#ue4-general

1 messages · Page 631 of 1

rancid lynx
#

The mesh can be root also

#

If you drag the staticmesh text onto the scene text, in the leftside box, you can make a mesh the root

#

But you dont ned too

warped current
#

but that would make overlapping actors work?

rancid lynx
#

Well maybe yea. Im not sure

#

It miiight grab the root mesh by default

#

I think thats what i do. But both work. Actor or component

#

I use component. Sometimes with rootmesh and sometimes scene mesh

warped current
#

I tried reparenting the mesh to be the root component but it wont let me

#

in the character bp it wont let me place it above capsule

#

so if i were to use component

rancid lynx
#

Oh yea. Doesnt work on characters. Capsuke needs control

warped current
#

howwould i tell get all overlapping component to get the specific component like the skeletal mesh?

rancid lynx
#

I dontknow . but that sounds very possible.

warped current
#

would it also actually work to just turn off mesh simulation when i grab the object

rancid lynx
#

Attach loves to disable physsics

#

Enabling physics is how i force drop items

#

Just set sim on

warped current
#

So i actually had physics turned off when grabbing but it was attaching the actor to the parent not the actual mesh

#

so i changed it to the actual mesh

#

and it.. sorta worked but

#

i think it's cuz the mesh was scaled

#

so it like blew up large when i reparented it lol

#

i think im going to have to mess with that a bit

rancid lynx
#

Youll get it. I had to test the same stuff

warped current
#

hmm okay nevermind the mesh is not scaled

#

im confused lol

rancid lynx
#

Attach to comp might help alot

warped current
#

is there a way to like

#

ignore scale

#

with it reparents

rancid lynx
#

Attach has three scale options

#

After attach, you can manually setscale 1.1.1 also

#

But thats a hack

#

You can find whats changing the scale

#

Probably a parent or the attach node options

warped current
#

yeah

#

I think i'll try to go play with it and see how to make it work correctly

#

but the attach to component fixed the initial propblem

#

that's awesome whew

rancid lynx
#

I use attach alot. You can make it work. Very probably

warped current
#

yeah 🙂 thanks rob!

rancid lynx
#

If you have extra collision boxes, make them visible during gameplay, if you notice strange bugs. Then you can see whats actually happening

warped current
#

heyy! i got it to work!

#

i just changed the settings in the attach to component node

#

to snap and then scale to keep world

#

and it worked the way i want it :D!

#

thanks rob!

open eagle
#

is there anyway to set up regular autosaves

#

UE4 crashes every 30 minutes and I loose all my work

#

can i increase the autosave frequency

normal burrow
#

probably, have you looked at editor settings?

#

also, should be launching from vs (always) to find where in your code its crashing, if it is in your code.

open eagle
#

its not my code

#

its always something different

#

SlateCore or UObjectCore

normal burrow
#

you've walked the call stacks?

open eagle
#

yes

#

it opens crash report

#

wait

#

where are the crash logs saved

normal burrow
#

Saved/Logs

#

would recommend always launching from vs anyways.

rancid lynx
#

Yourewelcome :)

open eagle
#

is there any way to force the editor to save all upon crash

#

like take all the content in RAM and save it

#

unless it't corrupted

normal burrow
#

no

#

When a fatal is thrown, you don't want whatever is in memory to make the disk

#

but, there is some kind of thing added recently..

bitter iris
#

why do my shadows "flicker" ?

normal burrow
#

your best addressing the crash XZ, if its crashing somewhere else theres a good chance the origin comes from your code still. Thats why you'd look at the call stack once vs shows the exception.

odd wyvern
#

my whole interface is gone

bitter iris
#

what the 😄

odd wyvern
#

this is the only window left

#

haha used unreal for ages now

#

and I heave no idea what this is

#

anybody got a solution?

#

I could exit thats not the issue but I would like to know what exactly happend

#

😄

#

yeah and what a lol it is I've been using unreal since 2009 and I've never seen that happened

bitter iris
#

Is there a view that you can view the draw calls, an see which static meshes are the worst?

normal burrow
#

its almost always more about the material than triangles now adays

#

but just the general profiler will help you conclude what is taking time up

odd wyvern
#

@bitter iris yes trough console the command is stat rhi

normal burrow
#

UnrealInsights, is the profiler now too. Probably not gonna give you tons of relevant info on which mesh though

bitter iris
#

@odd wyvern does that show a list of which static meshes are the most with calls etc?

odd wyvern
#

no it will show the number of draw calls from the frame your looking at

bitter iris
#

hmm

#

no possible way to show which is the most no?

odd wyvern
#

just look trough your models

#

in the mesh editro you can see your vertex count

#

editor

#

@plush yew what exactly is your issues?

bitter iris
#

i havent got any issues i just like to keep things above X fps

odd wyvern
#

Well like @normal burrow said, the vertex count will be your least problem that you will heave to figure out.

normal burrow
#

Yeah, if you've not taken a look at shader complexity view in game (F5 i think)

#

its helpful

humble oyster
#

Can I dm anyone for small minor things I need help with

#

Pleaseith

#

I just need help with one lil thing

normal burrow
bitter iris
#

my shaders are fine

#

wasnt having problems just wanted to see a few things

normal burrow
#

Could it be that the game logic is slow?

#

ah okay.

bitter iris
#

i like to keep up with optimisations 😄

normal burrow
#

keep them fire barrels at distance 👍

bitter iris
#

yeah ive got them culled up

#

think theyre 3000-4000 cull

normal burrow
#

Yeah I just meant getting closer to them would hurt FPS

#

It’s probably the overdraw/particle count

dim plover
#

Are there any general tips for "optimizing" fire/smoke particle effects?

normal burrow
#

would say to try and get away with as few particles as possible to sell the effect

calm widget
#

So um speaking of optimization, how seriously should one take this "extremely bad" thing?

normal burrow
#

ogod

calm widget
#

Am i gonna die?

normal burrow
#

pray for tree scene

#

is that post processing or something?

calm widget
#

I was kind of hoping they were more like "guide lines"

#

Particles, grass was also white before, not sure what happened, but something did. Also some other post process in there

normal burrow
#

Tbh, I'm not entirely sure what the colors represent

#

I'm not sure if its hardware relative or not

calm widget
#

Well i'm getting a stable 70 fps in this scene

normal burrow
#

what does your overdraw look like?

calm widget
#

Solid 10! : )

normal burrow
#

haha

calm widget
normal burrow
#

@fierce tulip is a pro with this stuff, may know

calm widget
#

I'm fine with all this as long as i get a good stable framerate, but it's kind of in the back of my mind all the time

fierce tulip
normal burrow
#

hahah

calm widget
#

That bad huh 😛

fierce tulip
#

so much transparency and expensive materials

calm widget
#

My trees only have 2000 instructions, i cant stop. Help

normal burrow
#

i imagine the picture speaks a story to you luos

fierce tulip
#

i almost feel personally offended :p

normal burrow
#

that bad?

fierce tulip
#

i would reconsider a lot of choices

calm widget
#

You are making the assumption i made choices. I just did stuff and shit happened : )

fierce tulip
#

not making choices is also a choice :p

calm widget
#

Touché

fierce tulip
#

is that fog?

calm widget
#

Volumetric fog yes. I had some lights there for 'a few' meshes, but that didn't work out so well

fierce tulip
#

hehe

calm widget
#

Not really that visible, the fog. But i like it. It looked very.. well, it popped a lot with fewer particles so

fierce tulip
#

you should check some videos from evilmrfrank on youtube to get some inspiration :)

calm widget
#

I'm on it! : )

#

Very short video demonstrations, i'd just be frustrated if i saw all that pretty work and have no idea how to achieve it

#

Inspiring none the less

rotund scroll
#

RIP your game

hollow wave
#

i can see so many possibilities for optimization

#

xD

calm widget
#

lowercase letters didn't do it huh?

rotund scroll
#

you might think it's a verb

#

when really

#

it's an abbreviation

#

dun dun duuuun

hollow wave
#

xD

calm widget
#

Well yeah, but seriously, i'm making a game, and i'm making systems i don't even need. I made a dynamic seasons system for a rougelite. I need an intervention

#

My landscape takes 3 hours to compile

rotund scroll
#

I think using standard materials will get you further

hollow wave
#

well... Since you've mentioned fog. If you just add a shit ton of fog at a certain distance between areas. Or even just every couple meters. have it jittered there. that could make it more optimized. games like BO2 back on 360 and ps3 did this on transit the zombie map.

calm widget
#

But can they do this!

hollow wave
#

apparently decreases draw calls. understandable since barely anything would be visible xD

calm widget
#

Not really sure what you mean

hollow wave
#

its a fun fact. nothing i think you should do

#

your game looks nice

calm widget
#

Yeah, but i'm confused about.. well what you said

hollow wave
#

damn it xD

#

well. basically

rotund scroll
#

also instantiate all your static meshes or use instantiated foliage

hollow wave
#

the more heavy fog. It kinda acts like culling as far as i undrestand. Fog just "hides" the objects That aren't too close,etc.... so they dont really get rendered but the player doesnt notice that

rotund scroll
#

use material instances

hollow wave
#

or as far as i understood it at least

#

doesnt make much sense to me at first hand since fog its self shouldn't be too optimized

rotund scroll
#

only distance based fog, not fog volumes

hollow wave
#

yea

calm widget
#

Ah, yeah i do use instances when i can, always material instances as well. So far so good 70 fps is acceptable i think but that's in default editor window, not fullscreen. Never built a project before, would that generally increase fps?

hollow wave
#

depends.

#

cant really tell. more power should be given when you build it since its not runing in engine anymore with all sorts of performance handeling. So maybe. But the fact that its all runing full screen with higher res in genereal... Might just be the same

#

only way to figure out would be to try it i guess

calm widget
#

Might try it now, should i expect it to take long? If it has the recompile materials and such it definately would

hollow wave
#

hmm... tbh yea. but also depends. what specs do you have?

#

pc whise.

#

stronger the GPU and CPU the faster. also the harddrives writing speed is important

plush yew
#

How do I restrict the camera on an archviz character so It doesnt gain or loose altitude as I look up and down when moving?>

calm widget
#

1080 ti, 9800x

hollow wave
#

yea you'll be fine xD

#

I'm not sure how big your game is and stuff like that. but im guessing 30 min tops

rotund scroll
#

@calm widget whatever you're doing with your materials, stobbit

#

if you want to increase performance

hollow wave
#

😂

#

forgot about his seasonal shader

rotund scroll
#

chances are there are better ways of doing whatever it is you want to do

calm widget
#

I'm being bullied!

hollow wave
#

In this situation. I support it

#

xD

rotund scroll
#

seasonal shader or no, there are better ways

calm widget
#

Only way to learn i guess

hollow wave
#

like what. vertex painting?

rotund scroll
#

seasonal shader should be 3 lerps and 4 textures, pls

calm widget
#

Oh i have that as well

hollow wave
#

thats wont be much better

#

your fucking insane

#

legally

calm widget
#

😛

hollow wave
#

😂

#

@rotund scroll why, how does his seasonal shader look like ?

normal burrow
#

Night time too

#

night time.

hollow wave
#

sleep is for the weak

rotund scroll
#

night time affects light, not materials

#

...hopefully

normal burrow
#

eh in snow

#

sun does things to it

calm widget
#

Well um so.. I assume you think this is a bit too much for the trees? (Seasons)

plush yew
#

I need to scale the material for the carpet, as you can see its kinda big, in Blender I would use a mapping node and texture coordinates, how do I do it in UE4?

rotund scroll
#

@calm widget how many instructions?

hollow wave
#

@plush yew UvCoord

plush yew
#

Thanks

abstract relic
#

Texture coordinate node, plug that into the uvs

hollow wave
#

np

#

@calm widget tbh i wont give you much shit about that shader. i expected even worse. it could be better.but good job

calm widget
#

@rotund scroll Well, i guess it counts material functions in the master material instructions as well?

rotund scroll
#

don't think so no

#

it defers those

calm widget
#

About 2000 then

hollow wave
#

rotund scroll
#

on average I'd expect 100 or so per season

rotund scroll
#

not 500

abstract relic
#

So many had a heart attack just now

hollow wave
#

I

normal burrow
calm widget
#

But there's so much left i have to do, i need lava. What about puddles and stuff. Wetness. I'm working on virtual texture landscape static mesh blending. You can't deny me those.

hollow wave
#

..... for puddles and stuff like that. ever heard of glossy

#

less roughness

abstract relic
#

We can’t but your computer will

normal burrow
#

It's the truth

hollow wave
#

Well his pc can be nice about it if he does it nicely

#

"optimized"

normal burrow
#

At some point, gotta start switching materials instead of packing them all into a lerp

calm widget
#

Hm. I'm getting mixed feelings now

#

All was fine until i met you people : )

hollow wave
#

Correction: All was fine until you learned about computer performance

#

and how they can catch fire xD

calm widget
#

It's fine, always been a scorched earth kinda guy

frail sail
#

Guys how can i update this widget without starting project?
it crash on startup. when i deleted these widgets then project can open. But these widget is really important. so if i delete them, then i cant start game without that widgets.
YAMETEE RainbowHeadbang

hollow wave
#

@calm widget well you got a southpark profile pic so in my book i dont really care if you choose to suck at optimization xD

calm widget
#

It's settled then, more features! 😄

abstract relic
hollow wave
#

the horror

frail sail
calm widget
#

Looks organized at least

hollow wave
#

............

calm widget
#

Wha.. the f

hollow wave
#

Ight. ima head out.

calm widget
#

I'm in love!

hollow wave
#

😂

frail sail
hollow wave
#

Come on man. it looks like the universe but with nodes

#

or a atom

#

with nodes as electrons

frail sail
#

old days

hollow wave
#

THE HISTORY CHANNEL. HAHAHAHA 😂

#

fuck sake.

#

xD

calm widget
#

What the hell could that even be for?

hollow wave
#

i can hear people screaming when i look at both those blueprints

#

Just a lot of kids and families screaming in horror and torture. its like getting a glymps at hell

brave widget
#

wtf, did they build the whole game in a single BP? 😖 😂

hollow wave
#

😂

fallen marten
#

Probably scratching his head wondering why it won't print hello

brave widget
#

rotflmao 😂

hollow wave
#

xD

abstract relic
#

Remember kids. this is all single thread too

hollow wave
#

single threading.......

rotund scroll
#

anyone have that bug where you can't right click in editor viewports? and or found fixes for that?

calm widget
#

Alt i think, or tab in and out

rotund scroll
#

nope

#

nothing

glass rapids
#

Quick question, How would I make a simple death system replicate?

calm widget
#

PIE and Esc?

normal burrow
#

gotta make the pasta shorter

rotund scroll
#

nope

calm widget
#

That's not how to make a death system btw

hollow wave
#

no idea what you said. death system replicate

#

english please

#

?

fallen marten
#

Last time that happened to me it turned out I'd worn my mouse out

glass rapids
#

sorry, replicated death system

hollow wave
#

oh

glass rapids
#

When the player dies I want them to go into a free cam and have a hud that says spectating.

calm widget
#

Hm, do you have any fullscreen games or such open? @rotund scroll

hollow wave
#

just switch players pawn

#

from the character to a freeroam camera

#

HUD and stuff like that should be easy assuming you got some basic knowledge

glass rapids
#

okay thank you

#

lemme see what I can do

hollow wave
#

np. hope it goes well

glass rapids
#

ty

hollow wave
#

@calm widget btw..... i bet i can get bullied more than you...

glass rapids
#

I have a weird issue, when I create the widget on the spectator it goes to all players. Sorry I am decently new at ue4

hollow wave
#

hmm.... well wouldn't it be easier if you just looked at videos on youtube since they provide visual aid

glass rapids
#

where should I look, any suggestions?

hollow wave
#

just search up what you're looking for and choose the one with the most understandable indian

rotund scroll
#

PIE and esc worked, but only in one perspective viewport

#

very strange

hollow wave
#

im sorry about that joke i made but its true. Most UE4 youtubers are indian xD

glass rapids
#

I understand

#

There is so many

hollow wave
#

😂 ikr

unborn fossil
#

they do a bloody good job tho lol

#

its the same with every programming tutorial ive looked up

tawdry storm
#

jesus I just saw the blueprint pictures, I never get how people make those. I couldn't build something like that on purpose

calm widget
#

@hollow wave How so 😛

hollow wave
#

true. well the only issue is. i got a hard time watching those vids for a long time. i kinda get a headache after a while from the pronouncations

#

@calm widget I came from unity

calm widget
#

Me too! Had to quit, performance sucked!

unborn fossil
#

i find it easy to read the docs, then if someone has a video tutorial implementing it after i can follow much easier

hollow wave
#

i had no issue with that. im pretty good with programming. BUT GOD DAMN IT DO I HATE THE FUCKING VISUALS

#

im a 3d env artist. AND IT PISSES ME OF.

#

even in hdrp. wind is not a thing. shaders are all in preview since 2018. its been 3 years and still nothing is final

calm widget
#

I liked that there were so many marketplace assets, lot's of visual stuff. But still cant beat UE. But that was also back in the UDK days so.

hollow wave
#

back when unity cared

#

yea

#

unity is like the apple of the gamedev world

calm widget
#

But more than a chunk missing

fallen marten
#

I tried unity recently after using ue4 for the last 5yrs and it felt like I went from driving a Ferrari to peddling a kids bike with flat tyres

normal burrow
#

plz

hollow wave
#

😂

calm widget
#

Anyone tried Godot?

normal burrow
#

physical pain, no unity

hollow wave
#

thats ilegal

#

Godot is very ilegal

calm widget
#

Just checking 😛

unborn fossil
#

i only just started using unreal couple weeks ago, but im super impressed with unreal docs and learning centre

hollow wave
#

jk. was it good?

unborn fossil
#

epic is just killin it

calm widget
#

I don't need more bullying so. No no, i havn't tried it

hollow wave
#

😂

fallen marten
#

Unity has been deleted with force

glass rapids
#

How do I cast to a Hud class?

glass rapids
#

wow, sry for bothering

hollow wave
#

😂

fallen marten
#

Get a hud reference, drag it into the BP, drag off it and type cast- pick your hud class

calm widget
#

Don't forget to tessellate your hud, for performance

#

Why is epic launcher running at 15 fps? Just me?

hollow wave
#

Speaking about tesselation. Tesselation doesn't exsists in unity. or it does. But i wish it fucking didn't. sucks completly. idk why it even effects color saturation,etc....

calm widget
#

Whuh

#

Been too long since i tried it, but that sounds fked

hollow wave
#

it is fucked

#

ziecore. Go hide quick. your shaders are about to make your pc explode

calm widget
#

I got a bottle of water i'm fine!

hollow wave
#

i think you need the pacific ocean bottled up in this case but sure

calm widget
#

Haha, ouch

hollow wave
#

xD

calm widget
#

Speaking of that, my cpu does run at 101C when i'm compiling. That one does have me kind of worried

hollow wave
#

Idk if i should laugh or cry. i litulary facepalmed

#

😂

calm widget
#

It's water cooled, i can literally boil eggs in my pc

unborn fossil
#

nice feature

hollow wave
#

water cooling isnt better than a fan you know that right

unborn fossil
#

depends on the fan

midnight bolt
#

is it possible to change global default material to something extremely simple, to boost up model importing with new materials? its a temp project

hollow wave
#

in best case hardware is what im hinting to

calm widget
#

I know, but i bought a dark rock pro.. 3 or something, it didn't fit. So i bought another one. That wasn't enough 'caliber' for my cpu apparently, so had to be water cooling

hollow wave
#

wait

#

wait

#

wait

#

do you mean you throw water at your pc or have a open hose on it?

#

cause its kinda hard to know with you

#

😂

calm widget
#

Just spit at it once in a while

hollow wave
#

😂

#

rtfolmao

calm widget
#

Well no, i got a nzxt or some crap

hollow wave
#

ahhh damn. i like this

calm widget
#

Also wouldn't surprise me much, i broke my coffee machine cleaning it in the shower. Fucking thing is made to contain water wtf

hollow wave
#

on the inside ziecore. on the inside

calm widget
#

Where have you been all my life

hollow wave
#

😂

tardy yew
#

@midnight bolt what are you importing? Fbx, datasmith? Just exclude materials on import

midnight bolt
#

@tardy yew it's static meshes map geometry, but i need materials with 1 diffuse texture for sorting purposes, as the naming is wrong

#

it crashes if i try to use instanced material, works only with fresh new one, but takes a long time to import 1000 pieces

plush yew
#

How do I use UE4 to create a rendered still of an architectural project I am working on?

hollow wave
plush yew
#

i am completly new and i want to set up a blueprint where i can hold the mouse button to change to another charictar and then return to normal once released

hollow wave
#

@plush yew

plush yew
#

Thanks @hollow wave

hollow wave
#

np

split wedge
#

so i reinstalled ue 4.24 and it is still enlarging everything the mouse if hovering over making it unusable for the most part

normal burrow
#

did you restart yet?

split wedge
#

yea

#

its only 4.24

normal burrow
#

yea but did reboot the computer right?

split wedge
#

yes

normal burrow
#

hmm

#

do you know if its using dx12?

split wedge
#

not sure

normal burrow
#

likely not then

#

think i asked already but you've got latest drivers and everyhting?

plush yew
#

can someone please tell me what kind of a node is directly below the Upper multiply node?

normal burrow
#

do you have a screenshot?

plush yew
normal burrow
#

Constant

plush yew
#

thanks

normal burrow
#

is the name of that one

grizzled lagoon
normal burrow
#

idk what your asking

#

you can break the attributes out

#

is that the question?

grizzled lagoon
#

trying to layer blend Ue4 textures and a world creator texture

#

but at 'blend Material Attributes' I can't link it into the final material output?

#

that image is not from me, I'm unsure how they linked it to 'NewMaterial'

normal burrow
#

oh okay that helps to know

grizzled lagoon
#

sorry

normal burrow
#

yeah you have to set your material to use attributes

#

its an option

#

looking it up quick

grizzled lagoon
#

thank you

normal burrow
grizzled lagoon
#

so much to learn haha.. Thank you @normal burrow

vital jackal
#

if I have a 4-way roll, can I use blendspace to make it 8 way?

thorny coral
normal burrow
#

Blizz what do you mean roll

#

how long has it been going pacific?

thorny coral
#

hmmm

#

i dont remember but im gonna guess and say 20 to 30 minutes

#

cuz thats what it felt like

normal burrow
#

its normal for me to start and stop

vital jackal
#

@normal burrow so if I have 4 roll animations (left, right, front, back) can I use blendpsace to blend them together and make it 8 way?

thorny coral
#

and its weird cuz it shows on task bar the green bar is half way so maybe its still updating and its a visual glitch? idk this is weird

normal burrow
#

try Blizz

#

it may work, it might not. its hard to say

#

if one roll starts with the other foot for example, it migth not blend

#

would minimize it for a bit

#

progress bars aren't fun to watch lol

thorny coral
#

yeah the progress bar is certainly moving on the task bar, probs just a visual glitch on the launcher

#

thx for the help tho

split wedge
#

yes i have latest graphics drivers

thorny coral
#

the map doesnt even load its just a black screen in the preview window

thorny coral
#

anybody?

fleet stirrup
#

Is everything in this Components window strictly a subclass of ActorComponent?

#

Or can some objects in the Components window be a subclass of Actor?

plush yew
#

it's strictly a subclass of ActorComponent

fleet stirrup
#

Thanks @plush yew! The reason I'm asking is that when I'm looking at examples of Components windows, some of these objects look more like subclasses of Actor, such as "Camera" and "Mesh" ... are these not Actor subclasses?

plush yew
#

no

plush yew
#

UMeshComp and UCameraComp

fleet stirrup
#

Aha! Thanks @plush yew !

thorny coral
#

@plush yew do you know how to fix the error i posted

plush yew
#

no 😦

fleet stirrup
#

So, I'm still trying to get a better understanding of hierarchies of components ... how is there a hierarchical structure of components that are not actors?

plush yew
#

@fleet stirrup SetupAttachment in C++

fleet stirrup
#

I know that this isn't an inheritance hierarchy

thorny coral
#

for the life of me ive searched far and wide for a answer and all ive managed to find is "git lfs pul" what even is this

plush yew
#

lfs is Large file system I think

#

when you git, it's easy to track Delta for textbased files, such as C++ code

#

but assets and serialized data, different story...

thorny coral
#

so where do i get this GIT Large File System thing

#

is it built in to UE4?

plush yew
#

Do you have some version control enabled in your project right now in unreal?

thorny coral
#

whats version control

fleet stirrup
plush yew
#

@fleet stirrup Nesting components I treated as in housecleaning, I don't know if it really is relevant. It's just a convention hierarchy for myself. But I may be wrong, I never looked too deep into it

fleet stirrup
#

Do you know if nested components can have some kind of transform hierarchy?

#

I would imagine that transform hierarchies make more sense for actors ... at least to me ...

plush yew
#

Again, not really my cup of tea, but transform is in the scene component, I think, So whoever is attached to that scene component Gets the transform inherited. I'm not strong on visuals, my thing is Western RPG game design systems, With focus on conversations and quests 🙂

#

which is very far away from transform hierarchy 🙂

fleet stirrup
#

Very interesting ... so at least in theory, there can be a SceneComponent that has another SceneComponent as a child via SetupAttachment.

#

And depending on the way nested transforms get multiplied together, the transforms of SceneComponent could potentially be nested?

plush yew
#

I think there is a world transform on top of the hierarchy, in the world, and the rest are relative transforms

fleet stirrup
#

I'm really just curious because I've never seen a hierarchical component tree before, so I'm super curious how it all works.

#

This is the first hierarchical component tree that I've seen that almost feels like a scene object/transform (actor) hierarchical tree

thorny coral
#

so i searched up version control in google it just mostly brought up source control, are these basically the same thing?

plush yew
#

yes

thorny coral
#

ah ok

fleet stirrup
#

I'm trying to understand what the capabilities/limtations are of the component hierarchy (compared to scene object/transform/actor hierarchies)

plush yew
#

Trial and error works wonders for me:-)

fleet stirrup
#

While there are of course GameObject(Actor) hierarchies in Unity, I don't believe I've ever seen Component hierarchies in Unity

#

Right, trial and error ... I'll be doing a lot of experimenting!

#

At the very least, nested components offers the potential for better component organization.

thorny coral
#

ok so my project does have source control (version control) what do i do now

fleet stirrup
#

"Attaching components together creates a relationship where transformations applied to the parent component will also affect the components that are attached to it."

normal burrow
#

Which source control @thorny coral ?

#

Yeah scene components are like Transform component in unity

#

Many things are scene components in unreal

thorny coral
#

loading and saving i guess? im trying to fix a 4.22 project for 4.24 i think its not compatible with 4.24 or something

#

@normal burrow

fleet stirrup
#

@normal burrow Very interesting ... but doesn't that mean that the functional difference between actor hierarchies and component hierarchies are blurred ... since you can effectively have nested transform hierarchies with both (via SceneComponent in both cases)

normal burrow
#

Olaf actors don’t have position

fleet stirrup
#

Well, they do if they have a scene component, right?

normal burrow
#

The actor location is the root components

#

Actors have nothing to do with their hierarchy

#

Of components

#

Everything inside the actor is the actor

#

It’s not like game object

#

It’s way easier to work with

fleet stirrup
#

I kind of sort of understand, and I'm kind of sort of confused ... I thought you could attach components like scene components to actors to give them a transform in space?

normal burrow
#

You attach components to components

#

Everything lives on an actor

thorny coral
#

uuhh...

normal burrow
#

Yeah just trying to say that actors have a hierarchy of components in them. They are not a part of it

#

SceneComponents are components that have transforms and positional data etc

#

ActorComponents are informational

#

SceneComponents are child class of ActorComponent

#

An actor needs one scene component as it’s root

fleet stirrup
#

RIght, all of the last 4 lines make 100% sense

normal burrow
#

But everything is the actor

fleet stirrup
#

Here's what confuses me about Unreal coming from Unity ... the World Outliner is really shallow

#

In Unity, every scene object (GameObject/Actor) is in the outliner hierarchy

normal burrow
#

Yeah even bones in unity are gameobjects

#

Think of actors as packages of everything that makes them work

fleet stirrup
#

Yes! Exactly! And there's the big difference ... I'm okay with the differences ... just trying to wrap my brain around it all

#

Ok, I like that actors as packages ... because it does seem like that ... the world outliner looks very simple

#

So the real magic must happen at the blueprints level

normal burrow
#

If you click the actor

#

You’ll see below that list it’s components

fleet stirrup
#

Yup, I've noticed that. And at first it was driving me nuts. Looks like 2 different "outliners"

normal burrow
#

Specific to skeletons.

fleet stirrup
#

Oh yeah, and there's a totally separate "outliner" for skeletons!

normal burrow
#

When you make a child of a component you can specify a socket name

fleet stirrup
#

The: skeleton tree

normal burrow
#

Well so if you make a child component of the mesh with socket head , it will be patented to the head bone

fleet stirrup
#

Very interesting!

normal burrow
#

Sockets are super helpful

#

And you can define them freely on static meshes even

fleet stirrup
#

So it seems like a way of communicating across different hierarchies?

#

I see 3 different organizational hierarchies, so far (not counting subclassing) in the UI: World Outliner, Components, Skeleton Trees

normal burrow
#

You try and think of actors as contextual things. A person, a pufferfish, a box containing the hopes and dreams of humanity etc. then your game code cares less about what component your dealing with

fleet stirrup
#

Fascinating

normal burrow
#

Colliders are primitives btw

fleet stirrup
#

So it seems like sockets are a mechanism used to reach across these different hierarchies, reaching beyond the "contextual things"?

normal burrow
#

But primitives are also many things like particle systems and skeletal meshes

#

You only deal with sockets internally to the actor pretty much

#

But you might expose them on the actor if you wish

fleet stirrup
#

This is way deeper than Unity

normal burrow
#

IKR?

fleet stirrup
#

And probably more powerful as a result

normal burrow
#

Yeah, like it takes a bit of getting used to organization opportunities

#

Where unity has none and your just comparing names

fleet stirrup
#

So, I totally get that skeleton trees make sense as a separate hierarchy now

#

And I like your idea of considering world objects to be "contextual things"

#

So the real, serious non-skeletal work all happens at the component level, it seems?

normal burrow
#

Actors

#

Yeah, component level

fleet stirrup
#

Ok, so that's making more sense ... component level is where it's at (except for skeleton hierarchies)

normal burrow
#

Yeah if you look at Character blueprint

#

The capsule component used for movement is the root component

#

So the actor position is the center of the capsule

#

And the CharacterMovement component knows all characters have said capsule

#

And only works with characters

#

So there is zero need for getcomponent

#

All Characters have a Capsule Mesh and movement component etc

#

So you just build on that

#

Don’t have to use Character for your characters but yeah

thorny coral
#

ok so i was looking around and noticed this source control thing here too in the preview window, it has something called git beta which probably also means git lfs pul

#

so what do i do

fleet stirrup
#

Ok, so reading through more stuff, it feels like in practice, SceneComponent is practically speaking closer to a GameObject than an Actor is.

#

Even though Actors are often compared to GameObjects, they kind of just really exist at the top level of the World OUtliner.

#

Actors feel, kind of just, "meta"

normal burrow
thorny coral
#

thx

normal burrow
#

Yeah Olaf

#

Except you keep components close to the actor

#

You don’t really go sharing them unless that is the idea to

fleet stirrup
#

Whew! Thanks @normal burrow ... this is kind of making a bit more sense than it was an hour ago

normal burrow
#

No need to expose it all

#

Yeah I worked with unity for 8 years so

#

I know the stuff you been through haha

#

You will enjoy game development more in unreal

fleet stirrup
#

LOL ... yeah, it's a funny feeling because the UI in unreal at superficial level has a 1 to 1 match to Unity (except for blueprints)

#

But semantically, it's WAY different LOL

normal burrow
#

Yeah probably not on accident

abstract relic
#

You’ll find that true with 3D authoring tools too 😜

fleet stirrup
#

Well, the funny thing is that as a long time Maya user, I was playing around with Blender's modeling tools, and it felt very very similar!

abstract relic
#

All Ui are forming a singularly but there’s still these randomly assigned terms per software

normal burrow
#

Hahah armatures and skeletons

abstract relic
#

UV wrapping labels in 3ds vs everywhere else is also hilarious

#

“Why is this function called blasting?”

normal burrow
#

😂

fleet stirrup
normal burrow
#

3ds max is just like turbosmooth those nurbs and blast those uvws

fleet stirrup
#

"In order to get functionality like Scene Components, you can make a hierarchy of GameObjects by dragging one onto another in the Hierarchy window."

#

Thanks Unity!

#

Everyone else compares Actors to GameObjects, but it's really all about Scene Components and GameObjects!

#

So if you flip the sentence, it reads:

abstract relic
normal burrow
#

Summary: “no, this way”

abstract relic
#

Here, have a cult cookies

fleet stirrup
#

@abstract relic ! I read this before, but after this really good discussion on this channel, the Unity -> Unreal guide has a lot more meaning

normal burrow
#

The unreal to unity docs make better sense of the downgrade tbh

fleet stirrup
#

Unreal doc: "In UE4, you create compound game objects by nesting components hierarchically"

abstract relic
#

It was more for the joke 😜

fleet stirrup
#

😉

#

But this is very good! Seriously, almost everyone out there is telling me that actors == gameobjects

normal burrow
#

Nah

#

Not that

fleet stirrup
#

But when the rubber meets the road it's really more like scene components == gameobjects

normal burrow
#

Gameobjects == pointless and nothing

fleet stirrup
#

LOL

#

Well, you're enlightened!

abstract relic
#

So salty

normal burrow
#

Gameobjects: we have a transform component!

fleet stirrup
#

Mandatorily!

normal burrow
#

required

fleet stirrup
#

mandated

abstract relic
#

You are dredging up locked and forgotten memories to be fair 😜

normal burrow
#

Haha 😆

fleet stirrup
#

😄

normal burrow
#

Let it go

#

Let it go

abstract relic
#

I did! You’re jest does not 😜

#

I did

normal burrow
#

Gone are the days of dark

#

Theme

#

Money

abstract relic
#

Such an evil man. You’ve retained knowledge for the lost and wary souls

normal burrow
#

Oof

#

I sound horrible

abstract relic
normal burrow
#

Lol, glad your getting aboard olaf

#

I’ll shush about that game engine now

fleet stirrup
#

LOL

#

Okay, so to recap, World Outliner is just for high level ideas / boxes

#

The real works happens at the Scene Component level and also the Skeleton Tree

normal burrow
#

Packaged nicely as an actor yes

fleet stirrup
#

Cool

#

I like that last sentence: actors are really just packages then

normal burrow
#

Yeah packages you make your own front end to

fleet stirrup
#

Fascinating ... makes sense

#

My brain was hurting thinking that I needed to make Unreal Actors work like GameObjects! LOL

normal burrow
#

That concept of abstract what is it? Is gone yeah

vernal scarab
#

Hi! Firts time I post her. I am a UE4/Unity dev! I treat actors similar to gameobjects as I use them all the time for put things together and stuff like that

fleet stirrup
#

Hey @vernal scarab ! Please feel free to elaborate!

#

I agree that it does seem like the most straightforward analogy that is presented by initial tutorials is that Unreal Actors are like Unity GameObjects ... but ...

vernal scarab
#

Basically when I want to have differnt objects as "child" of the same one I use actors

#

I would do something similar in Unity a GameObject parent that contains go childs

normal burrow
#

Yeah you can choose to use actors this way and parent them to components on another actor

fleet stirrup
#

Yes, there is certainly a parent/child relationship that is common between GameObjects and Actors

normal burrow
#

||But you can’t have multiple transforms on a gameobject|| just spoilered for unreal peeps

fleet stirrup
#

"In Unity, you may be used to players or characters structured like below. GameObjects are often nested under each other, and for each object, you would attach relevant components to them. All details and properties are then accessible within each component fold out."

#

"However, in Unreal, this “nesting” is all done within the same object. Instead of objects being nested under other objects, it’s components being nested under other components which are all under the same master object."

#

This is what @normal burrow was explaining to me

normal burrow
#

Well kinda yeah

#

So you could have a weapon actor

#

And a character actor

#

You can attach the weapon actor to the hand socket of the character actor

vernal scarab
#

Thanks for the link I will check it out later

normal burrow
#

In ||unity|| it would be dozens of ||gameobjects||

fleet stirrup
#

Right, I'm seeing the power of sockets

vernal scarab
#

They are cool

fleet stirrup
#

It allows you to communicate across/between actors

normal burrow
#

Yeah

vernal scarab
#

Do you guys work in C++ or blueprints only? I use both

fleet stirrup
#

@vernal scarab I see where you are coming from though. At a certain level, it does seem like GameObjects == Actors ... but in practice, it's more like SceneComponents == GameObjects

#

I'm just diving into Unreal for the first time ... I used to program in C++ a long time ago, looking forward to diving back into C++ with Unreal.

vernal scarab
#

Yes you are problably right.

normal burrow
#

The thing is that the other engine has no concept of actors

#

It’s just a bunch of hubs

fleet stirrup
#

(Hey, has memory management gotten any easier in C++ in the last decade?)

normal burrow
#

C++ has gotten nicer

#

Uh so

#

I should sleep

vernal scarab
#

Yes! UE4 make things easier

normal burrow
#

But unreal has some memory management yea

fleet stirrup
#

Sleep is good! Thanks for the chat @normal burrow !

vernal scarab
#

The best way to learn is makin something for yourself a little game and encounter problems

#

Have a good night... of sleep!

fleet stirrup
#

Yup, definitely @vernal scarab ! Working on a simple project as I'm learning

vernal scarab
#

what project?

fleet stirrup
#

Oh, check out this quote: "All Actors can be placed in a scene, but not all “objects” that can be placed in a scene are considered Actors."

#

my project: easy stuff to start with, but eventually lots of interactive character animation is where I'm headed

vernal scarab
#

Cool! I have lots of mini projects. (I started a YouTube channel a few months ago if you are interested)

fleet stirrup
#

Oh cool! Feel free to share!

vernal scarab
fleet stirrup
#

This looks very cool! Thanks for sharing!

vernal scarab
#

They are intermediate level I'd say but maybe there is something intefesting among them

fleet stirrup
#

Very cool!

vernal scarab
#

🙂

#

udemy helped me a lot btw there are great courses there

fleet stirrup
#

Oh, yes! I bought a number of Unreal courses on Udemy!

#

Unreal Engine Blueprint Developer

#

Unreal Engine 4

#

Unreal Engine C++ Developer

#

Unreal VR Dev

#

What are your favorite Unreal Udemy courses?

vernal scarab
#

Give me a minute need to check the names

fleet stirrup
#

Oh, by the way, check out someone's analysis of Unity GameObjects and Unreal SceneComponents: "Unity and Unreal engine 4 both have different approaches to the Entity-Component pattern.

Unity's approach is a bit closer to the standard definition, where 'GameObjects' are purely a sum of their components. Components are also very fine-grained ('RigidBody' and 'MeshCollider' and totally distinct, for example), and each does very little on its own.

Unreal on the other hand, has Components (SceneComponents, specifically) acting more like independent objects which may be placed and moved independently of their owning 'Actor' and the other components it's composed of. Each component also contains a lot more behavior, where a 'StaticMeshComponent' will have rendering, collision, and physics bundled up together. Additionally, the Actor class itself may be subclassed to create specific configurations of components, as well as implementing behavior."

vernal scarab
#

Unreal Engine C++ Developer
Unreal VR Dev
Unreal Multiplayer Master

#

those are the ones that helped me the most

fleet stirrup
#

Nice! I have 2 of those

vernal scarab
#

All of them c++ based

fleet stirrup
#

Very cool!

vernal scarab
#

Bye... save your cat!

#

Time to get some breakfast!

fleet stirrup
#

Bye @vernal scarab ! It was good chatting!

brave widget
#

Pretty sure he's just trolling. Who would type that? 🙄

vernal scarab
#

will come back later!

tight gale
#

And bye see ya tomorrow

#

@fleet stirrup and yea when you want to taste the heater heating element

#

With tung

fleet stirrup
#

Anyways, so glad for all the discussions here on GameObjects and SceneComponents ... everything's making more sense

plush yew
#

I'm trying to rotate my character based on velocity without using physics. If I only wanted to increase my pitch my problem would be solved but once I add roll the roll value influences the pitch value and everything gets thrown off. Is there an article I can read about this type of thing?

#

like, you can think of it as a ball with a face I guess. and I can't figure out how to get the rotations to work together. If I was only ever rolling or only ever pitching I'd be fine but I'm doing both and they throw each other off

fleet stirrup
#

Try looking into tutorials on Euler angles

#

and GImbal lock

#

I'm new to Unreal, but you may want to look into the Unreal API's on quaternion rotations instead of using Euler angles where you can hit gimbal lock

#

Gimbal lock is the loss of one degree of freedom in a three-dimensional, three-gimbal mechanism that occurs when the axes of two of the three gimbals are driven into a parallel configuration, "locking" the system into rotation in a degenerate two-dimensional space.
The word l...

plush yew
#

ah geez

#

gimbal lock is hiding behind every corner of every project I touch

fleet stirrup
#

It's the price you pay for using Euler angles ... which is why people prefer quaternions whenever it makes sense

normal burrow
#

Must say, in blueprint land, quats are rare. But the combine rotators node does a quaternion multiply with Euler inputs(Rotator)

fleet stirrup
#

Sometimes, quaternion operators on Euler angles are all you need. @plush yew maybe something like this could do the trick for you?

plush yew
#

Yeah I'm trying it out now, hopefully this works

normal burrow
#

Order matters

#

A or B pins, etc

plush yew
#

yeah this is going to take a while I've always struggled with rotations

#

but i'll let you know if it works

#

I found a thread and of course the first response is "do it with physics"

stray smelt
#

anyone else have issues with epic games launcher just sending you back to login page after logging in?

plush yew
#

which is what I'm specifically not doing

fleet stirrup
#

@stray smelt Sometimes I just log in a 2nd time ... could be time outs

stray smelt
#

tried like 10 times

#

the amount of issues i have with this launcher is insane

fleet stirrup
#

These 2 side by side comparisons of Game Objects vs Scene Components is worth its weight in pixels:

plush yew
#

oh nice I'll save thse

fleet stirrup
#

It shows the structural and semantic differences between Unreal and Unity very clearly.

normal burrow
#

I like that unreal is dark themed 👍

fleet stirrup
#

👍

#

Well, it's true! You have to pay extra for the dark theme in Unity 🙂 In Unreal, no extra charge!

#

Man oh man ... it's making sense!

#

And when you make an Actor into a Blueprint, I reckon you can subclass from it, right?

normal burrow
#

Blueprints are classes yea

fleet stirrup
#

Ok, it's making a lot of sense now.

#

So the World Outliner is just like a list of instantiated classes

normal burrow
#

Actors yes

#

You can make a component blueprint too

#

Think of blueprints like types

fleet stirrup
#

Ah, ok ... cool!

normal burrow
#

They are like prefabs but actual types

fleet stirrup
#

Aha! I like that one!

#

@normal burrow This has been an awesome discussion! Learned a TON! Thank you!

normal burrow
#

Yeah unreal is cool

#

So well thought out that it takes a bit to unpack

#

Robo is in effect though, getting sleep now hah

fleet stirrup
#

LOL

#

G'night!

floral aspen
#

is there a way to select children only? I got alot of groups and I want to change the lightmap resolution on all of them but I cant do that with parents selected too.
and I cant do it in matrix

thick minnow
#

Hello does anyone know if it is possible to assume the car pre saved physics and put it on e motorcycle ?

#

and when how i can make it

cursive salmon
#

Hi, Please help me. I'm looking for a Shop style that is a menu for my game. Because in my game the only menu that is not beautiful is my Shop

thorn vector
#

hey guys i wanna do a bool for m key where the question is is playing in editor if true open settings widget if not do nothing what should i use for determening if i playing in editor?

cursive salmon
#

Can be with a is in editor

#

@thorn vector

thorn vector
cursive salmon
#

Can be, IDK

thorn vector
#

im wondering is there a function built in the engine to determine is playing in editor rn im wanna do when im playinng in editor i need to press m key instead of escape but in shipping build i cant press the m key since its not in editor and only the escpae button u know what i mean

cursive salmon
#

@thorn vector you speak french ?

thorn vector
#

no?

cursive salmon
#

Why you can't click on M ?

thorn vector
#

no because the m key that bring the settings widget only for when in editor but when shipping player need to use escape instead of m because most game ususally use escape to open settings

#

the m key only for when playing in editor

plush yew
#

#if WITH_EDITOR, or similar

cursive salmon
#

I believe that it's only C++ For your vérification @thorn vector

thorn vector
#

can i somehow make that expose to blueprint im not use ue4 c++ that much mainly blueprint

#

or that just not possible

cursive salmon
#

Make C++ and BP in once project ?

thorn vector
#

i dont understand like make my project use both c++ and blueprint?

#

my project technically both c++ and bleuprint but thats for GAS im not good or learned ue4 c++ yet

#

can u show me how can i do that if its not that hard

#

i know bout some macros that say blueprint implementable or something but idk how to do that

silent chasm
#

hey guys, is there a way to clean up asset references from an actor? I have unused actors in reference viewer and size map that once used to be cast to or variable ref, but i replaced them with interface so they shouldn't appear anymore

rigid ocean
#

i love when im watching a tutorial for something in unreal engine but the tutorial have things i don't have thats annoying as hell

cursive salmon
#

C++ And BP in one project

spare sun
#

how do ppl deal with cascaded shadow maps aliasing 🤔

cloud cobalt
#

Aliasing ?

spare sun
#

yea the jagged shadows you get for example

#

if I move the sun shadow starts flickering on the edges and thats kinda eh

cloud cobalt
#

Have an example ?

#

Mostly CSM suck tbh

spare sun
#

Idk what else to use for a movable sun tho 🤷

#

dfs seem to be far smoother in transitions

#

but they lack detail

#

and lpv is just too heavy on perf

grave nebula
#

People deal with cascaded shadow maps aliasing by implementing their own filtering solutions.

serene birch
#

dfs are useful in that you can easily do "soft" shadows that depend on the light source radius basically

#

if you find they lack detail, it's maybe because the default setting is too soft?

spare sun
#

its because the light source is too far away I think. It's the sun after all

#

hm, actually no. It's because the window was too lowres on df settings. Adjusting it for each mesh might be a pain tho and it doesnt do good for landscape.

serene birch
#

the sun should be a directional light so it's position has actually no impact on rendering

#

you can set it's angle though that controls the softness of the shadows it casts

spare sun
#

thanks

serene birch
#

Epic recomends using both CSM and Distance Field Shadows

#

using CSM very close only for having the details show up

eternal vector
#

does your editor crash when ray tracing is enabled ?

#

i have a 2060 and my editor keeps crashing for some reason

serene birch
#

I had that too

rigid ocean
#

im trying to think of a game concept that simple enought so i can try to make it while learning but im struggling, don't know if i want to do paltform or generic shooting

wary wave
#

remake an old arcade game

serene birch
#

ok, let me random a concept in my head

wary wave
#

Breakout is the classic newbie example

rigid ocean
#

Breakout ?

wary wave
#

Missile Command is also a good one

serene birch
#

"sport type shooter where you are timed to see how fast you can hit N targets in a level"

rigid ocean
#

oh yeah, i think i might try to make a generic shooter game

#

now time to looks for some tutorial to help me with and hoping they are up to date

serene birch
#

no AI to deal with, the default shooter template already comes with a weapon that works for this etc...

wary wave
#

dunno if that's useful for learning though, most of the things you need to do are done for you

serene birch
#

yeah, well you can't learn ALL at once

wary wave
#

with a basic arcade game you need to build up your mechanics from scratch, which means touching all sorts of stuff like collision events etc

#

I would argue it's a much more valuable learning experience

serene birch
#

you'll need collision events and tracking the targets in the map, a timer system, some HUD to go with it etc...

#

you can add AI later for some movable obstacles and the like, or hostile robots trying to make you fail

rigid ocean
#

yeah that sound more appealing ,can all of this be done with blueprint or should i go with the code stuff that i forgot the name of (is it C++ ?)

serene birch
#

you don't need C++ in UE4 at all unless you pull out some expensive computation stuff behind the scenes or modifying the engine

#

or if you want to use the gameplay abilities system I heard but that's an odd one 😛

rigid ocean
#

oh well, i'll see what i have to do when i get there, no need to rush right ;p

#

any recommendation on some tutorial to start off (already got familiar with the interface so there that)

#

cause i got no idea where to start honestly

serene birch
#

I'd have a look at the "Learn" tab in the launcher for starters I guess

rigid ocean
#

already did

#

guess to youtube i go

eternal vector
#

do you have fix for raytrace crash?

serene birch
#

no, I'm just not using much raytracing right now

eternal vector
#

😦 ok

#

im using it for cinematic purposes

serene birch
#

I have a 2060 too, maybe there is an unstability with those low end GPUs

floral aspen
#

Got an animated camera and want to capture it but when I hit "Render this movie" in the sequencer I get this. And if it keeps going I see the Environment Sphere. Any help?

#

Same happends in "Play"

#

Got the camera selected and in pilot mode - but that is clearly not enough.

brittle gulch
#

Hi guys, I reiterate my question :
Isn't HISM supposed to reduce the number of draw calls? I have two exact same scenes, with the only difference that the first map is composed of 4 actors with a HISM component spread all over the map.
And the second map uses individual static meshes to fill the map.
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...

scarlet birch
#

It's more complicated than just one vs the other. It depends on usage and the particulars.

safe forge
#

but remember it doesnt reduce draw calls, but shifts them onto gpu

honest vale
#

didn't 4.24 introduce automatic static mesh batching if same material is used?

safe forge
#

where they can be processed much faster

honest vale
#

or was it 4.23?

#

due to the render pipeline refactor

scarlet birch
#

might be 4.23. I had improvements with render times swithcing to 4.23

digital anchor
#

this conversation pops from time to time, generally the answer is "impossible with C++"

serene birch
#

4.23 has autoinstancing so the "dumb" method might work better than manually doing ISM or HISM

honest vale
#

visual studio just sucks when it comes to file handling

digital anchor
#

wait, from a post from vblanco it really looks like its supposed to instance shadows aswell so maybe i was right

fresh shuttle
#

Yo guys im kinda new to this and i have a question

spare sun
#

honestly it isnt as much about why as it is about priorities. You can just delete the files and regenerate the project

fresh shuttle
#

Im working in paper 2d and i literally cannot select any of my paper sprites , i can select meshes and actors but not paper sprites, do you guys know how to fix this issue? Thank you!

plush yew
brave gate
#

@safe forge @serene birch your information are bit inaccurate... Yes, the basic advantage of instanced meshes is reducing draw calls, you get only one draw call per every material on instanced mesh. No draw calls are "shifted to GPU". It's all about amount of commands processed by CPU and sent to GPU, optimizing draw calls is about optimizing communication from CPU to GPU. In effect render thread is faster.
And autoinstancing in 4.23 isn't universally better than manula HIMS. Autoinstancing will fail with big numbers of actor instances, unusable with 10k cubes. It's great if you have many mesh types with few instances each - it would be very slow for designer to mesh such level with HISM. If you'd repeat few meshes hundreds times, Instance Tool plugin could save you performance. It's rendering, "everything depends"

serene birch
#

I said "might work better", got my back covered 😉

brave gate
#

Ok 👌😅

serene birch
#

autoinstancing is done by a compute shader on the GPU side mostly

#

probably doing viewspace culling + batching at the same time

#

I can see it having some hard limits causing issues I guess

brave gate
#

@brittle gulch your HISM can be slow if you have instances distributed all over map, so there always processed, if one instance is visible. Try using mamy HISMs per map or, yeah, just enjoy autoinstancing.

plush yew
#

Hi,Is a 300k tris for a isle that I'll use as terrain in my map too much?

brittle gulch
#

@brave gate Oh alright, now I see why I had this many draw calls. Because I had, indeed, the HISM instances distributed all over the map. So they are all computed right? I should then separate them into chunk of HISM, spread through several actors.
@serene birch Is there a way to disable autoinstancing? Because I guess if there's a ton of meshes (a city for example), autoinstancing might be a bottleneck

serene birch
#

it's unlikely it WILL be an issue

honest vale
serene birch
#

it would need your CPU to be faster at doing that work than the GPU 😛

honest vale
#

r.MeshDrawCommands.DynamicInstancing

fresh shuttle
#

Hi can someone answer my question ,sorry

brave widget
#

saucey, are you able to select them within the World Outliner?

fresh shuttle
#

Sorry im new to this what is a world outliner?

#

Oh nevermind

brave widget
#

Really... 😂 just kidding 😛

fresh shuttle
#

Yes i am able to select them using the outliner

brave widget
#

Ok, so I don't really have a solution but an idea as to the cause. Something is "in front" of the sprites causing them to be unselectable. Maybe. Can you try hiding everything except the sprites and see if you can select them then?

brittle gulch
#

@serene birch You mean, in the case if I turn off auto-instancing?
@honest vale thanks for that, I'll look at it

serene birch
#

yes

fresh shuttle
#

@brave widget i will try

#

@brave widget i dont think thats the case,it happens on every level

#

I can select some sprites tho

#

The sprites that i can select are typically large tho

safe forge
#

@brave gate Thanks for the correct info 😉

brave widget
#

Honestly have no idea. Don't really have much info to go on either. The only time I have trouble selecting something is that something else is in the way.

midnight root
#

Ive had trouble , say selecting a mesh,not yet static, and it not being highlighted in world outliner, so I have to cursor key up/down , then it highlights it on selection in list..

fierce tulip
midnight root
#

ty Luos ;0

#

ok but it still has 'try' button,or has that just not been changed yet, nor does it say free'on page after clicking on try

abstract relic
#

How come that isn’t news worthy?

fierce tulip
#

lol

#

GG launcher

manic pawn
fierce tulip
#

@abstract relic iunno, is it?

abstract relic
#

Appears to be a recent change

#

And a newly accessible tool

fierce tulip
#

lol couch knight demo is for 4.11 tops

rigid ocean
#

@serene birch found some nice tutorial that basically does what you suggested to learn its nice and complete https://www.youtube.com/watch?v=1VQc6xbDB0k

#

he only made 4 noooooo

#

well gotta figure out myself how to add sound and effects then

fierce tulip
#

guess this is how epic sees gamers :p

abstract relic
#

The ceiling is more interesting than this game

#

Scratch that

radiant haven
#

hm

abstract relic
#

The back of my eyelids are more interesting than this game

brave widget
#

I feel like that was the developer after 72 hours of non-stop work making that 😂

fierce tulip
#

it gets worse

radiant haven
#

need someones help for some blueprint pickup

stuff in general

grave nebula
#

Can't unsee that now.

#

Actually, it is 2020 and in more developed countries 3d modelling should be on the list of jobs for prison labour, shouldn't it ?

honest vale
#

falcon punch

fierce tulip
#

@grave nebula thats one way to reduce crunch

grave nebula
#

You don't have to crunch if there is someone else crunching for you.

fierce tulip
#

exactly

#

and since they are in prison, they get both a work mentality, and a better job once their time is done

grave nebula
#

Charge people with illegal content possession, asset theft, cheating and send them to modelling and texturing camps.

tawdry storm
#

As of 2016, 2.3 million people were incarcerated in the United States
that's a lot of low wage manpower that can crunch your 3D Models out

fierce tulip
#

"blizzard fired all developers, hires prisoners instead"

#

"prisoners demand union due to inhuman working conditions"

tawdry storm
#

when prisoners have more rights than gamedevs 😦

fierce tulip
#

"Prisoners made a prison escape simulation, actually works"

tawdry storm
#

"Prisoners mod Prison Architect to suggest better prison to warden"

fierce tulip
#

"Prisoner X is finally free, studios around the world cry"

  • He was the fastest modeler we ever had, said Todd.
tawdry storm
#

"Florida Man Sentenced to Death Was Set Free After Being Hired by Blizzard"

#

aw we had the same idea 😄

vast fossil
#

sure

#

just get more ram in ur pc then 8gig

#

I have 8 ram and its always getting full

cloud cobalt
#

The amount of VRAM in your GPU is not a great metric of performance

vast fossil
#

ye thatll do it

viral sluice
#

Can someone help me with animation blend problems? I have 3 montages (reaching the sheathed sword with hand to unsheathe, charging the sword for a charged attack and slash with the sword).
What I want is a smooth transition between these montages, but what I get is: Reaching weapon is played, when it ends it blends with idle and idle blends with charging, when charging montage is going to end, it blends with idle and again idle blends with slashing montage.

vast fossil
#

@viral sluice maybe post the state machine nodes here so ppl can see whats going on

fierce tulip
#

hey hey @robust tree that should actually be posted in #released

robust tree
#

it is not released @fierce tulip

fierce tulip
#

you "released" a new video

robust tree
#

more in work in progress

#

ok

#

🙂

fierce tulip
#

thanks :)

viral sluice
#

https://i.imgur.com/jLjgjAe.png
This is the animgraph, the state machine only has walk/run/idle and walk/run/idleweapon, I'm playing the attack montages in the weapon blueprint, I can upload it as well if you need it (the attack anims are defaultslot)

radiant haven
#

Could SOmeone helpe me avoiding this wiggle (rotation is static so no rotation while in hand

rapid stratus
#

Ok - I am having major issues with 4.24 - just want to know If I am the only one - cause then I have look ijnto other causes. Everytime I bring another app in focus and leave UE4 run in background for about a minute - it feezes up and I have force-quit it. Its almost every time. Logs are clear - it's like there are no errors it just freezes and nothing happens

honest vale
#

maybe it's related to the "reduce UE 4 priority in background" setting or whatever it was? 🤔

rapid stratus
#

I tried setting it to high and even realtime(I know - not recomended) but that doesn't solve it

honest vale
#

I mean in the editor settings

rapid stratus
#

ogh

#

didn't knew there's such option

honest vale
#

I think there is, at least it reduces viewport rendering speed

#

so that the FPS is something like 1 or so 😄

rapid stratus
#

False

#

Sorry

#

tried to copy the setting name - use less CPU when in background

#

I will try to disable that and see what happens

#

Thanks

cosmic panther
#

@rapid stratus Im having that issue too. and also to launch the game i have to bring something else into focus while it loads then i can go back and play, but when package the game its fine

rapid stratus
#

I guess we'll need to wait for an update. That CPU option didn't resolve it

#

just froze again

plush yew
#

Is there a way to keep the camera on a ArchVis character from moving up and down as you look around while moving -- pan / tilt is ok, change of elevation of the camera is not

rapid stratus
#

@plush yew you mean like head movement?

#

Or just limit player from moving up and down completelly

plush yew
#

ya, head movement is great, but when i look down while walking, I dont want to end up looking at peoples knees etc

#

player does need to be able to go up and down stairs etc

rapid stratus
#

C++ or blueprints?

plush yew
#

blueprints I assume

#

im new at this

rapid stratus
#

Anyway - I would suggest clamping the pitch angle

plush yew
#

Ok, thanks

rapid stratus
plush yew
#

No wo+rries, thanks