#ue4-general
1 messages · Page 573 of 1
only thing eating mem is ue4
close that as well
good idea
and you know what will free up a lot of ram?
wjhat
omg
hold the power button for 10 seconds
i didnt even think about that
But seriously...how many foliage instances do you have?
Is there any event on actors that get called when I modify a property from the level editor?
Depending on what you have in there...the openworld demo stuff makes my PC go crazy
An actor equivalent to pre-construct on widgets
I want to get into level design but i am soo bad
Begin play
So I can see the property changes reflected visually in editor?
🙂
@coral valley So its not a prob in my PC that UE4 is crashing right? and is this normal or should I like reinstall UE4 or smth
@light vigil construction script
I use that on my house generator to move all the spawned in meshes when I move the house actor....
these are the trees im using @alpine wigeon https://store.speedtree.com/store/hero-tree-package-2-ue4/
I have a position offset on the leaves textures to create a wind effect
😄
It is not a problem with your PC...or at least as far as I know... C++ is just... tricky and you need to validate everything before you use it if you want to be safe...
Construction script will get called when I change a property on an existing actor in the level (From the editor)
?
It gets called on some property change ...
in my case the Location 🙂
not sure if it gets called on other property change
i think it was the offset i was using
actually no, the texture change added LODS
opos
either way we're in business but now it looks like shit 😄
@light vigil yeah seems to be called for every property change... tried adding tags and it got called
@fiery gorge get RAM doubler
good idea
lol 😂
highly curios, why does this happen
my mesh doesnt have any non manifold and only quads
Is there a section of this discord dedicated to particle systems?
I have a question thats very specific and that only VFX integrator could probably answer.
np
@unique kraken flipped normals?
no
get me right, im not a 3d noob, but a game engine noob
all my normals face the right direction
bcs i hand edited them
When people suggest something, it's starting from the lowest level and working up. No need to get defensive
nono im not
just saying i have good 3d knowledge
i do explain a lot of things to ppl too, just for 3d less for games
can you export and share the model?
just wanted to let u know i have good 3d knowledge
no sry can not do that
but its only at 3 parts of the mesh
hands finger and mouth?
as u can see my normals are right
does unreal triangulate automatically everything?
bcs this looks very weird to me
It will triangulate on import, however I've have issues importing quad-based meshes in the past
ha.
that's probably your issue
can i not simply use quad meshes?
no
It will triangulate but I always read to manually triangulate before export for best results.
yeah
big nope
doesnt work
and its anyway weirds its only finger feet and mouth
in fact it got worse when i triangulated it
Are your exporting obj? To import to UE4?
yes
also how does triangulating make sense, it destroys my carefully edited normals
Your normals should be fine.
Triangulation is the way it goes. Polys are after all only triangles
well first of all i would like to have the full mesh inside my scene here
is it maybe something with my import settings
It’s not due to scale is it? It’d make some sense why it’s happening on the smaller detail parts
yeah that's causing your issue
well my character is 1,7m
I honestly can’t say. I have had mesh import flipped because the object was mirrored in Max, even though the normals were correct. I had to reset the xform to fix those.
i messuered it
I forget what UE4 works in. But if you are exporting FBX from your 3D software in meters but importing in cm then there could be an issue there. But I’ve never known it to be an issue
rn i tried obj bcs i thought it would be the saves easiest to try some stuff quick
Can’t go wrong with obj
Only thing I could say is to look at the mesh but that’s rather impossible for me to do. And I’m sure it’s fine, there could just be a silly cause of it.
now exported fbx, still the same
Also, exporting as obj, there might be an optimise vertex option. That might be causing your issue.
lets see
You usin Max?
blender
Then I have no idea
well i tested some stuff befor with unity and it seemed to work fine
I don’t doubt it. I think there’s just got to be some simple thing that’s easy to miss
It’s just a mesh, not rigged or anything?
ye
just wanted to play a bit with nodes
but cant even get this mesh imported
unity
What DCC are you using?
Can you export it from blender at like 10 times the scale?
yep, so scale issue
Have you set blender to use cm?
Fuckin’ first time I’ve got anything here
i do use cm
another thing is, in unity it gives me somewhat the right scale and rotation, but ue 4 doesnt
are the axis different?
unit scale set to.... .01 I think it is?
you need to set it to I think Y-Forward Z-Up in export settings? I usually export FBX not OBJ so not 100% sure
this u mean?
X and Y might be flipped, some are like that
yeah I believe unit scale should be .01
lets see
I think unit scale should be 1 but length should be mm
I think UE4 was just upset that the vertexes were so close. But I can’t say I am an authority on that
Blender.... it’s all Greek to me. 3Ds Max man
Lol yeah but blender has free mode
Yeah and it can do so much more
Nah, that was just UE4 being pissy
yeah ue4 doesn't like massive scaling on import
well its a bit overcomplicated
I learned that the hard way
trying this now
I don’t want to have to re learn my job 10 years out of uni lol. I’ll just stay on the Max boat till it dies.
units should be cm
holy....
not 100% sure if it'll make a difference
i have to scale this up like insane
but I've been using those settings since day 1 and it's worked great
well you'll probably have to scale up x100 in blender
just a guess
I go with mm. work in mm and export in mm. If I need to scale in UE4 I do it on the import.
but UE4 is cm....SO CONFUSING lol
That makes sense why I need to scale then.
What is then?
You shouldn't have to scale in engine
Tbh it’s been a while. I forget if I scale before or after
I suppose that works, but if you start modeling with the proper unit settings then it's 1 to 1
yea but if you just set a preset for ue4 then you can work normally in ur blender file
without any readjustments of clipping distance or so
bcs the difference is like x 100
Exarctly
yea but thx, helped me a lot, originally wanted to play with shaders lel now just imported a mesh wth
Fix your start up file 😉
lol no
^ that's what I'm saying
One mesh at a time
just set a preset for export
again, whatever works lol
ye
I prefer to just model with proper scale settings, but it really is a preference thing
the thing is, id like to know how much the difference is exactly, then i just need to set the scale in the xport settings and have the exact size
Indeed. I use mm because I do mm scale things, then export with the right adjustment when I need to. Or let datasmith make a mess of everything.
It becomes a pain once you need to rig and animation. You’ll become the spawn of the devil in your office
yep
another quick thing, what i was originally doing
can i set the img interpolation to something like "nearest" "closest"
looking throu the texture options but cant seem to find it
not sure I understand the question
well pixel interpolation
watch out
i have this texture here
this one is in ue4
this is in blender
i want acurat pixel interpolation
i know it has to be possible, bcs iv seen games use that
Most likely has some blur on in the texture in use.
nah, its the interpolation
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
found this
change the compression settings to UI in the options on the top right
but dont get what helped him now?
No options in the texture window?
mind giving me a screenshot?
Trust MathewW. I believe he’s right, in the one time I’ve had to use UI in the compression settings
I believe so
dont see "ui"
User interface 2d?
Try disabling srbg
so why do i have to hook up 'world context' on function library method calls ?
what if i dont ?
Compression quality?
doesnt change much too
Or is it the texture group? Currently set to world
I’m in bed on my tablet so not much use
there was a component in ue4 that came with the engine content, it was a sun/skylight all built into one blueprint iirc, i forgot the name of it and am searching. any ideas?
ya
Also, use power of two rule to get better compression. 128px instead of 100px for example
I don't have unreal up but try right clicking on the texture and click apply paper2d settings
it almost looks like your import texture is too small and not power of 2 and someone said it lol
the texture is 100x 100
thats not a power of 2 texture, 128x128 would be
does it matter ? all i want is accurat pixel interpolation
Yes
I guess it doesnt, maybe UE4 can';t do what you want
no one here actually suggests stuff that works
it can, i know games used that befor
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
here maybe u understand this
you could paste the source image here and we could all play with it and giver you the answer I guess
holy hell when did battle breakers come out
Source is just as blurry
yep your source is exported with compression and as a png 😦
yessss bcs its the samer interpolation method
doesnt mean the individual pixel dont exist
The issue is your export
how do u suggest i should export it
it does open up fine in paint, lets see if we can fix it
like i said interpolation
if its a cheap one it will blure out
a close one and it makes it sharp
so i have a Template actor , which has the code for multiple things like weapons and potions , and i want it so that when i switch the item type in a child Blueprint class the shown settings switches too
I’m just hearing mip maps at this point 😜
no need to be so cocky, yes i tried all options in the texture window
come one, just tell me what i missed
xxerbexx what is the issue exactly
it's all good atleast we figured it out 🙂
well yea...
doesnt look right on my moddel still guess its the seam now
seam / bleed/
Always an angel Mathew. Be sure to say thanks and give him a sacrificial offering of cookies.
but @grim ore thx at least one thing solved
xxerbexx, you shouldn't be working with 100x100 to begin with
i should bcs i know what i want to do
yea yea 132 later then
this is just a test
if pixel accurate stuff is what you need, work in power of two because the hardware is going to scale it up as such
Hey guys I need help. Everytime I launch the engine it will load to about 73% and then close and open the epic games launcher
~.~
i have already verifyed
@grim ore did you blur that screenshot you posted just to be funny? Haha.
132 p screenshot right there 😜
I didnt blur it , was it blurred?
I might be testing with blueprint questions but I’ll never undermine those who are helping me. Thanks again for the info before about render targets.
Could just be my iPad.
Probably just mobile
Lol mobile is the bane of UE4
okey, is there somewhere a option to adjust the img uv bleed
example of uv bleed?
its something to hide seams most programms enable it automatically
but i dont want it
this together with img interpolation blures out seams
mip maps?
daubt thats what i want
hey guys, apologies if this isnt the best place for this question since this is my first post here, but does anybody know what the real underlying benefits are to importing an alembic cache as a geometry cache asset rather than importing it as a skeletalmesh+morphtargets asset? besides the skeletal mesh route being an obvious hack on epics part, of course.
Don't tell me not to use 77X5619 pixels
wow my main map file (level) just got corrupted. luckily i have a backup from yesterday and didnt make any changes since then
i pressed play and my computer bluescreened and my map file got corrupted lol
If you have a mesh that's morphing/animating, you can't raycast against it can you?
if i want an art team to have access to the editor, does the project need to be compiled from source?
or i'm guessing alternatively they can install UE4?
it all depends on what you are using for the project. Source build? they need atleast a copy of the compiled version if you don't want them compiling it themselves. Launcher build? they can install the editor the same way you did and access it the same way
so if i have source built engine and check the binaries into source control they can open the editor? guess i can just test it myself haha
Is this a channel I can ask for help with a visual bug?
you can try this one, or any other one that might be more appropriate.
ok
I am having a strange visual bug in my first test map. I am getting colored artifacts only in the built version, but not when play testing in the editor.
Visual bug in Unreal Engine 4.22.3
look near the feet and the crates
google was no help trying to track this down lol
@plush yew are you talking at that quick orange looking flash
@crimson seal yes
one of the common suggestions to fix it is to just make your backgrounds and ambient colors dark so you don't see it lol
it would help if you screenshotted the bug in the editor window too and not in PIE mode
could be a uv error too
@crimson seal bug does not happen in edditor, only in output game
cuuuuulllliiingggg
perhaps open the static mesh editor and check the uv channels
also is the floor its coming from BSP or a mesh?
@grim ore I am reading that thread now
and lastly look at your lighting map in the view plane see if theres anything weird going on there
to start, I will disable culling as per the thread and test that
sometimes lighting on meshes set to movable could cause it but culling is most likely
AAAAAAAA games with billion dollar budgets have it, it's just a tradeoff for performance 😦
@grim ore well, disabling culling seems to have resolved it lol
now to re-enable it and learn how to work around it
and that is where it becomes work 😦
I have been playing outer worlds that uses this engine, and have not noticed anything like it at all lol
It's there, it just depends on your machine specs. you might mainly be seeing it in your project due to it running at different FPS than OW is. There are ways around it tho and smart level design helps alot
So I exported all of my animations and they imported as skeletal meshes in the ark dev kit. Is it a problem with how I imported them or exported them?
@grim ore Thanks for your help, reading that thread and creating some color/shade appropriate occluder geometry was what I needed
^ would I export the animation data instead?
Can anyone experienced with replication dm me? I need some help with a few big issues Im having. I cant control the server window when testing for one
I recommend asking for help in #multiplayer.
Can anyone assist with why the repair beam would not stay attached to source and target? thanks
I can barely read that with the resolution you posted
click -> open original -> ctrl + scroll wheel
does anyone know of a way or an option to have generic input events (like "Any Key" or "Gamepad D-Pad Down" placed in your event graph) fire when game is in UI input mode
set a bool?
it's something to do with how the engine works, because the events don't fire at all when the game is in UI mode
oh that is interesting
I'm not really sure to answer your question
but the first thing that comes to mind is that the reference from the hit result might not be valid any more after .2s
what is that delay there for anyway?
in any case, you should probably just make
you should probably make a beam actor that updates on tick while active with some actor references you set if there was a hit
notice you never test whether a hit occurred
hey brothers. i have a problem when i use "multi sphere trace for objects" on 4.23.1. it not working.
can you be more specific?
ahhahahahahahah, i set the start vector as same of end vector.
It might not work
just to reiterate, it's apparent that when you're in UI Input mode, the D-Pad and arrow keys are consumed before passing any input events, key events, or the "Any Key" event. anyone know how to change this?
Is there an offtopic channel?
lounge?
Thank you.
Hello everybody. I have a problem with "Move to Location or Actor". i break it somehow. My AI character wobbles around while trying to get to the finish. The command comes only once per click. Sporadically, he also stops after a while and does not do anything anymore.
Its a Dynamic NavMesh
I have not changed the "Move to location or actor" setting. Any Ideas?
i have got it. my SelectMarkerSphere on my AI Charcacter was set to Collision and block all
@inland kettle #blueprint
ok
hellos can u display the output log into the console?
I'm trying to call UGameplayStatics::AsyncLoadGameFromSlot from my custom Game Instance class, but that function no longer seems to exist in the GameplayStatics library (I'm using 4.22). I also don't see the Blueprint version of the asynchronous loading function either. Is there a new way to load a game asynchronously?
was there any talk previously about getting an updated quixel brige <-> UEditor integration?
as in is it on quixel's roadmap? 🤔
Is there anyone here wanna join up and make a game with me?
#looking-for-talent or #game-jam-chat if you’re doing the MegaJam
I'm trying to add my second windows PC in the Device Manager so I can launch my game there directly, but I only get this error message: Failed to add the device!
Do I have to set up anything on my other PC so I can add it?
What's mesh distance fields?
it's a 3d field where each pixel(voxel?) stores the distance to the closest surface point of the mesh
or so
did they?
but I'm sure they'll now make ue4 integration better now
I only found the github page of the plugin and last update was like 6 months ago or so
we are now at bridge 2019.4
I think the bridge should have download link to latest plugins or something
where's the editor plugin?
or installer
it's been a while since I've installed these but I think you get either link or executable when you try to actually export to the specific tool
it wasn't super hard to find
right, I'll take a look later this evening
Hi ))
I make Replay System for this lesson https://wiki.unrealengine.com/Replay_System_Tutorial#Overview
when recording, I get a very low FPS
who knows how to fix this?
Have you exposed too many variables to it?
Remember it's doing a lot of writes consider your tick rate and replication counts
Quick question, mtg arena handles all its card defs through xml files, is this something they homebrewed with c++ or is there a plugin or something to handle loading data from xml text files externally that i just dont know about?
Well if only we could download the plugin without the Bridge 🙂
Has anyone implemented a brawler with combos? I'm using the Input Buffer Plugin and a montage for each weapon. Anyone have advice on this?
Somebody in our community just asked how he can import material for their mesh.... it was provided by their company modeller for VR project...
That mesh has 118 material elements... we all died a little today...
this is probably a really simple question but
why does pressing play and pressing launch give out different outputs?
because they are different things... different modes of play essentially
ohhh
Play is for more like... while coding testing... launch is if you want to launch it on a target device....
most people would just use Play while creating the project...
Im trying to make my button load to another level but it's loading the default level all the time
pressing play loads the correct level but pressing launch doesn't so I don't understand why
that would probably be based on your project settings
check the default map
Play will launch the current map you are on
wrong channel deleting
man, is this real?
Will I have to pay royalties if I use Unreal Studio features in Unreal Engine after 4.24?
If you are not shipping a game, you will be able to select a 100% royalty-free license of Unreal Engine.
if it is i hope someone will make a new VXGI branch lol
@plush yew I mean, Studio wasn't allowed for use in games before
So nothing changes
Except game developers now get Studio features apparently
Hello,
I need someone who is experienced IN flight Physics
sadly I cant connect these
is there a not i can replace it with?
for example one of these
get world location is like get actor location just for components @radiant haven
okay thx
why cant i make a plane with the collion as simple
stucks in air and tells me this
Isn't that message quite clear ?
Is it possible to create a C# third party server through unreal engine that would handle all server side stuff instead of Unreal dedicated server?
No
If you want non-Unreal dedicated, you basically need to create your own thing from scratch
@cloud cobalt well it was looking like it was going to be paid and now we are getting it for free, AND no royalties if you dont release a game (archviz probably doesnt count as a game but not sure until i ask i guess)
https://gyazo.com/c2dc7dde8b6c0496254e28c5f4adb4e2 any idea why i cant add more points to this spline?
@cloud cobalt i know i have to create every thing from scratch but can a C# server handle stuff same as Unreal server, aka summon mobs, npcs, etc?
or do i have to just customize Unreal's dedicated server in c++?
You would have to re-create every single one of these things and drop the UE4 multiplayer features entirely
you could have it talk with your C#
but its probably better and more performant if you do it native
Performance is the least of your concerns, this is not a doable effort, unless very large AAA team of network engineers
whats so insanely hard about it?
Basically you need to write a new Unreal Engine in C# without the rendering part
well yeah but if you already have that it could make sense
Simple human being here. I see I kill. Can someone explain. How hard is it to make a killmove on this guy ?
I am a noob but isn't it like...."on hit" " get this position and play this animation ?
Well to the dedicated server in c# talk... it can be done, but you switch a lot of responsibility to the clients which invites cheating... for example landscape colision or any hit detection you either have to code in the c# server or you have to trust your clients not to cheat...
The complexity of creating your own solution is usualy not worth it.. but short answer is yes it can be done, but should it be done?
Hi folks: I have a simple building -- 4 walls and a floor, that I want to export from blender 2.8 and import into unreal to be the foundation of a first person "game" where the home owner can walk around and tour his home in first person view -- because this is first try and learning and all that its quite simplistic right now, but I have the building drawn and roughly textured thusly;
Whats the next step? Export as fbx? or something else?
Can someone point me at a good reference?
ok, how are those resolved?
you create your own simple collision in the engine or you create the collision in blender and export it with it
A collision being where my character runs into something, correct?
ok
@plush yew have a read https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes/index.html
excellent -- thanks
there are also youtube videos on the topic if you like that format more...
Example content has some @pulsar kraken ..
Not a starter content... I think it is in the Learn tab...
I do not have the launcher availble here so cannot point you correctly
thanks bud
There are examples for both niagara and cascade somewhere
yeah "There are numerous Niagara simulation examples contained within the Niagara Content Examples in the Unreal Engine Learn tab on the Epic launcher. "
same for cascade 🙂
anyone wanna be with me for the game jam?
mega jam
or is there a team that i could join
try #game-jam-chat
Hi , does anyone here have humanoid characters laying around that can be used for my game?
If I want to export an animation, would I export the data?
@plush yew for some stuff it can be convenient to use the decimate modifier to create LOD and collision models
Hi everyone, not sure if it's the right place for that, but I have an issue regarding the Shader compilation process. It's stuck at "compiling shaders (2 800)" and, even after removing some folders from my project (to generate them again), the issue is still there. It happened since I moved to 4.23. Not sure how to fix that!
Any tips?
Yeah I'm very baffled about how shader compilation works in ue4. I have just one terrain master material and it somehow has to process 1800 shaders before its done. Is there anything that can explain me how to better contain this process? I'm a big noob with stuff like this
how to make fisheye camera?
@plush yew do you have visual studio installed?
@grim ore Yes, VS 2019
check to see if you have incredibuild installed as well, if you do remove it
Okay, thank you, I'll try it out right now.
its part of the VS installer, you can check for it under the individual components section
Yes, it was definitely there. Now I'm removing it and I'll open up the project again.
THANK YOU @grim ore ! The compilation issue has been solved by uninstalling incredibuild! Thanks a lot!
🙂
Finally getting around to playing with the new Quixel stuff and bridge... this is.... really neato for programmers who suck at art like me
just the simple fact it has LODs and it all comes in properly with Bridge is amazing
It's even more insane when you consider that they released for free 10 000 elements! Who could expect that?
Epic did 😛
Ello guys, how to convert BSP to Mesh? I followed this tut but when i select the brush i don't get such options
Beginner overview of converting a combined Geometry Brush (BSP) shape into a Static Mesh inside Unreal Engine 4. Also covers how to add a collision outline a...
click the advanced drop down when you have the entire bsp brush selected
so click on the item in the world outliner, scroll down to brush settings, click the little drop down arrow, click create static mesh
if you select a face/vertex/edge you won't get that menu option
i think it works now, thanks
Also, the brush is used in a few places and i made just one save, is there any fast way to replace them all at same time with the static mesh or i have to play with snapping or coords copy
I know you can replace one mesh with another, I dont know about geometry brushes lets find out
yep you can
select your item in the content browser, right click the item in the viewport and there is an option to replace the item in the viewport with your item from the browser
Hey! I need a small help for casting. I have a BP_NPC AI character, and i try casting in Animation BP, but i don't know connect the object pin. Help please!
Well, what does casting does ?
If you understand what casts are for, it's obvious what to do
is there a release date for 4.24? Do we at least know the month?
There is never a release date for any version
Probably mid december to early january
ok
@cloud cobalt I try read the BP_NPC->isDead() value in animation BP (I try replicate the dead animation)
So what's a cast ?
@cloud cobalt i am not programmer, i don't know
the way I put it into words is you treat one thing as it was another, you could cast a char to an int for example
i think is a type conversion?
from actor to reference?
Casts are for when you have a object of class B, that inherits from class A, but you stored it as an object of class A
For example, a MyGamePawn object would be returned as a Pawn by a function GetPawn
You know it's actually a MyGamePawn
So you cast it
the most common use case for casting is when you need to call a certain function or get a variable from an object
Casting means "I have this Pawn object but it's a MyGamePawn, I know it, so i'm telling you to treat it as such"
yes
If the object passed to the cast really was a MyGamePawn then it succeeds and you can call MyGamePawn stuff on it
That's it
@cloud cobalt but i have a AI Character, and i know what is the character type, but i can't handle in anim BP
although I try to avoid casting and rather use interfaces because it's more efficient
@plush yew Basically if you have a cast without knowing what to plug into it, why do you have a cast there ?
because i know, if i have a PlayerCharacter, and i need few variables in anim BP, i can access with casting, but now not.
So in your anim BP - get the player, cast it to your class
I try to avoid casting and rather use interfaces because it's more efficient
I wouldn't worry about that. I also don't think it's more efficient. At best, they're exactly the same in cost.
ue4 4.19
import 50 meshes > import all
for some fricking reason need to manually set the import settings for each mesh, which resets between each mesh it imports.
wtf
Yea interfaces aren’t particularly better than casting performance wise. If you have one implementation of an interface, probably shouldn’t be using interface
the worst part about casting VS interface is the hard reference
How so
Player -> hits something -> Cast that something to Enemy -> do something if enemy. The player has a hard ref to the enemy and the enemy has to be loaded when the player is
with an interface there is no Enemy reference
lol...
interfaces are much slower than casts...
Casts are basically free
Yea just meant if you have an enemy interface only used by the enemy actor, your better off not using interface. Interface references are worse natively and every invoke is slower on themselves
it's very easy to end in a situation where loading your game instance requires a huge web of bps to be loaded that then pull in 10000 assets
goooo hard references!
okay, i don't understand... It's work (MyCharacter)
main menu -> reference player -> load entire game into memory 😛
ye
It's not
You can soft reference tho
messes with your editor restart time too
What would be a good way to queue up a list of sound files to play one after another? Almost like a jukebox really I guess
Hard references to live things isn’t horrible
@light thunder use a sound cue with multiple wave players in them in a sequence?
if this is like music, use soft references for them
otherwise you end up loading 100s of MB of sound at once
The sequences will be dynamic, I'm parsing multiple wavs into a single parsed sentence, while that's playing, another file might want to play, I want to have those play once the ones playing are done
I guess if you want to use a BP Cast, you should only Cast to native classes. Which is a reasonable alternative.
But if it’s a wrapper around music, use hard ref and soft ref to your wrapper
Will a reference to a data table load all assets referenced by the data table?
Yes if they are not soft
welp. time to delete my whole project
Crap I didn't realize that @normal burrow
🚮
its my itemdef table
But will want to put time to make sense of async loading
So this will load all of those assets into memory whenever this is referenced?
If you change the object types to soft versions hopefully you won’t need to renter it all
Yes
It's also probably not catastrphic if you loaded everything anyway.
Your table will not be given to you until all those refs exist
Floss is right but it’s also easy for it to be horrible too. It matters
i mean given a few hundred items with references to meshes and stuff, i feel like it might matter
This doesn't happen much, no more than once a single second, and even then that's probably rare....these might contain upwards of several hundred wav files (32 bit) when finished, most are about 500 kb in size...would there be a way to just load that in memory in the beginning?
poor design on my part but im a n00b to the engine
ill add it to my todo after i fix my MP bugs 🙂
If you have a costume definition with textures and materials and meshes etc, it’d a good example of where hard references make sense so long as you soft reference your costume file.
Then when you async load your costume it covers all it holds
Looking back i think i should have kept all the heavy stuff in the object and soft ref'd the object classes
That's pretty easy to accidentally screw up.
Can someone show me how the wind system in UE4 (with MegaScans 3D plants) works? It doesn't work for me now.
if i launch project from editor as standalone, and run a packaged project from the same computer, would that acheive the effect of running it from 2 computers?
for multiplayer? depends on how they connect (external IP or internal) but even then not perfectly. You can run more than 1 instance from the editor if you want to simulate multiplayer as well
Hey guys.. I am making an FPS that I hope to put on Steam someday, and I was hoping to get some guidance on the type of Server I should focus on, Listener or Dedicated.
It really depends, but the real answer is listen.
And if you are willing to pay to host servers
Hmmm... I'm guessing probably not
yea, floss is right if you want to keep both on the table
question is more if you want listen, dedicated is just a graphicsless/headless listen server really
I've hosted my own multiplayer servers that I wrote myself .. but it was strictly REST/Websockets stuff.. and mostly turn based games. I have no idea what Steam looks like.
udp or tcp
the stuff websockets mimic
steam is only going to handle the matchmaking/master list
@grim ore but the tutorial on following says it won't work in pie, only in standalone
I don't know what tutorial you are following, if that is the case you can try launching multiple copies of the project then from multiple folders
I think I went for tcp. I was using MS SignalR
Is SpeedTree the go to wrt performance/features for real-time apps? Some marketplace seems cheaper, also there are some other vendors...
licensing for speedtree always prevents me from looking much into it. idk if you've read it but its nonsense
Hm? Well, there is Indie, but there is UE one too... What you mean?
iirc its one of those "if you get successful with our product you must agree to renegotiate" type deals
Let me check, are you talking about the UE eula?
its been awhile, not sure.
substance has similar clauses too so its not uncommon but, would be more worried about a tech inside the game
... just reading, but anyway my orig. question still stands. Being looking at different stuff, but can't try them all. The marketplace might have good stuff, but it is limited and yeah - have to check them out.
where do i participate in the game jam ?!
a lot of speed tree is about variety too, not sheer performance. but yea i'd like to find out if its really that much better speed wise too
Yeah, hope somebody to chim in and share his experience.
@strong mesa https://itch.io/jam/2019-epic-megajam
Thanks ❤️
shall not be liable for any loss, damage, or penalty resulting from unavoidable delays or failures in performance resulting from acts of God 🤔
is their grouping ?!
@normal burrow that in the eula
you make your own group
If you want to meet randoms, you can use Crowdforge to find members
did they drop the theme yet
I believe so
what is it
can you ping me when it drops pls?
dang, yea i wouldn't take responsibility over acts of god either though tbf. but lol, eula.
@jovial wraith are you participating ?!
depends on the theme
i joined but i might not actualy participate if the theme sucks
i need a team what is your speciality !?
level design, game design and can do basic programing
yeah not enough
i also do Blueprint coding
ill only join if the theme is good tho
Anyone know what the theme is yet?
nope
Aiite
TwoCeps want to form a team
im still waiting for them to drop the theme
I have a feeling that they forgot about daylight savings 😛
has to be
there is a #game-jam-chat channel if you want to try and find others
i feel like the theme is going to be cat related
@grim ore I'm kinda Stupid i know xD
are you participating ?!
not likely, I haven't made time for one in years 😦
I'm a good 3D artist and you will not regret making time for one this year
please take it to #game-jam-chat
is it possible to setup and listen to an axis value in UMG? 🤔
not sure if axis value's have much to tell you
"when I was born.. "
"my childhood..."
"when I was an adult I realized I needed to do something with my life, I changed my life around 180 degrees, and BAM"
"It really made me see things from another angle"
"I started doing yoga, apparently I am really flexible"
'Suddenly I had accute angleitis"
"I am always buying rounds for everyone"
"I picked up snowboarding, the thrill I get from going down a slope... "
I think I get the point, thanks
"My father is the center of the earth, he really thinks everything revolves around him"
ill let myself out
Alright so I'm pretty unorganized and I've got probably a 300 assets sitting in my project's root Content folder. Moving large files or folders takes forever inside UE4 (even with an SSD) and obviously moving project files externally (Windows Explorer) causes a lot of issues. Is there any quicker way to organize these or am I just doomed to waiting for hours for the files to transfer?
i think its mostly a gotta wait it out kinda thing
if its just unreferenced content, you could move meshes in explorer. that would save a little
but 300 assets is peanuts
id wait it out
Any physics gurus here? Is it possible to do something like a bathroom scale in UE4? I mean an actor that can output combined mass of all simulated actors on top of it. Is this possible, or do I just need to forget physics, get a collision box and sum the mass of all simulated actors in it?
I mean actors just idling on top of it, not moving actors.
Couldn't find anything like that, wondering if that is just not possible with game engine physics.
its definitely possible
Maybe you could try to get the force value being exerted on the 'scale' 🤔 like Get Force Applied On Actor
Oh but I'm not sure it's exposed to blueprints
Nice, thank you both! @true leaf I'll check that. I was checking mass and weight related stuff, but force... That could be it. C++ doesn't scare me, already using C++ and BP mix.
https://i.gyazo.com/93078053f6e969bd38a18394fd5d06bf.jpg
not bad with the quixel textures
@fierce tulip too bad i dont have houdini license atm. Now that i have some proper trees and landscape materials i wnated to try to create a big map
are they giving licenses on the jam?
doesnt seem so, or im not finding them
SideFX is offering a FREE 2-month Houdini license to all Epic MegaJam participants. Go ahead and sign up here!
they are
lol the 2 months every 3 months
im getting it. Been a while since i was last tinkering with this stuff, and now i have a good excuse
why houdini for landscaping?
guys, wanna see the definition of miserable life? Check our postmortem article.
https://www.reddit.com/r/gamedev/comments/dwfwtp/three_years_ago_my_wife_and_i_quit_our_jobs_to/
because its god tier for it
yea but what does it do?
@brave salmon Why would you ever expect a grant ?
0.0000001% of projects ever got one
@cloud cobalt facinating reading skills my friend!!! 😁
"an exhausted of numerous applications employee of Epic Games has built a thick crypt over the main project of our career"
Isn't that your post ?
If you feel like Epic has done something to your project here, you're... not doing this right imho
I mean, grants are also not the only way to get funding.
if your game has to rely on a grant, then its a shit project
you apply to grants as "bonus" extra money that would be useful, but not as funding
In this 2017 GDC talk, Game On The Rails' Brian Upton describes thirty annoying or counterproductive things that you should avoid when you're pitching your g...
relevant
because applying to grants everywhere takes a few minutes per grant
so might as well
who knows, you might get lucky
@frank escarp I believe mere $26k is not much from the $100 billion pile
Epic has always used grants as a blunt instrument to showcase their community, encourage tech contributors, and showcase the currently hyped engine focus feature. You don't get a grant for a game unless your game is on Polygons's homepage with writers fawning over it.
I mean we beleived back then
also applying takes a few minutes but we prepared fully playable demo...
anyways
Way to the Woods getting a grant is the perfect example - "THIS GAME IS MADE BY ONE SINGLE KID USING UNREAL ENGINE !!!" The headlines write themselves, it's amazing PR, project gets a grant
if you read the article... we were aiming to exact that spot with our 2D hand painted weird game
2D is a hard sale as a promotion vector
2D games are in an amazing place outside UE4 with Dead Cells and Hollow Knight and Tetris 99 and Cuphead
And none of them is UE
2D is just 3D with one less D, change my mind.
2D is very, very different
Why not just get funded the "normal" way?
Perhaps I misunderstood, I thought you dropped the project after not getting a grant.
Good-looking 2D that is
the trick is that it's a UE4 is hard sale for 2D
2D has less D, of course it's very different.
no matter how good your 2D game is, it won't really show up UE4 really
It has less D and more other stuff.
though if you made a tiny packaged 2D game with UE4 it might be impressive
Why would it have more stuff necessarily?
@strong mesa sorry i have a team already :(
@brave salmon "Meanwhile, we were not relying on any other sources of getting investment. ". Error. Error. Megagrants are not something you automatically get :p
Where does the 26k thing comes from, even ?
Most Steam games do much less money than that
It's weird to expect this much money in funding for an indie game
thats literally no money at all
For professional studios, no it's nothing
I could live for 3 years on 26k
on 3 years dev time?
yeah
@frank escarp I have an amazing ability to require nothing but air and food/water. The rest is all a hobby. :p
so do i
the money from DWVR would support me on "living expenses" for about 5 years
Wait. Why do people actually think they'll get a megagrant?
nice
We worked 5 years as a team of two and our grand total of Steam + GOG revenue - two years ago when things were better - has been along the lines of 50K net paid to us. It's much higher than average, but no, it's nowhere near a real salary.
@crude vessel because they believe in their game.
I keep seeing people act like their entire project hinges on getting a megagrant
They sound like people who think the lottery is their retirement plan.
dumbasses
megagrants are extremelly arbitrary
and thats ok
its literally free money
so of course its arbitrary
I've never even bothered to apply. Although the last major project I worked on applied and failed.
they fund stuff like that RTX dark souls clone that looks like trash
but they did it because it was showcasing the rtx features of unreal
and was already seen by nvidia
I mean I don't blame people for applying
And come on, 11 Twitter followers ?
But I'm shocked people are like 'i didn't get a reply, how do I make my game now?!?'
If your plan a) is megagrant?
entitlement is often a side effect of being offered the chance of something for free. You kind of expect to get it because its free
'why won't a billionaire see my Twitter post and decide to send me a check for a million dollars?!?'
frankly if a 2 man team has been working on a game for 18 months with unreal, I would give them some money. They showed they are in it for the long haul already
providing it had 18 months work worth betting on of course
People are going to need understanding that you don't live from game development at home on your own license.
Except for the 17 guys worldwide who do
hey, there are 16 of us. One died.
Shit, man.
i do believe its possible ot make money, but you need to treat it as a business
stop doing artsy games that clearly have no market
and start making stuff you know you can make quick and sell asap
Anyway, @brave salmon if you feel like talking business, we can do that. It's a full job in itself and you can't succeed without being very good at it
Watch the players on the scene, learn from them
Do this : https://twitter.com/skatebirb
Hello I skate birb. Plz wishlist so I get seedies: http://store.steampowered.com/app/971030/ talk here plz https://discordapp.com/invite/skatebird also @glassbo
1030
5768
I always feel for failed indie devs. It's a choice you make that can kill your desire to continue when it fails. Luckily im used to failure so I'm still here. 😉 The system is lead by idiotic decisions and marketing blasts though. If you are not on the gravy train at the time to station leaves, you are left on the platform wondering why you are broke when you worked your soul out for 2 years or more.
Single dev, small MVP, successful kickstarter and marketing
I followed skatebirb when I was twitter. That is a wonderful idea and its been treated with love during development, and it shows.
where should i ask for shader stuff?
Is the indie gamedev success rate that low? I'm talking about people who could actually release something, and had a good understanding of marketing with a sizeable ~100k marketing budget.
its incredibly horrid
100k marketing budget?
100k marketing budget ??
95% of steam releases are a total disaster
That's because those people don't market. I personally am really ... curious to know that the dollar in to dollar out is for videogame marketing.
$100k is more than the marketing budget for Dead Cells
if you're paying for marketing today in indie dev I think you're doing it wrong
I wouldn't go that far. Adwords is worth its weight in gold :p
I would go that far
maybe a good Youtuber with the perfect audience
if you can get your 2-5% return on your adword campaign, you should do ok
its also mostly about being on ALL social media
Perhaps I am of a different mindset. I believe that advertising can go a long way.
and doing it correctly
Advertising goes a long way, just not paid ads
YouTuber/Twitch streamers, primarily for videogames. And then traditional ad campaigns. That's what I've been planning.
for my next project, i wont buy ads. Maybe reddit ads, but absolutely not facebook/google ads
but i will spend money on quality website, and quality trailer
Literally 50% of our sales have been a single Reddit post that went viral-ish.
That's free
im pretty sure, without a goddamn doubt, that ive lost 50.000 euros due to bad trailer
at minimum
we had a great trailer for ghostship during the beta, then it changed for release and imo it wasn't as good. Im sure the original trailer would have sold us more
Well, yes, I would consider trailers to be apart of the marketing stuff. The content you push.
The amount of traction you can get from a successful Reddit post on pcgaming is amazing
And again, that's like one hour of your time
and point people to your discord or website
*starfighter not ghostship. my bad.
^
if you manage ot build a community and get a bunch of sales day 1, this makes the algorithms on steam and others boost you more
Yeah, I'm aware of the whole wishlists thing. Which is another thing I've wonder. What is the average cost of getting someone to wishlist?
$0
i dunno
I planed to take out ad campaigns for wishlists.
I mean, we basically spent $0 on advertising here. We invested in time, talked to specialized Youtubers, gave out keys to the right people, etc
@severe zealot it's fine i found a team but it's weak
We tried some Youtube advertising (horribly bad returns)
Some Google advertising (0 return)
Twitter was decent IIRC
And assuming the 10% of the wishlists convert to sales, it may be even positive at my price point.
Facebook is the only one that showed us return on money spent
i spent 100 euros on youtube ads and got 4 clicks
I read on Reddit that it's usually around 10%. But, alright, I'll consider them wrong. I hate Reddit.
Maybe at launch for a very desired title for a short time
@frank escarp how much per click?
no I mean, overall
you must have bought clicks at a rate I mean, so if 100 clicks cost $100 then its $1 per click.
Okay, if gamedev for indies is really so god awful with legitimate funding and work, then ... well...
Here's my thesis : Paid advertising is a dumb proposition because you're an indie. Your audience is ridiculously small, small enough that a significant campaign won't touch a significant number of people.
Your plan should be to build a political campaign
Get people to fight for you
the ratio is the key. Spend less than you make from a 2-5% return.
yeah thats right
Get people to actively go talk to their friends saying buy that game
the thing is that paid ads have a network effect
thats why adds are good if you are massive
^
people dont necesarely click
but they see that the game exists
now. Can you afford to get that many impressions?
I'm not really sure. I heard some indie(?), some gamedev, say that you need a minimum of 250k for your marketing to be effective.
imo you cant afford to not do at least rudimentary marketing and spending.
Probably true Floss
But no indie on Earth has that budget for marketing
Except Bungie I guess
And if you have $250k budget, just pay pewdiepie for two days.
(joking, but also not joking)
Hmm, well... alright, I think about this a lot for my project.
But perhaps my odds are just straight up not good.
easy way to market for free. Pit the left against the right on Twitter.
I mean, how much money do you have ?
I think I have enough to make a legitimate effort. It is a year or two of my standard income.
If you truly have $250k, you can pay a few artists for quite some time and make your game way better
Don't go thinking you should put 20% of your budget in ads, or more
Nah, I don't have that much, ha. Unless marketing goes well, but that's kind of different. And yeah, I do plan to freelance for art (out of my expertise).
I planned to split 50dev/50marketing.
20% of money in marketing is a pretty good amount
talking about effective marketing
good trailers, good website, community management, etc
Why are english language doc links forwarding to chinese language docs? https://docs.unrealengine.com/en-US/Engine/Content/AlembicImporter/index.html
Describes the Alembic File import process along with import options.
Anyone seeing this?
Yeah, it's happening to me too. Globe not working either.
anyone tried importing a landscape brush to unreal?
idk how that works im trying to import displacement maps to no avail
What's the TLDR on unreal studio?
@plush yew I can't answer that but it looks like 4.24 test is going to have something like that by default?
btw, the 2 month houdini license for megajam ends today
so if you want it, do it now
that sounds fantastic if thats true
i was checking the documentation and it said something to the effect that i had to write my own plugin to import a landscape brush 😄
where do i get the news on that
Landscape Blueprint Brushes and Landmass Plugin (Beta). Up until now Landscape data could be imported and/or edited from the Landscape Editor Mode only. This new feature opens the Landscape data to Blueprints. It is now possible to assign Blueprint Brushes to the new Landscape Edit Layers. Those Brushes have a Render event that can be implemented in Blueprint that allows the user to inject landscape data (Height data and/or Weightmap data) into the Edit Layer.
Unless I'm misreading that?
PREVIEW!
Preview 2 of the upcoming 4.24 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rel...
Anyway, thanks guys for the marketing talk.
I'd love to get more data tbh
Ha, if you wait a year, I'll tell you my results.
I usually share our numbers because well, that's helpful for everyone
my game got saved due to ps4
i got about 7-8k on pc post-cuts
ps4 a lot more
but if i release the same thing on steam today, i would sell sub 1000
as its a VR game, and PC VR is beyond dead
Dead (vr) + dead market (indies on steam) = absolute disaster
needs a revolutionary new vr game that will drive the sales of vr hardware
just like how people buy consoles to play some exclusives
hell fking no. Even the extremelly high end new oculus exclusives arent selling that well
yeah but are they good enough to be that
Asgard wrath and Stormlands are super high end
yes
they are both amazing
but PC VR is just a market that is kinda saturated and at the moment a big stagnant. The only good games that are coming on it are those big oculus games
PSVR is healthy tho
well idk, vr is expensive and no current vr game has made me go "ok I need to buy a headset now to play this"
im still getting several hundred euros a month on DWVR sales
last month was great, i almost reached the epic games cutoff level of 3k per quarter
couse sales
VR is a small market and will stay that way imho
You could probably start a business creating full arcade VR stuff.
Not for home consumers. Just like a arcade-esque VR machines. I saw some of those in China. Might be popular enough in wealthy Asian cities.
@frank escarp on psvr?
ouch
but its almost 2 years after PSVR version got released, and im still getting money
lowest its gone was about 250 euros one month
at this point that's nice passive income
christmas is saved
so yeah, its damn nice
this is why i comment of "just fking release games"
because if i can make another DWVR
or another 2 DWVRs
thats basically a lot of passive income for a few years
stuff acuumulates
would've loved see you port the game or a successor to quest
nah, quest isnt doable
i did want to make a remake/remaster on quest
but would need new levels
will current-gen psvr run with ps5?
yes
that's pretty big
i will lilely port DWVR to ps5, with native 120 fps and hilariously overkill screen resolution
because you don't lose any players
- no LODs, all geo at full res
i ran into a hardware bandwidth limit when trying to make run at 120 on PS4 pro 😦
no matter how much i simplified the shaders, it just wouldnt allow me to go past some res
which one? draw calls?
