#ue4-general

1 messages ยท Page 633 of 1

rotund scroll
#

I'm out of suggestions then

#

try answerhub

brave gate
#

actually raytracing can make a difference - in Control (which uses tech properly) finally things looks grounded in the world, lighting/shadows working naturally, it's so pleasant
it's a step forward, we use to games where shading works more or less like comic book - objects lighted in kind of isolation of others object), we did improved and created many workarounds in last 2 decades, it's still a cheating
once hardware mature it finally be a standard to see you character in the mirror, feel a changing weather or simply look at the object that are actually affected/lighted by everything around

#

it's just huge breakthrough in technology, smaller in experience - but that's good, it's not some weird niche invention "that's maybe useful"
raytracing is so natural for humans, that just launch Control and you're like "ok, this works, great" and you don't focus your brain on it anymore, like with good audio or physics ๐Ÿ˜‰

cloud cobalt
#

Nah, it's a regular iterative improvement that will slowly be adopted as an option for some parts of the rendering, not a revolution

#

Tech improves drastically all the time

brave gate
#

although reflections are everywhere in Control... and that's already annoying and artificial ๐Ÿ˜„

honest vale
#

hopefully AMDs DXR implementation in their next gen GPU doesn't suck

brave gate
#

I hope too

#

because if next-gen console are good at raytracing, designers can finally include as gameplay tool or rely on while working on bit of story/dialogue/scene

brave widget
#

Raytracing isn't really a brand new tech, its been around for at least 30 years. The only difference now is, we can finally do it to some degree in real-time.

cloud cobalt
#

Raytracing is a tool, not a church

rigid ocean
#

god dammit, i got into the phase where i can actually start building the map but i got no idea what kind of map i want, don't know if i want to start in the open, closed space, if i want to go up or go down too much choice no idea what to doooo haaaaaa

cloud cobalt
#

If it gets faster results than a non-raytraced approach for the particular effect you're doing in a level, more power to you

#

In the meantime, you'll still use baked lighting for all the static parts of your level, because it would be stupid not to

exotic thicket
#

@rigid ocean maybe try building smaller parts of it first? You can then figure out how they would connect

brave gate
#

well, I'm happy that my recent games don't use baking at all - that's major pain in the ass for designing dynamic worlds or mechanics changing anything in the world ๐Ÿ˜‰

#

and that's where my interests lie ๐Ÿ˜›

rigid ocean
#

yeah, i might try to just build the spawn room then figure out the rest, i atleast know i want to wake up from a fade to black in a room

wary wave
#

1/3rd of the time in Control the raytracing makes no noticeable improvement, and another 1/3rd of the time it looks worse than it's non-raytraced counterpart ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

tbf, the non-RT version does some intense rendering stuff already

sonic nest
#

re -importing an asset doesn't bring up the menu or do anything, works on other assets. quick ideas other than just, deleting and actually re-importing?

fierce tulip
#

editor settings > search for import

#

can reenable it

midnight gate
#

HEY GUYS HELP

#

i acsidently delted my player charcater and network player start so i just put the player actor into the map and weird thigs are happening

#

like i started a game and another fcharacter was falling down for no reason

#

why it it spawn 2?

#

and why wont it spawn at the right location

#

look the one thats at the tree is the right one but for some reason im playing as some other one

#

help pls

#

how do i fix this i dont wanna redo the map

heady saddle
#

hello everyone :) anyone have som experience with a custom BuildConfiguration.xml? specifically how to enable all cpu cores. I did <ProcessorCountMultiplier>4</ProcessorCountMultiplier> but when building from vstudio it says this line is an unknown element, anyone had similar issues?

midnight gate
#

it seems that adding player start and removing my character worked

rigid ocean
#

Anyone know whats up with the "Lightneed need to be rebuild" and how do i get rid of it ?

heady saddle
#

@rigid ocean press "Build" in unreal editor, it basically renders all your lightning sources so it's not always needed

rigid ocean
#

thanks, i guess i got now no excuse to not start working on my spawn room for my game but i got noooooo idea where to start

plush yew
#

What is probably the best way to start woth unreal?

#

Should i start with 2d or 3d with it?

rigid ocean
#

personally boogie i started with 3d and im very happy but i think it doesn't matter that much

#

@plush yew

cloud cobalt
#

@plush yew Very simple 3D games

plush yew
#

Ok

#

But how simple we talking?

exotic thicket
#

Do you have any background in programming or such before now?

heady moon
#

Yeah if u don't have a background of OOP( object oriented programming ) then you'd probably have to learn blueprint

cloud cobalt
#

@plush yew Simplest you can imagine, like say Breakout or something like it

dim plover
#

Would you do Breakout in 2D or 3D?
3D Breakout would be pretty cool. Especially in VR where you face up at the opposing blocks.

cloud cobalt
#

UE4 sucks for 2D and I don't think anyone picks it up to make 2D games, so 3D, but 2D gameplay is fine

wary wave
#

I would not change the mechanics

#

3d rendering, 2d gameplay

rotund scroll
#

pong VR when?

dim plover
#

There was that popular Pong-like, Flash game Curveball which could be cool in a VR setting.

copper flicker
#

so odd thing happened today

#

I'm duplicating George.. and it creates another BP named George

#

Unrela lets us use the same name in different folders, for different BPs

#

but.. I was wondering if naming could be the issue

#

I've had all sorts of issues with duplicating these BPs now

#

they tend to spawn a different BP..

#

O o

#

in the editor. when I duplicate

tame delta
#

What's the bestway to separate some actors from the rest to work on them individually without being poluted by everything around it? I think sublevels are a thing, but I'm wondering how it works with static baking, and if I can move a big selection of actors over to a sublevel easily? Never really used them before

lilac wedge
#

my game wont package because i have a custom structure variable in my save game blueprint so i get an error saying Serialize Loading: Property 'StructProperty /Game/Save-Load/SaveLoad.SaveLoad_C:event'. Unknown structure. How do i sort this error out?

dim plover
#

Someone recently had that problem. Think he renamed the struct and renamed it back. Maybe you can just "refresh nodes".

rotund scroll
#

@tame delta generally you can use separate actors of the same type in sub levels (for instance, persistent level keeps only initial logic and untransferrable actors, a sub level keeps all of the complex geometry, another keeps the collision and yet another keeps the blueprint scripting).

otherwise you can use level layers for instance if you have a separate area and you want to catch all of the actors in that area.

lilac wedge
#

@dim plover Ill give that a try thank you

#

@dim plover worked thank you very much ๐Ÿ™‚

tame delta
#

@rotund scroll Having a sublevel with a setting, some logic actors sounds good. So do levels contain other levels and use all sublevels when baking light for example? I'm already using layers (a bit) but they aren't really adapted as I still have way too many actors to work with

#

Also can a sublevel contain another sublevel ๐Ÿค”

The best thing for me would be to have

Level 1 : BaseLevel + Machine A + Machine B + Machine C
Level 1a : BaseLevel + Machine A
Level 1b : BaseLevel + Machine B...etc

#

Essentially I could work independently on some machines, and have all the changes reflected in level containing everything

#

(if that makes sense)

gilded lichen
#

Whats the best way to set a boolean constantly on a blackboard?

serene birch
#

sound is horrible on that video though XD

exotic thicket
#

how about a VR tetris game where the blocks are very large and you have to climb on top of the blocks to place the new blocks down

#

and you could optionally throw the block at the other player's tower, causing it to fall down

#

lol

fierce tulip
#

I actually designed a small setup like that

#

one player plays tetris regular

#

other needs to move in 3d space in vr

#

either platforming, or with a flying thing or whatever

#

or imagine one person playing pacman, and 4 VR-people are the ghosts

#

imagine giant pacman hunting you down :p

exotic thicket
#

haha :D

rotund scroll
#

@tame delta light is based for the persistent level and it handles all sub levels based on visibility. there is nothing to worry about there

the idea is that the persistent level (what you call base level) has little inherent logic and allows sub levels to perform what they need to do independently. this maximizes modularity as sub levels generally can be replaceable. technically if you want to go into depth here, you'd have the render mesh level be a child of the collision mesh file, since they are coupled together the strongest. but equally you still have a separation between if you ever needed to swap them out.

I don't know what you mean by machine. if you're planning on multiple levels with scripting, keep that apart from static geometry. Use only actors in scripting levels that require scripting (e.g. AI, buttons, potentially doors).

#

@serene birch that doesn't look like pong, there's too many variables and you have to account for depth perception #failedconcept

tame delta
#

@rotund scroll Ah yeah sorry didn't quite explain what I was going for and why, but my main issue is that I have a lot of actors (10k or more) because it's all imported from CAD. When I say machine I mean literal machines, as in part of a production pipeline. Those machine are complex (again because they come from the CAD) and I often need to work on them to make them VR-viewable. I wanted to separate my machine in different levels (or whatever else that would fit my need), so that I could focus on them on the world outliner (because the world outliner tends to not behave with highly nested actors like that). It could also let me put my "base level" somewhere and reuse it in different project (different production pipelines) so I could keep my factory floor model, lighting...etc

rotund scroll
#

consider them macro to micro

#

if you have an engine, then each separate part of the engine could be a sub level

#

e.g. combustion chamber + pistons would count for one sub level

tame delta
#

So this is something I can do, do you think? I'm also wondering if I can nest sublevels within each other, and if that's the case do they automatically handle redundancy

rotund scroll
#

sure you can do it

#

how do you mean redundancy?

tame delta
#

For example can machine A contain the whole factory floor (so I can view and work on it independently), but still be added to another level that also contains it

rotund scroll
#

yeah essentially if you keep modular yes

tame delta
#

The one thing I tried was to create a new level and move my machine to it (ctrl+x, ctrl+v, dunno if there's a cleaner way), but obviously that level ended up being fully dark, and I couldn't add lighting to it because lighting needs to be in the topmost level

rotund scroll
#

but if you have a lot of macro levels then going from macro to micro is going to be an issue

tame delta
#

Hmm how so?

rotund scroll
#

but since this sounds like a technical concept rather than a game it might not be an issue

#

imagine going from a factory floor down to the tiniest cog

#

that's like 4-5 levels of zoom

#

at least

tame delta
#

Well I wouldn't use that kind of nesting for levels, really I'd only have one level per machine probably, going any further wouldn't be useful to me

rotund scroll
#

sure, if the machines themselves are macro enough it'll be fine

#

just consider the depth of your level of detail since you're focusing on one particular object at a time

tame delta
#

Hmm alright, it's still pretty abstract to me I guess, but I'll try and figure out how levels are used, nested...etc

#

Thanks

modest girder
#

Hey Guys, I'm trying to colab with 2 programmers (I'm not a programmer myself, I'm an artist) I made some levels but after they have implemented the programming and shared it through Bitbucket I can't open it anymore. I get the following pop-up

I can press yes and a loading bar will appear going to 99.9 % waiting for a VERY long time. In the log it tells me:

License is invalid:
License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
This build will run in standalone mode.

Not sure what Incredibuild is and/or if this is causing the problem but eventually it continues ( too quick to make a screenshot) before it comes up with the following message

#

In both cases the editor just closes. I have updated unreal eventhough we use 4.22.3 and this resulted in more errors. I don't know how to "manually rebuild" this or what it even means ( restart ???)

  • I have re-installed virtual studio
  • reinstalled unreal
  • installed a newer version
  • made sure I have the unreal package installed in V.S and any other remotely close plug-ins in V.S.

Can anyone please help me =/ ?

rotund scroll
#

you need help from those two programmers, not us

modest girder
#

They raise their hands saying it works for them and don't know

rotund scroll
#

ask them for the file it's bothering you about?

#

I mean this is only solvable through their help, because they compiled it in the first place

modest girder
#

So it's not an unreal / visual basic problem with the instalation or anything ? I mean.... Been looking all over the place on how to get this working and/or how to "rebuild from source manually"etc.

rotund scroll
#

it's a licensing problem

#

probably because your programmers use some software for VS that you don't have

#

so they need to recompile it or give you the license file for you to compile it

modest girder
#

Thank you. I think this gives me a bit more insight into what the problem could be

tender flume
#

Anyone knows my error?

#

It's same as his, rebuilding from source manually

abstract relic
#

You still gotta build your version regardless

tender flume
#

How does that work?

rotund scroll
#

in his case he needs his programmers to update their version as well

#

or downgrade to that version and risk corruption

tender flume
#

^^

#

Did I miss any visual basic SDKs or anything?

#

Using a plugin, it works on 4.23 and 4.24 as stated

#

I managed to get a response from the plugin creator

#

He said to use the repository which is what im doing right now

abstract relic
#

Rmb [uproject] >>> generate visual studio file >>> open .sin >>> build [project]

tender flume
#

Uh but theres no code in there

#

This project does not have any source code.

#

You need to add C++ source files to the project from the Editor before you can generate project files.

#

So, how does that work?

abstract relic
#

Nope

tender flume
#

?

#

Do I need to tick that UWP maybe?

midnight root
#

4.24.1, world compp scene, anyone know why the white'arrow' normally seen trying to rotate directional light, is absent ?

#

@tender flume yes if thats your desired targeet

#

target >

#

eager for keyboad replacement ;))

tender flume
#

Uh

#

I think I fixed it.

#

c:

midnight root
#

very well;)

lilac wedge
#

Any idea on uploading and downloading images using an api or plugin ? So one user can upload image and other can download using a http link ?

grim ore
#

There is a download image node in UE4 blueprints that lets you download an image from a website and do stuff with it. Uploading nope. If you want more you need to add some custom code or a plugin

normal burrow
#

BP does have REST support?

plush yew
#

Is there a way to have a skylight affect only a specific channel?

grim ore
#

out of the box no

plush yew
#

terrible

plush yew
#

Morning everyone -- I got the following response to a question on reddit, but I am not sure how to go about what the author is suggesting, can someone help me out here please


If you want to implement vertical movement like falling or climbing stairs, I recommend using a Character pawn with built in movement.```
rotund scroll
#

z is the up axis, your character rotates around that axis when looking around

plush yew
#

Right, I got that much

abstract relic
#

Imagine spinning around a pole

rotund scroll
#

das it

plush yew
#

where are these pins that he's talking about?

rotund scroll
#

on a node

#

presumably

grim ore
#

sigh someone needs to make a mannequin pole stripper example to explain the rotational stuff now

rotund scroll
#

lol

plush yew
#

ROTFL

rotund scroll
#

not it

abstract relic
#

Likewise

plush yew
#

also not it

grim ore
#

@plush yew your output pins like vector/transform/location and such are normally 3 values or more. You can right click the output pin to split it into things like X/Y/Z separately.

#

or you can drag out of those pins (structs technically) and break them apart into the individual values

plush yew
#

ok, where do I find these pins?

#

Should i start to devolope for pc or concole or both or phones?

grim ore
#

it depends on what you are doing I guess. We dont know the question

plush yew
#

Trying to get my character to not rise and fall when I look up and down while moving

rotund scroll
#

on a node

plush yew
#

ok @rotund scroll where do I find the nods?

grim ore
#

I think the issue here is "what is rise and fall"

rotund scroll
#

very philosophical

abstract relic
#

Pc Boogie. Easiest to test with

plush yew
#

ok, When I walk along looking up or down, the camera rises or lowers

rotund scroll
#

I think someone wrote a book about it

#

rome was the protagonist

grim ore
#

the default character glides, the capsule does not move up or down on the character unless it's parented to something that moves like an animated mesh

normal burrow
#

Boogie swagger

rotund scroll
#

sounds like you're moving your character by moving your mouse forward

#

is this correct?

plush yew
#

till I end up looking at the room from the perspective of a mounse

#

no, using wasd

abstract relic
#

Iโ€™m willing to bet the camera is parented to the skeletal mesh head

plush yew
#

mouse controls pan and tilt of the camera

rotund scroll
#

welp there goes that theory

grim ore
#

I checked out the arch vis character, he seems to move as expected without bob

normal burrow
#

Head yea bet

abstract relic
#

Go nap Pat

plush yew
#

he moves around ok, but as I look up he takes flight, as I look down the view goes downward till the camera is at ground level,

rotund scroll
#

I see

grim ore
#

then you arent using the arch vis character, you are using the default pawn which is a ghost

zealous cloak
#

if someone can help me with nDisplay ? everything seems to work it opens the windows based on my config file, but only black and then close them.

rotund scroll
#

you don't actually have a character I think

#

do you have a player start in your level?

plush yew
#

OH!!!

rotund scroll
#

sorry, PlayerStart

plush yew
#

yes, I do have a player start

grim ore
#

even if he has a player start he has to replace the default pawn

rotund scroll
#

true, but that should come with the template usually

#

even in arch wiz?

grim ore
#

your arch vis character is in the world, click on it, go to the details panel, search for possess, and click auto possess player 0

plush yew
rotund scroll
#

how does your game mode look @plush yew

abstract relic
#

Project setting >>> maps and mode

grim ore
#

yeah he isnt using the arch vis template, just the arch vis character from the plugin

abstract relic
#

Tell us what the default pawn is

rotund scroll
#

๐Ÿค”

plush yew
#

actually, I am using the arch viz template

abstract relic
#

There you go

#

Spectator pawn

rotund scroll
#

so it seems spectator pawn is the default pawn

#

how crude

plush yew
#

ahhh -- change that to arch viz character?

abstract relic
#

You are basically a flying camera

rotund scroll
#

yes sir

plush yew
#

that probably explains why I kept changing the speeds of the character in the settings and it wouldnt change the speeds on the screen

grim ore
#

yep the arch vis template and the game mode has no character.. that's stupid

#

ah sorta makes sense, the arch vis template has a sequence as the default map

abstract relic
#

Flying is a plus

plush yew
#

ok, so now when I play the game I have no movement control, so I bet I need to go hook that up someplace?

abstract relic
#

You need to make a pawn

grim ore
#

that's cool tho, the template has a material post process effect for object outline, like a hand drawn effect/cartoon

abstract relic
#

And set that as default pawn

plush yew
#

is there a preferred reference for that?

abstract relic
#

If the pawn doesnโ€™t have any movement and input logic, of course it wonโ€™t move

plush yew
#

will the default pawn from the left panel work?

rotund scroll
#

you'll need a character movement component

#

perhaps

#

you can try

#

otherwise create a new blueprint that is parented to pawn or character

grim ore
#

well if he is using the arch vis character it has that, it just has no player controller or input set up

rotund scroll
#

and set that new class as the default pawn

grim ore
#

and you cant import the first person feature pack to steal that setup and swap to the arch vis character in .24 because it's broke... yay

abstract relic
#

Why would? Youโ€™re short circuiting my brain Mathew ๐Ÿ˜œ

plush yew
#

LOL -- mine is spinning too -- but I'm trying to keep up

grim ore
#

ok so... now I know this is weird but... the Arch Vis character movement component actually has movement controls built into it

#

it uses axis names you define in it's details to drive the character

rotund scroll
#

probably missing player controller

grim ore
#

so if you cheat and import the fps template it will add the axis input for you lol

rotund scroll
#

and input commands, presumably

grim ore
#

the arch vis character is a weird beasty

abstract relic
#

Someone done goof I see

grim ore
#

yeah the issue is you have to define those input's in the settings or cheat and use the FPS template and just swap characters

plush yew
#

I know the arch viz character and template are new in the new engine

grim ore
#

they do some weird stuf in the component itself to make the character "feel" more human

plush yew
#

should i start over with the fps template?

rotund scroll
#

@grim ore cheating will still mean that the inputs aren't setup in the project

#

better to do it the correct way

#

teaching shortcuts is no bueno

grim ore
#

yep just saying you dont need to hook up actual input events in the character if you use it

#

the character has hard coded movement built in

supple totem
#

You can export and import inputs

#

Dunno if that applies here

grim ore
#

it does the problem is this is a sucky first experience for a new user which he is ๐Ÿ˜ฆ

abstract relic
#

But why is it hard coded? Thatโ€™s gross

grim ore
#

it's intended to be a "drop in" character for arch vis

plush yew
#

new user of UE4, but ive been in the computer industry for a lot of years, so I'm willing to dig in and learn etc

grim ore
#

and to answer yes if you created a first person template and replace the default pawn with the arch vis character you create you would be able to use the archvis character and move it correctly.

#

alternately you could create a new FPS template like suggested, go into project settings -> input, export out the input settings to a .ini file. go back into this project and import it to get the input bindings set up for you

plush yew
#

whats the prefered way of doing it "right"/

grim ore
#

depends on if you want to use the arch vis character or just a normal first person view character

abstract relic
#

Long story short. I would use fps template

rotund scroll
#

@plush yew manual setup so you learn the true value of hard work

#

also because it sticks and you'll be better for it in the long run

plush yew
#

Im doing arch viz projects, and want to be eventually able to make stuff like the demo project that was recently published

grim ore
plush yew
#

where the viewer can walk around the structure

grim ore
#

this just walks you through setting up the inputs for it to use

plush yew
#

sweet

#

@rotund scroll not afraid of hard work ๐Ÿ˜„

grim ore
#

after you get this working so you can atleast "see" it then yes what everyone here suggested would be better in the end. Understanding what the Character actually is and how it works so you can customize it to your needs is a good idea.

#

just kinda sucks to spend all this time and get engine blocked due to bugs ๐Ÿ˜ฆ

plush yew
#

im ok with that --

#

ya -- it is

#

I think the idea of my first game is slowly coming together

#

Yeah this will be great

#

But I first have to learn everything ๐Ÿ˜

thorny locust
#

If I want to use UE4 for rendering is it possible to setup mattes on objects so I can use them in composting in like After Effects or Nuke?

grim ore
thorny locust
#

awesome thanks for the tip

plush yew
#

uh, guys?

#

everything looks quite weird, after I enabled a bunch of things in the render section of my project settings

#

SDF is horribly weird looking, for some reason

radiant fable
exotic cave
#

@plush yew : Always try rebuilding your lighting first

plush yew
#

@exotic cave did, rebuilding again to make sure

exotic cave
#

Gotcha

radiant fable
#

im trying to devise a finalised texturepacking standard, it seemsntheres not much of a standard out there.
but from experience I've had to abstain from packing anything with the normal map, it needs to be uncontaminated

plush yew
#

I'm trying to achieve distance field tech, like better shadows, and AO

exotic cave
#

I am quite new to UE, but I try to answer what little I can as most questions here seem to go unanswered

plush yew
#

yeah, I know about that

exotic cave
#

I have no good information on distance field techniques besides this video, which is probably not what you want but which is cool anyway

plush yew
#

I mean, that's for terrain

#

my games luckily never have terrain, but, I'll see how he set it up

#

thanks

exotic cave
#

Sorry I can't help :> Keep plugging at it, nobody helped on my grassnode stuff yesterday and I eventually figured it out

#

I usually wade through several hours of badly presented YouTube instructional videos, and then the answer I want is somewhere in the mess ๐Ÿ™‚

plush yew
#

yeah, it's kind of weird how difficult it is to get clear instructions on making these work

#

like, I'm just trying to use Distance Field Ambient Occlusion and Distance Field Soft Shadows

#

though, I am also kind of interested in SSGI

exotic cave
#

I can't really help anyone else on their research interests until my first landscape pack is done. ๐Ÿค  Making advanced landscape materials is just as hard and confusing as the stuff you're doing. But I wish you good luck!

winter hamlet
#

hey guys

#

is there a way to show the vertices on a landscape more clearly

#

like have a line appear out of each vertix

stiff tundra
#

I'm having some issues with a lot of noise being generated in my scene. I'm not concered about framerate due to this being more of a visual project. I assume this has to do with TAA but im not positive. Has anyone ran into this issue and was able to get it to become cleaner and crisper?

exotic cave
#

@winter hamlet : I mean, you could just turn on and off wireframe mode?

winter hamlet
#

thats a little obnoxious tho

#

i want to do some fine detail editing of the landscape

#

so sawpping back and forth would be painful

stiff tundra
plush yew
#

how that looks is exactly why I want to use distance field @stiff tundra

#

the foliage and terrain looks abominable compared to distance field versions

stiff tundra
#

@plush yew i'm not quite sure I follow what you are saying.

grim ore
#

@radiant fable There is no real standard, it's whatever fits your needs (might not have roughness maps for example) but here is a post from Quixel for how they do it https://help.quixel.com/hc/en-us/articles/360002811497-Channel-Packing-and-Format-Support. I do know that certain channels pack different depending on which compression you are using so that would be the biggest concern as some of them give different channels a larger amount of data they can hold

plush yew
#

that last one is distance field soft shadows

gusty crane
#

I live on an island that looks like those images irl ๐Ÿ˜€

stiff tundra
#

@plush yew I'm a tad confused cause I have cascade and distance field shadows on.

plush yew
#

huh, that doesn't look quite right

#

I can't find the setting, but there's a two-sided distance fields setting somewhere that helps with it's looks even further, especially foliage @stiff tundra

stiff tundra
worldly cosmos
#

hi everybody) Please tell me, who use mobile advertising (Rewarded Video, Baner, etc), how u implemented this in ue4 mobile games? Use some code or Plugins? Who have positive experience?

exotic cave
#

@plush yew : I can confirm having done a fair amount of depth-based technique work at this point that it is indeed the future generally.

plush yew
#

I forgot, but, there's a setting @stiff tundra

#

a res setting, somef'nwhere

exotic cave
#

Where are those images from?

plush yew
#

I can't find it either

#

mine?

exotic cave
#

Because that's super spicy work

#

Yeah

plush yew
#

that's the official docs for ue4

exotic cave
#

Oh wow, which page?

plush yew
#

so, yea, nice work on 'em

exotic cave
#

Have you found one of the Golden Pages I'm always looking for in the documentation and can never find on my own? ๐Ÿ˜„

plush yew
#

An overview of using Mesh Distance Fields to create dynamic soft area shadowing.

An overview of using Mesh Distance Fields to create dynamic ambient occlusion for SkyLights.

An overview of Mesh Destance Fields and its available features that you can use when developing your games.

#

but, I can't find the res options anywhere at all

exotic cave
#

I will have need for this once I can actually get some working grass and trees in my scene, so I thank you and I'll let you know what my experiences are with distance fields once I learn them.

plush yew
#

@stiff tundra you have distance field enabled on foliage then, right?

#

the "affect distance field" setting, anyway

exotic cave
#

Also, I think UE should consider purchasing Brushify as it did Megascans ๐Ÿ™‚

plush yew
#

I just wanna get my stuff working ๐Ÿ˜‚

#

I'd be happy with just that

exotic cave
#

Don't we all?

plush yew
exotic cave
#

I've been the better part of a week learning how to make real landscape automaterials ๐Ÿ™‚

#

Is that just a cube?

plush yew
#

yup

#

this is the default scene

exotic cave
#

Yeah, that's bad ๐Ÿ˜ฆ

plush yew
#

yeah, I have no idea

exotic cave
#

What are you trying to do distance-field-wise? Is it possible you can get the same thing from a custom material of some kind, or support for it across the scene?

plush yew
#

I'm just wanting it for general use, really

stiff tundra
plush yew
#

some first person, closed space, type of thing

exotic cave
#

hurms

plush yew
#

the second question, I'm not really sure

#

huh, for those settings, it sure doesn't look very right

#

I think your distances are off?

#

probably should tweak those a bit?

#

it's on the skylight

#

but, either way, it's not high enough quality for such a distance, I think

stiff tundra
#

omf, I fogrot to change the occlusion exponent back.

plush yew
stiff tundra
#

sorry about that thanks

plush yew
#

np

#

I'd also put up the resolution scale

#

5 seems a nice amount

#

for distanced landscape, I would maybe put a bit higher, but, either way, it should look better than it did

stiff tundra
#

I cant seemt o pusht the occlusion max distance past a certain value. The value changes but the visualization for the distance field ao doesnt seem to adjust.

#

Thanks for pointing that out. I've been working too long need to take a break. Making silly mistakes.

plush yew
#

np

#

I have no idea

stiff tundra
#

interesting. I'll check that out. Thank you

plush yew
#

I recomputed normals, enabled high precision UVs, computed weighted normals, enabled two-sided distance fields, and now my problem is fixed with the cubes

#

distance field size became 10x bigger, going from .01 to .1

stiff tundra
#

So I have another question; I am using a landscape material with a landscape grass type. When I go to my sequencer and try to pump out some frames the grass is being recompiled and isnt in the scene. Does anyone know of a way when the tiling is done to maybe bake it down so it would have to generate every time i open the level or sequencer?

dawn apex
#

Can some one direct me to how install modules and plugins ??

plush yew
#

I have a weirder problem lmao

exotic cave
#

Just want to say overall I'm still thrilled with UE. My god, the visual fidelity that is possible is so amazing compared to Unity

plush yew
exotic cave
#

I'm not even halfway done with the assets and material for this scene and yet the engine still takes my breath away

plush yew
#

yes, I've used unity before, the best I could get out of it ran at a horrid fps

#

and only looked anything remotely nice with an upscaling of 4

exotic cave
#

Unity's shadows just don't work IMO. It was what finally drove me away from the platform.

#

And now that I've seen UE, I'm convinced their default texture interpolation is also not the best

plush yew
#

not at all

#

they don't work at all

exotic cave
#

It's not always terrible, but no matter what I did it felt like my graphics looked like a high end mobile game at best

plush yew
#

look at this, this is my 4x upscaled preview of a project I abandoned

#

I did my best, I spent 6 hours trying to fix all the issues with lighting

#

most of it baking it

exotic cave
#

That's also their HDRP, which is just about fully broken ๐Ÿ˜„

plush yew
#

yup

#

I worked around with HDRP, and other stuff

#

I think that is HDRP right there though, yeah

exotic cave
#

My god, the issues that the team I was working with a bit last year had with HDRP. It changes every Unity release and they had to end up doing like 5 different versions for the different Unity/HDRP version combos

plush yew
exotic cave
#

It is. That's the default HDRP scene

#

Uh oh! Clippity clip triangles

plush yew
#

yup

#

I called it the scissor-shadow glitch

#

I have no idea why that's happening

#

well, I'll put up the resolution of the distance fields to 3

turbid plover
#

@plush yew regarding the shadows, is your mesh scaled? ive noticed weird results when scaling meshes and their distance fields

exotic cave
#

I have no good ideas ๐Ÿ˜„ If it were me in your shoes I'd be about ready to write my own postprocessing material and grab the scene depth and just roll my own solution

plush yew
#

glitches seem to happen with 1

#

it's the default first person scene @turbid plover

#

the default cubes

#

I guess it might be scaling, yes

#

but, it'd still hardly make sense, it's already 1.5 what it should be

#

the bigger cubes even further, 2.5

turbid plover
#

yeah distance fields dont seem to recalculate when you scale, it just scales them up, which results in some weird shadows

#

you can even see it with just scaling the basic default cube

plush yew
#

yeah, I don't know

#

I'm scaling it up right now, to 3, the res, I mean

#

1 just doesn't work

#

3 fixed it

#

nice

#

shadows feel a bit dithered though

#

any ideas?

#

hello guys I have a little question I want to make an animation first before show the menu-I did it one 2 separatelly widgets and I did the scripts like this with delay like first show the animation then after 5 seconds to show the menu but the problem is that when you start nothing

#

it is a mess ๐Ÿ˜ฆ

#

@grim ore @abstract relic @rotund scroll @supple totem and anyone else who helped, thanks for the input on making my character work right -- I followed that tutorial, and got the character set up easily, and it now behaves as expected -- thanks again

grim ore
#

yay!

plush yew
#

Wasnt hard either, which is nice

#

can someone help me?

normal burrow
#

woo nice

grim ore
#

I think you would have to show more code, all we see is the mess like you are saying but not why

normal burrow
#

hungarian mitko?

plush yew
#

ok

#

the bp is the animation widget

#

should you enable ambient occlusion on the world settings if you use distance field? @turbid plover

#

@grim ore

grim ore
#

does your remove all widgets remove the widget this is being called from? which means the code aftfer it never runs?

#

nevermind thats just remove not destroy

#

so then the question is what are your animations supposed to do or is that the issue?

plush yew
#

oh, right @stiff tundra

#

found your setting, I think

#

what i didn't understand you

grim ore
#

your main menu play animation says to play 0 times, is this correct?

plush yew
#

I think that it doesn't remove the widgets

rigid sleet
#

anyone ever used a Destructible mesh before? im trying to make a window that slowly falls apart as you shoot it with the First Person Example gun and it just keep breaking all of it all falling the the ground?

plush yew
#

the animation in the main menu is to show the game version of the project which is loop and it should turn infinity times

#

@grim ore

#

so what to do?

#

hm

grim ore
#

I just tested your code it works fine here

#

so you have something else causing it

#

your animation could be invalid, or you have something else stopping it from showing up

plush yew
#

after the delay I put the widget to remove all widgets cus to remove this with our logo but it doesn't work-idk why

#

hmmm

#

how I can see which stops to show?

grim ore
#

disconnect everything after thre first Play Animation in your first widget and see if it plays

plush yew
#

also the main menu is on different level by the main-it this problem?

#

which animation to disconnect? the game version or the other?

grim ore
#

the first screenshot you gave me, construct -> play -> delay -> remove. Disconnect after play so it only plays and see if it plays

stiff tundra
#

@plush yew i've tried those setting and even used the command line to change the distance. It seems to expand further at first but then won't continue after a certain point. Would anyone know how to extend the distance field ao?

plush yew
#

welp

#

I think I need distance field quality, or something

#

everything looks weird, there's lines in them

#

@stiff tundra I'd put up the resolution scale on them still

#

looks better than before though

stiff tundra
#

alright, I'll give that a shot

plush yew
#

ok I did it

#

no showing-wtf

#

it shows

#

but after period

#

hmm

#

@stiff tundra you might also want to put up the distance for cascade shadows

#

cast ray tracing shadows

#

I fixed it a little bit

#

it shows after I start the game

#

us after whos the animation then put the main menu-xD

#

I tried with delay after the remove all widgets but it show the anim,ation after 5 secunds together with the animation for the version of the project

#

oohhh ๐Ÿ˜ฆ

#

@grim ore

#

sorry for the tag but why you don't follow the chat?

grim ore
#

for that first part you created the widget but never added it to the viewport so you will never see that first one on screen

plush yew
#

a ok

#

but the delay works weird every time same

#

why ๐Ÿ˜ฆ

grim ore
#

are you adding the first one to the screen more than once? I dont know why it's weird but it works fine here.

plush yew
#

now it shows after 5 seconds

#

let me check

#

I create the widget in the menu level too

#

xD

#

no

#

I have the bp on this place only

grim ore
#

this is what I have. The level BP creates the first widget. The first widget plays the animation in the blueprint and waits 5 seconds. Then it removes the widget from the screen, creates the 2nd widget and adds it. The 2nd widget when it is created starts the animation for blinking text

#

so your code seems fine, you might be adding the widget more than once or removing it somewhere else or calling your code in multiple places or your animations are bad

plush yew
#

guys, you have any idea how to fix this issue?

tawdry storm
#

what issue?

plush yew
#

the shadowing changes drastically based on distance

#

and that distance is a tad bit too low

#

meaning to get the actual shadowing, I need to be really close

tawdry storm
#

welcome to Dynamic Scene Shadows

#

yeah I really got nothing for that, there's some options to mitigate this

plush yew
#

like?

#

I mean, which ones would really help?

serene birch
#

such a radical change is either a super weirdly setup CSM (unlikely)

#

or some screen space effect going wild

#

try to turn off SSGI for example

#

or SSAO

tawdry storm
#

oh wow I only now realised the actual issue... it's the whole wall going a bit darker and brighter, right?

#

I was so focussed on the actual shadows in the scene I didn't even notice that...

#

are you sure you aren't just leaving the post process volume at that point?

#

might be that some color grading effect just snaps in and out of existence

plush yew
#

yeah, I don't know

#

nah, still in it

#

@tawdry storm

#

not sure how to fix this issue

serene birch
#

did you try SSAO/SSGI tunning?

plush yew
#

nope

#

I enabled SSGI, but, haven't played around with it

#

not that I see where I'd tune it anyway

serene birch
#

turn those off to see if it fixes the issue

tawdry storm
#

also try to turn off the shadow on the directional light and see if it's still happening, if it isn't then we can be sure it's the shadow.
oh and check the shadow bias, those weird lines are ususally because of that

sweet relic
#

Could be eye adaptation / auto exposure?

serene birch
#

possible too, turn this off too to test!

tawdry storm
#

I mean it's not impossible, but it shouldn't jump like that

serene birch
#

turn everything off until the issue disappears!

tawdry storm
#

just disable the whole post process volume

plush yew
#

do I need to restart after turning off SSGI? doesn't give me the notification to

#

it's a skylight @tawdry storm

serene birch
#

this is how you know someone is a software engineer : when they fix a flat tire by replacing each wheel one after the other until the issue is fixed

plush yew
#

also, shadow bias?

serene birch
#

just try to turn off the "next feature to try"

#

still SSAO and eye adaptation to go

plush yew
#

alright, just so I know what we're fixing, is it the distance based thing?

#

that, I think I've fixed with cascade's settings

tawdry storm
#

the skylight shouldn't be casting realtime shadows ๐Ÿค”

midnight gate
#

help how do i fix this

plush yew
#

it's stationary

tawdry storm
#

read the errors, you need an input in 'object'

sweet relic
#

@midnight gate you need to pass an object to those cast nodes

tawdry storm
#

yeah even stationary, the skylight doesn't cast shadows

#

you have to have a directional light

serene birch
#

your distance check also includes a lot more sky when far away

#

more sky => more light in the screen to influence screen space effects like eye adaptation or SSGI/SSAO/others

plush yew
#

I'm not sure

#

but, again that is I think fixed, I'll show a gif

#

I see shadows there, or is it just my eyes taking me on a trip?

fleet stirrup
#

Is anyone else finding that Unreal 4.24.1 crashes more than Unreal 4.21.2?

normal burrow
#

what are you doing when it crashes?

burnt wagon
#

Basic q: trying to update 4.19->4.24 on Windows 10, but update fails as โ€˜epic launcher already runningโ€™ even though Iโ€™ve rebooted. Canโ€™t even uninstall 4.24 & start again. Any advice? Thanks

fleet stirrup
#

I was just creating an actor blueprint, and it crashed out of the blue

#

[2020.01.23-20.41.55:325][549]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 853]
[2020.01.23-20.41.55:325][549]LogWindows: Error: Rendering thread exception:
[2020.01.23-20.41.55:325][549]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198]
[2020.01.23-20.41.55:325][549]LogWindows: Error: Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')

#

Oof, it crashed again

normal burrow
#

latest drivers installed?

fleet stirrup
#

I'll check

#

Thanks for the tip @normal burrow !

normal burrow
#

You'd be surprised how often its the case of drivers heh

brave widget
#

Couldn't this be related to running out of video memory as well? I think I've gotten this error when I did something bad and my video driver crashed for lack of memory

normal burrow
#

it could be

#

iirc it does spit some message out when that happens though. but yeah render thread crashes could be lots of things

plush yew
#

@tawdry storm

#

this is on distribution exponent 2

#

setting it to 1 fixes it

#

but it also feels like using exponent 4 might be more quality

sharp nova
#

Question, when I use multiple projects for learning the engine, do I need to import the fbx files for each character for each project? Simply copy pasting the folders with fully compiled shaders in from test project 1 to test project 2 yields a resulting checkerboard style greyed out character mesh.

midnight gate
#

HOW DO I MAKE THE TEXT FIT IN HERE

rotund scroll
#

MAKE THE BOX BIGGER

#

MAKE THE TEXT SMALLER

midnight gate
#

i figured

#

i neede to turn on auto wrap

civic crown
#

So my GPU died while I was just messing around with the default level in UE4. (By died, I mean Windows will not boot if the GPU is installed in the PC, it will just have a flash of corrupted graphics and then restart) Looking at UE4's crash log, I noticed this large block: https://paste.ee/p/PPBSJ
I'm wondering if UE4 directly killed the GPU or if it just happened to happen while I was using UE4.

rotund scroll
#

to serialize a data table do you need to serialize each value in the struct it derives from?

swift spindle
#

@civic crown itโ€™s virtually impossible for software to kill hardware... itโ€™s more likely you have thermal issues / power problems with your gpu that unreal exposed due to the fact it runs things heavy by default.

civic crown
#

That makes sense. I'm just surprised it died out of nowhere since I've had it for around 4 years and it had no visible problems before it suddenly died

swift spindle
#

Dev tools kill hardware ๐Ÿ˜‰ indirectly

#

Especially cheaper Stuff

harsh tiger
#

i'm currently using 4.22.3 and im making a new project tonight. is it worth installing 4.23.1?

manic pawn
#

you mean 24?

#

yes

harsh tiger
#

i always try an avoid the most recent release

#

dont know why haha

rotund scroll
#

true devs only use version 4.0.0

upbeat tendon
rotund scroll
#

I'm glad someone caught my joke

upbeat tendon
#

don't worry you aren't totally alone

#

i think i need to start investing in a super computer

#

oh i know i will compile, oh that was a mistake ๐Ÿ˜ฆ

elfin hare
#

Hi guys, I've updated my project to 4.24 and now every time I drop an asset in the scene or duplicate an actor in the scene the editor does a source control check and that results in lag as the editor waits for the source control server response

#

How can I disable this?

upbeat tendon
#

i just turned off source control, but i am using git so i am probably making my life hard

elfin hare
#

I'm using perforce, so I can't disable source control

#

I mean, I can, but it's a pain haha

harsh tiger
#

https://youtu.be/j2ye93Gk76A?t=58 in little big planet 3 there is a mini game level where you controller multiple characters at the same time with one input. how would i go about recreating this mechanic in unreal? every tutorial and forum i find only talks about controlling one character with KB&M and another character with a controller. but not both characters with WASD

This is the Challenge Room: Guess Who's Coming for Dinner level in LittleBigPlanet3. I'll be doing a walkthrough in story mode and showing you how to get all the prize bubbles.

Please check us out and follow us on:

Twitch: http://www.twitch.tv/broco_gaming
Twitter: https:/...

โ–ถ Play video
abstract relic
elfin hare
#

@abstract relic I don't want to disable source control, working with a scs like perforce it gets pretty unconfortable to work without the plugin

normal burrow
#

do you not have the scene checked out?

elfin hare
#

I just want the editor to work as always and just check source control checkout status when saving

#

@p@t I do

#

My scene is checked out

#

but if I drop an actor in the scene it hangs for a little while and in the log I can see that it's performing a check against p4 api to know if the level is checked out or not

normal burrow
#

yeah

#

Understood, how long is the lag?

elfin hare
#

in my case is like 1 to 2 seconds because my perforce server is in north america and im located in south america, so the ping is quite high

normal burrow
#

yeah I wouldn't think it'd need to ping home every time,

#

but i don't use perforce

elfin hare
#

the worst thing is that this happens even when you duplicate an actor in the scene with alt + click and drag

#

making very difficult working with modular assets

normal burrow
#

hm yeah, i mean if you don't want to disconnect your pretty much at the will of the editor afaik.

#

last time i used perforce was more than 10 years ago, so i couldn't advise anyways on getting that to be speedier. would check #source-control really.

elfin hare
#

The problem is the editor, this was working perfectly fine in 4.22

rotund scroll
#

maybe there's an editor option

#

have you checked online if other people have similar issues?

elfin hare
#

They added a "feature" to check if the scene is checked out as soon as you add a new actor and it warns you if it's not

#

The problem is that it keeps checking even when it's already checked out haha

#

@rotund scroll I couldn't find anything, checked out all the editor options as well :/

normal burrow
#

nothing really sticks out to me

rotund scroll
#

could be an issue with specific versions of perforce

elfin hare
#

I don't think so, the editor is calling perforce when editing the scene and you can see that in the output window

#

Well, it seems that I have to disable source control and checkout assets by hand -.-

rotund scroll
#

what if you set automatic checkout of assets?

#

yeah I mean there's at least that

elfin hare
#

Already tried that :/

rotund scroll
#

I don't really recommend using perforce tbh

#

as an aside

elfin hare
#

We're a medium sized team, so we don't really have a choice

rotund scroll
#

there are better options out there, p4 is only really useful with vetted connections in close proximity

#

I'd look into RTC

fierce tulip
#

take a look at plastic @elfin hare

elfin hare
#

@fierce tulip @rotund scroll I will, thanks!

normal burrow
#

dunno if its just the server or not but, svn is also good

rotund scroll
#

generally I don't trust version control that doesn't checksum its assets

fleet stirrup
#

Regarding that Unreal 4.24.1 crashing issue, I upgraded my NVIDIA drivers, made sure Windows 10 was updated, rebooted my computer, and still crashes pretty consistently with D3D device lost. Could be my computer maybe? Others have had similar issues recently with 4.24: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1695917-unreal-engine-4-24-released "Sweet potatoe, what are the recommended nvidia driver for 4.24? i did have a couple crashes with "D3D device lost" using latest github 4.24"

#

Here's the full line of the error:

#

[2020.01.23-20.41.55:325][549]LogWindows: Error: Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')

rotund scroll
#

that's curious

elfin hare
#

Doesn't that means that the driver crashed?

rotund scroll
#

I might have had something similar at work in a different engine... try reverting the drivers?

elfin hare
#

Does it happens while playing games?

normal burrow
fleet stirrup
#

Happens in UE4 editor while creating an actor blueprint

normal burrow
#

yeah, i think his crashes were related to dx12 too

rotund scroll
#

definitely try a revert

normal burrow
#

have you checked the event viewer?

#

(right click on start menu button)

fleet stirrup
#

"zethfoxLast Saturday at 3:22 PM
ok so 436.30 seems to be working fine no crash yet"

normal burrow
#

check System there, see if your driver is fataling

fleet stirrup
#

Opened event viewer ... looking ...

normal burrow
#

yeah iirc zethfox was only getting that crash with dx12 though

#

but still, could give that version a spin yeah.

fleet stirrup
#

Oh wow, yes, I am seeing this: "Display driver igfx stopped responding and has successfully recovered."

normal burrow
#

of the things one could consider

#

power delivery may be one?

fleet stirrup
#

I have an NVIDIA 1060, and "igfx" is that integrated graphics? wondering if there is a way to force using NVIDIA instead of integrated graphics chip?

rotund scroll
#

disable the integrated gfx

elfin hare
#

are you using a laptop?

normal burrow
#

someone knows that stands for integrated?

elfin hare
#

if so do not disable the integrated graphics, just update the intel drivers

#

and try again

fleet stirrup
#

yes, laptop

normal burrow
#

looking on google it sounds like its gpu related

elfin hare
#

having the integrated graphics enabled makes your system more efficient consuming less battery when using the desktop or apps

rotund scroll
#

a lot of laptop gfx chips are OEM

#

so they would usually have their own drivers

normal burrow
#

yeah, update intel gpu drivz

abstract relic
#

Do note. Youโ€™re just disabling the bridge to your repo. Not disabling source control as a whole

rotund scroll
#

I mean it's the same for dedicated gfx chips

fleet stirrup
#

Thanks for the tips! Will look at updating igfx drivers

rotund scroll
#

@elfin hare sure but the power difference is usually not that huge given that you're dealing with just a chip in most cases and not a full card

elfin hare
#

@abstract relic I know, it's just that it's much more convenient not having to go back to P4VS everytime I have to save or add an asset

abstract relic
#

Whatever floats your boat

elfin hare
#

๐Ÿ˜„

rotund scroll
#

does anyone know what the best relationship between AnimBP, Controller and Character should be under ideal circumstances? is it MVC?

#

and if so, how do you create the dependency between animBP and Controller?

tawdry heath
worn granite
#

Anim can be V, but you need playerstate and pawn if you want to have controller be the controller

tawdry heath
#

I want the speed to be 100 when character starts to reload

rotund scroll
#

@worn granite what does player state need to contain?

worn granite
#

state which should survive pawn

harsh tiger
#

@tawdry heath do a print string and connect "is reloaded" to it and see what it returns. if its false thats your issue

rotund scroll
#

does player state clear per level like game state or per session like game instance?

worn granite
#

ehhhh? kinda both

rotund scroll
#

mm

worn granite
#

PS is odd

rotund scroll
#

I don't really have any use for it then

#

given it's SP I figure I might as well add persistent values to the game instance

worn granite
#

it duplicates over some level transitions but just persists over others.... server side

tawdry heath
#

oh the print string worked

#

ty

worn granite
#

fair play I guess

fluid stone
#

has anyone around here tried exporting morph targets (shape keys) from Blender to UE4? It keeps crashing ALMOST everytime. I can't pin down what's exactly causing it

rotund scroll
#

trying to keep it as concise as possible

#

but

#

question at hand

#

creating a reference to animBP through controller, I can only do this at beginplay with the character's animBP, correct?

#

or is there another way @worn granite

fleet stirrup
#

Everyone, you rock! Updating the igfx fixed the crash!

#

Thank you very much!

#

Thanks @normal burrow @elfin hare @rotund scroll !

elfin hare
#

@fleet stirrup glad to hear that!

normal burrow
#

yay

tawdry heath
#

What does world scale 3d do?

spiral burrow
#

That's the scale, in the world. ๐Ÿ™‚

#

The 3D scale, even

tawdry heath
#

I have it for my weapon line trace shooting system, what does it do?

#

oh wait nvm

spiral burrow
#

Scales an explosion emitter, WAY down

#

1 = 100%

tawdry heath
#

I am just having an issue where when my character shoots, random solid objects on the map appear

spiral burrow
#

0.7% scale

obsidian lily
#

hey all

tawdry heath
#

so Idk what is causing it

#

not map I mean the game

spiral burrow
#

do those objects stay in the world for a minute?

tawdry heath
#

I'm not sure what causes them I believe it is from shooting

obsidian lily
#

what's the normal way of setting up input modes? Like if WASD normally means move, but then in the crafting interface they means different things?

spiral burrow
#

Ok, play in PIE in the viewport (probably what you're doing already). Shoot or whatever to make one appear. If you ever see one, press Alt+S to enter simulate mode. In that mode, you can then select it in the world. You'll see the selected object in your world outline (probably in your top right corner). Once you knoww aht the object is you can track down it's source.

tawdry heath
#

๐Ÿ˜ฎ

#

ok let me see

spiral burrow
#

@obsidian lily You could add the input events in your UI, just be sure you set them to CONSUME the input so it doesn't go down. Set it to Game Input Only, too.. that alone will keep the input from reaching your player controller.

obsidian lily
#

@spiral burrow how do I control which order the inputs get consumed?

spiral burrow
#

Maybe someone can help me out here?? I have a crazy hard to track issue. Dedicated server, whether windows or linux, will sometimes hang. Timing seems random. It stops receiving connection, stops output to the console, yet the profiler (which shows nothing of note) continues tracking..

tawdry heath
#

Oh I found out the problem

spiral burrow
#

You can set input priority, but the gist of it is...

tawdry heath
#

I have no idea how to fix it

spiral burrow
#

Actor with active input enabled -> player controller -> UI

#

so say you have a crafting table actor or something which opens your UI...

#

you could set that as input enabled, and THAT could receive/consume input events.

obsidian lily
#

ok, seems reasonable, thanks

tawdry heath
#

ok so when my zombie dies it simulates physics but its "box" still follows me around. How do I make it so when it simulates physics it stops following the thirdpersoncharacter and for collision to NoCollision

spiral burrow
#

does the zombie extend a character class?

#

ie: does it have a charactermovement component?

tawdry heath
#

ye

spiral burrow
#

pretty sure you can toggle movement enabled on that movement component

obsidian lily
#

@spiral burrow so your issue is that it seems like the server locks but the profiler still chugs along, so it seems like the server is running but just not doing IO anymore?

spiral burrow
#

Something along those lines

#

Anyone connected will timeout

#

It goes dead, aside from the profiler still going AND showing game events

rancid lynx
#

how do i get the impact point between two box collisions ? will that work if the boxes are attached to another actor ? I attach an actor to my characters hand, and i want the impact point of the hammer, for sparks.

spiral burrow
#

yes that'll work fine

rancid lynx
#

Matt tried to tell me yesterday, but i didnt understand.

obsidian lily
#

@spiral burrow I assume it happens even when the server is on your local?

spiral burrow
#

yep

#

well I haven't seen it in pie

#

but it can take ages to happen

#

there's no crash, it just goes silent

wooden leaf
#

Hello, every one. I wanted to find out how much support I would be able to get. including links for assets and so on.

spiral burrow
#

No idea what you're asking, ice

tawdry heath
#

I am confused

wooden leaf
#

I need to know of I can get support for the unreal engine here and if so, how much support does this server offer. Just basic support, or advance support. Do you have links for tools and assets and so on

obsidian lily
#

iceman, this is just a chat room with some people in it who use unreal, and help each other out if they can

#

this is not an official support channel in any way

#

what you can get help with is hit or miss, based on who is available at the time you ask

wooden leaf
#

ok, The only one I did find for discord only had like 35 people in it. is there a unreal support discord channel, if so does any one have a link for it

obsidian lily
#

do you mean an official support channel iceman?

wooden leaf
#

Yes

obsidian lily
#

I don't know of anything like that

#

I imagine if you're a relatively large studio you can get someone at Epic to consult, but I'm not sure

wooden leaf
#

I just didn't want to rely on the forums.

obsidian lily
#

this place is your best bet as far as I'm aware

wooden leaf
#

ok, then. well 1st question. How can I change the way the char in my 1st person game looks like.

#

Armor, Clothes and so on

obsidian lily
#

iceman I think you should probably go through the tutorials available on the unreal site as a way to get oriented into the basics, and use this chat to ask any specific questions that come up during that process

rancid lynx
#

when my player character collision box overlaps movable physic actors, the collisions are rediculous sometimes. sometimes my character flies 20 feet forward.

#

if i try to walk on a 20 cm block actor, sometimes its fine, sometimes its insain

#

how do i make the interaction more stable?

wooden leaf
#

If I thought that would have help, I wouldn't be asking

rancid lynx
#

surely ue4 physics arnt that terrible.

spiral burrow
#

@rancid lynx Your character movement component has properties for the physics force it applies.

rancid lynx
#

a capsule landing on a box shouldnt be so insain...

wooden leaf
#

Mostly I fount nothing other then camera tutorials

rancid lynx
#

ty para. which settings do you suggest i focus on ?

spiral burrow
#

I forget what it's called, but it's obvious when you see it ๐Ÿ™‚

rancid lynx
#

o k ty

obsidian lily
wooden leaf
#

I all ready tried there.

#

I live on google. I spend about 1/2 a day or more on google

digital anchor
#

Put more effort on your question then

spiral burrow
#

Are you asking someone to teach you to use UE4?

wooden leaf
#

? what. I can't explain it any more then what I posted.

digital anchor
#

Well you change your character by changing the 3d model

#

Any other question

wooden leaf
#

Oh, was that all I had to do. Ok. cool

#

anyone have an idea where I can get 3d models for players. and chars at

#

all I been able to find it cars and stuff like that

digital anchor
#

Looking for talent channel if you dont mind paying

spiral burrow
#

animated? Mixamo is good

#

the UE4 marketplace

wooden leaf
#

the marketplace has chars too. that figures. I'll have to look again. I did like 3 times and couldn't find anything.

tawdry heath
#

ok so when my character dies it simulates physics. I want the collision to go to "NoCollision" when it is simulating physics. What nodes do I use?

spiral burrow
#

set actor collision enabled ? ๐Ÿ™‚

#

although that'll fall right through the world

#

you don't really want no collision, you want to use a profile

#

unless you WANT it to go through the world

tawdry heath
#

I just want it to basically destoy actor except the mesh so the player can see its body

#

how would I do that

winged crypt
#

Can we use the paragon assets on the marketplace commercially?

spiral burrow
#

yes sinn

digital anchor
#

Yes

winged crypt
#

awesome thankyou

spiral burrow
#

Trying to imagine how you mean issa

digital anchor
#

You may detach from root if you want it to fall around

spiral burrow
#

I mean, your weapon class has nothing else in it with collision

#

you should probably just make the root your skeletal mesh comp

#

(drag the SkeletalMesh component on top of the DefaultSceeneRoot and it'll ask if you want to make it the new root)

tawdry heath
#

for my zombie?

spiral burrow
#

the weapon

#

isn't that what's having the issue? I was looking aty our screenshot ๐Ÿ˜›

tawdry heath
#

what was that suppose to do

spiral burrow
#

for the character, you can set simulate on the mesh and it'll detatch from its root

#

but the cylinder would still be there

#

that's your issue?

#

easiest way is just to set collision enabled as false on the collision component specifically

tawdry heath
#

cylinder for the zombie?

spiral burrow
#

if it's a character, yeah

#

every character has a collision cylinder as its root

tawdry heath
spiral burrow
#

nope

#

not skeletal mesh

#

at the top of your screenshot you have target ->mesh

#

drag from the source of that, the target, which I imagine is your character class

#

and off that, get collision cylinder

#

CapsuleComponent

tawdry heath
spiral burrow
#

yes

#

disable collision on that one

tawdry heath
spiral burrow
#

so close ๐Ÿ™‚

#

the first bit you had where it grabs mesh for the simulation

#

that was correct

#

you just want the collision bit after on the capsule

open eagle
#

I tried using 4 directional lights pointed in each direction but performance was horrible

fleet scroll
#

Does anyone know if there is a way to browse assets without having to load everything into a project>

open eagle
#

i need a way to evenly light my entire level

plush yew
#

Did you try a skylight?

open eagle
#

it did nothing

fleet scroll
#

Also is there a way to change where it stores its files in appdata

open eagle
#

my entire level is inside a hollow BSP box

rancid lynx
#

Same. Inverted normals sphere

#

Lighting time slashed by 90%

#

My sphere just follows the player.

open eagle
#

basically, i want the effect of this

#

But that performs horrible

safe swallow
#

So I do a build in UE4 ... and I just happened to have the resource monitor in win 10 open, cause I was checking ram usuage, in video games etc (just picked up another 16 gigs...) anyways I noticed something... Hopefully someone can explain this to me... whenever I do a build.. i get a network spike... anyone know why?

normal burrow
#

Probably talking to epic

safe swallow
#

I guess my next question is.. if I turn of internet.. will it still build lol

normal burrow
#

Give it a shot

bitter iris
#

anyone seen this before or

safe swallow
#

ya sure does work

normal burrow
#

whatever it wants to tell epic is probably communicated when you reconnect it lol

brave widget
#

Adjust Shadow Bias and Shadow Filter Sharpen on your directional light @bitter iris

plush yew
#

world memory leak errors trying to load a map? crashes my editor?

plush yew
austere vessel
#

hi

normal burrow
#

Hi

tame delta
#

Is there a way to get GPU performance as a graph?

#

I want to compare two GPUs on a VR scene, so just setting it to record, walk around and switch GPU

honest vale
#

stat unitgraph

tame delta
#

@honest vale Thanks, is there a way to record that perhaps?

honest vale
#

As with existing stats, you can use the console commands stat startfile and stat stopfile to record the stats to a ue4stats file, and then visualize them by opening the file in the Unreal Frontend tool.

tame delta
#

@honest vale Thanks ๐Ÿ™‡โ€โ™‚๏ธ

zealous cloak
#

no one who ever worked with nDisplay?

#

maybe someone can chek if it is working for someone else. i only have a opening and closing blacjkscreen

tropic horizon
#

I'm so confused. I'm using level composition. I have the levels Persistent Level, Sun and Earth. Persistent Level has things like a spaceship, Sun level has just a sun, earth level has just an earth in it... So far so good, in the World Composition window I move the sun level.... which moves everything in the persistent level... What? Why? Every time I do a small change the spaceship moves from 0,0,0 to something faaar from that point and I don't understand why changes to one level completely changes another level?

#

Nevermind, it was the world origin rebasing that messed everything up. Note to self: Never have that enabled in the editor, set script to enable it or something.

#

Another question though, how do I increase the streaming distance of a World Composition category? I created one previously but now its value is too low. Edit: Found documentation, can't be edited. Good to know.

red prairie
#

Hey guys! anyone have a setup or a tutorial for a triple blend vertex painting material?

tawny bramble
#

How do you want the blend to happen?
i.e. if you have a vertex that is RGB 1,1,0, do you want the RG-channels to multiply, screen, overlay?

#

or you want priority driven? i.e. red cancels out green, green cancels out blue

sudden agate
#

read the docs

tawny bramble
#

indeed

#

you can always multiply the colour by the vertex color, then combine them with blend modes if you want different blending

red prairie
#

thanks guys!

#

@sudden agate does the same method of using lerp apply to the other maps? normal for instance

earnest cape
#

Why does editing the parent BP affect all the child BPs? How do I fix that

#

Like if I had a variable for fire rate, and all I did was edit that on the parent, then all the children get that value

wheat dirge
#

@earnest cape dont make changes in the parent BP that you dont want the children to have. Make the changes in the Child BP

earnest cape
#

So should I have another parent BP that just holds all the variables?

exotic thicket
#

I'm fairly sure if you adjust the values in the child BP's to have something else than the default from the parent, changes in the parent won't change the child values

#

Ie. say you have parent firerate = 5, and you have a child firerate = 10, if you after that change the parent to 1, the child with 10 will keep 10, but any children which had the value unchanged will inherit the new changed value

earnest cape
#

OH it does affect the children if you edit the variable in defaults

#

If you go directly into the parent BP and select the variable there it won't affect the children

#

Or maybe not? It just happened and now it's not. I'm very confused

#

And yeah that makes sense, if the value was unchanged

#

I'll mess around with it more, maybe that's all that was happening

rancid lynx
#

is the OPENLEVEL node BUGGED for VR ? 50 percent of the time i use the openlevel node, the VR game runs at 90 fps. and half the time i use it it drops me to 45fps.

#

i know oculus autosyncronous space warp is probably involved but.

#

why the fugulous would openlevel trigger facebook fails

earnest cape
#

Use the command line instead

rancid lynx
#

locks at 45 fps. never resumes 90. unles exit or lucky load

#

yea but why ?

#

ty. ill try commandline next. X_x

earnest cape
#

Well I know in multiplayer you need to use the command node because you have to append stuff to it

#

But it just works better in general

rancid lynx
#

i dont see a openlevel command line text

#

whats the command?

earnest cape
#

I think it was just open

#

They have a whole doc on it

rancid lynx
#

why would openlevel wreck VR framerates and trigger permanant autosycrounous warp mode X_x.

#

it didnt do that 30 days ago.

#

ill make a new game and test a fresh game X_x.

earnest cape
#

Idk, a lot of stuff has been acting weird lately

rancid lynx
#

thanks. maybe itll get resolved.

#

i can live without openlevel. but debuggings a beyatchtaco X_x

earnest cape
#

Make a ticket on UDN or answer hub too

rancid lynx
#

thats a smart idea X_x. ty

plush yew
#

HI Guys: Im viewing the ArchVis Template sample project -- I understand it has multiple levels, how do I change between them?

cyan robin
#

Hey guys, i'm trying to do a Multiplayer for Oculus Quest. i'm using Create Session node for that and works on PC but didn't work on Quest. Any idea?

waxen narwhal
#

As someone with no design experience at all. Should I start learning the autodesk stack (3ds max and Maya) since I get them for free as a student or should I go for blender?

cloud cobalt
#

Depends on your career goals

#

Blender's as good as any other for environment art, and it'll always be free, it's the perfect indie option

#

Maya is still the gold standard in animation

#

Most devs will still be a Max/Maya shop

lapis vine
#

Let say, most pro devs.

cloud cobalt
#

Yeah, what I meant here.

lapis vine
#

Because Indies probably are much more, lol

#

Also I think its most about learning the tool. The core part of skills is transferable. Yeah, gonna loose some time, but consider whether you gonna land quickly in paid work for Max/Maya or you gonna spend some subscription money yourself until then.

uncut vigil
#

From what Ive seen theres more maya studios then 3ds ones ufortunately :(

lapis vine
#

Yep, Maya seems much more pop

uncut vigil
#

Blender has serious flaws, like the uv-ing is awful. I cant use it, so if you choose blender you may have to buy extra software for uvs, like maybe rizom

lapis vine
#

Hmm... yeah, no perfect tools.

uncut vigil
#

At least max and maya have good, sufficient, self contained uv-ing and you wont need anything else for that

cloud cobalt
#

What's wrong with Blender UVS ?

#

It has quite great unwrapping tools

#

You basically have all of the 3D modeling tools for editing UVs

exotic thicket
#

jeeeezus... 1 year maya license is 2 000 eur

lapis vine
#

Indie ofc, not full one.

exotic thicket
#

I can see why indies use Blender

#

:P

lapis vine
#

Also after I tried the Rizom uvs... I forgot Blender's one: grouping, density, packing algos, udims, blah

uncut vigil
#

@cloud cobalt the selection is just bonkers, NOT industry standard

cloud cobalt
#

We're talking 2.8 right ?

#

Whats wrong about selection ?