#ue4-general
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Is anyone aware of a problem with importing height maps for landscapes in 4.23.1?
is there a way to rearrange the content browser? id like to put the sources panel on top of the content panel
@ornate ice Weren't there some dialog graphing plugins in the free content recently?
yep
but didn't want to use a plugin
I wanted to make it my own
๐ฆ
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
Is there anything particularly wrong with reverse engineer the plugin
This is a short guide on getting the freshly released UE 4.22 source build, launcher build and any existing projects to compile & work with VS2019. If you have a launcher build i.e. not buildingโฆ
Just look at the article
@abstract relic nothing actually that's what I'm trying
what is the error regarding not finding vs2019?
@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.
Does anyone want to help me with a Fangame
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 ๐ฆ
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
Wait, get 14.22. Don't get 14.23.
.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 ๐ฆ
it should have made a project, that should come up when trying to compile the module
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.
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?
45% is compiling materials, it is normal, it will take a while
okay, thank you. How many time? 10-20-30 mins?
nice, i have a low-end specs for UE4 ๐
Intel Core i3 2120
16GB DDR3 1333MHz
GTX760 2GB GPU
``` ๐
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?
@grim ore, understand, i wait, while loading.
@autumn crystal You have installed VS2019 and all deps?
Anyone can help? Any reason why my server wont load past this point?
@autumn crystal you have Game development with C++ package for VS2019?
@autumn crystal okay
Is unrealengine.com down for anyone else? I can get to the forums, just not the main page
@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?
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?
@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++
@autumn crystal it says right there its because you dont have VS2019 installed
totes missed that hehe.
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
path too long?
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
can you even uninstall visual studio? That crap leaves more behind than someone ducking the rent
rm on windows box? ๐ฎ
been a while since I did serious command line stuff. I like the idea of the upcoming replacement though.
ahh
@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
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.
have you tried just making a new email and github? start from scratch since you just want the code
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
my situation is 100% the same as this user: https://answers.unrealengine.com/questions/915613/github-account-linking-does-not-work.html
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.
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?
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
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
ok so
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
the epic games launcer juts updated
help
theres on instal button
im stressing
click on library
see what it shows
you probably changed your default or it changed it
not that library, the one for UE
so Unreal Engine on the left, library at the top
and yes it's stupid
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
yep IE11 lets me log in
ok lemme try that exactly
I had to copy/paste the connect link as it wouldnt show the actual account info but this came up
I tried that
it still redirected me back to the accounts URL with error=canceled on the top :/
so close
hey btw mathew
๐ฆ
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?
HEY MATHEW
I did haha
nothing works...
I wonder if I use firefox but spoof the useragent to IE
hey @midnight gate
have you tried it on the xbox one browser? the ps4 browser? might as well just try them all lol
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
hah
I tried removing all the stuff after too, doing just "https://accounts.epicgames.com/linkGithub"
still get error=canceled
yep it's not showing the correct stuff
whats the actual connection login prompt's URL?
uh the github popup?
yeah
lemme find it lol
minus your info obviously :P
@grim ore thanks. I'll have to look but no idea if itll just be more hassle on the 3ds max side or UE4.
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
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.
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
HALP
Bey I've been in arch viz 10 years and don't know a thing about metadata in max.
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
Yeah all of that ^^
UMG widgets can take a lot to do a good job of it.
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
๐ฆ
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
We're looking for more writers to join our Unreal Engine Documentation team!
Do you enjoy:
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Let's chat! Shoot me a DM.
#UE4
Is there an Autism friendly user interface that doesn't make people like me sick or get overwhelmed?
^ 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.
Luos, look at Houdiniโs ui
@fierce tulip start blender 2.79 or zbrush ๐
its like zbrushes ugly brother
You need two monitors for it ๐
I can't pay for anything so how about an inbuilt "Easy Interface"?
i've used houdini pre 11 versions
Easy is relative
Easy as in Autism friendly
if you cant pay for anything gamedev is going to be very hard
Not 10'000 things without description
Well, everyone starts out small
And I already have a few games made
So, it's not impossible
well
4.24 which will be out in a few weeks/months should have a tool for UI overhauls
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
I would like a ui that is blind friendly (no sarcasm)
compared to photoshop, 3dsmax, zbrush, maya, houdini, UE4 looks like a newbie tool
I was going to say, UE4 looks very friendly. There aren't weird small button icons everywhere.
@abstract relic there will be a colorblind tool thing for ue4 soon (for editor itself)
Tbh Photoshop is 1000x better for newcomers as you don't need 2 PhDs to create a cube with texture.
@fierce tulip now...but remember early days...when it was mix of ue4 new ui and ue3?
pfff
true
@abstract relic https://twitter.com/codekittah/status/1153019782255562752
So, today I can finally reveal what I've been working on as I've gotten permission to Open Source it from the studio.
Everyone, meet Colorblind Accessibility Tool. It allows for project-wide CVD settings without the need for Post Process LUTs #UE4 #gamedev #a11y https://t...
537
1639
Hurray! Doesnโt help me but still, hurray!
:p
Helping a larger demographic at least
Is that colorblind plugin just an in-editor thing? *Nice, this looks pretty useful.
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
meh, just take your time. one day at a time.
I tried
@fierce tulip ahahah...jss...have you seen that tweet by Asher?
https://twitter.com/Vuthric/status/1193774384575500289
an essential UE4 feature that's shockingly overlooked by many professionals https://t.co/ZRiGj0PPRC
187
786
I watched 2 hours of Tutorials
hehe yes
And I still can't create a cube
rama-editor ftw
Because there's nothing that tells me "Hey, click me and create something"
@umbral sentinel tbh, you make the cube in blender/maya/max/modo/zbrush/whatever and not in ue4
You can make the cube in BSP.
lol bsp
Mate. Try any 3D software (Houdini, zbrush, motionbuilder, etc) and come back to us with that complaint. Youโll get it with enough time.
Or "Click me to add a texture"
and convert it to static mesh!
dont suggest crap like bsp :p
then generate the uvs
Then how am I supposed to make anything if I have to make the game in Blender that's even more complicated than UE4
lol
meshes & models > blender/zbrush/maya/max/modo
animation > max/maya
textures > quixel, substance, photoshop, knald, xnormal, 3dcoat.
materials > inside ue4
Oh God
I can make sound easily
animation > maya/motion builder (mb is expensive af)
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
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.
Oh, I have no idea what to do with UE4
Except for making Games
But currently I'm trying out Unity
for 2d stuff it might be the better engine atm
*and if itโs really small in scope
I'm just trying to make a PS2 looking FPS
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
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
for ps2 look...probably unity will work better, as the forward renderer there is more convenient than one in ue4
The what renderer
but...in unty you have to use c#
Unity and PS2 graphics go hand in hand, whether you like it or not. ๐
If you want to make a game that runs and looks as bad as ps2 era games, definitely go with unity
All of my previous games have literally Gameboy graphics (No joke)
And thanks
Will def use Unity
๐
i honestly wish you luck :)
Good luck. The journey will be a long one
@abstract relic "If you want to make a game that runs and looks as VINTAGE as ps2 era games, definitely go with unity"
Thatโs true. The devs during that era made some miracles happen
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?
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?
Wait
moving vertices with.. whats the word.. a few zero's after the .
@next badger
@fierce tulip dang it...i was talking about ps1
:p
you know the wiggly models it had
it was cute though
indeed
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 ๐ฟ
"unless they are literally not trying"(c)
You canโt help those who will not accept help
I want to try tho damnit
You are brave to stuff their throats ๐
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.
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
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.
I'm personally having trouble learning Maya (also in the context of UE4). It's really not clicking for me.
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
Learning the basics of UE4 is incredibly easy, just anything past the basics gets unfairly tricky, imo.
How long have you been at it out of curiosity? Maya is a tricky one, itโll either click or youโll be forever begrudging
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.
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
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.
Plan to get a tutor off #looking-for-talent.
What? Like a โmake a game buttonโ?
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
speaking about clean UI's
https://twitter.com/codekittah/status/1194018504246214656
You can apply that to any framework really
That must be frustrating floss. Goodluck, kick itโs arse!
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
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?
@stiff spoke um...is it packaged?
what files you're moving to another machine exactly?
The file I placed the package of my game
packaged game is a lot of files
but your error says you have no those files
How can I put these actors on all trees automatically?
blutility
OK so I will try to make another package then see what will happen this @next badger
Unreal website down?
I can go to the forums just fine but going to unrealegine.com takes me to a 414 Request-URI Too Large page ๐
Even when clicking the home page button the forums
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
when your client tries to connect to it nothing happens?
what do you mean by freezes?
it doesnt go past engine initial
well that lines says it was done, dedicated server has no output unless you are doing something with it
[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
do you have it running in log mode?
yeah thats the log ^
so nothing above there in the log?
ill get the full log sorry
[2019.11.11-16.44.06:811][ 0]LogNet: GameNetDriver IpNetDriver_0 IpNetDriver listening on port 7777
right above that
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.
45% is shader caching, what does task manager show
right above? packethandler?
no I mean the line I pasted was right above what you pasted and it shows the port
Nothing.
ohh
It doesn't seem to be proccessing.
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.
yep that is normal
have you started up a client and had it try to connect?
just confused to what the problem can be
@ember cliff is this loading the engine or loading a project?
you can do it yes, just fire up a client and connect
just make sure to connect locally not externally
Engine. Launching it from the launcher. I have no 4.23 projects yet.
๐ฆ 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?
Again, I have been able to run 4.22 no problem.
Was installed at one point, I uninstalled it.
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 ๐ฆ
doesnt show on lan or internet
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
did you try connecting directly with the console command?
whats the command sorry
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
god dammit i compiled shipped version
@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
Aight, incredibuild had some leftover stuff. I got rid of it, engine launched fine. Thanks!
The Player component is the one I don't want to apply physics to, but instead damage it
Yeah, I uninstalled it because it was slowing down compiling because iirc it was single thread for the free version.
incredibuild is garbage with a free tier
still wondering why ms has no any compiler cache
I noticed. :L
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);
ah dang so sorry thought i was there!
hey i was wondering what channel should i be in to ask a question about lighting?
#graphics or #aec-visualization first one is general
@grim ore it works with the command open 127.0.0.1:7777
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
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?
those channels I'd assume
how much does a high-res character model go for?
have fun!
https://youtu.be/AElxgCRXF64
In this video will go in details about how to use the UnrealPak commandline tool to unpack a game packed *.pak file, modify it, remove what might not be need...
Does this look okay for rain? I feel like its maybe a little streaky.
the streaks are good but they're too thick @thin tendon
looks like it's raining cigarettes
Thanks thats what I was thinking as well
Thanks it works @next badger
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
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
specular and metallic, okay thanks :)
Your welcome mate
Ask #work-in-progress !
@storm venture Butiful
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...
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.
Is www.unrealengine.com url broken? 414 Request-URI Too Large.
works for me
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?
@fierce tulip yeah now it works again here ๐ค
looking at what people have been saying, 4.22 is more stable compared to 4.23
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
@plain tiger A good topic is optimization. Would probably take you several videos though
@thin tendon https://www.youtube.com/watch?v=KmaGxprTUfI https://www.youtube.com/watch?v=0SwlwgV-cz8
Both fantastic resources
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...
This talk by Fractured Byte Technical Artist Roman Leshchenko breaks down the most common mistakes made by developers, render and content pipeline bottleneck...
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
Fantastic bottlenecks and where to find them Cliffnotes taken from the video https://www.youtube.com/watch?v=0SwlwgV-cz8 Common Bottlenecks Inflated Memory Hard references are always loaded Soft references are loaded on demand Use soft references whenever possible When creati...
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
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?
@thin tendon Too Thick mate!
@mint sequoia Ty!
@thin tendon are you using a PP material?
PP material for which now?
for the rain ๐
PP material?
hehe, they said pp
its called a post process material
ohhh nah mate
yeah with a material function for culling rain particles
why would you have to do that?
isnt the whole point of particles you can control how many spawn and how they die etc
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
But the collision setting only supports meshes that were there before runtime
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
ok cool ๐
Thanks they aren't actually individual droplets
^ nice1
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
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
nah it sounds good, sounds like a decent approach
Thanks mate
We are proud to announce that we are joining forces with Epic Games, for what is the next step to democratize transformative technology and content. What doe...
interesting!
teddy has grown so much hehe
holy f-in shit
๐ฎ
awesome!!!
i will statr using ue4 from now on then
not only that, its free scans for ue4 users ?
rtx + scans = ue4 love
Switch to one of our new plans, and weโll refund you for the remaining duration of your 2019 subscription. If youโre using Megascans only with UE4 weโll refund you for all of your purchases in 2019.
make sure to check to get your money back ๐
thats best news since substance went adobe and basically.. well.. pushed them out of everyones way :p
seems you can get them for free right now
so try making an account I guess ยฏ_(ใ)_/ยฏ
they also put 10 of their packs for free on the marketplace if you just want them the classic way
signed in with epic game account, thats sound great !
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
yeah this is going to get interesting
Thats awesome. I applied to them under an indie dev license and got rejected. Now I won't have to bother getting their attention
hnng
heat up those network cards
Have you seen thier stuff. They have some amazing HD textures for landscapes
its actually free maan !!!!!! its just you have to apply for tos that all scans must be used inside ue4 ???????
The quixel website just keeps giving a bad gateway message
@thin tendon lol
ok got it working and holy crap this is amazing
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
Substance painter is badass, but if Mixer (for free) has even a fraction of the functionality then this is badass.
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.
gamerules has the default player class
Epic buys Quixel: Everything costs half off or is free now for everyone! Free megascans for our customers! ```
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
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
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 ๐
"Software ships terrible update, is unhappy people don't buy it"
Substance had to be making some kind of money before Adobe bought them out and turned their software into ransomware.
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 ๐
Photoshop has been commercially available for 20 years
Well then... don't base your entire business model of rehashing software which is essentially feature complete?
Maybe it's fine that it doesn't make significant money anymore ?
and computers have evolved a lot for 20 years, but evolution is kinda slowing as hardware and software got "perfected"
It's not like Adobe is still working on it
It's not like Photoshop is getting better
The subscription is bullshit
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
No, it does not - it means moving them to new products
Like, say, the one they just bought
That's how things should work
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.
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
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.
unreal engine gave us everything to create games, how many of you developed a game from a to z?
Apple used to be a slowly dying maker of overpriced desktop computers that looked fancy.
@drowsy perch depends on how you define game ๐
well once the old company looses the fat, it becomes one of the smalls that tries to enter other markets ๐
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?
or they could offer more money for startups
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
about my startup
Why should anybody give you money?
(if you have a viable product, obtaining funding should not be difficult)
dont bring your problems to the market, bring your seeds to the market.
for sale: Seeds. Place in mind, add thought. T&Cs apply
not a fan of megascans
lol
oh ๐
its kinda insane when you think about how many assets it is
i'm super excited
holy shit
- whatever they are doing in the future
it's thousands of dollars worth of assets
the subscription fees are expensive imo]
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 ๐
yes, you are wrong, tap on Subscribe button on megascans and see the pricing
remember to add VAT to the pricing of the subscriptions too
So Epic acquired Quixel?
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
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 ..
I logged into quixel using my epic account but assets still say they cost me points I dont have ๐ค
some stuff might still need to be set properly.
probably
so exciting, honestly, there is so much free content you can use to do high quality scenes nowadays
I would like to see a new UI for UE4
I think I didnt
the website is a little weird atm you can get make that pop up by downloading bridge
try to relog on https://quixel.com/
or heck, try https://quixel.com/epic-migration ๐
@tardy sapphire Clean and validate swarm cache and also check for duplicate material names
@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 ..
Hi everyone i was testing Mixer few months nths ago, and i have question did they add custom meshes support?
iigtc next update they will?
the refund process was surprisingly pain free
just migrate your account and it's done
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?
Yeah thats why I'm asking the question above ๐
@plush yew m2 > windows
ssd > ue4/ue4 projects
if possible.
also, hardware generally #lounge
Thanks for the quick response and sorry for the offtopic. Will use #lounge in the future ๐
i did not see that coming holy crap
Epic. Quixel...what are you doing? I have no so much HDD space!!!
x)
Photogrammetry for everyone !
That's insane wth
Megascan was used in Jungle Book movie ffs
insane
is there a good tutorial for realistic flight physics?
without paying smth
other thing is what is the difference
Yeah thats a big game changer right there!
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.
that'd be sick
Spatialos 2020 for networking ppl?
@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
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?
ill suggest it
hi
Yeah a #quixel room makes sense.
10 GB materials :0
I don't see the need for #quixel
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.
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
But non megascan stuff I mean
Like if I want the ue4 starter chair in mixer
I must have misread their description then.
Mixer doesn't support 3D painting in the public build juuuust yet.
It will soon though!
They seemed to be selling it as a one stop content manager, but it makes sense I guess.
Bridge also works with non-Megascans data.
rly?
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
how does it handle the various texture maps if you use non megascan data?
I'd be excited if bridge could do that.
Especially if it supports tags or more advanced organization features.
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
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
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 ๐
Well I can't wait to give it a shot, especially since bridge works with blender
is there a reference for the naming scheme somewhere? ๐
I'd be happy to use it to organize all my assets in one place
Internally, yep! The naming is actually broken up into a few chunks, specifying who uploaded it within Quixel, who scanned it, etc.
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.
@thick ruin are UE4 licensees now allowed to redistribute Quixel assets as part of a Modding SDK?
@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
@thick ruin Grattis! This was really good news ๐
Varsรฅgod @candid hearth
Cheers, been looking through it but it's not all that clear to me, yet.
How quicksel work ? Can you download smart material out of it ?
can i make a programm with bp?
Can i use quicksel to substance painter ?
@radiant haven What do you want to make?
and this is why we need #quixel room ๐
@grave osprey Not really.
The questions will keep on piling ๐
Like it: quicksel
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.
@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 ๐
We are discussing it
quick quixel question, if I were to download them all how many hard drives would I need to purchase ๐ค
While the ball is rollin', why not buy and SpeedTree? Will sit nice on the channels ๐
SpeedTree is good stuff - I love working with it
SpeedTree was free with the Quixel Indie program... maybe next time ๐
@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.
just lump it into #graphics @upper heart
Just like you said you would for everything else
"graphical related"
@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
Great stuff Jonathan!
Yeah I know I was subscriber for several years now... ๐ always loved the work ๐
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
@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.
Yyyeaahh... I can't really talk about that, even if I wanted to.
๐
They should all be getting pay raises if anything
I don't see how anyone would be getting cut from this deal.
You guys from Quixel just made my life so much easier ๐ keep it up
I hope the entire Quixel team goes to Unreal Fest Europe... not just one guy ๐
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
Yeah, it seems like a natural fit, I hope it's something good for everyone.
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 ๐ฎ
But, I imagine it's easier to do your job when you believe in what your saying. ๐
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 ...
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.
When is your next stream Jonathan?
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
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.
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 ๐
Ahh I'm a work atm, is it okay to share this around to my department?
Feel free to!
Awesome!
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
Ahhh I feel that pain aha.
@somber quail realistic flight physics
God, I used to love DDO/NDO back then.
I still use NDO frequently in work I develop
Feels like everythings changed a lot, although I can't say I miss how much faster we can do things now. ๐
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 featuresโsuch as Datasmith, static mesh editing, and the Variant Managerโin Unreal Engine, which will remain free of charge. "
Atleast with ArchVis, time is a lot of money for some clients. ๐
hello, is it possible to contact Epic dev guys for a feature request? If yes, how? Thank you
Via Github I believe
What's the feature.
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
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 ๐ (Great move you Quixel guys made, by the way)
That was already requested several times and I believe something like that is on the roadmap...
@alpine wigeon , excellent, thank you.
Yeah, organisation I think has been mentioned before.
you can choose where you want the vault to be, but after that, not sure how you can "organize" things in it
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 ๐
with the ability to add custom tags:)
well that could be easy with the manifest
my list is getting huge, and now with Quixel Megascan... oh my! ^__^
I need to buy another drive ๐
Megascan textures are in jpg format only?
ahahah
(they probably are big enough on my HDD anyway)
I think there are also meshes too, so not only jpgs (or pictures)
Thank god I have about 5TB SSD ๐
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
Well he is talking about the vault tab in the Launcher
yeap, that's a way
not the actual disk space
exactly
@serene birch *.JPG unless you're on a Studio plan, where we offer *.EXR 32-bit downloads.
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...
ok I see
@plush yew I only see the preview 1, even on github
is the quixel master material properly setup? Giving me warnings that displacement and roughness are being sampled as colors
Welcome @thick ruin
Thank you! ๐บ ๐บ
Also hi @ashen brook, good to see you outside of Facebook and Twitter!
good to see anyone outside of twitter tbh :p
Hey @thick ruin ๐
Enjoy Japan for me, because you know me and โ mix like oil and water ๐ฆ
@thick ruin Hey Jonathan, welcome to the family ๐
โค
Hi @thick ruin, thanks for all the answers you are giving on r/unrealengine! ๐
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
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 ๐ ๐ข
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
I'm usually against companies getting bought out (read: substance getting bought by adobe) but i'm all for this
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"
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
It's going to be hard to compete with these Quixel assets
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
The only way to win is to not play (MS paint)
MS paint fan boy right there ๐
Now to write a shader that takes the photo realistic quixel assets and stylizes them so your game stands out.
Well it is now more about what you can do and less about what you have access to ๐ which is a good thing...
When everyone's game has amazing photo realistic assets, what next?
Oh it's a great thing
Everyone's game is optimized....
I'm not complaining, I'm just excited to see what people will do with them.
that is next ๐
it's all about using the resources that match your abilities ๐
Oh wait...Epic is working on the new tools to help with the optimization...dang...ok needs to be something else
Aww man i can't wait to get home and mess around with these :D
Another great thing about having access to these scans and all their values and data
@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?
Would be having high quality references for making a procedural material that can mimic the scans
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?
It's fine so long as Unreal is the final destination.
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?
Ayy, that's awesome >:D
I mean who's crazy enough to manually create trees, good lord, I wouldn't wish that on my worst enemy
Gotta show you guys that love โค
Oof yeah, that'd be pain ๐
Now if only epic bought speedtree.... ;)
it is $19/month ... for the small guys... you can get that with the money you saved not subscribing to Quixel ๐
Yeah I just thought about that too ๐
Also you need to generate only couple trees....so one month subscription and there you go
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
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..
@manic aurora try in #gameplay-ai
@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?
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 There are Plugins for C#, but never really tested it
UE4 is using modern c++ which is not that far of from c# convenience... just learn ๐
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
Guys,do u know why Quixel Bridge not importing models ? All like textures or mats is good importing,but not models !
@alpine wigeon or the money you saved not subscribing to Unreal Engine ๐
@visual belfry I am the Linux guy... I do not pay for anything ...DUH /s
im the windows equivalent ๐
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 ๐ their goal is just so cool ๐
(hey Epic, can we do free Houdini Indie subs for UE4 users next ๐ )
I used to spend money, but then free open source stuff started being the in-thing. So I am just revelling in it ๐ 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 ๐
yeah just use Blender + Mixer => UE4 and you are golden ๐
And obviously MS Paint ๐
im lucky in that I dont really do artwork. So plug and play art is nice for me. Megascans for example
I thought I didn't need to do artwork....until I did. Learned real quick! lol
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?
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
Can i remove source from my project? everytime i try it just says rebuild source
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
Foliage BP, Texture streaming is the main reasons
I can just copy the content over to a standard 4.22.3 an just convert
I would wait for 4.24 at this point ... just saying...
there is some nice stuff in 4.24 but then its a couple of months away at least right?
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
well preview 2 came quick enough
But I would hate for him to the upgrade to 4.23 and a week after he is done 4.24 lands... ๐
heh I just did that. went from 4.19 to 4.23 and 4.24 preview 1 landed the day after
How did it go?
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
Hello guys.. would like to ask how to show my vertex count? Advance Thank youu
Double click the mesh in question and top left corner should show some info.
Do you know if I can find this kind of hair texture on some websites ? : https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRPD4LHZdOzsZCx9lOCokqs3lOXYsr9_fqolu3ycGHZdfk4nahL&s
any hair megascans? ๐ค
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 ! ^^
there's an animal fur texture ๐ ๐
yeah but it's more materials
think you want to be looking for "hair card textures" or similar though
I don't know if it works for what I'm trying to do
yeah it's more some of hair card textures
there's a houdini node specifically for it as well: https://www.sidefx.com/docs/houdini/nodes/out/haircardtex.html
in fact, I'm following this tuto : https://www.youtube.com/watch?v=8hMJxCssOzI
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and around 1:40, the guy has this kind of mesh but he don't tell how he did this ๐
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
You can make hair particles in blender and render them into a texture. Hacky but eh
Yeah, maybe it's the simplest solution yet... ๐ค
and on this page, I'm seeing that even with kinda simple hair, it does the job very well : https://docs.unrealengine.com/udk/Three/CreatingHairUsingAlpha.html
so maybe i can just paint it, don't know... I'll try it...
@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.
And baked the particle fur to a texture
Maybe a solution?
@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
I think that's what I linked to
I think as long as you can control your seams, it looks pretty darn good
Yeah I just copy pasted what I've seen in your link haha ^^
In final fantasy XIII trilogy they did some rough shapes and used a texture with alpha for the hair
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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
@runic iron Yeah it's also hair cards with textures and alpha transparency I think. Looks really good.
Will the "Quixel WTF" have the endurance or will it die out in 24 hours?
Them fortnite money
how much were the megascans packs on marketplace before?
I was going to get an epic megagrants to make rock asset packs for MP
still need good assets even without the textures ๐
Now you can focus on the mesh
I tried to model a rock, i made it as far as a sphere and gave up
What you do is download free rocks, rotate it 180 degrees on the x axis.
Bam, brand new rock!
there seem to be plenty of quixel rocks ๐
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.
if only they could make your game good 
You'd just pick the rock with the perfect rotation already.
That's the level of service this community needs.
did anybody manage to login to quixel with his epic games account?
yes
In all seriousness, u can't wait to see what people do with all these quality assets.
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 ๐คท๐ผ
I need a grant to download all the quixel assets, reduce them to 16x16 8 bit and sell them as 'retro'
I need a grant for the hard drives to download quixel assets
lol dont give the wrong people the wrong ideas @crude vessel
Just make Minecraft style rocks
"quixel assets, only color graded 10% warmer, now available on marketplace!"
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
that's what the megajam is for 
prove your worth in the game development battle royale
200 teams enter, 3 emerge victorious
lol wtf you are kind of right @visual belfry
I need an epic megagrant to make asset flips
Hey! I need a small help! How i can make a changeable skin tones from standard material?
I can't even make proper jokes because no matter what I can think up, someone would do it for real unironically.
Oh geez you just broke my happy little reality there Atomic
but Kansas
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
@normal burrow there are 42 results for Wheat on quixel, Kansas is covered
covered in wheat, fiber for all
you would need to multiply your texture that goes into the base color against a color parameter to adjust it's color but even then on human skin it's not just a case of adjusting color to make it look right https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Making_Parameters/index.html
@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
okay, thank you, i look your linked site and learn ๐
man, if it was just possible to write some text code for these graphs... like in parallel
Well, what a news day for Epic and Quixel. ๐
bah, 1st time mentioned here
