#ue4-general

1 messages Β· Page 646 of 1

tender flume
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Smooth framerate!

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πŸ‘Œ

plush yew
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@light lintel So I'm looking straight at the Action RPG stuff. And I found P_Sword_Trail_F As the particle system used for the sword trail

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and I'm looking to see who is using P_Sword_Trail_F

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And I found Anim_Blunt_Gound_Pound_C Using it

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And looking at this animation I see an anim notify state called Trail

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ha, That's not the only unknown, I also don't find any Weapon sockets referenced in the SK_Blade_BlackKnight Which is basically the skeletal mesh for this sword

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the skeletal message has only one bone: Root

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darn it, This is confusing πŸ™‚

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oh, I understand that

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Those socket names it's what's missing in the ingredients

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I was expecting to see a skeletal mesh with some bones and some sockets , plural

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but I see a skeletal mesh with only one bone and zero sockets

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on the weapon

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It's not on the weapon

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I was hoping this is the pattern: 2 Bones with two sockets on the weapon, so you can have room to maneuver your particles

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which would make sense in my non-artistic head πŸ˜„

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because long time ago, and I cannot stress enough how long ago and how not an artist I am, I imported a light saber into unreal, and I had 2 bones with 2 sockets on it

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Unfortunately, I cannot answer your very valid questions, because my particular set of skills is non artistic πŸ˜„

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But they are valid questions, hopefully someone else would be able to chime in

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for 3. in c++ CurrentWeapon->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "hand_rSocket" /*no bWeldSimulatedBodies?*/);

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for Sure that's correct

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I don't know for 1./2.

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ah!

austere scroll
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guys

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i nneeed BIG help , there is 700$ oon the line

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i have a problem in my game , if i dot fix it , i probably wont get those 700

cloud cobalt
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So ask your question

plush yew
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When I was doing the blueprints to C++ translation, I did some streamlining of the base classes, so I decided to attach a particle system component on the weapon-based C++ class. That's way there are some changes in my final result πŸ™‚

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my picture was meant to be from the Action RPG Original project, by accident I took a picture from my custom-made one

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I apologize for confusing you

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nah, I didn't even get that far, I just decided as an internal design to have on all my weapons a particle system component just in case

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but I actually didn't look into the correct way to use it

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yet

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as I already mentioned, my focus is to learn C++ under the hood, the visuals are somewhat secondary systems for now

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@light lintel

tender flume
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Is there a quicker way to build lighting?

plush yew
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@tender flume Faster CPU/GPU power. More parallel processing, such as multiple computers in a swarm. I guess...

lapis vine
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gpu lightmass

plush yew
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any1 can explain macros and functins cuz they look exactly the same

exotic thicket
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modulo returns the remainder from a division operation

plush yew
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@light lintel if you may can you explain more plesae?

exotic thicket
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I think the most important thing to note between functions and macros is that you can call functions from outside of your blueprint

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so for example you can define a function on an actor that you can call from outside of it to do some effect on it

plush yew
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Oh

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thats pretty straight forward thanks mate\

exotic thicket
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@light lintel it's basically doing a division of a number by three and looking at the remainder. The remainder changes depending on what's being divided, so it can be used to choose an operation like that

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do you know what the remainder of a division is?

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correct, so for example if you divide 1 / 3 the remainder is 1, 2 / 3, remainder is 2, 3 / 3, remainder is 0

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then it just loops, because 4 / 3, remainder is 1, 5 / 3 remainder is 2... and so forth

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I assume the count could be any number, like 152 or something

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if it's always a number in the range of 0..2 then not using modulo would be fine yes

plush yew
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Any thoughts how i can do a combo chain?

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with a sword

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Oh thanks tidii am new and i just wanna see how people doing it

austere scroll
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@cloud cobalt my problem is that my gun is shooting wrong

brave salmon
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Cannot construct StaticMesh_GEN_VARIABLE because we could not find its template
what now πŸ˜„

austere scroll
cloud cobalt
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Sounds like the code for firing isn't correct

austere scroll
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Sounds like the code for firing isn't correct
@cloud cobalt can u make it clearer\

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the bullets shoot out of a socket in the gun

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i got suggestions to change that , but i dont know how to

cloud cobalt
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I have absolutely no idea what your code is like

plush yew
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@light lintel wew

cloud cobalt
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So obviously I can't tell you which part of it is wrong

plush yew
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can you screen shoot what you working at mate?

austere scroll
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so the direction of the gun is wrong ,or it has multiple posiblities so you dont really know ?

exotic thicket
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the sequence just makes things run in sequence :)

cloud cobalt
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@austere scroll There is no way to help you with that without knowing exactly what your entire code is like

austere scroll
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ok thanks

cloud cobalt
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So show the entire Blueprint for it and maybe people here can help

exotic thicket
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so you could do a -> b -> c, or you can do a a -> sequence (-> b, -> c)

austere scroll
cloud cobalt
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@austere scroll I'm not sure how you use the crosshair in this Blueprint to make it shoot at the crosshair.

austere scroll
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i feel really bad for the people i wasted their time , i found a video on the same channel of the tutorial series ... the title was unclear tho

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Thanks @cloud cobalt 😬

jade ice
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Hey guys
I want to scale a static mesh but not its child static mesh.
Is this possible?

tawdry storm
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pretty sure that only works if you scale the child mesh smaller at the same time

uncut vigil
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@jade ice is it inside a blueprint? how about setting absolute scale to true for the child mesh?

jade ice
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Yeah its inside a blueprint, i will try both options thanks!

flat flame
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Hey can i download unreal engine without launcher

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On my pc when i download it always buffer and stop

placid arrow
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is there any way i can get some kind of permission to contribute fixes to pages on wiki.unrealengine.org or is that access for epic staff only?

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for example the page on setting up a dedicated ue4 server on linux really should mention the -nullRHI flag

tawdry storm
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well it's temporarily, but they never said how long it'll take

cloud cobalt
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Wiki's dead, @placid arrow

placid arrow
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thats like saying the age of the dinosaurs was temporary

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thanks Stranger, what replaced it?

wary wave
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nothing

placid arrow
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😦

wary wave
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they locked it, and threw away the key

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I'm willing to bet the person who locked it doesn't even work at Epic any more

placid arrow
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cant they unlock it?

tawdry storm
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they probably can, but they're too bussy swimming in fortnite money 😦

placid arrow
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i feel i could contribute so much to it

wary wave
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if the person who locked it doesn't work there any more they would have difficulty unlocking it

placid arrow
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i bet a lot of us do

wary wave
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but it's pretty much dead, anything on there is now out of date anyway

cloud cobalt
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Yup

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All of it really

placid arrow
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@wary wave not particularly, its mediawiki, you just go into the database and add a new admin password to the table

wary wave
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assuming they can get into that

placid arrow
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and if the password for the server is unknown, you can reset it in maintenance mode

wary wave
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haha, I guess

placid arrow
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or with boot media

nocturne dragon
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hi I havea very stupid question.

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How do I "render" an image in UE4? 😦

heady quartz
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When you already had all the "Free for the Month" assets

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@nocturne dragon a widget or a plane with that image as a material or there is something else that i forgot its name.

boreal topaz
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I am trying to figure out a best practice to accomplish this. We have a game where the player checks inventory (serial numbers, location of item etc) There is a worksheet the player brings up on a widget that will display the item serial numbers and information. Since I want the game to be replayable i want the worksheet to be differnt everytime a player starts the game. im currently using a random item spawner that has an array of all possible items. It will pick one of those items. How can i associated a serial number and information to that specific random item that is selected and have it show that specific item information in the worksheet as well. cliff notes the worksheet will be differnt everygame (also the item(s) that spawn) how can i tie the two together

brave salmon
tender flume
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This is some messy way to arrange stuff.

scenic carbon
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How should I make Sequencer to be able to handle animated multiple enemies' transformation that have different loop time?

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For example Enemy1 has total loop time for 120 but Enemy2 has 70. I don't know how to make sequencer have separate start and end time for each actor.

tender flume
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Is there a neater way for me to arrange?

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Or is this the only method?

normal burrow
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Material functions can hide some mess

tender flume
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O.

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Thanks @normal burrow

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πŸ‘Œ

nova harbor
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Anyone got a link for it on making interactive sand?

wary wave
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I suspect there is no such link

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also what does "interactive sand" even mean?

crude vessel
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Maybe like 'from dust'

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Or Noita?

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Or, journey?

normal burrow
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From dust is a fun game

crude vessel
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It's a damn fun game that was wayyy too short

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And I was shocked to see it's all the way from 2011, I can only imagine what could be done with today's processors and GPU

tawdry storm
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is journeys sand even interactive?

crude vessel
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I don't think it was super interactive but I thought it had some particle/material effects

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But I mean yeah the OP didn't really specify

cloud cobalt
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Sable looks cool

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Not really interactive I guess

plush yew
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why is no big studio making a flight sim in ue4?

grave nebula
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You can be one of the first ones πŸ™‚

cloud cobalt
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Lookup project wingman

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Not a big studio though

normal burrow
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Microsoft Flight Simulator is pretty ambitious. Kind of understand why ue4 isn’t used

cloud cobalt
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Flight sims are pretty special tbh. You give up a lot of the engine's value just by design and instead want huge worlds, incredible view distances, etc

grave nebula
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project wingman lad was posting here frequently before. Where did he go? Game looked very nice.

cloud cobalt
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It looks amazing

grave nebula
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Not a sim, but a very good game I'd love.

worthy flame
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how would I make it so when my character goes into flight mode it gains a little bit of altitude

lapis vine
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If you consider Bandai big studio - Ace Combat 7

normal burrow
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I really enjoy the big studios moving to unreal for some reason. like namco, squaresoft

copper flicker
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hola. I've some trouble transfering translation and rotatoin between 2 cameras. one is inside the player.. one external. I can't get the player camera to work outisde it.. without some crazy jitter.

smoky sonnet
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pls help, i watched blueprint communication but i still dont know what i should do now: [picture comes one second]

copper flicker
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it looks like every time the player turns, there;s trouble

smoky sonnet
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idk which object i need to put into my cast

copper flicker
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that is indeed the question pascal...

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depends.

honest vale
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@smoky sonnetyou put in the instance of some class that you want to cast to something

uncut vigil
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What are you trying to do?

smoky sonnet
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but i need to put smth in at my cast

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but idk what

copper flicker
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I always do the simple thing, I use collisions.

uncut vigil
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The location of what?

copper flicker
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dunno if you can cast otherwise...

smoky sonnet
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in world where its placed

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collision wont work in my example

copper flicker
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so it depends on what you want to do specifically

uncut vigil
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Yeah needs all context

smoky sonnet
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i want to get the location of left and rightwall that i placed in the world

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to do something

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im casting to it in another blueprint but dont know how to get access to it because they need an object

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idk which

copper flicker
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in your scene you have an object that;s unique. you have to find a way to talk to that unique object.

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so one way is to come in contact, phisically

uncut vigil
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add two variables, actor references and pick the walls from the world, use those as the objects in the cast?

smoky sonnet
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how can i pick it from the world

copper flicker
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another is interfaces I think.. but I never used that

smoky sonnet
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ahh wont work eitherway

copper flicker
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if your wall is just 1 object in the whole world.. you can get all actors of class

smoky sonnet
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ohhh

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truee

copper flicker
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and it will always get that 1

smoky sonnet
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wait a minute

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i will try

copper flicker
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it's not efficient, but for a simple example...

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for an even simpler, dumber way, I think there's level BP

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which I never use..

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you can get references to actors in your lvl

plush yew
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@cloud cobalt doesnt ue4 has huge view distance?

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when far away LODs. when not in screen, no gpu active

smoky sonnet
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yea the levelblueprint @copper flicker but i dont want to use it idk if im creating another level i need to copy and paste it

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i already tried that

plush yew
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multithreaded cpu for the location of buildings

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and no problem

copper flicker
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back to my problem, does anyone know how to transfer rotation translation cleanly between 2 cameras? one inside the player, one external.

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the lvl BP is only good for simple tutorials and learning....

pallid talon
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Question - What is the best method to calculate vehicles traveling by mph? For example. The "WheeledVehicles" in UE4 throttle system is a 0.0 - 1.0 system. How can I set this up calculate the speed by mph?

copper flicker
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get world space

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translate values.. from units in world space to mph

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so back again to my issue......

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πŸ˜„

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the problem is we don't have simple rotation translation on a camera....

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there's some offset.

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the cam rotates around the player

pallid talon
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@copper flicker Im not 100% sure what you mean to set that up. Sorry.

smoky sonnet
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@copper flicker it worked

copper flicker
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yay

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Teri, you can get world space or velocity for any object. probably velocity is what u need tho

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velocity is in cm I think.. or some small unit

pallid talon
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Velocity is what Im trying now, but I'm unable to determine the mph, or set it.

copper flicker
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why

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get ABS from velocity

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so it doesn't give you negatives

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also... get X and Y and probably Z velocity as well, and add them up

pallid talon
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I'll try that.

copper flicker
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after you got ABS on all of them individually

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anyway, some math like that

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: ]

copper flicker
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ok more explanation..... so I made an external camera actor. and I have the player camera. and I'm spawning this external camera actor from gamemode. and in gamemode tick... I tried this

tender flume
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Does the default UE mannequin have a run anim?

copper flicker
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rotation works. but when I move and TURN the player, there's some rotation jitter in the new camera only

grim ore
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move the tick for the 2nd camera to later so it turns after your other camera?

copper flicker
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oh..... how do I do that?

grim ore
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every actor has a tick group in their settings, adjust it to a later one so maybe your main camera will move first then your external camera will move after it has moved

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just a guess as I can't see what is driving the 2nd camera

chilly egret
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Hey, people, what do you think about moding?

summer maple
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Hello ! I have a problem since the last update UE4, I have the option to restore opened asset at launch checked, but opened asset don't want to be open at launch anymore

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Someone have an idea on how to fix this ?

copper flicker
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@grim ore oh wow, it worked with the last one! post update work!

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nothing else is driving the second camera

grim ore
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well something is, your tick for example is making it move is what I meant

copper flicker
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but you are right, it was working with jitter.... cuz of the first camera calculating at the same time I guess

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btw, I use tick inside game mode, is it ok?...

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I'm using gamemode to spawn and control the external cam

grim ore
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its fine if thats what you want to use, if it works it works.

copper flicker
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this is amazinnnnnnnngggg!

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I have an external camera that doesn't HOP with the player

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:D:D:D

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I can control horizontal and vertical lags independently now

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I don't udnerstand why they didn't think of that

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they should include that in the player ctrls

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ctrlr

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it's massively useful.. for any camera, 2d, 3d.. platformers, RTS, so on..

grim ore
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you can set up camera lag when using a spring arm

copper flicker
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but you can only set it up for all 3 axes

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at the same time

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you can't have sharp lag for horizontal move

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and slow lag for vertical

grim ore
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ah

copper flicker
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and since the camera is parented under the player........................

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I can't even freeze it, and have it follow 2 spring arms

grim ore
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well the camera doesnt have to be, a camera is a camera you can create and set up your own anywhere in the world and use it. it just defaults the camera to the one on the character

copper flicker
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is there some node like that?..

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yeah I see.. I never knew how to get another camera to work tho, it's easy when you use the camera inside the player

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it automatically gets set as view

spare sun
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can an actor owning a component get deleted without the component stopping the ticking?

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in other words, is there a point in checking the GetOwner() pointer for validity?

worthy flame
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is there a way to force a character to move up on the Z axis when is in flight mode. so when I change its mode from normal to flying, it should move up by some amount.

azure reef
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Hi there. I'm having some problems when changing the levels. I'm using level streaming so the cycle is like this. Main Menu -> Loading -> Level 1. When Level1 is loaded and visible, here comes the problem. Sometimes the level loads first and after that it loads the character and sometimes vice versa and each time, I posses a flying camera and only a half a second it posses my character camera. Why is this delay and how can I solve it?

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This is how the first second look like and only after that it posses the character. (btw I've clicked outside the window to make those 3 fps and to test it)

primal furnace
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Hey guys, if I cast to a blueprint class that is not a character, what is the "object" I need to input?

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I remembered just as your answer got in.. thanks!

unique gull
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Hello folks, is Runtime Virtual Textures working with landscape tessellation? I'm getting constant render crashes. I have 4.24.2

gleaming narwhal
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@vale silo RE: 4.24.3 hotfix - Yes it's planned!

fading vector
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Does anyone know if the moveto in the behavior tree works with simulate physics? also does it require CMC?

near panther
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Hey guys, any of you use the Chromium Embedded into Unreal ? Youtube seems they won't support it anymore

main fulcrum
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If i want to collaborate with someone. What is the best way to go about to sync files? github is not an option really since assets and other files could be rather large? What do most people do to get by this?

near panther
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Perforce is free if your team if less than 5 people

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you can instal it locally

main fulcrum
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is that like Resilio Sync? it used to be called bit Torrent sync?

near panther
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I dunno that

worthy flame
main fulcrum
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@near panther you said it's free. i got to their site and they only offer a trial?

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Nvm, found it

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team hub

copper wadi
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Hey all, I'm working on a top-down space game and I have a really nice space skybox going, but I've noticed that since the skybox doesn't move much it's hard to see movement without anything in the background moving. I want to add a field of white dots, almost like dust that the player has to fly through so it's easy to tell that the player is moving. I've looked into using particle effects, but I'm not sure if that's correct. What are some keywords I should be looking for to learn how to do this?

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Not the stars in the background, but the white dots the player is flying through

mossy nymph
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fix redirectors, you still have 1 or more of them

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you moved an asset out of that folder, unreal left a redirector

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and now its preventing you from deleting the folder

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is the most likely scenario

abstract relic
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Filter >> show redirector

mossy nymph
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right click on content directory

abstract relic
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No

mossy nymph
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fix redirectors

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from menu

normal burrow
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are you working with other people tidiii?

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you can fix it then without worry, don't delete

celest creek
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Does AI work with sequencer? Do I have to do any hacky things to get it to work?

mossy nymph
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they simplify animation state machines by overriding what the skeleton is doing

fading vector
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Could someone help me with this basic AI?

mossy nymph
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jump for example: you can have state jumping, flying, landing with transitions

celest creek
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@light lintel Montage can put multiple animations together, and you can add things like event triggers inside of it

fading vector
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Well, better question. Does MoveTo in the behavior tree work with simulate physics?

mossy nymph
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or you can have a single anim montage with 3 sections - jump, fly, land

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and then just manually play it when required

abstract relic
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That’s the worst way to use an montage zlo

mossy nymph
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its the simplest possible example that popped into my head

abstract relic
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Let’s preset you an exercise tidiii. How would you go about doing a reload animation. How would you run it using the number of time the animation needs to loop without knowing what the present ammo counter is

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They don’t care lol

mossy nymph
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this is load it bullet by bullet scenario

celest creek
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Hey guys.. does anyone know if I can play AI characters in sequencer somehow?

fading vector
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Does MoveTo in the behavior tree work with simulate physics?

sage pelican
fading vector
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hmm

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Hmm

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Let me run through what I have

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I have a pawn, with an AI Controller, Blackboard, and Behavior tree.

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my player is also a pawn

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Doesn't move at all

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I have a navmesh

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Hmm, let me see

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Well the behavior tree is firing off

polar hawk
fading vector
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@light lintel So everything fires off okay, how can I see if he can find a path tho?

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I did that

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It's a separate matter

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Trying to use the built in AI because its more efficient/better coding etc

heady moon
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Is it in anyway possible to make a part of an asset or a whole asset invisible?

celest creek
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select mesh in BP, rendering/visible (or hidden in game) option

heady moon
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Ahhh and it will still have physics right?

celest creek
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I'm pretty sure yes, haven't tried that but I'd say so

heady moon
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Alright thanks

vale snow
#

I have a quick question do you guys think unreal would be a suitable engine to make an American football game

celest creek
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Sure

serene birch
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as long as you don't intend to port it to HTML it should work

serene birch
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basically, no and yes?

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you code the game, you can always interrupt an animation

celest creek
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an animation of... your controlled player?

serene birch
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or you don't do it in any way and then it's uninterruptible

celest creek
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Stof is right, it's a yes but how you do it is dependent on what you want

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So for your player it also depends I guess. Something like this perhaps:

OnStartAttack:
PlayAnimTilEnd = True
play animation
PlayAnimTilEnd = False

OnOtherAnimation:
If PlayAnimTilEnd = False
do other stuff

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You essentially just have a boolean that stops other things from happening while the animation is playing

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Might be a bad solution but it's probably a solution

rotund scroll
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@light lintel you'll need input buffering as mentioned in #blueprint

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I don't know any plugin, nor would I trust one tbh

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if you can't see from the manual how to use the plugin, you're better off not using it

carmine garnet
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Um

thick herald
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Manual? You mean asking in discord surely πŸ˜„

carmine garnet
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How would i go about creative a massive open world in ue4

thick herald
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Make your terrain really big

carmine garnet
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Yeah but LOD stuff

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Wouldnt that lag the game

thick herald
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yeah, it would .

celest creek
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@light lintel That was pseudo code, it's just for the idea of it

thick herald
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@carmine garnet you need to look into World Composition and Level Streaming.

rotund scroll
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hey guiz I'm one prson but I wanna make an mmo pls help

thick herald
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Making a large world "just because it sounds cool" isn't a good idea though.

rotund scroll
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^^^

celest creek
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@rotund scroll If you just want to play around sure, otherwise just start with something much much smaller

rotund scroll
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generally making things big is way more trouble than its worth

thick herald
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If you have the time/resources to fill it with game stuff, go for it.

rotund scroll
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@celest creek you must be new, I was being facetious

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but

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I accept that Poe's Law still reigns

celest creek
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@rotund scroll I'm not really in here much, so I guess I missed the /s

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πŸ™‚

thick herald
#

Cranz has a low tolerance of certain types of questions. Levels of sarcasm vary.

celest creek
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I see.

thick herald
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Rumour has it @rotund scroll is changing his nickname to "Read #more-resources "

rotund scroll
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it's all good, glad you're at least set on putting people on the right path @celest creek

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lmao

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I SHOULD

celest creek
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I prefer starting out in a respectful tone, we all started our journey somewhere.

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haha

thick herald
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Yeah everyone has different levels of starting knowledge and expectations based on it.

celest creek
#

..with that said, I'm pulling my hair out trying to figure out how to play AI in the cinematics sequencer. Is that possible?

thick herald
rotund scroll
#

it's a good question. I haven't played around with sequencer myself... buuuuuuut

#

yes that

thick herald
#

πŸ˜„

celest creek
#

and also RTFM right? πŸ˜‰

#

which I did, couldn't find it

#

but thanks, I'll go there

thick herald
#

See list πŸ‘ˆ of channels πŸ˜„

rotund scroll
#

I guess separating guide out into that might be a good call

#

people don't scroll down

#

I see this every time I make new documentation

sweet relic
#

@celest creek do you mean running an AI behavior tree in sequencer? because i dont believe that is possible.

#

you could use sequence/take recorder to record their actions to a sequence

dim dragon
celest creek
#

@sweet relic Yea I was afraid of that. I have AI that fire bolts and a bunch of stuff that gets spawned during the AI behaviour. How can I record all of this?

rotund scroll
#

@dim dragon I think #lounge might be a better place, as funny as they are

plush yew
#

Is there any good courses that are good to start with?

#

project doesn't package if I have plugins in the /Plugins local folder

#

Are these 100% free? i wont get tax charge or anything after a while?

tough sierra
#

theyre free for this month

plush yew
#

REX

#

if i download them now iwont get any tax charge or anything right?

tough sierra
#

tax on 0$ is 0$

#

no tax or anything

plush yew
#

@tough sierra where ican find the assets i downloaded?

thick herald
#

Everything you need to know about them is covered in the Unreal Marketplace.

tough sierra
#

in your UE library under Vault

thick herald
#

including "Can I use these in my game?" type of questions.

#

btw is yes.

sweet relic
#

@celest creek I believe that you can record spawend actors using "nearby spawned actors" as a source in take recorder. Or in sequence recorder "actor classes to record"

plush yew
#

Yup yup just found it thanks

#

@thick herald is there any tutorials for rpg games?

#

i searched in youtube but is there any other place?

thick herald
#

yes several, just do a google πŸ˜‰

#

Udemy if you feel like paying for it. But honestly youtube is full of great tutorials

sweet relic
brave carbon
#

I was wondering if anyone had any resources on how to break down a Decal Atlas in a material in Unreal? In terms of being able to set coordinates for each decal's start and end X and Y values. I haven't been able to find anything successfully that has worked for me.

rotund scroll
#

@brave carbon perhaps try #graphics you might get luckier there

jolly steppe
#

What are my options to make this neater? Those big blue nodes are anim montages and next to them are delays so I can't put them in a function. They are the ones I want to put in a function though : /

grim ore
#

probably not much if using delays. does it need to be neater?

brave carbon
#

@rotund scroll ah okay thanks

jolly steppe
#

I guess not really but it's just a personal preference. It looks kind of crazy, lol

grim ore
#

well you can collapse it all down into sub graphs or functions but will that help readability at all?

#

only the delay nodes themselves need to stay out here lol

jolly steppe
#

Imo it will help me. I don't think those anim montages will go in functions either.

#

I did put them in a node, but that ended up messing something up before, so idk if this is a good idea.

#

This is sorta what I'm trying to accomplish. Doesn't seem to be breaking anything yet, so I'll keep it like that unless it's a bad idea?

rotund scroll
#

generally if you end up in a situation like that @jolly steppe it's more likely that there is a better structure for what you're trying to do

jolly steppe
#

tbh, there probably is

#

I don't think I'm using Anim Montages to their fullest.

nova harbor
#

So yeah, that question I asked about interactive sand. Forgive me, I was on a break at work and couldn't find anything online about it. The ideas sounded right, journey is the most ideal. Interactive meaning, to condense to the shape of whatever is touching it, ie a barrel rolling down a dune would leave a trail behind it.

jolly steppe
#

but I wanted to atleast get it working, and then polish it later

rotund scroll
#

@jolly steppe yeah it's a good thought to have in mind, just keep in mind refactoring blueprints is a pain in the ass and that makes technical debt in BP much harder to manage

#

anyway I can't clearly make out what's going on in your video

jolly steppe
#

It's a 4 combo attack pattern. What I'm trying to do is have it so on the 3rd one, she does a multi attack pattern when holding the attack button.

#

The sword trails are temp πŸ˜… They're a bit distracting.

#

oof, I just noticed the video started recording a big late.

rotund scroll
#

@jolly steppe an input buffer system would be better for this

jolly steppe
#

oh, how cam I learn to do that?

#

I'm pretty new to this stuff ><

rotund scroll
#

idk, perhaps there are some tutorials out there

thick herald
#

there is a free input buffer plugin in the marketplace

rotund scroll
#

the basic concept is that you capture inputs every frame, then compare each new input to previous frame's input and check what to do based on that

#

then you probably need an action queue to support that, realistically

#

but one step at a time

jolly steppe
#

hmm alright. I'll try that out if I can figure it out πŸ˜…
I'm going to a Smash Bros, combat type of feel so whatever will help with that.

rotund scroll
#

then you'll definitely be looking for an input buffer, since that is the essence of fighting games

jolly steppe
#

but if it captures every frame, it's on tick? would this be okay?

#

hmm, alright

rotund scroll
#

you can capture inputs lazily, but you have to check every time an input is buffered what to do with it

#

so technically you can do it not per frame

#

but rather per input

#

as far as I know UE4 only allows 1 input per frame

#

I could however be wrong

#

you will also have to manage the buffer array in order to not let the size get out of hand, as well as consider that inputs over time should be removed

#

the removal in this case will be the most expensive operation

#

since it will likely be per frame

#

(not necessarily removal itself, just a check on whether or not you have to remove)

jolly steppe
#

alright! might take me a while to grasp all that but I'll do my best! : )

rotund scroll
#

it's a fairly interesting concept to work with and it can teach you quite a lot about the internal workings of games

#

remember to have a fixed framerate as well

jolly steppe
#

ahh okay. I'll definitely see if I can figure that out. right now I'm working on an animation but after that I'll see if I can get the other method to work.

jaunty pelican
#

Recommendation on a new Laptop to run UE4?
I currently have a late 2011 Mac Pro which at best can run 4.14...but struggles. I'm looking under 2k and dont plan on using it for anything else. I realize how computers work, however I'm unsure how much it really takes to flawlessly run the program. As of right now, certain commands lock me up completely.
Thanks

grim ore
#

same requirements doesnt matter the form factor. Lots of ram, lots of storage, more cores if you plan on doing material work or light maps, dedicated GPU

#

soo.... what do you plan on doing in it is the first question

#

oh and 2k in what currency as well lol

#

but use case matter more than cost

jaunty pelican
#

Right now it's open world work. Not extremely detailed. $2,000 USD

#

And I thought everything I saw on forums was recommending 1 core. More cores is better for UE4?

grim ore
#

as it's a laptop first figure out your screen size and if you will be using it remotely or on a desktop with a monitor most of the time

jaunty pelican
#

Remote. 15"

#

I can go 17 if need be

grim ore
#

like I personally like 14" screens as I use it remotely alot but if it was on a desk 17 is better.

#

ok so 15.6" is good lots of options. Aim for 16GB ram so you don't have to complain for a bit. Any idea how big your projects are?

jaunty pelican
#

I couldn't say for sure at the moment.

grim ore
#

welp you can go with say a 512GB SSD and it should work, or go with a smaller set up like 256GB for a main drive and a 1 or 2tb spinner with it depending on how much you need

jaunty pelican
grim ore
#

1660ti is what I would say for the minimum price to performance on the GPU, with a 2070 being better but a good chunk more (way closer to that 2k mark)

#

ooof. 4k on a 15'6 is just a waste of screen and cost

jaunty pelican
#

But I dont want to pull the trigger of that's not going to get the work done without extreme lag

normal burrow
grim ore
#

I hate moving to lounge lol

normal burrow
#

lol πŸ˜‚

#

people understandingly don't like hw talk tho

grim ore
#

the one he linked is good but the CPU throttles way too much using ue4 😦

normal burrow
#

(also, much cheaper and a 2060)

#

a 2070 in laptop form is hard to come by

grim ore
#

yeah I would have suggested a 2060 but a 1660ti isnt much different

#

that 7590 you linked originally if it has the 1650 is not recommended @jaunty pelican

#

dell has some 1660ti/2060 ones but they are all 17 😦

normal burrow
#

$1,099.99 for AMD Ryzen 7 R7-3750H, GeForce RTX 2060, 16GB DDR4, 512GB PCIe SSD
this wins imo lol

grim ore
#

have you used that CPU before?

#

I have a laptop with it, UE4 eats it alive

normal burrow
#

yep lemme make sure though

grim ore
#

it's great for normal work but once you hit all cores it drops way lower than I would suggest plus at this point the 8750H 6 core intels are cheap

normal burrow
#

Yeah i've got the same chip. I've honestly not tried ue4 dev on it. but i wouldn't expect the 8750h to do much better (or at least for double the price)

grim ore
#

and you can of course configure as needed

#

the 8750 keeps a couple hundred more MHZ on all cores plus the 2 extra cores. Definitely helps on compiles

#

in normal use yeah the ryzen is going to do editor stuff the same

jaunty pelican
#

I'm still here, just kinda skimming laptops back and forth

grim ore
#

i mean if you dont do a ton of compiles (shaders, engine, lightmass) then a 4 core is great

normal burrow
#

Desktops are good too though, portable ones even

#

unless your going to be developing on a plane you can still save a lot of money making a portable desktop

jaunty pelican
#

I work in a mine and primarily do my work while I sit around all night. Laptop is a must because its gotta move easily with me and fit on the ride down

normal burrow
#

this is a legitimate laptop scenario then.

grim ore
#

but yeah aim for a 1660ti/2060 or higher on the GPU

#

16gb ram

#

and as much storage as you need lol

normal burrow
#

i mean an itx or something could be as small to carry, and they make laptop size displays

#

may be able to get a little better quality of life on it, but would have to compare that to the daily setup

jaunty pelican
#

Number of cores?

grim ore
#

4 core / 8 threads is fine, more is better if you can get it and need it (compiling, shaders, materials, lightmass)

#

you pretty much only have a choice between 4/8 and 6/12

normal burrow
#

definitely want to add some ram there, yeah

grim ore
#

I mean there is a ton of options but it will come down to what feels right as well since you have to use it (keyboard feel, screen size/panel type, refresh rate)

#

but try and hit those core parts on the cpu and gpu

jaunty pelican
#

Sounds good. Thanks. If anything pops up later just @ me. I probably wont order anything tonight

#

Back to comparing.

copper flicker
#

does anyone know where 4.23.2 is?...

normal burrow
#

it was never a thing

copper flicker
#

there's a bug that crashes fullscreen builds

normal burrow
#

yea that bug is only in blueprint

#

if you call fullscreen from blueprints

copper flicker
#

and it appears as fixed in 4.23.2

normal burrow
#

4.24.0

copper flicker
#

yes, that's what I'm doing

#

no, I can't use 24

#

so I can't fullscreen my game...

#

24 comes with even worse bugs

normal burrow
#

there is no 4.23.2

copper flicker
#

why do they show 4.23.2 in forums then?

normal burrow
#

target fix means the thing they were planning on fixing it in

#

and 4.23.2 isn't a thing.

copper flicker
#

but it shows as fixed

#

ok.. so only 24 has the fix? this is weird

normal burrow
#

I'm not positive on what version the fix is in tbh

#

but i know that 4.23.2 isn't a version that was released

copper flicker
#

I tried 24 a month ago or so.. and it was building builds that don't launch

#

is there any other way to fullscreen? or only c++ code?

wooden leaf
#

I need a new Inventory system. The video I watch that the dev doesn't want to help unless I give him more money. I need a good video that just tell me how to it shows me what to do. step by step

#

I need a Crafting, Action Bar and a inventory system, Using slots and drag and drop

copper flicker
#

youtube has some in depth tutorials

wooden leaf
#

yes, I been looking. Just haven't fount one that does both. I see most of them and they miss too much detail

copper flicker
#

start with what you can and then find more tutorials

wooden leaf
#

see if I do that. The options cause change. That means I mite have to make more changes to code I all ready have.

copper flicker
#

get one to work, move on to the next, maybe from a different tut

#

yea it's possible.. for 2 tuts to have very different aproaches

wooden leaf
#

That's why I'm asking, hoping that a few of you mite have watch the same set of videos.

copper flicker
#

I'd start wtih something simple

#

and work from there...

wooden leaf
#

do you know any that are simple and easy to under stand, that are step by step

copper flicker
#

once you understand what you need you might be able to find the right tutorials

#

what you are trying to do is not simple

#

I'd recommend an in depth tut, and watch it many times

#

and try to copy the code while you're doing that

wooden leaf
#

ok, cool, do you know of any.

copper flicker
#

again.. youtube

#

that one is quite detailed

#

and there must be a few more

#

even if it doesn't fit your game, you can at least see how he does stuff, and steal some ideas

wooden leaf
#

ok, that video the guy doing it has no mic

forest aurora
#

Anyone here running Pop!_OS 19.10 and have Unreal Engine working?

copper flicker
#

iceman... r u kidding me

#

have you even tried opening that link in youtube?

#

there's an entire series

#

and yes, he talks

wooden leaf
#

?, no, The 1st one I watched he has no mic. Let me try is again and see.. when he didn't talk on the 1st one.

carmine garnet
#

do mixamo animaitonjs have like

#

royalty

#

does not making some of the animaitons i use make me a bitch pussy

#

cuz ill tell you right now buddy i dont wanna animate strafing

wooden leaf
#

@copper flicker Thanks. He talks about meshes and it says Slot inventory in the description. so he has me all so lost

silver yoke
#

best free C++ IDE for windows?

copper flicker
#

iceman.. making an inventory system is not easy. if you can't research and you have no patience, it's gonna be even less easy

wooden leaf
#

see that's not the issue. I have an inventory system all ready. It's just the guy that makes the videos wants more money to make the videos I need to make the game that I want. It's this is how most of them are.

grim ore
#

@silver yoke for use with UE4 VS Community works well

silver yoke
#

thanks

copper flicker
#

so I installed 4.24.2 .. latest and greatest. converted my project in place. made absolutely no changes. built. no errors. the built game doesn't start. not even the slightest attempt at starting...

#

wtf is going on in 24?

#

I'm not using any plugins, nothing custom, only basic BP stuff

plush yew
#

Can someone help me with the trapserency not working on my decal? Please and ty in advance.

jolly steppe
#

In the material section, the fist step is to set the blend mode to mask. I haven't tried the other options but I'm sure the setting you want is masked

plush yew
#

Trying now

#

Thanks for the fast reply

jolly steppe
#

np! You caught me before I stepped out πŸ˜‚

#

Make sure it's the "Opacity mask" one

plush yew
jolly steppe
#

I think also Translucent will work in your face.

plush yew
#

@boreal plinth

boreal plinth
jolly steppe
#

oh is that the texture?

boreal plinth
#

Yeah decal texture

#

Coming out non blended

jolly steppe
#

Yeah I see the problem

#

it's white where the alpha channel is suppose to be

#

I forget how people work with that. I think there's a node that turns white into alpha channel or something.

boreal plinth
#

Thank you so much! Been kinda messing through each option to see what works but it definitely is the alpha, I'll look into what node I need.

plush yew
#

As noted, you need a texture or some other way to mark where something is not clear and something is.

Overall, Unreal normalizes values from 0-1, with 0 being transparent (masked out) and 1 being fully opaque.

0-1 works for each of the material properties like 0 = no specular/shiny and 1 being fully-shiny.

I'd suggest these 3:

https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/MaterialProperties/LightingModels

https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased

https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/MaterialInputs

This document breaks down the Material Shading Models property options.

An overview of the primary Material inputs and how best to use them.

An in-depth look at the various inputs available on a Material and how they are used.

jolly steppe
#

alright, np. tbh, if it were me, I would either look for a png with an alpha channel, or see if I could remove the white and make it a transparent png, (That might be really tough/not possible without it looking bad with that texture though)

plush yew
#

In this case you can use a multiply node, plug in your texture sample and change the "B" pin on the multiply node to be -1, this will invert the map for you.

jolly steppe
#

oh

copper flicker
#

ok.. can anyone help me pls, in my game build logs I have this...

#

LogPluginManager: Error: Unable to load plugin 'EditorScriptingUtilities'. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

#

that might be the reason the game doesn't load?... what does it mean

#

O O

grim ore
#

Weird as the game should not need that plugin

#

If you don't use it you can disable it in the plugins

copper flicker
#

I'll check

#

this was not a problem for 23

#

I don't understand why I'm building the game, all fine, no errors

#

and then this happens, and the game aborts loading

#

can this EditorScriptingUtilities be used for.... my editor widget?

grim ore
#

It should be for editor utility widgets

#

But disabled in a built project as it should not be used then

copper flicker
#

yeah... but it shows up in my log, when I try running the built game

grim ore
#

Disable it and try again

copper flicker
#

yep

#

maybe cuz it's experimental?

#

the strange this is that my widgets still work, with the plugin disabled

grim ore
#

It's not required for them it just adds extra nodes

#

You might not be using them

copper flicker
#

ok, it works

#

so this is a legit bug then

#

few people probably need EditorScriptingUtilities running...

#

I'll try figuring out how to submit this... but thanks MW!

night charm
#

you may want to examine your build scripts before and after the version upgrade. The way things are marked for Editor vs Build has changed a bit, depending on the previous version of Unreal you were using. You may just have to adjust those

glossy shoal
#

Are there any common mistakes that would lead to a project failing to build lighting?

copper flicker
#

I odn't know what build scripts are Geo, I don't use C++, I'm BP all the way

grim ore
#

@glossy shoal read the error log otherwise if you disabled the network request it would do it

night charm
#

and you can open the main .uproject file and look at that in a text editor

#

they are easy to read, don't be afraid @copper flicker Compare the old and new ones after conversion

next current
copper flicker
#

if it's c# @night charm I can understand. if it's C++ I won't

glossy shoal
#

means you got a big thing in the sky @next current

next current
#

ye thats the sphere for the sky lol

#

idk why its sayin that

glossy shoal
#

do you have 2 sky shpheres?

next current
#

i dont think so

glossy shoal
#

i dont think it should cast a shadow in the first place

#

it cant hurt to just do what it says

next current
#

i dont understand what its telling me to do

glossy shoal
#

go to your sky bp

#

search in the settings bar dynamic shadow

#

turn it off

next current
#

thank

glossy shoal
#

spelling

jolly steppe
#

@rotund scroll Do you know about this ^^?
I was wondering if that would help achieve what you were saying.

scenic carbon
#

How do I animate multiple platform locations in a scene? Should I use Sequencer? But what if each platform has different ending time?

lime gull
#

How would I change the color of text on a widget?

#

Like I want to make it where when you hover over it it changes its color

#

Nvm i got it

fading walrus
#

Is there any way to switch 4.24.2 back to 4.24.1?

fading vector
#

Is there anyway to make a Cube hollow in ue4?

fading walrus
#

well you could disable collision

fading vector
#

I suppose I should watch a level design tutorial

#

I think I'm going about this wrong xD

#

Any suggestions, anyone?

fading walrus
#

it might be easier to set the collision on the Cube to No Collision, this way players can walk threw the cube

fading vector
#

It's not that I want them to walk through it

#

I want to create a hole for jumping over and such

fading walrus
#

maybe try using a plane to overlap the side of the cube you want to appear open, it could glitch the side invisible but it may also be fixed.

#

would you like me to attempt to create a mesh for you?

pure nymph
#

im starting to learn UE4, should i do blueprints or c++?

#

(im learning c++ in uni right now)

grim ore
#

Yes. Learn both. Use what works for what you want. If you are learning standard c++ now that's good once you learn it you can learn the way ue4 uses it.

pure nymph
#

but for my first project ever which one should I start on?

grim ore
pure nymph
#

ok ill check it out thanks!

fading vector
#

Is there anyway to scale the UV mapping on a cube or custom mesh? I dont want to edit the material itself.

abstract relic
#

Texture coordinate node

normal burrow
#

if you don't want to edit the material, you'd need to edit the mesh I think

abstract relic
#

Or just use texture coordinate node πŸ”ͺ

normal burrow
#

Ye

fallen marten
#

And parameterise it to get an adjustable x-y scale

normal burrow
#

with the texture coordinate node.

plush yew
#

high tide 🀼 p@t

#

Dang I didnt expect this place to be this active. Js

abstract relic
normal burrow
#

Jays

plush yew
#

Stupid question .. but does UE4Editor Run better on Windows than on Linux?

normal burrow
#

Wouldn't expect it to unless the hardware is better.

plush yew
#

I'm on a dualboot system.. so same hardware

abstract relic
#

Would there be any factour to it being os dependent

plush yew
#

I'm just having trouble with it on my linux setup so I didnt know if it might be more compatible on windows or sumn

normal burrow
#

Yea linux isn't gonna support rtx i don't think, so it might run better.

#

Its something you'd need to test yourself i'm betting. It'd matter what features your using

plush yew
#

Isnt rtx nvidia related?

normal burrow
#

its dxr, direct x raytracing acceleration

abstract relic
#

no one needs rtx at this stage

plush yew
#

Ok

#

I'll try it on windows.

#

I know theres more Unreal compatibility on windows too

normal burrow
#

you'll need to package the game on windows i think too?

plush yew
#

As linux requires source install which only.gives you the editor

normal burrow
#

I may be wrong, but I don't think the editor runs on it

plush yew
#

Doesnt run on what?

normal burrow
#

ah interesting

plush yew
#

It runs on Linux if that's what you mean..

normal burrow
#

I was thinking you had to package for linux on windows, but no

#

Yeah, its what I meant but was wrong

plush yew
#

Nah, you have to sign up for the Unreal git and compile from source.

#

I'm having a lot of weird buggy issues too though, like its resetting my preferences on each launch.. and not actually letting my save the preferences config sometimes.

#

Super glitchy and freezes up if you click 2 things in a row.

abstract relic
#

Delete /intermediate folder (half joking)

plush yew
#

I'll try windows tomorrow. Luckily, I can access my windows files from linux

normal burrow
#

this half joke usually fixes things for real

plush yew
#

I could do that but it wont help. It's a fresh install

#

It could help maybe actually..

#

But I don't think that's gonna fix everything.

normal burrow
#

did you build/install it with root or something?

plush yew
#

Idk. I'm gonna just go with windows so I can at least get the unreal menu and visual studio connection.

#

No

normal burrow
#

not sure why those ini's wouldn't be writable

plush yew
#

It's all in my local user partition

#

It saves sometimes but most of the time it becomes unresponsive

#

For example.. it started with font size 6 ..

#

So after alot of squinting with my face to the screen.. I found where I could change it to 13.. and trying 5 times it saved and said restart.

#

20 minutes later after it restarted.. it still said size 13 but was still displaying size 6 font.

#

Some other settings reset itself. Idk

fading vector
#

Level design related question. I'm trying to create a wood floor, however I want to put cracks to jump over, and add some curves here and there. I'm having a struggle trying to figure out how to do this, any suggestions?

plush yew
#

Windows will probably be more stable in this rare case (but I wont tell my linux friends)

abstract relic
#

Would genuinely like to know if Linux build is the problem. I’d greatly appreciated it if you shoot me a ping if you find out.

plush yew
#

Yeah. It may be MY linux build also.

normal burrow
#

kind of doubt it unless you changed things. which distro?

plush yew
#

Arch

#

^^ that's why I'm thinking it could be MY build, because Arch will do some weird things sometimes.

normal burrow
#

this is its reputation yeah

plush yew
#

Yeah. Sometimes it has multiple drivers installed and a program might pick one over another or whatever.. I havent configured my gfx card or the software in any way either so..

normal burrow
#

did you try the intermediate folder deletion?

fading vector
#

How come level design is so.. complicated. Am I doing something wrong?

plush yew
#

I'm not near my PC right now.

#

Itll have to be tomorrow.

#

Follow some guides @fading vector ?

fading vector
#

I've tried to look up tutorials

plush yew
#

Unreal has tons of documentation and excersizes online for free

normal burrow
#

grey boxing

fading vector
#

The only thing I found was a guide on splines

plush yew
#

Follow the Unreal tutorials. It's like free training

fading vector
#

which is somewhat useful

normal burrow
plush yew
#

Polygon has come a long way. Gotta give em credit

abstract relic
#

That’s more for visual composition, not level design

plush yew
#

The only thing that sucks about dual booting is have multiples of the same program..

#

Js

normal burrow
#

yeah tbh, i'm more used to bsp with level design.

#

I guess that would be the thing to do after laying out the landscape

plush yew
#

Bsp?

normal burrow
#

old corridor style design

plush yew
#

Oh

abstract relic
#

Those old box brushes

plush yew
#

I like doing alot of my asset design in blender and importing into Ue

#

Blender is actually how I got into learning gamedev, and programming, and then linux.. complete accident lol

bright root
#

Hi Everyone, I have some questions about character design for VR. I have to give the designer some guidelines...

We have a project where we need to create characters for a multiplayer VR simulation. but we need some level of customization like a character selection screen with skin tone, head type, etc. and there will be 5 or 6 characters in view at the same time.

  1. Would it be better to use a separate head and body or would this be too harmful on performance. (I imagine a screen where you choose from 5 heads and 5 bodies and adjust the skin Colour etc.) or is it better to use whole body meshes??

  2. Materials - How many slots should we use..... should we combine shirt trousers and shoes into 1 UV? I know this affects the number of draw calls but would this make much difference?

  3. Materials - If we want to change the colour of clothing with performance in mind.... would it be better to
    a. have 1 UV and switch out the diffuse texture for different colours
    b. Have seperate UVs for trousers and use hue in the material?

  4. Polycount - What is a good number to aim for on a VR character. Will be used on Samsung Odyssey

Thank you

abstract relic
plush yew
mossy nymph
#

its a technical question... so maybe not

abstract relic
#

Cranz would be rolling in his bed-grave right now

fading vector
#

High Tide you know cranz?

mossy nymph
#

design chat is more "what do you guys think i could do here?" and less "how can i do this?"

abstract relic
#

Game design is about the art of fun to put it simply

bright root
#

thank you but Its not the method I am asking for, we know how to do it... I am asking for advice on what is the best practice and best for performance in a VR environment.

fading vector
#

Ohh, theres that word again. Best....

mossy nymph
abstract relic
#

Unfortunately it’s down to what you need as a team and what the target specs are

bright root
#

yes, i know there is no best, it depends, but i am giving the scenario

plush yew
#

Okay. Thanks for clarifying

#

Ideal*?

#

Ryzen9 is the answer :D

mossy nymph
#

approves

fading vector
#

@normal burrow Hey, can I explain something to you real fast?

#

or anyone who can assist me and is not busy atm

abstract relic
#

I’m a fan of making assets as modular as possible. That can lead to comparably limited texle density but less random textures being thrown around

#

Thankfully it’s not difficult to transfer textures from two different uvs -albeit with some data lost- regardless

#

There should always be a high poly version of your models anyway so poly budget also not an issue in the long run

#

Transferring skin data is annoying but can also be done if any major changes need to be implemented

fading vector
#

This is an example of my level layout, it's a 2.5d game. At the bottom I have a wood floor, which is a cube with a floor material attached. More or less the same concept for the wall, now my issue is that I would like to create some variation, holes in the floor, ups and down etc.

abstract relic
#

Only thing I’d encourage you is consistency

fading vector
#

Any suggestions?

normal burrow
#

Yeah modular assets are the thing for sure

abstract relic
#

Time to learn about normal maps 😜

fading vector
#

normal maps?

#

Like terrain?

#

Terrain was a bit odd

normal burrow
#

to get your wood grain to look more wood grain

abstract relic
#

Like texture

fading vector
#

oh

bright root
#

@abstract relic thanks, that helps. I also like to make things as modular as possible just concerned about the cost of this as its going to be quite a complicated project and need to get these decisions right from the start

abstract relic
#

Fakes the appearance of 3D detail on a flat surface. Uses light data in the scene to add the illusion of bumps.

fading vector
#

I see

bright root
#

@abstract relic i think the client is expecting photorealistic multiplayer VR which obviously isnt gonna happen.

fading vector
#

@bright root

#

Do they have to rtx 2080 tis xD

#

two*

bright root
#

nope

fading vector
#

lmao

abstract relic
#

On a Samsung phone? Did I read that correctly?

fading vector
#

photorealistic multiplayer vr

bright root
#

it will be on a 1070 and an odyssey

fading vector
#

oh nooooo

bright root
#

we use laptops as this simulation goes around the world

fading vector
#

Big yikes

fading vector
#

I mean half life alyx will probably be the best looking vr game for a while and thats gonna be pretty demanding. Not to mention its no where near "photorealistic"

bright root
#

i started playing walking dead saints and sinners and that works so well

fading vector
#

and its singleplayer xd

bright root
#

you can see how it is set up

#

yeah exactly

abstract relic
#

LODs are going to be your best friend here

#

As far as authoring, good question

bright root
#

the people who want projects are not video game people so they never have a great understanding of what is or is not possible

fading vector
#

The tech isn't here, not yet

plush yew
#

Next gen maybe

fading vector
#

Mhm

#

Exactly what I was thinking

normal burrow
#

you probablyh want 100% baked lighting and forward rendering ryan

bright root
#

@normal burrow yes... i think they also have the vive

fading vector
#

Nvidia will release ampere this year

#

It might have a chance

silver compass
#

Will it be good,

plush yew
#

I think Sony will yeet everyone out if I had to guess.

normal burrow
plush yew
#

The PSVR was essentially a beta, and Sony is notorious for making massive progress behind closed doors..

abstract relic
#

I’d definitely keep an atlas of clothing

#

Keep the skin separate

fading vector
#

I mean we don't even have the hardware to perform at photorealistic

#

gpu, cpus etc

#

Im not even talking about headsets

bright root
#

@normal burrow yeah i watched that one before, and theres one about occulus quest too. I have another project that has to go on a quest

abstract relic
#

Use colour mask to control changes you want made to a particular item of clothing

plush yew
#

Photorealistic vr is a scary concept to me.

fading vector
#

#MeltMyGPU

plush yew
#

By the time that technology is made readily available, I think hologram tech will really take a leap forward.

abstract relic
#

So you’re down to skin mat, clothes mat, fancy eye ball mat, and hair mat

plush yew
#

Interactive game rooms and fully submersible 3d

fading vector
plush yew
#

I'd say that's semi photo realistic, no?

bright root
#

@abstract relic yes

abstract relic
#

Photorealism is almost as gross as the word β€˜best’ 😜

plush yew
#

Holy nvm

bright root
#

also i wasnt sure if we need to keep the materials as simple as possible...

fading vector
#

Anyway

#

@abstract relic so these normal maps

#

I understand they will bring my wood floors to life

plush yew
#
  • buys stock in quixel *
normal burrow
#

quixel is bought already

fading vector
#

but I'm still at a loss for how to actually create my level with more depth.

#

Let me provide another example

#

if I use a cube with a grass/dirt material

#

and I want to turn it into a hill, how can I do that?

abstract relic
#

Make a hill

fading vector
#

How do I curve a cube?

abstract relic
#

You don’t

#

Literally make a hill

fading vector
#

Oh like blender?

abstract relic
#

You can’t make much with only 6 polys 😜

fading vector
#

Mmm, good point

abstract relic
#

Will I guess there’s Minecraft

fading vector
#

xD

abstract relic
#

Shhh

fading vector
#

Another question to whoever can/will answer. Since my game is 2.5d any suggestion for setting up the background?

abstract relic
#

Are you looking more for landscape sculpting tool?

fading vector
#

Obviously in like a house, I can have a wall.

#

Mmm, I tried landscaping it was kinda odd.

#

It seems very.. tedious to say the least

abstract relic
fading vector
#

Hmm, that seems kinda useful lol

abstract relic
#

For background, you can slap an hdri backdrop

fading vector
#

Oh thats really cool

#

I can use that for all sorts of stuff

jade ice
#

Guys i have a strange problem.
I record my player movements.
Then unposses and have the ai controller take over.
On replay the aicontroller moves my recorded axis.
Everything goes well until sometimes the ai looses collision.
I dont know why because from my understanding it only controls movement?

abstract relic
#

There’s a link to get some free hdri at the bottom of the page

normal burrow
#

your sweeping savvy? with the move

jade ice
#

I dont know how to sweep.
Or if its set by default

normal burrow
#

how are you having the ai move with the recorded data?

jade ice
#

I checked its not sweeping

#

Recorded the gamepad axis into a array.
Playing that data back and feed it back in to the ad movement input.
In a nutshell.

normal burrow
#

your sure nothing else is moving it? fishthonk

jade ice
#

You mean like a doubled data somewhere?

#

This is the result of the ai jumping on a platform the second time and falling through.

#

Solved! Phew Been hammering this one for 3 hours πŸ˜‡

#

your sure nothing else is moving it? :fishthonk:
@normal burrow Thanks for the tip! This made me think straight again.

signal minnow
#

How the hell do companies determine "minimum" hardware? Do they just keep testing until they reach a bad performing setup?

#

Like required specs for running a game

jade ice
#

Good question, my guess is for bigger companies, a lot of experience and lots of hardware to test on.
Feedback from beta testers also would give much info about their problems with it running on their hardware.

signal minnow
#

i 100% guarantee to myself ill just throw "a good pc" under minimum specs LOL

jolly steppe
#

If UE4 isn't running under 10 fps then you don't know how to live.

dim merlin
golden crescent
#

Hello! Please help with making Cloth in Blender and move it to UE 4.24 before lessons worked for before versions of UE but now it does not work! Help me please!

plush yew
#

Hello everyone, I have an fbx made of several animated meshes. Is there a way to import it in unreal? If I import it as skeletal mesh I get the animations but not the hierarchy, if I import it into level I get the hierarchy but not the animations. Of course recreating the hierarchy in unreal by hand is out of the question since the fbx comes from a CAD with hundreds of pieces

tender flume
#

What kind of art style does Pokemon Sword & Shield use?

fading vector
#

is anyone awake who could help me with a terrain issue?

tender flume
#

It's evening here though? How is everyone asleep

whole quarry
#

Time zones.

tender flume
#

Oh.

fading vector
#

I live in the states, xD

#

its 3 am here

golden crescent
#

I sleep well... Now learn how to tune environment light in Unreal Engine well

#

Will You help me?

tender flume
#

I have managed to fix my animation bugs, yeeee.

#

Time to rest.

golden crescent
tender flume
#

Too bright, too many reflections

#

Too many lights casting.

#

Okay, thats all. Time to rest.

golden crescent
#

This is my style too bright and many reflections

#

I need to have universal light that it wont make big shadows and would light all scene in good way with no need to add additional point lights... do you have such example scenes with good light... I want to just build in 3d without work with light but for this I need good ready to go environment... for example with this picture I showed I have shadows inside spaceship and under it I would like there wont be such big shadows and everything will be light smooth and the same way

#

Please teach me how to do this!

honest vale
#

are you using ai perception components?

golden crescent
#

Thank You for Unreal Engine!

#

well... no help, I return to learn myself...

#

please write me here invitation for this channel... I would like to login not from browser but from my account on computer

#

oh I already see invitation link... well, good bye my another account is Andrey

tawdry storm
#

@golden crescent do you have a refernce for the look you want to achieve?

golden crescent
#

Unfortunately no! I do all by moving different parameters and see what changes

tawdry storm
#

well it would be better to have a reference to work with, otherwise everything is pretty much up for debate and helping you will be really difficult. especially with a look like that

golden crescent
#

I know that need to ON main light (Global Illumination!) And then light will spread smooth over all objects and inside them

#

and no need after this to play with LIGHTS!

#

Help me to do this I press Global Illumination and nothing changes

#

Where to switch it on

#

?

tawdry storm
#

in realtime?

golden crescent
#

Yes

tawdry storm
#

that's not possible without RTX

golden crescent
#

to see changes atonce

#

how to do this not in real time?

serene birch
#

even with RTX

#

seems like you really want a LOT of bounces in your scene

abstract relic
golden crescent
#

There will be planets and spaceships only next years of work! For this I need standard good light and this is all

#

I would like to get lesson in two clicks how to do this

#

without difficult tunings

tawdry storm
#

that doesn't exist

serene birch
#

yet

#

maybe when we get to the 5th generation raytracing GPUs

tawdry storm
#

so 5-10 years πŸ€”

#

and then only maybe

golden crescent
#

not true in all engines is this function and light is smooth over all lines of objects and shadows even can do not such dark

#

This is GLobal Illumination but how to activate it in Unreal Engine?

#

Raytraced too expensive

#

need before generation

exotic thicket
#

If you want everything to have some light by default instead of it being dark, one way I found you can do it is by using an Ambient Cubemap

tawdry storm
#

all engines do this? that's news to me

exotic thicket
#

in a post process volume

elfin canyon
#

I will be under this account from that I left

#

3dkoktebel

exotic thicket
#

you can adjust that to choose what level of ambient light is everywhere by default

#

(assuming I understood what you're looking for)

tawdry storm
#

a skylight will also help with that, but it's pretty similar

elfin canyon
#

I just need good environment light all over the map... then make shadows more white and this is all

tawdry storm
#

but that won't be GI, that's just some ambient light to make the shadows less black

#

then use a skylight or ambient cubemap like zomg said

#

or turn off shadows if you don't want any

fading vector
#

This is so frustrating

elfin canyon
#

skylight and cubemaps I'll try them now

fading vector
#

I cannot figure out why

#

but terrain for some reason has small bumps between each square

#

and the player is a small ball so as you can assume, hitting these bumps is super annoying

elfin canyon
#

Thank You for help!

abstract relic
#

May I see a video or gif for my own amusement crypto

fading vector
#

Uh, 1 sec.

tawdry storm
#

that looks surprisingly intentional

fading vector
#

I know

#

Its the tiles of the terrain

#

really a pain

abstract relic
#

I’m tickled pink. Thank you

fading vector
#

lol

#

Hope you enjoyed

abstract relic
fading vector
#

Any idea on fixing this one?

tawdry storm
#

use the flatten tool and paint it flat?

#

I bet you already tried that though

fading vector
#

Mhm

#

It's perfectly flat

abstract relic
#

You’ve made quite a bit of progress since I’ve seen you join. Congrats.

fading vector
#

Thanks, I've been working hard. Hopefully I can continue to grow πŸ™‚

#

Truth be told, I've only be able to accomplish this much due to all the support from the community.

#

I have an awful solution to my problem

#

I stick a blank box collision barely above the terrain

plush yew
#

Hi guys, im not a game developer but im interested in how ue4 works, i want to model my house and make a releastic final view of it, Can i use ue4 to build the house model with the garden and everything included using the engine only ?