#ue4-general
1 messages · Page 630 of 1
I don't know anything and yet i knew that
😄
woohoo
can I use....can I use the gifs as textures?
sure
will they move?
as long as I don't have to sue you for slander or something
or will that cause too much...uh...concnetration on them
because then I'll sue you for slander or something
they'll move once you learn enough unreal
:p
I thing usda won't recommend such intake.
Wasn’t expecting this
can't bring up bananas on the internet
My creativity will know no bounds with inspiration from Allar and technical resources from you, High Tide
How long were you waiting for this topic haha
He was ready for it too
especially here
Just many reserves of incase

I could in theory, use a program to take 2D stills of your gifs and face to reconstruct a crude 3D model of your face and make you the head of the banana-man hybrid
which would be blue

also lol that voxel has the explosion gif edit
difference between pixel and voxel?
I udnerstand voxel has more....resolution scaling or something?
Voxel is volume based
voxels are imaginary pixels
imagine a pixel in cube form
but the dimensions are imaginary
and made up
imagine imaginary things
those are voxels
Sounds illegal.
Pixel in cube form eh?
be sure to obey country export laws
voxel tech with unreal may be illegal in certain countries
specifically any country barred from accepting the eula
no more meme jokes plz, need to understand before go crazy
AM I A JOKE TO YOU
Also fun to poke voxel man @silver crown
Ignore this ping, imma just plug your plugin
I should hire you at this point @abstract relic
Summoning succeeded.
they're low on their nanas
Annnd plug. Jokes aside, this is a nice tool to implement and play with voxels https://voxelplugin.com
Yeah doesn't make coffee
god
So useless
voxel coffee dreams
imaginary cube pixel
Ideas of what?
bananain
You know in French pain is 🥖
Everything is a lie when it comes to dealing with computers. Especially rendering
Quite literally
It’s all triangles
one day I'll understand the jokes
and be on you guys's level
triangles
so volume
and triangles
lmao
Here’s how you can tell when you’re ready Bps: which way is up?
Z
Is it
Always
It’s like kicking the hornets nest
Ya know the other day I had to make a paper cube to wrap my mind around the unreal basis
Useful af

For real map file, z is up
but...why would I dig under them?
Who map in XZ
Why not
Say you have a thermonuclear bomb
oh god
Then you can't use Unreal per the EULA
I take it back, I like the banana now
oh I just picked up a dozen on sale
I have repeatedly attempted to get permission to use ue4 for my nuclear reactor
Or
No bell phy no bell
Same reason you’d enable physic stimulation on a landscape
No bell?
I could 3D model Allar's head and use my banana as a texture for his skin flesh
I do need a new head
I'm sure Allar photoscanned himself at this point
watcjh him do that nod gif
I got my head skin scanned by quixel but nothing came of it
No slander though

what is slander to him at this point
He gave us a pic of ....hismelf? inside a banana
yeee
Like I could bite it and taste ice cream smooth
It reminds me of oblivion
Why are you Hero of the Peole Allar
because a video producer at epic made a typo on an official epic live stream I was a part of
Do I ahve to open up unreal engine to download it?
lmao
did everyone jeer at him and point it out?
You assume
within 5 seconds of my first time being on epic's livestream it was immediately spammed by chat
Savage
You’re the resident meme
then someone at epic made it my forum role
and then it got used as the name for my role somewhere else and
yeah
<_<
heh
I barely noticed the typo
Never did before

It's a tricky typo
you shold find the source vid and cut out and loop the chat spamming the typo to send to him at random intervals
Get out of my house right?
I've already got enough people clipping my twitch channel and I don't even have that many viewers
And get out of my house

You’ve got much to learn
I told people at the end of one of my marketplace plugin product videos to get out of my house :p
wtf lmao
lol
did you give them free gifs of your face tho, as party pleasers?
I don't give nothing to no one
so you do give something to someone
what
Even Stevens
@everyone
typo'd so I could be in teh group
Damn Luos
Allar &= ~Allar;
I still think we should bring back karma bot
in vr?
just in general

to learn*

What's learning
to learn with my seeing eyes
I’m a fan of 3rd person
thank god High Tide coming in with the suggestion
More of a opinion 😜
you should remake flatland
I could technically change that at any time right?
Yep
make the game from the perspective of a creature in a 3d world but that creature can only perceive 2d
and are you asking me to do something impossible at my current skilll level
What is skill
not me
but it also told me to select some "Graphical Target: Selecting Scalable 3D or 2D will disable some post processing effects. Set this to Maximum Quality.
Starter Content: You can enable this option to include Starter Content. For the sake of simplicity, set this to No Starter Content."
bananana
Blame High Tide
I don't know that tutorial
but I should because
lots of people been recommending it lately
Got it from Luos
Should be teachened
Learning is overrated
Go home. You’re sleepless drunk
I like that I'm learning from you all, specifically. It gives me confidence.
Especially in this moment.
After that exchange. Yes, especially you.
I hope you're not learning from me rn heh
Glad you haven’t gone insane yet
I don't even know if I can comprehend your cosmic wisdom phy
So far I've made a blank project with no starter material
and at maxiumum settings
Voxelized wisdom
Sleepless wisdom
Wisdom
🖖

🐬
WAIT
location for my project to be stored
I ahve two drives
a C drive and a D drive
the D drive has unreal in it
Use C:/Windows/System32
More fun this way
Backslash you heathen
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
if you don't have OneDrive, windows has a built in installer
Hey, I created a really simple app with unreal engine. After let's say 2 minutes of doing nothing ingame the process goes "inactive" in task manager and I can't do anything but restarting it. Any ideas what could cause this behavior?
that sounds odd
Not something you need to worry about. Unless it’s a shitty drive. Location between the engine and project doesn’t matter
so i sohlud'nt put it in unreal engine?
Could try running it in DebugGame
you should put it in engine\binaries\win64
With VS attached
Definitely don’t put it inside the engine itself
its faster if it is within the engine
Pro tip
the closer the engine the faster it can talk to the engine
High tide
@abstract relic
If you don't name it Test you won't have a collision with an engine module name
so won't have fun
Random pat ping +1: 2
you are the worst darth vader reincarnation
Random HighTide ping +1:3
sometimes I work out of recycle bin
@abstract relic
that way when I decide my work is trash I don't have to do anyhting
@normal burrow where are you located?
It's even funnier on Linux
lol
You can just use /tmp
today I literally spun up an ubuntu docker container so I can work on a git repo and have it disappear after terminal close
Love this crazy collection of ue folk
heh I have ubuntu on windows only to run a one line shell script
Hi Mike from California
hi
IM GONNA JUST SAVE IT IN D
I’m from the USA
FUCK IT I:LL DO IT LIVE
Northern area
I'm Mike from California :\
😬
@waxen narwhal log file
I wouldn't expect much from the log if it hangs though 
Or will it
It never makes sense. Let’s be honest
uproject files are not associated with this project, would you like to associate them now?
I feel like I'm casper the ghost and you're my uncles
Pausing in VS seems to be the safer bet
Unless it's a deadlock
Then it won't make sense
@waxen narwhal do you know how to walk stacks?
I MADE A NEW FOLDER IN D CALLED UNREALPROJECTS
DUNREALPROJECTS
Hey look you have one drive
heh
Phy is east coast?
I try to not record videos past midnight
East Coast America?
I'm west
ye
You’re over there again phy?
Yeah

Toolbar: Contains a variety of different functions. The one you will use the most is Play.
Sweet
The one you will definitely never use is Marketplace
also yes and what do you mean by default taskbar icons
I've lareayd hit that fucker once
luckily i could quickly exit out of it
unlike in windows 8.1
where it kept wanting to stay around like a summer fling
"What’s the point in having a turntable with nothing to display? Download this model of a banana. Inside are two files: Banana_Model.fbx and Banana_Texture.jpg. Alternatively, you could use your own model but why would you when you have this badass banana?"
did everyone just mute me
lol
We sleep
@normal burrow i will take a look at it once iam back from class thanks for the help 👌
hello @waxen narwhal
Hello @wintry otter 👋
@waxen narwhal I'm just now learning unreal for the first time and I'm so excited lol
Also I love DinFxx
"Even though the banana is looking amazing, it would look even better spinning on a turntable. Creating one is easy using Blueprints." lmao
@plush yew I'm sorry, I don't know how to help you...yet.
you need an object you want to call the function on
Hey, anyone know what exact specs I'd need to have a rig that can work flawlessly with Unreal Engine?
Given considerations for compilation, and inputs suggesting that AMD Ryzen is now better than Intel Core i9, along with GPU considerations.
Or simply 80% of the time.
edit: under a budget constraint, of course.
Btw Allar, thanks for that Style Guide. I almost follow it religiously.
what
good job
i have a silly question
I keep saving things to my downloads, but they do not show up in my downloads folder
it's from google chrome
Go to settings and change the setting for showing the dialogue
okay
it's so weird
it shows up in a recent tab in my main folder
but i cannot find it any other way
Hi guys ! I'm trying to figure out why my Substance Painter textures are darker in UE4, does anyone has a clue ?
metallic needs reflections
Color is combo of material + light + formulas, one is off - all is off.
im completely new to unreal engine or any programming languages, does anyone know any great starting tutorials
Depends if you want to learn an actual language (c++,c#) or go with bp
Also scroll up, less than several hours ago there were tons of links posted.
Blueprint is an actual language, too
Except Blueprint is a crucial tool to use in UE4, and pig latin often isn't
should i start by learning bp and mabye c#/c++ later
You should absolutely start by learning Blueprint
UE4 doesn't support C#, and C++ is not something you will learn just like that
What's the most accessible way to add custom shortcuts? I got some editor scripting actions I'd like to bind to a key if at all possible. I'd rather not have to use C++ just to set up shortcuts, but I will if I have to
Surprisingly I can't find any information on that online
BEHOLD MY MASTERPIECE
@polar hawk @normal burrow @abstract relic thanks, going to do #2 tomorrow.
a banana spinning on a turntable 😄
a metallic banana spinning on a green turntable, on rough, pink ground.
**
@sudden agate @lapis vine @cloud cobalt Thank you for your answers, albedo is SRGB, SRGB is unchecked in OcclusionMetallicRoughness. I guess the lightning is the problem, I currently have a basic dynamic Light source. Do you think adding an HDRI cubemap would help the colors to appears correctly like in the 3D view of the material editor ?
Anyone know why the light cones are not visible on any of the lights?
@mint jolt Is the albedo also exported as SRGB in Substance ?
light isnt visible unless it hits something
@cloud cobalt I'm using this UE4 preset :
you need to check your textureset in Substance
@sudden agate your avatar looks like a villager from the game Black & White
@scarlet socket I never used Substance, but "RGB" is SRGB, right ? Not linear RGB ;
@sudden agate @cloud cobalt
Weird
@cloud cobalt I think it's a matter of lighting, I only have one the default directionnal light enable in UE4
it's pretty typical that it's just the UE4 map lighting environment isn't the same as the Substance lighting
does your material/plank/model look better at least in the UE4 material/model editor subwindow?
Yes it was nicely represented in the UE4 material editor
then you just need to work on your UE4 map lighting environment
stuff like sun direction or skylight power relative to the sun
Exactly I've already some better result, thank you !
substance and the UE4 model viewer mode just use by default a single rather bright skylight/environment
it kind of reproduces an environment where light comes from every direction somewhat uniformly
Ok I understand, I'm gonna study that more in depth thank you
Are there any marketplace products that could replicate systems like Eon Altar, where multiplayer is controlled by player phones on the TV. The phones are used for inventory /menus/ character management/ instead of the menus popping up on the TV screen, they appear on each players phone? If not, is that something feasible with a combination of assets , or would it all be custom built and where could I read about more of this? I've only ever seen 1 game do it :
That sounds kinda interesting but also extremely gimmicky and you're basically forcing yourself to do device support testing for all sorts of mobile phones for a feature which really has little reason to even be that complicated 🤔
I think effectively you would have to have an app on the phone, which is in some fashion linked to the player's device (online over the network probably)
The games I've seen that tried to do mobile phone companion apps had at least 2 common issues. Half the time they didn't work. And it was such a pain and counter-intuitive that they hardly, if ever, were used.
Yeah I think I would try it once just because it's like "oh really it can do that?" and probably just opt in to use a normal inventory after that lol
I definitely remember Rockstar's GTA companion app being incredibly broken
Agreed, like, the idea is intriguing and sounds cool, but in practice is usually implemented poorly and full of issues
there is a way to make it "work"
Yeah, GTA and RDR2 were a pain. It was quicker just to do it all in game.
make your own game an http server serving html/wasm
keep the phone part as simple as possible too
Yeah I thought of that Stof but would a console for example allow you to listen on some random port for that?
Its like the phone that projects the screen on your arm. Extremely cool idea. But it didn't work well 😂
yeah well I was thinking mostly in PC terms here 😛
console is a pain for sure
you probably are looking at console manufacturers adding the support themselves first
Would this pixel streaming article that is mentioned on unreal site achieve any of this?
Anyone here used Noesis GUI for UE4?
https://noesisengine.com/
@serene birch it would be ran on pc for this project
there's mostly two issues I see
So would it be like those jackbox party games, where you can link a bunch of phones in to play?
getting the "control app" on the phone
and making it so that the phone can contact your game
using some http/wasm/js serving on the game side is a way to get the control app on the phone, but you then need to write it in html/wasm/js
making it so that the phone can contact your game on the other hand gets tricky
if the phone is on the same LAN as your PC it's ok
but many users will just have their phone not on wifi at all
probably why most of those tries you see are "dodgy" : they actually have the phone talk to the game through a third party public internet facing server you now need to maintain/support
Even with this "new" pixel stream tech?
on the other hand it doesn't require you to add an HTTP server process in your game 😄
dunno, maybe
Interesting. Long road of failure lies ahead of me it sounds like lol
this page doesn't mention UE4 streaming custom images to each phone
Pixel streaming is for beaming the entire game view to another device. I don't think (afaik) that it can do "portions" for a secondary device.
so it looks like it's just the main framebuffer that is sent
having the main game do X renderings might have big performance impacts
Hello! I'm constantly working on an unreasonable high amount of actors (CAD imports, don't ask :P) and was wondering how to separate them for finer editing, merging...etc.
The only lead I got right now is perhaps putting clusters (machines) or them in different world, but I don't know if this fits my need: I still need to see all of them at the same time, I essentially just want to clean up the world outliner (which gets a bit funky with deep hierarchies) for occasional editing https://i.imgur.com/DYVUxMV.png
I think the only solution atm Cafe, is folders sadly. I really wish there was a super mega elite (😂) way to organize the Outliner, cause like you said, its a pain. I'm not sure what they could do to make it more organized either 😖
@brave widget Ah 😕 my issue with folders is that they tend to open themselves without any reason.
@serene birch "Template actors"? If you mean the empty Actors organizing the hierarchy yeah, it's all constructed from the assembly tree (from SolidWorks/Catia/any CAD soft)
subscenes sound like they could be a solution, still strugglign to know the difference betwen worlds, levels, maps...etc though
This is very true Cafe, that is annoying. You can shift click the arrow to force them all to collapse, but thats still kind of annoying when you want some to stay expanded 😖
probably expands when you select one sub element in the main view
some way to "lock" a folder
and make then the whole folder subelements impossible to select alone?
selecting one would select the whole set/moving all together etc...
@brave widget Oh, well thanks for that tip anyway, didn't know shift-clicking closed them recursively!
Locking folders could be pretty good yeah, but selecting one sub element unfolds the whole thing as you said
Yeah that'd be nice solution, group them (like in vector design software for example)
Thanks for the answers guys. Looks like I will be looking at companion apps, something like jackbox party games and the like, since it will be local coop , etc.
@shy jetty, local coop you say? The good news there is you can stick to a private network VS the open internet. Should help slightly but still have multitude of network designs and mobile devices to consider 😖
@shy jetty Jackbox has a very solid implementation imo (having a lot of fun with it with friends lately) but keep in mind it's fully centralized. The game instance simply communicates with a server's backend that it turns communicates with each client
@shy jetty for what's work
second-screen design used in Eon Altar was excellent and mechanics implemented very well
it's game itself was super-generic fantasy: generic story, dialogs, characters, level design and art
so we would be able pull off a proper game using such concept, I'm definitely buying this game 😉
@brave gate yeah the way they implemented the actual phone mechanics is really amazing. But the actual game ... very generic lol
As well, Gravehowl, don't let us discourage you, if you got an iddea, go for it. Just hopefully some issues we've raised will help you think about how to overcome them along with any others that pop up 🙂 👍
Hey guys! A bit at a loss here and could really use some help!
I'm looking for a way to render any object (including characters) in a way that looks normal from a specific perspective but incredibly thin when you deviate from that perspective.
So after the regular transform was applied, I'd like to apply a separate scale and then rotate the result.
In Unity this works fine by stacking Game Objects which are rendered one after another, but unreal renders the final result by stepping through all values rather than actually rendering a child and then applying the parent object transform.
btw, did you know about THE game with second screen mechanics?
Which one?
it WAS pretty fun, if incredibly constraining to have the setup to play it
@serene birch FF Crystal Chronicles though 🤔
nah, it was kind of just a menu
Exact same issue with having all friends bring their GBAs and cables
boring support of multiscreen
right, we basically played only those two games with those cables 🙂
in Zelda 4 swords, the second screens have real gameplay impact
Wind Waker too for the little brother to be able to contribute 👍
(unless you were the little brother in which case sorry)
hiiii
Hey guys. My name is Keith. I am one half of an indie studio in the UK working on our first VR game for Oculus Quest using UE4.
Anyone also having troubles with UnrealInsights using -loadtimetrace ?
Hey someone help
I put a different gun in the hands of the FPS character but when I save it, it brings up an error about it and when I play it I can’t move or see the gun or arms
Please someone
So what's the error ?
I have to go to school in like 20 mins and I wanna finish this one little thing
One or more blueprints has an unresolved compile error
This is not a hotline here, people are here for fun. Provide information about your issue, see if you can motivate someone to help
Try doing a regular screenshot from the PC, including the full error. And check the graph since you have an error 🙂
How do you group
How do you what ?
Group
Like I wanna group the mesh and gun together
I’m quite new to unreal
I downloaded it like a month ago but I’m still struggling with it
What do you mean by group ? Attach ?
Well yea
You should look into some tutorials, you'll spend years learning UE, not months
Try doing simpler things first, then. Gamedev is hard.
What simpler things
Posting again for visibility
Hey, anyone know what exact specs I'd need to have a rig that can work amicably with Unreal Engine?
Given considerations for compilation, and inputs suggesting that AMD Ryzen is now better than Intel Core i9, along with GPU considerations.
Within budget, of course.
If you can run modern games you can probably run UE too :)
A 3700x can probably get you pretty far.
lol
Does someone know if it's possible to "ungroup a blueprint" ? I've group some meshs into a blueprint at some point to do my blocking
Right click again, and expand node @mint jolt
@cosmic panther Thank you for your help, this is the blueprint, I want it to get his previous form (a group of objects)
What happend? @mint jolt
If you merged the actors, then you should have still had the originals in the scene. If you grouped them (which it doesnt look like) then you can right click and ungroup them. IF you created a blueprint from them (which is my guess) then you cannot change them back. Before you had Static Mesh Actors in the world that had Static Meshes on them for your blocks. Now you have a blueprint with Static Mesh Components with Static Meshes on them all inside the 1 BP. You can edit the BP of course but you can't reverse what you did except redoing every part in the world by hand or making maybe some utility widget to do it @mint jolt and it looks like someone did a plugin for it a looong time ago 😦 https://forums.unrealengine.com/community/community-content-tools-and-tutorials/108637-simple-static-mesh-converter-bp-static-mesh-component-to-real-static-mesh
Woah @grim ore thank you ! I'm gonna look to this more in depth. I wish there was a magic button somewhere but apparently it isn't :/
@cosmic panther I combine some static meshes in a blueprint
it sounds like a fun utility widget to create
I just don't think there is an easy way to copy a static mesh components properties to a static mesh actor without brute forcing them one at a time lol
can you explain what you mean by "each individual square"? are you talking about the pixels in the texture?
or do you have a screenshot?
does 4.23 not like 2 directional lights or something lol?
sounds like either the texture resolution is too low or the UV's are wrong @ebon linden
thanks for the sound help, @p@t. Now if there was only a way to get it to beep AFTER it starts running...
that's @normal burrow
looks like the texture is configured in "nearest" sampling and not with some bilinear filtering
but this doesn't happen randomly, it's not the default
yeah a screenshot would be helpful
Anyone have any knowledge regarding the exporting of alembic files for use in the new groom feature in UE4.24? I can import grooms fine, I just wanted to know how to write properties to the .abc groom file the hair tip scale and hair root scale attributes in the groom interface.
still got this annoying clipping problem.. no matter what i change the clip too doesnt change
anyone got an idea?
Morning everyone
Only that mesh clipping like that? What is it, spline?
no all meshes even landscape
wait hang on now its only spline :/
so yeah only spline i guess, yesterday it was all meshes
project settings near clipping
yesterday it was all meshes, but now its only the spline
Anyone in here ever mess with the AR stuff in unreal? I have an idea and I think unreal could do it. Would involve tracking a hockey puck on a white floor to create a "whack a mole" type game
@mint jolt It's ugly but it works for the basics https://i.imgur.com/od0cbnm.png Uses the new Editor Scripting Utility Widgets and the Editor Scripting Utilities plugin has to be enabled but you can click on a blueprint in the world and click the button in the widget and it will go thru each static mesh component, create a static mesh actor in the world for it, and set the mesh/material/transform to match.
Ooohhh
That looks like a material issue?
it's the landscape LOD
once you get close enough it goes into full detail and is more bumpy than before, that's why it clips
not sure if reimporting will do anything
you'd just have to find a way to smooth the terrain under the road a bit more
But the default tessellation of the terrain doesn't really displace it does it? I mean there are the extreme cases like this one
Any of you recommend a specific place to learn UR4? I'm diving in without any formal programing training, but have a 3d background with video stuff so I know enough to get myself in trouble
So i removed the material
no more clipping
so im gunna have to take a look into the material
Are you talking about the landscape now right?
Not sure what it is, I bought the brushify country roads as i like how the roads are done
just open the material and show us the material node
ah can you try unhooking the pixel depth offset?
that's really the only one that should cause clipping if it's the material
Opacity mask could also but i don't see why you'd hook it up like that
yeah but that's just a simple texture, that shouldn't change depending on how close you get
unless a mipmap is fucked
Yeah, just pointing it out
ill probably bring it up with joe incase he isnt aware
cheers for the help guys appreciate it
lol guys my freind just opened a repice of garlic bread and then said bye i brokeup
Don't forget this one https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
How would i begin finding out what is causing hiccups my project? GPU Profiling or something?
lots of profiling or randomly deleting stuff or blank scene and adding back in stuff till it plummets
stat unit is a good start just to see if its cpu or gpu related
Yeah blank scene is good, also might mentioning that it happens both in PIE and in editor, and sometimes it doesn't do it at all, very inconsistent
yeah then just turning on profiling when it is doing it to capture a log and then using the session front end to analyze it is a start
mann i wish that there chould have been a meme chat
technically if it's not constant it's possible it's your machine doing something as well in the background
Yeah was thinking that, i do have a lot of stuff open most of the time but it's always been fine until recently. Anyways thanks i'll look into profiling. What's the learning curve on that?
@calm widget @grim ore guys you even seeing my chat
Yes
I have a question. Is there a way, To have grass materials not go through static meshes?
i dont think so
Well
you might have to get a 3d bbackground
You could perhaps use some distance to nearest surface and maybe mask it out?
@calm widget learning curve is sharp after the basics. Starting is easy but actually going thru all the info in a usefulness is work
Alright, thanks : )
Dynamic grass systems might have a clue with grass interacting with the player. Not sure if that could be setup with standard static meshes, and if so, its likely not very performant 🤔
Not really sure what you're going for @cosmic panther But if it's interactive grass i could help you out
I already have interactive grass with pawn and wind. But, when i go and paint my grass it goes through static meshes, like sidewalk and stuff like that
@calm widget
DSA, build your lighting and it should fix it
Maybe some depth fade then? @cosmic panther Perhaps custom scene depth so you can chose which objects or something, just thinking out loud
Ill just leave it how i have it. Thanks @calm widget
i have an emitter that should be emitting smoke continuously. Instead it's just going puff-puff-puff with like a 1sec interval and emitting a few particles at a time. What am I doing wrong
I set the max draw count to super high value in case it was that
it wasnt
When rendering from the sequencer, I'm using the "Delay Every Frame" to let some of the artefacts which come with the RTX features to clean themselves up (adding some delay per frame improves quality massively).
The only problem is, the engine seems to just simulate some extra frames in order to create this delay. This means particle systems, timelines, materials with time values used, anything reliant on delta time, plays for each of the delay frames, but is only rendered after the delay. The effect of which is, everything looks like it's playing way faster than it should.
is there a fix for this coming soon?
I know we asked for this feature to be added last patch, but it's currently a bit borked
@ebon linden I don't see a normal, no. I do see a high specular value, no roughness variation and obvious tiling.
what it is you are trying to do?
Hi there, isn't HISM supposed to reduce the number of draw calls? I have two almost exact same scene, with the only difference that the first map has all the building panels instanced in 4 actos with a HISM component.
And the second map uses individual static meshes.
In the first map I have around 460 draw calls, and in the second one only 50! 😮
I really don't understand what's going on...
help i cant start game cuz save broke
the system i have works by checking if you have your save if not it opens lvl1
but as soon as i add the second branch it breaks
and my naming is correct
it worked before idk what happend
help i dont understand whats wrong
Try using a breakpoint or adding some print nodes Gloria, that might help you isolate the specific node that's causing the problem
Hello. I am brand new to Unreal Engine, but would like to work with Quixel megascans. I am just now starting to download the Bridge as I'm typing this. After this, though, what else should I do?
I think the problem was that my save doesnt reset when i reopen unreal clicking the clear data button on my widget worked wow
Because after you complete the game it opens the main menu it was trying to open itself
And that crashed it
@wintry otter ive just heard about the megascan advantage now ue4 is mostly for coding games with blueprints i dont know what you wanna do with it but this server will help if you ask
@midnight gate Thank you! I'm looking to build an environment, and then eventually learn how to work in VR. I'm not an artist myself, but was hoping that the megascans would help get me somehwere.
somewhere*
Megascans will surely help with realistic enviorments from what i see ue4 is great for enviorments but for my game i build my full maps in blender cuz ue4 just has such slow navigation tools and im too used to shortcuts so its a bit slow for enviorments but its not bad
It has cool object brushes and material brushes that might help you get that realism
But for myself i recomend stylized abstract enviorments cuz theyre just so easy to do
Nice! DIdn't know that. What do you mean by stylized abstract environments?
and they aumaticly look good
Something like this screnshots ftom my game
The game looks much better atm these are old shots
In realism theres so much that can go wrong and with this semi low poly you can break so many rules
I can even infer mood from them
Well thats wonderful to hear
🙂
I will show you what I'm ttrying to recreate if I can find it
It's difficult to explain
@ebon linden looks like your texture gets tiled a bunch of times, but itsn't made to be tilable.
unless I'm missing something
@midnight gate welp I can't seem to find it
Its allrit
I wish I knew someone who could sketch it up or something, because I'm horrible at describing it
But basically, giant cylindrical pillars, hundreds of them, which are black stone, and have a huge base flat base on each one, dark grey sky, small glowing green crystals up in the sky, and green and black ash particles around
but it's all one contained area, like a void
@midnight gate
Ya should try storyboarding it to get an idea for compozition
Also pls reply to my dm
is there some kind of mousewheel hotkey to raise/lower the active brush size without having to adjust it in the menu?
anyone know why this wont compile
shaders are built
lighting is built
game is compiled
heay i have a little problem with the nDisplay.
I run the Project on nDisplay Launcher.
it creates the windows.
The windows Black and closing.
ERROR
[2020.01.21-17.12.34:642][ 0]LogDisplayClusterEngine: Detected operation mode: cluster
[2020.01.21-17.12.34:642][ 0]LogDisplayClusterModule: Initializing subsystems to cluster operation mode
[2020.01.21-17.12.34:642][ 0]LogDisplayClusterEngine: Error: No config file specified
[2020.01.21-17.12.34:642][ 0]LogDisplayClusterModule: KILL application quit requested: Cluster mode requires config file
Is UE4 difficult to learn?
codeing or level desing ?? @wind lintel
Codig. Designing is difficult and needs much practice as far as I know
As everything, it depends. But I wouldn't say "difficult", it's all about time when it comes to learning something new. Do you have past experience in game developing? If so, with what? Since you want to be coding, do you want to go scripting only, or a mix of scripting, & C++? If you do, do you have past experience in C++? How much experience if so? etc.
its harder as unity
I can testify to that in part at least, no matter the reason Unity gives you no 'character' out of the box as UE4 does,I still don't have one worked out in my Unity project of months . Store is useless, and I'm sure a really good programmer would be childs play, but few in a given range are. UE4 gave us all a huge boost out of the gate,TY for Epic.
unity is more or less a trap for newbies though
i shouldn't say that, its attractive for well versed vetrans too. but it is more difficult to get something of the same calibur in it vs. unreal i'd say.
at least as someone who's mainly just good at programming and not really in making things look good, they seem pretty similar tbh
kinda depends on what you're doing, I am noticing that UE gives you a lot more useful stuff out of the box (like the aforementioned character), but on the other hand, some of those things seem kind of annoying to customize if you need to do something they didn't think of
@austere oasis I´m learning C++ right now. Right now I am learning how to use Pointers. So as you can see it still takes some time.
idk, I used unity for 8 years, the deeper i got with unity the more i hate how everything works in it. shallow designs for documentation and meticulous care to keep c# from collapsing on itself every frame
Does anyone understand how Remap Morph Targets under https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/SkeletalMeshReductionTool/SkeletalMeshReductionToolReference/index.html works? I have it checked, but it doesn't seem to do anything - switching from the base LOD to LOD1 (which has it set) causes all morph sliders to not do anything
Going over what each of the properties on the Skeletal Mesh Reduction Tool do,
Hello guys! I finally found the UE4 discord 😂. I'm sure there's a lot of questions that could be answered here better than their own documentation or YouTube videos
@wind lintel, you can always develop a game alongside learning C++, could help you learn C++ faster even, as for me the fastest tool to help learn/not forget is working on something that incorporates what you're learning. You might think "I'm not ready yet, I'll just fail", but failing isn't negative, never be afraid of failing.
Parent class maybe ?
Honestly idk
could you hlep me by other thing
s
I have two arms (both have input to pick up
if i press left mouse button he picks it up with the left arm, right right of course...
This is what im working on atm, what else could i add (except for more props on the fish hut)
@austere oasis what are your tipps for learning faster?
@ember shadow maybe a stand where fish is sold
Fish is sold inside the shop 🙂
Ah ok😊
@haughty geyser morphs work on numbered vertices being told where to move. As soon as you remove even one vert, the order changes and the morph fails. That's why morphs don't work when the lod switches. Try make morphs for your lod levels too
would a full dfs approach be viable? For some reason my csm lighting is a lot worse. Just setting up a moving sun tbh
@wind lintel Everybody ticks differently, there's no real shortcut, boring answer but generally the more you do something the more experienced you get in it, a tip I can give is that if you get stuck banging your head against a wall, take a break and come back with a fresh mind. But the same can be said for pretty much everything in life. I guess you can also look into rubbed duck debugging.
@ember shadow maybe some fishing rods or a little rowing boat with broken planks
Guys is it my pc or does unreal engine normally take a lot of time to launch??
first launch will take a while
Ahhh I see
Does unreal engine run on Linux cuz my friend has Linux
Does anybody know?
If you compile it yourself
@austere oasis but does it even pay to learn game development? I live in Germany and I don't think they're as sought after as in America
no, game development is not something you do if you want to get rich
but it is something you can make a living from
@fallen marten Thank you - I know about the vertices being numbered, I just thought that setting in the autolod generation would... well... do what it says to do :D - remap the morph targets to the lod by approximating how each new vertex should be affected based on its proximity to vertices from the original mesh
@wind lintel ohhhh fishing rods is a good idea ! thanks
Guess it's just another checkbox in the engine that does nothing
@wind lintel
pretty sure Japan isn't a top paying country for gamedev
Yeah its not at all lol
but I only have anecdotes to go on
Yeah just a guess
@ember shadow no Problem😊
I'm learning gamedev to work on it as a freelancer, not looking for gamedev jobs tbh
And it's also cuz they're very rare
I freelance with reasonable success, but it took years of frustration and hard work 🤷♂️ Its up to you if its worth that (and you may never get there, its a real possibility)
I don't want to get rich from it, but there are no real game development companies in germany as far as I know
I freelanced for a few years, before getting my first studio job. Now as a Lead I earn reasonably well for a good standard of living, but I could earn twice that outside of the game industry
@heady moon I'm 15 years old too
I'm 36 I think
Just make sure you spend time outside of game dev (or the computer), when you get older it will really wear you down if you don't have external hobbies
@wind lintel I've had friends go to Germany to work as game developers, similarly I've met Germans do the opposite and go to a different country to work as a game developer. As mentioned, it's not something you want to do if you want to get rich('regular' programming jobs generally pay much, much better for example), but you can make a living off it absolutely, the EU is also very generous when it comes to working inside the Schengen-area so that is a positive if you're willing to move to a different country in the EU.
@mint sequoia yeah for sure
I'm German too, working in Hamburg
Actually a bit surprised Germany isn't bigger where game dev and film is concerned, seems like the right place for it
I'm surprised how much Germans are here😂
Its a big place, don't be that surprised 😛
Hamburg is one of the major gamedev hubs in Germany
I'm surprised at how many kiwis are here! We're tiny as
@ashen brook yeah Hamburg is good. But I live near Nürnberg. There is more Embedded programming
I think Germany is very difficult to learn for not native people
that goes for most languages 😄
Right. I don't know many languages, but Latin is by far the most difficult I have learned
Old english stems from old german and old french, theres still sufficient similarity that its not too bad for an english speaker to learn
Asian languages and hebrew on the other hand 🤯
I'm out for now. Bye🤗
For me it was Japanese, because there is just no connection or familiarity with any other language spoken here in Europe. You have to start from scratch and learn how to read and write, and so many things we do with gestures or intonation in Japanese are, instead, grammatical forms. We are used to leaning on context for meaning, they use more grammar. But they also use more context.
I've been learning JP slowly, its sure different
If I actually bothered to invest the time I know enough that it wouldn't be terribly difficult from here on out
I took courses for 4 years at university, and I'm at best lowest mid level 😄
Sounds about right
hi guys im back this time im on pc
congratulations! 😛
is that a lot? I'm 32 :p
hello I'd like help plz
Yeah what languages you find difficult generally depends on what languages you already speak. Learning kanji though I think everybody hates lol.
O_O
You'll blink and find you're 36 now too if you're not careful
Thats how aging works
Wow.
I'm trying to download megascans from quixel
Its a slow process only in the moment
I thought japanese was reasonably straightforward tbh... other than the writing system :P
Japanese is actually excellently structured
The tight rules make it a lot easier to grasp than for a Japanese person learning English (example)
I'm a bit younger and recently "broke in". My advice is to keep practicing until you are comfortable with doing things a bit against the grain and it mostly works the first time you expect it to.
In example: weapons but fully data orientated with no complete classes
Also go to industry events and make friends
Ok thank yall
@heady moon My most useful advice would be: Above all else, learn to answer your own questions. Whenever you run into a problem, if you have someone more knowledgeable available you can just ask for an answer, then you create an external dependency. Instead, try figuring out the answer on your own - it might take longer, but it has the long term effect of teaching you how to problem-solve, which is the most critically important skill any developer should have.
*thanks
Yes, be the guy with the answers not the questions 😛
^ this is me at my actual field of expertise and it has worked very well for me
Break away from trying to find youtube tutorials for specific systems
Figure them out yourself instead
yeah just learn how the system works and make it your own
Yes I did that alot with my other young programming peeps :p
they were the ones who asked
i answered them
When you make functionality you've done before, you should tackle them differently while still learning
yeah helping others is also a good way to improve because it forces you to think of problems from a different perspective
also, more advice for young programmers: Don't worry about being a something-or-other - whether that's programmer, game developer, rock band singer, or whatever. Ignore all that. It's tempting to fall for the allure of status, but what's way more important is that you buckle down and do the actual work of programming, developing, singing or whatever.
What's the actual error @wintry otter
In the immortal words of probably Kurt Cobain, "I'd rather be hated for what I am, than loved for what I'm not."
except as a programmer you'll be never as cool as Kurt Cobain
unless you're John Carmack I guess 🤔
Also unless you are a strong specialist you'll probably end up working in a niche you aren't so practiced at
@worn granite it is saying ther'es an error with connecting to a specific port?
I will trfy to capture it
So taking pride in being a, say AI, programmer might make you feel a bit off when you end up doing more player input
i think this caught it
gotta run, have a good one folks
@worn granite
(yes i still didnt activate windows since this is a new pc)
if you have windows 10 it should have an option to do that in the control panel somewhere
Are physics volumes unmovable? Trying to create rising water
Well i started gamedev to finance my expensive hobby (Motorbike...)
hello could someone help me
Chill Bps. You’re getting in spam territory
@radiant haven Just started riding myself
It sure is pricy starting out
I don't really understand starting game dev to finance it though, I spent years learning before actually working for $
well i learn while i work
🤷♂️ Fair nuf
Recently been going through errors and cleaning up any code that was causing unwarranted error spam. The biggest item i have left is just a ton of "LogParticles:Warning: Stalled gamethread waiting for particles 0.000301ms "
Im not sure what exactly these are, they always just list the current frametime and don't seem to be limiting our framerate. Googling shows a plethora of released games that seems to have this spam in their logs. Is it normal to just be generating hundreds of MB of log files filled with those?
...
Can anyone point me in the direction of the best material tutorials?
@grizzled lagoon Wouldn't say there is something such as "Best" but if you look up UnrealCG on YouTube he got quite a lot of great stuff going on
@frosty bloom thanks man
Hey! Does anyone have good tutorials for making the player touching a door and then teleporting inside ? Basically tutorials for entering a house but teleporting instead
Does anyone know where to find sport's games tutorials, because it looks quite ducking rare...:/
where can i get help with cascade editor
ok thank you
@ember shadow There are quite a few teleport videos on UE4 but you have the basic idea already . When you touch the door/touch a trigger/overlap a trigger you can then call teleport on the player and move them somewhere in the level. If you mean loading a new level which is the inside of the house then you can use the open level to open the level that is inside the house
@ember shadow make new level and open map and add a transitions widget inbetwen
UNREAL ENGINE IS OWNED BY CHINA
o_0
Is there any way to change GameServerQueryPort on a packaged game?
How do i get the location where a box collision occured, using overlaps.
I dont like generate hit events because i dont know how to control the spam or cpu use.
I like generate overlap events. They are my best friend.
"spam or cpu use" ?
Generate hit events continuously fire if the mesh touches anything. Surely that would wreck the cpu if your game has 100 actors in the scene.
hello, I'm having issues with my quixel megascans and UE4.
I've been told it is a UV issue, but do not know what to do about it
on the Overlap Event you have a Sweep Result output pin that can be broken apart or you can get the Location from that and that should represent the location of the overlap
Ty. I tried printing a few of those. But i saw zeros
Ill look more. The collision boxes are usually attached to my motion controllers
@rancid lynx You can rest assured your cpu will be fine
Ty. Ill cpu test generate hit spam on 50 meshes. Now im curious
You can have a shitload more than 100 physics actors in a scene
People did towers of many thousands of physics objects in UE3, which used the same physics engine
With generate overlaps. Sure. But what about generate hit events also?
No, with hit events
No one uses overlaps for collision
Because that's what hit events are for
yeah it looks like the impact point is the actual point, the location is the location of the object that hit it in the sweep (so the center of the player for example if using a player capsule) while the impact point is the poitn where the capsule and collider touch
Tyvm
Ill test more. Wonderful news. My game was limited to collision only. And it works really well. Im amazed what ue4 can do with no coding
im very new to unreal engine does anyone have any good tutorial videos
Youtube search. "Wtf is" + "ue4. I learned a million things there
5minute videoz. Right to the point
alright
Overlap events is a great place to start :)
alright
You can do amazing things with no code
cool
GPU: GeForce GTX 1070 Ti
CPU: AMD Ryzen 7 2700X Eight-Core Processor
Memory: 8 GB RAM (7.93 GB RAM usable)
Current resolution: 1920 x 1080, 60Hz
Operating system:
All this was blueprint only. And im terrible
cool
I think Robo Recall is entirely Blueprint or at least so I've heard
(and Robo Recall is amazingly fun)
I should play that again tomorrow. I havent played ina year
shooty shooty gun hands
Anyone else near Nagoya?
kinda wanted to visit japan but I'm too damn lazy to travel 1 hour alone, let alone a 12 hour flight :P
You can sleep on the plane. Thats lazy
I'm terrible at sleeping unless it's on a bed so it's a bit tricky :D
im currently getting all the free megascan stuff
that poor cute bat.
Ha
help with the steps to add functionalty for an xbox one controller?
@grim ore thanks! Will look into that now
This might be what you want dirtybag
https://youtu.be/YA1r_gwS9yg
In this video I will show how to setup basic forward/backward and side-to-side movement from the ground up, with controller input setup too. If you have any questions or want to know how to customize your movement more, feel free to ask. And if you like the videos and want to...
Youcan skip to about 4minute mark
Hey guys, im having trouble trying to get one of my characters to grab a character bp class.. it grabs actors just fine but when it comes to characer bps it acts weird...
that's an actor grab
Are you using attach to?
that's the character grab
those are the things that's inside the girl bp
and these are what's inside the actors and character bp that i'm trying nto grab
@rancid lynx i'm trying to attach to her hand
the character attaches but then immediately falls off
It has something to do with scene maybe
wait is it because, characters have physics and it's grabbing the scene component
you also want to turn collision mode off probably
ohh yeah that's a good idea
Also. If you grab the collision box. It can detatch from a mesh
So make sure you grab the right thing
so i would need to grab the mesh
Or child the mesh to the box collision
If box is child. It doesnt force parent
so would i get all overlapping components instead of overlapping actors?




