#ue4-general
1 messages · Page 617 of 1
@silent harbor I do them when I can it's just at this point most things are getting more complicated to cover heh
@kindred viper a little bit clearer, thanks!
Haha I can imagine. Was hoping you would cover some new things from 4.24 but I reckoned you were busy
@jaunty cedar chances are that is a hard reference and a hard reference has to load the referenced item in order to access it.
Pleasantly surprised to see your writing here
*frustum not frustrum
@jaunty cedar basically in order to keep a reference to it in order to access it the entire thing gets loaded as you noticed. If you do a soft reference (just reference the class itself) you will not have the cost of the entire object being loaded
Thanks!
yep its good you noticed it, imagine referencing your character or something else in your main menu for example and then your entire game loads... it's... uh not uncommon to have that happen lol
@fathom glade my bad. I keep doing that. It's like a tick now
I'm working on a blueprint tutorial, coming from a background of C++ and having done a couple smaller games in Blueprint, but adjusting to BP coding practices where there is less significance* of pointers etc when trying to promote and explain good practice etc is annoying. I could have prepared better, but luckily, there are no glaring issues (besides a slightly annoying cast that can be fixed later) in the next ~5 episodes that are scheduled for upload, and I'm spending a bit of time with a backed up copy of the current progress and fixing everything up so I can dedicate a longer video to cleaning out the code a bit. Pretty important considering it's basically a full course on making an online loot shooter.
holy hell I just noticed .25 is the next version, thats 25 freaking updates to the engine
iterate, iterate, iterate 🙂 it's a programmers life for sure
@jaunty cedar there are pointers in blueprint. There are also Refs. You have to explicity call by ref though
So you know how in Windows you can make hidden folders that you can only access when you type directly in the directory?
(Oh sorry to interrupt)
Well is that possible in the unreal content browser?
Hey guys! 👋 Could anyone possible help out a UE4 noob for 5 minutes please? I’m having problems setting my animation montages up
@dawn gull not by default, but you could goto C++ to do it
It would be muchly appreciated
Awww ok
might be able to add to your personal content folder but its still there
Technically you could replace the entire content browser. Or extend it. But the directory thing is tricky because windows file permissions and how the content browser displays are entirely different. You would have to have some kind of interface for doing it
My team is running into an issue which means we cant use scenerendercomponent2d for our scopes and mirrors, is there another way to do it?
@random holly#animation might be better focused for that specific question but if you are stuck after following the docs people in here might be able to figure out the problem
@grim ore Okay will look into it now 🙂 thank you for the reply
@edgy halo with HLSL and a material to deal with it I guess
I mean, whats the issue with the scenerendercomp if I may ask?
its a vr specific issue
aliasing?
the fps dies when they start capturing
ahh yeah it would but how many do you have?
yup
but its only when its rendered to a texture
no matter if we show the texture or not
I've worked on a game that used it for a HUD in VR and it wasn't taking much up at all tbh. It even has material post processing on it
oooh Chaos is enabled by default in .25 right now and there has been a ton of work on .25 in the master branch. I wonder if that will be a big focus at GDC this year
its apparently a new problem from 4.23
ahh I see.
no clue how hlsl works, might be worth looking into?
well its a hacky workaround and I have no idea of the cost, but you can get pixel information and output it, so technically you could recreate a rendercomp in a 3d world (non-camera based) but like I said, its hacky.
ah
goddamn this is so annoying, it completely kills scopes for us atm
when they are enabled, something called "framerenderfinish" in stat gpu goes up 10ms from 0

have you tried recreating a scope with the same method in a blank project and seeing if its got the same resource cost, or profiling deep and seeing if there is a hitch somewhere? Or is this a known issue that requires an engine/commit update?
its a known issue and we tried in a blank project :/
fixed for 4.24?
nope :/ running 4.24
wow two versions with a buggy scenerendercomp. I mean... its kind of used a lot. Would think a fix was on the way at least
we alleviate the issue a bit with r.SceneRenderTargetResizeMethod 2
if its default as 0, we get around 20ms
from that alone lol
so ridiculous
are you simulating the whole eye2scope movement? ie. just going from regular to scoped with no animation, just transition?
or is it manual from the user?
manual, having a basic mirror does the same though
the camera is completely disabled when not close for our scopes
I would say, if you wanted a fakery method, that once the event for "IsFullyScoped" or similar fires, switch cameras. Dont use a render comp, instead have a custom cam that does the same thing, but doesn't need the other cams active
ahh
sugar you beat me to it :p
haha ^^
can we use a normal camera and render from that to a texture somehow?
could that make a difference
no matter the fov``` That is not unexpected.
10ms is a bit harsh dont you think?
when we have to stay under 12ms for vr
I mean, I wouldnt even consider it production value for 10ms
Depends on resolution, but overall, on par.
@grim ore are volumetric lightmap fixed for level streaming in 4.25?
yeah sounds about right
@silent harbor I dont know, I did not see any changes to it in the notes
So what alternative is there if you want level streaming with baked light and have dynamic objects to be lit correctly? I heard it’s unsupported/broken
Would be awesome if it got fixed
i dunno. if you have a lightmass volume, you should be able to keep it confined. Not sure about it fully tbh as I had that on my life of thing todo. I mean, you wouldn't get far in an open world game engine if you couldn't level stream lighting in such a way
im sure there are plenty of issues though
caveats so to speak
Anyone ever encounter stretching with ragdolls when force is applied? Somehow nothing on this anywhere that I can find that is helpful
Sounds like an issue with your physics asset and the constraint settings.
Is there a way to export the contents of a blueprint and copy those parts out to past in the world for editing, there's times when I'd like to edit building and it much easy out in the level space that it is inside a blueprint, ALT- drag to dup for example does not work inside a blueprint
@kindred viper can you maybe guide me in the direction or know a guide on how to setup hlsl for my purpose?
Hello, I send you a question. I have opened my Unreal project on another computer with the same version of the engine. Upon returning home, he has deleted all my favorite folders and told me that at my level I could not save any of the changes made because he said:
"You do not have sufficient permission to save the following content to disk"
As a result of this I have closed and opened it once more, however now, that lvl if I check it from the folder weighs 0mb the asset and in Unreal it does not read it directly to me. It is as if I had deleted it. Does anyone know something?
so my project crashes after updating to 4.24.1, problem is my struct, after manual replacing it in folder it works only 1 time - until i restart, its playable before closing project
Any idea what might happend ?
I was refering to this issue
When they were introduced in 4.18 two years ago, I had figured the lack of streaming level support was going to be a short term issue given how many games rely
@kindred viper
Someone please help, Unreal engine keeps crashing when i try to import fbx models.
i dont know how to fix it
@edgy halo its as simple as using a Custom Node in a material and typing in the HLSL there.
@silent harbor good read. thanks.
@dawn hedge could be anything, version of software you are using, fbx version, export settings, import settings, very messed up mesh, etc.
@fierce tulip i am using Mixamo. Some models do work (the ones on their website) but when i take one of my models and import it onto Mixamo and import it onto Unreal Engine it crashes it
is 4.24.1 stable for a beginner to learn off of?
i got these errors when it crashed
no experience with mixamo
@worldly dust i'd suggest .23 or even better .22
though when you just start out you probably wont hit snags in .24
thank you, I had heard there were crashes relating to animations, they did fix it in .24.1, why would .22 be better then .23?
Sounds like a case of a poorly made model, not an issue within Maximo itself
besides some oddities, .23 is also fine but has some shipping issues for some people
okay, I'll stick with .22 for now, thank you for the advice, I figure it's much easier to try to upgrade a project then downgrade
you cant downgrade really
You can’t downgrade
oh lol, I have never tried so even better
Wisdom by experience is the bitterest 😜
When Unreal does autosave, where do you save those files?
And how is an autosave loaded? @normal burrow
are there UE games out there (EX: Sypro Reignited) that utilize epics character class and character movement? or do these studios make their own? really the question is should I be learning epics already implemented systems or learn how they work from scratch
really depends on the game i bet
you should learn the CMC just to know where it's going to bite you in the proverbial. Even though I hear rumours it's getting replaced.
hey everyone-- I'm doing some due diligence before potentially using unreal for my next project. Question: my game will need to dynamically combine meshes at runtime. Is there an existing way to do this?
even if it gets replaced I'm sure it will take quite a while to actually be ready for commercial use, thank you I agree it would be best to learn the CMC, I am way too unskilled to try to make one as a learning experience
expanding a bit, modular objects will be player placeable in the world, and there will potentially be a lot of them, so when the player isn't in edit mode I want to combine these objects into a single mesh, mostly to reduce draw calls
@obsidian lily yes you can. I haven't done it but I have seen things from others that tell me its possible now
don't forget that in that kind of "editor" sense, you can also go external to C++ and use code to make things outside of the engine and pipe them in so to speak
how do you make text glow in ue4?
i thought you would be able to just drag the emissive material onto the text
seems you cant
@scenic hatch I always do my glow externally. It seems like an overkill effect to do anything other than fake it really.
is it static or animated text?
also there is Rich Text in UMG which might have something if you need.
@kindred viper its just static text mate
its in a dark area though
wanted to light it up
you can still apply emissive nature onto your glow texture in the material. Although I don't light things with emissive either.
Gotta check first. Did you set your materials to UI? I thought they’re all technically emissive
you need to set up a text material, you can't just use anything
has anyone messed with control rig in 4.24? stuck on the basics!
Then you need to add vertex colour
what does User Interface imply for materials?
uncompressed i think
interesting, didn't know that was a thing
I cleaned my anim system today,it can work on any character now,its literally a plug in and play,now all i need is to clean anim states and make it look better
I'm so happy
grats
Puh... How come adding a simple comment to a material and saving makes it recompile the entire material? 6k Shaders left.
you don't need to compile when adding a comment. Just save the asset
Sure, but when i save it automatically compiles?
no
Well, that shouldn't have been a question. I'm telling you it does 😛 I don't know why, it makes no sense. But i'm getting so much bugs lately i don't even know what's going on, changing a materialfunction input name, another materialfunction stops working...
Was kind of slow there, also it wasn't compiled before, but it does that anyway.
there is an option to compile on save. just need to turn it off.
there is?
I need this, where can i find it : )
there is an option to save on compile for Blueprints
its not there for material editor?
it's not there for anything as far as I can tell, the reverse is (save on compile) for BP only
im having a derpy moment then. sign that I should goto bed
It was a good idea lol but as far as I can tell materials have to be saved when you close them and compile them or they get mad
if you notice there is no compile button for Materials heh
I got another question about saving, when pressing "Save all" in UE, how come i'm always confronted with prompts from every single tab that's been opened to save them? Takes me 5 minutes to save everything when working for the entire day.
Honestly I do such little material work, I should have just closed my eyes and not opened my mouth. The will to assist beat me. Anyways. gl hf im off to rest for another day
they shouldnt pop up when they are already saved
that is weird for sure as save all doesn't prompt me here 😦
only maps
And consider i have maybe 30 tabs open
Normally
Then there is the final prompt to save all the things you've already been prompted to save already after closing?
I think save and save all just saves the map itself and not the assets
and the materials compilation/save is separate from the asset saves
i never use that save-all, but the one in the content browser
Even so, going through them all and saving manually, i'm still getting the pop ups to save everything when closing. And the final one doesn't make any sense, cause it lists all the things i just saved, and asks me if i want to save them?
doesnt do that for me in .22
cross references possibly. You save materials which update objects in the world which then needs the objects saved again as they are now dirty. etc...
I can say I don't have that issue in .24 but I don't keep extra items open and I always save when I close a tab and I don't work with materials which seems to be a biggie for you
Hm, yeah. It's nothing really, just figured i cant be the only one having this
Speaking of .24 i'm having these weird flickers with HeightFog, even on new projects.
when you build your lighting on high or production does it skip from 0% to 100?
because its been on 0 for ages
@scenic hatch it can take ages depending on your machine and lighting settings, it should not skip no.
It usually gets some traction though after it's passed 0% if i remember correctly, i use dynamic lighting only for my scenes so could be wrong. How long it's been going for?
20 lights could take 2 weeks if you are running on an atom x5800 and you are using 2048 for lightmap resolution soo...... its like 20 lights or so doesn't really mean much
@grim ore
is there a way i can build lighting for just 1 level?
thats why its taking so long i think
i forgot im building new level in same project
only builds it for the current map
fuck
no, not on anything worth mentioning
Anyone got a clue about the flickering in .24(From previous clip)? Pretty sure it's godrays related, i downgraded again so haven't tested a lot.
no clue
so i have the "multiple bone roots are found in heirarchy" error in UE4, how should i change that in blender. here is screenshot
delete the Armature.001 ? Note I have no idea what I am suggesting
there is also a plugin for blender that can help automate this process
anyone a vector math wizard?
thanks
@dawn hedge Also make sure you have no bones without parent, they will have their own root in blender.
ah maybe its the leg IK bone and the pole target that are causing it?, the left ones look like they are unparented
so how do i parent them (i dont know blender i just downloaded this model)
I think Ctrl+P should do it, select the child bone first then the one you want to be parent.
wow i have no idea how to do this
so how should i parent them if these are the problem
You can pm me if you want, i've done a lot of work with armatures in blender. Don't think it should be discussed here probably.
ok
@grim ore do you have add leaf bones in the export options?
quick question, How would I make a multiplayer respawn system for my multiplayer game? I can't get my clients to respawn properly. How would I replicate that
hey, has anyone here successfully used cpplinq in their unreal project? https://github.com/mrange/cpplinq
I am really sad at the thought of not having linq if I switch to unreal, so I'm hoping there's a proof of concept.
what's a good place to store information about POIs? I thought about data tables, but they feel kind of awkward to use.
Hi everyone, could someone tell me how to remove a listing in the looking for talent channel?
if the POIs are relative to locations in the world, maybe you could store that information on a POI-Actor which is placed in the world or something?
I need a way to access them all though, when saving progress (e.g. I completed that POI), or when positioning markers on the map
Also, I'm using world composition so actors can be streamed in/out freely, so I can't really base any global data on world actors
Guess you would have to use a combination of actors and data then, assuming you can't query for every POI in the world if parts of the level isn't streamed in
how would I save the data though? what are even my options?
I was using a data table for something similar, although I'm not quite sure how well it's gonna work if I had a really large amount of entries in it
the thing I hate most about data table is I need to edit an external csv file every time I want to change something. I'm pretty sure about it anyway, right?
I just edit the data table asset directly in the editor
😮 I remembered I couldn't. Why do you think it's not gonna work well for a large amount of entries btw? what's even a "large" amount ?
well, the editor UI for it is very barebones, so it feels like it might get unwieldy if there was a large amount of rows and columns (ie. finding what you need from it to change it)
Although it does have a search function so maybe I'm just imagining problems where there are none... I build UIs at work so I have a bit of a tendency to do that sometimes lol
haha cool. Well I'll give it a try and see how it goes. Thanks!
It's been a while since I've used it so maybe I'm forgetting something. I thought all you had to do was select the session in the session frontend when running a game in standalone. But whenever I select the session the standalone game locks up. I've tried both using the session frontend from within the editor and running it from the exe.
Gotta buy him pizza first man
do it, do it
Im having an odd issue.
BP Skysphere has totally disappeared from my project, from the assets browser, everything.
And I have no clue how to re add it, and Im not redoing everything.
Day 500, Unreal wiki is still locked.
Don't worry, they're working on it.
Better be the best wiki ever, better than Wikipedia
Ok so I need help. I am trying to loop through an array with a for each loop. It was working fine, then when I added an additional item to the array list, it broke searching. Once I removed the second item (so only there is one item - therefore the index is at 0), it fails to search through the contents of the array because of an index out of bounds error. What I am doing is using the index of the for each loop to access the contents of another array. If I subtract 1 from the index, my code works. Therefore, I ask, why and tf why? How does this make any sense. Why is the index starting at 1 now?!
Is this a bug?
The index should start at 0
you should clear an array first
But why. The first array contains 1 item now. The other is filled with data from the first. I should not have to subtract 1 from the array index for it to work. All I did was manually added an item to the array the for each is using manually in the editor, then removed it. Now the for each loop is broken
you should just always clear an array first
... one of these magic "just do it"
Ok I tried doing that and its still broken
Why would clearing do anything when there is nothing in the second? lol its filled from the for each
I dont understand that
I don't know to be honest. I'm c++ dev, I look only at BP and tick with tongue.
I know c++ but I been trying ue4's bp system for some time now
I havent had any issues
but this is just confusing the hell out of me
lol
I feel like my editor is bugged or something. The array is not null
Lol
Yeah
the meme with ue4 also is when u attempt to undo something it and says nothing to undo lol sad times
happens all the time with widgets for me
says I am editing a "parent" when I am not
I end up having to restart the editor
@swift spindle I had to delete user settings in documents
?
It was crashing Houdini non stop
You just gave me a mentally suppressed flashback
Had to delete that damn user settings too because ui wasn’t scaling
That suppressed flash back is what made me try it
For real yeah lol
Oh dear
I’ll be this one
I find nordic screaming music to help when working with blueprints or houdini
Suppressed hard huh? Yeah expletives
Oh no
I think they made houdini harder to learn for newbs since they added all the shelf tools ... means a lot of people skip the basics which are really essential
You can’t suffer if you can’t remember
It’s okay I suppressed it too, mostly
I don't think I've ever used one of the shelf tools yet
they have no relevance to Houdini use I feel
and I looove shelf icons...
I just want to not crash at start screen
they are good for quick pyro / flip setups ... but you always have to dive inside
Serious question. Who hasn’t immediately closed Houdini when they opened it for the first time?
“I wanted”
and that was with 20 years experience in this field...
Has it happened with any other software?
even all the hdas that come with game toolset, while useful usually need to be heavily modified
Uh
only other software that made me do that.. was older versions of blender
I started learning H on version 8
Milkwave3D
why discord randomly steals focus
stopped and started learning many times
also... Speedtree
How about recent incidents?
oh... yes... Unreal Niagra!
I’m curious whether veterans ever get hit too hard by a learning curve
Niagara yess
Niagara was that
we have so much conflicting information in our heads
same names.. different meanings
^^ and yes when heavy maths come into play
all the different muscle memorys for shortcuts
Figured you’d eventually get used to walking on the stumps of your legs so to speak 😜
I've still got stupid stuff from 1996 in my head
Running*
like.. why do I need to remember how to create themes for windows title bars and shit like that...
These are sacred memories
I push all the old stuff out as I have the memory of a goldfish
oh yes... Unreal intergration with oculus vive ... WHY is the input rotation 90degrees!
It’s like that weird time in life where you try to make windows look like osx
also.. gimble locks....
I do remember the confusion of world and local space back in 98
I still hate the fact that not all my software use's the same cords / scale system
or normal maps...
while things are much better now.... (thankyou unreal guys) people expect so much more.. .so I'm still doing more leg work then ever!
a unified 3d shortcut system ...its better now but I used to switch between max maya and houdini and camera would be flying about all over the place
lucky most are now unifying around the maya defaults
You don’t need leg stumps now, just do the worm
looks down its more the roll these days...
Office chair with wheels? Even better. Bask in the glory of technology.
Spinning glory bask (of technology) https://giphy.com/gifs/RETg1tippXtNm
im upping my equipment on the ole renderbox, is a RTX2070 a good card to use with UE editor?
yes
worked wonders for still renders, but the old Quadro 4000 isn't good for UE 😄
but 100% cpu for that so no biggie 🙂
fun combo, Quadro 4000 paired with a 2970X
just to get video out 🙂
if anyone's looking for a convenient tool for snapshotting for help w/ debugging, i recommend ShareX
https://getsharex.com/
I just use snipping tool 🙂
ooof the marketplace freebies are awesome
i have 4.24 and every time i import a static mesh as skeletal mesh editor crash any fix?
What did I do wrong here,I have a actor called "Dash location" in front of the player,but when I attempt to teleport to it's location I get teleported only like 1 centimeter,even if the dash is 10 meters away
oh god nvm
I keep forgetting how weird UE4 is
I made a object dash location,then i made [somekind of child actor?] with same name and only the child one worked in the blueprint
Does Unreal Engine support 2d vector graphics?
Like most game engines, UE uses textures to draw images
So depending on what you're asking exactly, probably not
You may be able to import a SVG and rasterize it into a texture that will be used in the game but that's the extent of it
@plush yew Have a block instead.
@native adder Depends what you call "pixelization"
All textures will be stored as pixels, yes
They won't necessarily be visible
<@&213101288538374145>
The graphics I want to achieve is one where zooming in wont show the pixel edges
@plush yew chill out
@native adder You can use Shaders if you can compute the shape, but Vectors aren't a thing in UE.
It's probably for the best to look into another engine if you need 2D and vector graphics to be honest.
Im fine with alternatives
If I cant get vectors but have ways to achieve it, I can do that
there is always the possibility of having super-duper high res textures :'D
Also that
But really what im looking for is a system to procedurally generate textures
You can do that, depending on the zoom level, but it's not really practical and won't look as good as actual vector
Basic tho
can you give examples what you want to achieve visually?
Ye, I could
Lemme find something online
Something like this but 2D
Base body, then “detail” which is the base body but repeated at smaller iterations from the center of mass
I think a system like that would produce simplistic but fairly memorable shapes
hey any idea how to stop an animation instance play at the last frame so it doesnt reset to og state
i have box that opens
but at end it goes closed again
set it to not looped
Would people recommend udemy for learning? They seem to have a lot of in depth things, and currently a good sale on the lessons.
I'm familiar with C++ courses only there. Think only one or two are worth it.
... In general you have better and worse ones there. I guess you ask about UE courses of course.
Yeah I’m looking at 3 different ones on there looking at the unreal engine c++,
Creating a multiplayer game with c++ and online game dec in c++, I’m wanting to learn as much as I can in the engine but I also want to start learning c++ so I guess that’s a good place to start
Urg im so confused on how to make my character rotate to my cursor
So my dream project is a specific idea for a fighting game, i've never worked on games before and am really new to to unreal and have no programming knowledge in the slightest. Just today i've been trying to follow a 2D platforming tutorial so I can learn my way around Unreal although I tend to get frustrated with how often there are unexplained differences and problems with the tutorials I watch. Is there a better place to start or some recommended classes I can take?
Can anybody tell me how HapticFeedbackEffect_Curve assets work? The editor for that asset only shows the usual Save and Browse buttons. Unreal 4.23
@tropic jasper There is one from Tom Looman Multiplayer FPS C++ or something, that's good. The other one I would recommend is from Stephen Ulibarri "Ultimate..." something, its RPG.
I’ll have a look into now, see what’s gunna be good, thank you 🙂
https://gyazo.com/79c51958af146c796e6fcbdf105eb2f3 Is this bad?
what?
The ms
no
can I ignore this on a 64-bit Windows build?
@glacial pecan Would assume so
"will probably cause rendering issues"... guess we'll see
Just as a follow up to previous posts, I think I'm able to use Artv1 successfully. Pretty happy.
I mention this because, I didn't see a single comment in the past three years that said it could be done, so I thought it was completely deprecated and non-functioning.
@tropic jasper I have bought the same courses. Haven't started yet!!! 😅
Ahhahaha I need to force myself to do it so I need to power through it @solemn siren
Hello, why cant I change the opacity of a text render?
So there is someone streaming game dev with a thing called "Dreams" for Playstation and it has this concept of Wireless Transmitters and Receivers which I thought about and it actually might not be that bad to have in Unreal Engine even though it might be a bit overhead but it is quite convenient.
The idea is that you can make a Wireless Receiver(Event) on any object, give it a name and call it from any other object.
There can also be duplicates of a wireless receiver on the same object or on other objects.
That sounds like a fairly typical global event listener system
Sort of
But imagine it would be part of the editor, so you could go like:
Create Wireless/Global Event
and then do right click and it would show up anywhere
Is that not just an interface?
Afaik for a blueprint interface message you always need a reference where the message goes to
I mean you could do event dispatchers but setting those up is not as convenient
Guys, I'm waiting for rtx 3000. Should I get 1660s or 2060s in the mean time?
I could sell it or use it for machine learning later
Get something used
what do you have currently
A 940m
And a GTX 700 something
But currently 940m only since the GTX is back home
So building new one
1660ti would be light years ahead
I know
But you’d get a lot more value in used
Especially if intention is to move to marginally better amphere
Ampere is for the RT cores and the final touch
I need something to start making stuff
Now 1660 super or 2060super
||rtx sucks||
@normal burrow why is that?
Baking at light speed with rtx
Faster noise 
What do you mean by "everything"?
We’ll see. It’s pointless for the time being
Most AAA console games
Not RTX
Nah
RTX is hardware
Rdna2 will have hardware support too
It’s a specific driver based way of handling it
1660 also has raytracing
No not that please
It does yeah
Shoot me
Have you tried Though akthem?
Yeah why not
I have seen comparisons between ray tracing with RTX and with GTX10 models that have the driver update and it showed that the GTX10 models with the driver update really weren't that suitable for real time ray tracing after all
Tried what?
RTX enabled anything
I can assure you that it is a lot of marketing
But it looks good
It’s cool for what it is but it’s not worth it for games
Cod uses it best and that is barely at all
I don’t think it’s value in marketing your game is high. But I dunno for sure
Megascans are pretty dope without RTX
I do not have an eye for graphics, but is raytracing really that noticeable to most people?
I truly could not tell... even with before and afters.
No
That's sad
It’s horrible
Everything you want RTX to do there are hitched to
Reflections have a bounce limit too
The noise is horrible on top of it all
Yeah idk I’ve got a 2080ti and don’t expect consoles to out raytrace it
But amd might have something amazing idk
Yeah but we might get upto 16gb vram with the 3080ti
So rtx 3000 ftw for me atleast
Are they really skipping 2180ti?
They need numbers explained better lol
You're right
Hello guys, sorry to interrupt, but have you ever faced this problem?
My character is floating 2.5cm above floor level and it's causing me a lot of troubles with the animations.
It seems to be a common issue, but couldn't find a fix. My character has no Physics Asset.
Thank you!
Animation discussion, including Animation Blueprint, Persona, Skeletal Meshes, and more.
If you drop the skeletal mesh component?
That looks like a general workaround, but if I do that then I have issues with my animations using root motion :S
help im trying to add a melee combat system into my game and its not going well?!
i might need some help to set up a combat
i want him to attack then go back to the animation it should be doing like walking or something after hes finished attacking
"That looks like a general workaround, but if I do that then I have issues with my animations using root motion :S"
One might question why you're using root motion.
but also, it shouldn't be an issue
Hello i want to do a tron like game where you can ride a tronbike. My question is does anyone knows how to make this laser trail? do i have to animate this or can i use particle system would be great if someone could help
There is a ribbon particle you can use easily for that
Would think foot on ground would help root motion but I don’t use it
okay thanks
@stark marsh have you gone thru the documentation https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/index.html there are tutorials on how the animation blueprint works
i'm using root motion for jumping. I need my character to move to the position where the jump animation ends. Would you suggest teleporting the actor instead of using root motion?
Interesting use case
Character has means of jumping built in
Have you considered the jumping in third person template?
Why does the first string execute when the loop is completed and not before?
I would absolutely move the character, not use an animation
root motion is almost always more trouble than it's worth
@stark marsh Depending on if you use a blendspace for the idle to walk system and its complexity you should check out the third person character blueprint and how it gets the float value to blend between those based on movement speed. I personally do an alpha of 1.0 on the X axis for a 1D blendspace then on blueprint update I get the velocity of the pawn, get its vector length, divide it by the max walk speed of the character movement component and set the blendspace variable as that
@spark sonnet why do you think it's not happening until its completed, i assume you mean the Hello print string?
Because its an array with over 5k elements so it takes some time to load and when its fully loaded both of the strings print
your thinking is flawed
all of that event happens in 1 frame from what I can see, print string, run loop, print string, draw frame
because your operation takes so long, you don't see the frame update 😄
in my game i need my character to perform 90º turns. Is there something more reliable than animation notifies to detect whether the turning animation has finished so I can apply the rotation instead of using root motion?
yes, don't use the animation at all
rotate the character 90 degrees
and drive the animation through the character
this is how nearly all games work
those that don't tend to have all kind of problems
you guys have this issue on 4.24.1? delete a file that is referenced somewhere, editor freezes?
im having it across projects (some with source control and others without as well)
it's probably going through all your references and ensuring stuff doesn't explode
and that will take a long time
it has to go through ALL your stuff to ensure there aren't more references
that can be pretty slow
your 4.23 may have been indexed already or something
idk, seems like a bug if it happens across all my proejcts.. especially new ones with not a lot of assets
deleting an asset in this project takes several minutes (4.21)
ah ,i see... i guess the slowness finally hit me then
wish ue4 had some sort of progress bar for that though, cause it just shows that it deleted and then the editor freezes meanwhile
that is odd then. When I delete I can see it loading all the references here before prompting me what to do before it deletes it from the project
i get that as well, but as soon as i press force delete
than it freezes
the solution is not to delete things 
or even better
dont create new things that will be deleted 🧠
yeah it does that for me as well, I havent deleted anything in a while I guess lol
Just delete them through the file explorer
oy...
im just saying, not trying to pull rank or anything(becaused id quickly get outranked), but in my 3 years of ue4, this shit is weird
lol, important to be accurate
agreeing with you now that I deleted something in a full project, one wav file is taking 2 minutes so far once I force deleted. No source control so its not that. 20% cpu activity on UE4, no HDD
is it still ongoing?
and it failed to delete lol
question is, what cpu?
3800x
i7-4790 here but its not even using 1 cpu
i saw yesterday a computer with vs taking 18 percent cpu on idle
ah okay yeah
20 cpu is probably normal then right?
(matthew)
its must be doing more reference checks because after it un freezes it bitches about assets being referenced and still open and fails to delete... so you arent crazy @sonic pagoda
yeah nothing above normal on the CPU here
so no issues on blueprints, the one having a problem is a sound wave
note to self: its quite nuts how well the 3800x compares against the 9900k
and even then it's just this one wav, it says its open in the project but I have never played it or used it. Direct references work fine when deleteing (music referenced in the level bp for example)
the wav is referenced in a .cue which is used in some BP somewhere (deleting crap from an ALS test project lol)
im guessing they must have fixed that bug where you would delete a folder and it was still there and this time thign is the price we pay for having it fully functional? because i swear it was way faster in previous engines
I dont remember it doing this either, the loadup to the "force delete" screen could take a while but not after. It would always fail quickly
one thing projects rarely do is just re-save all assets
its a good idea because if the project has been upgraded to newer engine versions it might be doing things to load an asset that it wouldn't have to do were it saved with the same engine version
if your getting problems with snappiness
yep it's a reference thing. Sound Cue -> reference wav -> error after 2 minutes when force delete. wav referenced in BP -> delete immediate. Wav non reference -> delete immediate
this is ue4 in-game (3970x)
like its checking references -> sees the cue so loads the cue -> deadlocks the wav as its now loaded -> times out with error
so you aren't crazy it's just specific things causing it lol
i see, yeah definitely these projects have been upgraded so it "checks out"
well this is a new .24 project from the realistic rendering and oi opened all the wave files and saved and the cue and saved. still an error if i force delete. replace reference is fine
so its an issue with the node being abandoned in the cue I would guess
with a play sound node in say a blueprint removing the sound wave will just make the node have no wave file to load and delete of those waves seem fine
2 minutes per test is.... annoying lol
2 minutes per anything in volume is yeah lol
yup, i've just been force closing ue4
actually i take this back
I wonder if that's the issue where it can't handle "removing" references for certain nodes
what other types of force deletes cause this for you?
in this last case , in specific, it was a landscape layerinfo
which is referenced in a material and in the landscape itself yes?
yes
damn no issue here with a layer info lol
is the level with the references open when you force delete?
it was for me now I have a black landscape
yes
pat really should learn more about how that stuff works with delete
hm okay
are you watching the log at all as this happens?
i didnt but i can find it and try to see what happened
one of the benefits to launching with vs is a output log that doesn't eat all resources with scrolling
wouldn't expect one to keep the output log open in ue4
but you could look at it, the information is going to be more relevant when you see the stuff piping into it real time though
if anything
ehrm
[2020.01.08-16.03.55:020][408]LogSourceControl: Attempting 'p4 fstat -Or C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.55:049][408]LogSavePackage: Moving 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Saved/Foliage_Removal_LayerInfoDEC960C6432B1E3129886789F5DFDD9D.tmp' to 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.55:049][408]LogFileManager: Warning: DeleteFile was unable to delete 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset', retrying in .5s... [2020.01.08-16.03.55:550][408]LogFileManager: Error: Error deleting file 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset'. [2020.01.08-16.03.55:550][408]LogSavePackage: Error: Error saving 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.56:795][408]LogSlate: Window 'Message' being destroyed [2020.01.08-16.03.56:836][408]EditorErrors: New page: Save Output [2020.01.08-16.03.56:836][408]EditorErrors: Warning: Error saving 'C:/Users/reivi/Perforce/RTW_Perforce/RTW_Alpha/Content/RezTech_Studios/Auto_Material/Landscape_Materials/Layers/Foliage_Removal_LayerInfo.uasset' [2020.01.08-16.03.58:726][408]LogSlate: Window 'Packages Failed To Save' being destroyed [2020.01.08-16.04.12:004][258]LogUObjectHash: Compacting FUObjectHashTables data took 7.07ms [2020.01.08-16.04.13:106][258]LogSlate: Window 'Save Content' being destroyed
so i guess it failed
but i never got the failed message
in editor
yes
no
heh I got an ensure condition error lol
LogOutputDevice: Warning: Script Stack (0 frames):
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.023 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: PackagesToReload.Num() == 0 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/UnrealEd/Private/ObjectTools.cpp] [Line: 2810]
LogOutputDevice: Error: Failed to unload all packages during ForceDeleteObjects
LogOutputDevice: Error: Stack: ```
and a stack dump after
i dont think it was checked out at the time, since i had not edited it at all
but maybe it wanted to check out the file, before deleting it..
i use svn but have it hooked into editor similarly
i'll see what happens when i try to delete something not checked out
mine is the same issue without any source control
yeah i had it in other projects as well without source control since getting on 4.24.1 none of them made in .24, but you just did make a fresh one
yeah it just deleted fine
but fwiw the asset wasn't in memory
didn't ask me to check out though
mine wasnt even loaded, was in a separate level so its just simply trying to do it's and the assets are getting stuck
just double checking its not source control related, it actually rarely ever is
yeah
unreal just constantly grooming the snow or something
can you put a time to it monster, and does it actually delete?
what was in the stack trace if you don't mind me asking mathew
And theres a bug with enums,I don't know how to replicate it but it doesn't allow you to save changed enums,and when you get out and try to delete the saved folder it says the program is opened and theres nothing in the task bar
@sonic pagoda it does delete,but a simple deletion takes 30 secs
I don't understand why is there no main channel where you can ask main things that aren't related to the Programming Channels?
Or is it THIS channel?
welcome
depends on what you are asking and what the #more-resources says
ye, read that
It's this channel,if you problem is really specific then you go to other channels
if it fits no where else, it does here.
@normal burrow doesnt really help, I dont have debug symbols installed so its just a bunch of useless stuff
ah gotcha
and it only errored out 1 time, tried 3 more times same action and nada
never use them they just take up space, I can run the source version if I need to
word
I got a weird bug in only dedicated server where the character slides forward with no input,and debug says nothing
if you want to describe exactly what to do i can test it on source version
to reproduce i mean
my 4.24.1 is fully compiled on c++17 though, so its not exactly normal but would expect it to happen and could debug the break point @sonic pagoda and mathew
I would like to create my own starting blueprint for a first person game. I do archviz, so some things like the gun are not needed, others I'd like to adjust -- the collisons to need to be adjusted, as does the speed the character moves at, etc. There are a lot of good parts in the one provided in the engine, so if possible I'd like to modify that rather than start from scratch.
That's how my movement system started
And i have kept it seperated and really customizable
you got rid of the gun right taholmes160? also @abstract valve may have some really like time saving advice for not using fps as the template?
I imagine there is something better than starting with fps for demo of arch viz
I tried to but it didnt compltely work, and I cannot find the section where we talked about it here
ah you spoke with antoine already?
@normal burrow i'll keep an eye out for these errors, but mostly on my smaller project since this one currently is 80gb dont want to send you that, for your own sake, the other one is like 2gb so once the error occurs on that i'll shoot it your way ok?
Why is your project 80gb?
3 years
oh yeah i don't have time to transfer projects really
And?
of "content"
if you could just describe repro
i have like every asset pack (and it was actually 120gb, i deleted quite a few things)
My project is a walk through, rahter than a still picture
@normal burrow
ah ok Pat
yep taholmes160, i just imagine the archviz features of the game don't involve fps template
wonder if your doing something that isn't already done for you is all
i have no idea personally, but would expect walk throughs be a no brainer for the non-game templates
Might well be, I have a lot to learn
cool -- didnt even know there were non game templates
asking in #aec-visualization may prove substantial
admittedly i don't know much about the subject
and see if its useful for your walkthrough
@sonic pagoda planning to do that
here comes life 🦸♂️
@plush yew for archviz if you use 4.24 I suggest you start using our templates
haha
I'm leaving for lunch right now though
Cool -- thanks
SWEET -- thanks
hooray
Wow -- didnt see the archviz section at all -- was off the bottom of my screen
im following a tutorial on melee combat and im making an animation that puts his sword on his back/puts it in his hand, but i cant get the sword to be in 2 differant places
the link to the tutorial video is here if you need it : https://www.youtube.com/watch?v=jKBAvvJDmMo
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this video, I will show you how to attach a sword into the back of the character in unreal engine 4. Also, how to make the character e...
what i mean is i need 2 differant positions where the sword exists, his back and his hand
yes and virtus learning academy, hes also another good one
mhm
dank pfp 😳
I've followed Virtus since back when he was a very small channel
always been a good friend
also
yes
haha
nice, i only got into unreal a few months ago
but about the sword thing though, in the video he makes it in 2 differant places with scene conponents in the viewport
but i just cant get it to work, like my sword only has one position and when i move it for one scene component it just moves the sword for both
its sorta hard to explain but if you watch the video from about 8 minutes onwards i think he does it
does anyone know what i could do?
Hi,I've decided to get in to game development in my free time,I'm graduating in computer science,so I know to program,and I've used blender 3d for about 2-3 years,so I also know how to 3d model,animate etc. My problem is that I'm a bit confused and I don't really know from where and how to start with Unreal Engine.Can anyone give me some suggestions please?
im quite knew to it aswell, but theres tons of tutorials on youtube
Start as in what aspect?
thats how ive started learning anyway
hold up ima link you something
you can code in blueprints or c++ from what i know if you didnt know that
ue4 documentation: https://docs.unrealengine.com/en-US/index.html it's your best friend
Complete resources for learning to use Unreal Engine 4
literally the best thing you can use at your side at core
especially starting out
Start from the beginning. Make breakout or spacewars (2.5D of course)
@reef lavaI I'lle be a solo developer,none of my friends is interested in it
@reef lava thank you
If you have an Anim Sequence with a notify close to the very end, when it starts blending out, is it supposed to prevent notifies from firing?
Oh, turns out, anim sequences don't get updated when you reimport them (and they're different) in anim montages. So my new longer anim sequence's length never got reflected in the anim montage.
@abstract relic,I've already tried something with unity,but I didn't liked it,made a very awful pong and flappy bird games in it
So I want to restart
along with text, the documentation resource as I've linked you does a great job of mixing text with visual and interactable learning. It's also very useful to learn of pretty much or near every feature unreal has to offer, and how to use them, or when to use them.
I started in Unity as well
a long while back
then i began modding other games, some even in Unity
and got to unreal climbing up so to speak
does anyone know how to set two differant locations for my sword to go, like on my character
@dim plover nothing should necessarily stop a notifie from firing as long as it's on the anim track where you believe it should be. Although not exactly sure what you mean
and oh
nvm
lol
i need one slot for my hand and one for his back, and i have got an animation that grabs it/puts it back
Thanks anyway, Aerix. Though... this bug is definitely going to be a problem.
right. yea, speaking of bugs, I have quite a project breaking one ive been putting up with for quite some time now
fustrating as ever, not a man I know can pin point it
What is it, vaguely?
ive used ue4 for 5 years...never seen anything like it; but hold up I'll link the answerhub post i created a few days ago
like I said, nothing I've ever come across (and obv using unreal for 5 years you're gonna get the fair share of problems and things you need to solve yourself) has ever been this bad, nor have I any explanation for it
Hey so I have a main menu widget bp with various child widgets in it. And sometimes I get this error: "Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". This is on the "Add to Viewport" function in the image below. It is as if the widget it is trying to add is null, however, it is created just previously. And this error is random. It rarely occurs but sometimes does. Any ideas?
i really dont know how to get this to work like what he does in the video
he has 2 differant sockets for the sword
if my map would open I'd honestly try the sword thing myself
but my computer wants to shit on me
😳
fantastic
his back and his hand are both sockets with scene components, and there is an equip and unequip animation
I haven't really I am just considering switching to unreal, and all this blueprint stuff is sort of scaring me away. From a programmer's perspective they look like a nightmare, and they seem pretty much unavoidable in the ecosystem (eg. marketplace). Can a programmer here tell me they are actually good and useful, or am I right to be nervous?
the animation is the thing that i have got working, its just the two differant locations of the sword on my player character which i have no idea how to do
Random Suvery from an enthusiat, who likes Street Hockey?
excuse me what
i like street hockey, yes?
ah but no advertising ninja moves for jedis
i dont know really, i dont know much about coding it text based, but it looks like blueprints are just easier and do the same things, im not sure though if there is extra things you can do with coding with text
am i high
not discussing, i lioke treet hockey, wish it was in Unrweal, oh wait maybe
DM for more personal Instructions Sir / Ma'am 😉
lmao
@obsidian lily I was a bit unsure at first. But honestly u can do a lot in BPs and I somewhat code... faster? in BP. Its honestly personal preference. C++ will also be the better go to but the blueprint system has expanded quite a lot
@brazen axlealt I believe you are being fucked with 🙂
i am lol, but not dumm as some say : Blush :
no i will leave recruit in Looking for talent, it's not kosher top advertt here
only jeids green screen their death sir
Steven Spielberg raped indsie jones man, raped!!
oh Wow
@abstract valve Having trouble finding the "Select template category" Page
@woeful snow I would be really surprised if BPs were faster for me than coding. Like, I can't even conceive of it. How would I design good apis? how would I test? And by the way, how ARE blueprints stored in version control? are they just saved as generated code, or is it worse?
i lives epic's unreal since R6 first hit the shelves, weird flex hehe
lol
r63 was socool
i like this guy even tho he's prob gonna get banned
Well what I mean by code faster is in certain circumstances. Basically when I first started 3 years ago, I was super slow with the blueprint system but gradually got faster with it
I still code in c++ obviously
Hooray!
right
i personally prefer a combo of both
instances where you'll use c++ , others where you'll utilize bp, simple as said
just gotta learn and know what they are
ok, re: combo style, can you tell me some circumstances where BPs are good? like, how does the switching work for you?
Um. Well like if I want to program something quick like a component for the player or a widget, or player data overall, I might use BPs. But I would use c++ for tasks like what the player can do or the gamemode. However, when it comes to save game data for servers or just singeplayer, its typically c++
well you could code your interface in UMG and BP or you could code it in C++ and slate
How do I remove this extra green llayer of texts?
@grim ore wait, UMG is BP-only?
Slate is c++
Any idea how to connect to my steam dedicated servers using IP and Port (Open Level) without using Sessions? I know about NetDrivers and bUseSteamNetworking in DefaultEngine.ini but I still dunno whats the correct way to do it
it's not BP only but it would be silly to use the UI layout system in pure code rather than in the editor. technically you can use C++ to do all the UMG stuff but.... why
Anyone have an answer btw for the question I proposed above? I still don't understand the null error.
Its very rare and uncommon as I said
@grim ore yeah, that's what I'm interested in -- why indeed. Right now I can't conceive of what would be bad about the code or what would be good about the BP, even though i believe you when you say it?
there is nothing bad about either, the engine is designed to use both
so you learn the engine, learn how it works, learn what is supposed to be done how, and profit
you can force yourself to use one or the other but the optimal way is both if you can
rigging up an animation blueprint?.... blueprint. doing some heavy math loops? c++. setting up a UI? UMG. etc.
ok, I see
and what abotu the VCS question before? How are blueprints saved on the filesystem? what do they look like in git?
I Personally use BP as much as I can because It's much faster for me (no need to reference the API or remember * & etc.)
Blueprints are data so no real diffing. there is BP Diff in the engine but it's wonky
in the end the general practice is do your C++ stuff when you want to do C++ stuff, expose it to BP to hook it all together visually if you want or to let your designers who can't code design stuff and make a game in the end
data, as in stored as binary so there's no text to diff meaningfully?
yep binary, not text
that's pretty bad
it makes me queasy to think of substantial connective tissue in a complex piece of software, just hidden from VCS
like pull requests and code review
and testing. I suspect it's probably fine in practice
but call me a dinosaur, it definitely doesn't jive with my coding habits to date
there is automation testing in the engine itself and you can do it with blueprints if you want
code review in BP is no different than code review in text, you just see it in pretty boxes 😛
its a different work flow for sure
yeah that parts made me hopeful -- I have a whole spreadsheet with questions to answer about unreal, and checkboxes where the answer "this will be fine" and testing is one of the checkboxes 🙂
I mean a function that takes in data , does stuff, and outputs data is going to work the same in BP or text code you just have to grok it differently
the primary thing to remember if you have this question is blueprints are just C++ code on the back end exposed in a pretty picture to the front end
that's what I keep reading
but also that they are stored din binary, and like 10x slower
if it were literally the case that BP graphs were just natively represented as straight-forward, generated c++ then I'd be fine
it's all relative in terms of BP being slower than C++. In the end if you optimize that will not be an issue
@grim ore yeah, I've had this conversation with myself too. My usual answer is "I'm switching the beauty and ease of C# in large part for the performance gains, how sad will it be if I pay the price and don't get the benefit?"
and technically there is support for BP saved as text assets (the engine just doesnt read them lol) and you can technically copy/paste BP graphs into text. The issue is they don't save as text and probably never will to be honest.
BP tick is more than 10x slower
measured about 100 times slower or more
to give a reference. 100 BP tickers will waste 1 ms on consoles
btw, 100% overhead, tick connected to nothing
fuh -- seriously, what could it possibly be doing under the hood that causes that? some kind of asinine marshaling scheme?
different types of overheads in a bunch of places
just do not use blueprint tick at all
use blueprint for event based stuff, not stuff that runs every frame
and specially not for anything that loops more than 20 times
blueprint has a "fixed" overhead per-node. If you have math loops, the overhead of BPs will be much bigger than the calculation itself
other than those gotchas, you can use BP
just remember that they are a script language
use it to extend stuff and do high level stuff, not core logic
don't ya just love it when you click a UE4 link on google then it logs you out of your epic account for some reason and then redirects you to a completely unrelated page
Spend a bit of time making a small project in UE4 trying out BP and C++, remake something you have done in Unity to compare if possible and just see what happens.
I mean, my original thought when I started looking into this was that I'd just avoid them, but the ecosystem is pretty dominated by them :/ Like, you'd be hard pressed dto find a tutorial or marketplace asset that isn't just BPs
because distributing c++ plugins is much more of a nightmare
so only serious stuff gets distributed as c++ plugins
yeah @grim ore I think I'll need to
but anyway
its interesting that prebuilt binaries are a thing on mp
I believe you
there are some very nice things on the cpp plugins land tho
pretty much all cases of marketplace "game logic" stuff in BPs is garbage
mostly because you shouldnt be implementing such things on pure BP to begin with
idk vblanco
if the person is using pure bp in their game they might be putting a lot on the exposing of native from plugin land
It is unusually hard to read BP marketplace stuff.
I bought a couple of settings menu stuff, all BP, couldn't follow any of it.
On another note, if anyone wants to make a settings menu done mostly in C++, I'm sure there's quite a bit of interest in it. Might be worth it. 💰
speaking of plugins -- one thing I'm still trying to figure out is pathfinding. In unity there is basically nothing, but there's an excellent project called a* pathfinding project by this guy who's been at it for years. It's a great package. when I looked into it in unreal it seems confusing. My impression is that there is some kind of native pathfinding in unreal, but also that people write their own which tells me it's probably limited, but I can't find any details
and most importantly, I can't figure out if there's a plugin that already exists that tries to be comprehensive like APP tries to be
There is a navigation system in UE4 out of the box and technically A* in the engine just not exposed.
There's also EQS, which you may want to look at.
APP is poorly named -- I thnink it started as an A* implementation, but actually now it's a big system with a lot of options
the basics for navigation itself are built in. areas to move on, obstacles to avoid, etc.
dynamic, too, I assume?
@dim plover -- this? https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/EQS/index.html
Documents the Environment Query System (EQS) and how it can be used to query the environment for data. That data can then be used to provide the AI with data used in the decision making process on how to proceed.
depending on the goal yes, I know people bitch about it in "large" worlds but I think its a learning curve for that one
Fortnite is fairly large and has bots using UE4 so thats about as well as I could say it works for sure
How does one make a character rotate using blueprints?
my use case is basically 2 different things: one is smaller areas with fairly complex geometry (including bridges and the like), and one where for large areas that are significantly for simple
think of like navigating a landscape over distances, then navigating a town
@native adder if you are using a Character you can set the control rotation
slap down a nav mesh over the terrain you want it to walk on, block anything you dont want it to walk on, and tell it to move lol
Its a 2d frictionless enviroment
a to b navigation is pretty simple, the EQS system is more for choosing what to do rather than moving itself
And the desired effect is the character rotates to the mouse
well i dont know how you are moving the character itself but there is find look at rotation if you want to find the rotation from A -> B
yeah it sounds coo. Although I do worry about details -- what about ladders or other "jump" type connections? What about dynamic geometry, eg. the player places stairs in a new arbitrary location?
there are nav links for going up and down, ladders are special case like in anything
@grim ore The movement is by a basic clicking system
Press left to add speed and momentum
how do you turn it now? or does it not turn at all? can you rotate it now with keys or mouse
Not turn at all
There are nav modifiers that apparently able to support stuff like that. Dynamic geometry is also supported more or less out of the box.
The only thing it straight up can't do is flying stuff. No navigation info in the air.
then you can probably just rotate the mesh, otherwise if this is a Character class you can set the control rotation. You can use the find look at rotation node to find the correct rotation to use.
this all sounds great. I may need flying down the road for some kind of mob, but whatever, I'll burn that bridge when I come to it
Will do
Are planar reflections totally disabled for mobile platforms? Or is there an override checkbox hiding somewhere that disables them on mobile by default? I currently see blackness where there should be reflections 🧐
the main thing is people walking around, which it sounds like I'm good on
yeah walking around is no problem. You can find many a tutorial on that basic AI lol
even ones that handle doors and remaking the nav mesh as needed
you are just going to have to go play with it for a bit, even if it hits all the checks it still might not work
actually, while I have you: what do you think I might be fucked by that I don't yet know about? Like what would I put on my spreadsheet if II already knew what I don't currently know about the pitfalls of unreal?
Every engine has plusses and minuses, your project should dictate what to use
like a mobile 2d game multi platform and using ads I might avoid UE4 if I wanted to knock it out quickly
a basic Multiplayer FPS, I would choose UE4
an AR experience that needs the latest SDK, I might go with Unity and Vuforia
it's neither, but in terms of scope and capability, unreal is fine, and almost certainly better than unity
I don't think either is better, they just do things they do
I have a prototype in unity which just can't hold up, performance-wise, even though I've tried pretty hard
a basic Multiplayer FPS, I would choose UE4
Are you implying that you would pick something else for an advanced multiplayer FPS? 😄
maybe lol. I know a basic MP FPS would be like drop in assets and bam it works in UE4 lol
like a more advanced MP FPS I might lean towards Unity just due to them having more services I might need as epic is still ramping those up
are there any obvious must-have assets for something like that?
Unity really has a quite nice set of services they offer their users and Epic is just slowly catching up
like is there a "everyone uses this" kind of character controller or something?
What type of services? Like... Gamelift support sort of things?
No, there aren't really any mandatory third-party plugin stuff, really much at all.
yeah. ads, analytics, cloud supports, etc.
nothing you cant do in UE4 just not out of the box like in Unity
but then again Unity literally has no official Networking layer right now so....
yeah I guess that's true, but I also was surprised when you wrote that
because when I think of unity I think "well, this is going to have to be custom..." because basically nothing works
like networked multiplayer -- sure... except not, you have to roll your own
even terrain is like... well, fine to prototype, but good luck actually using it in a real game
yep it's a global picture type thing. What can I get out of the box from this engine, what do I have to roll myself, what can I purchase, etc.
Unity is catching up to UE for some of that quality of life stuff, while UE is catching up to Unity for some of that bonus stuff
yeah, agreed
blasphemy
at some point Unity Engine will be born