#ue4-general

1 messages · Page 594 of 1

autumn crystal
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my presumptions are always that there is apossibility

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look at it from my side

abstract relic
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Again, dismissing input

autumn crystal
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when you have so many people telling you that something cant be done then you do it, really makes you upset

abstract relic
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You've proved my point. I wish you luck, it's going to be a tough road.

normal burrow
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you do ask a lot of questions though, and when we give you advice you just kinda have your mind made up before hand it would seem. its not worth making it the subject of the discord like it is right now really.

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CranzEstebogen gave you some good advice imo, would reconsider what they said

vague sable
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is there a date for when the next UE4 update drops?

maiden swift
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This week is all we know.

vivid narwhal
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Everyone here who helps is doing it for free. When you dismiss people or their input, they will blacklist you. If you do that in the industry you will also find yourself blacklisted from many jobs, due to how small this industry really is

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When we give you help and tell you something can't be done but you find some janky backdoor way around it, then good for you. However don't then make us out to be villains for trying to help and explain things to you. You'll cut off many relationships that way.

The attitude of "There's always a way" is fine to have, but when you clash with people because you decide what they're telling you -for free- is not what you want to hear, those people will stop helping you in the future.

normal burrow
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another preview release?

maiden swift
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Nope, 4.24 stable.

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🙂

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At least that's what they said on the Twitch stream last Thursday.

vivid narwhal
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Heh. I changed a float to a text and now my entire combat system isn't working. OOOF.

autumn crystal
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ill join underneath another name and start all over

abstract relic
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Tell that to Crusher or whatever he was originally called 😛

grim juniper
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Didn't they say Chaos is planned to be released and the default physics engine in 4.25?

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I didn't think it'd come that soon

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Unless they meant just the destruction stuff

normal burrow
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I would be surprised if it's that soon too

grim juniper
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It sounds like that's what they're saying at that timestamp

plush yew
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Can anyone help me getting started on how to build terrain?

abstract relic
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You can use the in editor landscape tool or use 3rd party tools such as Gaia, Worldmachine, etc

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any you have in mind?

maiden swift
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@grim juniper You're correct. I was just saying 4.24 is coming out this week.

plush yew
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@abstract relic I looked at some and they costed money
I was going to try to use blender

grim juniper
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Yeah, I was kind of throwing that out there unrelated

maiden swift
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Ah OK. 🙂

abstract relic
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OH

maiden swift
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I thought it was related because you said "I didn't think it'd come out that soon"

grim juniper
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I'm super pumped for the new landscape stuff and polygon modeling tools

abstract relic
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look into phy's Voxelplugin too. He has a free version if you want to give that a go

plush yew
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@abstract relic Is that a software?

normal burrow
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Oh yea i was talking about making chaos default in 4.25 pfist

abstract relic
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nah, a plugin

normal burrow
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and yes phy's voxel plugin is magic

abstract relic
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Indeed, love making caves with it

plush yew
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How do I use it?

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Like how do I get to it?

normal burrow
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scroll down on the site

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looks like the gumroad download is what you want for the free version

kindred viper
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@vivid narwhal d0h ! 😄 least its sorted now gg 🙂

plush yew
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Ok

vivid narwhal
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@kindred viper if I carried on testing with my gamepad instead of the keyboard I would have never noticed I double bound a key. This is why you use action inputs!

plush yew
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I just download the plugin right?

kindred viper
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yeah I only use direct keys for debugging really. Just cuz im too lazy to enter it into the config

normal burrow
plush yew
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Thx

jolly slate
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Hey evening folks!

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What is the editor setting called that lets the game run even when not focused in the editor?

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Forgot the name of it and can't find it for the life of me.

normal burrow
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the full speed one?

jolly slate
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Aaah no sorry I found it! Realised it was audio specific.

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Just to prevent audio from not playing when the editor window is not focused

brave lark
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not sure what channel to ask, but I would like to use the frustum as collision detection. or possibly I would like to ray trace at the corners of a players screen along the line of which they can see

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how do I go about this

vivid narwhal
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before I do it this ugly way, is there a cleaner way to clear every array in a strut

manic pawn
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put a make [that struct] node and assign it

vivid narwhal
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Sweet, thanks!

normal burrow
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jack is it a blueprint struct?

vivid narwhal
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yeah

normal burrow
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kewl

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nevermind then

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that wouldn't work with native structs was the jist of what i was gonna say otherwise lol

vivid narwhal
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so if I "Make Strut" and leave it empty it should clear it? So when I add stuff to Combo Breaker and then add stuff to #2 I have to make sure i'm adding 1 and 2?

normal burrow
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leaving it empty should give you defaults i think?

vivid narwhal
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Okay so I just make sure I clear defaults

normal burrow
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hm zeb would that be defaults or just zeroed?

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either way jack yeah if defaults are clear or if it just inits with empties/zeroed data then you are fine

vivid narwhal
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welp now the boring task of renaming 100 assets

normal burrow
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when you want to pick up editor python

manic pawn
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it would use defaults

vivid narwhal
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Better off clearing it then

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so if you put nothing in the make strut it props up an invalid error

normal burrow
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any more information on this invalid error?

manic pawn
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eh probably because it has arrays in it

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you might have to plug a "make array" node in each br_galaxy_brain

vivid narwhal
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yeah, it basically says "invalid need anything other than (none)" so you gotta plug in a blank "make array" node

normal burrow
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can you set defaults for array members?

vivid narwhal
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you could just pull off the animation strut, break it, then link each array into make strut

manic pawn
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I'm not sure if the break struct node actually gives you references

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otherwise that isn't going to do anything

normal burrow
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it does only if its not native zeb

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this has been my findings anyways

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native structs you need to use set members on x

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which isn't a by ref thing

manic pawn
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this engine works in mysterious ways

normal burrow
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mystery

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silly cause you cant go beyond one level of depth with those set member functions though

halcyon flame
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@p@t I've cleaned up all of my Div0s, but the issue persists

do you mind if I just list various symptoms that seem to surround it, and perhaps you will have an idea of how to solve it?

vivid narwhal
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What's the issue dingoman

halcyon flame
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total PhysX freeze,

vivid narwhal
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sorry that's beyond me

halcyon flame
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resulting in -nan(ind) for center of mass and velocity

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meant to tag @normal burrow

normal burrow
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hm

vivid narwhal
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P@t's the hero!

normal burrow
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what physics things are you doing? are you setting mass or scaling inertia tensor? a bit at a loss how your CoM is nan

halcyon flame
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no changes to mass or inertia tensor

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that I know of. definitely not doing that via node

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let me search inertia tensor just to be sure

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no inertia tensor

normal burrow
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attaching anything to the primitives?

halcyon flame
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the SM that is the root component on which physics is enabled has a ton of desendants

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none of them have physics enabled

normal burrow
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is the merge physics thing enabled on the root?

halcyon flame
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I don't see a setting when I search merge on the component

normal burrow
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Auto Weld sorry

halcyon flame
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Auto Weld is true. it's grayed out under Replicate Physics to Autonomous Proxy

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I do have two other child Static Mesh components which are not simulating physics which have aut weld true

normal burrow
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just trying to think of things that would affect center of mass

halcyon flame
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(replicate physics to autonomous proxy doesn't allow me to change auto weld on the root component)

normal burrow
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are they using collision ?

halcyon flame
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the root is using collision, nothing else is

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I can say I'm adding a pretty intense amount of force to the root. it's a very fast 6dof racing game

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and the freeze seems to happen when there is no angular momentum on the pawn

normal burrow
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whats the mass of the thing?

halcyon flame
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236.3220062kg

normal burrow
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the no angular is a side effect of the nan on vel iirc

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how many times are you applying force in a frame?

halcyon flame
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I mean the issue seems to be prevented or precluded when there is almost any angular momentum

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it varies, the gameplay update occurs 30x/s

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let me check really quick

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~6 or so?

normal burrow
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without a center of mass what does it angle about though?

halcyon flame
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COM is at 0,0,0

desert vault
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anything can cause this problem?

halcyon flame
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COM = Vel = -nan(ind) when/after the issue arises

desert vault
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My root project worked fine

halcyon flame
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@desert vault reimport?

normal burrow
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you are using force right and not accel?

halcyon flame
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add impulse at location

desert vault
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I just migrated each folder from my root project

halcyon flame
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do you have an FBX for the gun? perhaps a reimport will fix it. or are tons of meshes having that issue?

desert vault
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yea other mesh get this issue also

normal burrow
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are you modifying CoM ?

halcyon flame
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I can't think of anywhere that would happen

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let me confirm

desert vault
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sr but what is CoM?

halcyon flame
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Center of Mass

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I get CoM a few times, but never set

normal burrow
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might want to just log all the vectors your sending to impulse. i'm guessing they are very large if not NaN/infinity

desert vault
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I think no, I just migrate and my new project become like this

halcyon flame
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let me take a look

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they are probably huge

normal burrow
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The Phenominal talking towards dingo but center of mass is where an object rotates about

halcyon flame
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do you know what scale is unfriendly to PhysX?

normal burrow
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hm?

desert vault
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here is my original

normal burrow
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look for near plane setting on camera

halcyon flame
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camera FoV different?

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@normal burrow how do you get so good at this?

normal burrow
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i think its the near plane on the frustum

desert vault
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they are in same fov

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I haven't changed anything yet

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just migrate and get into this problem

normal burrow
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sounds like its a project settings @desert vault

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for the default "near clip plane"

halcyon flame
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you mean Phenom on the project settings right?

normal burrow
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yea my bad

halcyon flame
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np

desert vault
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yea I have some custom collision trace channels

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should I add them first into my new project and remigrate my original into it?

normal burrow
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thats up to you really

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but the near plane is likely the issue

desert vault
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yea they are different value

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but after I set same as the original project this problem still occurs

normal burrow
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restart the editor the phenomenal

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would be my guess

desert vault
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okay i'm trying

halcyon flame
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would a 0.0 magnitude impulse matter?

normal burrow
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don't think so dingoman

halcyon flame
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139k is the largest I saw so far, but I was only looking at the last impulse in the array

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let me make sure there aren't bigger ones

molten path
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Hey is there a way to make my mouse appear in a level?

kindred viper
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Is there anyway to interface to the Level objects of a map when streaming them in, ie. I stream a level in, get a Level Streaming Dynamic Instance ptr, but then I seem to have to rely on the map loading to setup data etc and it's detatched from the Level Streaming Dynamic Object, so correlating them is confusing me. I need each map loaded to know which Level Instance it is, so it can delete itself when needed.

normal burrow
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and you said 30 a second? dingoman

molten path
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I opened the level bp but i have no iidea on what to do

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Found this online but its pretty old

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Not sure it works like that anymore

halcyon flame
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yes

molten path
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yes

halcyon flame
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@molten path that node should do it

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you not seeing any result?

molten path
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Cant find it

halcyon flame
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can't find the node?

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untick context sensitive when you right click

molten path
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oh

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yea

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true

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nvm it doesnt work the same now

halcyon flame
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what?

molten path
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Cant connect target to return value

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OH

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I KNOW WHY

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nvm

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works

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Thank you so much c:

halcyon flame
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np

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@normal burrow it looks like the typical large force is 78k (twice), 30 times/s. there are generally 5 forces applied per update or 150/s

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I'm trying to repro the issue to see if anything funny pops up in the impulse array right before it happens. all the forces are currently applied at the COM.

normal burrow
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any linear or angular damping?

halcyon flame
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linear: .1
angular: 2.25

normal burrow
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remove the angular daming as a test (0.0)

halcyon flame
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ok. I got a repro and am digging through my new logs for the moment

desert vault
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it worked ty so much @normal burrow

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you save me a lot of time

halcyon flame
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not seeing anything here

normal burrow
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try logging velocity before and after the impulses as well

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way this is looking though, you likely want to lower the mass scale on things

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but yea printing vel before and after of the root, this would be good information

halcyon flame
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let me do that

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I know it's just for a test but the angular damping is critical to how it controls, naturally

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I'm not sure that the velocity is going to be too wild here

normal burrow
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yea, well if removing the damping makes it error faster then we're likely dealing with numeric limits somewhere

halcyon flame
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ok

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let me try the vel print first

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got it

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and I guess that's between physics updates since the velocity is unchanged

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interestingly I'm not seeing velocity as -nan(ind), although that was from printing the vector, not the length... nan,nan,nan might return length 0

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I'm gonna try the angular damping

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setting ang damping to 0.0 seemed to make the issue turn up much quicker

normal burrow
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hm

halcyon flame
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I'm setting a good amount of things based on angular damping though and I wasn't able to apply any turning during that run

normal burrow
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were you always printing the magnitude of the vector passed to add impulse at location?

halcyon flame
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in the past I was printing it as a vector instead of magnitude, and generally the flag is not ticked for it to print

normal burrow
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kinda wonder if sqrt(nan) returns zero in blueprint land

halcyon flame
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is that relevant to the COM and velocity becoming NaN?

normal burrow
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hmm try setting the mass of your craft to override and 1.0

halcyon flame
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and angular damping back to 2.25?

manic pawn
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put a conditional data breakpoint on the com that triggers when it becomes nan

halcyon flame
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how do you test for nan?

manic pawn
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it should work, slowly

halcyon flame
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@manic pawn what should work?

manic pawn
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using a data breakpoint like that to figure out exactly where nan is written to it

normal burrow
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blueprints have conditional breakpoints what?

manic pawn
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you gotta do this in vs lol

jolly cairn
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@quasi obsidian I never try to use unity but i do not believed unity is harder are less. I try other engine and that was much harder then UnrealEgnine. But true UE its not so easy how its look. Still there are many peoples who are abble to do something in 3 month. But I am shit. Also i have lots of skill around web. PHP is also some type of C language. UE4 very good peoples. You can do but. There are many games who peoples creating around many years. Something what peoples around web do not understand.

halcyon flame
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I am a script child

jolly cairn
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nan nots a number?

manic pawn
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you can put data breakpoints on blueprint variables but that might be a bit br_oof if you never used vs before

normal burrow
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yea nan is not a number so its never equal to itself, but its also not unequal to itself, its the opposite of what you compare with

vivid narwhal
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I'm missing something.... I've enabled Root Motion and Anim First Frame on my animation, but when it plays it still slides the character back to the start position at the end

halcyon flame
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issue reproduced with the lower mass scale

normal burrow
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higher or lower velocity at that point dingoman?

halcyon flame
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one sec

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last real velocity was 16,829

dim plover
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Could you simulate a conditional data breakpoint by checking on tick for when it's NaN, and then putting a breakpoint on that?
It wouldn't break where it changed, but... maybe a rough idea in this case.

halcyon flame
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previously it was 6141

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previously as in before 1kg mass

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I could, but I don't think that would help ID where it was happening

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I can put a bunch of checks during my gameplay update to see if it's happening in there. is there a more efficient way to check for nan than just printing it out?

jolly cairn
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chariot have w wheel?

halcyon flame
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@jolly cairn not this time 😁

jolly cairn
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I saw one time situation that problem was in trying to not implement chasy and whell

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Because physic was not implement nice.

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And was wire error.

halcyon flame
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@jolly cairn none of the other components have physics/collision enabled

jolly cairn
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Its some clue.

modest bolt
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I have a question

jolly cairn
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Sometimes eu4 not performance very well so try to make its work in other why if you get wird location or out of map jumps.

modest bolt
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I'm running into an issue with opening the mesh editor

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it seems to open the window but it's unable to let me get into the mesh editor window

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seems to be the blueprint editor too. I think it's all the editor windows

halcyon flame
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does a window pop up at all?

jolly cairn
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You want me to check that in my ue4?

modest bolt
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no window

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that I can see

halcyon flame
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click the icon in the taskbar and make sure one isn't randomly popping up behind something?

modest bolt
jolly cairn
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Somewhere in UE is back to default layout?

modest bolt
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can you elaborate @jolly cairn

halcyon flame
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can't open the window?

modest bolt
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nope

halcyon flame
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@normal burrow I should mention that I also apply an angular impulse array

vivid narwhal
flat idol
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@modest bolt project has local settings, you can try exit editor, delete this saved/config folder, and run editor again, it may restore everything to base editor settings. worth make a copy of the folder before delete just in case dont help.

jolly cairn
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@modest bolt maybe try to use reset default layout?

flat idol
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Hmm that menu item could work too i guess

modest bolt
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how do I do that again?

halcyon flame
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sadly the COM is being set to NaN outside of my gameplay update

vivid narwhal
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it's on the "Window" drop down to reset layout

modest bolt
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and then I'll try the folder if it doesn't work

jolly cairn
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ytry jack solution

modest bolt
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waiting on if it works

jolly cairn
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I need more caffe 🙂 @halcyon flame I'am happy with you.

vivid narwhal
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I assume if there's no root motion baked into the animation then "EnableRootMotion" won't work

halcyon flame
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I'm trying to be happy

plush yew
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Can anyone help me?

jolly cairn
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@halcyon flame I wish you good lack 🙂

halcyon flame
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thanks, hard not to be with this playing

modest bolt
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solved

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thanks

halcyon flame
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@normal burrow before you're gone, can you elucidate the significance of the 0.0 angular damping causing the issue much faster?

jolly cairn
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angular in js? If i write next @plush yew nothing usefully i move his problem up out of note

reef aspen
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anyone know how to scale a particle effect that is triggered in a Timed Anim Notify? The scale parameter is there for non-timed particles but not for timed. Any help would be amazing

halcyon flame
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@jolly cairn this isn't related to AngularJS

plush yew
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can someone please help me?

halcyon flame
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@plush yew sorry g, I don't know much about mats/baking. you not finding anything on Google?

plush yew
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no

halcyon flame
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can you markup your ss and show us where light isn't on materials? also there is a graphics channel

quasi obsidian
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@jolly cairn thanks for the info, and even though I know web related stuff I do know that a game would take a long time.

normal burrow
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Reason I asked about damping was because 2.25 is kinda high

halcyon flame
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really? it feels a bit floaty

flat idol
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linear damping of 1.0 would disable gravity i expect

normal burrow
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Yea relying on it to stop turning that much is a bit more than what it’s meant to

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But don’t think that’s the issue anymore

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I think it’s just that your spinning too fast

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The damping slows you down

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So it’s probably why it’s more stable

plush yew
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you have shadows on non metallic materials but not on metallic

halcyon flame
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something interesting is happening with the respawn actually

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@plush yew I don't know which materials are metallic and where shadows aren't showing. can you markup?

plush yew
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You can see the shadows on the ground

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But in the first image there are no shadows

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those last two images have shadows

halcyon flame
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so the first image should have shadows. if you put that material in the second or third scene do you get the same issue?

plush yew
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Yes

halcyon flame
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can you show us that?

flat idol
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There are dozens of settings which cause the baked light to malfunction, look around mostly in the mesh editor. Scale of lightmap etc.

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There are documentations on epic that could help figure things out

plush yew
flat idol
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light mode probably dynamic light only so it generate shadow

halcyon flame
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when the pawn registers OnHit, it sends to the GameMode, which initiates crash/respawn if the pawn is at over 670°/s (or if impulse is >1,000,000).

could SetWorldTransform (Sweep false, Teleport false) have something to do with this issue?

the issue shows up in other places, and when there is no or minimal angular velocity

when it happened with 0.0 angular damping, I didn't have the ability to turn around at all, angular impulses only occurred by crashing

normal burrow
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Teleport false means it calculates forces that result exactly at the target position iirc so yea

halcyon flame
normal burrow
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That yeah

pulsar badge
#

Is anyone willing to help me make a masters material for my ground textures?

halcyon flame
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after I "respawn" (quotes bc I'm just moving the pawn) typically with this version of the issue I throttle for ~1s then freeze

blissful trail
halcyon flame
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@pulsar badge maybe just download an asset? there are free ones out there I believe

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brushify is getting some free assets right now

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@blissful trail easier way to do what?

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and an easier way than what?

blissful trail
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im trying to get the player rotate when going up ramps

flat idol
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rotating a walking character capsule is generally leads to issues

halcyon flame
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@blissful trail it's not really immersive since people rotate their heads on any incline

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but easier than what?

flat idol
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he was proably hoping for a checkbox to enable and make all camera work like this

plush yew
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OK i fixed it

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apparently I need a MASSIVE reflection capture

pulsar badge
#

@halcyon flame I’m trying to have couple of materials from quixel but I’m not doing to well

flat idol
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but it will require some math and tracing, mesh evaluation (normals) then apply offsets to camera to mimic the behavior. but don't roll/pitch character capsule thats bad idea

halcyon flame
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@blissful trail if you're really set on it trace from the character location and get the normal

flat idol
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@plush yew correct all levels must have at least 1 this is in the docs too among many useful tips and debug screens you can use to optimize the scene.

halcyon flame
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@pulsar badge there are hours of new YT tutorials on Quixel + Unreal

plush yew
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Can you PM me the documentation for this please? Thanks

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I dont know which one to look at

pulsar badge
#

@halcyon flame ya Ik I just can’t figure out the master

flat idol
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No i don't recall which but it shouldnt take more than 30 minutes to read all relevant in docs. The docs are pretty short you know :)

halcyon flame
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@flat idol what docs are you referring to specifically?

flat idol
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general documentation of unreal engine

plush yew
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Okay got it

flat idol
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worth to read at least once

plush yew
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Yeah I need to study this stuff obviously

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I used to do texturing on my scenes alot differently

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So I wasnt used to the normal PBR setup

normal burrow
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Teleport is probably what you want dingoman. Would print the entire vector of the impulse though. Magnitude only might be misleading

halcyon flame
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ok. they're all absolute impulses

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I'll try teleport, but notably this issue popped up from time to time before the respawning thing.

jolly cairn
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Its possible to change time setup in the why when i write 1 second in blue print its 2 second. Blue Print use second as a time?

halcyon flame
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@jolly cairn rephrase

jolly cairn
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In my game 1 second is more like 2 second.

halcyon flame
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if you print out get time seconds on tick it doesn't pass properly? have you set time dilation somewhere?

jolly cairn
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Its really more like 1 sec its 2 sec i print something for 1 second and created time line for 1 second but its like two second.

halcyon flame
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you're saying if you print string with duration of 1 it seems to stay up for 2 seconds?

jolly cairn
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I think i am tired.

#

But i really fell 1 sec in game debugging in editor its slower.

#

Crap i'am tired Any why 😄 so funny

normal burrow
#

Sleep is important lol

halcyon flame
#

can you chat for a bit on this angular damping

#

you're saying my AD is too high, but at the same time that things are spinning too fast. high AD = things not spinning that fast... no?

#

or do I just need to scale down my AD and my forces until I have the same effects?
somehow it feels very floaty how it is now

normal burrow
#

Yeah what I meant was that high of ad would mean lots of force

halcyon flame
#

ok

#

not entirely sure how I got to that value in the first place

#

but iirc lower values were just out of control, higher values were too stiff

#

I'm trying to get that good feeling like you're in space, like a space man or a ship. it floats a bit after you stop applying torque (and I know, in actual space you would keep spinning indefinitely)

normal burrow
#

It’s okay though it’s just would seem like your relying on it to brake

jolly cairn
#

@halcyon flame Can you on physic and move something by this whey?

halcyon flame
#

@jolly cairn don't mean to be rude but I have no idea what you mean

#

I am, yeah, for angular movement.

jolly cairn
#

You moving some abject and transform that in space?

halcyon flame
#

should I just be applying my own angular damping all the time manually?

normal burrow
#

Have you tried regular add impulse?

jolly cairn
#

Maybe you get some wird situation by

halcyon flame
#

@jolly cairn I'm not setting transform, just adding impulses and angular impulses

jolly cairn
#

Can you do impulsce

#

OO...

normal burrow
#

Physx rigidbody yeah

halcyon flame
#

@normal burrow as opposed to add angular impulse?

#

or as opposed to add impulse at loc?

normal burrow
#

As opposed to add linear impulse at point

#

Yea loc

halcyon flame
#

I haven't. previously I was applying the force at thruster location

#

let me see if I can repro with that node change

normal burrow
#

Yeah it would be fundamentally the same as applying directly at center of mass

#

But might produce a difference if something else is off in the blueprint

halcyon flame
#

all of my impulses are currently @ CoM

normal burrow
#

Yea see if it’s an issue without point

halcyon flame
#

issue repro'd

normal burrow
#

If you want truly stable forces though you’d want to use force and not impulse

halcyon flame
#

got these this time

#

not sure why that wasn't there before

normal burrow
#

Hm fairly normal thing when nan is around

halcyon flame
#

do you think impulse vs force could be the root of the problem?

I'm mostly curious why the ensure wasn't tripping before

normal burrow
#

Thing is that they are fundamentally different things

#

To drive by force or acceleration is gonna take more time to get used to but yes physx deals with this much better than impulse which is this strange velocity and mass thing

halcyon flame
#

I was under the impression that I could simply convert between the two by factoring in the time for impulse

#

like iirc for the force -> impulse conversion I just *(1/30)

#

in my case

normal burrow
#

Force is something you apply every single frame and is not dependent on frame time (in theory)

halcyon flame
#

I thought I was accomplishing the same thing by adding a discrete impulse 30x/s

normal burrow
#

Nah

#

Impulse is a change to velocity

halcyon flame
#

you think changing to add force has a good chance of fixing this?

normal burrow
#

Depends on what’s making the nan

halcyon flame
#

right. let me try add force at loc

#

wait

#

it says add force should be called every frame

normal burrow
#

Impulses are much more likely to throw things into chaos though and it sounds likely that this is what’s happening

#

It should be yes

halcyon flame
#

so I need to move this to tick and stop clearing my array then clear it during my gameplay update?

normal burrow
#

If you call add force 0,0,980 every frame

halcyon flame
normal burrow
#

Your craft will perfectly be without gravity

#

(With accel)

#

Accel flag just takes mass out

#

Multiplies whatever you send by mass

vivid narwhal
halcyon flame
#

before I dive into the (manageable) amount of changes to make this happen, let me confirm my plan with you since I've never used this node before

vivid narwhal
#

Will this return the same random int for both nodes

halcyon flame
#

relative to AddImpulseAtLocation,
I need to factor out the mass and the update duration
and then apply the array every frame without clearing it,
then clear it and rebuild it during the gameplay update

this shouldn't cause issues, right?

#

@vivid narwhal just make a local variable if you're in a fn

normal burrow
#

Dunno what array you speak of

halcyon flame
#

I have an array of impulses

normal burrow
#

But yea apply forces everyframe

halcyon flame
#

soon to be forces

normal burrow
#

Force +torque

halcyon flame
#

?

normal burrow
#

Torque is force for angles

halcyon flame
#

right, so switch the angular impulses over as well

normal burrow
#

Angular impulse is same deal

#

Yeah

halcyon flame
#

fingers are so crossed that this works correctly

#

does add torque factor in the moment of inertia?

normal burrow
#

It will take a bit to get used to

#

No

halcyon flame
#

what do you mean? shouldn't it be exactly the same?

normal burrow
#

Neither does add angular impulse though

halcyon flame
#

a bit weird since force takes into account mass automatically

normal burrow
#

Only if you check box accel

halcyon flame
#

got it. AddForceAtLoc doesn't have that box.

normal burrow
#

Ah yeah. Add force does but yes just divide by mass to get acceleration

halcyon flame
#

I'm going to walk my dog, do you think you'll be online for a while?

normal burrow
#

Or multiply to get force

#

Probably not but you’ll have a good time with the forces

halcyon flame
#

fingers are so crossed. well assuming this doesn't work (because like 10 other things haven't) I hope I can come back to you

#

you have been incredibly helpful. my project would've been grounded over a year ago if it weren't for people like you.

do you work for Epic or are you in the industry? I just don't understand how people get such deep knowledge of the engine

normal burrow
#

Nah just been doing it a long time. Not unreal specifically though

jolly cairn
#

How much time you spend in your first game? Alone?

#

@halcyon flame I think you will back as I am and try to help other peoples.

#

Sometimes i stay there just to watch I can answer.

#

UE have fantastic community.

#

Yesterday I was search about Mathew Wadstein and he get reword from epic by help.

#

p@t its very good he help me also he is great someone

#

really Mathew also

normal burrow
#

I worked alone for a long time and got little done. Hard to say how many hours lol

#

But it is probably easier for others

jolly cairn
#

So how much need to be spend to created something in ue?

normal burrow
#

Have only been using ue4 for 3 years or so

#

But worked with ue2.5 in the past

jolly cairn
#

so 6 month you can created something constructive?

normal burrow
#

Would hope so but timing is hard to plan for lol

jolly cairn
#

Generally i have simple plant just move forward. And I know its will work.

#

After 2 3 game i get more experience.

#

If its possible do not work alone.

#

But its little break me. Making games is new experience for me. I try to help other sometimes its possible that also learn me something. But really i am worry about speed of my progress. This is why I analyze other peoples history.

ripe saffron
#

I guess it depends on what you are trying to make

jolly cairn
#

I still write warry incorrect English or you its possible to read?

ripe saffron
#

Don't know about others, but I can understand your English.

jolly cairn
#

@ripe saffron Yep I think this same but 2d game i do now its not hard and other 3d project was also not so complicated.

#

Any why I try to ask you about something they are some price of mathematic equations.

ripe saffron
#

well I am on my first game... its been a year and half now. I am alone.

jolly cairn
#

Like (logic like == xor or) + - ++ * 00.10 <- 01.00 / sin cos

ripe saffron
#

full time nearly a year

jolly cairn
#

@ripe saffron If you not lie its make me happy so do something in 1 month its almost impossible for first game?

#

Special using potencial of ue4

#

Like (logic like == xor or) + - ++ * 00.10 <- 01.00 / sin cos What have higher cost for processor. This order is quite correct?

ripe saffron
#

I honestly couldn't say ... I aim quite big for my first game but I do have lots of experience in 3d

thin tendon
#

I'm on my first game. Second engine for the game. Been Full-time for a year. I reckon I got at least another 3 years before its done

jolly cairn
#

But we can believed something can spend more time then we think.

ripe saffron
#

haha ...not sure I still believe. I am hoping another year but that could easily become 2

jolly cairn
#

In not looking in this view so bad. Generally I not playing in nothing now i just work on progress

ripe saffron
#

last game I played was resident evil 2 remake ...before that dark souls 3. I used to play a lot of games, but not since I started making my own game.

jolly cairn
#

You need to sacrifice something to do something.

#

How about gym other activity?

ripe saffron
#

A bit of exercise but thats it

thin tendon
#

I experienced the same thing. I used to play a new game every week. Since starting my own game. I only get to play Fallout 4 on weekends for an hour or 2

jolly cairn
#

Form my experiment have a lot o fresh oxygen really help.

ripe saffron
#

I agree

jolly cairn
#

After change my life stile i was very progressive.

#

But that was cost a lots of time. I have very helfty life. And i was doing more then other weak then in month.

#

But that was time ago no i have money and situation and really want back to this flow.

ripe saffron
#

For me it changes...some months I seem to be flying and others seem to get nowhere

#

I think its just the way it is

jolly cairn
#

@ripe saffron Yes maybe better do break and go gym. Its more refresh then do games.

#

For me is quite festinated how bad peoples treat programmer. Most think are very hard. How to stick in progress in three years on something what can end bad then close your eye and do again after 5 try stand on right level.

#

And more i know peoples more i know i am not alone.

#

But i planted shorter time or just join to other peoples.

ripe saffron
#

I just wont quit. If it doesn't work then so be it but I will at least finish.

jolly cairn
#

If something spend more then 1 year should be done in more peoples.

#

I think if is in c++ you get better skill also you can use python

thin tendon
#

Motivation is the hardest part of being indie. Thats why if you are indie don't follow trends and work on passion projects. Its easier to stay motivated

jolly cairn
#

Or rapped that mistake 10 time.

#

When you running around you will learn how to fast run.

#

I think when you fell how much time you spend in some games you can understand you was able do do something in your live.

#

and most peoples will be lived more then +10 year. I hear ~Noch this man from Minecraft he is addicted now by cocaine?

#

Stay be happy. All your success can be in progress.

#

Ok back to coding at least I was not able to help if that motivated someone its also something. I think my point is right. But I deep believed stay in max 1 year if that is not for progress.

next badger
#

Eeh. I thought that steady income is the hardest for indies...

desert vault
#

Here is my slot_loadgame widget

#

the name property is just a text, I set it isVariable also

#

I don't want to manipulate my widget just to change its name property

dark depot
#

you never getting Slot load game to be able to set slot load game

#

at least here

#

and then its saying your getting something not in the thing your casting to that could be because you havnt compiled the widget

desert vault
#

ahh you are right

#

i'm so bad

#

ty so much

sonic rain
next badger
#

you've plugged only first one

sonic rain
#

No

#

They all have it. Just one in the photo

#

There is no problem with static mesh but it does not work in landscape spline tool system.

next badger
#

then it's casting may be the issue

sonic rain
#

I do not know. I'm going to try with the surface type.

rare axle
#

If I migrate a level, will it also migrate associated assets?

#

Or would I have to do that manually?

#

Is there a way to get it to automatically know what should be associated and bring it across?

hoary marsh
#

No, it should migrate everything associated with the level

#

When you click migrate it lists you everything it will export

rare axle
#

Great stuff, got it sorted. Thank you.

hoary marsh
#

👍

hard quarry
#

Is it possible to move all objects of a map 100 units to the top (z-Axis)?

tidal totem
#

hey guys, I just made an update in my project settings, switched to DX12 for raytracing and now my project instantly crashes upon opening. I can't get to project settings to switched it back. Is there some workaround so that I can revert it back?

#

Nvm, I will just start over. No big deal 🙂 It was a huge project or anything. Maybe an hour or two into things

spare steeple
#

check your engine ini in the config folder

cloud cobalt
#

Revert the change in version control

dreamy talon
#

hi ! guys suggest please. why even my camera on spring arm have this possition but when i Play it is on the wrong place? thanks

woeful zinc
#

unreal docs, sigh, tells you to edit Target.cs to add a flag does not tell you how

lusty carbon
#

Does UE4 take advantage of multiple GPUs?

jolly cairn
#

@lusty carbon Have a two card working unstable how i know. But maybe its going better from around 4.21

cloud cobalt
#

It does not

toxic wagon
#

anyone have any ideas?

#

4.23

#

didn't use to do this

honest vale
#

what exactly happens

#

black screen?

toxic wagon
#

yeah

#

it's normal, then randomly goes black

charred spindle
#

I am not sure if it is the right place to ask, but is there a way to bypass smoothframe cap in packaged development project? I know there is some console command but just can't find it. It was something that allows runtime fps change.

cloud cobalt
#

There's a bunch of CVars for that, and you can disable it in project settings

toxic wagon
#

Happens when I highlight texture2d

#

okay

#

so forcing anisotropic filtering to 16x or forcing mlaa through nvidia control panel causes it

cloud cobalt
#

Lmao

#

Wondering how the engine even looks okay with that

dreamy talon
#

hi! can you help me to fix my camera. very new in UE4.. so problem is ... i create camera with spring arm but when hit play it is doesn't show anything from this camera

next badger
#

generally, setting up something custom, especially vendor dependent, may cause some issues if you going to ship a game

devout rose
#

I wonder why my grass gradient wind works correct when i drag the mesh on the landscape but not working with gradient when i use it with the foliage tool, it works only with the default settings like there is no gradient when used with the foliage tool ??? I have been looking for answer 2 days now and cant find anything on it 😦 . I would appreciate if anyone can point me to the right direction

next badger
#

@dreamy talon why it should show?

dreamy talon
next badger
#

and?

#

why should ue4 use it?

#

you've set it as active camera or?

dreamy talon
#

im very new in UE4 can you guide where i can set it up please?

next badger
dreamy talon
#

@next badger let me check it thank you

next badger
#

afaik ue4 should set camera as active by default if that's the first camera of the posessed pawn

dreamy talon
#

yes i have camera before and it is was working fine.. but then i though i want to creat better camera position and stuff.. i deleted camera before and then create.. then everything got mess up

next badger
#

Player controller has a variable, to disable automatic switching
AutoManageActiveCameraTarget
but by default it's enabled.

dark rune
#

anyway I can have a player always keep an inventory and can bring it across servers? its for a survival game

next badger
#

Yes. It's not a great idea if servers won't manage it.
Since this item will be loaded from player's local profile.

dreamy talon
#

@next badger where i can adjust this parametr AutoManageActiveCamera?

next badger
#

in player controller

dreamy talon
lament cloak
#

so i downloaded unreal engine and just started larning and i have a friend who is in the same phase as me ,,i was just wondering how would both of us work on the same project ,, github dosent allow bigger files soo?

cloud cobalt
#

Gitlab has a much higher limit than Github

#

Ultimately if you're working on large projects you will need to use your own hosting

#

Most developers use Perforce through their own server

next badger
#

i'm not sure you even need one if you have no custom PC

dreamy talon
#

@next badger well i dont have it i have a car only , no player

next badger
#

it's a class name...

dreamy talon
#

let me check please

next badger
dreamy talon
next badger
#

@lament cloak as Stranger said...you better to host own p4 server

#

@dreamy talon yep, that's a default one, it has auto camera management enabled

#

so ue will switch to new camera on posession

dreamy talon
#

@next badger so then why it is not shows my only camera. it is playhing from some another camera what i dont have

next badger
#

well, you need to check why it spawns a new camera

dreamy talon
next badger
#

F8 is hotkey to unposess the pawn while you play

#

then use outliner to find the cam was used

dreamy talon
#

let me check it right now

#

yes it is looks like it is using this camera , i not need it how i can switch for my caemra what i installed in Car BLuePrint?

alpine wigeon
#

you need to switch to it it should be in the article linked above

#

if it is in the same actor you just need to activate, if it is in different actor you got other options

#

but in general get a ref to it and activate

next badger
#

Camera manager is not the camera

dreamy talon
#

@next badger ah i see. so what my next step should be? because i don't see any camera in there. not my not other..

#

@alpine wigeon i trying to do that but cant find Create References to selected Actors

alpine wigeon
#

because that is only for level blueprint

#

you need to get a reference to it in some other way, like on begin play get all actors of your camera class and just live with the cost of it 🙂

dreamy talon
#

so again i have camera connected to the Sping arm. and it is only 1 camera .. and it is somehow doesn't detected automatically?

alpine wigeon
#

or if it is a car you are getting into you should get a reference to it when you get into it

#

on the camera search for activate

#

and make sure it is selected

dark rune
#

Is there a tutorial on how to make a world that will save itself in a multiplayer survival game environment

cloud cobalt
#

No, probably not. This is fairly advanced stuff and a tutorial on that would essentially be a tutorial on years of work.

#

You need to look for a tutorial on game saves, a tutorial on multiplayer, and try blending these in your survival game

dark rune
#

damn. alright noted

cloud cobalt
#

I say this a lot here but tutorials are always a few years late to the knowledge, they're focused, they're small

#

You don't see tutorials on building your own airplane

next badger
#

Hm. Seems there are no tutorial on how to teach a generalized AI using GPU so it gained self awareness in 7 days.

thick herald
#

There was, but the AI deleted it.

rotund scroll
#

clever girl

abstract relic
#

Wouldn’t it want to propagate itself?

tame delta
#

No telling what they'd want

rotund scroll
#

hence why it's called the singularity

umbral pagoda
#

How to see current screen resolution ? In view port

#

I need see it when playing

dreamy talon
#

@next badger fixed problem.. it is was inside camera no Checkmark on Active.

plush yew
#

i'll be back

misty violet
#

Does anyone know how to change the duration of a particle?

#

In Cascade

next badger
#

@misty violet there are 2 settings, one is life time and one is duration

misty violet
#

Aight thanks

next badger
#

life time is per particle, duration is per emitter (you can have several in system)

calm sphinx
#

4.24 just merged into release in github, blog post is coming soon.

next badger
#

sadly -_-

misty violet
#

I see

next badger
#

cause so many issues with it

oblique tangle
#

Is it possible to stop the add force node from adding to my overall player's velocity? For instance, I have a swing boost set up where if my player presses a button while swinging it adds an AddForce to their Forward Vector multiplied by a float, but this can sometimes result in speeds that are just too fast for my liking. Is there any way to change this where the swing boost just simply gives a push? Similar to the gif below

rotund scroll
#

@oblique tangle set velocity and +=?

serene birch
#

invertely scale the force depending on the current velocity I guess

oblique tangle
#

@rotund scroll Set velocity? Could you elaborate please (: bit confused

wise stone
#

Can I make a great looking mini-game without paying for anything?

honest vale
#

probably not

rotund scroll
#

@oblique tangle get velocity of your character, add however much extra velocity you want, add them together and set them as the velocity of your character

misty creek
#

Depends on what you can make yourself

#

And the amount of time you are willing to invest

#

And your skill level

wise stone
#

So its not impossible

oblique tangle
#

@rotund scroll Wouldn't that just give me the same effect that I already have now?

misty creek
#

I wouldn't say it is impossible, it won't be easy though.

rotund scroll
#

@oblique tangle ah my bad

#

you can clamp it by using a select vector

#

and a bool

#

or rather, no bool

#

compare the velocity and if it's above a certain amount, clamp it at that amount

#

if you want more control you could multiply by a curve value

wise stone
tulip pine
#

Noo

#

I spent hours installing the version 4.23 a day ago

plush yew
#

4.24 IS OUT

tulip pine
#

and then 4.24 immediately releases before I even start a project

plush yew
#

I CAN FINALLY DO SPACE TO GROUND ON MY MAIN BUILDS

wise stone
#

when did it come out?

plush yew
#

literally right now

wise stone
#

I litterly donwnloaded 4,23 yesterday

tulip pine
#

Same here Adde

plush yew
tulip pine
#

And with my internet speeds, updating will mean a good 3 hours of waiting

wise stone
#

sucks

#

can I remove projects? and how

fervent sigil
#

how do I refresh my launcher? it still shows 4.24 preview 4

exotic lion
#

It's still only showing 4.23 and nothing on the launcher confirming it's out.

calm bay
#

Hey seeing the new release of 4.24, does anyone know when the Chaos part of the engine is going to work without a source build from github?

maiden swift
#

@calm bay They're aiming to have it stable and the default physics engine in 4.25.

#

@fervent sigil You may have to restart the launcher to see it.

scenic snow
#

rip mantinee

plush yew
#

🤔

finite vortex
#

Hello, newbie here. Can I run Unreal on 4 GB ram?

plush yew
#

Destruction in Battlefront....

finite vortex
#

Gb's*

plush yew
#

@finite vortex really wouldnt recommend it

#

I have 64gb and use about 50 most of the time

finite vortex
#

Would it run?

exotic lion
#

If you're working on something 2D and small than yeah

pulsar furnace
#

still haven't tried chaos yet. what are some of the perks of using it?

exotic lion
#

But building times won't be great

finite vortex
#

Is there methods to optimize and make the engine lighter?

scenic snow
#

possibly

plush yew
#

No

maiden swift
#

It will run, but you may have trouble with anything below 8GB.

plush yew
#

Not with the stuff from the launcher

#

@maiden swift

fervent sigil
#

@plush yew now you're just pushing it. I have 32 and it usually uses around 6

tulip pine
#

I have a 5 years old rig 🤔 Here's to hope this will survive what I want to make

plush yew
#

You would need a source build

#

@fervent sigil I usually do lighting and stuff. Baking lighting on large maps takes alot of resources

#

Did that verson just release a day or two ago?

#

Lighting and rendering

#

The newest verson of unreal

scenic snow
#

I run 4 gb of ddr2 ram on medium settings and it is holding ish (I use 4.16.3)

fervent sigil
#

@plush yew perhaps, but it doesn't need it; it can run without a lot less, it will just take time

tulip pine
#

boogieman, it released a few minutes ago it seems

fervent sigil
#

I'd say 8gb is a minimum, 16 is a recommended minimum

plush yew
#

I guess thats true

maiden swift
#

@plush yew No, it just released today.

plush yew
#

But I had problems using 32gb of ram

finite vortex
#

I'm on arch so I have to build it

fervent sigil
#

😮 like what? never had a single problem with it

exotic lion
#

I have 8GBs ram and it's... It's not fun.

finite vortex
#

I'm on 2 + 2 DDR2

fervent sigil
#

not in terms of memory anyway

scenic snow
#

hmm

wise stone
#

how do I update?

scenic snow
#

yeah try using 4.8 Unreal

plush yew
#

@maiden swift

fervent sigil
#

@wise stone we're wondering that too. I don't seem to find it in the launcher at the moment

plush yew
#

Since our project isnt for consumer use, we usually go above and beyond with how we do our lighting and rendering rigs for the levels

#

So is it basically testing related stuff and beta stuff ?

#

So lightmap resolutions are extremely high and the maps are massive

finite vortex
#

How can I get previous builds/source though?

scenic snow
#

from their github

maiden swift
#

@wise stone It's available in the launcher. If you're already running the launcher, you may need to restart.

finite vortex
#

OK

fervent sigil
#

@maiden swift restarted it already. Trying to relogin now

#

yup, logout and login did it.

exotic lion
#

Seems to be stuck like this... Usually new versions pop up instantly no real waiting.

plush yew
#

My only worry about getting to ue4.24 is updating my code

finite vortex
#

We don't have the executable in Linux, right? I have to build it.

scenic snow
#

oh wait

#

for linux hold on

wise stone
#

log out from the pc or the launcher? @fervent sigil

fervent sigil
#

@wise stone launcher. It would be extremely weird if it was pc

scenic snow
#

I have Kubuntu so I feel you

wise stone
#

maybe it's not released in sweden yet. anyone from sweden here?

midnight tree
#

WAOIHA

fervent sigil
#

@exotic lion Mine's downloading and installing. Wait or restart I guess

safe rose
#

damn, some of these new things for 4.24...

#

pretty sexy

dapper oak
#

what happened to 4.13.2?

safe rose
#

hopefully it fixes my DX bug

#

never happened.

#

So, I am hoping that 4.24 fixed my bug

#

Or no clue what I'll have to do to get it working again

midnight tree
#

WHERE can I find the info about the hair system!?

safe rose
#

no where

#

Google is your best bet

midnight tree
#

😩

safe rose
#

When people put out tutorials

cloud cobalt
#

The doc linked in release notes

#

Probably

safe rose
#

You might find something on Twitter

maiden swift
#

It's in the release notes.

cloud cobalt
#

^

safe rose
#

But yeah, that doc if you haven't already seen it. Which assumed you did.

finite vortex
#

Hey Victor, could you check DM?

wise stone
#

sorry for all the questions, but my pre-programmed textures seem to be gone?

safe rose
#

DM. hm, k

plush yew
#

Well i did install unreal 4.23.1 yesterday

finite vortex
#

@scenic snow Thanks a lot! I used Kubuntu too, it's wonderful!

scenic snow
#

No problem 🙂

plush yew
#

And there is already a new version

exotic lion
#

@fervent sigil it popped in like right after I sent my message lol. It's downloading now.

safe rose
#

This thing...that's something right there

#

Niagara is looking sexier and sexier (UI)

#

But...doesn't look at all like the rest of the engine's UI...

#

which is sort of disappointing

#

Always looks out of place

wary wave
#

that sparse thingo sounds solid

safe rose
#

Yeah, anything to help performance with BP projects

#

Insights is getting better and better

#

networking and asset loading now...

exotic lion
#

So with 4.24 we get Megascans for freeeeee

wary birch
#

You can have it with previous releases

scenic snow
exotic lion
#

Shame my rig pulled a gun on me screaming "You're asking to much" >.>

terse oracle
#

do we have all megascans now?

serene birch
#

we already had

terse oracle
#

I don't really get it, the release notes don't even mention quixel

serene birch
#

megascans isn't linked to 4.24 really

scenic snow
#

We already had megacans and quixel tuff

serene birch
#

it's orthogonal to it

terse oracle
#

ah ok

exotic lion
#

Before you could get some for free in older release but still made me sub for a lot of them. they said in 4.24 we won't have to do that anymore.

#

I'm gonna play with the new physically-based Sky.

scenic snow
#

o0

maiden swift
#

As I understand it, Megascans is free for UE4 users regardless of the version you're using. Someone can correct me if I'm wrong.

safe rose
#

I think they would have made mention of any version requirement by now somewhere

maiden swift
#

Yeah. I haven't seen one.

scenic snow
#

I'm just going to continue working on making my character walk like a normie and not ike a spasmic alligator

safe rose
scenic snow
#

Wow

safe rose
#

I wish there was a way to optimize debug symbols

scenic snow
#

that is quite the debug symbol storage size

safe rose
#

They are just getting worse and worse every versino

scenic snow
#

that was weird

exotic lion
#

I don't install the debug symbols.

scenic snow
#

me neither

safe rose
#

🙂 There is a reason you should though

scenic snow
#

editor symbols: Innovation that Excites

safe rose
#

But, yeah, if you don't need them, or know what they are. Then don't install them

scenic snow
#

I dont know what they are so yeet

#

I should upgrade my ssd....

exotic lion
#

I'm still a coding newb so I don't install them.

scenic snow
#

Blueprint gang?

exotic lion
#

Special needs <

#

I use C++ projects, with REALLY BASIC coding. And rest BPs.

scenic snow
#

A mixture, nicee

exotic lion
#

I take online courses from GameDev.tv And they suggest this method, even in their blueprints course.

midnight tree
#

Is UE4 good software?

coarse shale
midnight tree
#

Is it okay to learn UE4? I am kind of afraid it will probably die soon.

plush yew
#

Look at the alternatives @midnight tree , How many AAA titles do you see vs this engine?

coarse shale
scenic snow
#

Karkinos, it's totally fine

#

wait

#

I want stickersssss

plush yew
#

Where is your rubberducks @coarse shale 😄

coarse shale
#

Haha :)) @scenic snow it looks cool right

midnight tree
#

As far as I know soon Valve will release their Source 2, do you think UE4 die?

scenic snow
exotic lion
#

Valve releasing anything won't hurt UE4.

midnight tree
#

Why?

exotic lion
#

If Unity can't hurt UE4, than SC2 won't hurt it

scenic snow
#
Redbubble

NerdUndergroundTV is powered by such an unreal engine fueled by all our nerdy tendencies. Now you can claim the same. Go Go GO! • Millions of unique designs by independent artists. Find your thing.

novel ember
#

hey uh quick question since i haven't used UE4 since late UE4.22

midnight tree
#

Source was a big deal and Source 2 with Steam might hit the market.

scenic snow
#

Half Life Alyx will be interesting

#

Doesnt Source 2 have problems with older games like TF2?

novel ember
#

is there a point to using the new Material Layers thing if you're already using the uhhhh

#

i forget the name

scenic snow
#

I need to chat here more often

novel ember
#

but there's some nodes to let you do modular materials etc already

coarse shale
serene birch
#

source 2 doesn't have anything to do with TF2

scenic snow
#

I mean like updating to source 2 had problems with tf2 in the paste

#

past*

coarse shale
#

@scenic snow look great (y) hail UE

novel ember
#

Material Functions that was it

serene birch
#

I don't think Valve ever tried to update TF2 or others to Source 2 😛

exotic lion
#

Source 2 literally won't effect UE4 or Unity. Most ppl dab in multiple engines for various reasons. When it comes out I'll give it a try, but as for as choosing it over UE4 which I've been using since it was in subscription just to learn it. Nah.

scenic snow
#

thx xd, ill make sure to ping you when I bling out my overpriced macbook

serene birch
#

isn't it only DotA 2 that got the update?

#

also, Source 2 is probably massively overhyped

scenic snow
#

Agreed

coarse shale
#

cool cool :v really want to buy some stickers from redbubble but shipping to Vietnam is too difficult

vital cosmos
#

is 4.24 stable enough to download

scenic snow
#

Probably

serene birch
#

you can already see it in action in DotA 2 and stuff like Artifact I guess

scenic snow
#

I'm stickin with 4.16.3

vital cosmos
#

cause im on 4.23

coarse shale
#

im fine with 4.23 and 4.21 those are very stable

serene birch
#

4.24 was released 10 minutes ago, it's too early to say if it's stable enough 😛

exotic lion
#

I wonder if Valve will have a better royality system for SC2 made games. 🤔
I doubt it.

vital cosmos
#

But usually with unreal theres no major game breaking stuff every release is there?

serene birch
#

where does SC2 acronym even come from btw?

#

Source 2 ?

coarse shale
#

😐 first time i saw Unreal engine is from the infinity blade game :)) super hype

normal burrow
#

star craft 2?

exotic lion
#

Striker Counter 2?

#

I just wanna watch the world burn

normal burrow
#

SourCe2

midnight tree
#

What software do you use?

exotic lion
#

I kind of wanna try Cry Engine's current state, but eeeh... Be a waste of storage.

scenic snow
#

more like Cry about ur storage engine

#

ha, I need halp

exotic lion
#

pats @scenic snow

#

It's okay.

plush yew
#

uv unwrapping in 4.24. 🤔 im excited if it works

scenic snow
#

Yay

exotic lion
normal burrow
#

do steam sockets work on egs?

scenic snow
#

VAC is sieging get the door!

coarse shale
#

Mac OS X and Linux Support
Datasmith is now available on Mac and Linux platforms, depending on the type of file you are importing.

For details on Datasmith platform support, see here.

#

oh that cool

scenic snow
#

REALLY yay

#

I still dont know what datasmith does

#

let me do a g00gle

coarse shale
#

@scenic snow i did some architecture prj with datasmith, and it great

midnight tree
#

fu

maiden swift
#

Datasmith is a pipeline for importing complex scenes into Unreal from Max, Revit, etc.

#

It maintains materials, lights, and a bunch of other stuff.

plush yew
#

Any idea if there is some content sample for audio synesthesia yet?

exotic lion
#

Okay wth is Revit and why am I hearing it a lot the last 2 weeks?

normal burrow
#

lol its funny cause i had no idea about that pfist. i've heard datasmith a lot but yea that makes sense now

scenic snow
#

Yeah ive been hearing about revit as well

#

but I see now

maiden swift
#

It's an app for architects, I know that much.

#

I had a client once who used Datasmith and Revit.

scenic snow
#

It's like expensive blender as far as I know

#

Am I the only know still using 2.79b blendeR?

#

I just like the keyframe that I know and love xd

coarse shale
#

i really like the datasmith feature

plush yew
#

@scenic snow Do you hate yourself? 😂 2.8 UI is such a treat.

normal burrow
#

I predict one will put together a build of blender that has exactly maya inputs

coarse shale
#

make architecture easier

exotic lion
#

My blender stays the newest, because Steam.

scenic snow
#

@plush yew I have 2.8 installed it's just wird

#

weird*

maiden swift
#

@normal burrow Blender 2.8 already has Maya style inputs you can enable, I believe.

scenic snow
#

wait wat

normal burrow
#

Yea, from maya people i've heard its lacking though

maiden swift
#

It's probably not exact then.

plush yew
#

@scenic snow I suppose it makes sense if you are used to old versions, but industry standard inputs... it makes life so much easier for "the rest". 😄 I could finally pick up Blender now.

maiden swift
#

2.8 is a big improvement though.

normal burrow
#

I imagine ubisoft and all the big studios switching from autodesk have their own internal replacement blender already

#

yea it certainly is, i'm a big blender person

maiden swift
#

Makes Blender way more usable and streamlined for most people, and addresses many outstanding issues.

scenic snow
#

I've used mostly 2.8 for forming and basically models that have the new tools

normal burrow
#

still use wings3d for modelling when i have to model but everything else blender does excellent. and people are great with it, i just like wings 3d explicitness

plush yew
#

I know of several people swapping to blender from Maya after 2.8 actually.

scenic snow
#

Guys, real pros use tinkercad

#

But yeah, Wings3D is nice

#

the UI reminds me of UE a bit

exotic lion
#

We are some spoiled devies lol. I've been watching the makings of ooollldd games, Devs had 2gb ram and a box monitor. XD

normal burrow
#

wings3d is like, methodical meshing

scenic snow
#

yeah I agree with Naraku, our source control is so much easier than old times

normal burrow
#

all the clicks do different specific things for the same result

scenic snow
#

oo, my biology class has a sub

serene birch
#

ok I had UE4.24 crash while compiling shaders for a project I opened 😄

scenic snow
#

Time to waste time on making a spasmic level design

#

Ah lighting, it oofs everything

#

Lightmaps are sure fun to play with

exotic lion
#

I just so happy for a lot of the new stuff in 4.24. It might need a little patching but I'm okay with that.

scenic snow
#

Some of my old projects still use Indirect Lighting Caches instead of Volumetric

#

lightmaps

wise stone
#

all my epic games files and unreal engine files got corrupted :/

calm bay
#

Thanks for the update @maiden swift !!

exotic lion
#

Theoretically I could use the new sky actor for a day/night cycle that changes ticks after x repeat, then change to a Y tick on repeat until it changes to another, making a literally multiple seasons long year.

midnight tree
#

Guys, I am really interested what software do you use?

plush yew
#

i use windows 🙂

wise stone
#

I can't manage to redownload epic games :/

midnight tree
#

I mean the list of software, like image viewer, video player etc, very interested...

dim merlin
#

Hi so anyone knows how i can have such a bad performance (fps) with this terrain (12x12km world composition)

plush marsh
#

anyone can help me ? I still don't know what to do. So, I have a new machine (at work). I've reinstalled everything and trying to create blank c++ project. I have same configuration(same ue4 version, same VS with same components) at home and everything works. When I try to create new proj, I get an error template path is not valid : invalid Folder : D:\UE4Vault\UE_4.22\Engine\Programs\UnrealBuildTool\SndbsTemplates ( 2) This folder doesn't exists (same at home)

#

google gives nothing

normal burrow
#

does the folder exist?

plush marsh
#

nope

exotic lion
plush marsh
#

but I have the same thing at home. As I understand this folder will be created during build process

#

yep , I have the same. Only log file

normal burrow
#

is it git?

plush marsh
#

nopr

#

nope

exotic lion
#

Which version you on?

normal burrow
#

looks like 4.22

plush marsh
#

4.22

#

yes

#

I have 4.23

#

and it is the same

maiden swift
#

Man, there are some nice quality of life improvements in 4.24.

plush marsh
#

I need to get it working first 🙂 My pet project is in 4.22

scenic snow
#

Unreal amount of battery drainage

plush marsh
#

I just have free time at work , so I thought I could do some stuff

normal burrow
#

visual studio is installed and everything a*?

plush marsh
#

yep

#

same configuration that I have at home. Exactly the same

normal burrow
#

nuget package manager and .net runtime etc? (all the prereqs with vs install)