#ue4-general

1 messages ยท Page 596 of 1

cloud cobalt
#

@edgy moat Landscapes are tessellated already, by design. You should be able to use tessellation in your material to add even more.

edgy moat
#

Quixel supllies material instances which have an option that says enable tesselation or enable subdivision

#

when i enable tesselation it just deforms the landscape weirdly and no where close to being accurate

cloud cobalt
#

I haven't used Quixel materials so I wouldn't know, but deformation should be a result of displacement, not tessellation

#

Check what the material does

#

Usually though, tessellation isn't a great idea

edgy moat
#

True

wise stone
#

Im getting an error? Can't launch the engine

cloud cobalt
#

What's the error ?

copper flicker
#

does anyone remember what exactly needs to be done.. to compile with a default unreal that is stupid enough to ask for VS 2017?..

cloud cobalt
#

"default Unreal" ?

copper flicker
#

I installed 2019, but I don't remember having to even have VS installed

#

yeah, like... fresh Unreal install

wise stone
#

It was an L-something error

cloud cobalt
#

Which version ?

wise stone
#

Workinf now

copper flicker
#

4.23

#

PackagingResults: Error: Visual Studio 2017 must be installed in order to build this target.

cloud cobalt
#

You need VS in order to package shipping games, or if you have C++, none of these are new. 4.23 should work with 2019 just fine

copper flicker
#

It doesn't

#

I had this error before, but I don't remember what I had to do... to fix it

#

maybe cuz I tried building, and I had no VS installed

cloud cobalt
#

I know I only have 2019 installed here ๐Ÿ˜›

copper flicker
#

so it was opening my browser

#

ok, so now..with 2019 installed, it starts packaging, and then fails

cloud cobalt
#

Check in your project settings which VS do you have as a target ?

copper flicker
#

where in project settings??

cloud cobalt
#

Try searching in "all settings" for "compiler"

inner mountain
#

Guys, have anyone worked with Subsystems yet? Is there a way to configure subsystems?
Specifically, two questions:

  • is there a way to choose which subsystems are active or not?
  • can I expose some subsystem's parameters to set it in the editor (the same as UPROPERTY with EditDefaultsOnly) ?
copper flicker
#

compiler was set to Default. I changed it to 2019. same error

#

do I have to install anything with VS?...

#

or just VS empty

cloud cobalt
#

C++ support and W10 SDK

#

Read the doc

copper flicker
#

I don't think I had any C++ support

#

that is one huge package

ruby cairn
#

anyone know how i can setup a landscape material that i can enable / disable each layers displacement as well as set displacement amount for individual layers?

cloud cobalt
#

If you think Visual is huge, wait until the local Visual Studio database gets past 10GB ๐Ÿ˜›

serene birch
#

which error do you even have?

cloud cobalt
#

He posted it above

copper flicker
#

6.4 GB.... if I don't absolutely have to, I don't want to

serene birch
#

ah, it asks for 2017 ๐Ÿ˜„ weird

cloud cobalt
#

Well, you have to

#

You can't compile C++ without a C++ compiler

copper flicker
#

I thought the C++ support is if you want to compile VS things, for C++ code, for nativisation...

cloud cobalt
#

It is

copper flicker
#

and UNrela comes without ability to compile? out of the box?

#

I have no nativisation needs... and my project is BP

cloud cobalt
#

There are only 4 or 5 C++ compilers in the world, it's not exactly something you write in a few years ๐Ÿ™‚

copper flicker
#

and it installs a whooping 50 GB of garbage... out of the box

serene birch
#

well it DOES come with the Linux C++ compiler ๐Ÿ˜›

cloud cobalt
#

IIRC, Shipping builds require compiling a new ececutable for your game

serene birch
#

it doesn't install 50 GB of garbage

#

also you don't need to install all

copper flicker
#

for each version of the engine

serene birch
#

you usually want a custom executable yeah

copper flicker
#

or at least 25+.. I forgot

cloud cobalt
#

Are you talking about debug symbols ?

copper flicker
#

at some point I was having 50 GB, with just one version of the engine

#

and some 100 GB with 2

serene birch
#

mine is at 16GB install size ๐Ÿ˜›

copper flicker
#

I have no idea..

cloud cobalt
#

I mean, UE4 is a game engine

#

Visual Studio is a C++ environment

#

The two are very separate things

copper flicker
#

sadly

serene birch
#

Epic cannot install the Visual C++ compiler themselves

#

it's not allowed

copper flicker
#

yeah but other engines can..

cloud cobalt
#

Nah

copper flicker
#

not using VS

cloud cobalt
#

Other engines don't

#

Well, yeah

copper flicker
#

yeah other engines don't force you to use VS

cloud cobalt
#

But other engines have other flaws, too

copper flicker
#

yeah, each its own

#

ok, so I'm trying to see with the C++ package... hope it works

cloud cobalt
#

UE4 is a game engine for C++ developers, so it works with a C++ environment

copper flicker
#

but I remember different...

#

UE4 is also BP development

#

I don't use C++

#

I don't speak C++

#

๐Ÿ˜›

#

and I don't like VS at all

serene birch
#

you still need it for the final packaging ยฏ_(ใƒ„)_/ยฏ

frosty bloom
#

BP is C++ extended and simplified

serene birch
#

VS is fine really

edgy moat
#

How big would the performance impact be from using 4k textures instead of 2k (FPS Drop?)

cloud cobalt
#

Impossible to say

pearl sonnet
#

50%

serene birch
#

well your GPU will render slower and it might run out of RAM

copper flicker
#

75% ๐Ÿ˜›

pearl sonnet
#

xD

cloud cobalt
#

Mostly there won't be changes between both, other than the higher VRAM cost

#

Depends on the platform though

copper flicker
#

yeah.. more loading time too

edgy moat
#

on a 1660ti?

cloud cobalt
#

Unreal games have used 4K textures a decade ago so don't sweat it

copper flicker
#

which gamers absolutely LOVE

serene birch
#

just use VTs ๐Ÿ˜›

cloud cobalt
#

Loading times will be similar actually

copper flicker
#

waiting in front of a monitor, doing nothing, waiting for a ton of textures

#

๐Ÿ˜„

cloud cobalt
#

That's not a thing ๐Ÿ™‚

copper flicker
#

really?

edgy moat
#

Would i be getting around 60 FPS

cloud cobalt
#

Texture streaming ensures you don't need to wait

copper flicker
#

yeah, I forgot about that

#

if you do use it

cloud cobalt
#

@edgy moat It is impossible to say, at all, ever. Build your game, profile it, and check the impact.

#

@copper flicker It's been enabled by default for 15 years

edgy moat
#

๐Ÿ’ฏ

pearl sonnet
#

sucks
loading screens are an opportunity to upsell and display ads

edgy moat
#

Should Texture Streaming be on or off, because mine is off.

cloud cobalt
#

Where ?

quasi star
#

Can anyone recommend any ue4 books or other resources, amazon reviews on a lot of books are not very promising

pearl sonnet
#

get your pass now and buy new skins

#

๐Ÿ˜›

cloud cobalt
#

The default is on and I don't see why anyone would disable texture streaming

#

You'd get terrible performance without it

pearl sonnet
#

overstatement

#

preloading has worked great for many years

cloud cobalt
#

It's not even a thing in UE4

pearl sonnet
#

lol

cloud cobalt
#

And it can't work with levels that are any large

pearl sonnet
#

UE taps into the ether

cloud cobalt
#

Because you'd saturate the VRAM

#

Plus the loading time would be atrocious

#

Texture streaming is the default, and the only real drawback is that the first frames of a new scene tend to have a lot of popping in

#

Which is easy to hide with a short time of black screen before revealing the level, like Remnant does

pearl sonnet
#

saturating ram is what it exists for (:

#

key is to cleverly determine what is available when needed

cloud cobalt
#

Saturating the VRAM prevents you from rendering

edgy moat
#

Yeah i use a fade in on my levels

pearl sonnet
#

oh lordie.

ruby cairn
#

anyone know how i can setup a landscape material that i can enable / disable each layers displacement as well as set displacement amount for the individual layers?

cloud cobalt
#

And you can't "cleverly determine" what to use when your game works from 2GB RAM/512MB VRAM to 32GB RAM/8GB VRAM

pearl sonnet
#

double oh lordie.

#

look, i've worked with opengl and directx for almost 20 years ๐Ÿ˜›

cloud cobalt
#

That's great news, guess what my job is

pearl sonnet
#

discord moderator

cloud cobalt
#

Nah, that's <@&213101288538374145>

#

I'll block you now so don't bother

pearl sonnet
#

wait, i have to cry a little first

#

go ahead now

copper flicker
#

alright, I installed the 6.4 GB of madness.. and now I can compile

#

thanks for helping!

edgy moat
copper flicker
#

Vader, add more objects

#

also.. what is it?

#

it doesn;t immediately relate

cloud cobalt
#

You're welcome @copper flicker

copper flicker
#

if I see a house and a midget riding a pig... that's relatable

#

if I see a bunch of abstract concrete.. less relatable

#

๐Ÿ˜„

pearl sonnet
#

lmao yup

edgy moat
#

ฤฐm gonna add a portal in the middle

pearl sonnet
#

some subtle effects to give a dynamic feel helps a lot

copper flicker
#

ok... anyway, yo were talking about realism

fierce tulip
#

@edgy moat that goes into #work-in-progress

pearl sonnet
#

a picture doesnt give much

copper flicker
#

so... try making relatable things, if you want a relasitic look

#

even if it's scifi

#

the more abstract you go, the less realistic

edgy moat
#

specify 'relatable things'

cloud cobalt
#

@edgy moat Generally speaking it just lacks coherence. It looks like a video game level with things near one another, rather than a coherent room

copper flicker
#

ok, so in this case, you could try adding a ton of rubble, ground cover.. instead of just a simple textured plane

#

ground cover can go a looooong way

#

๐Ÿ˜„

edgy moat
#

๐Ÿ’ฏ thanks guys

cloud cobalt
#

That's fine

pearl sonnet
#

good age to start on things

copper flicker
#

@edgy moat I already specified what relatable means.. it means.. making a place that looks familiar, or at least undersatndable

pearl sonnet
#

before the brain stops cooperating lol

cloud cobalt
#

In general you should avoid flatness in your levels if you're looking for realistic looks

edgy moat
copper flicker
#

it's really easy to put a few obejcts together, and make a game level

#

but it's more difficult, and takes art skills, to make it look relatable

edgy moat
#

The gun is supposed to relate to the portal, cause its futuristic and mysterious

copper flicker
#

try recreating a real environment

#

a room, in a house

#

you'll learn a lot from that

#

make the normal room, and then make the ruined version of it....

#

๐Ÿ˜„

#

and only then move on to an alien room

#

well, do what u like, obviously

#

but I think you should try some real-world setting first

edgy moat
#

of course, but how would i go about to blend groun drubble with the floor texture?

copper flicker
#

oh, don't worry about that

#

just make grey, non textured rooms

#

for starters

#

to learn about shapes and structure

edgy moat
#

ฤฐ understand, ฤฐm talking about the alien room tough.

#

The rubble sticks out

copper flicker
#

lighting helps

fierce tulip
#

im going to point this out once more. this needs to go in #work-in-progress

edgy moat
#

Ok

copper flicker
#

you can try adjsuting the ground texture

#

or the rubble texture

pearl sonnet
#

someone in the artsy channels on here can probably give you a lot of pointers on composition and more in-depth stuff

copper flicker
#

@fierce tulip yeah it does.. but this is a general chat, so I guess anything goes

edgy moat
#

ฤฐ put the pic in work in progress

fierce tulip
#

that DOES NOT fit other channels

copper flicker
#

maybe... but the problem with any other channel here, is you can get banned for taking the conversation anywhere ELSE

#

meaning if you start a conversation about art, and then go into programming

#

they hate u

#

O o

pearl sonnet
#

in my experience the users are more salty than the actual moderators and admins ๐Ÿ˜›

copper flicker
#

while in this here channel... you can have any conversation

fierce tulip
#
  1. No discussing moderation.
#

ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

The point is to not be an asshole about it

#

Do your best sticking to the best channel

#

If people tell you they're unhappy about it, try listening to that

#

If moderators tell you to, just do it

fierce tulip
#

or make your own ue4 discord with blackjack and boomers

copper flicker
#

yeah, and I agree that at least.. any art feedback shouldn't be here...

#

for anything else tho ๐Ÿ˜„

normal burrow
#

ue4bruhs

azure shore
#

HANG ON

#

@edgy moat you made this stuff yourself?!

edgy moat
#

Nah, quixel megascans

#

The level design yes

#

Models and textures, no

azure shore
#

oohh

pearl sonnet
#

hm, i need to give this quixel thing a try then

copper flicker
#

so again, Vader mah boy.. your problem here is that you don't have artwork to fit, and you're not making anything yourself

#

I would try making low poly things

#

learn from simple things ๐Ÿ˜„

fierce tulip
#

better reply to him in #work-in-progress :p

azure shore
#

yeah I really wanna be able to make actual good things but Ive been trying years and not gotten far

edgy moat
#

ฤฐ started in June

foggy jetty
copper flicker
#

ok, I will reply privately

#

sorry for the spam ๐Ÿ˜„

wise stone
#

how do I creenshot without geforce?

next badger
#

huh?

#

ue4 one?

wary wave
#

....print screen button?

next badger
#

If you need tool to make generic screenshots:
Windows snipping tool, Lightshot, Gyazo, Lightscreen, ShareX etc...

edgy moat
#

How can i stop a particle effect immediately after a certain function?

next badger
#

if ue4 one -> highresshot 1

edgy moat
#

For a skeletal mesh?

next badger
#

@edgy moat kill them

wise stone
#

thanks ๐Ÿ™‚ is the COALA map plugin any good?

next badger
#

this will destroy the system instantly however...

edgy moat
#

ฤฐ want to stop the animations particle effects

#

of the skeltal mesh

#

skeletal

pearl sonnet
#

alt+print screen,
win+shift+s
all i use

#

or regular print screen

plush yew
#

Is it possible to open blueprints as tabs instead of a new window?

pearl sonnet
#

drag the tab into the main window

fierce tulip
#

its as if its weekend with all these odd questions

plush yew
#

yeah but it sucks to manually dock the windows every single time..

next badger
#

they are opening in tabs...they just need a window reference to open next one

#

no tabs opened - > new window

pearl sonnet
#

new release, new interests luos ๐Ÿ˜›

plush yew
pearl sonnet
#

once you dragged it back into the main window it reopens there i think

#

i did notice some oddities with the message window persistently popping up like a bad boy but other than that

next badger
#

@pearl sonnet yep it does...if window was docked and closed, it will be opened at the same place

dim plover
#

Jordy, look into Editor Settigns and search "open"
Then pick Main Window.

thick herald
#

anyone else notice FPS dropping with a new 3rd person template project? Changed nothing in it and every few seconds fps drops to less than 20 or lower for a fraction of a second. 4.24

plush yew
#

@dim plover tysm

next badger
#

@dim plover thank you for that information, i've searched the settings but seems i've used wrong terms

#

hmm...it seems like help is broken in 4.24

pearl sonnet
#

@thick herald my FPS dropped in general

urban meadow
#

in 4.24 it seems my footstep system breaks because there is no way to break the Phys Mat struct from a hit result to get the surface type. is this a bug or is there a new way to do this?

pearl sonnet
#

20 fps yes

analog blaze
#

Consider the first release of every version a release beta

tame delta
#

Trying to port to 4.24 (for datasmith reasons), I got this crash, on the off-chance that someone has seen something similar recently ๐Ÿคทโ€โ™‚๏ธ


UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() 
...
[d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
pearl sonnet
#

there are some significant changes and it's a trade-off
works for me, still

tame delta
#

(Most probable culprit would be SteamVRPlugin)

pearl sonnet
#

nvidias 1060 has a huge marketshare and im on epic settings
its good still

#

or so

#

1060 and lower is still a fat share

urban meadow
#

ya, seems you can't get any property from phys mat in a hit result, at least on landscape, always returns null from CallFunc_BreakHitResult_PhysMat

pearl sonnet
#

they added material layering

#

possibly to do with that

urban meadow
#

i did upgrade this from a 4.22 project to test. i am using a layer blend node, it appears to still use the landscape layer info data in the paint tab, all the phys mat stuff is intact there, anywhere else i should look?

grim ore
#

@urban meadow I just checked in my .24 and I can see the Phys Mat output node from the Hit Result structure here

urban meadow
#

ya, the output node is there, but if i get SurfaceType from it throws an error

#

and use the result of it

grim ore
#

landscape or other material?

urban meadow
#

landscape material

hexed dock
#

I'm pretty new to UE and trying to get a feel on how the workflow feels normally. The first question is whether normal, "real", projects take a long time to "build" (a nebulous term to me, as it's not as straightforward when you're doing a build as it is in an IDE/make script). I've been just messing with modifying the template projects, with no real complicated textures and models, and I've never had much slowdown. Even rebuilding the lighting doesn't take that long. But I did have a project where I threw some textures around and I was finding it was taking minutes every time I changed something and wanted it to do a new build. Also, if it matters, I was doing mobile builds for Quest.

grim ore
#

@urban meadow that is weird since I get an actual result and an error lol...

urban meadow
#

lol, mine just gives me my default result and throws the error

grim ore
#

yep

hexed dock
#

So I'm basically wanting to hear from people who have larger programs tell me if they spend a lot of time sitting and waiting for things to compile/rebuild. My friend has been having some horrendous time with it in his Unity learning.

urban meadow
#

jep, if you mean the packaging process to put it on quest, ya it takes a while usually. doing stuff inside the engine usually doesn't take very long unless it's compiling shaders, those can take quite a while

hexed dock
#

@urban meadow Yeah, I noticed that bit of it is kind of a pain. One big part of the reason I've switched to using the Oculus Link stuff lately. But that's something that's more obvious to me because it MUST happen every time and can't really happen incrementally like a build does.

#

@urban meadow And typically, you don't have to do things like recompile the shaders unless you changed the particular object using it, right? Like, if you were just going around changing the code/blueprints for player controllers and stuff like that, or adding unrelated objects that didn't use that shader to the map, it'd never need to touch that stuff, right?

urban meadow
#

ya shaders shouldn't compile unless you're editing materials or on first load of things

hexed dock
#

Oh, and in a similar vein, I'm trying to understand how the flow is when you are switching back and forth between platforms. Like if you have an app for Quest and for Rift (PC). When he switches between those in Unity, it takes him LOADS of time. Is that something that is the same in UE? It's kind of fuzzy to me what "Launch" really does. Is that really what traditional tools would call build/make? Or is it actually compiling that final executable for multiple platforms that you have enabled, or what?

grim ore
#

@urban meadow well that is a stupid weird change or bug. I havent read all the notes yet to see if it is on purpose. You can get the phys mat from the landscape material itself but not directly from the hit result now ๐Ÿ˜ฆ

urban meadow
#

in unity i believe when you switch platforms, it cooks all the the stuff to be compatible on that platform, like certain texture formats and stuff have to be converted, i believe ue it does that when you package or launch to that platform

#

@grim ore thanks for verifying, i dunno how to use the new landscape stuff so maybe there's a new pathway to it? or maybe just regression from all the changes

grim ore
#

my thoughts were it's part of the new material stuff but weird it would change by default

hexed dock
#

@urban meadow so it sounds like it wouldn't be all that much better in UE than Unity, in that it'd still cook it all the first time you tried to launch it

urban meadow
#

looks like there is an option to cook on the fly, but i've never used it

hexed dock
#

though you'd hope that it'd save the cooked files for each platform, so as long as you didn't change those parts, you could switch back and forth without a big rebuild

urban meadow
#

in the launch dropdown there is a checkbox

cloud cobalt
#

In UE you have to cook for each target platform

#

VR platforms might be a bit specific vs regular PC

#

"Launch" cooks your assets so that they work without editor

#

Also compiles code if any, basically it does the entire packaging process

#

UE4 is capable of running the game without cooking assets but only with all the editor code running

#

And finally yes, cooked assets are kept

hexed dock
#

@cloud cobalt yeah, so i guess you don't really get that for mobile VR, since there's no UE editor running on the hardware

cloud cobalt
#

Indeed

hexed dock
#

in general, would you say for comparable projects, the wait times for various things like that are less on UE vs Unity, the same, or impossible to say because it varies so much from project to project?

cloud cobalt
#

Depends on the platform.

#

On Windows you can basically edit levels while playing

#

On other platforms you have to cook, which will take time if you changed many assets

#

UE4 puts more load on developers and less on users, in my limited Unity experience

hexed dock
#

can you clarify what you mean by "load" in this case?

cloud cobalt
#

Waiting times if you will

hexed dock
#

okay, thanks.

next badger
#

Can anyone test that for me?
help console command seems broken in 4.24 (does not produce the html)

#

@autumn trout wrong channel?

urban meadow
#

@next badger didn't generate an html for me either

next badger
#

@autumn trout then remove it

#

@urban meadow thanks

runic iron
#

Yeah this vid has nothing to do here lol

maiden swift
#

@autumn trout Please keep the conversation on topic. Thanks

rose furnace
#

I thought I saw someone enable showing the input stack in PIE debugging, but I can't find out how for the life of me, anybody know where to look?

grim ore
#

You can go to the Help menu at the top and click Console Variables to create that html @next badger

#

oh wait... it never actually creates it does it lol ๐Ÿ˜ฆ

next badger
#

@grim ore yeah, filing a bug report

grim ore
#

some weiiiird stuff snuck thru

frozen pond
#

hey, question, how to set one member in struct but dynamicly ?

#

like select but opposite side ?

#

@grim ore any idea ?

grim ore
#

@next badger so this is the change that causes it and I have no idea why it is in there lol #if ALLOW_DEBUG_FILES FArchive* File = IFileManager::Get().CreateDebugFileWriter(*OutPath); #else FArchive* File = nullptr; #endif

#

@frozen pond There is a set members in struct node that you can use that takes in your struct, lets you choose which pins to change, and outputs the same struct since it is coming in as a reference

frozen pond
#

@grim ore yeah but i need to set it manually, what if i want to input pick of that ?

grim ore
#

oh gotcha, i dont think you can

#

I guess you could have a select node that takes what you want to change or multiple branches and then just have that one member exposed for that branch

frozen pond
#

so same way as now, probalby i should create some global function/node(?) for this

dark rune
#

I want to start learning how to model for UE4 (character models, world objects, etc). What program would be suitable? Preferably free but paid ones are fine too

pearl sonnet
#

the 'free' part narrowed that down significantly
most people would say blender, probably

grim ore
#

Blender is a supported free 3d modeling program

pearl sonnet
#

or zbrush maybe

#

is that free, i don't even know for sure

#

just a trial

wise stone
#

when I import files from quixel I get a pop-up "dataTableOptions"

#

what do I do

drowsy perch
#

Where to start learning ue4? I need something well explained! ๐Ÿ˜ฆ

pearl sonnet
#

what do you call the points where ripples meet
in the context of like sound waves

gleaming thistle
#

do we know when the megajam winners will be announced?

grim ore
#

yes we do

wary wave
#

2 days

#

(tm)

loud knoll
#

@drowsy perch I have been making games for 31 years and using Unreal since version 1 and @grim ore helped me a ton they are still my favorite, quick and to the point about one thing it is perfect!

#

BTW I turned 50 a few weeks ago so you can have a long career in gaming and not go totally crazy

fierce tulip
#

back when we had a big ue4 skype group we had sarrene, also in her 50's.

edgy halo
#

im on shader model 5 in preview and not currently playing in editor and i cant build lighting why? 4.24

fierce tulip
#

i sometimes feel old, but then there are people like vex :p

edgy halo
#

happened when i upgraded from 4.23 to 4.24

grim ore
#

I'm not too far off of Vexar in age lol

fierce tulip
#

its good to see people older than me enjoy gamedev

burnt raft
#

Whenever starting up a game that runs on Unreal Engine, I get an error message that reads: failed to load discordrpc plugin. Im on an HP laptop with windows 10. Does anyone know how to fix this?

loud knoll
#

It is crazy to me that met Sweeny, Wilbur, CliffyB, American Mcgee and Rein in 1997 while working at EA

burnt raft
#

The game crashed after i click 'ok' on the message.

fierce tulip
#

which EA?

#

havent met wilbur and amcgee myself

grim ore
#

@burnt raft something you are making in UE4 or an actual released product?

loud knoll
#

EA Redwood Shores / San Mateo then later at EALA

fierce tulip
#

i visited the vancouver one a long time ago

burnt raft
#

an actual released product, the games are Squad and insurgency sandstorm.

loud knoll
#

Yeah that is a pretty studio so was the UK office

abstract relic
#

Now you are someone with stories. Anything not under NDA? Or shenanigans ๐Ÿฟ

grim ore
#

you would have to ask in their support channels then @burnt raft

loud knoll
#

I was an odd ball at EA I was a producer / designer / level designer and kept switching jobs

burnt raft
#

hm okay, but its weird that it happens at all games running unreal

fierce tulip
#

a friend of mine won the ssx competition, and she wanted someone to come with her to vancouver.

#

and it helped I was already gamedevving :p

loud knoll
#

Ah that is awesome, I remember when I first saw that game before it was released we were blown away playing it non stop

fierce tulip
#

im so surprised that genre kinda died along with ps2

loud knoll
#

I remember the old Road Rash team were working on a snowboarding concept and then that came in to view and EAC basicly took a dump on them.

#

We did the same to the Medal of Honor PC team at EALA, we had 5 guys and beat 40 down in LA and they laid off everyone then I ended up that same team a few years later working on PC MOH using the Quake 3 engine with Ritual scripting system.

fierce tulip
#

lol

loud knoll
#

@fierce tulip Where were you working at the time?

fierce tulip
#

pfff, Khaeon in Den heague Netherlands

loud knoll
#

hoolly cow you went all the way to Canada? It must have been love or a lot of lust. ๐Ÿ™‚

fierce tulip
#

fun story, they went bankrupt a year or so after I left a few months or so after they launched their mmorpg.
and a few days ago I learned they are rebooting the title

#

@loud knoll hehe, it was quite the experience yes

#

also, admin luos speaking, we should prolly take it to lounge or carreer chat :p

loud knoll
#

One thing I wanted to mention is that I did get my project working on 4.24, I had to update my VS2017 and reset the .uproject file back to default and then turn on the plugins I needed.

abstract relic
#

Shh donโ€™t ruin this Luos

loud knoll
#

I am DM'ing you

ancient thorn
#

The latest UE 4.24 has raytracing or raytracing dissable options, what is the difference?

fierce tulip
#

lounge is fine too though, some other peeps like these stories.

dim plover
#

You had to update VS2017 to 2019 or just a minor update?

drowsy perch
#

Thanks for the suggestions, the start is always hard you know.. I must sacrifice some time to get started into ue4

vivid narwhal
#

Good evening everyone

edgy moat
#

Hey dude๐Ÿ’ฏ

autumn trout
#

Migrating light ue4?

grim ore
#

@edgy halo I was trying to recreate that but that is weird.... When it cant do lighting only due to wrong SM or playing the build menu icon itself is normally greyed out which yours is not. My only other thought is use precomputed/static lighting options are disabled or enabled in the options and I just tested and that would do it (Project Settings -> Engine Rendering -> Allow Static Lighting)

edgy moat
#

how could i add a camera shake whilst a certain key is being pressed?

sudden agate
#

does UE support having a different Resolution than your native Resolution?

plush yew
#

yo

knotty summit
#

Is it a wise choice not using .pak when you ship your game?

grim ore
#

@edgy moat there are camera shake classes you can look into using. Modifiers you can add to your camera to make it shake

scenic snow
#

anyone know where the engine.ini file is?

grim ore
#

There are a few and it depends on the version of the engine

#

if using .23 and above you probably want PROJECTFOLDER/Saved/Config/Windows

scenic snow
#

I found it in the Engine/Config/OS Version

#

Thx tho Matthew ๐Ÿ˜„

#

I can now fix my z-clipping issue

#

z-fighting*

grim ore
#

it just depends on if you want to change the engine config or the project config

scenic snow
#

I changed nearclip from 10 to 30 to fix my z fighting problem

grim ore
#

you can change that in the Project Settings -> Engine -> General Settings inside the project

scenic snow
#

Wait wat

#

well my z-fighting issue wasnt fixed

honest glade
#

hello im new here and im currently working on merging two animation projects
the main one in flying and 2nd is dynamic walk/run.
ive retarteget the animations and updated all events and variables from 2nd to 1st one
the 1st animation works fine but 2nd one keeps stuck on idle animation when im moving.
i`d apreciate any help

blazing owl
#

is there anywhere here I am allowed to post a questionnaire form for research towards a game?

fierce tulip
#

depends a bit on the topic

blazing owl
#

they are just pre development research questions geared towards shaping the design of the product. This is part of an education course

grim ore
#

@honest glade You can try in #animation or post the relevant code in here. Have you walked thru debugging the anim BP to see why its not transitioning?

cedar moon
#

Is the real time ray tracing only for lighting/shadow effects?

loud knoll
#

Tip of the day: Trim the project plugin directory for all plugins that are not required for your project to lower total memory for built project.

grim ore
#

The Ray Tracer enables raytraced results for shadows, ambient occlusion (AO), reflections, interactive global illumination, and translucency all in real-time.

cedar moon
#

Thank you, that's what I thought

loud knoll
#

@grim ore Has anyone got raytracing working with DX11 and Windows 7?

cedar moon
#

I've got a guy with a phd in optics trying to get me to use it to represent light beams

grim ore
#

possibly but not in UE4

loud knoll
#

Yeah so many people still using Windows 7

#

like me

summer verge
#

Uhhh is anyone else not getting the crash reporter to show on a crash in 4.24?

grim ore
#

the Cryengine stuff works on DX11 but it needs win10

#

I hate to disagree @loud knoll but steam disagreens with you Windows 10 64 bit74.23%-2.00% Windows 7 64 bit18.47%+2.43%

loud knoll
#

@grim ore yeah i know I will be moving to windows 10 after I can get my new dev machine built when ever I can find a AMD processor to buy

#

Yeah steam is only one source do a search for world wide usage

grim ore
#

sure if we count legacy uses XP is probably pretty high as well but in context of DXR and UE4 I don't think steam is far off

loud knoll
#

XP dropped a lot over the past few years it is very low now, Windows was still at 36% last time I checked

solid sierra
#

hey could anyone answer my silly noob question ๐Ÿ˜…
How can I move an actor in a specific direction? I'm casting to another actor and calling their function, and that says to cast to the actor I want to move, but I don't know how to actually tell it to move... thanks

short plaza
#

@solid sierra SetActorLocation AddActorOffset

loud knoll
#

46% Win10 33%Win7 WINXP 2.2%

#

I know I am an odd ball I had XP, Vista and Linux in a quad boot setup up until about 8 months ago

solid sierra
#

that doesn't seem to be working @short plaza
and I don't see addactoroffset, can I not use it in a function maybe?

merry oasis
#

Hey everyone, I have an animation blendspace for idle-walk-run, it works fine with my character. I have created idle-aim, idle-walk, idle-run animations and imported them. How can I play these animations depending on player speed and IsAiming? (rightmouse button)

honest glade
#

@grim ore yeah if i slelect walking main blueprint class its working
but when merge even on default blueprint not working
and yes no errors on debuggin window

vivid narwhal
#

You neeed to access your blendspace in the animation graph @merry oasis

merry oasis
#

I have been trying to work with a state machine, but I am not getting results there either. (will play Aim-Walk animation when right click, but just continues to play that animation regardless of movement or not

#

@vivid narwhal would I add these animations to the existing 1d blendspace?

next badger
#

what is "idle-walk" "idle-run" actually?

grim ore
#

@honest glade what I mean is if you go into the anim bp that handles the animation that is not working you should have exposed variables in the preview section you can adjust to see if it works. If that makes it work (move/jump/etc) then the blueprint is good and you are not getting the right info into it. If that is the case check your blueprint graph to see if maybe you are casting to the wrong class if you changed it.

merry oasis
#

well,,, I am horrible at planning.

next badger
#

i mean...you can't be idle and run at the same time

vivid narwhal
#

you would create a blendspace with idle - walk - run with speed set between 0-100. Then in your animation graph you'd plug the speed into your blendspace

next badger
#

speed is just a name for variable btw

merry oasis
#

My idle, walk and run animations included head weaving back and forth. The weapon is attached to a socket on the trunk (its an elephant). I want to be able to hold right click and stop the head weaving

#

@next badger woops, was supposed to be aim-idle, aim-walk, aim-run

#

I have a current 1D Blendspace that has my working idle, walk and run animations

next badger
#

@merry oasis you need to make 2d blend space

#

X - speed, Y - aim

honest glade
#

@grim ore yep animBP is worsking well with all transition and works with main BPclass, and ive updated and checked all variables. still nothing
one more thing if i create new project from zero and try to migrate all again still not working
i still missing something

next badger
#

ofc if you have no plans of making aimoffset

merry oasis
#

no offest, no

#

This was a bunch of projects that my wife had to do for her Game course, he didnt tell them until Semster 2 they needed to add all of these things together into a game...

next badger
#

then use 2d blend space
idle-aim | aim-walk | aim-run

idle | walk | run

merry oasis
#

I am going to play around with the 2d, thank you so much!

next badger
#

you can convert is aim from bool to float in ABP later, plus you will get nice transition between aim and generic one

solid sierra
#

oh wait a minute could it be a problem with my reference

merry oasis
#

I have tried mkaing them all into montages, I have the IsAiming IsWalking IsRunning variables set in animbp and charbp. I think it may have something to do with my character bp setup

next badger
#

BOOL variables needed to change states in state machine, but Blend Spaces require floats

#

so you may make logic inside ABP to convert one in to another

merry oasis
#

Okay, the blendspace looks good. so do I set up a state machine?

#

i had one with transitions set to the bool variables

#

but now i need one for this new blendspace instead

vivid narwhal
#

Is there a way to set up the launcher so it downloads marketplace content to a different directory to the main one?

grim ore
#

@vivid narwhal you should be able to change the vault cache directory in settings

vivid narwhal
#

will that move the existing cache over or do I need to do that manually

grim ore
#

I beleive it is just for new stuff, you would have to move but its been a few versions since I used it

swift spindle
#

you'll need to move that yourself (last time I looked)

merry oasis
vivid narwhal
#

give me a sec Dis I'll show you something

merry oasis
#

I appreciate it!

vivid narwhal
#

@merry oasis you basically want to get to this point in the anim graph. If you follow the official documentation of setting up an animation BP it'll take you there

merry oasis
#

Did you see the photo I attached?

vivid narwhal
#

Looking at it now

#

is it not playing the blendspace?

merry oasis
#

thanks, wan't sure if I was just blatantly missing something

vivid narwhal
#

so do you have a different animation for the trunk not moving than of it moving?

merry oasis
#

it plays the normal idle, walk and run animation,s but does not play the aim animations on right click

#

Yes

plush yew
#

@pulsar badge will do sorry just woke up and I didnt get notified for some reason

merry oasis
#

These are the animations I have:
Idle
Walk
Run
Idle-Aim

#

Idle-Walk
Idle-Run

vivid narwhal
#

what does your blendspace look like?

merry oasis
#

My Blendspace is like this:

  1     |  Idle-Aim          Idle-Walk       Idle-Run

aim |
0 | Idle Walk Run
0 --------------- speed---------375

vivid narwhal
#

Can you stick a Print String in your animation state for the bool to float and tell me what it says?

merry oasis
#

IsAiming? doesn't know 0 and 1, it only knows RMB pressed and unpressed

plush yew
#

Hello fellow unrealers

merry oasis
#

I go tit!

#

got it*

vivid narwhal
#

go tit!

merry oasis
#

well, i had that in there, but it was setting the IsAiming? variable from charBP, changed to default variable and it works now!

plush yew
#

What version is that

merry oasis
#

Thank you guys so much!! I have been at this for hours... like over 4

#

4.23

plush yew
#

What does 4.24 add?

next badger
#

UV tools, Poly tools, sky, water, landscape tools

#

and ofc new cleaner UI

#

and niagara overview mode

#

and new project creation tools

#

no more those pesky vr plugins

plush yew
#

Idk what does that stuff mean but ok

vivid narwhal
#

water? : O

next badger
#

called Single Layer Water...it renders water in the main pass (not translucency pass)

vivid narwhal
#

does it include better waves that don't look shitty when on a large object

nimble moat
#

in thirdperson character template, my character slows down while turning anyway to stop it?

#

so the forward vector drops when i press A or D

next badger
#

@vivid narwhal 0 clue, not used one

vivid narwhal
#

I'm tempted to use ocean water project when I need water, but a default one sounds promising

next badger
#

@nimble moat are you rotating the pawn or model?

nimble moat
#

pawn

#

im pretty sure

next badger
#

forward vector should rotate with the pawn

nimble moat
#

its just the standard template for thirdperson

next badger
#

means no slowdown

#

@vivid narwhal the main difference is the translucency, it's completely different shader pass that new water uses

swift hearth
#

Anyone worked with trigger volumes? I'm testing something out, trying to hide an actor during collision with the trigger volume, but the actor won't hide. If I change the "set actor hidden in game" node to "destroyactor", then it does work and destroys it, so I assume I'm just using the wrong node to hide it?

next badger
#

most people who made games worked with those

swift hearth
#

Fair enough lol

vivid narwhal
#

try visibility instead of hidden

next badger
#

hidden in game used for debugging/editor (like arrow components, icons, volumes etc)

#

also, keep in mind, that does not affect collision

swift hearth
#

I'm trying to better the performance

#

Would they be rendered anyway after their hidden?

next badger
#

yeap, destroying and creating is more expensive than hiding and unhiding

#

hiding will remove the actor from rendering, yet it still can tick

swift hearth
#

I managed to get the trigger to hide it with a visibility node.

#

"hiding will remove the actor from rendering", so it's worth it to hide them?

#

Thanks for the help btw

next badger
#

ofc...

swift hearth
#

Just making sure xD

next badger
#

this may stop actors from ticking

#

but you could enable this only externally if it was disabled

#

since non ticking actor does nothing

swift hearth
#

So the trigger volume hides the mesh now, but it remains hidden after I leave the trigger

vivid narwhal
#

you need to use an "on end overlap"

next badger
#

you have several events

swift hearth
pearl sonnet
#

make your life easy and use print screen lol

crimson lake
#

You can merge visual scripting with C++ rite? or is it either that or that?

next badger
#

@crimson lake yep...it's how c++ suppose to be

#

BPs are "interfaces" of classes in ue4

crimson lake
#

So there is no use in learning more c++ is that the case?

next badger
#

use English please

pearl sonnet
#

only if you need more functionality than blueprint provides

crimson lake
#

Oh, there goes my plan for the week

#

Can blueprints overall do most of the (usual) daunting tasks?

next badger
#

many games made solely on BPs

crimson lake
#

cool cool

#

tenks

swift hearth
#

Ok, I got the trigger to work like I want it to, thanks Alexey.
One last thing tho. How can I have a single node that references multiple actors? I thought maybe if I grouped everything I wanted, I could reference the group in one node, but instead it mskes an individual node for everything in the group

#

I got everything in the world outliner organized into folders, so I have a folder named "room 1" for example. I'd like to have one node that references everything in that room 1 folder

kindred viper
#

folders are an editor object and wouldn't have any in-game relevance at all. You would use the Actor Tag or Gameplay Tag systems for such a thing

vivid narwhal
#

You want to say, grab all enemies of X enemy class @swift hearth

kindred viper
#

or just a var. theres a few ways to deal with it. Interface too

vivid narwhal
#

?

swift hearth
#

@kindred viper Thanks, I'll look into that

#

@vivid narwhal Idk about that ๐Ÿค”

#

Anyway, I gotta go now. Thanks for the help everyone, I appreciate it a lot

quartz tapir
#

Hello, could someone help me?

#

I'd like to lock two cylinders by their center points to add reverse torque to them and see if they accelerate. Already managed to add the torque but I do not know how to hold them by their own axes.

next badger
#

@quartz tapir add a constraint component

merry oasis
#

I have just started playing around with UE4, have been helping my wife with her course. I have recently tried to learn to programming (python, java, js) on my own... Is it possible to create a complex game in UE4 with just blueprints? or would I need to learn c++?

next badger
vivid narwhal
#

you can create complex games with blueprints, yes.

next badger
#

it depends on complexity, and target platforms

glossy scaffold
#

im having trouble with this error right now while packaging my game

#
UATHelper: Empaquetado (Windows (64-bit)): Took 7.7017159s to run UnrealBuildTool.exe, ExitCode=5  ```
#

this thing has been bothering me for two days already i really need help :l

next badger
#

@glossy scaffold actorpickermode is part of editor and cant be included in packaged game

glossy scaffold
#

how do i exclude it from the package?

#

i cant find it anywhere in the game build files...

#

or any setting that allows me to remove it

next badger
#

@glossy scaffold one of your modules may be including UnrealEd

#

you need to look inside build.cs files

glossy scaffold
#

in the source folder of the project?

#

or unreal?

next badger
#

project

#

it may be a 3rd party module that you're using

wispy plume
#

hello, slackers. Anyone here has an idea of how to set up a car engine sound

#

if there is any tutorial i would be happy to watch it

#

documentation on this seems low, or at least im being dumb at finding it

next badger
#

@wispy plume use set pitch on the sound of the engine

#

or use new audio synth features

#

not sure any tutorials exist

#

there is an FMOD tutorial, if you gonna use this middleware

wispy plume
#

yeah, unreal gives such a nice environment i cant believe car documentation is so low

#

ill try to figure it out thanks for the input

glossy scaffold
#

@next badger How can i track down the moduels that use unrealed?

#

i just have 3 build.cs files

#

and none of them specify much

next badger
glossy scaffold
#

okay thank you

molten path
#

did the chat get cleared?

#

I cant find my messages from yesterday

abstract relic
#

Discord had an outage

next badger
#

no...still there

#

but search bugged

frosty heron
#

is there a way to render a cinematic with mesh edges?

next badger
#

um...what are mesh edges?

frosty heron
#

like a wireframe, you can toggle them in the regular editor viewport

#

show> advanced> mesh edges

abstract relic
#

Going to guess something like outline. Look into toon shader

frosty heron
#

ok, how about rendering a cinematic with entire scene unlit?

molten path
#

@frosty heron why would one do that

frosty heron
#

because I want to showcase the albedo maps

molten path
#

i'm quite intrigued blobcorn

#

ahh

frosty heron
#

it's odd that these are easily editable in the viewport, but not for the cinematic viewer

molten path
#

I see

#

Can't you edit it in the blueprints?

frosty heron
#

edit every object in the scene?

next badger
#

so, cinematic uses game mode to capture, so you can only use things like PP

molten path
#

nono I mean the cinematic game mode blueprint

#

cant you edit it in there?

frosty heron
#

if my screen was 1920x1080... I would use obs to record directly :P

molten path
#

ah lol

#

wait you can do that

#

dont record your screen

#

Just use the editor in full screen

#

and use obs to record a that only

#

like this

#

My obs is in french sadly

#

but I think this might help you

#

click here

#

and choose to capture a game

#

here choose to record any process in fullscreen

#

and simply open the editor, go into fullscreen and click on your recording keybind

#

as long as your output is 1920x1080 it should be good

next badger
#

don't forget to hit f11 and crtl+shift+t

molten path
#

^^

frosty heron
#

yeah, I've messed with obs before, wasn't that happy with how it chops the edges of the screen off xD

molten path
#

this should work for you

#

I always use obs for recording, if you need help feel free to ask

frosty heron
#

I'm trying to create some demo videos for the shoreline generator I built for the film jam

molten path
#

that's pretty cool

next badger
#

i've asked on #cinematics ...maybe there're some hidden options

frosty heron
#

I suppose most game artists use marmoset to do this sort of showcase stuff

#

but I think unreal could be really great for doing breakdowns of special effects

honest glade
#

@grim ore hey thx bro, found the problem, there was 2 Delta and 2 Tick events wich is duplicated with another name.

grim ore
#

@honest glade oh that's a weird one but yay!

dry merlin
#

I think they need to fix the datasmith issue so you can build no errors and get all confused in the Engine Build off the Repository

#

Wasted all day trying to figure this out

native marsh
#

if i want to set the LOD distance step manually, how should i choose the digits for it?

normal burrow
steel patio
#

Its in the documentation that I linked you to yesterday: https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/LODs/index.html

For the purposes of this demonstration, we are going to uncheck Auto Compute LOD Distances. Once you have done that, find the Screen Size value under LOD1 and change it to 0.01. This means that when the cube mesh that we have in our level takes up less than 1 percent of the screen size, our cube will switch to the mesh you imported as LOD1 (In this example, a sphere.) We can also change the material for each LOD, as well. Just to further demonstrate the power and usefulness of LODs, we will change the material of LOD1 to M_Metal_Gold.

How To Create and Use LODs.

thorny locust
#

Did the node Material Attribute Layers get replaced by something else? I'm trying to create a layered material stack

normal burrow
#

lol

#

depends on if you mean attribute material, material layers, layered material or material attribute layers

#

i don't think the last one exists though

thorny locust
#

What I'm talking about is about 1:25 in

#

that node he's using doesnt seem to exist in 4.23

normal burrow
#

i'm betting earlier in the video he turned attributes on?

thorny locust
#

i'll double check

normal burrow
#

1:18

#

i stand corrected material attribute layers is another thing

thorny locust
#

weird yea I did that

normal burrow
#

i know they deprecated one of their layered materials or material layers things

thorny locust
#

oh really

#

did they just get rid of it or replace it?

normal burrow
#

its confusing because it sounds like it got shelved, but idk those last pages

thorny locust
#

yea looks like it might've came back in 4.24

#

I can look and see at least

normal burrow
#

i'm not sure what the person is doing in the video there

#

but with material attributes you can do a similar thing with material functions

#

yea hard to say, maybe its an experimental engine plugin?

thorny locust
#

yea I think it is

normal burrow
#

ah do you have the node now? (may take a editor restart)

thorny locust
unreal comet
#

Sorry to interrupt you guys. I have a weird question. If I put a piano in my game and make certain songs do things in game, could I get in legal trouble if the notes players need to play are copyrighted songs? I don't have the actual songs in the game, players would just have to play a few notes from that song. Ideas?

thorny locust
#

I guess they took it out of 4.23. Thanks for your help

normal burrow
#

don't have 24?

#

whippy, if you don't own it you'd be best to use public domain things.

thorny locust
#

I do but was sticking to 4.23 for now since I use megascans alot for my textures and its not updated yet

normal burrow
#

if someone says otherwise, it's their interpretation of the law. I don't think there is precedence for responding to music played by a player which has copyright

unreal comet
#

I know but I'm not really using it. So for example in my christmas level I want players to play the first few notes from "frosty the snowman" on the piano, then the door will open. I don't have the song in the game. I just have individual piano notes.

normal burrow
#

theres not really a yes or no whippy, if someone feels they could win in court they will argue against it

#

it'd be a risk you'd have to evaluate

dark depot
#

if your specially telling them that is what they need to play I.E referencing the copyright material in your own work i would imagine that is a no go. But for any legal questions ask a lawyer from your location its your safest bet

normal burrow
#

or just use things you have rights to lol

unreal comet
#

I think I'll just stick to the Public domain christmas songs like Jingle bells lol Forget Frosty the snowman. I don't want any risk or legal trouble

normal burrow
#

lol

#

was gonna say that one wasn't public domain

#

er neither is frosty

unreal comet
#

hahahahaha let me just edit that hahahaha

normal burrow
#

lol

unreal comet
#

I think jingle bells is but I'll have to research some more

normal burrow
#

yep it is, according to the internet.

unreal comet
#

Nice! ๐Ÿ™‚ Thanks for the help. It was kinda a weird question lol

lime granite
#

hi guys, sorry if this is borderline nsfw but trying to get breast physics working and I'm at a loss as to what's causing this

#

I assume there's something colliding with something in a bad way but as far as I know I've disabled everything

safe rose
#

Boobs are too big and perfectly spherical for some reason. If you want real-world boob physics, make `em realistic shapes first.

lapis vine
#

Put bras on it

#

Will be no longer nsfw, and will hold them together.

#

Soft body physics is called btw

lime granite
#

they're physics bodies

lapis vine
#

That's different.

lime granite
#

I was talking to Victor

safe rose
#

?

#

What's one have anything to do with the other

normal burrow
#

dang those octopuses are cool

safe rose
unreal comet
#

Shoot! I want some of that floppy Bacon! hahahahaha

fierce rampart
#

Flex is cool and all until you remember that it's hardware exclusive.

#

Maybe Chaos will finally bring soft bodies.

halcyon flame
#

has anyone ever run into widget animations not playing at the commanded speed?

#

I have an animation that clearly takes 3 seconds (a countdown) and it seems to go at about 1.15% speed inexplicably

#

nevermind, it was because I was experimenting with a fixed frame rate. UMG uses real time for animations so they were unaffected.

undone cape
#

Hi guys,
someone knows how I can turn on all connections in the material editor again? working on 4.22.3

humble ridge
#

Hey all.. does anyone know what causes this kind of lighting

#

its like further objects are more lit then closer

undone cape
#

@humble ridge are you using a heigh fog?

humble ridge
#

yeah i am

undone cape
#

This can cause this issue

humble ridge
#

i see .. is it fixable?

#

or do i have to remove the fog

undone cape
#

Yes you have to adjust the settings of the fog a little. can you show your setting for the fog

humble ridge
#

thats the atmos fog

#

and height fog

undone cape
#

alright give me a moment to reproduce it

humble ridge
#

thanks man ๐Ÿ™‚

#

heres a gif

#

Also my horizon colour seems to be white when it should be black

#

thats my sky sphere

undone cape
#

yes this white color is from the fog.

humble ridge
#

ahh yes it is

#

thats horrible haha

#

how do i remove that

#

i will make the fog dynamic eventually but yeah would be awesome to understand how it should be setup

undone cape
#

So to do this you will have to add a cubemap into inscattering Texture tab of the height fog

#

So you would choose a fitting cubemap to your skysphere, and then you can adjust the color of this texture to render it darker.

humble ridge
#

i see

undone cape
#

But this will override your fog color

#

It would have the color of real fog (grey-ish)

humble ridge
#

haha

undone cape
#

You can turn the texture black with the color tab.
Or you need to see if there is a texture fitting to the night scene

hasty cave
#

GetDeviceID is different when game is builded with source engine, and for example if is builded for shipping (for google store) , can i trust to this ID that is going to be same if i update source engine version and create new shipping build?

humble ridge
#

Thats alot better thanks @undone cape ๐Ÿ˜„

#

Now its 2 dark and i need to fix it haha

#

much better ๐Ÿ˜„

undone cape
#

So you can increase the density a little of the fog, or add maybe a second fog layer

#

Looks pretty good ๐Ÿ˜„

humble ridge
#

increased fog density

undone cape
#

So I would decrease it a little again, and brighten the skylight a little.

humble ridge
#

yeah i think you are right

#

Im going to add a moon so ill do that before i go any further

#

to see how it affects the level brightness

solemn kraken
#

If i wanted to do a rpg-typed shooter with weapons that has stats etc like borderlands, whats the easiest way to implement that? baseWeaponbp and create all subclasses like sniper, shotgun, pistol as child blueprints? also should i do damage calculation via weaponBP and pass to the projectile the information?

dry sierra
#

Hey guys,

So recently i started out with C++ and Unreal, i'm fair new to programming overall tho, and i'm following a programming course on Udemy, but it is getting a bit dry after doing that constantly, and i would like to get started on building stuff in unreal tho xD

Has anyone some proper resources that i can have a look into?

humble ridge
#

Just start doing stuff then

#

basically think if something you want to achieve.. something small

#

like adding a component to a character that does something

#

research how to do it and do it.. then move onto the next

#

only way to learn properly

dry sierra
#

I see, just take it step by step right

#

I started out playing around with some models and adding stuff to it

undone cape
#

@dry sierra So I can advise you to start with Blueprints in Unreal (even tho if you have c++ knowledge), bcs its faster and you will be able to learn the unreal environment faster.

humble ridge
#

Also true

undone cape
#

also you will get the idea of how several functions are working in Unreal without going through plain documentation. It will be more fun than reading

humble ridge
#

Maybe make some c++ base and then create child blueprints and work with them

#

so you can do both

#

visual scripting is faster

dry sierra
#

Ah yeah that's a clever one, in that way i learn to do simple stuff in programming and able to use what i learn on the courses, and turn them in to blueprinting

#

well, not every script has to turn in to a blueprint right?

cloud cobalt
#

You should start with Blueprint to get an idea of how the engine works

undone cape
#

No of course not, you can work completely using cpp. But i think most people like to do custom stuff in cpp and do the rest in BP.

humble ridge
#

@tiny prawn this feels like a nice light intensity on the skylight

#

Can i change the fog colour?

#

with that texture

#

i feel like it needs to be more white

undone cape
#

@humble ridge well I think you cannot. What cubemap did you use?

humble ridge
#

furry_clouds_1k

#

with the inscattering tint pretty much black

dry sierra
#

Thanks for the tips @humble ridge @undone cape @cloud cobalt โค๏ธ!

humble ridge
#

oh wait

#

i think i can change it

#

there we go

#

thats nice

#

volumetric fog colour

#

Albedo

undone cape
#

oh thats nice

humble ridge
#

yeah looks awesome.. thanks for your help man

undone cape
#

getting silent hill vibes there :D
Your welcome

humble ridge
#

pretty much exactly where i wanted it to be for now ๐Ÿ˜„

#

Yeah going to add some dynamic behaviour to it soon

trim trail
vale osprey
#

@dry sierra the other benefit of starting with BPs is that many tutorials and simple problems are often discussed in BP space.
BPs are limited but imho faster for exploratory development, like when you start building your own anim bp and wiring it to the character actions. As you work a lot with co-dependent assets and see results only in editor it really helps to avoid compilations and re-opening is the editor.
At the end of the day, porting any BP to c++ is straightforward, so you are not loosing anything.

dry sierra
#

@vale osprey Thank you ๐Ÿ˜„

sacred sluice
#

Gentlemen, I'd appreciate it if you could help me with one thing.
I want to do face and body animations. I even have a Perception Neurone suit and Kinect equipment to work with Ipi soft.
I can do body animations, but how do I add facial animations to them?
Please give us some advice on how to make a low-cost decision.

edgy moat
#

How can i get transparency to work for a png image?

cloud cobalt
#

Use the alpha channel

#

But PNG files are tricky

#

I'd recommend using TGA instead

hasty cave
#

GetDeviceID is different when game is builded with source engine, and for example if is builded for shipping (for google store) , can i trust to this ID that is going to be same if i update source engine version and create new shipping build?

edgy moat
#

@cloud cobalt how would i go about doing that?

cloud cobalt
#

You should explain what you're doing first

edgy moat
#

ฤฐ need a image of a stickman running for my HUD but i dont want the background, ฤฐ just want the stick man running

cloud cobalt
#

In this particular case you don't need anything more than a single-channel "alpha" texture in UE4

edgy moat
#

So ฤฐ must create a material out of the image (texture)

cloud cobalt
#

Just import a grayscale alpha mask, create a masked transparent material, use a solid color for albedo and your texture for opacity mask

#

25% less memory use than a transparent PNG, same result

edgy moat
#

Alright, thanks

shadow pawn
#

I encountered a bug in 4.24 where the landscape doesn't work if you try to use the new Landscape Layers system with Raytracing enabled. I submitted a bug report and I'm waiting to hear back - but wondering if anybody here ran into this issue?

tall plume
#

Hello everyone, I suspect that my question would be appropriate for the CPP section of this Discord, but I also consider it to be abstract and general enough to ask it here. Can someone tell me what is the relationship between the CDO, UClass and StaticClass. I tried reading source code, but couldn't quite figure it out. Are functions like GetClass() and StaticClass() interchangeable?

cerulean nova
#

anyone else had big trouble with 4.24 landscapes? flickering and smooth & flatten not working correctly?

tall plume
#

@cerulean nova Thanks, already read that. Perhaps I'm confused. The UClass is a class generated by the reflection system which contains all kinds of useful data. The CDO is contained within the UClass. The function StaticClass() returns a UClass*. Does StaticClass() return the same thing as the GetClass()? I will debug it.

shadow pawn
#

@cerulean nova Do you have Raytracing enabled?

cerulean nova
#

@shadow pawn No it wasnt light flicker it was visibility flicker ^^ and the smooth and flatten tool set the whole landscape down in a square form below the "created" height...super weird ^^

shadow pawn
#

I just tried to reproduce with a blank 4.24 project - no issues here

cerulean nova
#

hmm interesting...

#

i mean its still in Beta so.... who knows ๐Ÿ˜„

#

i would have liked to migrate my project but ill better wait for now ^^

copper flicker
#

so today's dilemma..

#

let's say I wanna spawn George..

#

and George has a small.. ehm.. hat. and a large hat

#

how do I pass this value to the spawn Actor

#

so I can decide beforehand which hat spawn with George

#

?

#

I'm trying to avoid making 2 georges.. and then spawning one with the correct settings

#

is this possible, or am I thinking wrong about it?

thick herald
#

separate hats. attach them to george, as needed

dense gate
#

Anyone else having trouble building 4.24 with Chaos?

copper flicker
#

@thick herald the problem is that the hat is not an actor.. but a mesh, in a large array of meshes

#

and I set mesh

dense gate
#

Create a base class of "Hat"

#

Have it have a Mesh component

#

On the George class, have a "Hat" variable (array if you want) that's of this new Hat type

#

Set it to Instance Editable and Expose to Spawn

#

In the Begin Play of George, spawn each Hat class and attach it to his head

copper flicker
#

I can't spawn each hat

#

because this story is not really about a george and a hat

#

it's about modular world building

#

the george was just a simple example

dense gate
copper flicker
#

haha

#

ok, so in reality.. I need to spawn ground elements, of which I have many

#

that too

#

so I have a spawn actor that loads randomly from a large array of meshes

#

with set static mesh

#

and then adds collisions, so on

#

I could have a different actor for each ground type

#

that goes with a different world

#

but I wanna have one ground actor in all

#

that is like a hub actor, for all ground types

#

only.... the problem is I don't know how to spawn it

#

it would have to have a selector

#

and chose ground type based on a selection

#

and I have to pass this selection to the Actor Spawn

#

O o

dense gate
#

Is your game singleplayer or multiplayer?

copper flicker
#

single

dense gate
#

Try spawning the ground from the Gamemode class

#

Get All Actors of Class "Ground" and if Length is 0, spawn one

copper flicker
#

but that's just something different

#

also.. my ground is not an actor

#

it's a mesh

#

that's why I set mesh, as a way of loading a ground element

#

I don't know btw.. if this loads all the array

#

O o

#

I hope not

dense gate
#

I think it does

#

And if you don't want it to, soft class references

copper flicker
#

it doesn't seem to be slow

dense gate
#

If the meshes are simple and don't have many and/or complex materials, it won't seem slow

copper flicker
#

I load my world really fast for now, like.. almost instanly

#

the meshes are huge

#

I mean they are ground elements, and come with a ton of stuff

#

but only polys, shading is simple

#

one texture for the entire world

#

๐Ÿ˜„

dense gate
#

Yeah, if you try to have a complex material for each mesh, things will be slow

copper flicker
#

I have no need for that

#

so anyway.. what I'm trying to do is impossible?

#

I can have individual georges, each with its own array

dense gate
#

I'm kinda not understanding your use case tbh

copper flicker
#

well, that's why the simple example in the beginning

#

george has two meshes. only one needs to be set.

#

in fact no, haha...

#

George has two arrays of meshes, and he choses randomly from the array

#

but I have to tell George which array to chose from

#

and that is done in a spawner, so in a different object

dense gate
#

Then move the mesh setting to the spawner?

copper flicker
#

not possible

#

I mean .. the idea is that all the information about hats is on Geroge

#

and I only wanna pass George the info about which world he is in.....

#

maybe I can do this inside George

#

O o

#

so if he is in Blue World, he spawns a blue hat

#

so on

dense gate
#

Are your worlds divided in squares or in weird shapes?

copper flicker
#

but I also want to spawn 2 or more worlds in 1

#

squares

dense gate
#

Hmmm

copper flicker
#

hah yeah.. I mean let's say george spawns on an island. and another george spawns in a cave.

dense gate
#

One way would be to calculate the world off of George's current location

copper flicker
#

the two georges have to automatically, or manually.. be set to spawn a different hat

#

based on where they are

#

and the island and the cave can be inside the same level

dense gate
#

Alternatively, have a "zone" plane on the world object that's way below and has a custom collision type like "WorldType"

copper flicker
#

yeah.. that's possible

dense gate
#

On George, multihit trace down, then for each hit get the world type

#

And based on that combine arrays to randomly choose 1 from

#

Or even better

#

If it's 3 worlds overlapping and you filter them through with the multihit

copper flicker
#

they will not overlap

dense gate
#

Then you don't even need a multihit trace

#

Just trace down from George or have a calculation based on George's location

copper flicker
#

I worry about one thing tho.. what I asked before

plush yew
copper flicker
#

if george has 100 arrays of 100 objects each..

#

and only sets mesh to show 1

#

am I loading 10000 meshes in memory??

dense gate
#

That's why I'm saying you should load using soft references

copper flicker
#

what do you mean by that

dense gate
#

I use those for mod support, you should be able to for things already in the game

#

But you can do the same with things that aren't a class

plush yew
#

wait what

#

sorry im tired and dont know

#

ah

#

i was meaning the mat lol

copper flicker
#

@dense gate can I use soft ref static meshes?..

dense gate
#

Yep

copper flicker
#

and that would make a difference...?

dense gate
#

It wouldn't load them immediately

copper flicker
#

as opposed to using obj ref

dense gate
#

Soft classes are generally used for things that can be used

#

Obj references tend to be loaded in memory

copper flicker
#

hmmm... I have to test this

dense gate
#

Also soft class loading helps with not creating a massive lag spike when loading something new

copper flicker
#

because, again, I'm not spawning 100 actors, I'm spawning ONE actor that has 100 static meshes inside, and choses 1

dense gate
#

You probs won't need all 100 of them loaded, so use soft references

copper flicker
#

I will try and see

dense gate
#

StaticMesh'/Game/ThirdPersonBP/Meshes/Projectile.Projectile'

#

This is an example of the reference you'd need

rustic imp
#

if you have the normal hard reference it loads all the assets in to memory that are referenced in the blueprint at once

#

if they're soft references it will only load it when you request the asset for use

copper flicker
#

I don't get that part, where I have to point to a text path..

dense gate
#

You're telling the engine where to search for an asset

#

When you right click on an asset then Copy Reference, you get the text I pasted above

copper flicker
#

can't I just drag n drop a bunch of meshes in an array?

dense gate
#

Using that text you can add into an array for loading later

#

Instead of referencing the mesh

copper flicker
#

hmmmmm

rustic imp
#

but if he's doing it in BP

copper flicker
#

it clearly does not work with drag n drop

rustic imp
#

he can just use a Soft Object reference as varialbe type

copper flicker
#

yeah I'm in BP

dense gate
#

Yeah, I use text since I'm doing additional magic to allow modding

#

But for content that's already in-game, you should be able to soft reference the mesh directly

rustic imp
left ridge
#

All of a sudden my furniture meshes are not visible - they are still in world outliner and nav mesh still responds to them and I can still see them when rendering player collision......but they're gone from normal view

rustic imp
#

use that instead of the top one

#

@left ridge Check if hidden in game is maybe checked?

copper flicker
#

yeah, but I was using mass drag n drop ๐Ÿ˜„

#

for a large number of objects, it's a huge time saver