#ue4-general

1 messages · Page 653 of 1

sly hare
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Well, I wanted to focus on making everything look good and I did that...
Now I am trying to produce the kinds of things I wanted to produce...

rotund scroll
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you're not going to make the game once you have all your issues settled

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because there will ALWAYS be new issues to solve

sly hare
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I am not just going hey lets' make everything perfect and make one big project...

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I am just looking for understanding.

zenith flower
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(Unless you want to be like me, who's been working on a single game for a few years )

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Okay

sly hare
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Right now.

zenith flower
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Lets start over, what the issue?

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(Keep it simple)

rotund scroll
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I mean he's already into creating skill trees

wicked kettle
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@normal burrow pm?

rotund scroll
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and wants vehicles etc.

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but idk

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I'll let him talk

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I just saw the red flag of feature creep at a stage of pre production

zenith flower
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I've learned more taking apart other peoples projects rather than asking questions here

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I've learned the hard way that you can't ask complicated questions here

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I use google
"UE4 vehicle movement project download"
"UE4 insert exact error message here"
"UE4 Lobby menu example project download"
ect

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github is another great place to go snooping

rotund scroll
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most questions asked here a googleable

zenith flower
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exactly

rotund scroll
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but people hate using search engines apparently

zenith flower
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The ones who could actually ask my complicated-you-can't-google-this questions, are hiding from all the ones who can't bother to do a search

hoary sorrel
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Does anyone know what causes this issue with Advanced Sessions? If i package my proejct with it, i cant launch it
Log file open, 02/13/20 00:16:14
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: ProjectName
LogInit: Display: Project file not found: ../../../Projectname/Projectname.uproject
LogInit: Display: Attempting to find via project info helper.
LogUProjectInfo: Found projects:
LogPakFile: Display: Found Pak file ../../../Projectname/Content/Paks/Projectname-WindowsNoEditor.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../Projectname/Content/Paks/Projectname-WindowsNoEditor.pak.
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 23 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.037546
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogPluginManager: Error: Unable to load plugin 'AdvancedSessions'. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

zenith flower
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Only one line here is actually about the plugin. Which isn't helpful. I would package it again, and pay attention to any warnings given

normal burrow
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Delete intermediate folder first Drakoz, you'll have to rebuild shaders but may fix your build

hoary sorrel
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I did that already @normal burrow

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@zenith flower If i turn off the plugin, and package it, it will work without errors

normal burrow
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did you delete the binaries folder from the packaged build as well?

hoary sorrel
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no, only intermediet

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shall i delete binaries too?

rotund scroll
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Delete intermediate folder first Drakoz
this is the true running joke

hoary sorrel
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ah fck

normal burrow
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may be worth a shot drakoz

hoary sorrel
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its too late here 🤣

normal burrow
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its a joke only because it works

rotund scroll
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well yeah

normal burrow
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it's the solution to the unasked question

hoary sorrel
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So binaries, and intermediete?

normal burrow
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would try yeah

hoary sorrel
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okay

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Still not works 😐

zenith flower
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Package it WITH the plugin, pay attention to any warnings given

hoary sorrel
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If i turn off the plugin it works

zenith flower
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...

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Well that is of no use to you

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What I want to know, is if while packaging unreal complains about something but doesn't fail

hoary sorrel
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I have no errors in the output log

zenith flower
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warnings

normal burrow
zenith flower
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There is no answer to that guys question

normal burrow
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yeah its just the same problem

zenith flower
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oh gotcha

sly hare
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@zenith flower & @rotund scroll
I have spent hours looking for solutions...

hoary sorrel
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I already read the forums

sly hare
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No results. '

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O_O

normal burrow
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dunno how many people use it but would check if others have the same problem drakoz, maybe it is just broken

zenith flower
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Or, you know... You could see if unreal throws any warnings....

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non-fatal warnings != errors

normal burrow
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if your familiar iwth vs drakoz, yeah you could throw breakpoints in the module load code as well.

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if your positive the dll is there, then that module loading would be where its saying it can't run

hoary sorrel
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Well, its still broken after turning off the plugin, same errors

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dll's not found

zenith flower
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Look, im loading up a blank project with the plugin, and i'm going to package it myself

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I'll let you know how it goes

hoary sorrel
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Its probably gonna work

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LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: ProjectName
LogInit: Display: Project file not found: ../../../Projectname/Projectname.uproject
LogInit: Display: Attempting to find via project info helper.
LogUProjectInfo: Found projects:

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this is the main problem , the first 6 line

zenith flower
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those have nothing to do with adv. sess.

hoary sorrel
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but i can't open the packaged project exe

zenith flower
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They still don't have anything to do with adv. sessions

hoary sorrel
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but its probably have something to do with opening the exe

zenith flower
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I'm packing right now

hoary sorrel
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or you think my project wont open because of adv ?

zenith flower
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earlier you said it worked

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now it doesn't

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LogInit: Display: Project file not found: ../../../Projectname/Projectname.uproject

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Open your project folder
delete
.vs
binaries
intermediate
and the vs project file

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right click your .uproject file

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click generate project files

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open the new VS project file

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ALSO

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open your plugins folder

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open every plugin you have there

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and delete the intermediate and binaries folders from each plugin folder

tame rose
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anyone know where to download survival characters

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like skeletal meshes/player meshes

hoary sorrel
zenith flower
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then just open the .uproject

hoary sorrel
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🤣

zenith flower
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just download teamviewer and PM me

next badger
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@hoary sorrel Why there's no name?

wary wave
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edited out presumably

next badger
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ok, i thought it may be related to some weird naming

real pasture
#

Stupid question, but regarding the Mega grants if you get approved do you have to have your game only on the EGS?

manic pawn
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no

abstract relic
tame rose
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anyone have survival character meshes

abstract relic
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The internet is literally overflowing with them. Google “character base mesh” and take your pick.

normal burrow
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Its true

hoary locust
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Soooo.. is the grass type scaling (min max sizes) supposed to work?

candid stratus
grim ore
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Which part does not work the AI sensing or the AI move to

candid stratus
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i dont know but im pretty sure that it was the ai sensing

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@grim ore do you need any more info

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?

grim ore
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Well you need to know which one. Have you debugged to see if the pawn sense is even firing?

candid stratus
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i will

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so its not sensing the star

vocal island
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@tame rose mixamo

bright basin
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can someone advise how would they go about doing something like this, say I have a shop in the game, where I can buy items. I've added items, but now, after I buy this type of item, I want it to show as a dashboard trophy in all the vehicles I drive, can someone describe in a few words, what I need my blueprint to do, or just in general how I go about achieving something like this, especially the dashboard part... kinda likea Hula Girl thing? Thanks in advance

normal burrow
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mm mmmixamo has a strange no-root-bone issue though

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@bright basin an easy way to do it would be to set up sockets on all your vehicles where these trophies go. Then in begin play or something have something check the driver's whatever to see what should show or not, or replace etc

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may have gone past word limit

bright basin
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any guide on youtube you know that someone does anything similar?

carmine garnet
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Im losing motivation

normal burrow
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take a break

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drink some water

carmine garnet
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I have been

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But the game im making i wanted to make before i make the game i REALLY want to make

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And the person i started it with hasbt been contributing at all

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Not even kind words wheb i send hin stuff

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Not even a lookin good

sly hare
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Mind If I DM you?

fierce tulip
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if you know the problem, solve the problem

carmine garnet
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Please do

sly hare
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Also, got a good bit of understand on how to switch between FPS TO CAR TO FINNALLY WORK.

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Only took a few hours!

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And absolutely zero handling.

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XD

tiny sonnet
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umm.. some help. I have been stuck on building my lighting for the past 5hours, is it supposed to be this slow on larger maps?

normal burrow
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is it huge?

sly hare
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I doesn't take that long...

tiny sonnet
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1000x1000

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2000x2000 actually

fierce tulip
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depends on many variables

sly hare
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You can do that in a few hours.

tiny sonnet
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its only at 26%

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after 5 hours

fierce tulip
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remembers building lighting for 8 hours because 32mb ram back in the day

abstract relic
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Build smart, level stream

sly hare
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YEAH BOI.

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Also copy and past is your friend.

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paste

tiny sonnet
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i tried streaming, when i tried to package, i got an error saying assertion error clearblockedworlds or something

sly hare
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I still forget to make some models solid sometimes.

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XD

tiny sonnet
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its why i had to redo the lighting in the first place

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lmao

sly hare
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I see,,,

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You working in C++ Or blueprints?

tiny sonnet
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bp

sly hare
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Open world?

tiny sonnet
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yh

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lots of meshes as well

sly hare
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You make any flow to the map?

tiny sonnet
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wdym

sly hare
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I mean is it one of those games where is it just do whatever you want or is there a clear path to follow?

tiny sonnet
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clear path, but you can explore

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there are objectives

abstract relic
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world composition is dark magic indeed

tiny sonnet
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but you must find them

normal burrow
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HocusPocus world composition

tiny sonnet
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would reducing the # of meshes help?

sly hare
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Because if you are making it linear.... My choice would be to make a good bit of player bounds... so the player can't leave certain areas... make some areas discoverable and explorable and only focus on the spot you can go through.

tiny sonnet
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yh i can't do that

sly hare
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Why not?

tiny sonnet
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that defeats the entire points

sly hare
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It really does streamline things quite a bit... and reduces workload quite a bit.

tiny sonnet
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i have a central area, afterwich you must explore the land to find the objectives

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if i set bounds, that defeats the point

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u get what i mean right>

sly hare
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I see what your saying however eventually you are gunna have to make a map...

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And It isn't gunna be square made of straight land right?

tiny sonnet
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an analogy, everytime you go to the nether in MC, you only see the nether fortress and nothing else, that defeats the point

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No

sly hare
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Water is a good way to set some bounds without making it seem like bounds or actually being any borders...

tiny sonnet
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simply i can't set bounds, any other ways

sly hare
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Well, I hear you.

thin tendon
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LogFileManager: Error: Error moving file 'C:/Users/name/AppData/Local/UnrealEngine/4.24/Saved/SourceControlSettings.ini.bak' to 'C:/Users/name/AppData/Local/UnrealEngine/4.24/Saved/Config/Windows/SourceControlSettings.ini'.
LogSlate: Window 'Gather Text for All Targets' being destroyed I'm getting this error but I don't even use source control and I can't find an answer to fix it

normal burrow
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what are you trying to do waffle?

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you need to close editor when you do source control things

sly hare
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Waffle your a god in functionality you got this bro.

thin tendon
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Nothing it just came up when I relaunched my project. Thanks bro

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What I have been working on though is getting language cultures to swap outside the engine

tiny sonnet
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umm, whats a .bak file

normal burrow
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specific to waffle, its probably a transit file. likely tries to delete the ini then replace it instead of overwrite

sly hare
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But yeah if you want I could totally toss some ideas to make level design a little more stream lined without straight up making invisible barriers...

tiny sonnet
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yh

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also im fairly new to ue4

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this is my first full scale game

thin tendon
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@normal burrow So I'm guessing then the issue is being caused by the file not existing and there not being some kind of valid check

normal burrow
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well actually i'd guess it writes the new file to the .bak first incase some write failure hapens then replaces the original

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if you've got the editor open that file is likely not editable.

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or

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whatever reason that is not letting you modify the file.

sly hare
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BIVZE...

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All I am saying is you can set things up in a smaller scaled environments and then combine them over time.

thin tendon
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ahh okay. Cause the only thing I'm trying to do is swap language cultures. You got me thinking now. Maybe its being caused by trying to save the swap to a config file.

sly hare
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Waffle... that error was from your translation?

normal burrow
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are you doing the io here waffle?

thin tendon
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not that I am aware of. I'm just using localization dashboard

normal burrow
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hm

thin tendon
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Its the first time I have seen the error and I have been working on this stuff for a bit over a week now.

normal burrow
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restart computer if restarting editor doesn't work. otherwise check if that non bak ini is writable / not read-only

thin tendon
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thanks I'll give that a try

normal burrow
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it sounds like something has a read or write lock on it

tiny sonnet
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@sly hare Thats what I did the first time lol, I build the lighting when I started, and progressed with the entire environment. BUT then I messed something up, the level corrupted, and I migrated a old version onto a different file to reduce the decrease the fil size as well. Now I have a massive terrain with 340 unbuilt lights

vale silo
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any idea if 4.24.2 supports rigged and animated glTF ? I saw something about bug fixes for glTF and skeletal stuff, but when I import glTF, it gets imported as static mesh :/

sly hare
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Well BIVZe...
If you wanna PM me about it and we can talk it through I am sure I can help stream-line the process some.

tiny sonnet
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i will just wait it out. i dont want to bother u too much

sly hare
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It's all good man.

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I enjoy helping on things I know.

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🙂

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Makes me feel special when looking up at the people who know all the features of this engine and I sit there clueless.

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XD

plush yew
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My unreal download has been stuck on 96% for like 10 mins

sly hare
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Wait for it then.

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XD

plush yew
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It says finalizong but its going really slow

sly hare
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Cool beans.

tiny sonnet
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internet explorer spends 3 days on 99%, you can wait 😄

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@sly hare after all that, it crashes ;?

sly hare
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huh?

tiny sonnet
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ue4 crashed lmap

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F in the chat

sly hare
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My dude...
Your overworking yourself.
Trying to work with too much at a time...

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🙂

tiny sonnet
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i have been sitting... doing nothing... just waiting.... for the last 6 hourss..... only for it too crash

sly hare
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🙂

limber root
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Hey does anyone knows what this means? i get this every time i switch to a new map.

sly hare
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That is nice.

tiny sonnet
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unless it breaks something, i ignore the errors lmao

plush yew
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sounds like me and python

mint raptor
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Any reason why my SceneComponent Transform only has scale?

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Can't rotate it via editor

plush yew
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quick question

limber root
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i would like to solve this error though....

plush yew
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aight

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I cant help, im just starting out :/

sly hare
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#AskPat?

tiny sonnet
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did you change the assets in anyway after importing them? are they actors? many things mightve gone wrong

limber root
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no i just open my project and switched the map then this started

tiny sonnet
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migration gone wrong? how old is this project

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also I keep getting an error called Assertion Failed:!bCleanedUpWorld

primal furnace
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Any ideas why I fail casting to my game instance? It's set up properly in project settings, but just fails..

sly hare
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Mind giving more context?

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I am importing like 50 different 4k textures for this new level and it is taking forever.

primal furnace
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Casting to my game instance from my game mode (or anywhere else) and the result is fail, I don't know what else to say honestly

sly hare
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O_O

primal furnace
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The usual problem would be to forget setting it in the project settings, which I did

sly hare
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Sinking man might have 2 cents...

primal furnace
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I mean which I didn't forget, obviously..!

plush yew
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I'm using a sphere trace for moving pieces in a turnbased strategy. By default the trace marks where it collides with an object, is it possible to get an inversion of that? where it traces out until it DOESN'T get a hit response?

primal furnace
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Frustrating cause it should be simple thing. I even re-opened the project, didn't do it.

silk ivy
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How do I delete a map without Ue4 refusing to do so? I get this message:
Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.

sly hare
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That is why I make maps in their own separate projects and move them into other ones as needed.

silk ivy
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Everytime i try to save or rename it crashes

sly hare
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You heard my solution to this problem already.

normal burrow
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@silk ivy try changing the startup map

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its in project settings i believe

thin tendon
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@normal burrow not sure what is going on mate. But a restart got rid of the move file error straight away

normal burrow
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:bingo:

plush yew
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i have someone who loaded into my game with an i5 and a 1050ti laptop. Theyre getting 16.67 fps solid. I get 140fps solid. He claims the game is using the NVIDIA and not the igpu. anyone know what's going on lol? 16.67 fps

marsh swallow
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So we touched on this elsewhere, but i am bringing it here. Has anyone else experiencing where Force Deleting Files is taking an incredibly long time in 4.24? Were talking 1/2 hour to an hour on an i9 with 32GB RAM.

manic pawn
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16.67 sounds like they're telling you the frame time, not the fps. 16.67 ms = 60 fps with vsync

normal burrow
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But 1050ti

grim ore
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@marsh swallow it does take a while and i think its a bug with the reference checking of loaded files in .24 😦

normal burrow
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Without too many details @plush yew what is your gpu?

plush yew
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1700x

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570amd

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eh 580 8gb

normal burrow
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K that’s a big difference from a 1050

grim ore
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I agree with the frame time being reported, it's super weird it would be 16.67

normal burrow
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Yeah drop 140 to 60 makes more sense than 16.67, but don’t know why they’d be complaining of frame rate at 60hz

grim ore
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well he never said he was complaining, just his FPS was 16.67

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"hey dude whats your fps? 16.67"

normal burrow
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“Dude, FPS? Frame time”

grim ore
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sounds like its screenshot time

normal burrow
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Picture evidence!

grim ore
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like even if gsync was causing an issue or something that would be super odd frame rate

abstract relic
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Logs, pictures, never trust the consumer

normal burrow
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I agree maths are strong

grim ore
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since he says its solid that sounds like locked and... locking to that rate is odd

plush yew
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yeah he got this info from the stat commands

normal burrow
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Not on igpu

plush yew
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idk what he read but i'll have to look at it

normal burrow
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Screenshot

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Also is r.VSync on by default?

grim ore
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well stat fps shows the frame time soooo

normal burrow
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It shows both

grim ore
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well it's weird but you can in fact lock the frame rate to 16.67 lol

normal burrow
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Lol

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Useful information

marsh swallow
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@grim ore is there some official bug report?

plush yew
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vysnc is off by default, but he is on a 60hz screen and he had 60hz locked. he couldn't have forced that framrate, i think he was just reading off the wrong line. will yupdate if curious lol

grim ore
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@marsh swallow I have not seen one I just know someone else asked 2 weeks ago and I confirmed it was an issue

normal burrow
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Yupdate us yeah

marsh swallow
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i couldn't find anything and its hindering and quite an annoyance. lol

normal burrow
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VSync is what locks the frame rate to display rate

marsh swallow
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okay ill file a report

grim ore
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yep I think it works better if you open a blank map then delete but even then it seems to really suck regardless of the machine

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I think its some weird deadlock

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I mean I know why it's doing it but I don't know why it's having an issue lol

normal burrow
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How many of those have you filed darinius?

marsh swallow
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none

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lol

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i was going to for the bug Matt and i found with camera animations but wasnt sure if that was important enough

grim ore
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since it was introduce in .24 and its still there I just assumed its not a bug but a really pooorly optimized new feature

marsh swallow
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uh slow delete? being a new feature

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😂

rancid lynx
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when using "Spawn actor from class" nodes, and a "set boolean True-False" the item spawns before the boolean is updated , is it possible to spawn actors and set booleans at the same time ? before construction - begin play -, from blueprint nodes ?

grim ore
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well it checks all the references to make sure it's safe to delete, preventing those weird crashy due to missing stuff

normal burrow
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Reinforced delete

floral arrow
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anyone ever have an issue with emissive lighting creating artifacts and normal spot/point lights not

marsh swallow
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DoD Level Delete

rancid lynx
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besides manually adding a delay .01 hack on the begin play line X_x

grim ore
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@rancid lynx setting the boolean where?

normal burrow
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How you mean artifacts

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Jesus

floral arrow
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well i made a forum post a while ago on it let me get it

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i could never figure it out

rancid lynx
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the default boolean setting is false inside the actor. the spawn call from another blueprint also toggles true. but the actor spawns , constructions and begin plays before booleans are toggled.

floral arrow
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picture references

grim ore
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@rancid lynx you can check expose on spawn in a variable and that variable will be shown up when you "spawn actor from class" and it sets it during construction of that actor

normal burrow
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I bet @stark jasper would know @floral arrow

rancid lynx
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what the fuck. your brain just googled itself for the probably correct answer.

floral arrow
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okay thanks

rancid lynx
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theres no way you accidently remember that. but i guess yo ulearned it X_x

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ty. ill go check.

floral arrow
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ill DM

grim ore
#

uh.. I remember everything lol

normal burrow
#

I believe it

rancid lynx
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heheh. i guess so. where do i click expose on spawn ? i dont see that option

grim ore
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in the variable details panel

jolly steppe
#

So I'm trying to make a grapple system but I have a problem

stark jasper
#

@floral arrow emissives are hard to sample

floral arrow
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@stark jasper oh hey

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what do you mean by that, im a newbie

grim ore
stark jasper
#

to achieve required quality in your configuration, your static lighting quality might need to be bumped by .. 16x

floral arrow
#

mmm

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interesting

stark jasper
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and you need to pay that light building time

rancid lynx
#

ok tyvm. i found it.

floral arrow
#

well its weird, because the emissive works how i'd like when i use them in a simple room made out of normal cubes

normal burrow
#

How would someone speed up their building time?

rancid lynx
#

holy taco sauce batman. now all my gd reference settings dont need terribad hack delay .01's on begin play X_x

floral arrow
#

but not when i use them in a mesh brought in from another source like sketchup or the sample archvis scene unreal provides

rancid lynx
#

no way im going to fish all those out

stark jasper
#

i would say CPU Lightmass has almost already done the best of what we can do on CPU, except for some multithreading problem

#

it is still the best-efficiency (quality divided by time) publicly available lightmap baker

floral arrow
#

hmm

#

if you scroll down you can see some picture references on where it works in a sample room i made

normal burrow
#

What about GPU lightmass?

floral arrow
#

but not in a different room i brought in from a sample archvis unreal project

stark jasper
#

if you are refering to this one

#

i would say it is typical artifact pattern of undersampling

floral arrow
#

nah not that one

#

on the second page

#

that is where it works well

stark jasper
#

you can copy the link and that will bring people directly to the post 😄

floral arrow
#

same level and lighting setting just in different mesh it doesnt work

#

oh okay

#

thanks

#

it kinda works on the wall its attached to and ceiling/floor but not that other wall

#

pretty bad artifacts

normal burrow
#

16x?

stark jasper
#

to me it is undersampling, the wall showing the artifacts is perpendicular to the emissive light long axis

#

then imagine how small the light will collapse to a point in the wall's 'view'

floral arrow
#

yeah, so you think the 16x would fix it?

stark jasper
#

from my experience, it should probably

cloud galleon
#

Poll: DIY/Indie or paid developer?

grim ore
#

@rancid lynx I would like you to know if a video every shows up at some point asking the question "is it possible to spawn actors and set booleans at the same time ?" it quite possibly be due to your question lol

floral arrow
#

where do i change the static lighting quality, is in in the mesh details or the material instance, or master? @stark jasper

#

or is it in ppv

stark jasper
#

in World Settings

floral arrow
#

oh okay thanks

#

ill try it out, youre awesome thanks for helping me

#

and my newbie-ness

stark jasper
#

you can also try attaching a portal to the end of the light

floral arrow
#

yeah i did that

#

no change

#

well not on the end of the light i just put the whole light inside of a portal

stark jasper
#

well thats the wrong way of using it 😄

floral arrow
#

how do you use it?

stark jasper
#

you can imagine a portal is 'a magnet of rays'

#

it causes rays shoot from other objects to direct to it

floral arrow
#

so put a portal on the whole wall?

stark jasper
#

so if you have problem with the perpendicular wall, you need the portal at the end of the light

floral arrow
#

hmm

#

how big does it need to be

#

and it doesnt need to touch or engulf the light, just needs to be close to it?

stark jasper
#

the portal would be something like this

floral arrow
#

ohh so its a magnet from the wall to the light

stark jasper
#

it doesnt need to be super precise as it will be treated as a circle

floral arrow
#

not from the light to the wall

cloud galleon
#

You whipped that up pretty fast loushangfw, what software did you use? I'm a gimper.

floral arrow
#

yeah that was impressively fast lol

stark jasper
#

yep, since lightmass final gather (and general path tracing) simulates light transport starting from objects, not from lights

#

i was using mspaint + some weird chinese screenshot editor lol

normal burrow
#

It’s excellent

cloud galleon
#

ni how.

floral arrow
#

so if i wanted to boost lighting on an emissive in all directions, I would make separate portals on all sides of the object?

#

not just use one portal over all of it?

#

i will try what you said there and the 16x and see what happens

#

youre like the lightmas Jesus, ill come back if i have any more questions

stark jasper
#

with how portals work in lightmass (they are treated as spheres), if you make a portal covering the whole light, its gonna look like this

floral arrow
#

hmm

#

im kinda wrapping my head around it a bit more

#

seems complicated lol

normal burrow
#

Didn’t know how portals work until now, very cool

stark jasper
floral arrow
#

mmm

#

so smaller portals seem to be more effective

stark jasper
#

yes

floral arrow
#

along the surface of the object

#

or emissive

#

i should say

stark jasper
#

yes, instead of enclosing the whole object

floral arrow
#

so if i wanted to boot light from all sides, i'd do another portal like that on the other side, and one more on the front of the emissive as well?

#

on the long side

normal burrow
#

Sounds like that’d reduce the ray count to noise?

stark jasper
#

🤔yes, that's probably the best you can get now

floral arrow
#

k. i feel like that would help. but the 16x might be the key

#

because i was watching some arch vis lighting tutorial on youtube

#

and he didnt even use portals and it turned out nice

stark jasper
#

since long thin portals dont work well in general

#

another choice would be an array of portals lol

floral arrow
#

yeah like a lot of small portals next to each other

#

makes sense

#

thats the part in the tutorial i was following

#

no portals and it just works

#

but maybe its because he's just using it to light the floor

#

he didnt do anything that i saw either with 16x in world settings

stark jasper
floral arrow
#

is that from the vid?

stark jasper
#

yep

#

on the left wall

floral arrow
#

oh damn

#

i didnt even catch that

#

so this guy doesnt know what he's doing lol

stark jasper
floral arrow
#

yeah wth

#

hmm

#

its weird because the end product he had turned out well, maybe its because he was drowing out the artifacts with point/spot lights

#

looking closer at that pic you can see artifacts on the edges of that marble counter too

#

well you've taught me a lot here just the last 20 mins ill consult you for any lighting questions, or if i still need guidance after applying the 16x and new portal method

normal burrow
#

Should update your forum post with this knowledge jeez

floral arrow
#

i should

#

good idea

#

ill update it after i try

#

the new stuff, and if it works

next badger
#

@stark jasper why...why this sacred knowledge can be found in some random places, like this discord, and not in official docs? 😛

floral arrow
#

^^^^^

stark jasper
#

i believe it was known by nobody beyond the original author of lightmass until i read the code 🤔

next badger
#

@stark jasper ok, now we have 2 people =))))))

#

thanks for sharing, you have mastered the Chinese screenshot editor

normal burrow
#

Mspaint?

next badger
#

and mspaint!

#

i'm glad we have people like @stark jasper here

plush yew
#

can you still use ue4 on linux?

dim arch
#

yes

plush yew
#

will it be as good as windows?

#

im tired of the windows lag

dim arch
#

not all features will be available though

plush yew
#

such as?

dim arch
#

iirc it can use vulkan and opengl

plush yew
#

can you still use bps?

next badger
#

and we all know that Vulcan is really broken in ue4

plush yew
#

can you still use blueprints?

dim arch
#

you can use BP, its buggier, no raytracing as well as some other core features

#

Win10 is the best IDE for UE really

#

*OS

plush yew
#

well its laggy

#

its not my pc

dim arch
#

yeah idk, I have tried to optimize win10 but it always bloats and starts giving BSODs after its been installed for a while, its really fuckin annoying

next badger
#

i think 10 works faster than even 7...when set properly

plush yew
#

ue4 isn't laggy, i mean windows

dim arch
#

basically, regardless of how you configure it, you usually need to reinstall after a few years

next badger
#

isnt the linux?

dim arch
#

I used the LTSC which basically doesnt download any updates, but it still bloats up

plush yew
#

no linux isn't

#

I never had a problem with Ubuntu

next badger
#

how many years?

dim arch
#

havent used linux enough to know, but seems like its a lot more modular and easier to profile

plush yew
#

?

dim arch
#

but gamedev pipeline is generally win10

#

you are going to be waiting on features if you use linux, and some applications just dont work on linux

#

its kinda messed up, considering most machines have 'forced updates' now, so there's no stable environment to develop in

regal mulch
#

Yeah can't really recommend using UE4 on something else than windows. Might be worth more fixing your "lags" on win10.

manic pawn
#

linux desktop is far more laggy than windows 10..

#

even gsync is so sketchy there. complete garbage

next badger
#

still old x11?

pastel raven
#

Hi Guys, Is it possible to open pdf files inside Engine ?

manic pawn
#

no

#

wouldn't be surprised if someone made a plugin that does it though

shut oxide
#

why is my screen flickering sooo much while im moving sometimes

#

🤕

next badger
#

hope it's not issue with gpu...

#

cause ue4 tends to struggle when you move

shut oxide
#

to stop the flickering i need to select the plane in my scene

#

if i select other objects and move around its starts flickering again

#

phew

floral arrow
#

i was noticing screen flickering the other day when moving if i had the sun directional light on the horizon in a sunset kind of scene

next badger
#

hmm...shadowing issue?

#

i.e cascaded shadows

floral arrow
#

possibly not sure

#

it was flickering white

#

not black

shut oxide
#

yep white

#

when i take screenshot it looks fine in screenshot lol

floral arrow
#

wonder if it was because of lens flare

still atlas
#

if i'm having actors send variables to the game state, do i have each of them set their own object for the game state at start with "get all actors of class" to communicate with it? is there a more intelligent way of doing this? i'm really new and kinda just hamming through

#

i set it on begin play and it seems to be working fine but this feels clunky

odd wyvern
#

hey, how would you approach airplanes in the sky to add to ambience? would you go the material route or use another approach?

dull hawk
#

anyone encounter having the enemy healthbar showing through walls? trying to figure out how to get it to not show when it is

#

in BPs preferably

#

Its an issue for me for my health bar, and I don't mind doing it in C++ but a friend of mine is having the same issue with a text widget and the class requires only using BPs

honest vale
open root
#

Hello, I want to ask for a help about WorldalignedTextures, where should I post it? 🙂 Which Group?, please?

manic pawn
dusk hemlock
#

Hello eveyone

Im new here name is Vishal Bajaj

My query for unreal engine is that can I make a live link between maya camera and unreal camera in the main viewport not the editor's one

open root
#

Hello Everyone I have a problem with World Aligned Texture Something weird going on with UVs- Can someone help me please?

odd wyvern
#

@open root what is your problem exactly

plush yew
#

hey, how would I go about having a project with separate outputs/screens? ie. one monitor holding an interface, the other monitor holding a render, or something similar..

#

especially if they are different resolutions

#

for example i might want my interface at 1080p and my render window at 2k

sly hare
#

The engine is capable of opening new windows...

shut oxide
#

when im using vertex painting with alpha the mesh goes inward

#

i want to displace outward direction???

sly hare
#

What kind of mesh?

#

It matters...

#

I recommend using an external program for organic modeling...
Depending on your computers specs changes the recommendation of program I would recommend.

#

@shut oxide

shut oxide
#

It's just a place

#

Which was subdivided

#

Plane**

sly hare
#

You mean your environment?

shut oxide
#

yea

sly hare
#

Ok... so your issue is in environment creation?

shut oxide
#

yea

sly hare
#

Lucky you I AM AMAZAING AT THAT!

plush yew
#

thanks @sly hare , wasn't having a ton of luck looking for multi window examples/tutorials, i'll dive into the docs

shut oxide
#

🤗

sly hare
#

Did that work out for you Atagen?

#

@plush yew ?

#

And @shut oxide If you want a hand with that stuff toss me a DM/PM.

shut oxide
#

yeee oki

plush yew
#

any hints @sly hare ? I found this on the forum: "You can do it but you have to delve into the UE4 sourcecode - I did it by passing a command line parameter of an HWND and in the window creation code, made the UE4 window a child of the one passed in."

#

sounds worse than when I was using straight C and GLEW/GLFW :/

sly hare
#

NO I mean like all the different options in the engine... every time you start into the details of anything a new window / tab opens...

#

All you need to do is click and drag the top of it.

plush yew
#

oh, no, I want my application to have two windows - one rendered and one controlling

#

it doesn't seem very supported, scarily

#

maybe one solution is to use two separate apps communicating with OSC and Spout, but that's super hacky

calm sphinx
#

4.25 Plus ?!?!?

sly hare
#

So, your going to waste time recreating the engine itself and not learning how to use it?

#

@plush yew

plush yew
#

@sly hare what kind of a question is that?

#

you don't appear to understand what i'm asking about so perhaps stay quiet

sly hare
#

I understand exactly what your talking about I just think the work flow is already quite optimized as it is all your attempting to do it augment it though.

plush yew
#

it's as simple as: there cannot be any control elements, hud, cursor etc on my output. they must be in another window on another monitor

sly hare
#

O_O

plush yew
#

i am producing live content for stage shows, not platformers for greenlight

#

it would look ridiculous to scroll across an entire stage with a huge cursor, adjust a visible slider, and then have the content change

sly hare
#

See that knowledge wasn't present.

plush yew
#

okay, fair enough

sly hare
#

And you didn't include that context.

#

There is a massive difference in settings... Your not going for a good work-flow your going for stage crap,

plush yew
#

I read some more about doing multiplayer splitscreen to 'fake' it but it's looking more and more like I will just build the control app outside of unreal and feed OSC in

sly hare
#

You could just modify a screen capture program to only show the part to the audience that you want to show....

thin tendon
#

one possible solution. I have no idea just spit balling here. Maybe set up some MP code. Have player 1 as a spectator. Then player two have all the HUD stuff. And make it so player 2's screen shows on a different monitor and player 1s screen show to the stage monitor.

plush yew
#

@thin tendon that's totally an acceptable solution, but it brings me to the heart of the thing - how do I spawn that second monitor's window? :)

sly hare
#

If that was a feature for real games I would buy that game.

plush yew
#

@sly hare there is a high chance of mismatched resolution between my output and my control screen, my controls will always be 1080p, but output could be anything - 384x200, 1280x720, 4k

sly hare
#

🙂

plush yew
#

so, too big/unusual to render in control screen and pipe back out or anything like that

thin tendon
#

So you would have two connections to the "game". Player 1 loaded on the machine that displays to the stage. Player to on the machine that displays to the side monitor. Player 1 is a spectator without hud. Player 2 all you have to do is make your code say add to player 2's viewport.

sly hare
#

NIOCE

plush yew
#

ooh, you're saying run a 'server' of sorts and connect two clients to it off the one machine

thin tendon
#

exactly

sly hare
#

YEA BOI

plush yew
#

pretty clever, I like it!

#

thanks a lot, I'll give it a shot soon

thin tendon
#

I'm not sure if its the proper way to do it. But it was just the first thing I thought of. And you are most welcome

plush yew
#

yeah, I don't think there is exactly a right or fully supported way

#

I saw a few mostly orphaned forum posts on it

sly hare
#

THERE ARE ONLY GHETTO SOLLUTIONS.

#

XD

thin tendon
#

I mean the only other thing I can think of that might work is looking into multi monitor support and displaying to a second monitor

sly hare
#

Hey waffle what parts are you patching this time around?

plush yew
#

yeah, but multi monitor appears to mostly cater to extended resolutions

#

can someone help me with a model I found,I haven't used blender for a year and I don't know this interface at all.
I just want to change the skeleton to the unreal one 😂

thin tendon
#

For my project? I'm working on making it compatible with 15 different languages

plush yew
#

@thin tendon I can help with greek

sly hare
#

I got french and some spanish.

#

Bonjour

thin tendon
#

I actually just finished adding the greek just now. And already have french and spanish implemented

sly hare
#

Hey man I offered.

plush yew
#

did you use google translate?

sly hare
#

That is absolutely horrid....

thin tendon
#

Not sure how accurate they are though. Cause yeah I used google API to auto translate

sly hare
#

XD

plush yew
#

rip

thin tendon
#

lol

sly hare
#

Remember that polish I was talking about?

#

Yeah, I have a feeling we will never see that.... for years to come.

plush yew
#

I always seem to do more and more to the project

thin tendon
#

lol. Nah I asked my players and they reckon add questing (tutorials) then focus on map and polish

#

So probably real soon. And same I'm always thinking of cool stuff I want

plush yew
#

I haven't even released a beta version

sly hare
#

What game you working on?

plush yew
#

me or slim

sly hare
#

You.

plush yew
#

A remake of the hidden source

sly hare
#

I keep pretty close contact with waffle.

#

Hidden source?

plush yew
#

but all the systems I have made is not for just this game, I made everything in mind of future using in other games

#

Highly customizable

thin tendon
#

Thats smart. I have noticed a lot of people doing this lately.

sly hare
#

That's why I got so much map practice....

plush yew
#

I wanna remake more old half life mods

sly hare
#

That's been done a million times over.

thin tendon
#

I really want to do an RPG for my next one and take myself out of my comfort zone for a while.

sly hare
#

RPG is out of your comfort zone?

#

How so dude?

thin tendon
#

Yeah I suck at design story stuff. My strength is code

plush yew
#

I suck at 3d modeling

sly hare
#

I kinda cheat when it comes to that...

thin tendon
#

Don't get me started on 3d modelling. I still haven't got the hang of weight painting properly yet.

sly hare
#

🙂

#

That is painful.

#

I however already got facial animation in spades.

plush yew
#

I used to be able to do things

#

but then blender did that big update

sly hare
#

Wanna know something?

thin tendon
#

I actually find the update nice. Its more like max and easier to use

sly hare
#

Download the legacy version then.

plush yew
#

I use box cutter

sly hare
#

If you have problems modeling you could always go to rocket....

plush yew
#

It's a plugin

#

and they stopped supporting legacy

sly hare
#

That is simple as heck.

#

Just cause they stopped supporting it doesn't mean you forgot how to use it...

thin tendon
#

Also I think I remember reading Unreal are working on a plugin to make importing from blender better

sly hare
#

NICE

serene birch
#

probably from blender 2.8+ only though 😛

plush yew
#

@thin tendon what type of RPG you have in mind?

sly hare
#

Yeah...

#

What he said.

plush yew
#

Does array start from 0?

#

yes

thin tendon
#

@plush yew Its going to sound weird. But from the movie wreck it ralph. The game sugar rush. How its all candy. That but instead of car racing. Questing with dwarves elves and wizards and stuff.

#

Thats what I am thinking anyway

plush yew
#

why can't u say a rpg on a sugar land

sly hare
#

Yeah....

plush yew
#

Sounds good, but in terms of design systems, what's a similar RPG? I'm good at Bioware RPG style

sly hare
#

Hey monsterpeepe what are you good at in games?

#

In game creation?

#

@plush yew

thin tendon
#

I can't think of anything similar. Like sugarland elderscrolls but not as complex

plush yew
#

I don't know, I feel like the way I blueprint things is based on objective programming

#

since my work is mainly focused around objective programming

sly hare
#

WAIT A SECOND

#

Waffle is making something that isn't complex?

thin tendon
#

lol

sly hare
#

Who hurt you?

thin tendon
#

Nah I just think younger kids might find a complex game difficult to play

plush yew
#

I think the correct way to phrase it is complex game with easy to understand concepts for younger kids

sly hare
#

Don't target kids unless you are making another fortnite.

#

XD

#

No really though...

#

The pc market already has achieved several grooves kid orientated games...
One of 2 things happen....

thin tendon
#

I haven't even ever played or tried fortnight. Its just something that never interested me. Not even enough to watch a video.

plush yew
sly hare
#

The game fails epicly...
Or....
Influences them to steal their moms creditcard.

plush yew
#

I need help with my grenade when I pick it up it dosnt work :/

sly hare
#

Interacting with world items?

#

I am not there yet...

#

Sorry bud.

plush yew
#

Ahh hm

thin tendon
#

What is it supposed to do? From that picture all it looks like its doing is increasing the count on a variable

plush yew
#

Yeah I want to add an grenade to my character to use like ammo +1

sly hare
#

I am guessing the amount of them he has stored...

thin tendon
#

First I would bread crumb it. Add a print string so you can see if the overlap is being triggered

plush yew
#

I will do the print string but whats a bread crumb?

#

It dosnt show "Hello" :0

thin tendon
#

Bread crumbing is a process used in programming. You add a series of print string commands through out a piece of code your working on. So that you can see clearly how far through everything is being read. It will show you the exact spot your code stops working.

sly hare
#

THAT IS A GREAT IDEA.

thin tendon
#

The message it prints can be anything. I like to use sequenced numbers 1,2,3,4,5 etc

sly hare
#

Whoops!

plush yew
thin tendon
#

Add it before your cast now. If it prints the problem is the cast. If it doesn't the problem is the overlap

plush yew
#

Ok

#

have u setup a collision box btw

#

Nope

#

ok how did he respond so fast

thin tendon
#

So the problem is that its not overlapping

plush yew
#

Im fast af boi

#

I will create a collision box

#

wait

#

as I see he had collision on and the objects couldnt overlap

#

probs that

thin tendon
#

How do you even have an event overlap without a collision sphere or box?

plush yew
#

Shit

#

just remember to change the overlap event to collision

thin tendon
#

instead of using overlapped component. Use overlapped actor into your cast

plush yew
#

ok

thin tendon
#

Sorry other actor

plush yew
#

and change the box to root

#

Theres no overlapped actor?

#

What do you mean?

undone pollen
#

Does anyone happen to know that after they updated the rendering pipeline they introduced raw mouse input as a setting in the engine or is it now default?

sly hare
#

@plush yew Mind if I bother you later when I get up to the kinds of functions your clearly allot more understanding of then me when I get there?

stark acorn
#

hello humans

plush yew
#

fuck

stark acorn
#

where can i find the UE4.23.1 Installation path :/ ?

sly hare
#

What's wrong seal?

plush yew
#

I waited a day

#

:/

sly hare
#

For?

plush yew
#

Use overlapped actor into your cast

#

I´ll do the funktion later just dm me 😄

#

maybe read next time

stark acorn
#

any ideas though ?

plush yew
#

monserpp btw I done that but still dosnt work :

#

can u show me

thin tendon
#

wow danish must be a hard language. Took 4 tries to auto translate 😮

brave gate
#

GDC Engine incoming 😉

#

they just created 4.25 branch

thin tendon
#

Nice. Hopefully they finally fix structs.

serene birch
#

what about

brave gate
#

it's like Unity, if you'd pay for a subscription, you'll get a pink editor skin 😛

zealous cloak
#

if i drag some actors in my level i cant see them :/ they are visible and not hidden in game

serene birch
plush yew
#

@thin tendon everytime I move structs,I have to redo the interface

serene birch
thin tendon
#

Everytime I edit a struct. I have to go and refresh every single BP that uses it

zealous cloak
#

ok my actor who is a umg widget wont sho up

plush yew
floral arrow
#

what are you trying to do with point lights?

waxen crypt
#

Hi,guys i have a problem where every time i press play button it doesnt load the game i still see the main menu and i did this menu following this tutorial and did everything apart form the HUD and using the FPS template and i did try googleing but i didnt find answers and i looked over like 4 times and i still can't find where did i make a mistake "btw all other buttons are working fine only the play button that doesnt work"
here are the links and pic of bps
https://docs.unrealengine.com/en-US/Engine/UMG/HowTo/CreateMainMenu/index.html
https://prnt.sc/r1qee9
https://prnt.sc/r1qez4
https://prnt.sc/r1qfxv
https://prnt.sc/r1qgo8

How to create and script a main menu for your game.

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oh i forgot to mention i tried on 2 levels

tawdry storm
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@plush yew what exactly needs fixing? it's not clear from your video what your problem is

plush yew
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when i get closer to point light my fps drops

tawdry storm
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well I mean they take up more of your screen, also it might be your boxes

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are you using some kind of shader effect to render the top of the boxes or is that all geometry? @plush yew

plush yew
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geometry

tawdry storm
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well that might also add to it

regal hollow
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I have a general question here, anyone who is interested in getting involved please do but be professional. I'm a game art tutor at a university in London and I'm having a disagreement over metallic values. I have always been told by multiple technical artists to only ever use black and white values it's either metallic or it's not. However, my head says that dust should be seen as a layer and should have grey values in the metallic. I would tackle this by having the metal fully metallic and adding the dust response into the roughness channel and Albedo if necessary NOT the metallic. According to allegorithmic their painter and designer takes into consideration a non conductive surface in the metallic values. So there are gray values in the metallic. Are there any Unreal technical savvy people here who can either side with him or me more or explain why? Thanks in advance. Also add a hashtag with my name when you respond as I may not see otherwise.

fierce tulip
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head is right

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can be gray

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or any other color (grayscale color)

regal hollow
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Colour?

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How so?

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Oh ok

abstract relic
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Meaning colour channel

regal hollow
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But that breaks the shading?

fierce tulip
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no

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it jut means its not a perfect metal surface, just like in many real situations

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dust, sooth, weird coating

regal hollow
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Pbr is supposed to be a physically based accurate render using predictions. By adding any other values except black or white your not using the shader for it's intended use and thus becomes non predictive

tawdry storm
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a strict 0 or 1 is easier to work with, since it's either specular or metallic workflow, any grayscale area between that blends between the two based on the metallic value. At least that's my understanding of it

regal hollow
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But if you have dust on metal it's still metal.

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If you have rust on metal the rust specifically re organises the metallic structure to o longer be metallic

fierce tulip
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its like a drawing book. first you draw outside the lines because you know bleep.
then you are tought to draw inside the lines to understand the rules.
and after that, you learn to draw outside the lines for artistic reason, or for specific situations

tawdry storm
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you're basically answering your own question. if there's dust on the metal then it's not pure metal anymore, is it?

regal hollow
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Dust is transparent whereas rust isnt

abstract relic
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Slapped those whose only use 0 or 1 for metallic value.

plush yew
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dust is what?

regal hollow
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When I worked at rebellion our technical artist argued that it should only be white or black.

tawdry storm
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it still affects the look of your metal, and you have to control that somehow

fierce tulip
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"Metallic
The Metallic input controls how 'metal-like' your surface will be. Nonmetals have Metallic values of 0 and metals have Metallic values of 1. For pure surfaces, such as pure metal, pure stone, pure plastic, etc. this value will be 0 or 1, not anything in between. When creating hybrid surfaces like corroded, dusty, or rusty metals, you may find that you need some value between 0 and 1."

regal hollow
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But you wouldn't say dust on metal the surface is still metal but the dust would respond to light differently this changing the roughness values?

grave nebula
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@regal hollow Values other than 0 or 1 are wrong. Your head is wrong. But you know what? You will get intermediate values anyway and most importantly, You are artist. Toss everything unnecessary out and make it look good. It looks fine with intermediate metallic? Ship it. And therefore, your head is totally right.

fierce tulip
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basically ^

tawdry storm
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Deathrey condensed it down perfectly

regal hollow
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@grave nebula I love that!

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Well this is it. Everyone is different and does it differently. It should be about the final look right?

fierce tulip
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its like the "only use quads" crew hehe

tawdry storm
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as long as it looks like you want it to look and doesn't eat unnessecarily into your render budget, just do what you want

regal hollow
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Omg

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I've specifically been forcing my students to use triangles

fierce tulip
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ngons ftw

regal hollow
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I say, quads and tris are good. Ngons are bad

fierce tulip
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dude

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slaps @regal hollow

regal hollow
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You end up with skewed UV shells lol

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And I have to mark my students down if they use ngons

fierce tulip
abstract relic
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Everything is a triangle anyway 😜

tawdry storm
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ngons can have their uses

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oh there you go

regal hollow
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Omg

fierce tulip
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ngons are the bomb if used well

tawdry storm
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I just wanted to look for that

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thanks Luos

regal hollow
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Please just give me one thing at a time to argue with hahaha

fierce tulip
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marking them down makes you a bad teacher

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(depending on their ngon usage)

regal hollow
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I dont mark them down because I want to. I mark them down because 2nd marking Mark's me down if I tell them ngons are ok. Its academic so has to be by the book

fierce tulip
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imma quote death

regal hollow
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A bottle with 8 sided cylinder. Bottom is just closed hole. Not triangulated. Its ngon

grave nebula
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In my time, students were slapped with a ruler for each triangle they left in the model.

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Pretty effective.

regal hollow
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Yeah the 2nd year students here are scared of triangles

fierce tulip
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gons other than tris and quads are wrong, Your head is wrong. But you know what? You will get intermediate gons and most importantly, You are artist. Toss everything unnecessary out and make it look good. It looks fine with ngons? Ship it. And therefore, your head is totally right.

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XD

grave nebula
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Darn.. that phrase can fit so many cases..

wary wave
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in UE4, Ngons and Quads will get triangulated on import, so you want to work with tris...

regal hollow
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See I can argue that because talking from industry experience. And in was a lead environment artist at a AAA studio I would look for good topology

fierce tulip
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trademark it death

grave nebula
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(TM)

regal hollow
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And remember I'm also teaching them at a university for a degree. So it's all by the book. Most you will throw out of the window when you get to a atudio

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Studio

grave nebula
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So how do you tech your students to triangulate cylindrical caps by the book and most importantly, why ?

abstract relic
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And what book? 😜

fierce tulip
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anyways, while its good to learn how to "draw within the lines" or well.. understand how things are made, work, and what the rules are, you can then start to push those rules and boundaries to speed up workflow, get better results, and learn that those who teach, generally dont know the latest techniques :p

regal hollow
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Nah you can quad it really easily for caps

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Well I left the industry in December of last year so I'm new to teaching but have a shit ton of industry experience

grave nebula
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(My question holds a slight implication, that you might be doing it a bit wrong).

fierce tulip
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people who say "I have done this for years" generally have not been improving for years, else they would say "been doing this for a month now"

regal hollow
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@grave nebula if a student has a capped cylinder that is ngon my head would sit over my shoulder and have a go at me because they should have 'quaded' it

tawdry storm
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where's that article that explains the different pros and cons of triangulation a ngon? D:

regal hollow
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Hmmm

grave nebula
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I've accepted your answer. We we will return with a correct answer after short commercial. But.. why ?

fierce tulip
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3 scrolls up Sei

tawdry storm
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no that's just talking about ngons in general

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lemme see if I can find it

regal hollow
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Honestly I cant tell you why because before I started teaching I never quaded shit either lol

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@grave nebula

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It sucks because I feel hypocritical but it's either I have a job or I don't lol

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Gotta follow some rules xD

fierce tulip
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fearians shirt is awesome

tawdry storm
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lol

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now it's doubled

fierce tulip
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my discord is being a bleep

regal hollow
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Lol

fierce tulip
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^ that is bad practice ngons :p

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k, off to watch picard

regal hollow
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what lol

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Luos

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what industry experience do you have btw?

abstract relic
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Google him and have fun

regal hollow
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and this isn't me trying to argue but I can use your arguement against my boss lol

fierce tulip
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started my first job about 14 years ago

regal hollow
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Noice

fierce tulip
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ued 2.5, 3dsmax 7 was new at the time

regal hollow
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OH WAIT

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i gotta stop you

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you're VFX right?

fierce tulip
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nowadays yes

abstract relic
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We love ya sparkleman, enjoy the show

regal hollow
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yes

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i can't argue that point about NGons

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VFX use ngons but artists don't >.<

fierce tulip
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but before I was a modeler and env artist

regal hollow
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really?

tawdry storm
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well I guess it's forever lost in the internet 😦 can't find it. but there was an article that triangulated the same ngon in different ways and talked about why some forms of triangulation are better for performance than others, even though the tricount was the same 😦

fierce tulip
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dude, they do

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its like religion hehe

grave nebula
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It is still there, Seirei

fierce tulip
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ngons are not bad when used right

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anyways, afk

grave nebula
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Just.. where is there, is a bit undefined.

shell jetty
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engons VFX

tawdry storm
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gotta start an expedition to find it

grave nebula
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it was polycount around 2003 or so I think

fierce tulip
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there are newer threads iirc, maintained by some of the leading modelers

regal hollow
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ok so apparently here we're discussing and the only time you should use Ngons is on a flat surface as it won't 'fuck up' your workflow

grave nebula
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I'd imagine theory, related to getting a degree in modelling, being a bit more theoretical. Like.. measuring time-weighted average modelling speed of individual or a group of individuals, expressed in net triangles/per hour.

regal hollow
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Nope it's down to control of geometry and can they make this asset etc. But as my head said when I said about the ngons is even though its triangulated in the engine it will sometimes give you triangles in the wrong direction.

fierce tulip
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not if you retriangulate properly

vale silo
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Does anyone know how to import skeletal glTF with anims into UE4 ?

regal hollow
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So then if you retriangulate your defeating the purpose of having an ngon?

fierce tulip
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no

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you can have ngons and still decide how the triangles are set up inside an ngon

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kinda wish Torfrick was in this channel, he;d be able to make things clear

regal hollow
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Hahaha I can message him on fb and ask him lol

grave nebula
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There are sets of separate considerations here. As a modeler, how you are setting your control cage, is entirely up to you, ngnonsh shmengons.. nobody cares. Whatever subdivides nice, works. Art ends and tech starts when you import it to a realtime rendering package.

upbeat trench
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I feel like triangles-per-hour would be as useful a measure as lines of code-per-hour

grave nebula
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AYE

regal hollow
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Dude why would grade an artist on how many triangles they can make an hour

fierce tulip
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hehe

grave nebula
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It is called management. Effective management.

regal hollow
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Omg

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Your hurting my head ahaha

tawdry storm
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what if I write all my code into a single line, thus making 0.5 lines per hour, but still have fully functioning code in the end? 😦

grave nebula
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You can sort artists by their tri per hour. Those, on the lower end, are first candidates for lay off.

tawdry storm
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A manager is a person who thinks 9 women can deliver a child in 1 month.

fierce tulip
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@regal hollow tor frick is basically king ngon, so please do ask him

grave nebula
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So yeah, after you brought the model in, the territory of your freedom ends, and you will triangulate the model as you are directed to do so, and this is where it matters.

regal hollow
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Done. Gonna wait for a response lol

tawdry storm
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hit up your programmer friend and ask for tabs and spaces next 😄

fierce tulip
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I remember this exact convo a few years back with other people when Tor jumped in XD

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ok, finally going to watch Picard.
No hard feelings btw Cereal, its just a fun topic :)

regal hollow
upbeat trench
fierce tulip
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Mons is best paid mons in mons-land

tawdry storm
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turns out, it's never fully black and white and most of the time it's some gray area inbetween

grave nebula
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Sir, you are priceless!

regal hollow
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Ofcourse no hard feelings man

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If we were all the same art and games would be shit

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@fierce tulip

fierce tulip
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hug

tawdry storm
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what if I do all my 3D modeling in my shader without using triangles at all? does that make me a bad artist or am I just worth less per hour? 🤔

regal hollow
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Omg

upbeat trench
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which reminds me, time to swoon over the Sweens

tawdry storm
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TECHNICALLY it's still using 2 triangles, I guess

grave nebula
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Yeah, sucks being geometryless.

regal hollow
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Tor said ngons

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Case closed lol

abstract relic
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What about the poor CADs?

tawdry storm
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oh the horrors

fierce tulip
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bans @abstract relic

upbeat trench
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dont cross the nurbs

tawdry storm
upbeat trench
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thats not too bad 😛

grave nebula
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But it has high triperhour

tawdry storm
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pretty sure this one actually ran throug some poly reduction process aswell

shut oxide
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why is foillage painter painting under my mesh

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nvm got it

obtuse nest
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This has happened to every version of UE i've used until now.. so frustrating

small vault
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does anyone know why i'm getting these white outlines on my foliage? It happens when the foliage has the second part of my ocean asset as a backdrop. I can't seem to figure out why it only happens at that point. You can see that the bottom part is fine and if I move the camera you can see it change to more or less of the foliage.

fierce tulip
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ugly mips?

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though I have seen it happen in games like ff15 as well, might be something in the water/reflective related stuff

small vault
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it doesn't really seem distance related but rather the distant part of the ocean is doing something. I'll take a look at the MIPs though

obtuse nest
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Anybody know why 4.23 closes when initializing at 73 percent every time I open it??? Its driving me insane
I need to use this version for datasmith .. 4.24 opens completely fine

fierce tulip
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@obtuse nest #old-rules please dont spam the same question over and over

obtuse nest
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Well I can't get an answer on the forums cant get an answer from support and can't get answers here?

fierce tulip
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if someone reads it and knows, you get the answer

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else wait, be patient and do something else in the meantime

tawdry storm
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if there's currently nobody around who can answer it, then it won't help you to repeat yourself in such a short timeframe

obtuse nest
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Do something else? UE won't open

fierce tulip
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do something outside of UE then until you get the answer you are looking for.

tawdry storm
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does it just close? wihtout an error or anything?

obtuse nest
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When launching UE 4.23 it gets to the same percentage of initializing.. closes and then reopens epic launcher

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Without any errors or anything. Even on a fresh install.

fierce tulip
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doubt the logs are empty

obtuse nest
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I don't know much about using the logs

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Some google searches have said having substance installed or steam VR causes it but I have neither on my pc

grave nebula
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Well, put yourself in a shoes of the one, who might be answering your question. Pretend I asked the question, and you are answering. My editor is stuck at 73%. Are you able to extrapolate anything meaningful from that ?

obtuse nest
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Not helpful @grave nebula I did say it was when it was initializing and I thought it may be a common issue as I don't have much installed or anything that should cause complications

fierce tulip
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deathrey made total sense

obtuse nest
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Sure

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So how do I go about resolving it ?

grave nebula
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Exactly. Not helpful. So whatever causes it for you, you need to provide something else, to get any meaningful reply.

fierce tulip
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check the logs for instance

fathom mortar
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would somebody be able to help me? I'm trying to use the paragon asset Wukong and I've set up a state machine so that it will play a hit react animation when it takes damage. When it does this animation, it is clipping the floor with only a small bit of its head sticking out.

fierce tulip
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heh, that sounds like typpical Wukong, sneaky git

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(no clue btw)

fathom mortar
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well frick

obtuse nest
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Where do I find the logs @fierce tulip

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or is it just the windows.log?

fathom mortar
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i checked the animation on its own without being in my anim blueprint and it works perfectly fine so im thinking its something to do with root motion?

tawdry storm
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\Saved\Logs

fierce tulip
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in /saved of the project

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lol

tawdry storm
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boom! faster than Luos!

fierce tulip
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why do I always write / instead of \

grave nebula
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It is good taste, Sir.

fierce tulip
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I blame html

tawdry storm
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I just copy pasted the path from my current project 😄

obtuse nest
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But its prior to opening a specific project

tawdry storm
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it should still create log files

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if that's not the case, have you tried opening an empty project?

obtuse nest
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Ok just tried that and it still closed at the same point

tawdry storm
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so if you create an empty project with 4.23 it still won't start?

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this might sound like a stupid question, but is your hard drive full?

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I have UE4 crash on me on startup because of that in the past

obtuse nest
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Still won't start nope