#ue4-general
1 messages ยท Page 562 of 1
I mean you can do just one
"you could try streaming NavMeshBoundsVolume in. Again, not sure if it will work since we don't use this approach internally"................
oh crap
yes, I need one big navmesh, that can work
but the Unreal programmer dude sais it might not work
O o
FakeEnema Feb 25 '15 at 2:10 AM
Sorry for the delayed response. I did the actual scaling in Blueprints. I exposed the UNavigationSystem::OnNavigationBoundsUpdated function to Blueprints, and called SetActorScale3D on the NavMeshBoundsVolume in my level generation blueprint, and then called the OnNavigationBoundsUpdated node afterwards.
Are listviews shit to work with, or is it just me
although I don't see why you can't stream anything that's inside a level
I haven't touched lvl streaming yet
where do i post my camera trouble?
Is one gamemode blueprint supposed to handle ALL different gamemodes? Or... have a different gamemode blueprint for each gamemode?
ok, it works to load a navmesh saved in an empty lvl, via Load Lvl Instance
works with lvl streaming too.. but that requires manual setup
๐ค
Hello
I have an issue with Unreal and Vs2017
Whenever I launch Visual Studio from Unreal, It opens CMD rather than Vs2017
This began to happen after I updated the version of my windows
Why did you chose Unreal over Unity or Godot?
well for mobile developing i recommend Unity for pc UE and Gdot idk what this is
@placid hornet I had the same issue. What I did to workaround this is re-install unreal after I intalled VS.
btw, this was not after a windows update: I had a new version of VS
Question: I am working on a project with someone in ue4, we want to use a paid plugin.
Do we both need to buy it or will those new assets be added and work for them too.
Using gitsource
@plain tiger thanks.
I'll reinstall unreal. I thought I was the only one that experienced this
you could quickly download the git source and run setup.bat and the other
might be faster
that might fix those relations
i dont know how useful the visual studio installer package is for 'game development' and more specifically UE
@violet herald this is covered in the MP faq at https://www.unrealengine.com/en-US/marketplace-faq Can I share products with my team? Yes, you can share Marketplace products with your team but only for the limited purpose of the project that you are jointly developing. Content pooling or sharing products between developers outside of your organization is prohibited. Team members also cannot use products in an unlimited fashion for their own projects. How you share it is going to depend on the asset. If it installs to the project then it should be part of the source you are sharing. If it's an engine plugin then you might have to find a way to share it
Thank you, friend
anyone remembers what the ue4 optimize feature was called that keeps the fps at 60
got it, was framerate smoothing
im starting to see the appeal of 20+ cores, 64GB ram and pcie ssd
that used to be workstation hardware but these projects are getting beefier
compiling [24041/40861]
1h in so far
not bad
for a system not even 1/4th of that capacity, maybe
i'm on an oldass i7 2600 with 16GB* and this source is on an old mechanical harddrive
๐
and i mean real old, that drive is probably 15 years old
im running the same CPU here with 10GBram so I know how that is. I can't even use the machine when source is building
Guys want to make an elevator material using a panner but panner does not support Z Axis what to do?
The panner doesn't support z because it pans in UV space. You'll just have to figure out which coordinate (u or v) points up/down your elevator and pan along that axis.
u=x v=y
We'll need to see more info. Can you show your material setup and your mesh?
u know an elevator
that has this white bar every time
for a lamp
thats my setup rn
but panner does not have Z
whats this?
Can android ES3.1 be used with HTML5?
one sec
i dont like seeing html5 getting deprecated everywhere
i mean both unity and UE are letting it go
ES2 is so outdated and bad, cant even use it
Well, for my project it isnt an option, but the customer wants it with html5..
i can imagine
browser apps/games have an appeal
My perfect landscape material got fked with the es2
cool snippet
yea thats where stuff breaks, advanced features
type 'make float 2'
because the speed parameter expects a 2d float struct
you have to separate it or it will pan diagonally
That might not be an issue for you though since it's a horizontal line
does lol
It's going to look different on another mesh though
you know how to make an explosion effect?
its a circle on that sphere
like in portal or somth the camera is shaking
for example
and is this an post process effect or what
The importance of Camera Shake cannot be understated! Add weight and impact to your project with this micro tutorial. (00:05) - Intro (00:33) - Adding Camera...
nvm
hey guys so im currently building mmorpg starter kit for the marketplace and i heard from my friend for gameplay its better to use gameplay ability system that ue4 build..i wanna know what are the pros and cons for this system?if it worth it,how can i learn this system?
programmer wouldnt be programmer not to try and make everything from scratch instead of snooping through the components lol
lol yeah, especially the material system.
I don't want to write code to multiply a color onto my texture!
Is it possible to create a launcher for your game which doesn't need an install? Like, just download a folder, run an exe file and you're done. No installation.
Kinda like old-school minecraft did
is there a doc page about the UE4 GBuffer format and options?
is there action that can realize when character is moving
@hot thistle it is possible but you would have to create it separately
What do you mean by separately?
you can create your launcher in Visual studio using C# or C++ for example, or even in java or any other language
I dunno I didn't mean it like that lol, just meant "java" as an alternative language to use lol
what do you need the launcher for @hot thistle ?
can you make a program in ue using BP?
i skipped lua and .js because I don't know if you can compile those into .exe files
psh
Well, the customer wants it simple, thats why he wants the project to be on HTML, but if I can convince him that he can just download a folder without any installations, maybe he'll agree to that
Mapping
the existing ue4 projects when packaged are just a folder with an .exe file
Yeah I guess, but then compression and stuff needs to be applied
to what?
Tbh I dont know, maybe its as simple as you say with the default ue4 package
the default packaging for windows creates a folder with an .exe to launch your project and sub folders with all the data in it.
you can share that entire setup or compress it and send the folder which they can then uncompress and run
Yeah, I guess download size is the only problem then
well the .pak file which is the majority of the stuff will already be compressed. You might not get much more out of it in terms of size savings
and you would have the same issue with HTML, it doesn't magically show up in the browser it still has to download the files to your local machine to run
I guess thats true
how to play this moving animation when character is moving
i think thats stupid way because it resets animation everytime when i press those
arent you telling it to play it every time you press the button tho? it's doing what you tell it to do
the betterer way is to use animation blueprints to control animations, it was designed for that
if you want to do it like this maybe check to see if there is an animation already playing before you play?
there is idle animations yeah
but when i press buttons it just resets walking animation
i dont want it to do that
animation keeps going ass long i press same button
Can anyone tell me why my scene component fires dedicated server false with run dedicated server box is checked?
I have a huge problem regarding custom meshes created from Geo Brushes after a clean windows 10 installation. if anyone with a lot of experience could pm me & provide some help maybe I would greatly appreciate it
Is there a way to quickly tint the basic glass material (starter content)?
My Editor interface is all wobbly/twitchy after updating to the 23.1 hotfix... any tips for stopping this?
@plush yew what are you trying to animate?
but what are you animating? a box, a cat, a person? a plane?
tennis player
have you looked at the third person template and how it handles animation in the graph system?
you can walk thru this guide to try and figure it out https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/index.html
but trying to not use the animation system is going to just end up with you hacking something together that may or may not work
@tiny coyote this video shows how to add tint to glass and frosting in the followup, you might be able to use it https://www.youtube.com/watch?v=JYk1Qdfo3p4
Has there been a change to the node "PreparePerturbNormalHQ" since 4.23? I can see that the Value out pin is the exact same vec3 which is parsed in - though the documentation suggests it should be scalar?
@grim ore Thanks! I will try it out
@tiny coyote I also might have given you too much of an example lol, did you just want to "tint" it by basically adding a coloring to it?
there is a color glass parameter exposed if you make an instance of it
right click the material, create a material instance, and put that on your item. You can then open up the material instance and check the ColorGlass and adjust it there
Can anyone help me with the Editor flickering? it only started happening after updating to the recent hotfix
It just jitters every so often while I'm working
updated nvida drivers too to make sure itwasnt just that
enabled HDR for Windows as well
and set the Nvidia control panel to run only on graphics card andnot integrated
@grim ore Do you mean "M_Statue_Glass"? all other glass materials have just a black color as color input so I think you cannot tint the glass there
I assumed you were using the M_Glass material
Question - Lets say I bring in a material into my project, and in the materials graph it used custom material functions. How can I "remap" or these materials, or re-direct them to see the functions that do exist, but in a different location in my content folder.
@cyan cargo what is jittering, menus or stuff like shadows. Do you have DPI scaling on in windows?
But there is is the color node just black?
you mean in the material when you open it right?
jep
go back to the content browser, click on the M_Glass to select it, right click it for the menu, at the top is Create Material Instance
you can then put that Material Instance on the object you want to use this glass material on
and if you double click to open the instance the details panel will let you change the tint color
@radiant haven are you using a panner or time or sin or something to drive the motion? if so you can multiply it's output by a smaller number, like 0.5, and then plug that in and it should go slower
yeah
DPI scaling can cause it, its supposed to be fixed in .24 but shrug
now its the white bar disapperas the next one comes immediatley
i want that it waits idk 2sec
before the next bar
what does your graph look like to do this
@grim ore thanks I'm changing the DPI setting now
what happens when you put 0.5 in the make float2 instead of the 1 ?
how to do something like this. If the player is near a certain distance then do the thing after that, now I need help since I cant figure out how to do this with vectors since there isnt a <=. Does anyone know a way to do this?
@grim ore ah okay, thanks!
there is a node called Distance (Vector) that gives you the distance between two vectors @worthy flame
ty
Distance 2D might be better if you want it to ignore the Z axis
yes perfect
Is a material that uses custom material functions permanently broken, if brought into a new project without knowing the location of the material functions in that new project?
if you put the material functions back in does it not work?
If I were to call the function, or drag it in from the palette, it shows up.
@grim ore its the parameter(rotation) nothing to do with the delay
bleh, set DPI to 100% and still getting UI jitter -_-
It works if I rebuild the links, the material functions are indeed in my content folder, but opening the material gives me broken nodes and lots of "Unspecified Function" nodes.
@radiant haven so the node input called "Speed" doesnt control the speed.... is that what you are saying?
Proj on the left, source project. Right - destination project. If I were to "migrate" it from the source project, the materials will work (causes other issues though). I f I were to do it "manually" I get broken material function nodes.
well the correct way would be to migrate them over
manually you are just going to have to redo the connections, it can't fix them for you if it can't find them
you might be able to use redirectors in the .ini file to do that but I have never used them
Right, but that caused conflicts with other existing stuff that caused my cook to fail, etc. I was wondering if I could just work around that.
ne I mean I want that everytime these white bars have a dealy
before tehe next one is showing up
ah @radiant haven that is different ๐ฆ you would have to have something else trigger it or use something like a sin with some math to cause a delay
hard
OK jitter got fixed after updating not the graphics card but the integrated graphics
oh that's weird for sure, laptop or desktop?
hmmm, my thing doesnt work how its supposed, I probably didnt place everything right
supposed to be if the distance is less than some number then it should do damage
but it fails every time
nvm
works
cant have destroy actor
yes because you are destroying the thing that has this code so the end overlap would no longer exist
yup, figured that
yup and if im far enough i dont get anything
ty for that distance node
how to make it so that particle is always there and doesnt left anything when it moves
its just there facing player
Hardattach it to player
I am debugging a big performance engine bug in 4.23 and would like results of a handful of gpu/cpu specs
If anyone has time could you download this project https://github.com/erebel55/PostProcessingPerformance
And perform the following steps.
- Open Project
- Play as standalone game
- Press "windows" key to tab in and out of the application. Observing fps and post processing time as you do.
Here is a video of me performing the steps for reference
https://www.youtube.com/watch?v=sFFYsJplWZI
I would really appreciate anyone who can test it. Should only take a couple minutes ๐
I did and yes if the start bar is on the main screen it causes it, if it's on the other screen it does not
So you are seeing drastically low fps and high post processing time when the application is in focus?
And then when tabbing out it goes up to expected fps and post processing time?
ok so
60fps when launching, 120fps when I hit the start bar and its on the same monitor
60fps when launching, 60fps when I hit the start bar and its on the other screen
60fps when launching, 60fps when I alt-enter and it goes to window mode. no change when I hit the start bar on or off the screen
That's interesting. What are your specs? And what refresh rate is your monitor?
60fps when launching, I alt-enter to window it and then alt-enter to fullscreen it. 60fps when the start bar is on the screen or off the screen
and by 60 i mean about 60
no maybe its vsync locked actually lol
tabbing out to another program on another monitor when its full screen gets it up to ~120
That's what I thought possible. I forcibly turn off vsync. But it's possible there is a bug with vsync in 4.23
yeah this monitor is 60hz so I cant test higher
I have a 60hz monitor too and am getting around 60. Someone else who tested has a 90hz and was getting around 90.
What cpu and gpu do you have?
try this on yours, the last one i suggested
play it, hit alt enter to window then alt enter to go back to fullscreen then hit windows key
it shouldnt change away from the normal fps
i7-2600 / 1050ti
yeah when I do that it stays at the 60ish
yep so there is another data point
I also cant fullscreen it for some reason, r.setres 1920x1080f crashes it for me
while wf (borderless fullscreen/windowed fullscreen) works fine
lol soo... another data point
r.setres 1920x1080f works for me
project settings -> description and check settings -> Use Borderless Window
this starts at 120fps for me, doesnt lock to 60
of course I say that and running it again its now locked.. wtf
see damnit it worked fine when I ran it again... wtf. and yes its the highest one on this example but on another project i had no post process showing up at all
You were running into this before I brought it up?
I think Postprocessing might be a red herring
nah I watched your video and tried your steps in the project I had open
is there a way to access a variable through an animation state blueprint?
soon as this project finished compiling
that channel is dead
why does controller pitch cause the capsule component to rotate
Disable Use Controller Rotation Pitch
yeah but then my camera doesn't work
and when i tried adding my own camera pitch method, it was all jerking at the bounds
There's a separate setting on your movement component
the camera and move comp/pawn have this interaction around control rotation
What's the difference between InputTouch event and other events such as BeginPlay? As you can see here I'm able to bind multiple event handlers to InputTouch but other events only allow one per class?
Actually scratch that, I don't think BeginPlay is an event it's just a function the class is overriding
Timelines are sorta similar. those nodes wrap a delegate and you can register many callbacks per each input
Actually, BeginPlay IS an event
these are entry points that act similarly to events
BlueprintImplementable / BlueprintNativeEvent?
But InputTouch is not setup the same way, right?
Yes, but also it has no return value.
No, InputTouch is not a function
Hi, I'm getting a weird shadow artifact on my wall meshes where they contact. I've adjusted the UV's every which way at the proper spacing and even adjusted lightmap size and still can't get rid of it. Does anyone know a fix?
I'm well aware of that class
This is nothing to do with the event I'm hooking into, is it? Not seeing any blueprint decorators
function name? not logged into github
InputTouch
It doesn't look like it's anything to do with the event in the BP graph though, it's not marked as a blueprint event
Doesn't even share the same signature
No, that's nothing to do with the graph
cool, I felt a bit tripped up looking at that for a moment
Well
Okay
Input is a complex beast
I'm sure at some point the same touch on the screen passes through this function, but you're more interested in InputComponent
UInputComponent.BindTouch
if you're really interested in how the sausage is made
K2Node_InputTouch
ExpandNode let's you see what happens
Hmm, ExpandNode is new to me, I see it's there as a function on the UK2Node class but not sure how to make use of it. I've collapsed/expanded my own graphs but didn't realise I could expand compiled nodes too?
Does this only work in C++ projects?
Nope
if it did, all of BP wouldn't work
Macros lean the heaviest on this
control flow in general
this is part of the compilation process
What would be the steps to take for seeing an implementation using ExpandNode?
Rephrase? Not following
If I wanted to see the implementation for InputTouch using ExpandNode how would I go about it?
I guess it's probably easier to just look at the source, right?
Oh ignore me, I see what you mean now ๐
no worries
I thought there was some compiler/macro magic that would let me see into InputTouch similar to how you can collapse and expand graphs haha
You can enable intermediate product visibility in the settings
Err. preferences
that sounds like a fun weekend project
a plugin that enables compiler vision
let's you preview the expansion of any given node
actually wait
I'm like 97% sure an older version of the engine had an option to make it save a copy of the expanded bp to view
now I can't find it
what happened to it
it was a crazy mess with overlapping spaghetti all around
read up in this chat
Won't save intermediates out?
I need help with a custom mesh I made out of geo brushes. I have absolutely map breaking texture issues after importing the project again after a clean windows install. I suspect it might be references missing or somethin. Please if anyone could help me I would greatly appreciate it.
am I the only one confused by the Shared Data Cache not in use, performance is impacted error?
I don't quite get what the 'help' document explains if i'm a solo developer working on one machine and don't need to share crap over the network
debug spheres found in the wild... just so you know you can pet them
So I'm trying to rebuild my lighting and it said failed to initialize swarm, check to make sure you have the right version of swarm installed. should I have it already?
@wild kestrel how did that manage to get in-game
I thought they are not rendered in runtime
How can I make my character do an animation on KillZ
@open eagle i think they locked up on code enabling them not rendering, you should able to make shape components visible, working on office game jam entries i also find out console in shipping is not so dead either.
I was so happy about this keypad code until I realized that if the password starts with 0 you'll never be able to enter it into the keypad
Does anyone know how I can update this to allow for passwords that start with 0?
This is really a long shot but has anyone struggled through the action rpg epic sample? I'm currently porting it to a project and i can't get the items to load in the inventory arg. i have a couple clues why, but i'm not good enough yet to fix what i see
the forums page seems to be glitching and not loading for me. same for you guys?
wait internet explorer can access it, but chrome cant. is this the end of the world..
nevermind works again.
when you use UE4s saved game class and save your game where would it normally save on your disk? is it Project/Saved/SaveGames/SaveGame.sav?
@sacred sun I can't access the forums. Connecting from japan. Tried with Firefox and Chrome. Both are stuck in 1 second refresh loops. It's been doing this for the past hour.
Strangely. Internet explorer works though. Thanks!
im able to access the forums right now from chrome. I only noticed the issue for about 5 min. kinda weird.
Ah I think it's a 2 step verification error. Using IE I was prompted to login. Initially, I tried to connect via previously used links. Using a different link, like to answer hub home page instead of "forums", I got the prompt to sign in and re-enter the two-step code.
I need help guys. I'm trying to make rain. I'm following a tutorial I will link. I get to the part where I have to change the collision of the rain to mesh distance field. AND well this causes my rain to not spawn as much and fall a lot faster
Revisiting the first tutorial I ever made, adding some new information and giving a better explanation! Now that it's raining more than ever Know that we sti...
heyo anyone around to give a helping hand?
im trying to change a characters pose so i can take a nice screenshot but i dont know how to do it
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
I figured out what is wrong with the rain from that tutorial. The collision setting for Mesh distance fields doesn't support static meshes dynamically created at run time. Does anyone know of a solution for rain that will work with dynamically created meshes?
mind = blown
Really? That was one of the first things I learned about UE4 ๐
Whats next? Being able to press a key on the and a mouseclick to quickly add nodes?
Just saying, there was a pretty big person here who didn't know you could have more than 1 content browser. ahem
that I use all the time ๐
I'm makin' a game and I'm thinking having it on the discord game store or the epic games store. It's hard because on the epic games store i dont have to pay them the ue fee and its free bur not likely to get on and discord is payed, and i nee d to pay the ue fee. Which sounds better?
Also epic games makes me need to have a website
there is no Discord game store
Discord store is dead
Your only real option is Steam, frankly. Guess there are itch and GOG, but ๐คท
Epic Games require more than a website, if you're not a company with a highly wishlisted Steam game, they won't care
o o f
GOG also doesn't really care about games that didn't ship on Steam already
Stranger, did you hear about Steam's new store policy?
I think it's something like, if you create a Steam page, you are obligated to release on Steam (if you do release) for a certain amount of time.
Oh, did not know that. ๐
I guess Reddit did not tell the full truth, as usual.
@dawn gull It's not like people buy games made by a single person
Let alone anyone's first game
So don't worry about it, put it on Itch and you'll look at selling your next game
I have a little community of peeps who are excited about my game so maybe they would. (also yeah i looked at itch)
Oh, weird thing
I go on itch and try to make a new game and it always comes out with the same error even if I fix it
The error probably explains what you did wrong
Oop, nevermind I guess they fixed it because I would choose public/private and it would say fill out the description but there was a lengthy description of the game already but I figured it out
EXCEPTION_ACCESS_VIOLATION reading address 0x00000200 ๐
Get the call stack, find the bug
zero info there dude
[Callstack] 0x000007fecaab6cd2 UE4Editor-CoreUObject.dll!UnknownFunction []
Hey guys i was wondering and hoping if any of you can tell me where i can find an idle animation of a person with his arms crossed , i'm going through mixamo now to see but i can't seem to find anything thus far
gotta install symbols...
do I need source version btw?
No
issue came out of nowhere. literally didn't do shit
Anyone here use snappy-roads? I can't seem to get the roads to update in run-time. Or perhaps I'm not updating a spline correctly?
Is there a way to set custom grid snap? There is 500, but let's say I need 512 units instead.
no linker? o_O
never ever use Plastic VCS guys. this would happen if you try to revert asset in the editor
Quick question, what is 210UU in feet how would you find that out?
Basically 2.1 meters
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
that's more like 210 cm in feet no?
I saw someone here scale everything down by 10. Which, seems to be not a bad idea.
It kind of is
I can think of some small things that would get a little messed up, but besides those, I can't think of any show-stoppers.
A lot of stuff from lighting to physics assume a unit scale of 1cm - you have to scale everything else too
That is a good point.
Not to mention every single asset pack is scaled to that
There's just no good reason to ever change the scale, because the little comfort you gain will be massively offset
just scaling all your assets and shit down by a factor of 10 is not the same as changing the engine default scaling
the latter is more involved, but not that difficult
Does anyone have a custom wheeled vehicle that you would be willing to share? I mean the default is buggy af. I would really appreciate the help. Oh and Btw the ones on the marketplace are either forgotten and not updated or just dont work right.
yes
but heres a tip, when i switched to 3dsmax, same model,
got the scaling right, and exported it as fbx
it worked like magic
compared to blender that kept driving me insane
pm me i'll send you a project
@green sky
i wonder how many people went on and tried a custom 'raycast suspension' approach from youtube before figuring that out
how do i pm you im new to Discord
just click on my name and type a message in there
please help
i turned on my computer to the thing repairing my disk drive
my map and my ai are gone
the two things i put most effort it
it was early in development but if anyone has any ideas please tell me.
i haven't downgraded ue4
there should be a backup folder in the Saved folder inside the projects folder
in that backup folder it stores older versions of the files, perhaps you can find the map file in there and restore it back to an older version
allright
also, hopefully learning from this, start use a version control system like Git or Perforce
Roll back to the last working version in source control.
I can't seem to load a newer version project on to a tiny bit older
What is that picture on the left? I've never seen that before.
that's the blueprint diff tool
it thinks that the connections on the AND node have changed
Might be interesting to compare them with copy paste (compare their underlying text representations).
it seems to think they are now both connected to the opposite thing, but this is clearly not the case
(and also not possible)
Can someone help me?
depends, what's up?
that message says exactly what it means
the version you last saved that file in, is newer than the one you're trying to open it in
I know but is there anyway to get it to work? I need to show my supervisor my lighting
Nope
no, you will need the version you saved it in, or newer
Shit. Is there anyway i can import my lighting to a new scene
F**k!
You can't use any asset of the project with an older version of the engine
That is serious bs
it's common sense, tbh
the best you might be able to do is copy the lighting actors from the newer level, paste into notepad, then copy the notepad contents into the old one
this is not guaranteed to work, or give the expected results
@polar viper Right click the project opener to see the version,,, open epic marketplece and download it. It could be downloading riight now.
if nothing significant has changed in the lighting between versions, it could still port across cleanly
It's just a sky light and a light source
@polar viper The basic idea is that switching to a new engine release is something you do over a week, carefully testing every part of your game to ensure nothing broke. Once you're 100% committed to that version, you actually do it, and then there's no going back ever
Every new UE release comes with hundreds of changes, sometimes incredibly large changes
@cloud cobalt my uni computers never get updated
Then don't update your project
I was working on it at home. Im a 3d modeler. I don't create games
Still, you need to keep one unique engine version for your project
Doesn't matter what you're doing on it
Im going to rry and update it
@plush yew because it's my honors year and my lecturer talled me into using it since I'm making a game environment and also for the rendering
If i was to render it on my modeling software it would take 3 weeks
well, if you're making a game environment it makes complete sense to have it in a game engine
.. well, that's the point?
@wary wave yeah so I'm doing the grass and water in unreal and I'm going to try the portal door
rendering in ue4 is not gonna get nearly the same results
you're better off doing it in your modelling software
you can get very similar, if not fairly identical results in Unreal to say, rendering in Marmoset
@plush yew nope unreal is so much better for rendering
that's.. a weird thing to say
in a renderer, everything is nicely prebaked, with some horrible amount of dedication to lighting and realism
but the point is, if it's a game environment, it should be built for a game engine, so it makes total sense to have it in Unreal
that's exactly why it will take you "3 weeks" to render
Lighting in most UE scenes will be prebaked, too
and why it'll take much shorter amounts of time in ue4
yes, it will be, if set to static
hey guys. is using .Build.cs and .Target.cs files deprecated?
but if we're talking just rendering, I'd suggest you use your modelling software, and tone down your settings a bit
@lethal roost No, they're crucial
if we're talking actual use in a game, go ahead
but I'd advise against using static in your scenes
Doing a game envionment for class outside of a game engine is just stupid. The point here is learning
at worst, stationary
And... what the fuck ?
at best, just real it
How is dynamic lighting the best option ?
It's literally the slowest and worst looking
@cloud cobalt I don't have any of those files but can still create dedicated server & client binaries using just RunUAT. Also, I'm wondering if UnrealBuildTool is needed as well as I haven't included that step in my builds
because less discrepancy in your lighting
if you have to have a lot of things in your scene be movable, might as well have it all
hes working on environment tho
else, your entire scene will lose realism completely because your objects share nothing in their lighting common
UE hasn't had visible static v dynamic discrepancies in a long time though ?
oh?
wouldn't really know, I just moved back
I haven't used it since 4.13, played a bit with 4.16
I did hear they improved lighting quite a bit since 4.18 though?
Static lighting isn't great because you don't have specular highlights, stationary should absolutely the main lighting in a game if you don't need a movable sun
Dynamic lighting is horrible perf/quality wise
Also, how come I can create client & server binaries without using the UnityBuildTool step. I can do it just using RunUAT
had problems with importing blender stuff, they just wouldn't accept being static, therefore I could never lay a shadow on them, and now I have no idea how to get shadows through and from glass material
yeah, I use stationary
I don't like static
if you don't know how to do these things, perhaps you're not in a position to be giving advice?
I don't know how to do glass material shadows
Dynamic shadows have acute acne issues if you can't ensure light rays are perpendicular to surface ; they cost a whole lot in performance
but, guess you're right, I haven't used much of unreal lighting since a long time ago
Please don't tell UE beginners which lighting method they should use
but I don't really understand
I've known and seen many examples of pretty perfect real-time scenes in ue4
even with the newer versions
I know they're pretty taxing since it's real-time, but, I wouldn't imagine for a project for school, where you wanna show off what you can do, you would let 30 fps stop you
At the cost of significantly lower framerate compared to static/stationary lighting, no light bounces, shitty shadow bugs in some situations.
If you are showing off, you don't want dynamic lighting because it looks worse.
wait, weren't bounces added in 4.18?
ยฏ_(ใ)_/ยฏ
@polar viper Have a look at marmoset if is only rendering what you ar intrested at.
ah
I think the scenes I had in mind were using ray tracing
AMD really should hurry with their hardware ray tracing lineup, instead of waiting a year or a half
The point is, if your objects don't move, static lighting gives you higher quality than raytracing, except it also runs on a potato
๐คท
It's a no brainer
I don't think there are any UE4 games using raytraced bounce lighting on the market yet
widespread hardware doesn't support it
and I've heard it's ass to optimize
amd really should bump prices down from the rtx lineup though, getting ray tracing more widespread
Meanwhile, stationary lighting yields better (quality) results, works everywhere and performs very well
So use it when you can
didn't you say it doesn't have specular highlights though?
come to mind, why does this look like ass, and how can I make my glass cast shadows, and let shadows pass?
if i made a camera in my seqeuncer - is there a way to get that camera to be inside my level too ? i can only see it in the outliner when im in the seqeuncer
huh?
a prebaked lightmap is still something your GPU has to load
It'd be costly at high scales on your VRAM
Yes. So it's like having one more texture on every 3D model you load. One that is usually 20-50x smaller.
Basically a 5% overhead on loading time
hm
what is COD WW2 using for a game engine anyway?
that game has horrid loading times
You can put one grayscale map in the alpha channel of one model and have worse results than half the scene's static lighting
Seriously, it's free
also, no idea on a fix for my table stuff?
didn't know it was so well optimized
in the industry, you mostly use 4.17 for a base, some move to 4.18
I guess I'm not in the industry
As to your table, translucent materials don't shadow by default IIRC
yea, I know
but between moving from unity to unreal to unity to unreal, I've lost quite a few things I've picked up along the way
I should probably just google it
ah, wonder why it's not in the advanced glass materials asset, or in the default extra pack
I guess probably because you can't use it for static?
I believe the default scene is just a static scene, but I'm not very sure
No such thing as a "static scene"
You have static or dynamic lights and meshes
Most objects will have both static and dynamic lighting
but it's a static scene when everything placed in it is static, from lights to meshes?
I never heard about people saying what you said before
If you have set every light to static and every object, including players, to static, then you only have static lighting
Since you usually have moving players, this doesn't happen a lot
Same for only dynamic lighting - you usually have at least some static lights somewhere with static geometry.
the scene is "static" though, and there is no player, just a movable, floating camera @cloud cobalt
but, a nonmoving, nonchanging, non interactable scene, with static lighting, is what I'd call a still scene, a static scene
Okay I guess
you probably think I'm wrong, but, I compare it to a 3d modelling definition
it's static, since everything is static, and all you can do is look
Okay, so you have a static scene, now what ?
ah, nothing, just thought your definition of static is a bit stiff
just that I think that the map in the default project is static, not much to put to that
Look, I'm an UE4 developer : a light can be static, an object can be static, and UE4 does not have a concept of static levels or scenes, so I'm informing you of that. You can feel free to define something if you want
Cool
if light and objects are static, why isn't it a "static scene"
I guess you can decide to call it that if you like
Youโre going to have a tough time if you ignore the engineโs definition
Look, let's not go on with what is possibly the most useless discussion of the week
So, does anyone know the answer to this? I can build the client & server binaries just by using RunUAT. I don't use the UnityBuildTool step, I don't generate project files. But it works, so what are these steps used for when it works without them? I also don't create any .Build.cs or .Target.cs files
haven't made anything other than singleplayer stuff, but, good luck
I know multi is a pain to set up
@lethal roost UAT should call UBT depending on whether you have code and whether you asked for rebuilding
If you don't have a build.cs etc, well, maybe you just don't have any code
yeah, just using the ue4 templates for now
Most dedicated-server-based game developers will use C++ so it's probably not a well documented process for Blueprint only
alright, well is there any decent examples out there for .Build.cs and .Target.cs files?
I'm just experimenting right now with UE4 but yes will probably be writing C++
You'll write them when using C++
Are they also used to determine which code is dedicated-server specific?
Not much code will be dedicated-server specific
There is going to be some code that is dedicated server specific, for example server calls to submit stats / API calls to Gamelift middle-man, etc
Stuff like this will also be in the game code, just not called, based on UE4's server model
It's not ideal to have this type of stuff included in the client, what's the best way to ensure it just isn't put in there?
C++ preprocessor
@light coyote it's not just the real time rendering i need UE for the grass and water as well. Plus it is a game environment
The other reason last year my university project took 20-30 computers and 2 full weeks
If i was to do it again this year it would take a whole 2 (possibly around 100 computers) and possibly 3-4 full weeks
Even then.
What i mean is that if you reduced sampling or whatever crazy thing that is iterating for more fidelity and precision. The diffrence between 1 week or two would not be perciveble i belive.
Maybe im missing something,, but that just sounds ridiculous in terms of time for an image.
wayyyy to much time
This 1 image took 3 hours to render on basic samples for each section
3 hours seems more reasonable
I can't reduce the samples. If i reduced the samples there would be a lot of grain and noise even if it was 4k it wouldn't look nice
@light coyote i had 20 computers rendering that for a 5 minute video
@cloud cobalt i don't go near that it still adds time to the renders
Ahhh, a 5 min video is a lot of images,,, that is what i was missing ๐
Haha.
collisions with wheeledvehicles are odd lol
https://www.youtube.com/watch?v=_EtJ3lF3aDw&feature=youtu.be
any tips
occasionally impact gets transferred more realistically but most often it just barely moves
maybe set frictions to 0 when standing still but who knows how it behaves in motion
motion
its all funky
i mean its a good/fair solution and im thankful for wheeledvehicle but i was talking to another guy who noticed weird collision when vehicles stand still so i gave it a try
@wary wave @spiral tiger @kindred fable what's happening with UE4 forums ? Like they are stuck in the permanent redirect loop
Aaa good day, since days is like that.
they were doing some updates two days ago and stuff has gone screwy
not sure when it will be resolved
Log out, restart browser log in, helps or not?
I don't think so
yeah, cleared cookies and it's back
why is it everytime that epic games does something with the forum, something breaks it critically? ๐
now just have to wait for security code for login to arrive ๐
Good luck!
... Anyway, I wanted to ask the community about: I want to start on some cel shaded sky day/night, weather, no need for volumetric. What is good start? I have Ultra Dynamic Sky, but haven't looked at it. Or maybe I look at something Epic made?
maybe check the Stylized Rendering project
so, has WITH_SERVER and WITH_SERVER_CODE been deprecated?
Just not finding any >2015 usage examples and searching the repo doesn't come up with anything either
Oh, I didn't search that yet, only WITH_SERVER
We couldnโt find any code matching 'WITH_SERVER' in EpicGames/UnrealEngine
Cool, thanks
when i navigate the editor something messes up my mouse x and y axes
it's like x and y are flipped
only in a certain lvl it seems
somehow caused by the pawn, even when stopping to play
well i changed the rotation seems to fix it
Where can I find the syntax or some examples of .Build.cs and .Target.cs files that are up to date?
add a C++ class to your project and check in VS
As I understand it, generating project files isn't actually needed, right?
might be, im unsure if it adds the two you need without it
but i mean, UE should do it for you either when you add a class and it makes you a project or after generating source files
So, how does UAT build the client and server without these? For example, the ThirdPersonBP example clearly works multiplayer as I've hosted a dedicated server and was able to join it
I guess I'm just wondering if any of these things are actually necessary or if I can continue to just use UAT to build client/server without worrying about .Build.cs and .Target.cs
server client are vague
they are essentially the same
if it works it works
it's vague to me
There is really nothing complicated about Build.cs and Target.cs stuff.
true
but there is no archaic way to look at client / server
since they are essentially the same build
dedicated however could be different
Yeah, I don't think it's complicated, I'm just trying to understand exactly where they seem to fit in as you can seemingly build a UE4 project without them
yea me too
i've seen people stating that you'd need to do a source build and what not
seems overly complicated and unecessary
You need a source build for UAT to be able to package dedicated servers
that makes sense then
But so far, at least with ThirdPersonBP, I haven't generated project files nor have I created any .Build.cs or .Server.cs files and I can still build the client and dedicated server using UAT
would help if someone could link to official documentation or something because yea its ... vague
I don't think any of it is complicated, but understanding exactly the role of each component and WHEN it is necessary is important
https://wiki.unrealengine.com/How_to_package_your_game_with_commands - these steps work for me but I've seen a lot of other resources that say generate project files, create .Build.cs and .Target.cs files, which I haven't done. I guess what I'm wondering is, which documentation is the most up to date
you can even do commands from blueprint
i wonder if you can just flag server on some ctor lol
reason i wondered the same things couple days ago is because it's a good idea to keep client and server completely separate if you worry about 'private servers', reverse engineering, anticheat
if you're making a game where people can be either client or server all that matters much less
until you consider dedicated server XD
I have an idea for a game, just wanted to know if it could be achievable
oh
What's the difference between UE_SERVER and WITH_SERVER_CODE?
looks like UE_SERVER could be the correct flag for a server build
WITH_SERVER_CODE judging by the name implies that this code runs on the server
effectively they kinda tell you that this is currently server but are not the same
I was thinking like Minecraft with slants and much smaller blocks so it's much easier to build stuff and drive. To add to that maybe adding some guns and tools and buildings as a start
As well as some cars and enemies
it's a rabbithole but can be done
the procedural generation is a rabbithole
like everyone can do a surface and apply some perlin noise for height data but beyond that... lol
then it'll be a bunch easier
sounds fun
And mine but you'll need tools
Yea, it would be fairly easy
All I need is squared and a few triangular shapes
And that's my terrain
Keep in mind the terrain blocks are ultra small but that's really good for builders and destruction mechanics
it's a rabbithole though
a lot of us jumped in with both legs and figure out there is a lot involved ^^
ie saving and replicating your world to the rest of the clients
thats always good
Yup
I just hope I have some programmers on my team
By the time I'm ready
My brother has a few people he knows and I know someone so I hope things go well
start small, goofing around
a little sandbox to implement and test features
@pearl sonnet yup
I'm the artist and animator for this
Might organise stuff as well so I can keep a pace
then you got the most tedious and hard part on you ๐
from my programmers perspective anyway
Yup
It'll be good practice and stuff
I'll learn a lot on the way
If I can get a nice team up and a good audience
I only hope
I really hope
@wild kestrel @frank escarp can we do something about this nonsense https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1658668-unreal-engine-4-23-released?p=1679385#post1679385 ?
What's New
Thanks to our next-gen virtual production
forum is fuckd
lol
Anyone know if there is a file picker for Editor Utility Widgets? IE: It pops up a file browser, I pick a file, and it gives me the path and file name?
Opens the
nein, that's for C++ not BP
yea
@vale silo solved :> i placed spoiler tags
in AnwserHub i solve this by placing logs in code formating so it adds scroll
yes
yeh
why not?
because EA
UE4 even have Steam Online Subsystem which you can only use in Steam distributed games so :p
Ooooh
I thought we all had to self publish if we were using UE4
I thought unreal engine was just a showcase software
no, read EULA
there are literally 100s if not 1000s of ue4 games
they all read the docs
not to mention hundraids of UE4 games in every UE4 game jam
Well they do take 5% of your income but itโs worth it
5%? oh thats nothing
i heard it was 30
Since other game creating softwares cost money
you free to work on UE4, you also free to distrubute non-profit games :>
your obligations starts once oyu start erning money from the product
I heard that nintendo gives you unreal engine for free if you ask nicely
then after surten amount oyu need to pay royalities
Oh
UE4's 5% can be more than what Unity costs. But frankly in 9/10 cases it's the cheaper.
oh FFS I think I found out what people are talking about when deleting large datasmith projects... this is silly ๐ฆ
as most indies don't make tht much money
Wait do you just send the file to steam if you want to publish it?
i thought he meant steam takes 5% lol
Can anyone get on the forums?
I think you can create a new project, import the datasmith file, and put it into a new level quicker than deleting it from an existing project....
there also set of exceptions: ```However, no royalty is owed on the following forms of revenue:
1. The first $3,000.00 in gross revenue for each Product per calendar quarter;
2. The first $5,000,000.00 in gross revenue for each Product from the Oculus Store;
3. Consulting fees or work-for-hire fees which are non-recoupable for services performed using the Licensed Technology (e.g., an architect-created walkthrough simulation or a contractor-developed in-house training simulator);
4. Revenue from an Unrestricted Product, including for clarity, revenue from a Product which solely relies on the Licensed Technology for production of non-interactive linear media (e.g., broadcast or streamed video files, cartoons, or movies) and which is Distributed in a form that does not contain the Licensed Technology or, in order to deliver, rely on servers running the Licensed Technology;
5. Revenue from a Product which is only Distributed to Engine Licensees (such as through the Marketplace);
6. Revenue from ancillary products which are not software and which do not contain embedded information (such as QR codes) which affects the operation of the Product (e.g., comic books, soundtracks, apparel);
7. Financial winnings generated by awards for the Product;
8. Revenue from donations for a Product which are not tied to Product access or in-Product benefits;
9. Revenue from interactive amusement park rides which use the Licensed Technology; and
- Revenue collected from an end-user buyer of in-game items or other in-game content for your Product which is sold by an end-user seller and which is actually paid to the end-user seller and is not retained by you or any other party.```
@safe rose working for me
...
#3 is the best exception for me ๐
I keep getting redirects loop
not that "product" also can be service :p
delete cookies @safe rose
wtf
I know
or they can fix their site
i know i was having issues with chrome
yes
take the action RPG sample project, replace the artwork, sell for money. no coding required. Can do the same for the mobile match maker game.
@safe rose
or they can fix their site
Looks at wiki. crickets ๐ญ
100 people are downloading the RPG sample project now
Just go on the marketplace, buy some templates and asset packs, boom.
But yeah, I just deleted unreal engine cookies, and I'm back in
they did it with the shooter sample project, I wouldn't be surprised if the action RPG is not already flipped
@bold galleon you need to make logic for your game so yes there programing
but you can also make movies in UE4 :p
which require no coding
or programing
also archvis
nah. gamedev is pretty easy and can be done quickly.
like 5 days xd
with Unreal or Unity pretty much no skill is needed to make a game. ๐
hm... particles and effects, would you say it requires programming?
MMO or BR should be a 2-3 week project
i say there is needed considering i see game jam entires with 5 people that look meh. assuming they had time needed
2-3 weeks *if you're a beginner
MMORPG @tall pendant
MMORPG BR is where its at
the hardest part is to come up with the monetization model tbh
not at all
hardest is getting all your models and textures
lol
atavism known from unity platform is planning on ue
not at all
if UMA came to UE that would help me
hardest is getting a programmer to do all the work, art is easy
๐ lol that was the only reason I said it, I agree with the art part being hardest
omg I hate deleting files in ue4. I know why it's so slow but... its so slow
I wonder if you could somehow load ALL of the asset data into memory in some fast network so the deleting process when searching for references was faster
I dunno if that would help. at this point its using almost no disk access, an 15% cpu access
its making an epic effort that it deletes correctly
it's got to be a single threaded activity
but even that makes no sense as none of the cores are loaded they are all working lol ๐ฆ so sad
blocking io
must be, the disk io isnt to blame here
hm
I dunno some engineer smarter than me should fix this ๐
Ohh shit!! There are people in here!
like deleting this datasmith asset folder literally locks up my engine for 20 minutes ๐ฆ
You guys shouldn't be in here.. there's a gas leak
who smelled it dealt it
xD
should throw a bag of coins into the marketplace
just found all those crazy templates that i never saw
thanks whoever mentioned earlier
not sure if they are any good but ok
you know, everyones trying to wrap their head around the great UE
is it halloween already
weeks have gone by and i didnt notice
I had a Unity project...now I'm back to Unreal
No idea what that is
Coolz
yea kinda
especially when it comes to UE
oh nice, N-Hance Studio has some consistent styled stuff on the marketplace
too bad its not a complete set of base roles for characters maybe
If i update to 4.23 from 4.21 will my stuff still be there?
all the models textures assets i use
even if some are not updated to 4.23
how will you be updating?
if you use the 4.23 launcher to open the 4.21 project it will ask you what you want to do, one of them is convert and make a copy. If you do that it will update your project to 4.23. At that point any assets being used should be flagged for .23 and if you open them, work on them, and save them they would be flagged as well if not.
if you just convert in place instead of making a copy it will work as well but you would have no way to go back if something fails
Make sure to commit to source control before updating
Then you can always roll back if something goes wrong
Generally, updating only causes problems for C++ code
Though I have seen new versions introduce new Blueprint bugs (which Epic of course pretend aren't bugs and close)
But assets should be fine
You should still always be using source control
Ok thank you guys
I usually go to the project file location and right click on it and upgrade version
Hmm, I don't suppose anyone knows if activating a component also activates every child of that component?
ok looks like it doesn't
Would disabling the material slot be as good as turning that same.mesh off?
As far as render load
When building a topdown rts with no physical pawn to possess I'm wondering if I should put camera movement logic on in the player controller or pawn, anyone have any ideas or thoughts on helping me make a decision?
I will want to have a follow mode so the camera can be assigned to an actor in the world and move with it, in this mode only some controls (rotate and zoom) will be enabled and pan will be disabled if that makes any difference to choosing between the two
Tips to build game ready models using less verticles? My models sometimes have around 600k, still doesn;t look good and are quite simple...
Artists sculpt high poly models and then make a low poly version using retopology
But yeah to make models look good there's no real secret unfortunately : practise, practise and practise
Details can also be baked in textures
@grim ore I was watching you video for Normalize to range and I ended confused since it seems to do the same as clamping, what's the differences between those two?
Could anyone help me with a collision problem? I want to make it to where my character can climb up on the box near the door but the collision makes the box fly away. the box is movable and can be picked up. Could anyone give me some tips to fix this issue?
disable collision on the box when you 'pick it up'
well it doesnt wig out when you pick it up it happens when you stand ontop of the box
ah, well that is an entirely different issue that cannot be easily solved
any ideas? been messing with it for abit
more mass will mean it doesn't so easily fly away
there is also a character setting somewhere that changes the mass based interaction with physics objects
@neat rune Clamp -> 50 value between 0 and 100 would return 50. 150 value between 0 and 100 wold return 100 (the return is a value between the min and max)
Normalize with the same would return 0.5 and 1.5 , normalize puts your value on the scale between min and max and outputs what percent (or 0 to 1) that value is
for example lets say I wanted my hit point bar to show how much HP i had left. I have 0 as the min and 985473 as the maximum hp. currently I have 10934 hp. I would get bakc 0.011095 (or around 1 percent) back as the value which goes in perfect for the slider I want to put that value into
Normalize is generally intended when you want an even ground to compare on. one person might have a larger hit points pool compared to a smaller for example but both are at 50% which normalize would help you determine easily
is there any good documentation for working with ue4 and github
like
setting up a repo thats ur project and shit
it depends on if you intend to use it inside the engine using the source control options or just externally
in general there is no real extra documentation, externally it doesnt matter what you are using it for the normal process for the source control is fine. If using the internal system https://docs.unrealengine.com/en-US/Engine/UI/SourceControl/index.html has the basics since that is all that should be needed. You tell it what you are using and give it the right info and it lets you push/pull/commit from inside the engine.
I was wondering why his normalize with the default tolerance returned the same. I've never used tolerance when it comes to normalizing a vector or calculating a zero vector
Check the #source-control channel's pins, it has some info on perforce, which is what most people like
Any idea what that's for? @grim ore ?
For ue4 and github if you use the latter for code only you could just make a repo with your source folder and config one maybe. For actual assets I have no clue though
is there a way to effect the physics restraints from blueprints? like the x,y,z stuff
@plush yew I would have to see more info but maybe his values where just small
Oh wait, I've just seen why
well the forward vector is already normalized I think
๐
Always easier with a rubber duck, haha
it's always easier with a rubber duck ๐ฆ
agreed
Any idea what "reading file" stuck at 20% can mean? I'm reimporting some assets. Now it seems stuck for over an hour
