#ue4-general

1 messages ยท Page 571 of 1

grim ore
#

how would it be hell?

scarlet birch
#

Is anyone aware of a problem with importing height maps for landscapes in 4.23.1?

past pilot
#

is there a way to rearrange the content browser? id like to put the sources panel on top of the content panel

scarlet birch
#

@ornate ice Weren't there some dialog graphing plugins in the free content recently?

ornate ice
#

yep

#

but didn't want to use a plugin

#

I wanted to make it my own

#

๐Ÿ˜ฆ

#

I know lol

#

but my goal is not to make a "game" by putting plugins together

#

but I'm making the game to learn

#

to become better at solving game dev specific issues

abstract relic
#

Is there anything particularly wrong with reverse engineer the plugin

#

Just look at the article

ornate ice
#

@abstract relic nothing actually that's what I'm trying

grim ore
#

what is the error regarding not finding vs2019?

spice canopy
#

@ornate ice I believe there is also a dialog management system built into the engine already but I haven't watched that video you posted yet so not sure what to say.

grim ore
#

which parts of vs 2019 do you have installed?

#

well poop. is VS updated? 16.3.8?

plush yew
#

Does anyone want to help me with a Fangame

grim ore
#

can you open existing projects or generate from existing projects?

#

you could try grabbing one from a public source or download a CPP example from the learn/launcher? was just an idea if its something weird with the launcher creating the SLN or the SLN itself not working for VS

#

can you launch VS itself properly?

#

lol I just realized I never install the game dev with C++ stuff, always desktop C++ stuff

#

shouldnt matter tho

#

I gotcha I was just curious if VS was fully installed

#

so under individual components what does it show for the MSVC build tools? mine has 14.22 installed for example

#

nah .23 should be fine

#

as long as you have one of those you have the c++ you need ๐Ÿ˜ฆ

#

that and the C++ ATL build tools but I am sure you hav that as well

#

all I could think is to check the desktop C++ dev and see if it adds the correct stuff but even then I doubt it

#

it can't find in your dev env the right stuff I think

#

its down farther under SDKs but if the other tools are installed I am sure its installed

dim plover
#

Wait, get 14.22. Don't get 14.23.

grim ore
#

.23 will work for his issue tho so its not that

#

you could try clicking the desktop dev with C++ and let it install that stuff but shrug

#

I compile from source so I don't know what is needed for a launcher build only

#

so the log you posted before, is that all that is in the log file in the saved folder?]

#

ah, I wonder if the log has anything else but I doubt it

#

should be in the project folder under Saved\Logs but I doubt it

#

I am assuming you have not wiped windows?

#

You could always check your environment variables to see if anything is stuck for some reason ๐Ÿ˜ฆ

#

it should have made a project, that should come up when trying to compile the module

dim plover
#

Rubiks, do you still have the problem with UE4 not finding VS 2019?
Search this Discord for Check %appdata%\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml, maybe that'll help.

plush yew
#

Hey Guys! I have a problem. I try load one project, and the splash screen stopped in 45%, and i have this line in the log:
[2019.11.11-18.00.15:384][ 0]LogMaterial: Display: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.

#

Is error, or just load the WorldGridMaterial?

grim ore
#

45% is compiling materials, it is normal, it will take a while

plush yew
#

okay, thank you. How many time? 10-20-30 mins?

grim ore
#

yes

#

your machine speed

plush yew
#

nice, i have a low-end specs for UE4 ๐Ÿ˜„

Intel Core i3 2120
16GB DDR3 1333MHz
GTX760 2GB GPU
``` ๐Ÿ˜„
grim ore
#

depends on your project then, that is a dual core it's going to take a long time to compile shaders

#

@autumn crystal have you checked your system environment variables to make sure there is nothing odd in there?

plush yew
#

@grim ore, understand, i wait, while loading.

@autumn crystal You have installed VS2019 and all deps?

bitter iris
plush yew
#

@autumn crystal okay

errant tundra
#

Is unrealengine.com down for anyone else? I can get to the forums, just not the main page

grim ore
#

@autumn crystal I dont think you should, but an older one might have been an issue is what you were looking for

#

in regards to this VS issue, if you uninstall VS 2019 completely and try to create a project is it the same error?

#

even with your engine set to 2019?

#

did you ever look in the log?

#

but the screenshot shows a project?

#

unless desktop project games blah blah is not a project?

plush yew
#

Sorry to butt in but, does anyone know of anyone offering private ue4 tutoring lessons who I can present my game idea to and they can teach me the necessary skills to create it?

worn granite
#

@cyan slate Types (enum, struct, classes) should have declarations in C++. After that, you can do whatever you like. Most people put core logic in code and scripty one-offs in BP. Even UMG can be C++

fierce tulip
#

@autumn crystal it says right there its because you dont have VS2019 installed

#

totes missed that hehe.

grim ore
#

I dunno what to say then, the screenshot shows it trying to compile a project but if that project doesnt exist then shrug maybe its something weirder than VS not being installed

fierce tulip
#

path too long?

grim ore
#

you could always copy one of the C++ templates out of your 4.23 engine install and try to run that and see what happens

#

its not circular, getting a project to create the SLN will fix your issue. having a valid existing CPP project you can use to test with is a valid starting point.

#

if you are saying its not creating a project so we can see the full log, then using an existing project we can get a log from is more than what we have so far

#

welp good luck

kindred viper
#

can you even uninstall visual studio? That crap leaves more behind than someone ducking the rent

#

rm on windows box? ๐Ÿ˜ฎ

#

been a while since I did serious command line stuff. I like the idea of the upcoming replacement though.

#

ahh

cursive dirge
#

@kindred viper there's some cleanup tools from microsoft for some VS

#

but even those leave things behind

#

it's really ugly

#

can't believe they do such a bad job at it

#

I've been in situations where I've had to manually delete every VS file from disk and clean remaining registry entries pointing to those folders

orchid aspen
#

Hey everyone, I'm in a bit of a pickle with trying to get access to the Unreal Engine source on Github. I used to have my account linked, but they've since changed the procedure and my account seems to be in a weird state... Basically I go to the Unreal Accounts page, check connected accounts. and Click connect under github. It breifly opens the page you'd see before it prompts you for a login for github and asking for auth. But it bounces back to the epic connect acounts page with a "error=canceled" in the URL now.

#

I've tried in Chrome, FF, IE, Edge... and from two different machines.

#

Last time it was connected via the "Github Username" field in the profile, and accepting to be added to that organization on github from the email it sent. but that was years ago.

#

all other connected accounts connected without a hitch.

#

Really wanting to try out Chaos, but can only do that building from source and I cant get it T_T bad times.

grim ore
#

have you tried just making a new email and github? start from scratch since you just want the code

orchid aspen
#

I havent, but I use my Github account heavily, including their premium features. I'd hate if that's the only way around this issue.

#

thing is, it never even gets to the login prompt. So I'm not sure I can even get to a point of trying the new login

#

Looking in the console during connection it seems to fail on finding a root element for the login prompt though... so I really have no idea what's up.

severe ibex
#

Here's a potentially loaded question. What's the best way of containing information about a static mesh in the mesh? Currently I literally have it stored in the mesh name in 3Ds Max and parsing it out with some BP script, reading back from the end so all information is stored in the object name. Apartment_26_3_1 where the 1 is floor number, 3 is bedrooms and 26 is apartment number. Or is this just madly fragile?

grim ore
#

if you use datasmith you can use user data/user properties/meta data to store that info in the file when you export and parse it in BP's

#

but I don't know if that is overkill

#

oooh I get that error on one of my accounts, time to test!

#

so I get that error on 2 of my accounts, both have/are linked to epic games github right now but show "connect"

#

so I can't connect but they are already connected lol

orchid aspen
#

unfortunately I disconnected mine...

#

because I wanted to connect the new proper way ><

#

which in retrospect was really dumb.

#

But glad to know the site is indeed broken for more than just me

grim ore
#

ok so

midnight gate
#

my unreal engine broke

#

why does it say its not instaled

grim ore
#

I couldnt even get the damned web page to show up for me in IE but if I copy the "connect" link to an IE broweser I can get it to work

midnight gate
#

the epic games launcer juts updated

#

help

#

theres on instal button

#

im stressing

grim ore
#

click on library

#

see what it shows

#

you probably changed your default or it changed it

midnight gate
#

it says i own fortnite

#

but its not instaled

#

thats all

grim ore
#

not that library, the one for UE

#

so Unreal Engine on the left, library at the top

#

and yes it's stupid

midnight gate
#

epic games amirite

#

is it just me or epic games sounds like something a 6 year old would say and they named their company after that

grim ore
#

yep IE11 lets me log in

orchid aspen
#

wat

#

I tried IE11 haha

grim ore
orchid aspen
#

ok lemme try that exactly

grim ore
#

I had to copy/paste the connect link as it wouldnt show the actual account info but this came up

orchid aspen
#

I tried that

#

it still redirected me back to the accounts URL with error=canceled on the top :/

#

so close

midnight gate
#

hey btw mathew

grim ore
#

๐Ÿ˜ฆ

#

damned it works here, that was my only idea lol. It should show that "link" page then you link it and it has the popup

#

lol have you tried on a phone?

midnight gate
#

HEY MATHEW

orchid aspen
#

I did haha

#

nothing works...

#

I wonder if I use firefox but spoof the useragent to IE

grim ore
#

hey @midnight gate

#

have you tried it on the xbox one browser? the ps4 browser? might as well just try them all lol

midnight gate
#

thank you for all the help in helping me learn ue4 i apperiece it alot cuz turns out i love to fail and fix my mistakes

orchid aspen
#

hah

#

still get error=canceled

grim ore
#

yep it's not showing the correct stuff

orchid aspen
#

whats the actual connection login prompt's URL?

grim ore
#

uh the github popup?

orchid aspen
#

yeah

grim ore
#

lemme find it lol

orchid aspen
#

minus your info obviously :P

severe ibex
#

@grim ore thanks. I'll have to look but no idea if itll just be more hassle on the 3ds max side or UE4.

grim ore
#

yep can't answer that one as datasmith itself is it's own beastie lol

#

but I know with the new editor utility widgets and datasmith pipeline you can process stuff as it comes in off that meta data and even use it for positioning or adjusting or just pull the data out later for whatever processing/data you need. It's powerful but wonky lol

severe ibex
#

Yes Datasmith is... a thing. Just curious to know if I'm clearly doing something wrong or nit. But this seems to be a way. Had to do it for someone who was using unity so I guess it's a thing companies have used before.

grim ore
#

yep I just found out about having meta data stored in the assets in max and sketchup and stuff, not an artist here, but it seems really handy since you can just leave a crapton of tech data and such in the original file and then do what you want with it later

midnight gate
#

HALP

severe ibex
#

Bey I've been in arch viz 10 years and don't know a thing about metadata in max.

midnight gate
#

i needa do advaned ui

#

how do i get a ui system like this?

grim ore
#

lots of art and using the UMG system

#

the top can be text and buttons with text, you can change the transform on buttons to make them angled. Images are images. You can put a render target to show the 3d model or just put a 3d model somewhere and put the UI around it

severe ibex
#

Yeah all of that ^^

UMG widgets can take a lot to do a good job of it.

orchid aspen
#

I really miss one thing from the pre-opensource days of UE

#

having paid support.

#

v_v

#

just got another response from someone on that unrealanswers question. They've been back and forth with epic for a long time about linking github issues. I guess I gotta make a new epic account just to get the source

grim ore
#

๐Ÿ˜ฆ

#

it's a weird one for sure since the same steps don't work for different people

#

hell it could be my ISP or a VPN or some other weird thing in between even

fierce tulip
umbral sentinel
#

Is there an Autism friendly user interface that doesn't make people like me sick or get overwhelmed?

fierce tulip
#

^ me when I first started with 3dsmax.

I do think there are some ways to modify UI, one of em being a marketplace pack, and I think there are other ways as well.

abstract relic
#

Luos, look at Houdiniโ€™s ui

fierce tulip
#

NEVER

#

:p

next badger
#

@fierce tulip start blender 2.79 or zbrush ๐Ÿ™‚

fierce tulip
#

its like zbrushes ugly brother

abstract relic
#

You need two monitors for it ๐Ÿ˜œ

umbral sentinel
#

I can't pay for anything so how about an inbuilt "Easy Interface"?

next badger
#

i've used houdini pre 11 versions

abstract relic
#

Easy is relative

umbral sentinel
#

Easy as in Autism friendly

fierce tulip
#

if you cant pay for anything gamedev is going to be very hard

umbral sentinel
#

Not 10'000 things without description

#

Well, everyone starts out small

#

And I already have a few games made

#

So, it's not impossible

fierce tulip
#

well

#

4.24 which will be out in a few weeks/months should have a tool for UI overhauls

umbral sentinel
#

But the UE4 interface is so, well, professional aimed, it makes newcomers choose something like Unity or even make workarounds and make 3D games in 2D Engines

abstract relic
#

I would like a ui that is blind friendly (no sarcasm)

fierce tulip
#

compared to photoshop, 3dsmax, zbrush, maya, houdini, UE4 looks like a newbie tool

dim plover
#

I was going to say, UE4 looks very friendly. There aren't weird small button icons everywhere.

fierce tulip
#

@abstract relic there will be a colorblind tool thing for ue4 soon (for editor itself)

umbral sentinel
#

Tbh Photoshop is 1000x better for newcomers as you don't need 2 PhDs to create a cube with texture.

next badger
#

@fierce tulip now...but remember early days...when it was mix of ue4 new ui and ue3?

fierce tulip
#

pfff

#

true

abstract relic
#

Hurray! Doesnโ€™t help me but still, hurray!

fierce tulip
#

:p

abstract relic
#

Helping a larger demographic at least

dim plover
#

Is that colorblind plugin just an in-editor thing? *Nice, this looks pretty useful.

umbral sentinel
#

UE4 feels like I'm trying to create a triple A game on the PS2 when all I did was a NES port of an arcade game. Far too overwhelming

fierce tulip
#

meh, just take your time. one day at a time.

umbral sentinel
#

I tried

next badger
umbral sentinel
#

I watched 2 hours of Tutorials

fierce tulip
#

hehe yes

umbral sentinel
#

And I still can't create a cube

fierce tulip
#

rama-editor ftw

umbral sentinel
#

Because there's nothing that tells me "Hey, click me and create something"

fierce tulip
#

@umbral sentinel tbh, you make the cube in blender/maya/max/modo/zbrush/whatever and not in ue4

dim plover
#

You can make the cube in BSP.

fierce tulip
#

lol bsp

abstract relic
#

Mate. Try any 3D software (Houdini, zbrush, motionbuilder, etc) and come back to us with that complaint. Youโ€™ll get it with enough time.

umbral sentinel
#

Or "Click me to add a texture"

next badger
#

and convert it to static mesh!

fierce tulip
#

dont suggest crap like bsp :p

next badger
#

then generate the uvs

umbral sentinel
#

Then how am I supposed to make anything if I have to make the game in Blender that's even more complicated than UE4

fierce tulip
#

lol

abstract relic
fierce tulip
#

meshes & models > blender/zbrush/maya/max/modo
animation > max/maya
textures > quixel, substance, photoshop, knald, xnormal, 3dcoat.
materials > inside ue4

umbral sentinel
#

Oh God

fierce tulip
#

sound > about 10 dozen tools

#

thats how it is

#

always has been

umbral sentinel
#

I can make sound easily

next badger
#

animation > maya/motion builder (mb is expensive af)

umbral sentinel
#

This is what I use:

Objects - what
Animation - Aseprite and/or some obscure website
Textures/Graphics - Aseprite
Game Building - GDevelop, trying to use UE4

#

And everytime I open UE4 I cry a little

fierce tulip
#

2d stuff wont really work on ue4 (that well) unless you wait for the upcoming 2d tool replacement thingy

#

or know what you are doing.

umbral sentinel
#

Oh, I have no idea what to do with UE4

#

Except for making Games

#

But currently I'm trying out Unity

fierce tulip
#

for 2d stuff it might be the better engine atm

abstract relic
#

*and if itโ€™s really small in scope

umbral sentinel
#

I'm just trying to make a PS2 looking FPS

next badger
#

agree...you can make 2d game in ue4, but it's not what ue4 made for, so you have to be a good programmer in general to use it for that

umbral sentinel
#

But have to listen to tutorials for games in which 1 character is more MB than I imagined to make as entire game

#

Also, I'm trying to make a FPS

#

Not 2D game

next badger
#

for ps2 look...probably unity will work better, as the forward renderer there is more convenient than one in ue4

umbral sentinel
#

The what renderer

next badger
#

but...in unty you have to use c#

dim plover
#

Unity and PS2 graphics go hand in hand, whether you like it or not. ๐Ÿ˜‚

abstract relic
#

If you want to make a game that runs and looks as bad as ps2 era games, definitely go with unity

umbral sentinel
#

All of my previous games have literally Gameboy graphics (No joke)

#

And thanks

#

Will def use Unity

#

๐Ÿ‘

fierce tulip
#

i honestly wish you luck :)

umbral sentinel
#

Thanks

#

Same to you on whatever you're doing ๐Ÿ‘

abstract relic
#

Good luck. The journey will be a long one

next badger
#

@abstract relic "If you want to make a game that runs and looks as VINTAGE as ps2 era games, definitely go with unity"

abstract relic
#

Thatโ€™s true. The devs during that era made some miracles happen

stiff spoke
#

why when I make the package of my game it works well, but when I try my game (package) on another computer it's not working, why?

next badger
#

i've did some research on how to make ps1 games, specifically how render engine worked, the dithering, integer wpo etc

#

@stiff spoke what does it say?

stiff spoke
#

Wait

fierce tulip
#

moving vertices with.. whats the word.. a few zero's after the .

stiff spoke
#

@next badger

next badger
#

@fierce tulip dang it...i was talking about ps1

fierce tulip
#

:p

next badger
#

you know the wiggly models it had

fierce tulip
#

it was cute though

next badger
#

indeed

grim ore
#

some of the conversations I miss in this channel are mind boggling. There are so many good resources out there for learning the basics of the engine I don't see how anyone can get stuck or confused or overwhelmed to start with unless they are literally not trying ๐Ÿ˜ฟ

next badger
#

"unless they are literally not trying"(c)

abstract relic
#

You canโ€™t help those who will not accept help

grim ore
#

I want to try tho damnit

abstract relic
#

You are brave to stuff their throats ๐Ÿ˜œ

next badger
#

My first 3d experience was 3ds max...2.5...no chances to make something in that.
Then i've bought encyclopedia of it. Read every page, from start till end. And, i could make almost anything in it after that. Yet. It took me like several months to read it. 1000+ pages.

olive bobcat
#

I mean the editor itself isn't that hard to use, I think what scares most people is UE's library and also just blueprints in general

next badger
#

There are no book that will tech you UE4 api however. Or Rendering Pipeline in it. Or some new features that pops up every few months.

dim plover
#

I'm personally having trouble learning Maya (also in the context of UE4). It's really not clicking for me.

olive bobcat
#

Don't get me wrong blueprints aren't hard by any stretch, but to someone who hasn't spent their obligatory quota of 50 hours having an existential crisis in the face of arcane cpp errors, it can appear overwhelming

dim plover
#

Learning the basics of UE4 is incredibly easy, just anything past the basics gets unfairly tricky, imo.

abstract relic
#

How long have you been at it out of curiosity? Maya is a tricky one, itโ€™ll either click or youโ€™ll be forever begrudging

fierce tulip
#

max back in the day took me about a year to be somewhat proper at, and i feel like I am still lacking 14 years later.

grim ore
#

Maybe it's the definition of "the basics" that is at issue here. some people might expect to wham bam I made a full networked game as learning the basics while others are happy if they can add assets and make them move

dim plover
#

I've been on and off it for like... ~5 months? I'm about to dive deeper into it, got a book that I like. *I watched like 3 Udemy courses for Maya and those didn't really click.

abstract relic
#

What? Like a โ€œmake a game buttonโ€?

stiff spoke
#

@next badger

olive bobcat
#

I tend to put the "you have the basics down" line at the point where you know enough about the editor and it's workflow to where for 60% of new things you run into, they can be figured out in a trip or two to API docs and a bit of fiddling, as opposed to a full on tutorial on how to use them

fierce tulip
olive bobcat
#

You can apply that to any framework really

abstract relic
#

That must be frustrating floss. Goodluck, kick itโ€™s arse!

olive bobcat
#

also sweet jesus, initial shader compilation is pain ;-;

#

I can't tell if my hardware is just shit or it's meant to be an adventure

stiff spoke
#

why when I make the package of my game it works well, but when I try my game (package) on another computer it's not working, why?

next badger
#

@stiff spoke um...is it packaged?
what files you're moving to another machine exactly?

stiff spoke
#

The file I placed the package of my game

next badger
#

packaged game is a lot of files

stiff spoke
#

Yes

#

So?

next badger
#

but your error says you have no those files

plush yew
next badger
#

blutility

stiff spoke
#

OK so I will try to make another package then see what will happen this @next badger

next badger
#

just make sure you're packaging to some separate folder

stiff spoke
#

Me?

#

How's that in a separate folder? @next badger

next badger
stiff spoke
#

OK

#

Thanks I go Try

plush yew
#

Unreal website down?

next badger
#

works for me

#

forums/docs/answerhub

plush yew
#

I can go to the forums just fine but going to unrealegine.com takes me to a 414 Request-URI Too Large page ๐Ÿ˜›

#

Even when clicking the home page button the forums

bitter iris
#

Could anyone help me with figuring out why my dedicated server doesnt launch, theres no errors in the log or warnings but it isnt moving past this bottom line [2019.11.11-16.44.07:695][ 0]LogWorld: Bringing World /Game/Loch/Loch.Loch up for play (max tick rate 30) at 2019.11.11-16.44.07 [2019.11.11-16.44.07:811][ 0]LogWorld: Bringing up level for play took: 0.998997 [2019.11.11-16.44.07:812][ 0]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart [2019.11.11-16.44.07:882][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart [2019.11.11-16.44.07:882][ 0]LogLoad: Took 7.176369 seconds to LoadMap(/Game/Loch/Loch) [2019.11.11-16.44.07:883][ 0]LogLoad: (Engine Initialization) Total time: 9.68 seconds

grim ore
#

when your client tries to connect to it nothing happens?

bitter iris
#

the server doesnt launch

#

it freezes at the engine initial

grim ore
#

what do you mean by freezes?

bitter iris
#

it doesnt go past engine initial

grim ore
#

well that lines says it was done, dedicated server has no output unless you are doing something with it

bitter iris
#

[2019.11.11-16.44.07:883][ 0]LogLoad: (Engine Initialization) Total time: 9.68 seconds

#

that part means its done?

#

if so then i cant see it on ports or anything

grim ore
#

do you have it running in log mode?

bitter iris
#

yeah thats the log ^

stiff spoke
#

Can you teach me more about travel server in the living room #multiplayer

#

?

grim ore
#

so nothing above there in the log?

bitter iris
#

ill get the full log sorry

grim ore
#

if thats the end then it seems like it's up

#

the port stuff should all be above that

grim ore
#

[2019.11.11-16.44.06:811][ 0]LogNet: GameNetDriver IpNetDriver_0 IpNetDriver listening on port 7777

#

right above that

ember cliff
#

So I'm stuck at 45% initializing 4.23.1 with no plugins and no projects open. I have ran it for > 8 hours. I can run 4.22 just fine.

grim ore
#

45% is shader caching, what does task manager show

bitter iris
#

right above? packethandler?

grim ore
#

no I mean the line I pasted was right above what you pasted and it shows the port

ember cliff
#

Nothing.

bitter iris
#

ohh

ember cliff
#

It doesn't seem to be proccessing.

bitter iris
#

Theres this line

#

[2019.11.11-16.44.06:812][ 0]LogRHI: NullRHI preferably does not allocate memory on the server. Try to change the caller to avoid doing allocs in when FApp::ShouldUseNullRHI() is true.

grim ore
#

yep that is normal

bitter iris
#

would this be a problem?

#

okay

grim ore
#

have you started up a client and had it try to connect?

bitter iris
#

just confused to what the problem can be

grim ore
#

@ember cliff is this loading the engine or loading a project?

bitter iris
#

am i not able to check it on my end?

#

or cant you play an host at the asme time

grim ore
#

you can do it yes, just fire up a client and connect

#

just make sure to connect locally not externally

ember cliff
#

Engine. Launching it from the launcher. I have no 4.23 projects yet.

grim ore
#

๐Ÿ˜ฆ it shouldnt take that long even on the worst machine. You can try shutting anything down that is running (any instance of UE4), removing your DDC files, and starting it up again

#

uh.. did you happen to install incredibuild?

ember cliff
#

Again, I have been able to run 4.22 no problem.

#

Was installed at one point, I uninstalled it.

grim ore
#

it only does this cache on startup of the engine, you probably had that cached before you installed 4.23

#

incredibuild will destroy your shader compilation ๐Ÿ˜ฆ

bitter iris
hot thistle
#

How do I remove the player from this?
Its a slam attack, and the player and ground components will be hit, but I only want the other components to be affected by the Simulate Physics.
I'm not sure on how to remove the player from this calculation

grim ore
#

did you try connecting directly with the console command?

bitter iris
#

whats the command sorry

grim ore
#

should be open 127.0.0.1:7777 if it's running on the same machine

#

or open localhost

#

and then check the dedicated server log to see if it says anything

bitter iris
#

god dammit i compiled shipped version

grim ore
#

@hot thistle as a test from the overlapped components plug that into a for each loop. Then during the loop print out each components name. Find the one you dont want to change and note the class it is. Then remove the print string, and do a cast to the one you dont want to change, and hook that up to a branch. If it's that one you dont want to change then you do nothing, if its anything else you can then set the physics

ember cliff
#

Aight, incredibuild had some leftover stuff. I got rid of it, engine launched fine. Thanks!

grim ore
#

yay

#

incredibuild is a sneaky bastard that way

hot thistle
#

The Player component is the one I don't want to apply physics to, but instead damage it

ember cliff
#

Yeah, I uninstalled it because it was slowing down compiling because iirc it was single thread for the free version.

next badger
#

incredibuild is garbage with a free tier

#

still wondering why ms has no any compiler cache

ember cliff
#

I noticed. :L

gilded plinth
#

Hey All, need a bit of help. How can I get the size or at least the scale of a static mesh in c++ when I'm setting the scale of it in a blueprint? FloorComp is my Static Mesh Comp, and I derive a BP from this cpp Actor in which I then scale the Static Mesh (My floor tile). Now back in C++ I wanna get the size of the floor post my scale adjustments to the Static Mesh Comp in the derived BP. When I print the size of the Static Mesh in BeginPlay() it prints the size before my scaling in the blueprint UE_LOG(LogTemp, Warning, TEXT("Vector X of the floor is %f"), FloorComp->GetStaticMesh()->GetBounds().GetBox().GetSize().X);

next badger
gilded plinth
#

ah dang so sorry thought i was there!

radiant locust
#

hey i was wondering what channel should i be in to ask a question about lighting?

next badger
bitter iris
#

@grim ore it works with the command open 127.0.0.1:7777

plush yew
#

Is it possible to use a blendspace inside of a montage? I've got directional flinching that's base in a 1D blendspace and it'd be nice to manage flinching from within a montage rather than the state machine

plush yew
#

ok, I've discovered that I've dug myself a bit of a grave in this game dev project

#

I don't have any method at all to model a character which matches the style of the surrounding props and environmental stuff

#

all the environmental stuff is high-res and realistic, however player models like that are scarce and very expensive

#

I have a couple options

#

I could design my game in a way which would eliminate all player models (first person perspective, interaction with other characters is limited to intercom/radio)

#

I could pay for lower-res character models (least preferable)

#

or I could break out my wallet and pay for much higher-quality character models

#

but I don't know where I could even find someone to do a character model like that

#

On reddit there's a subreddit called model requests that might be able to help

#

I think there's also a channel on here dedicated to finding/giving jobs

#

@plush yew is there a higher-brow version of fiverr?

olive bobcat
#

those channels I'd assume

plush yew
#

how much does a high-res character model go for?

olive bobcat
#

not sure really

#

I'd assume it varies case to case

primal edge
thin tendon
pliant yoke
#

the streaks are good but they're too thick @thin tendon

#

looks like it's raining cigarettes

thin tendon
#

Thanks thats what I was thinking as well

stiff spoke
#

Thanks it works @next badger

pliant yoke
#

do you have a procedural wetness scalar for the terrain materials @thin tendon?

#

i was wondering what the best way to simulate shiny wetness is

#

that looks pretty good

thin tendon
#

Thanks. I just have a global set up to a material parameter collection. Then I just added that global for wetness into specular and metallic for each of the materials I want to look wet

pliant yoke
#

specular and metallic, okay thanks :)

thin tendon
#

Your welcome mate

cloud cobalt
#

Ask #work-in-progress !

valid pike
#

@storm venture Butiful

plain tiger
#

What things do new users find particular hard? I have made tutorials now about creating custom nodes, using uv-textures, bumpmaps, things like that. https://www.youtube.com/watch?v=EbGZiSSnqiA&list=PLKgLkop0j2ummsAjPI1H6LGBcsPJwLOiv looking for new topics to make vids about

In this part we will make a simple test string node. Music: 0:01 Dylan Palme - 04 - The Crazies Are Out Tonight 2:25 Brad Sucks - 07 - Total Breakdown 4:39 S...

โ–ถ Play video
kindred viper
#

most times the problems I help new users with are reference related. Not being able to get data to communicate between BPs. So I send them to THE blueprint communication livestream from years ago that still holds up.

plush yew
fierce tulip
#

works for me

sly coyote
#

With 4.24 preview out now, does that mean 4.23 is the new most stable release or should i stick to 4.22 a little longer?

plush yew
#

@fierce tulip yeah now it works again here ๐Ÿค”

fierce tulip
#

looking at what people have been saying, 4.22 is more stable compared to 4.23

sly coyote
#

Ok ill stick to it a while longer, i havent had the chance to play with the new toys so i wont be missing anything

thin tendon
#

@plain tiger A good topic is optimization. Would probably take you several videos though

mint sequoia
#

In this Unreal Fest Europe 2019 presentation, Software Engineer Jessica Baker talks about Rare's new philosophy on automated testing to deliver Sea of Thieve...

โ–ถ Play video

This talk by Fractured Byte Technical Artist Roman Leshchenko breaks down the most common mistakes made by developers, render and content pipeline bottleneck...

โ–ถ Play video
#

The 'fantastic bottlenecks' is good for general users who might have missed common optimization tips, the sea of thieves one is good for advanced users

#

If you don't have time to watch the video I summarized fantastic bottlenecks into a google doc here https://docs.google.com/document/d/1pLLl5W1Euh5LNc3F8faswNqgk0c945Uj7jMp5vi-Djw/edit?usp=sharing

thin tendon
#

Thanks for the vids. Optimization is one that comes up for me all the time. Every single time I work on a feature to update my project I have to look at ways to balance the new features

#

So far I have found driving things with materials and spending time on LODS has made a huge difference

nova verge
#

hey there, i'm facing a problem with missing bones whole importing from blender to unreal, is this the right place to ask for help?

safe forge
#

@thin tendon Too Thick mate!

#

@mint sequoia Ty!

#

@thin tendon are you using a PP material?

thin tendon
#

PP material for which now?

safe forge
#

for the rain ๐Ÿ˜‰

thin tendon
#

PP material?

safe forge
#

its something im working on too

#

.....

fierce tulip
#

hehe, they said pp

safe forge
#

its called a post process material

thin tendon
#

ohhh nah mate

safe forge
#

using particles?

#

interesting ๐Ÿ˜„

thin tendon
#

yeah with a material function for culling rain particles

safe forge
#

why would you have to do that?

#

isnt the whole point of particles you can control how many spawn and how they die etc

thin tendon
#

Just give me one sec trying to think of the best way to explain this one

#

So when you make particle rain system you can add collision. This is good for areas you don't want it to rain like indoors

safe forge
#

^ yup got ya

#

thats what i was wondering ๐Ÿ˜„ ๐Ÿ˜„

thin tendon
#

But the collision setting only supports meshes that were there before runtime

safe forge
#

right

#

im impressed with the density of the rain you have

thin tendon
#

So having a material function that culls based of the real world locations of culling boxes. Allows me to have areas that don't rain but where created at run time

safe forge
#

ok cool ๐Ÿ˜‰

thin tendon
#

Thanks they aren't actually individual droplets

safe forge
#

^ nice1

thin tendon
#

They are actually flat sheets that have a moving texture. That rotate randomly around the player to give the illusion of rain. So there are only actually about 8 particles at any given time

safe forge
#

yup got it ๐Ÿ˜‰

#

also can try a hybrid approach ๐Ÿ˜„

thin tendon
#

Yeah I know it was a weird approach. There was just a bunch of issues that needed a work around and that was just the way it flowed

safe forge
#

nah it sounds good, sounds like a decent approach

thin tendon
#

Thanks mate

somber quail
serene birch
#

interesting!

fierce tulip
#

teddy has grown so much hehe

plush yew
#

duuuuudes ?

#

epic aqiures quixel ?

#

whaaaaaaaat ?

#

free quixel ?

fierce tulip
#

holy f-in shit

plush yew
#

๐Ÿ˜ฎ

safe forge
#

awesome!!!

plush yew
#

i will statr using ue4 from now on then

serene birch
#

free Mixer 2020

#

attack on Substance ๐Ÿ˜„

plush yew
#

not only that, its free scans for ue4 users ?

serene birch
#

yep

#

and lower price for the others (remains to be seen how much lower I guess)

plush yew
#

rtx + scans = ue4 love

serene birch
#

Switch to one of our new plans, and weโ€™ll refund you for the remaining duration of your 2019 subscription. If youโ€™re using Megascans only with UE4 weโ€™ll refund you for all of your purchases in 2019.

#

make sure to check to get your money back ๐Ÿ™‚

fierce tulip
#

thats best news since substance went adobe and basically.. well.. pushed them out of everyones way :p

plush yew
#

@serene birch i never used it befor so can i have free scans still ?

#

in ue4 ?

serene birch
#

seems you can get them for free right now

#

so try making an account I guess ยฏ_(ใƒ„)_/ยฏ

#

they also put 10 of their packs for free on the marketplace if you just want them the classic way

plush yew
#

signed in with epic game account, thats sound great !

somber quail
#

I hope Adobe think hard about how they're going to handle Substance going forward in light of this

#

Mixer 2020 is looking pretty tasty with all that new painting functionality

dark depot
#

yeah this is going to get interesting

fierce tulip
thin tendon
#

Thats awesome. I applied to them under an indie dev license and got rejected. Now I won't have to bother getting their attention

serene birch
#

๐Ÿ˜„

#

go go!

fierce tulip
#

hnng

serene birch
#

heat up those network cards

thin tendon
#

Have you seen thier stuff. They have some amazing HD textures for landscapes

plush yew
#

its actually free maan !!!!!! its just you have to apply for tos that all scans must be used inside ue4 ???????

thin tendon
#

The quixel website just keeps giving a bad gateway message

plush yew
#

@thin tendon lol

thin tendon
#

ok got it working and holy crap this is amazing

dark depot
#

this is going to make the mega jam interesting... now we wait for the person that adds everything and just has a giant 10GB+ jam game hahahaha

crude vessel
#

Substance painter is badass, but if Mixer (for free) has even a fraction of the functionality then this is badass.

plush yew
#

What determines/spawns the character you play when you start a map? I want players to orbit a camera and not be able to do much untill they login and then grab their details from a file and load those variables into a character then spawn it.

serene birch
#

gamerules has the default player class

crude vessel
#
Epic buys Quixel: Everything costs half off or is free now for everyone! Free megascans for our customers! ```
serene birch
#

well not to be that guy but

#

Adobe only makes their money while you use their tools

#

Epic makes their money when you sell games

cloud cobalt
#

There is more than one way to make money with tools, even considering Adobe can't have the same revenue model

#

They were a much more reasonable business a few years ago

serene birch
#

they noticed that the business model of selling new versions of their tools was slowing down a lot

#

because at one point, new versions of Photoshop risk making the tool worse than the previous version and this doesn't bring sales

#

maybe they should try a 2% of sales business model ๐Ÿ˜›

cloud cobalt
#

"Software ships terrible update, is unhappy people don't buy it"

crude vessel
#

Substance had to be making some kind of money before Adobe bought them out and turned their software into ransomware.

serene birch
#

the point is that at one point they kind of "perfect" what is Photoshop

#

so it gets hard to make significant updates to get people to buy the new version

#

and trying too hard risks making users angry ๐Ÿ˜›

cloud cobalt
#

Photoshop has been commercially available for 20 years

crude vessel
#

Well then... don't base your entire business model of rehashing software which is essentially feature complete?

cloud cobalt
#

Maybe it's fine that it doesn't make significant money anymore ?

serene birch
#

and computers have evolved a lot for 20 years, but evolution is kinda slowing as hardware and software got "perfected"

cloud cobalt
#

It's not like Adobe is still working on it

#

It's not like Photoshop is getting better

#

The subscription is bullshit

serene birch
#

maybe it's fine but that basically means downsizing the company and firing many engineers that aren't required to update the software much anymore

cloud cobalt
#

No, it does not - it means moving them to new products

#

Like, say, the one they just bought

#

That's how things should work

serene birch
#

but they bought engineers with them too ๐Ÿ˜›

#

this is just classic growth pains

crude vessel
#

Well my point is, I didn't mind the idea of subscribing to substance to get new features as long as I could jump off and keep what I had. Now that they went to ransomware model I pretty much bought out my license because at the end of the day it's a hobby for me and I can't justify to spend a monthly fee in perceptuality.

serene birch
#

that's the way things are

#

old entrenched companies kinda stop growing

#

then they try stuff to remain relevant

#

that stuff gets people angry

#

new products will then try to squeeze themselves in the cracks of the armor of the old companies

crude vessel
#

It's not like a law of physics.

#

Yes you see it happen, but it's not always the case.

#

Nobody thought Kodak would go the way they did.

#

But you have other companies reinvent themselves and carry on.

#

I mean, Nobody Predicted Apple to be what it is today.

#

Or even Microsoft as weird examples.

drowsy perch
#

unreal engine gave us everything to create games, how many of you developed a game from a to z?

crude vessel
#

Apple used to be a slowly dying maker of overpriced desktop computers that looked fancy.

#

@drowsy perch depends on how you define game ๐Ÿ˜‰

serene birch
#

well once the old company looses the fat, it becomes one of the smalls that tries to enter other markets ๐Ÿ˜‰

crude vessel
#

Yes, and this is inherently more about management then.

#

We've all seen people or companies catch lightning in a bottle and be unable to replicate it.

#

Epic right now is apparently full of cash and is expanding into different areas, some of it (game store exclusives) are pissing people off. But Ultimately they could have just taken their extra money and started to make more games? Unreal 3: Secret of cow people?

drowsy perch
#

or they could offer more money for startups

wary wave
#

they've done that in the past

#

and still have grants available

drowsy perch
#

more

#

I am running out of budget for my game

wary wave
#

there's a pot of millions of dollars already open, how much more do you want?

#

ah, so it's about you, not about startups

drowsy perch
#

about my startup

wary wave
#

Why should anybody give you money?

#

(if you have a viable product, obtaining funding should not be difficult)

fierce tulip
#

dont bring your problems to the market, bring your seeds to the market.

wispy comet
#

holy shit

#

anyone seen this?

thick herald
#

for sale: Seeds. Place in mind, add thought. T&Cs apply

wispy comet
dark depot
#

yeah

#

scroll up

thick herald
#

not a fan of megascans

fierce tulip
#

lol

wispy comet
#

oh ๐Ÿ˜…

dark depot
#

its kinda insane when you think about how many assets it is

wispy comet
#

i'm super excited

dusky inlet
#

holy shit

dark depot
#
  • whatever they are doing in the future
wispy comet
#

it's thousands of dollars worth of assets

thick herald
#

the subscription fees are expensive imo]

dark depot
#

we dont have those any more

#

๐Ÿ˜„

drowsy perch
#

Mixer is also free

thick herald
#

As far as I can see the free Megascans assets are the free ones that have always been free.

#

or I have I completely missed something <- very likely ๐Ÿ˜„

drowsy perch
#

yes, you are wrong, tap on Subscribe button on megascans and see the pricing

thick herald
#

remember to add VAT to the pricing of the subscriptions too

plush yew
#

So Epic acquired Quixel?

serene birch
#

they added a few free assets to the UE4 marketplace for now, as a way to make them "user friendly" to access for UE4 users but there is also a way to get them directly from the Megascans library

tardy sapphire
#

Hey guys, I have a lightmass crash problem, I don't get any message like ran out of memory etc.. nothing, just says crashed
I can build other scenes, just not this one particular scene ..

dusky inlet
#

I logged into quixel using my epic account but assets still say they cost me points I dont have ๐Ÿค”

fierce tulip
#

some stuff might still need to be set properly.

dusky inlet
#

probably

#

so exciting, honestly, there is so much free content you can use to do high quality scenes nowadays

drowsy perch
#

I would like to see a new UI for UE4

serene birch
#

did you get that popup?

dusky inlet
#

I think I didnt

dark depot
#

the website is a little weird atm you can get make that pop up by downloading bridge

serene birch
#

try to relog on https://quixel.com/

somber quail
#

@tardy sapphire Clean and validate swarm cache and also check for duplicate material names

tardy sapphire
#

@somber quail How would I check for duplicate material names exactly? I don't get warnings or anything, the project is huge. :/ Maybe too many objects in scene? I have about 4500 ..

coral raptor
#

Hi everyone i was testing Mixer few months nths ago, and i have question did they add custom meshes support?

fierce tulip
#

iigtc next update they will?

honest vale
#

the refund process was surprisingly pain free

#

just migrate your account and it's done

plush yew
#

Hey guys. I need a quick feedback. I have a 500gb m2 SSD and a 1TB "normal" SSD. How should I organizing my files? Projects and UE on the m2 SSD, Assets etc. on the 1TB SSD? Does that make sense so i dont bottleneck anything?

turbid wigeon
#

holy shit

#

megascan

plush yew
#

Yeah thats why I'm asking the question above ๐Ÿ˜‰

fierce tulip
#

@plush yew m2 > windows
ssd > ue4/ue4 projects

#

if possible.

plush yew
#

Thanks for the quick response and sorry for the offtopic. Will use #lounge in the future ๐Ÿ™‚

turbid wigeon
#

i did not see that coming holy crap

next badger
#

Epic. Quixel...what are you doing? I have no so much HDD space!!!

turbid wigeon
#

x)

#

Photogrammetry for everyone !

#

That's insane wth

#

Megascan was used in Jungle Book movie ffs

#

insane

radiant haven
#

is there a good tutorial for realistic flight physics?

#

without paying smth

#

other thing is what is the difference

plush yew
#

Yeah thats a big game changer right there!

crude vessel
#

So what's next for epic? 2020: we used our fortnite money to buy Adobe and Autodesk, all their products are epic game store exclusives. 2021: February free game of the month, space quest 2 and Epic Photoshop

#

How do the top quixel? I'm excited if ue4 gets mixer integration and we see some substance level material and painting action in ue4 editor down the road.

wispy comet
#

that'd be sick

thorn vector
#

Spatialos 2020 for networking ppl?

somber quail
#

@tardy sapphire filter in the root for materials and look or script a tool to do it for you

#

I have some WIP stuff on my Github that can search for duplicates

alpine wigeon
#

Just curious do we want to have #quixel room?:D

#

To a) keep the excitement there b) help people with setup of the tools and account?

fierce tulip
#

ill suggest it

alpine wigeon
#

Thanks...also... holy F.... ๐Ÿ˜„

#

I like your status ๐Ÿ˜„

somber sonnet
#

hi

crude vessel
#

Yeah a #quixel room makes sense.

drowsy perch
#

10 GB materials :0

honest vale
#

I don't see the need for #quixel

crude vessel
#

So I haven't used bridge, but I am curious if it would be a viable way organize and have access to all my various ue4 and other assets in one place.

honest vale
#

yes

#

in the bridge you can input library locations

#

and then it parses the json files the megascans assets come with

#

and lists them in the view

#

you can then export them from the app

#

if I recall correctly

crude vessel
#

But non megascan stuff I mean

honest vale
#

oh, probably not

#

it's intended for megascans

crude vessel
#

Like if I want the ue4 starter chair in mixer

#

I must have misread their description then.

thick ruin
#

Mixer doesn't support 3D painting in the public build juuuust yet.

#

It will soon though!

crude vessel
#

They seemed to be selling it as a one stop content manager, but it makes sense I guess.

thick ruin
#

Bridge also works with non-Megascans data.

crude vessel
#

Okay yeah, that's what I wanted to know.

#

Bridge

honest vale
#

rly?

crude vessel
#

Like if I buy a content pack off marketplace, or make my own models in blender and texture in painter, it would be useful to have all my assets organized in one program

honest vale
#

how does it handle the various texture maps if you use non megascan data?

crude vessel
#

I'd be excited if bridge could do that.

#

Especially if it supports tags or more advanced organization features.

thick ruin
#

You can import them and organize them manually if you prefer to do so. I don't really use anything outside of the Megascans ecosystem so I haven't had a need to do that yet, but I know it does function in that manner

honest vale
#

right

#

btw is it possible to rename megascan assets in the bridge?

#

I remember I had some assets with names like "asdf322" or so

#

a sequence of seemingly random letters and numbers

thick ruin
#

Not to my knowledge - the assets are named in such a way that they're categorizable

#

Believe it or not, it's definitely not random! However I will most certainly agree that the asset naming system isn't always human-readable. We're working on that ๐Ÿ˜„

crude vessel
#

Well I can't wait to give it a shot, especially since bridge works with blender

honest vale
#

is there a reference for the naming scheme somewhere? ๐Ÿ˜„

crude vessel
#

I'd be happy to use it to organize all my assets in one place

thick ruin
#

Internally, yep! The naming is actually broken up into a few chunks, specifying who uploaded it within Quixel, who scanned it, etc.

crude vessel
#

So yeah it looks like bridge is designed to work with any assets and a variety of tools. I'm very happy they have a proper plugin for blender (unlike substance(

#

But I wonder how it would handle ue4 assets which have custom materials? Ue4 seems pretty touchy about folder placement and such.

next robin
#

@thick ruin are UE4 licensees now allowed to redistribute Quixel assets as part of a Modding SDK?

thick ruin
#

@next robin Check our Terms, via https://quixel.com/terms. I believe that's covered

#

We've never historically had any issue with adding our assets to mods, but redistributing them is another story entirely

candid hearth
#

@thick ruin Grattis! This was really good news ๐Ÿ™‚

thick ruin
#

Varsรฅgod @candid hearth

next robin
#

Cheers, been looking through it but it's not all that clear to me, yet.

grave osprey
#

How quicksel work ? Can you download smart material out of it ?

radiant haven
#

can i make a programm with bp?

grave osprey
#

Can i use quicksel to substance painter ?

somber quail
#

@radiant haven What do you want to make?

alpine wigeon
#

and this is why we need #quixel room ๐Ÿ˜„

somber quail
#

@grave osprey Not really.

alpine wigeon
#

The questions will keep on piling ๐Ÿ™‚

lapis vine
#

Like it: quicksel

hexed dock
#

I'm running into something puzzling. I have a debugging shortcut pure function FormatFloat that I use to just format a float with one decimal place. I have used it in BPs without problem. But I tried to use it in a BP for a widget's OnPaint, and it throws the error Function Format Float can modify state and cannot be called on 'self' because it is a read-only Target in this context I don't quite get this. The function is a SUPER simple wrapper. It just takes one input (float) which is pinned to ToText's Value and returns one output (text) that's pinned to ToText's Return Value. No other pins are hooked up, and there are no vars accessed. I'm not sure why it thinks it can modify state.

alpine wigeon
#

also format it a little ๐Ÿ˜„

thick ruin
#

@grave osprey We offer materials via https://quixel.com. You may use those materials in any application, generally speaking

#

And yes, a #quixel channel is probably a good idea at this point ๐Ÿ˜„

alpine wigeon
#

@upper heart can we please have it?: ^

#

Probably in Content Creation category...

upper heart
#

We are discussing it

visual belfry
#

quick quixel question, if I were to download them all how many hard drives would I need to purchase ๐Ÿค”

lapis vine
#

While the ball is rollin', why not buy and SpeedTree? Will sit nice on the channels ๐Ÿ˜„

thick ruin
#

SpeedTree is good stuff - I love working with it

alpine wigeon
#

SpeedTree was free with the Quixel Indie program... maybe next time ๐Ÿ™‚

lapis vine
#

Yes, yes, I think so too.

#

๐Ÿ˜„

safe rose
#

After all that crap about adding channel

#

You going to add quixel one ;0

alpine wigeon
#

@thick ruin I have couple questions...

UE4 is multiplatform, will Quixel honor that? I know that Bridge works on all Win, Mac and Linux, but Mixer does not last time I checked. I was hoping that at the end of the beta it will be made available but that has now moved.

The UE4 plugin did not work on Linux last time I tested... plans?:)

I guess some of this is on Epic now, but if the code to the tools is open under similar conditions that UE4 code is open we can possibly help make this happen.

safe rose
#

Just like you said you would for everything else

#

"graphical related"

upper heart
#

I didn't say we are adding anything

#

I said we are discussing it

thick ruin
#

@alpine wigeon We try to support everything we can in terms of operating systems. Now that we have some serious funding by working with Epic, we can actually put some real dev time into a lot of things - including other operating systems outside of Windows and MacOS.

#

Most of our issue prior to the Epic acquisition was that we were a small company trying to develop huge things

plush yew
#

Great stuff Jonathan!

alpine wigeon
#

Yeah I know I was subscriber for several years now... ๐Ÿ™‚ always loved the work ๐Ÿ™‚

thick ruin
#

Thanks for sticking by us! I know it was rough for a bit. Trust me, I've been around Quixel since 2014, long before Megascans became a public reality

crude vessel
#

@thick ruin I was just commenting how I envy your position compared to the poor people who had to try and sell Adobe buying up substance. This really seems like a win win for everyone. Can't wait to try Quixel products.

thick ruin
#

Yyyeaahh... I can't really talk about that, even if I wanted to.

alpine wigeon
#

๐Ÿ˜„

crude vessel
#

It's okay. I understand.

#

I hope everyone at Quixel makes out well from this too

safe rose
#

They should all be getting pay raises if anything

#

I don't see how anyone would be getting cut from this deal.

plush yew
#

You guys from Quixel just made my life so much easier ๐Ÿ˜„ keep it up

alpine wigeon
#

I hope the entire Quixel team goes to Unreal Fest Europe... not just one guy ๐Ÿ™‚

thick ruin
#

I will say that what I write is not in a script provided to me by Epic. I am a natural Unreal Engine user dating back to 2008 and I write tutorials and do live streams on the engine without being prompted to do so

#

Unreal is part of my everyday workflow. It's been like that since I was in college

crude vessel
#

Yeah, it seems like a natural fit, I hope it's something good for everyone.

serene birch
#

I don't see how anyone would be getting cut from this deal.
probably the reverse even, more money needed to hire more people to tackle on more stuff ๐Ÿ˜ฎ

crude vessel
#

But, I imagine it's easier to do your job when you believe in what your saying. ๐Ÿ˜‚

thick ruin
#

Oh absolutely! I don't want to work where I have to write things I don't believe in. That's why I've always loved working at Quixel. The company has always aligned with my viewpoints on 3D art (especially regarding procedural art vs scanned art, and now with the ability to blend both seamlessly in Mixer) and in overall customer service and appreciation.

Speaking of streams, if you missed mine last week you can hear my goofy voice here: https://www.youtube.com/watch?v=1aEXiMtav5c

In this livestream, Quixel's Jonathan Holmes will be giving you all sorts of tips and trick to create your scene, while demonstrating a scene he's currently ...

โ–ถ Play video
floral crane
#

Real quick question, does anyone know if lighting intensity affects performance. I know attenuation radius does, but I'm wondering if I'm doing myself a disservice by not making this interior brighter.

plush yew
#

When is your next stream Jonathan?

thick ruin
#

Hopefully this Friday, although it won't always be art I'm making. We'll probably be streaming something related to the big news of today

crude vessel
#

I'll have to check it out later when. I'm off work but I'm certainly interested to check out more quixel stuff going forward. It always seemed like quality product, but I'm not really able to afford a lot of third party stuff , so this is certainly exciting for me.

plush yew
#

Alright I'll tune in! Just subbed

#

Yeah can't wait to get home from work so I can mess a bit with Quixel too ๐Ÿ˜„

floral crane
#

Ahh I'm a work atm, is it okay to share this around to my department?

thick ruin
#

Feel free to!

floral crane
#

Awesome!

thick ruin
#

Actually, fun fact about that stream, it showcases UDK stuff I made nearly 10 years ago using crude photogrammetry techniques, AKA take a photo and cut out the alpha in Photoshop manually and use nDo for normal maps from that photo. Going from that workflow to our current one made redeveloping that project significantly better in a lot of ways

floral crane
#

Ahhh I feel that pain aha.

radiant haven
#

@somber quail realistic flight physics

grave nebula
#

God, I used to love DDO/NDO back then.

thick ruin
#

I still use NDO frequently in work I develop

floral crane
#

Feels like everythings changed a lot, although I can't say I miss how much faster we can do things now. ๐Ÿ‘€

plush yew
#

Just received the mail, also Unreal Studio will be free for all from 4.24 release.

"We wanted to inform you of a change to our product lineup. As of the upcoming Unreal Engine 4.24 release, the features of Unreal Studio are being rolled into Unreal Engine and will be made available to everyone for free."

"This means that, with the release of Unreal Engine 4.24, the Unreal Studio beta program will be retired but you will continue to have access to its featuresโ€”such as Datasmith, static mesh editing, and the Variant Managerโ€”in Unreal Engine, which will remain free of charge. "

floral crane
#

Atleast with ArchVis, time is a lot of money for some clients. ๐Ÿ˜…

plush yew
#

hello, is it possible to contact Epic dev guys for a feature request? If yes, how? Thank you

#

Via Github I believe

floral crane
#

What's the feature.

thick ruin
#

Just a heads up guys, if you need anything here please feel free to ping me. I am currently tabbing between a ridiculous number of chat channels and forums and social avenues but will make every effort to respond ASAP

plush yew
#

it's a little one, but I think a useful one, about the vault in the Epic Launcher, I would like to have folders to organize assets

#

@thick ruin sure, thank you and take this paracetamol for today ๐Ÿ˜‰ (Great move you Quixel guys made, by the way)

alpine wigeon
#

That was already requested several times and I believe something like that is on the roadmap...

plush yew
#

@alpine wigeon , excellent, thank you.

floral crane
#

Yeah, organisation I think has been mentioned before.

proven ivy
#

you can choose where you want the vault to be, but after that, not sure how you can "organize" things in it

alpine wigeon
#

I think it was even mentioned on some stream...

#

Well it would be ideal to keep the tags and categories just like the assets have in the marketplace ๐Ÿ™‚

#

with the ability to add custom tags:)

proven ivy
#

well that could be easy with the manifest

plush yew
#

my list is getting huge, and now with Quixel Megascan... oh my! ^__^

alpine wigeon
#

I need to buy another drive ๐Ÿ˜„

serene birch
#

Megascan textures are in jpg format only?

plush yew
#

ahahah

serene birch
#

(they probably are big enough on my HDD anyway)

plush yew
#

I think there are also meshes too, so not only jpgs (or pictures)

#

Thank god I have about 5TB SSD ๐Ÿ˜„

proven ivy
#

well in order to keep my vault as small as possible I only download the assets I need and then remove them from the vault. it also makes sure you don't have assets for older engine versions

alpine wigeon
#

Well he is talking about the vault tab in the Launcher

plush yew
#

yeap, that's a way

alpine wigeon
#

not the actual disk space

plush yew
#

exactly

thick ruin
#

@serene birch *.JPG unless you're on a Studio plan, where we offer *.EXR 32-bit downloads.

plush yew
#

Looks like 4.24 Preview 2 is up on the launcher.

#

I'm not downloading aaall the staff, it will be impossible, one Paragon character is around 3GB...

serene birch
#

ok I see

proven ivy
#

@plush yew I only see the preview 1, even on github

plush yew
#

I have the Preview2

alpine wigeon
#

you live in the future

#

I have 4.25...

#

(master branch)

dusky inlet
#

is the quixel master material properly setup? Giving me warnings that displacement and roughness are being sampled as colors

fierce tulip
#

Welcome @thick ruin

thick ruin
#

Thank you! ๐ŸŽบ ๐ŸŽบ

#

Also hi @ashen brook, good to see you outside of Facebook and Twitter!

kindred viper
#

good to see anyone outside of twitter tbh :p

ashen brook
#

Hey @thick ruin ๐Ÿ™‚

thick ruin
#

Enjoy Japan for me, because you know me and โœˆ mix like oil and water ๐Ÿ˜ฆ

abstract valve
#

@thick ruin Hey Jonathan, welcome to the family ๐Ÿ™‚

thick ruin
#

โค

plush yew
#

Hi @thick ruin, thanks for all the answers you are giving on r/unrealengine! ๐Ÿ‘Œ

thick ruin
#

Of course, anytime!

#

My only regret is that I don't have six arms to type faster

wispy comet
#

mate @thick ruin if you don't mind the ping, my little scrappy indie game is gonna look so much better thanks to y'all holy shit

#

I can't get over it, it's really incredible

visual belfry
#

I'm making a game primarily set in a forested/mountainous area and it's going to take all of my restraint to not dive in the deep end and start using these ๐Ÿ˜‚ ๐Ÿ˜ข

thick ruin
#

No worries @wispy comet! Ping me anytime, if I'm around I'll reply. Be sure to tag us on Twitter. You can reach us via @quixeltools or get my attention directly by @5ynaesthesia

#

Both @quixeltools and @5ynaesthesia go directly to my phone

wispy comet
#

I'm usually against companies getting bought out (read: substance getting bought by adobe) but i'm all for this

crude vessel
#

Are we going to get to the point in which people have to make their games loook crappy on purpose to stand out?

#

"I made this tree using Ms paint"

wispy comet
#

i get an awesome workflow i couldn't afford before and some sick assets, thanks exclusively to you guys!

#

MS Paint? Real pro right here

crude vessel
#

It's going to be hard to compete with these Quixel assets

thick ruin
#

Truthfully, I usually am too, but this isn't a normal acquisition. Everything is becoming more user-friendly and less expensive. It is nothing but a win overall for you and for us

crude vessel
#

The only way to win is to not play (MS paint)

alpine wigeon
#

MS paint fan boy right there ๐Ÿ˜„

crude vessel
#

Now to write a shader that takes the photo realistic quixel assets and stylizes them so your game stands out.

alpine wigeon
#

Well it is now more about what you can do and less about what you have access to ๐Ÿ™‚ which is a good thing...

crude vessel
#

When everyone's game has amazing photo realistic assets, what next?

#

Oh it's a great thing

alpine wigeon
#

Everyone's game is optimized....

crude vessel
#

I'm not complaining, I'm just excited to see what people will do with them.

alpine wigeon
#

that is next ๐Ÿ˜„

visual belfry
#

it's all about using the resources that match your abilities ๐Ÿ™‚

alpine wigeon
#

Oh wait...Epic is working on the new tools to help with the optimization...dang...ok needs to be something else

wispy comet
#

Aww man i can't wait to get home and mess around with these :D

crude vessel
#

Another great thing about having access to these scans and all their values and data

alpine wigeon
#

@thick ruin I have a quick question from our little community. The megascans are free to use with UE4, but ONLY with UE4 or is it fine as long as UE4 is the final destination?

crude vessel
#

Would be having high quality references for making a procedural material that can mimic the scans

alpine wigeon
#

I.e: I need a prop for my game. I model it in a DCC like Blender and export it to UE4. Can I use Megascan materials to texture it in Blender?

thick ruin
#

It's fine so long as Unreal is the final destination.

storm helm
#

On top of Acheta's question- can we use Megascans in Blender or Marmoset to showcase how an asset will look, if the final output is used in UE4?

wispy comet
#

Ooh, good Q

#

Oh awesome, so i can pass them through speedtree?

thick ruin
#

Of course, that's expected!

#

Show SpeedTree that love โค

wispy comet
#

Ayy, that's awesome >:D

thick ruin
#

I mean who's crazy enough to manually create trees, good lord, I wouldn't wish that on my worst enemy

wispy comet
#

Gotta show you guys that love โค

#

Oof yeah, that'd be pain ๐Ÿ˜…

#

Now if only epic bought speedtree.... ;)

alpine wigeon
#

it is $19/month ... for the small guys... you can get that with the money you saved not subscribing to Quixel ๐Ÿ™‚

plush yew
#

Yeah I just thought about that too ๐Ÿ˜„

alpine wigeon
#

Also you need to generate only couple trees....so one month subscription and there you go

storm helm
#

Considering Substance Suite is $19 a month, and up until a few years ago so was UE4, if you just switch to Mixer 2020 when it's out, you only really need to pay for Speedtree then for $19 a month

manic aurora
#

I have an ai black board logic errors problem in my complex code, can someone please spend a time with me to help? This is bothering me a week now..

wispy comet
#

yeah, i get that xD

#

I'm totally fine paying for speedtree

alpine wigeon
storm helm
#

@thick ruin What if I'm using UE4 as the basis for doing a base render as part of a multimedia illustration, which would be further manipulated in Photoshop to create a final image? Would I be able to use Megascans assets in this workflow?

thick ruin
#

I honestly don't see why not, so long as Unreal is being used as the primary pipeline and isn't being ported to another destination

radiant haven
#

is there an unofficial c# support?

#

c++ is a bit to hard for me

plush yew
#

@radiant haven There are Plugins for C#, but never really tested it

alpine wigeon
#

UE4 is using modern c++ which is not that far of from c# convenience... just learn ๐Ÿ™‚

radiant haven
#

yeah but I wanna learn c# for an upcoming game S&Box for mod creating and with c# I have 2 things made in one

plain bluff
#

Guys,do u know why Quixel Bridge not importing models ? All like textures or mats is good importing,but not models !

visual belfry
#

@alpine wigeon or the money you saved not subscribing to Unreal Engine ๐Ÿ‘€

alpine wigeon
#

@visual belfry I am the Linux guy... I do not pay for anything ...DUH /s

kindred viper
#

im the windows equivalent ๐Ÿ˜„

alpine wigeon
#

Ok to be clear that was sarcasm... I do not mind paying for stuff if it brings value to me or I enjoy the thing... Like Quixel... I used like 5 textures, but I have 2k points there and 3 years of subscription ๐Ÿ˜„ their goal is just so cool ๐Ÿ™‚

visual belfry
#

(hey Epic, can we do free Houdini Indie subs for UE4 users next ๐Ÿ‘€ )

kindred viper
#

I used to spend money, but then free open source stuff started being the in-thing. So I am just revelling in it ๐Ÿ™‚ no more Adobe subs, no more Autodesk subs. I like this "democratic" keyword they keep using too, which just means more free stuff for me ๐Ÿ˜„

alpine wigeon
#

yeah just use Blender + Mixer => UE4 and you are golden ๐Ÿ™‚

#

And obviously MS Paint ๐Ÿ˜„

kindred viper
#

im lucky in that I dont really do artwork. So plug and play art is nice for me. Megascans for example

warped tangle
#

I thought I didn't need to do artwork....until I did. Learned real quick! lol

kindred viper
#

yeah I only do enough for prototypes

#

let the real artists do the real work I say

bitter iris
#

So I built my built my game originally from 4.22.3 then i had to convert to source to do dedi servers. How can I upgrade to 4.23.1? Do i need the source, like am I stuck in source only now?

kindred viper
#

the incremental updates are done in Git or by redownloading the binaries when an update occurs

#

if you are going to be upgrading your source engine build often, I would really learn how to fetch updates with Git. It doesn't seem to let you do it via the Git for Windows app tho. You need to command line it

bitter iris
#

Can i remove source from my project? everytime i try it just says rebuild source

kindred viper
#

no. its a one way process. Once its source, you dont go back unless you can take your content and migrate it to a bp only project

#

I mean, technically you could go manually remove everything that makes it a source project, but its easier to migrate

#

I have to ask though, why you need to upgrade specifically? Because like I say, if you need to upgrade often, you will need those Git methods to deal with it

bitter iris
#

Foliage BP, Texture streaming is the main reasons

#

I can just copy the content over to a standard 4.22.3 an just convert

alpine wigeon
#

I would wait for 4.24 at this point ... just saying...

kindred viper
#

there is some nice stuff in 4.24 but then its a couple of months away at least right?

alpine wigeon
#

Try the conversion... it should be fine...you might run into issues when building the dedicated server ...

#

It might land in December if previews go well ...but that is a wild guess

kindred viper
#

well preview 2 came quick enough

alpine wigeon
#

But I would hate for him to the upgrade to 4.23 and a week after he is done 4.24 lands... ๐Ÿ˜„

kindred viper
#

heh I just did that. went from 4.19 to 4.23 and 4.24 preview 1 landed the day after

alpine wigeon
#

How did it go?

kindred viper
#

smooth tbh. I expected a full failure but I only had one deprecated function

#

mind you it's mostly slate work so its not changed

viral rampart
#

Hello guys.. would like to ask how to show my vertex count? Advance Thank youu

alpine wigeon
#

Double click the mesh in question and top left corner should show some info.

plush yew
visual belfry
#

any hair megascans? ๐Ÿค”

plush yew
#

or if there is free plugin for blender or any software to do this ?

#

@visual belfry haha yeah I've automatically checked it since it's free now ! ^^

visual belfry
#

there's an animal fur texture ๐Ÿ˜› ๐Ÿ˜›

plush yew
#

yeah but it's more materials

visual belfry
#

think you want to be looking for "hair card textures" or similar though

plush yew
#

I don't know if it works for what I'm trying to do

#

yeah it's more some of hair card textures

visual belfry
plush yew
#

and around 1:40, the guy has this kind of mesh but he don't tell how he did this ๐Ÿ™

#

it seems there is just simple hair painted with brushes but I was wondering it should be probably better if I was using ready nicer textures

#

Houdini is just awesome but I don't have it ^^

#

I have only blender

abstract relic
#

You can make hair particles in blender and render them into a texture. Hacky but eh

plush yew
#

Yeah, maybe it's the simplest solution yet... ๐Ÿค”

#

so maybe i can just paint it, don't know... I'll try it...

crude vessel
#

I saw that done

#

The guy basically flatted the model via UV space

grave nebula
#

@plush yew At your level, you don't really need any special tools for this. Just model and render them out it any package of your choice, such as blender.

crude vessel
#

And baked the particle fur to a texture

#

Maybe a solution?

plush yew
#

@crude vessel ยซ I have a technique which might be unorthodox but very efficient. The idea is to deform your mesh into its UV map while keeping the hair attached to it, so you can render it into a UV texture ยป

#

Yeah you're right, it looks pretty nice indeed

#

thanks ^^

#

Ok guys, I think I'm gonna try this

#

thanks again

crude vessel
#

I think that's what I linked to

#

I think as long as you can control your seams, it looks pretty darn good

plush yew
#

Yeah I just copy pasted what I've seen in your link haha ^^

runic iron
#

In final fantasy XIII trilogy they did some rough shapes and used a texture with alpha for the hair

sharp crest
#

Soooo I forced closed my edtior and now opened back and it seems like all my custom Trace Channels and Surface Types has been reset...
Any idea how to prevent this from happening?
Version 4.21.2

plush yew
#

@runic iron Yeah it's also hair cards with textures and alpha transparency I think. Looks really good.

runic iron
#

yeah exactly. Yup looks really nice !

short solar
#

This is square enix !

#

There is unreal engine server

crude vessel
#

Will the "Quixel WTF" have the endurance or will it die out in 24 hours?

abstract relic
#

Them fortnite money

crude vessel
#

There goes any hope I have of becoming rich selling rock asset packs

visual belfry
#

how much were the megascans packs on marketplace before?

crude vessel
#

I was going to get an epic megagrants to make rock asset packs for MP

grim ore
#

still need good assets even without the textures ๐Ÿ™‚

abstract relic
#

Now you can focus on the mesh

grim ore
#

I tried to model a rock, i made it as far as a sphere and gave up

crude vessel
#

What you do is download free rocks, rotate it 180 degrees on the x axis.

#

Bam, brand new rock!

visual belfry
#

there seem to be plenty of quixel rocks ๐Ÿ‘€

crude vessel
#

I could use. The mega grant to write a script to export the rock in every position you'd want the rock to be.

#

That way you wouldn't need to rotate the rock in the editor.

visual belfry
#

if only they could make your game good notlikethis

crude vessel
#

You'd just pick the rock with the perfect rotation already.

#

That's the level of service this community needs.

plush yew
#

did anybody manage to login to quixel with his epic games account?

visual belfry
#

yes

crude vessel
#

In all seriousness, u can't wait to see what people do with all these quality assets.

plush yew
#

when I login using it, it tells me to link to my quixel account, which I dont have

#

and which I cannot create, because when creating a new quixel account, it actually redirects me to create a new epic games account ๐Ÿคท๐Ÿผ

crude vessel
#

I need a grant to download all the quixel assets, reduce them to 16x16 8 bit and sell them as 'retro'

visual belfry
#

I need a grant for the hard drives to download quixel assets

crude vessel
#

It's stylized!!!

#

Hahha

plush yew
#

lol dont give the wrong people the wrong ideas @crude vessel

abstract relic
#

Just make Minecraft style rocks

crude vessel
#

"quixel assets, only color graded 10% warmer, now available on marketplace!"

plush yew
#

Arrived jusz in time for the huge megascan news :D

#

btw, i feel like that all thats left is for epic games to give us pc hardware for development purposes

visual belfry
#

that's what the megajam is for alex

#

prove your worth in the game development battle royale

#

200 teams enter, 3 emerge victorious

plush yew
#

lol wtf you are kind of right @visual belfry

crude vessel
#

I need an epic megagrant to make asset flips

plush yew
#

Hey! I need a small help! How i can make a changeable skin tones from standard material?

crude vessel
#

I can't even make proper jokes because no matter what I can think up, someone would do it for real unironically.

abstract relic
#

Oh geez you just broke my happy little reality there Atomic

tawdry lodge
#

How are megascans assets in term of optimization ?

#

Roughly I mean

normal burrow
#

but Kansas

tawdry lodge
#

Thx, so thats actually great. Could be useful in a game

#

The thing is your custom mesh might not keep up with the overall visual quality of the megascan one

visual belfry
#

@normal burrow there are 42 results for Wheat on quixel, Kansas is covered

normal burrow
#

covered in wheat, fiber for all

plush yew
#

@hearty rose you can send me a tutorial? I can't find

grim ore
plush yew
grim ore
#

that is the basics yes, if you convert that vector 3 into a parameter you can adjust it in real time inside a material instance

#

but how well it works depends on your input texture

plush yew
#

okay, thank you, i look your linked site and learn ๐Ÿ™‚

lapis vine
#

man, if it was just possible to write some text code for these graphs... like in parallel

maiden swift
#

Well, what a news day for Epic and Quixel. ๐Ÿ˜„

lapis vine
#

bah, 1st time mentioned here