It's like a tardis effect
XD been reading allars survey, totes forgot to make dinner
Where the exterior building is small but the interior is huge
i dont know what the ideal way would be to make that but at the very least you could just load a new map on trigger or so i would guess
The envrioment I'm creating is like that small buildings but big interiors
there are several ue4 portal tutorials on YT
I imagine the trick is a render texture +teleport on contact
You can have a camera render the interior and project it onto the door entrance
the only way I see it getting a bit complicated is if you want to see a portal from within another portal
Hey, after many hours of work, i almost did it. This is the portal effect for a project named "Project Tardis" This is not a trailer but a test. A trailer, i...
This is the video that gave me the idea for my environment
yea thats badass
could defo find uses for that
I have plenty but it's how do i do it blueprint of code
Because the code version when i saw it had me pulling my hair out
@pearl sonnet that's the one that worried me. Of i had to use code
How else can you do it if not using bp or cpp
I haven't used cpp. Im a 3d modeler but my lecturer talked me into using unreal since what I'm creating is a game environment
first one is purely BP
I've used blueprints for interactive grass
but outdated maybe but it gives an idea
You gotta pick one π
The cpp one looks great so i guess I'll try and figure that out
All creeds to EPIC on the new TwinMotion!
This is the most amazing tool i have tested π
Can't wait to fill up the library with archviz stuff...
Just a quick test in twinmotion. Just discovered it
I only tested what comes in the stock library.
Very awesome tool...
It's basically modified to let you build arcviz scenes faster and with more options then in vanilla UE
i don't know what all that means but it looks great ;D
I honestly thought they were talking about the starter template
haha
I'm having this issue where overwriting my "defaultinput.ini" isn't fully updating in my 'input' project settings. The config is good, but the Action and Axis bindings won't update, but the Axis config will. Anything to cause this?
did u reopen the project is all that comes to mind =d
@pearl sonnet - Close down all the apps, overwrite the config, launch all, no bindings. I had this before in another project. and it eventually showed up. π€·
Are there any UE4 classes? Iβm not talking about udemy or YouTube. I mean an actual class with scheduled lectures and assignments etc.
Like a structured class with a teacher to ask questions
where can i indefentely my loop
indefinitely
for my animation
or where can i find level sequence
There is a loop boolean in the animation sequence player
or player sequene
In your state machine
@fleet wraith Not that i know for free onnline.
If yoou mean videogame development courses, of course,,, universitys and private schools in general.
@light coyote yeah I didnβt expect for free. Do you know any universities that teach it?
Of course,,, but i live in Mallorca in Spain,,, your Google friend is your solution to find options wherever you live. @fleet wraith
Ok
https://www.unrealengine.com/en-US/academic-partners-apply only few mentioned
sheesh, spent the last hour going thru chat history reading all the stuff since allar started bombing the channel with his survey slides lol.
@nimble wasp select your sequence in the world and change the "Loop" drop down in the details panel to allow it to loop
the transition will not be smooth tho I think
your gear gonna stopped for a short time and start again
you can always rotate it in BP
his point is probably to not have to use BP
@delicate needle what does your defaultinput.ini file actually look like? perhaps it got corrupted. Does every Action and Axis binding have a + infront of it?
i see
the less i have to do with anim the happier i am haha
π
@nimble wasp
chances are your using a cubic curve
you may set to cycle with offset
but my guess is the same as Mathew's
select key and press 4 to convert it to linear
I just tested and it works fine, 2 keypoints (0 at 0 and 359 at the end time). select all the keys and right click, select Linear for the curve type, profit.
you can also test it in sequencer using the controls on the bottom left, the last one changes from play once to loop
and?
I really should learn hotkeys for most of this stuff at some point lol, Material Editor is the only one I have memorized and thats because remembering constant/scalar is super annoying
blueprints makes this so much easier with a timeline (for me atleast). I never understood why stuff like rotation of world objects was handled in matinee in stuff like the fps project
then it wont loop forever
did you change loop on the sequence itself?
yeah, @grim ore 1-5 are bound to key types...pretty straightforward
you know it's weird I was just checking that and they dont show the hotkeys for them, probably why I never figured it out π makes sense
i found that thanks to stream by epic =))))
uh your sequence itself is longer than your key frames
Designers and Artists probably dont want to have anything to do with BP thats it
programmers don't seem to want to either, poor BP π¦
those are different things
the red line is the end frame of the sequence, the duration
the top of the timeline is the controls for it
Give YT like a minute to encode this video π
https://youtu.be/JsUUTa4XYts it's still processing higher quality but it's there lol
Have you used sequencer component btw?
I have not, it's newish right?
yeah, slightly different from level one
oh yeah I checked it out when it first came out, lets you have a sequence timeline in a BP.. i got confused and it kept crashing lol
its hd now 
lol @next badger just tried it again, duplicated the level sequence stuff in a separate actor BP and... when I hit play the cube just disappears
because the transform is not local its world.... thats annoying
don't even mention that...wanna see Epic fail?
It makes sense but it doesnt since I never keyframed the location just the yaw on rotation π¦
tried to keyframe the cube component instead of owner and it crashed, yep this is why I only tried it once lol
oh jss...EPIC fixed it
oh well it was a good try, I tried, back to something more fun
yeah someone else had an issue trying to use it for flythru cameras in an RPG.. it went... amusing
the stupid thing kept rotating relatively wrong then flipping around the wrong axis
hi i notice when i crouch the camera snap down base on the crouch height. i was wondering if theres a way for smooth transition even for crouch
https://www.youtube.com/watch?v=q9NnXAOjfNQ
@cursive walrus
This super-quick, 90 second tutorial shows you how to work around the unrealistic crouch function built into Unreal Engine 4 characters, and implement a smoo...
thanks!
Is it better to upgrade your project through each . release like (4.23.0 -> 4.23.1 -> 4.23.2 (when it comes out) rather than (4.23.0 -> 4.23.2) or is there no difference?
Can you replicated Maps yet
skipping .x's should be fine.
yeah have to be converted to 2 arrays if replicating
we use those all over the place and were looking at making part of our game multiplayer
yeahhhhhh i know. π its a pain
Come on EPIC!
Any idea on how to download the default templates for ue4 ? I managed to delete them
@amber ocean isn't there like verify option on the launcher for the engine install?
yeah fixed now that was silly of me
how to remove character turning in third person template
i want it to look always to same direction
You can remove mouse input
it didnt help
it turns when i press WASD buttons. I dont think that mouse has anything to do with this
Then you need to turn of Orient rotation to movement
in the character movement component
Or enable Use Controller Desired Rotation
thanks it helped @spark sonnet
^
I have an imported mesh, with 2 elements. Can I in Unreal change it so the whole mesh is just one element?
*material elements
hello Sir, I created an open world in world creator 2 and I exported to in unreal engine using 2K heightmap, so I started to test in the total landscape with a 3rd person template. when I start to play at a certain distance that 3rd person mannequin is going disappear what should I do sir, I didn't write any blueprint code for mannequin and other things. please give me the solution.
can you show us the issue?
Play in wireframe
oh! Scroll up! That should be in the agreement, lol. doh!
anyone know of any changes to atmospheric fog in 4.23?
had a nice sundisc before update
Is there a way to make a terrain autopaint (say...a sand material) below a certain z height
it's painstaking having to draw sand manually under all the water
yes
im using landscape auto material so there's grass being added underwater
Get absolute world position >>> component mask blue channel (z axis) >>> plug it in a If Node
hey guys anybody know how to access project plugin modules in python?
unreal.[name of plugin] does not seem to work
nor does [name of plugin]
Cheers for the help peeps
good luck
is there something funky going on with the CDN or something?
im getting like 1.1 MB/s lol
instead of like 30
oh it was a hiccup i guess it downloads/installs flipfloppy
for lack of a proper technical name lol
https://i.imgur.com/nfocAIy.png
i remember reading that UE 4.23 automatically detects identical objects and instances them but 2~3 fps at that lol
what do you think @next badger
you seem to know interesting stuff
Automatic instancing?
ue4 does instancing for all meshes/materials that are identical, put them in batches and push to gpu at the same time
your case the issue caused by CPU, not gpu
each component is an actor
and it is ticking
i kinda see what you mean
Wait does anyone know how I can make a text box that displays the text one letter at a time?
Someone told me but I cant find the thing
like a timer? and you use an increment of how many characters of a char array you show kinda thing?
i dont know if there are any neater ways
Im not sure the technicals of it
All I know is I wamma recreate like a traditional rpg type thing
Wait, you want to make a text-based RPG, @lime gull ? In UE4?
Nah, not text based, a top down rpg game
^^
Think undertale
look for scrolling text or typewriter text
Oh, so you're talking about a text display box, like for a story or other in-game strings.
Yea, like id you look at a sign or talk to someone
Oooh, that looks cool, @grim ore .
muuultiple results on the googles for Ue4 Typewriter
I wasnt sure what to look up
i uh... apparently made a video on this already lol
I thought I did but forgot till I was googling. I made too many videos π¦ brain broke
Maybe its because im dumb but I believe I tried that video you sent and it didn't work
I probaly meased something up
@lime gull Well, what happened? The lion's share of programming is debugging, after all. What did the end result look like?
I dont remember it was awhile back, when it didnt work i gave up hope
@lime gull Well, I would try it again and see what goes wrong this time. Like I said, most programming is about debugging.
@plush yew Have you tried the default height map resolution supplied in the landscape widget?
Alright ill let you know the result
Any way someone could dumb this down?
1st:
create a Wrapbox into your Widget.
2nd:
create a new Widget with only a Text inside. Make the Text empty and a Variable.
3rd:
In your first Widget, take a String and parse it into array. This will give you every word of the string as a single array field.
4th:
Iterate in a Loop through the Array and read every sign of each word.
For each sign, add a new child Widget to the Wrapbox - We'll use the second Widget for it (the Text). And change the TextWidgets Text via SetText, to the given sign.
whenever reaching the last sign of a Word, add a Space " " to it.
1 and 2 i think i understand
why add a new child widget, can I not just use a single text widget and change what it says each time?
@plush yew I am checking the documentation now. You really seem to be at an edge-case here, and they even say in the documentation that there are some unusual restraints on heightmaps in UE4.
@plush yew Have you modified the Z-scale at all?
@plush yew Also, to be clear, this is the documentation you're looking at, right: https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html ?
Technical Settings for Landscape.
@lime gull I think you probably could just update your textbox. What tutorial did you pull that from? They might have a different goal than you.
It was from Unreal forums, ill send a link
Talk about Level Design, Static Meshes, Physics, and more.
@lime gull Huh. Okay, are you trying to do this in C++ or Blueprint? If blueprint, try that video tutorial that was posted above.
Blueprints, and Im following it now. Hopefully I can learn what to do and change it up- or hell maybe what hes doing is the most efficient
Ill let you know the outcome either way
@lime gull Yeah, it doesn't seem too difficult in theory, but doing it in a way that's not taking framerate every tick is the trick.
The thing Im a bit iffy with is that he set the text message in the widget itself, where as I set up a system that casts to the gamemode and changes that variable ( I did it so that way all the programming is done inside each actor you interact with and its not messy) but again, maybe what hes doing is a better way
Honestly, your way sounds like it's better object-oriented programming. Here's the thing, he posted some psuedocode on the forums. He didn't test any of his code, didn't even post blueprint screenshots. Also, if your game has this typewriter component as a primary feature, it makes sense to group it in the gamemode (or possibly in the Event Graph of a HUD element if it's super integral to that HUD).
Can anyone remind me the shortcut to put objects directly on the ground when placing them in editor pls ?
@runic iron Oooh, yes. Click object, tap "END" on your keyboard, and it should drop relative to the "ground".
Oh yeah that was it ! Thanks a lot man π
I use it all the time, and forget it all the time too, hehe.
is there a workaround to allow a function to take longer without getting told that there seems to be an infinite loop lol
Split it over frames if it's looping.
Break after x iterations, go to next frame, continue from last iterator
hm
i just dumped it into the ctor for now
lol 70fps with 8million meshes in hierarchy mesh component
with one side of that huge cube in full view
oh it tricked me
it didnt make all of them lmfao
I followed the tutorial and it didnt work ://///
Is anyone else's epic launcher horribly slow? like scrolling is laggy and loading things after clicking on them takes 10-15 seconds?
never noticed until now
always been like that
crazy when you think about it eh
considering how well their actual product performs XD
who knows one day we'll have 3d full gpu driven interfaces
xD
@lime gull Sad to hear. What went wrong in particular?
Appose to it scrolling, nothing appeared for like 10 seconds then the entore message appeared at once
Hrmm. Did you make sure that the HUD element is updating after every character, rather than at the end of the loop?
You didn't use for/while loop node?
How would i update it each time
And no, that wasnt in the video
@mystic oar
OH YOOO
HAHA iT DID THE THING
I just plugged in the exit back into the loop
@lime gull Did you find the bug?
π
I may have an idea
I think it was exiting before assigning a new letter, although idk why it didnt do the first letter, or why it randomly showed the full message
WAIT
I think i plugged a branch the wrong way
I made it exit before checking the over all value
Again not sure why it caused that bug though
Alright i got it to do what I want, thats all that's important
:DDDD
gnite everyone
@lime gull Great to hear it!
Portal nodes please epic π
Hello, if I have already released my game and I want to change an asset in a Pak file, could I use a patch Pak to update the asset?
O_o
alright so i got soul city and waited about 4h for shaders to compile and i was having a look a texture and may have accidently changed the file location for the texture
then clicked reimport but when i clicked ctrl z it didn't undo it
then ue4 crashed
Yes, ctrl z can do that
I have a skeletal mesh which has a material instance that has a texture. If I have a patch with the updated texture, the texture doesn't change in game.
How come?
when i clicked reimport after i clicked ctrl z it didn't work
Paths are the same
cos the file wasn't on my pc
Hi, when I right-click to create a User Interface Widget blueprint I see no menu for "User Interface". Is that normal?? I'm on 4.23.1
is there any way to transfer components to another actor?
@proper hatch You're right-clicking on the content browser, and you don't see the option for User Interface? I'm on 4.23.1 too, and it's there for me. It's at the very bottom of the list, are you sure you're seeing the entire list?
@mystic oar I just realized that because of the resolution of my screen it was hidden. I moved UE to my other higher res screen and now it shows.
I was going crazy!
@proper hatch Glad to hear it!
@mystic oar Thanks!
my 1600x900 res screen was the problem. The UI menu doesn't show up in there
Is there a way to enable stat fps from the config file?
not sure, sorry misread question
executing normal commands ya is easy
but not stat commands
Guess I gotta use MSI afterburn
IF you have the latest Windows 10 and Game Bar they have an FPS meter and stats in there now, not as fancy as afterburner
Anybody know a good way and/or a tutorial for making an inventory system
For 2d top down btw)
You're really asking for a lmgtfy
Nobody makes 2d tutorials for Unreal
An inventory surely doesn't care that the game is 2d
What im looking for is very specific and Idk what to google
You're going to have a hard time finding specific tutorials, most of the time you'll need to adapt what's available to your situation
its probably cause youre not looking it up correctly....in unreal its called Paper2d
and there is TONS of tutorials
I Imagine an inventory system would work the same regardless of 2d or 3d...
@lime gull
Im Trying to find an rpg inventory btw, like healing items, 1 armor slot, 1 attack slot, basic stuff
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
you can follow this one, it goes from inventory into equipment
it is pretty indepth and he goes into everything concisely
it actually goes through an entire RPG system, so if you get stuck on other things, pretty sure its covered
there is also virtus, all his tutorials are excellent
If you've ever wanted to create a role playing game (RPG) but wasn't too sure where to start, this is the tutorial series for you. You'll learn everything yo...
virtus video on inventory creation looks like it would work great for a 2d game so thats a plus for you
Thank you very much! :D
I'm going back to tryinf to get a letter by letter text effext cause last time had lots of bugs
An someone briefly explain how it works if possible? I wanna use the current set up I have with variables and such
Yea haha i thought it was good but there kept on being bugs so im restartinf
On the forums i dont understand what they so, and 1 video didnt work and the other ones don't show you how to do it
yea it seems hard to find certain things in an up2date fashion
Do you know how it works though?
I cant understand whats happening with jt
So maybe if someone explains it I can figure it out
i havent been following the chat, just got back on discord as i can't sleep
Ooh that happens to me a lot
Depends on what you're referring to, as of me personally not much just trying to figure out my text issue, as for the project, it looks quite bleak
Know what maybe ill pay someone to do it
yea i meant whats the issue
I have an issue that the character disappears if you go to certain areas of the map in the test thing, how do I fix this?
that's too vague π
Cause I restarted the whole thing, my only issue is i dont understand what to do and the tutorials online dont help
But when I did follow the tutorial, the text would scroll but then I couldn't get out of it
i have no idea what your blueprint looks like though or how you try and get it done ^
take string, loop over string using get substring, take substring and put on screen. optionally play sound when substring is on the screen. profit?
ya that was the first suggestion
and I know that works because I just checked and that was what I did in my tutorial video lol
https://www.youtube.com/watch?v=MzEh1NRPcfk Why is this happening?
I can convert my text to a string right?
sure
Also, should I use a Macros for this?
I think it's more you convert your string to text
you could make a function that takes a substring like mathew suggst, have a counter, use a timer, rerun and print remainder
The whole way Im changing the text is I have a text variable in my gamemode, and whenever I want to make, say a new NPC i cast to the gamemode and change the text variable, and when the widget pops up, the text binding is to the gamemode variable
so should I make it a string instead of a text?
@tribal steeple click on your player once the game is running and look at his Z location as you move him around, what is his Z when you disappear. is he "visibly" disappearing or is he getting deleted?
@grim ore Deleted
if you really really need something to start with https://youtu.be/XolvdHmo2q0 is my video and there is a link to the github to download the actual files
@tribal steeple go to your world settings for that level, change your Kill Z to a much larger negative number or disable it, test again
the easiest way is to click the down arrow below Kill Z and disable enable world bounds checks and test
Where are the settings for it?
what does get substring do?
and now I am curious if my 3 year old code actually works in 4.23 lol
you get a part of the string
would i make the length the amount of words there are?
characters
@tribal steeple your world settings, you have it docked next to details in the bottom right
and is there a way I can count the amount of characters there are in a text with a node
you need to make sure you are keeping your types correct
there's Len
@grim ore Thanks :)
which you can drag off of your string
text is what you see on the screen and is used for localization, string is what you typically use when messing with words and has a TON of helper functions
I think im just too stupid to understand what it is im supposed to do haha
i uh, i'll make a quick project and see if i can make something simple
you would take MyString, and get the first letter using Get Substring
then take that result, "t" in this case, and put it on your screen
then you wait
after you wait you do it again but now you increment your count to 2 letters
get the first 2 letters this time using Get Substring and put it on the screen again, in this case "th"
repeat until you are at the length of your string
add in helper stuff to handle multiple strings and bam done
this is just one example for example lol π
2 things, after i use get substring how do i put it on the screen? Also, isn't the print the tiny blue letters on the left side of the screen?
cause im trying to use widgets to display a message that changes based on what im interacting with ( it i didnt make it clear )
Just an FYI I checked and my example for this, video and project files, all work fine in 4.23
Im opening up that project right now)
Then my computer crashed when compiling shaders do to my overclock being too high LOL
I know its bad quality but this is what im trying to make display the text
The "text" there has a binding that is to a variable in a gamemode, and whenever i interact with something i cast to the gamemode and change the text variable
Thats how i have the basic dialogue set up
Out of curiosity, can materials on the marketplace be "compiled" as it were so that you can't actually look at how they work?
Considering buying a thing sometime in the future because it managed to implement a siggraph paper in UE4 that I would never be able to crack. Seems like it might be interesting to learn from.
What you want will work fine once you set it up. It's.... Not good programming practice to do that but it will work
Im still kinda newbie with unreal, i think ive been doing it for 3 - 5 years but all my knowledge is based from watching tutorials of things i need
@deft sparrow unless it's a compiled dll using c++ code I don't think anything else is obfuscated at all in marketplace assets.
just curious is this a bit overboard just for a simple weather system ?
Okay nice! Thanks Mathew
Probably not overboard
its only got rain, thunder, and clear
you might be able to stick more things in functions or collapse graphs to make it cleaner but it's still going to be the same code
Hey guys, was wondering if this video of my personal project showcases enough skill to use as a promo vid for applying for work?
Elder Gate Chronicles www.facebook.com/eldergate/
Invert, Would just start applying places. Video is nice, but interviews are likely where youβll land something.
I think its fine if you use the playthrough, though I would rename it to demo or gameplay trailer. as playthrough implies you made a game with so little content that it can be completed in five minutes. which may be the case but there's no reason the potential employer needs to know that.
the main drawback to using a playthrough is that the viewer cant tell what you made from what you bought and assembled. if you made a demo room to showcase specific features that you made, that could be better. though you could include both videos or make a hyrid video cutting back and forth from demo room feature to gameplay execution.
Guys, is anyone having problems with anim notifies at 4.23?
Some of mine just don't play, after updating from 4.22.3
Holt shit, 4.23.1 broke the shit out of my game lol
No warnings, no C++ exceptions, nothing screaming on the logs, just broke ksksksks
@haughty flare This would be considered a game Alpha,,,,, when the concept of the game is sufficient to conclude viability in terms of gameplay,,, together with its game design document, project plan and business plan.
Game would become Beta when its seems evident that is very close to end product, and polishing details is the major factor at that stage.
So uh Iβm making a map for a game(Pavlov vr) Iβm not new to ue4 but I do need good dubstep and i would like to use like knife party and stuff but I need it to be royalty free so anybody here have any good suggestions I canβt find any that actually sounds like dubstep itβs just like dance music claiming to be dubstep so if anybody can help with this that would be great
@haughty flare That was a note i mentioned before.
If you are wondering if its enough to look for work answer is not straight forward.
Generaly speaking in the videogame industry people specialise in things,, 3d generalist, specialised weapon artist, vfx artist, rigger, etc...
The more specialised in something, the better in general, because there is lots of competition, and some incredible ppl out there.
If what you want is to work as a game designer, and this is your goal, you have to do more and more of these to prove just that, that you are good at designing a game,, all things do not have to be yours, but you must say so what is that you did, and show your game designing skills,,,, why it stands out, and why it will be enjoiable by the player.
@novel vine a quick goolge search for "royalty free dubstep" brings up several promising results
.
Inside animation for instance, people specialize in character animation aswell, because character animation is a big and important part of a game and if someone is a specialised perfeccionist at character animation, AAA companys want this guy.
@haughty flare Go to artstation.com, go to the jobs beeing offered and check out what the industry is asking for.
Animation is a pita but good anims make or break a game in my opinion
hey, if I create an actor in my game instance bp, I assume I have to spawn it, I then set a ref to it in gameinstance, What will happen when I Switch to another level? I don't actually want it in the level, but when I used UObject as the base class it could not access some BP Library functions in a c++ library
because its a skeletal mesh
is there way to get it there
unless you are out to murder performance, make it a static mesh
but then it cant move in wind
do it trough vertex manipulation in the shader
π
@whole quarry a client did the same thing, whole env was skelmeshes
Google for "ue4 grass foliage wind"
there was a neat twitter post about it recently as well.
sadly twitter search is bleep
not the one, but twitter is bleep
Hi anyone else freeze at BlankProgram when open Engine's Solution project with visual studio 2019 16.3.6?
It's fine using VS2017 though
is there a way i can edit spring arm's target offset locally? bec i notice as it moves it's base on world. not local
Anyone know how to implement an insect jumping onto and skittering around freely on a mesh?
Hi guys. Let's say I've a uproperty that is some subclass of UObject and that property is exposed to the editor (in a dataasset, or blueprint, etc).
Is it possible to instantiate this property from the editor itself?
also, if that class I'm instantiating has exposed variables, is there anyway to show them in the editor so I can setup them there?
UPROPERTY(EditDefaultsOnly, Instanced)
and on UObject UCLASS(EditInlineNew)
- whatever other specifiers you need
@real mantle
Awesome @mossy nymph , that did it thanks:)
@light coyote and @sacred sun ty for your feed back, i guess the name is misleading as it says playthrough when it is only showing a part of my project , there is a lot more to it that isnt showed so i get that and take note.
It was more a showcase of the first 5min , to show a different range of capabilities, i have other videos as well - but also i dont want to totally giveaway / break the wonder of my project if and when i ever release it
@haughty flare i'd play that lol
@pearl sonnet ty π
@haughty flare yes, i see your point.
It doesnt really matter if its clear.
But now thinking i dont really know if this would be called an Alpha Demo ?
well not that little i see your point as well
but there is a lot more i have showcased on my facebook page , so all in all i think there is a decent a mount of game play (a ton more than the video shows) - really what i was asking is whether that video shows enough different skills to apply for a coding job on the UE4 forums
this is an early video of a different chapter in the game
basically there are 3 chapters , 1 you play an evil peep destroying the realm, 2nd you play a good peep trying to restore the darkness that is overcoming the realm (the stories and events played within both chapters intertwine) and then a final 3rd chapter where you the player get to choose good or evil so to speak and play out the ending with which ever you choose
really i guess my main goal if anything was to create a project capable of showing my skills i have developed over the 2years i have used UE4 and maybe get some more contracts (i have had a couple and they went really well, good feedback) - and whether or not my own project actually hit reality or just was for showcase that was never really the point
it shows different techniques
if its for a job what more do you need
a completed game with 500 hours of questline?
that really is hard , for 1 person haha
yea
it reminds me of a game called RYL
which is cool, to me lol
but not 15 years old and with much better graphics and mechanics lol
thats very good for such a short time of practise i think
in 6 weeks i have exactly 0 projects worth showing anything after a hundred tries of different things π
dont give up
it does take time to learn things
my work was nothing like this in 6weeks haha
not saying this is really good, but you know just if you are serious about learning , it does take time
your project contains everything, even mesh destruction
i guess at some point there will be that eureka moment and you slap all those tryouts into something cool like yours
@haughty flare It looks prety dam decent.
It is clear you have spent time on making things work.
There is no clear unfinished obvious thing.
Im not saying is perfect.
But it does look prety complete and playable enough.
ty
and yeah def it isnt perfect haha
i dont have all the time in the world to work on it either , but i do look into different aspects i can learn and implement in some way or just get to know for my own "hey i know that"
i mean what ive found with UE is , it is easy to get a decent knowledge , but to master that would be almost impossible , at least unless you spent full time learning everything
Iβd argue there isnβt enough time in the world for full mastery
i agree
From your last video.
And this is just an opinion.
But i think it could be cool a sort of boost charge in horizontal direction that would damage enemys aswell(a time based ability i gess).
In the sense that you could charge enemys, jump and shoot in any combination.
I thing something along those lines could give it a little more coolness to do stuff.
there is a skill where you can slam to the groud and there is like a cracked fiery earth particle
and there is a dash where if while dashing you press jump he slams the ground
again with the particle effect
let me see if i have uploaded a video
ive altered it a lot since this
but this shows somewhat of what i mean
that video is real say first day messing with the skills
instead of slaming straight down there was a forward vector as well
which was hard to aim
so i removed it
and also shows i had this cool dark dragon aoe, alas with it targeting every enemy there was lag
\
so i made it just a delay spawn 1 delay etc
instead of what i wanted for them to swarm out from all directions from you
which was really cool , much better , but alas the lag and my system is decent so no way i could implement it unless i could limit the number of objects in a multi sphere trace for objects
Its prety cool
thats real early , first day messing with skills
Its clear the effort you have put into it.
but really ty for taking the time to give opinions , good / bad they all mean something
im not going to be upset from bad criticism either , need reality to progress
Yea
nice
I use visual studio community 2017, which has the unreal libraries in it. Is it ok to use the latest version? But it does not have the unreal packages? Or does it?
is there a command line to set all textures"max in-game to 2048 instead of 4096 ?
theres a umm option in the texture
if you edit the actual texture in engine
some setting change it from 0 to 1
umm if you took a screen of the texture settings i could tell you
it just divides or some math the texture so you can make a 4k 2k or 1k or less
by altering the value
but you would have to do it to all the textures which is a pain , i dont think theres a mass do to all option
mip bias maybe
cant remem
@woven cliff
@haughty flare i was hopping for a mass option cuz there are alot of textures :/ and differrent sizes so i just wanted to make the max ingame texture size to 2.048
yeah
well i mean if there is , i havent looked into it myself , google would be your best bet
I remember back then when we had to modify some config files to allow 8k textures, i tried to use the same code and down it to 2048 but didn't work
go to Device Profiles @woven cliff
effects the texture size
So Iβve been looking for free royalty free dubstep for a map Iβm making for a game and I need good dubstep I just canβt find any thatβs free and non copyright so idk what to do if someone could recommend a website for this that would be amazing thank you
this will apply lods to all textures @haughty flare even the low res ones

