#ue4-general

1 messages ยท Page 590 of 1

plush yew
#

i cant wait for Unreal Engine - Properly documented edition

maiden swift
#

Wouldn't be totally shocked if Epic followed suit.

rotund scroll
#

xXxUnReAL EnGiNe -=10=- xXx

maiden swift
#

Unreal Engine 2020.1, for example.

#

But it sure is a mouthful.

dawn plover
#

yep similar to substance

cloud cobalt
#

People like to think about "UE5" but it's very unlikely they'll ever do a full engine rebuild like they did for 4

maiden swift
#

You really think so?

lapis vine
#

Yea, Autodebt 2019 or VS 2021

cloud cobalt
#

Yeah I do

dawn plover
#

autodept lool

normal burrow
#

Please no on trendy year versions

dawn plover
#

debt

rotund scroll
#

with new subscription models

plush yew
#

make the different features of unreal DLC

dawn plover
#

how about names? unreal engine snow leopard ๐Ÿ˜„

rotund scroll
#

Unreal 7 season pass

lapis vine
#

UE Ultimate

cloud cobalt
#

Think of how different 4.24 is if from 4.0 - what would warrant being called UE5 after all these huge changes ?

rotund scroll
#

extreme edition (tm)

normal burrow
#

Unreal Pro /w dark theme pay to win

maiden swift
#

I'm pretty confident they're at least exploring the possibility (of a UE5 or similarly significant change).

cloud cobalt
#

I'm not

maiden swift
#

@normal burrow Please no. Not that business model. ๐Ÿ˜ฑ

#

OK, based on what?

rotund scroll
#

gamedev is already pay to win

frosty bloom
#

An engine that is fully modular would be the future. Think "Paper2D" being something they could fully remove and reimplement with whatever new thing they want.

rotund scroll
#

unfortunately ๐Ÿ˜ฆ

lapis vine
#

I also agree that they will change this one until its disaster to update anymore, due to more features. This can go long way on 4.x and they just will rename to else.

cloud cobalt
#

@maiden swift At this point there really is no such thing as rebuilding all, or even large parts of the engine, at once

maiden swift
#

Even if they don't start over from scratch, there are still many scenarios in which they might deem it sensible to increment the major version number.

lapis vine
#

Exactly, but the base will be the same.

cloud cobalt
#

Sure. But 5.0 would probably be mostly identical to 4.69 or whatever large version it was before

#

It's not like the first UE4 release looked a lot different that the last UE3 release

maiden swift
#

Under the hood it might have a lot in common, but it would almost certainly come with a new UI theme, new programming paradigms, etc.

lapis vine
#

Nah, at most some more major feature slight UI update.

cloud cobalt
#

The new UI came after the version number on 4 ๐Ÿ˜›

maiden swift
#

๐Ÿค”

cloud cobalt
#

Not talking 4.0, but private UE4

maiden swift
#

We're talking about the future beyond 4, though.

#

Not the 3 โ†’ 4 transition.

rotund scroll
#

we can't see past the singularity

maiden swift
#

Or at least I was when talking about the next major version number increment.

#

Going from 3 to 4 did exactly the things I mentioned above, so it's safe to assume going from 4 to 5 will do at least the same.

cloud cobalt
#

I'm just saying large releases are not a trend right now, and for something as big as UE4, I don't see an UE5 coming with drastic changes, ever. I would see an UE 5.0 that's basically UE 4.XX + 1 for branding purposes

#

The idea that 3 to 4 brought singular changes at one particular version is just not really true imho, because it took years to make that transition, with no public release, while developers did use this... transitional version ?

maiden swift
#

Fair enough. The next major version bump may look totally different to previous ones. My assumptions are based on past evidence only.

cloud cobalt
#

Basically the idea that 4 changed everything is only true seen from the perspective of UDK vs UE4.0

maiden swift
#

I would argue that major shift was the case for most developers.

cloud cobalt
#

Early UE4 still had the UE3 material editor with grayscale, right-to-left nodes

#

etc

#

Again, not public UE4, but I worked at a 10-people studio

maiden swift
#

Most developers went from UE3 or UDK to UE4, and it came with a completely new UI and programming paradigm.

#

Even Rocket had these changes.

#

Right, I'm sure there were earlier internal versions that didn't look the same.

cloud cobalt
#

You're correct that there was a large change at some point basically when Blueprint landed for good and UScript was removed

#

Which was UE4

#

I'm just saying it did feel quite gradual, and first UE4 releases looked quite different still

#

So yeah, huge breaking change, new version number

maiden swift
#

I think you're in the minority having had a more gradual transition, but I could be wrong I suppose.

cloud cobalt
#

Maybe !

maiden swift
#

I first used UE4 when it was Rocket, and so did several other local developers in my area. I don't personally know many people who used or even saw it before Rocket.

cloud cobalt
#

I did use Rocket too

#

And sure enough it had large changes

maiden swift
#

Along your same line of thinking, it's very likely that there are already internal builds of UE4 with whatever major changes a v5 bump would bring.

#

You're right that these types of transitions are actually developed over a long period of time. My whole speculation about a v5 was from the outside perspective. ๐Ÿ™‚

cloud cobalt
#

See, this is where I'm skeptical. What could be bigger than raytracing support, or a new physics engine, or the new console devkits landing ?

#

I just think work has to be iterative now

#

Because of how large it is

#

Rocket was the codename for UE4 basically

#

And you can look for UDK screenshots ๐Ÿ˜›

#

Because it really was UDK with Blueprints, imho

#

Nah

maiden swift
#

@cloud cobalt The Rocket I used had an early version of the UE4 interface. Nothing like UDK.

cloud cobalt
#

@maiden swift Mine had the UE4 windowing, but I distinctly remember things like the material editor being straight UDK

maiden swift
#

You might've touched it earlier than me, then.

cloud cobalt
#

Okay, that's fair ๐Ÿ˜›

#

@opaque vector Mostly the UI changed look, and Blueprint became the main user-facing programming language vs Unrealscript

#

Also it had PBR

#

That's the biggest I think ?

maiden swift
#

I would consider those to be large-scale changes, not iterative.

cloud cobalt
#

Indeed

opaque vector
#

wasn't the UE3 editor based on native interface api instead of Slate? That's a pretty dramatic change I'd imagine

cloud cobalt
#

Lightmass in UE4 is still pretty much Lightmass from UE3, to name one system that hasn't changed much in a decade

#

Slate was also new, yeah

maiden swift
#

If v5 is mostly a new UI and the next generation of Blueprint, I'd consider that worthy of a major version bump in this era.

cloud cobalt
#

Most of the gameplay code was essentially the same

#

@maiden swift Fair, I can agree on that

maiden swift
#

I think you're right that v5 might not come with a slew of drastic new features, per se, but more so new workflows and paradigms.

cloud cobalt
#

You're right that a lot did change with UE4

#

I hadn't considered PBR for example

#

@opaque vector Personally moving away from C++ would be me looking for a new engine but well

#

They haven't improved the gameplay framework from UE3 to support multithreading, so I don't see a new language supported

#

๐Ÿ˜›

normal burrow
#

JavaScript

maiden swift
#

I think C++ will stay, but we'll see a next-gen Blueprint to go with it.

normal burrow
#

If you want your slow and easy to use runtime language, itโ€™s js

maiden swift
#

I don't think they'd make such a drastic change as moving to JS. Although it is very, very popular so I give you that.

normal burrow
#

I think it will just feed off bp bindings

maiden swift
#

Python is a more likely candidate considering they've already added support for scripting the editor with it. Maybe gameplay is the next step.

#

If you can, it's with a third-party plugin. Epic's Python support is for the editor.

normal burrow
#

Idk, python game engines..

#

Iโ€™d jump ship or pretend it didnโ€™t exist

lapis vine
#

Panda comes to mind, but never tried it.

maiden swift
#

Worth noting that the 4.24 preview builds already has the beginnings of a UI refresh. Kind of hoping the stable release goes further.

#

If not, perhaps 4.25.

lapis vine
#

So, 5 comes sooner then? lol

maiden swift
#

Haha no. It's a minor UI refresh by all indications.

#

Whatever the future holds, I hope it comes with a nicer launcher. ๐Ÿ˜…

cloud cobalt
#

I wish

maiden swift
#

Hm... I hope 4.24 comes out today. ๐Ÿ‘€

normal burrow
#

Build scripts are enough c# for me

#

I expect preview 17 heh

frosty bloom
#

Imagine UE4 Launcher 2.0.. Completely separate from games and with actual Vault control

maiden swift
#

I'm reserving my hype. The refreshed UI in the preview builds is very, very minor and seems unfinished/scattered. That's why I'm hoping the stable release brings a full-scale refresh.

#

But we'll see.

normal burrow
#

Hope toolbars arenโ€™t massive

radiant haven
#

is there a version tahts is wonderful for Mobile developement

willow void
#

How do i get lighting to be "Noice" on the first person weapons. The weapons on the fps character doesnt seem to work very nicely with lighting. Any help would be appreciated

vivid narwhal
#

Part 1/2 Can anyone see the problem with this blueprint task? when I hit "play" it runs through every single selector instead of just stopping after the first one is complete

zealous cloak
#

can someone help me with some errors that occur during building?

lone tapir
#

Guys does anyone know how to play 360 videos inside Unreal?

shrewd steppe
#

@zealous cloak maybe you hsould ask the #cpp channel

zealous cloak
#

yes good idea

safe rose
#

Where are thou 4.23.2?

zealous cloak
#

If you referring to me yes, but I had a massive crash of unreal, so I think I should rebuild my whole project as long as it is manageable. Sometime opening a map makes unreal to crash out of nowhere

velvet root
#

Dont know if this is the right place to ask but I can't seem to get materials to apply to my buildings

#

Things like basic cubes, no problem.

#

But i'm using geometry. I select a face and drag on the texture and nothing happens.

nimble moat
#

have they been modelled and exported correctly

velvet root
#

Its all inside unreal

#

You can see this for example.

#

It should have a brick texture on that face. It's worked before.

#

I made a small test map a few months ago and it was working totally fine.

#

I'm doing everything the same.

#

Okay it seems I can't apply material instances to the faces -_- only flat textures.

safe rose
#

When you right-click your C: drive on your PC and try to FixUpRedirectors

radiant haven
#

Hey ppl I want to make a Mountain as my map, and want to sculp it as well it means wanna have a landscape as my mountain how do i make meshes to landscapes

plush yew
#

Hello

normal burrow
#

sup

abstract relic
#

Print string (โ€œHello Worldโ€);

plush yew
#

For using unreal engine 4 you need a beast pc?

normal burrow
#

nope

#

16gb ram is the highest requirement, and some dx11 compatible gpu

plush yew
#

I just want to start learning but I have a little low pc๐Ÿฑ this is my first job so maybe in short time I can buy something better, just asking because seems to be cool this thing๐Ÿค”

#

it depends what you want to use it for

#

2d games maybe, and learn some coding too in my free time

#

It is just for hobby

#

ye should be fine

abstract relic
#

So long as it isnโ€™t an procedural generated open world mmo, youโ€™ll be fine

normal burrow
#

an easy way to tell is to try and install it

plush yew
#

And, another thing. How much difficult is to create a game like clash of clans but more simple and another theme of game (I think you know about what kind of games I'm speaking). City build, etc. That stuff

nimble moat
#

quite easy but time consuming i guess

normal burrow
#

its like a 21/42

sonic pagoda
#

Welcome to game programming where you can learn anything on youtube but if you dont have a clear design document that states your goals you are going to spend years just making things with no end

nimble moat
#

me ^

sonic pagoda
#

Its like Dory

#

All my game needs is this

#

Loop forever

plush yew
#

Ah, understand

normal burrow
#

if your just getting into game development fixthat, its not really worth thinking about difficulty. whatever you do you just want to get some understanding of it to start with

plush yew
#

True

normal burrow
#

i like the rolling marble template myself, i think this is probably one of the best templates you can start with

nimble moat
#

i made an endless runner, didnt like what i made but i learned a shit ton and used what i learned to make better things

plush yew
#

That's sounds fun

normal burrow
#

just the server fix that, there are many more talented people you can get advice from

tiny coyote
#

get overlapping components does only work sometimes. Somethimes it just doesnt get any overlapping component but I can see that both collision boxes are overlapping. After a restart it can work without any problems. After a new restart it does not work anymore. Why is this? There are no other objects overlapping (length of array of overlapping actors is 0)

normal burrow
#

when you say restart

#

this means entire editor?

tiny coyote
#

no, the game itself

normal burrow
#

what if you reload the level in editor?

plush yew
#

But, for running a game online like coc, you need a kind of hosting? How it is working this ? I searched on google but I don't find anything

#

I mean, how you can get a server, hosting (of he need) , etc..

tiny coyote
#

its a vr project and the controller is vibrating if I grap and if both collision boxes are overlapping

normal burrow
#

wouldn't be concerned with that yet fixthat

tiny coyote
#

reloading level does not work

normal burrow
#

but yes some kind of hosting

#

its gonna be entirely up to you

plush yew
#

Thanks mate

normal burrow
#

is the controller rumble the only thing your going off?

#

have you verified its zero besides relying on the rumble?

abstract relic
#

^use print string or a proper debugging indicator

tiny coyote
#

the vibrations is handled somewhere else from the template. If the vr hand is overlapping the collision box it makes a little "move" to show that there is a collision (also from the template). If I grab it vibrates and I'm printing the number of overlapping components from the box (the vr hand has a sphere as collision) and sometimes it says 0 overlapping components and sometimes it does work. If it does work I can test it as often as I want and it works every time in this particular "session"

normal burrow
#

k but do what hightide said

tiny coyote
#

but where shoult I use the print?

normal burrow
#

put it right where you check the array size

tiny coyote
#

The event when to check the overlapping components triggers

#

and right after that I check the length

normal burrow
#

a print there is fine too, you can use the output log just to track that its actually happening or not

tiny coyote
#

and if it is 0 it prints another message

normal burrow
#

concern for me is I am unfamiliar with rumble and ue4. its not impossible that your overlaps are failing, but even a log message when the motor is turned on or off would be something better to rely on

#

i've worked with input devices before and something that happens over multiple times and then does not correct itself with a map reload sounds more like a device issue or device api issue

#

but again, this a complete assumption

sonic pagoda
#

@tiny coyote

#

i know exactly what you ar talking about because i was working on that template yesterday lol

#

hold on let me show you

#

so did you edit the motion controllers bp?

#

and are you using the template's boxes

#

to test these overlaps for grabbing

tiny coyote
#

a little bit but I have just added something at the end of the input actions

sonic pagoda
#

this is the process, when you try to grab an actor, it first checks if there is a valid grabbed actor already

#

so it could be that, that somehow you edited it, and that grabbed actor did not get set to "null"

#

so when you try grabbing again, it won't work

tiny coyote
#

I dont think that it is this because I dont use the Pickup Interface

#

Wait a sec, I will explain what I have done

sonic pagoda
#

ok , i assumed you were relying on these functions

#

because at the end of this one

#

it sets the actor to null

radiant haven
#

can someone tell me why UE hasnt applied the heightmap to the entire landscape

tiny coyote
#

If i trigger the "LeftGrap" or "RightGrab" Action I just search for an specific actor by a tag and then I call a custom funtion event for that actor. The rest happens at the actor where I want to check for overlapping actors and if there is an overlapping actor with tag "hand sphere" (its the sphere of the vr hand) I use the location of the sphere

radiant haven
sonic pagoda
#

i dont know why you didn't just use the interface function for your custom function, but anyways, if you press win+shift+S you can screenshot and show your setup

#

and then press ctrl-v

#

to paste that screenshot

tiny coyote
#

Its on a different pc ๐Ÿ˜ฆ

sonic pagoda
#

get overlapping components or get overlapping actors

tiny coyote
#

components

sonic pagoda
#

maybe try, get overlapped actors, and cast to bp motion controller and then get the sub component instead... its kind of hard to advise you without really seeing your setup

#

i know that in my case

#

i messed with it, and was not invalidating the attached actor

#

and so i could not grab a new actor

#

so thats a good place to look, print string all of the steps

#

that are supposed to happen

#

so that you truly know what is failing

tiny coyote
#

Tried it before and there was a problem where I wasnt able to use a "get world location node" but back to the interface thing. The problem there was that I dont want to attach something to the hand and than the "drop" function was not calling because there was nothing attached to the hand

sonic pagoda
#

well you can invalidate the actor reference yourself

radiant haven
sonic pagoda
#

have you tried using fit to data, or messing with the heightmap resolution @radiant haven

normal burrow
#

@tiny coyote only thing i'd recommend is just print stuff you expect to work and find out why its not. it's not clear that the overlap is the fail point here to me

tiny coyote
#

so maybe I can get it to work now by unsing the interface or I have to look for the mistake by prints

#

Thanks for your help @sonic pagoda @normal burrow

normal burrow
#

even if you add prints to the number of things overlapped lennard you'd be assuming that code even gets executed

#

so printing only when its zero, when your actually not running the function in the first place is not the best way to do it

#

putting break points in is another tool you can use lennard

tiny coyote
#

using the interface does work! Dont know how many other things are broken now but who cares ๐Ÿ˜„

normal burrow
tiny coyote
#

xD

sweet relic
#

hey guys anybody know a good way to bake out the world transforms of a camera that is parented under a camera rail/crane rig? The "Bake Transforms" function in the sequencer only bakes the local transforms so it just stays at 0,0,0. I can kinda get it to bake the camera's path if I use the "export to camera anim" function but there does not seem to be a way to bring this data back into a sequencer track

safe rose
#

@worldly dust just green now

normal burrow
#

@lapis vine that video seems to be why everyone uses vector length squared lol

charred chasm
#

guys

#

I need help

#

How do I get back to my level I was working on before

#

I am panicking rn

analog blaze
#

top left

#

open levels

charred chasm
#

it's not there

analog blaze
#

then look for the map

#

in your contents

charred chasm
#

Like before it would just open to the map i was working on

#

But then I moved the save folder to reduce space

#

then I undid that

analog blaze
#

it is definitely somewhere

#

when you click open levels

charred chasm
#

Can you call?

analog blaze
#

no

#

sry

lapis vine
#

@normal burrow "That's what you are supposed to do", slaps VectorLengthSquared ๐Ÿฅ‡

normal burrow
#

its funny because, everyone is like "where my blue node go?" and then they get told to use vector length squared and now everyone uses vector length squared lol

analog blaze
#

@charred chasm you can dm me

charred chasm
#

Sure

analog blaze
#

and send screenshots

charred chasm
#

Can I just share screen?

analog blaze
#

im busy right now

charred chasm
#

ok

lapis vine
#

Its cute tho. And good lesson to be skeptic to anything you see on internet.

analog blaze
#

that's how it is

#

people believe what they see after reading it once, and then start spreading it as facts to the people around them

normal burrow
#

@charred chasm make sure your in the same project you made the level in first.

#

then click the content folder

#

set filters to "Level"

#

it should show you every level saved in your project

charred chasm
#

@normal burrow Here is the issue though

#

Ugh

#

Can you call?

normal burrow
#

nah

dry merlin
#

So, before I go into this project, I was hoping for a little feed back. Basically, I am developing a OpenWorld system that includes everything necessary to create any world with all terrain, weather, smoke, fog VFX. I am aiming to make it simulation capable but keeping all physics, including some really unique stuff life global time, weather, wind. The issue I was check is that it seems additional things like this are not automatically computed by the GPU. So I am planning to develop in C++ a OpenCL and Concurrency library then make those available in Blueprints for use so you can CPU computer things like Real Time, World Time, across any world, and GPU Compute Wind Dynamics, Weather, Above Sea and Below Sea Thermal Layers, Temperature, Elevation, Cloud Elevation, just a ton of stuff then leave it open to do distributed computing so the heave grunt work is done on my dedicated servers then communicated to the client which then uses those variables for very accurate effects. The drawback to this is the dedicated server would always be a requirement for the game the benefit is, the client is only left to deal with game mechanics, like collision, obtaining information from the server for producing the visuals and proper effects client side. Any thoughts?

#

I'm trying to keep this to two months work, just a ocean and swimming mannequin, weather simulation, material and effect demonstration and make it open source but you pay for the server unless you want to build your own production server with it.

supple totem
#

my first thoughts are doubting the 2 months

abstract relic
#

Yeah that's not going to happen with an army of one in 2 months

dry merlin
#

Well I am only aiming for the physics and limited visuals

#

that's it

#

Not a full project, just something to show then opening up to contributions

abstract relic
#

not to a point to being marketable anyway

normal burrow
#

i3di would look into why the gpu is largley not used for these types of things

dry merlin
#

I am not marketing it, it's meant to make it so you can create any game without having to do all the recreation of the world every game.

abstract relic
#

you want others to use it yes?

dry merlin
#

Yeah, open source

#

I have a project board,

#

Diagrams

abstract relic
#

then you need to treat it like a product

dry merlin
#

Loads of art already done in two years

#

I have a VFX guy, not bad at all, great artist

abstract relic
#

Why would someone dedicate their time for this tool? Free or not. Just how people are

normal burrow
#

whats the name of the project?

dry merlin
#

Well, that's why I am doing the brunt work so you can see why, every game you always have a world. Why not something where the world has everything you need for any game style so all you have to do is the client work and customization on your side.

#

??

#

Every game has standard things, you can add some extras, document then use it, not re-invent the wheel every time

abstract relic
#

they'll still want quality

dry merlin
#

I do have quality terrain, I finally perfected the rock PBR's,

abstract relic
#

if you can do it, power to you. Just warning you of scope and general public reception.

dry merlin
#

Right now I am just aiming for the open ended physics, compatibility with SRTM but no implementing it, a water plane some weather using actual calculations server side so you get accuracy in any game but can be used for simulations to

#

Just keeping the initial simple, make some visuals, throw it on Patreon and build support

#

That's why I went 2 months, I am not doing the whole thing right away.

abstract relic
#

I honestly think it'd be foolish to call that simple

#

take heed to what pat said. There's a reason why it isn't done on gpu

normal burrow
#

not only that, but i don't think many developers care enough to simulate these things. You must have some other audience your targeting?

dry merlin
#

Well the gravity, wind, weather, those are pretty simple, so is latitude, longitude, seasons, time, it's mostly just redundant. Complex would be below sea level thermal layers for sub sims, weather patterns based on barometrics, that's future stuff, as long as you can get wind, location, some basic weather, a water plane and have the open ended variables coming from the server and a swimming mannequin, I think that's a good start

#

Well, the simulations would be available, you dont' have to use them, again open ended pick what you need the server runs the calculations sparing the client.

#

Survival game, temperature might be important and wind, rain, obviously gravity is important. But you may not need all the simulation stuff for aerodynamics so don't use it.

#

Just pick what your game needs and spare the client but get the accuracy because dedicated servers can run massive GPUs

abstract relic
#

So why ask for feedback if you're just going to try and sell this instead?

dry merlin
#

I'm not selling it

normal burrow
#

lol i3di a gpu on a server for a game is almost never existant

dry merlin
#

Haha, it's open source

abstract relic
#

You absolutely are

dry merlin
#

I have one

abstract relic
#

trying to garner interest

dry merlin
#

My server has a GPU, I can increase it and do distributed computing

#

Well, I haven't done the work yet, I've planned, I was just wondering what people thought about the idea. The drawback is just that, it's server requirement

normal burrow
#

a game whos dedicated server requires a gpu to do in game temperature calculations is not going to fly

#

you need to target someone beyond game developers imo

dry merlin
#

Well I like military sims for instance, DCS World, problem is hardware varies from client to client so if you centralize the models on something like a server, you can really get accuracy

#

Leaving the client open to the local things like collision detection

#

rendering

#

But if you do a fantasy, do you need wind dynamics, no probably not, but it would still be available making it adaptable

normal burrow
#

tbh i don't think much of what your saying you've actually researched much into though. all the statements are grand and everything but we have cpu threads laying around doing nothing in pc world right now. the gpu is not a free resource

abstract relic
grave nebula
#

@dry merlin Certainly go for it. Come back in a year and tell us the result.

dry merlin
#

@Deathray you might be right, I was going to try simple first see what people thought. But yeah, probably a larger project down the road, I'll just keep it to myself for now and then pass it along for people to clone and see what they think

normal burrow
#

yea i just think its so far out there that it sounds like your just trying to promote a patreon. If thats not the case, again opinion would just be need for such things and trying to fit gpu stuff to blueprints, like none of this is simple or standard

grave nebula
#

Brave programmers vs unrealistic tasks. I always like it.

swift spindle
#

so brave........

next wedge
#

What I should use for the death count in my game uint8 or uint16, I am kinda noob, don't know which differences they have

silver crown
#

int32

#

Always use int32

normal burrow
#

oof.

grave nebula
#

What if there are a lot of deaths ?

silver crown
#

Unless you know what the difference is

next wedge
#

Ok, but if you had to choose between those 2

grave nebula
#

and int32 just doesn't cut it anymore ?

silver crown
#

Thing is

#

IDC

#

๐Ÿ˜›

grave nebula
#

๐Ÿ™‚

vital cosmos
#

when copying content from a different Project into the engine, none of the materials seem to work

normal burrow
#

"I just advise people to do the normal thing" :D

silver crown
#

On a side note, tracking overflows is hella tricky

normal burrow
#

it is

silver crown
#

Clang has a nice sanitize option

#

that will error out at runtime when it overflows any int

#

but ofc it doesn't work with cuda

#

๐Ÿ˜„

next wedge
#

Int8 - [ -128 : 127 ]
Int16 - [ -32768 : 32767 ]
Int32 - [ -2147483648 : 2147483647 ]
I guess this applies to UE4 right

normal burrow
#

i still think it is weird how division by zero int is death

silver crown
#

ye hehe

#

well

#

not with -fastmath I think?

next wedge
#

so if I assume my game sesion never will have 32767+ deaths, I can use uint16

silver crown
#

It'll just do fun stuff

normal burrow
#

"fun stuff" lol

silver crown
#

hehe

normal burrow
#

whitevader, if it were only so simple

silver crown
#

I mean common

#

let's optimize every single bit

normal burrow
#

the problem is, blueprints don't want to implement uint16

silver crown
#

Use uint32 : 13

normal burrow
#

they REALLY don't want to do it.

next wedge
#

So they use what?

normal burrow
#

int32

silver crown
#

int32

#

the only one true god

next wedge
#

Thanks!!

normal burrow
#

int32

#

uint8 is an option tho vader but still

next wedge
#

no, I would like to force an equivalent of BP "Byte"

normal burrow
#

yea uint8 is bp ready

silver crown
#

uint8 is a byte

#

but that ain't big

#

Can you add bytes in BP?

normal burrow
#

yes phy

next wedge
#

I see

silver crown
#

Does it errors out on overflow?

next wedge
normal burrow
#

you can't mask them or anything tho or bitwise shift or you know simple things

#

uint8 is c++ for byte vada

silver crown
#

Fun part is

#

uint8 is probably gonna be stored in 4 bytes lol

next wedge
#

Im Just converting BP -> C++

normal burrow
#

one of the 4 bytes being aligned yea

#

er

#

8 bytes

silver crown
#

why would you align on 8 bytes

normal burrow
#

vader again, Byte is uint8

next wedge
#

That means uint8 [ -128 : 127 ], so the maximum deaths is 127?

silver crown
#

Nope

normal burrow
#

if your struct size is 9

silver crown
#

uint8 as in unsigned integer

#

UNsigned

normal burrow
#

and if your on 64 bit operating system

silver crown
#

so 0 to 255

#

Well

next wedge
#

Ah, yeah,

silver crown
#

Was that an and or an or pat

next wedge
#

Makes sense

normal burrow
#

an or pyh that an and or not or an

grave nebula
#

At some point I used to think that it is unsigned, because nobody agreed to sign that BS and it is not valid format. So if something is unsigned, you'd use it completely at your own risk ๐Ÿ˜ญ

silver crown
#

lol

#

lmao

#

Actually, how come there's no ufloat

normal burrow
#

because

silver crown
#

BeCAuSe?

normal burrow
#

yea

silver crown
#

ok

normal burrow
#

the 32nd bit is only sign

#

not a lot of sense in in increasing exponent or or fraction by one to throw away -0

silver crown
#

right

lapis vine
#

ufloat, lol

silver crown
#

I bet it's on thing on some weird arm

normal burrow
#

1.f-2.f == QNAN

#

usable!

grave nebula
#

uboat ufloats

abstract relic
silver crown
normal burrow
#

ufloat looks handy

#

it holds cellphones or something yea?

#

doorknobs?

silver crown
#

dunno it's swedish

#

I don't read swedish

normal burrow
#

suppose itd be 1.fu - 2.fu

lapis vine
#

Looks like some lewd tool

normal burrow
#

1u.f?

silver crown
#

lol

lapis vine
#

Nah, think the dudz there did some interesting optimization for the 0.

normal burrow
#

this is a double precision number though

#

unless its hlsl, which just doesn't care.

kindred viper
#

std::setprecision(16); ftw

silver crown
#

syntax error: expected an identifier

kindred viper
#

worked for me ๐Ÿ˜ฆ

lapis vine
#

Discord compiler

#

It wont.

kindred viper
#

well the :: would help

normal burrow
#

clang will blend

#

|| .quad 4607182418800017408 # double 1||

lapis vine
#

wut?

#

1. are double literals

kindred viper
#

I recall needing higher precision for importing real world scale data for road mapping, and simply using setprecision within scope was enough for the calcs I needed.

lapis vine
#

weird

kindred viper
#

not really. Its just a temp fix over a limitation of the engine really

lapis vine
#

std::setprecision?!

kindred viper
#

im sure people would berate me for using std in an unreal proj but hey ho. it worked

normal burrow
#

doubles can be literals if that was a question

lapis vine
#

No, it was statement. ๐Ÿ™‚

kindred viper
#

this was the link I used to get the info anyway

normal burrow
#

statement: are double literals

lapis vine
#

aah, you forgot the 1. in front

normal burrow
#

lol ๐Ÿ˜‚

lapis vine
#

๐Ÿ˜„

normal burrow
#

brain didn't know it was supposed to count that as part of the statement

#

thought you were numbering something

lapis vine
#

@kindred viper that func is for output operations, how so it changed your compute? You parsed the output?

#

Yeah, lol

kindred viper
#

let me dig it out and ill give you a code snippet

#

it was freaking ages ago so bear with me

normal burrow
#

yea if it ain't got that f after a period its a double

lapis vine
#

You can also do hex floats, but never did them. Wait, I remember one game engine dude doing them.

normal burrow
#

-.;

lapis vine
#

Supposedly, it was portable solution.

normal burrow
#

auto f = .0; did not realize this was good form

lapis vine
#

Fun fact .0 == 0.

kindred viper
#

ignore the crap in there pls. I was young and wild

lapis vine
#

Not sure I can. How that helped tho? ๐Ÿ™‚

kindred viper
#

it allowed me the extra calculative precision from the lat/long coordinates that I was bringing in

#

unreal was treating everything to 6 decimals so it borked up accuracy

#

in scope, I could temp use that and put it back out as unreal friendly

normal burrow
#

i'm so very confused

lapis vine
#

Ah, I see. It does some stuff behind the scenes. Weird.

#

Maybe doing some stringstream, dunno. aww..

normal burrow
#

oh yea its for stream operators

lapis vine
#

But UE should have some stuff for setting precisions anyway? They avoid std as hell.

normal burrow
#

marc i think that does absolutely nothing

lapis vine
#

lol ๐Ÿ˜„

normal burrow
kindred viper
#

if I didn't use that, the entire thing was completely different. Inaccurate. When I used it. It became exactly what was mathematically correct. So I can't say otherwise

#

I dont even pretend to understand it lol

lapis vine
#

Mysticism, I like that.

kindred viper
#

I did it in 4.3 or something

normal burrow
#

i'd suspect a compiler error then

#

i mean, error in code generation

kindred viper
#

no idea. But my road tool was working fine. For the most part.

#

the idea was to use Google Earth to create a path. Then export that path as KML. Then convert that to a UE4 usable set of data for creating a spline based road tool based on real world, real scale roads.

normal burrow
#

Returns an object of unspecified type such that if str is the name of an output stream of type std::basic_ostream<CharT, Traits> or an input stream of type std::basic_istream<CharT, Traits>, then the expression str << setprecision(n) or str >> setprecision(n) behaves as if the following code was executed:

frozen pond
#

trying to inport character from fbx file created in character creator but my hand bones are getting werid, everything else is fine

lapis vine
#

Man leave it. It did the magic.

normal burrow
#

lol ๐Ÿ˜‚

lapis vine
#

There is so much fairy code around, just one more.

jolly cairn
#

stack I need advice. Quite small if that is no problem.

#

What is the best why to push actor in some direction.

kindred viper
#

I always feel bad for not finishing that road tool. I recall errors halted me then I got some work and let it slide. But it was a fun thing to do.

normal burrow
#

what kind of actor whitedragon

jolly cairn
#

I have 2d sprite and i not using physic.

normal burrow
#

two circles type deal?

jolly cairn
#

?

normal burrow
#

are the sprites circular

#

with collision

jolly cairn
#

its something like force and impulse.

#

yes

#

Is circle collision i think as transform.

#

lerp timeline and alpha by lerp. wit transform

#

with transform sorry its little like advice. I do not know what will do for me best work

#

we have also Add Movement input.

vital cosmos
#

why does my folder not delete

#

I keep clicking delete on it but it doesnt go away

jolly cairn
#

Sometimes its hepend go to explorer something is inside or something is refer to folder.

#

So what will be a good why to move what you use and when?

normal burrow
jolly cairn
#

this solution required using psyhic @normal burrow .

#

?

normal burrow
#

no those are vector2ds

#

math would be same for normal vector though

abstract relic
jolly cairn
#

ICan you show me where you put mass center

normal burrow
#

Mass Center would be the location of the thing being pushed

#

Pusher Center is the location of the thing pushing

jolly cairn
#

But push that in transform?

#

I do not know exacly how is the best why to move element

normal burrow
#

it gives you a new location to use for the transform

jolly cairn
#

You can move object by transform, Add movment input, and you can use psyhic function

normal burrow
#

theres no best, you just use the one you need

jolly cairn
#

So most basic why to move something is by transform?

normal burrow
#

yea, SetWorldLocation node

#

SetActorWorldLocation or SetWorldLocation with component/rootcomponent

#

(going off memory)

jolly cairn
#

How to smoothly transfer between locations by lerp and timeline?

#

I am more confused what and when will be good. So sorry for your stress.

#

My question can be pretty strange and stupid.

normal burrow
#

your fine, Delta seconds is how much time passed for the last frame

#

so when you multiply it by a number that gives you that number per second in position change

#

position change == velocity * delta_time

jolly cairn
#

So get time and do math?

normal burrow
#

I don't know how to use the component move to things with time line

jolly cairn
#

or timeline?

normal burrow
#

It is your decision

#

timeline approach might be better if it means you don't need to tick every frame (if the only concern is performance)

#

but you really shouldn't put too much thought into this right now

jolly cairn
#

You create timeline and inside you have track from 0 to 1 and you use larp is changing betwen 0 to 1 and changed vector from one to secound

#

to next

#

sory its stupid

normal burrow
#

ye, its fine though :D just use Tick

pulsar badge
#

Is there any way i can get substance textures without paying for the subscription

jolly cairn
pulsar badge
#

like another website or something

normal burrow
#

for that whitedragon, you need to provide A B values for lerp

jolly cairn
#

its not will work but also i saw that concept.

abstract relic
#

We don't condone theft

jolly cairn
#

Yes you are right

normal burrow
#

You want to go with the concept that works for the problem, there are always many options

jolly cairn
#

So create two time moment and use tick or timeline

#

I have more question can I?

normal burrow
#

if you just need back and forth movements, like ping pong that timeline would work yes

jolly cairn
#

For some resson its not work from start

normal burrow
#

are you looking at the event graph whitedragon

jolly cairn
#

More like option

#

I just one know what option I can use

normal burrow
#

you need to connect Play to something

jolly cairn
#

Yes i know that will not work any why its not work becauses itsa not go up for soem strange rteasson

#

but forget

#

I have problem with transform because they are block in some other collision .

#

I can use transform or phisic function to move something or add movment input?

#

They are also projectile component and rotation?

#

But in most simple situation peoples are use transform?

normal burrow
#

Projectiles have special ways to adjust the way they move yea. But all actors have "Set Actor World Location" that you can use to move them. AddMovementInput is only for Pawn Actors

#

There is also "Set Actor World Transform" these both change the same part of the transform. setting location changes the location of the transform only.

jolly cairn
#

For my problem and simplicity transform will be good. But i have with transform one problem.

#

But that was not possible but by using movement component work.

#

When i moved character in Y (in and out scena) moving up working

#

By transform by jumping from movement component work.

normal burrow
#

You use the movement component to move by joystick. But if you need to push something else you use Set Actor World Location to set a new location and enable sweep so you can't move the object into collision

jolly cairn
#

I do not know i have problem with transform or simple better use psyhic what will give me better simulation

normal burrow
#

If your enemies are physics simulated, which means they fall over on their own. then the add impulse and more will work. otherwise it won't do anything (but send log messages to you)

hollow crescent
#

I have downloaded and installed some content by clicking "Add to project". But now I've created a new project, which is open in UE. How do I add this content to my project without using the Epic Games Launcher or closing and opening my project?

normal burrow
#

theres not really a safe way to do this

#

normal way is you open original project and migrate to new project, by right clicking content folder

hollow crescent
#

ok

#

thanks

jolly cairn
#

I will test

#

but i should to use tick that is just for test

#

Or export. from old to new.

normal burrow
#

try it

#

its hard to say. but that lerp is not good because A will be moving

#

Still you'll see something happen though haha

jolly cairn
#

Is just for test

#

I really understend that will not work

normal burrow
#

yea give it a try

#

I don't know the answer for if that needs to be on tick or not

jolly cairn
#

Also i think abaout using movment component its not this same as transfer

#

But i think using movment component to move actor

#

or some mush can be really wird?

normal burrow
#

there are reasons you do and reasons you don't

#

projectile is also a movement component

jolly cairn
#

But that will be all unreal give physic, transfer and movment component to move something.

#

SO there are no other why to move something to other location yes?

normal burrow
#

character movement component?

jolly cairn
#

yes

normal burrow
#

Character Movement Component cannot be pushed normally

jolly cairn
normal burrow
#

you can only use it on characters as well

jolly cairn
#

I can always add that to actor but i think can be lityle wird just in this moment better use psyhic that is right why?

normal burrow
#

The purpose of that node is to drive the character by the input like the joystick. Characters are not physically simulated normally. To push another character you need to set transform with sweep

jolly cairn
#

Yes you are right

normal burrow
#

think of that node as how the character wants to move. don't use it to move the character, character moves itself for where it wants to go.

#

when you need to move the character to somewhere it does not want to go, then you set transform

jolly cairn
#

mining with some tile controller what will be uptaded location

#

Yes i think you are right

#

I do not trast performance of transform

#

Any why

#

i think transfer will be the best

#

I was really confused by so many option. I need just figure what will be the best why to control upgrade location smoothly. Sory my question was so wird.

normal burrow
#

your okay, there are many options

true leaf
#

Right now it seems like my client is 'ticking' every actor on the entire map

#

is there an easy way to specify a max distance for that ?

#

i see an option for 'net relevancy' but not for like local client relevancy ...

normal burrow
#

You'd want to not enable ticking for actors that don't need it. but i don't believe there is a distance based tick thing.

#

ticking and rendering are separate beasts

pulsar kraken
#

Is there anything for a in game cash shop... buying ingame currency etc

lime gull
#

Is there a way to save where you are in a song so you can load from that point again?

merry pilot
#

Im new at unreal so i might sound stupid but does anyone know how to hook up a character asset up so when you click play it plays that character. I got an asset that came with an already rigged blueprint with the character and i put it in the level and deleted my old character and when i click play it just spawns the mannequin

swift spindle
#

there's a lot to explain there. But you can't just delete and replace items.. things need to know what to do with the new items... In this case... you need to consider how the engine picks the new pawn. If you look at the default templates and game modes.. that will give you an idea where to start

plush yew
#

Has anybody made a "Best-of" for the black friday sale? 5,000 assets is a lot to sift through

pulsar badge
#

Does anyone know why im getting this message "this action is not avaible while play in editor is active or when previewing less then shader 5 model UE4"

#

when i try to build lighting

plush yew
#

hey im boutta sound like a dumbass but how do i open the error log

pulsar badge
#

Its ok i dont kow how either O_o

plush yew
#

crap

abstract relic
reef jackal
#

So i had a custom movement component from c++ and recently removed it in favor of Character Movement. But now the details of Char Movement arent shown in the details panel. Anyone know the fix for this?

normal burrow
#

@reef jackal sure

#

UPROPERTY(VisibleAnywhere,BlueprintReadOnly)UCharacterMovementComponent*WhatYouNamedIt;

reef jackal
#

so i have to edit Character.h?

normal burrow
#

Uh no

#

Did you use FObjectInitializer to overwrite the base type?

#

For your old version?

#

Of the original

reef jackal
#

yeah

normal burrow
#

This is gone now?

reef jackal
#

yeah. The movement class is there from inheritance now. Im not overriding it anywhere

normal burrow
#

What if you make a new blueprint of your c++ character type?

reef jackal
#

you can see the details...

normal burrow
#

K

reef jackal
#

its only this pre existing one i have

normal burrow
#

Hm would make a duplicate of it

reef jackal
#

duplicating doesnt work ๐Ÿ˜ฑ

#

still no details

normal burrow
#

Is there a refresh blueprint utility

#

Windows is updating for me at the moment

reef jackal
#

not that i know of. Theres a "Reload" which ive treid

normal burrow
#

Hm may have to reparent

reef jackal
#

maybe ill override it and rename

#

to lke CharacterMovement1

normal burrow
#

If you make another one of your types in c++

#

Er Charater

#

You can swap parent classes and maybe thatโ€™l dump out the bad serialization data

#

Could also make a class redirector

#

From your old CharacterMovementComponent to the real one

#

That may fix it

reef jackal
#

the old one is a cluster. Ive pretty much commented the entire class out.

normal burrow
#

Class redirectors go to the ini file

#

You could just delete your old class and redirect the name to CharacterMovementComponent

reef jackal
#

yeah that might work

#

where is the ini file

normal burrow
#

Iโ€™d hope that website says lol

#

Itโ€™s where I would look

reef jackal
#

oh its engine.ini

snow sphinx
#

Any ideas on creating a multiplayer top down fog of war?\

reef jackal
#

thank alot for th help. Ill give that a go

abstract relic
#

Post processing material using a sphere mask

jolly cairn
#

Unreal Engine (web) have some place when I can read about cross platform function.

#

COmpatibility

#

๐Ÿ™‚ I'am interested physic is implement across many platform.

grim ore
autumn elbow
#

Helllooooo

#

Using blueprints, is it possible to spawn with parameters?

#

When I spawn a object, it has a init....a OnBeginPlay. How do I pass in a parameter when the object is created

kindred viper
#

yeah you have to expose on spawn though

autumn elbow
#

expose what?

#

Right now I'm spawning the object, then casting to it, then calling a "init" function that sets up the object.

#

doesn't seem very efficient.

#

I would like to spawn, set vars on create

#

Something like.... SpawnObject( ID, Transform, Name)

jolly cairn
#

@grim ore Hi I like your chanel.

ripe saffron
#

@autumn elbow you can set variables when you spawn from class, just drag off the spawn nodes output and type the variable you want to set. Pretty sure you dont have to cast to it

deep grotto
#

@autumn elbow Click the variable you want to expose

#

then at the top right click instance editable and expose on spawn

autumn elbow
#

Okie...I'm sure I tried that, but I'll try again

#

Ohh yes..I know about that Dion. I thought he was talking about something else

#

Thanks peeps!

late lake
#

Hi all, is there a way to switch levels being viewed while in PIE?

ruby ocean
royal temple
#

Hey, anyone has any idea on how can I publish an article on Unreal Engine Spotlight page or how can I request Epic games to publish one of my articles?

lone tapir
#

Guys, can anyone explain to me how I can make a UMG button change an image in another UMG?

snow sphinx
#

is it possible to connect a sphere mask to a character?

honest vale
#

what do you mean by connect?

thin tendon
#

Is there a way I can reduce a texture's resolution? Like if I have a 4k or 8k texture and I want it to be 1k

royal temple
#

@thin tendon
If you want to do it inside UE, you can change the LOD Bias of the Texture.
But its better if you downscale in some other software

thin tendon
#

@royal temple Thanks heaps mate.

tawdry lily
royal temple
#

@tawdry lily
Thanks! Will look into it

lone tapir
#

@tawdry lily I wanted to change this texture so that it changes dynamically in StereoLayer. I do not know what would be the best way to do this, I tried to create an instance material and was trying to change the texture but I can not get the widget as if it was a mesh, to be able to change the texture.

tawdry lily
#

You should get the brush from the umg, then you can access the image property

lone tapir
#

@tawdry lily So with this node can I change the texture? But how am I going to change the texture by firing the command from another Widgetbleprint?

tawdry lily
#

@lone tapir You can make a custom event or a function

mossy nymph
#

only if you originally set the Image from that same brush

tawdry lily
#

that too

mossy nymph
#

easier to pull from an Image pin and call SetImageFromTexture, i think it was

gaunt raptor
#

Can someone guide me through excluding stuff from a post process material ?

tawdry lily
#

@lone tapir @mossy nymph Yeah, i would probably add an image widget, make it public and set the image directly on there

snow sphinx
#

@honest vale im attaching the sphere mask to a camera at the moment, i want to attach it to the player

royal temple
lone tapir
#

@tawdry lily @mossy nymph The problem is that: 1- This is my widget that outputs to a Stereo Layer. So I could not change the texture itself because there is no button in this WB! 2- The menu that has the button to change in WB (marked in the image above as 1) does not recognize the commands of that other WB.

mossy nymph
#

top of the details panel has a checkbox IsVariable

#

if its checked, the EventGraph will have the Image_189 variable you can then use to reference the image

#

the names of exposed slate widgets are also printed in Bold font in the designer

gaunt raptor
#

@royal temple i already have this material - but its not really working - maybe you can see where i went wrong ?

tawdry lily
#

@lone tapir @mossy nymph That's what I meant, I said public, but meant variable

royal temple
#

@gaunt raptor
Im sorry dude, Im not too familiar with creating materials๐Ÿ˜…
AFAIK, you have to select filters on each Scene Texture node.

honest vale
#

@snow sphinx maybe a material parameter collection would work?

lone tapir
#

@mossy nymph @tawdry lily I changed the name and saw that it was marked which is a variable!

#

But when I go to my Menu WB when trying to call this variable I just renamed these errors happen!

#

I tried to cast but unsuccessfully too.

mossy nymph
#

no Cast

#

just SetBrush, that is not a reference to your widget blueprint but a slate widget (Image) contained within your widget BP

snow sphinx
lone tapir
#

I think I'll give up on this idea, everything went wrong so far! Obrigado pela ajuda! @mossy nymph and @tawdry lily

tawdry lily
#

@lone tapir Here's how you do it

#

@lone tapir I know it can be hard sometimes, we've all been there. Hang in there and keep learning, in the end it will all (okay, most of it) make sense. Just do loads of tutorials and just copy stuff that you can use from there ๐Ÿ˜‰ Have fun!

lone tapir
#

It seems to be simple but always some other error appears! This is the WB of my button!

tawdry lily
#

@lone tapir The widget with the button doesn't have a reference to the widget with the image. So you should make sure they are somehow connected. How are you initializing the widgets?

lone tapir
#

They are two different blueprints that are in the same scene!

tawdry lily
#

@lone tapir You can see in the errors that the function is missing a target, so it doesn't know where the function is that you want to call

#

@lone tapir Okay, but do you create them somewhere? Or are they 3d widgets or something?

lone tapir
#

Both are WB! Separated.

tawdry lily
#

So they are not in the scene, you just have them sitting next to each other in the content browser?

dim plover
#

How do I more "delicately" zoom in within the Static Mesh viewer?
I have a small Static Mesh (~5cm^3) that I can't really examine because the zoom in increments like 20 units forward/backward.
Frame/Focus is alright, but... if there's another way.

tawdry lily
dim plover
#

I don't see that in the static mesh one. I think only Skeletal Meshes have that, unfortunately.

tawdry lily
dim plover
#

Interesting, thanks Eivar.

thin tendon
#

Does anyone know how I can remove this seam in my texture? It appears everywhere the material has to apply the texture again to match the Meshes length

serene birch
#

you sure it's in the texture and not a seem between triangles?

thin tendon
#

If I have the boards going vertical it works perfect. But if I rotate the textures so the boards are horizontal I get this gap

tawdry lily
#

@lone tapir I don't really know how to help you as I don't know how your widgets are related to each other. But I get the feeling that you need to learn a little more about blueprints and how they relate to each other. Maybe try some more tutorials..

cloud cobalt
#

Does the texture tile horizontally ? How is the UV ?

serene birch
#

how do you rotate the texture? you might be having a small float accuracy problem in the way it is done

#

though it does seem like you are doing texture mapping from inside UE4, you working with CSG elements?

thin tendon
#

Thats how I am rotating. The mesh itself is good. I have tried many textures on it. This texture though I got from quixel.

cloud cobalt
#

Well, does the texture tile ?

serene birch
#

yeah well

#

just switch the uv around

#

make u2 = v1 and v2 = -u1 ๐Ÿ˜›

thin tendon
#

What node would I use to switch them?

serene birch
#

(uv1 is the before and uv2 the output)

#

break the TexCoord into it's components and apply cross the values then multiply one of the two by -1

#

well, make it 1-u1 maybe, in case you have different tiling on your texture

thin tendon
#

I understand what you are talking about I'm just unsure of how to break the texture coordinates

serene birch
#

I do not trust CustomRotator to give you perfect results for any rotation angle that isn't 0 or 1

cloud cobalt
#

Seriously though does the texture tile

serene birch
#

you literally "break" it

#

he says it tiles when vertical which I take as meaning "without applying the rotation in the shader"

thin tendon
#

@cloud cobalt It should tile nearly all of quixels materials so far have tiled

serene birch
#

literally break it ๐Ÿ˜‰

cloud cobalt
#

Break, append with swapped components

#

Plug back into texture sample

serene birch
cloud cobalt
#

That's not a rotation

serene birch
#

the 1- is cheating a little but I use it to replace the uv in 0-1 if possible ๐Ÿ˜›

#

it's basically just adding 0,1 to the resulting uv anyway

#

wait, I forgot to cross the lines XD

cloud cobalt
#

Just cross the lines

#

Nothing more is needed

serene birch
#

my bad

#

btw, this would be a LOT easier if this node worked for float2 (or I missed something)

thin tendon
#

Thanks for the help guys. I have discovered it an issue with one of my texture files. Because base colour on its own works perfectly

cloud cobalt
#

Yeah, this is why I kept asking

#

There's no reason for a rotation to have results this wrong

thin tendon
#

The issue was my displacement map

oblique tangle
#

Anyone know of some good resources that can help me out with a simple traffic AI system?

wary wave
#

I'm not sure there is such a thing as a 'simple traffic AI system'

#

it's a notoriously difficult thing to implement

dusk fern
umbral pagoda
#

@dusk fern In project setting - Use locked frame rate

#

But maybe you have 60 HZ monitor?

cloud cobalt
#

Shouldn't matter.

#

With vsync off and smoothed framerate off, there's no reason not get more than 60fps

#

There's no point either in editor, but well

honest vale
#

doesn't editor run on top of windows desktop compositor?

#

and desktop has v-sync on always (unless you use linux with shitty drivers)

cloud cobalt
#

It doesn't work like that

#

If you don't have vsync, you can run and render at 900fps

#

What Windows renders at is irrelevant

honest vale
#

I'm pretty sure all my games in windowed mode run at 60 fps due to being capped by vsync ๐Ÿค”

cloud cobalt
#

That's not the point, though

dim merlin
honest vale
#

yea I don't know how ue 4 is supposed to do windowed rendering

cloud cobalt
#

You can create any dummy OpenGL application and render the same rectangle over and over at 900 fps if you like

#

It doesn't matter how it's presented, or if it's presented

#

As long as you don't actively write code to wait for the next vsync, the only limit is performance

#

And sure enough, you're not going to present at 900fps

honest vale
#

right

cloud cobalt
#

But that's not what OP was asking here

dusk fern
#

But maybe you have 60 HZ monitor?
yes but that should not be a problem
in earlier versions of the engine,
console commands with the same monitor worked fine for me

cloud cobalt
#

It's possible that Epic forced a framerate limit for the editor now, because it's pointless to run at more than vsync in editor

#

It's not like input lag is a problem

dusk fern
#

I even tried turning off vertical sync in the video card settings ... but that didn't help...

cloud cobalt
#

Why do you really want this anyway ?

dusk fern
#

well let the editor be 60 ... although it used to work ... suppose it is ...
How do I pack a project with 120fps?
Why do you really want this anyway ?
in short - for tests
I want this for a simple reason: there is some code,
which of course I looked at performance in the profiler,
But I want to see its direct impact on the frame rate. I want to make sure that it does not lower the frame rate even at 120 fps

static raft
#

Hey anyone using FMOD in c++ for audio able to help me out understand a certain method?

cloud cobalt
#

@dusk fern Removing vsync and setting smoothed framerate max to 120 should do it

#

Having your game running at more than 60fps is perfectly supported, though 120fps in UE4 isn't going to be easy to reach

dusk fern
#

Removing vsync and setting smoothed framerate max to 120 should do it
but this does not work for some reason ...

empty scene just do nothing without giving 120
everything else interests me so little.

cloud cobalt
#

Please clarify what's happening and what you've tried if you need help. What happens if you set r.vsync to 0 and the max smooth framerate to 120, in standalone builds ?

#

Do you see 60.0fps ?

#

62 ?

#

More ?

dusk fern
cloud cobalt
#

Okay, that's on packaged builds right ?

#

Outside editor etc

dusk fern
#

editor Standalone Game

cloud cobalt
#

Forget about editor

#

Just launch your game outside editor and check what happens first

#

You don't profile in editor anyway

#

The results are completely wrong

dusk fern
deep grotto
#

t.maxfps

dusk fern
#

dont work, I donโ€™t know for what reason

deep grotto
#

Measure with stat fps

cloud cobalt
#

He's doing it already

deep grotto
#

And make sure you turn vsync off too

cloud cobalt
#

He's doing that too already

dusk fern
#

Does not help

cloud cobalt
#

Isn't it r.Vsync ?

dusk fern
#

I tried different options already, without result.
Ideally, I want to know the exact settings of everything related to get my 120 fps

cloud cobalt
#

Try outside editor first. No need to package, just launch your game, type r.vsync 0 and check the result.

dusk fern
cloud cobalt
#

Yes

#

You also need to correctly set the max smooth framerate settings in your project settings obviously

dusk fern
#

ok i will try now

cloud cobalt
#

But lile I said, just launch your game outside editor, type r.vsync 0 and tell us the framerate

dusk fern
#

but the console does not work in shipping

cloud cobalt
#

Who said anything about shipping

#

Right click the uproject file and click launch

#

Open the console, toggle vsync off and check the framerate

dusk fern
cloud cobalt
#

What are you smooth framerate settings ?

dusk fern
wary wave
#

smooth frame rate + min desired = 60, looks like what I'd expect, if the display is 60Hz?

cloud cobalt
#

^

#

Set it to 120

#

If you actually want 120...

wary wave
#

well, it should hit 120 if it can maintain a smooth 120 and the display's native refresh rate is 120Hz

cloud cobalt
#

No one really has a 120fps monitor though so I'm taking this as an exercise in low input lag

dim plover
#

This isn't really covered in the popular style guide, should each map have its own folder?
So all maps go in /Maps, but Map1 would go into /Maps/Map1

fierce tulip
#

personal pref. I'd prefer them in one folder, mayhaps seperated by stuff like bonus levels, towns, that sorta thing depending on the game.

dim plover
#

Hmm, alright. I'll do that.

dusk fern
#

@cloud cobalt
I tried all the options ... there are not many to try all of them.
https://i.imgur.com/TVea1iA.png
I turned on turned off smooth frame rate
and tried different values
the result is always 60 fps even after entering console commands

vital cosmos
#

what LOD group is the best for a house say?

#

LevelArchitecture or LargeProp

abstract relic
#

Test it yourself, itโ€™s purely circumstantial to the requirements of your project

dusk fern
#

@cloud cobalt
is it likely that this is a hardware problem? I had problems with the monitor recently. Theoretically, with VSync disabled, should this not be a problem?

radiant haven
#

why do I have these stairs

abstract relic
#

Low quality height map. Itโ€™s using pixels to calculate it after all

honest vale
#

you imported an 8 bit heightmap

#

you need 16 bits

grave nebula
#

tis a bug

umbral pagoda
#

When the character moves there is a lag in random time as a little trembling, but it is strongly evident. I use the standard paper 2d character movement BP

radiant haven
#

@abstract relic whats the difference

wary wave
#

number of bits per pixel is the difference

#

8 bit has half the detail

#

not rocket science, really

radiant haven
#

ye but which detail

honest vale
#

elevation

cloud cobalt
#

@dusk fern There is no reason to not have a higher framerate outside editor, if you have removed everything like you did

honest vale
#

8 bits per pixel = 256 different height levels

#

with 16 bits you get 65536

radiant haven
#

16 or 8

cloud cobalt
#

How would we know ?

radiant haven
#

how can i know

cloud cobalt
#

How did you author the height map ?

radiant haven
#

just searched for heightmaps

cloud cobalt
#

Breaking news - free Internet content sucks

radiant haven
#

idk

#

mostly

#

wher do i find 16bit heightmaps

cloud cobalt
#

You make them I guess

radiant haven
#

ughhhhh

#

i dont have a mountain model

wary wave
#

just use WorldMachine or whatever

#

like 90% of other people do

tawdry lily
#

like ambershee said

wary wave
#

plus if you use WM, you don't have licensing issues

cloud cobalt
#

I mean, people who make games usually make their own content

#

Because what's the point if not

wary wave
#

since you know, randomly googled textures probably have copyrights attached

fierce tulip
haughty geyser
#

Hello! I've been reading up on the auto instancing introduced in 4.22. Does this only apply to static meshes, or to skeletal meshes as well?

fierce tulip
#

the author of terresculptor made it free as of recently.

wary wave
#

static meshes only

haughty geyser
#

Thought as much. Was hoping I wouldn't have to go through the entire ordeal of figuring out skeletal mesh merges and atlasing for customizable characters

#

Thank you for the answer :)

radiant haven
#

@fierce tulip I think WM is more realistic but thx

#

@wary wave thy man I donwloaded WM but its completely new for me uff

#

@tawdry lily I need a bigger map thatn only 60KMยฒ

#

can I export a heightmap of WM into UE cause normal mehses you can use it as a n landscape

fierce tulip
#

the user is in control over how realistic it looks, not the tool

cloud cobalt
#

Because clearly 60kmยฒ is too small

fierce tulip
#

lol

radiant haven
#

I make a flight simulator

#

its actually jsut a demo but want to make it realistic

cloud cobalt
#

Make it over water.

tawdry lily
#

lol

radiant haven
#

with an island well i had that in mind but idk hmh

#

i cant find a good island

#

cause all of these are just 8bit maps

cloud cobalt
#

No seriously, make it over water

radiant haven
#

and i made myself one but that doesnt looked good though

cloud cobalt
#

If you're doing a flight simulator, the realism of the ground surface is both extraordinarily expensive, and not that much of a requirement

#

Not to mention the performance problems of far rendering

#

It's not like DCS World looks any good

tawdry lily
#

Think about your scope.. you're just one guy. Focus on the things that are important to make a good game first. After you managed to create a flight sim over water, then you can start working on cool maps

radiant haven
#

dsc world is pubg 2.0

#

new benchmark

#

no shit

#

@cloud cobalt and what is with mipmaps (LOD Levels)

#

well of course you wont see grass though

cloud cobalt
#

DCS World has 150 people working on it

grave nebula
#

Make it a sim in the fog. Less visibility, less problems

cloud cobalt
#

And it takes way more than mipmaps to get nice rendering of far objects

#

It takes careful LOD on every single mesh, to start with

#

Seriously though, since you have 1/150th of the manpower of DCS, you should aim to have 150x less planes, 150x smaller terrain, 150x less graphics, 150x less features

#

That is, if you're as good as the average DCS World developer

radiant haven
#

@grave nebula you tell me taht you dont grab this question(topic) serious

cloud cobalt
#

Fun fact : plane pilots are expected to land planes blind

#

That is, instruments only

grave nebula
#

Call it the most realistic CAT 3 autoland simulator ever and shovel them cashes.

#

@radiant haven I call it brave developers vs unrealistic tasks.

tawdry lily
#

If I would like to make a flight sim, and I would argue that I probably have a little more experience than you, I would start super simple. I would take a cone and try to make it fly first. With just a boring flat landscape without textures. It is only after this works that I will start to touch models and landscapes..

cloud cobalt
#

Why is it that no one tries building the Space Shuttle in a garage, but everyone wants to build full video games ?

#

Doing any trivially small video game alone is a shitload of work

tawdry lily
#

I mean, I get it, all these games look super cool. And you get the tools for free, so what's stopping you, right?

cloud cobalt
#

Yup

#

Arguably, you can build a decent airplane with garage tools, though

#

You still don't see many people trying ๐Ÿ˜›

tawdry lily
#

Lol XP

#

And I'm actually super happy that so many people are interested in making games. It just gets a bit frustrating that everyone wants to make AAA games on their first try. Like.. get a cube to move and then we'll talk again..

plush yew
#

is there anywhere one could find the various Unreal Engine scenetextures, who writes on them and how?

tawdry lily
#

Sorry @radiant haven if we are a little rough on you, we are just trying to protect you from some serious disappointment.

cloud cobalt
#

I mean personally I spent 5 years on a space sim. It's like a flight sim, but without landscape !

#

So when I see "I'll do a realistic flight sim alone", I'm a bit skeptical

radiant haven
#

@tawdry lily lol thx

well I made a heightmap using Blender and exported mesh from Marketplace

still these stairs I dont understand ๐Ÿ˜ญ

cloud cobalt
#

Well, is the heightmap 16bits ?

radiant haven
#

i think so

#

well how can i look

tawdry lily
#

How did you make it?

cloud cobalt
#

Open it in Photoshop and check, I guess

#

Not every file format supports 16b either

radiant haven
#

its png the only format that supports heightmap

#

(image format)

cloud cobalt
#

No idea

tawdry lily
#

and it clearly says:

"As mentioned earlier, exporting the heightmap as an 8-bit image (Blender doesn't support any 16-bit formats that I'm aware of) has the drawback that you only have 256 discrete height values which can cause a stair-step effect when the terrain is subdivided. Ideally, you could use an application that can export the image in a 16-bit raw format, such as Terragen."

#

so unless you can find some source that disputes this claim, I'm going to assume that your heightmap is still 8 bits

regal yoke
#

how to randomize delay time

gaunt tide
#

I mean