#ue4-general

1 messages · Page 654 of 1

obtuse nest
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Lol no I have a good bit of space on the hard drive

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It worked completely fine I turned off my pc one night.. came back the next day and the engine had stopped working

tawdry storm
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in the launcher, can you click the little dropdown menu next to "start" on your engine version and hit 'verify'?

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sounds like something is broken somewhere

fierce tulip
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thats oddly always the case with things that break. they worked fine before breaking.

  • My old Turbo Pascal teacher
obtuse nest
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I just did verify before I messaged on here

tawdry storm
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would've been too easy, huh?

obtuse nest
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If only!

tawdry storm
fierce tulip
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bit random, can you open the .uproject in notepad? see whats active pluginwise

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I did learn one thing from that log

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Danny :p

obtuse nest
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Offices Pc 🤓

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The uproject file for any of the projects?

plush yew
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bit random, can you open the .uproject in notepad? see whats active pluginwise
yeah, you can

fierce tulip
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the main one, its a hunch, and probably wrong

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@plush yew I was asking hern so he can check it

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I know you can

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:p

plush yew
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my bad!😫

fierce tulip
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its all good :)

obtuse nest
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The only plugin installed is Datasmith

fierce tulip
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log tells me some stuff is missing, but its outside my paygrade as to what it means :/

obtuse nest
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The stuff at the top of the log?

fierce tulip
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not only there, and something about being 11 chars too long. but.. well.. no clue

obtuse nest
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I have no idea either I followed a thread about it that said to delete local data but again that'd have been too easy

fervent topaz
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I tried to run UE4 on my macbook pro and it went to 95C

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anyone know why ?

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is mac just not powerful enough to run it ? or is it a driver/software issue

brave salmon
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when will we get replication support for TMap? 😄

hollow tusk
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anyone that knows of any nice cartoonish effects assets packs? im using UE4

fierce tulip
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@hollow tusk might be better to ask in the right channel

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though people probably tell you to just browse the marketplace

hollow tusk
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ohh thanks

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didnt know that'

plush yew
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xp11 == xp10 + upgrades.minor;
mastersim == xp11 + p3d * 10;

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this weird thing keep coming up as i equip my weapon using sockets

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any thoughts??

vale silo
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Hmm.. Just saw 2020 release targets on the road map: 4.25 in Q1 (subject to change), 4.26+ TBD.. (like, never, because of UE5 ? 🤔 😏 )

fierce tulip
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I wonder at what point almost all ue4 modules become plugins

vale silo
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why?

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(and I wonder why UE4 wasn't designed like that, modular, to begin with)

tender flume
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UE5 will exist?

serene birch
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unlikely unless some massive paradigm shift is needed in 3D engines

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or a rewrite in another language maybe

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incremental evolution seems more to be the norm

normal burrow
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4.100

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I’m betting within ten years

serene birch
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well there's also the option where Epic just takes the next UE4 version and decides it's time to call it UE5 I guess

normal burrow
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Yep

plush yew
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Am trying to equip and unEquip my weapon i kinda tried everything its killing my mind

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i just want when i press 1 it comes to my hand and when i press 2 it go bac kto my back without animations

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Just a snap

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Any thoughts

vale silo
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well, I hope to hear more good news from GDC... Unless GDC gets cancelled like MWC did

rare dagger
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they might just rebrand unreal engine 4 to Unreal Engine™️

normal burrow
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The hell is mwc?

rare dagger
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kinda like what windows is trying to do

vale silo
normal burrow
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Have you heard of mwc before it got cancelled though?

vale silo
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ofc

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started paying attention to it since Gear VR came out

normal burrow
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I’ve not lol, don’t expect gdc to cancel

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Epic would likely still announce whatever

vale silo
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and it's a massive conference.. If you ever had smartphone and thought of getting a new one, you probably should take a note 🙂

normal burrow
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It was in Spain too

celest creek
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Hey, if I were to add a tongue joint to my character that already exists and has animation in UE, will that new rig (again, just a tongue joint added) need a full retargeting process to work?

tawdry storm
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is there a way to show the mesh bounds inside the level viewport?

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jazz music stops

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hm alright I found the offender, but why would the object bounts be so far out of place?

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it's not the collision and when I activate the vertecies display it's not showing one floating up there 🤔

crude vessel
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I'm just happy to think Tim Sweeny will probably not add loot boxes and microtransactions to the UE4 editor

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@celest creek

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My rig had a full face and tail and ears

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Tldr if you retarget, they'll just ignore those Bones

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But won't break retargeting as long as they're on top of the default hierchical

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So you'll need to manually add animations for your tongue or drive it off physics or whatever

fathom mortar
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does anybody know how i can make a damage notify only do damage once?

exotic thicket
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You could probably disable damage events when you get damaged the first time, or use a Do Once or a boolean check or something

fathom mortar
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@exotic thicket ok so im trying to do this but it says that the variable is read only and cannot be assigned a new value

exotic thicket
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You're not trying to modify it in the RepNotify function for it are you?

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Not sure how that would behave if so..

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But if not, check that you haven't set the variable as read only in your blueprint, I believe that's one of the options you can set for variables

fathom mortar
mossy thorn
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Hi im looking for someone is very creating material and texture in style like anime? Where i should go?

brazen hull
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Using Project file BP for the alien ship and looking for a way to make it like so without holding ctrl it goes down

mossy thorn
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try with an event tick with a decrement on z, and add another one with the ctrl that nullify that decrement?

brazen hull
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hmhmhm dont know a shit about vehiecles so

mossy thorn
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is not vehicule

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put it in your controler?

lime gull
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@normal burrow (I don't wanna annoy you with the ping So im sorry) but I believe it was you who mentioned this about the game is counting damage for every instance.

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Turns out its not

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I spawned in 1 and it still hit me 3 times

normal burrow
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ah your talking about overlap?

lime gull
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Yea

plush yew
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Can any1 explain what Is valid means

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am trying to understand it

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not having it 100% 😄

tawdry storm
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it checks if your variable has anything assigned to it. So basically if it's empty or not.

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so basically if you don't initialize your variable it won't be valid

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@plush yew

plush yew
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@tawdry storm Is valid like [Is it there?]

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Not valid [Its not there]?

tawdry storm
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exactly

lime gull
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Can I cast to certain components on a character

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Like only have a overlap event happen when casting to a capsule component

grim ore
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@lime gull overlap events have the actor/component that it overlaps with, you can always do a cast for a check or an interface event yes

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have you tried printing out the items that are calling the overlap event to fire so you can determine why it's firing 3 times?

lime gull
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Yea lemme try that

normal burrow
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matheww they're trying to have it fire one time only

lime gull
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Its exactly what I thought

normal burrow
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like only detect one time, then stop

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iirc lightsaber?

grim ore
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yep I gotcha but do we know for sure why it's triggering more than expected

lime gull
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What is iirc? Im a bit dumb

normal burrow
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if i recall correctly

grim ore
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if I recal correctly

lime gull
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Ooh

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It just says capsule component multiple times

normal burrow
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well they had a Do Once node that didn't work some how

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maybe you should post a screen of the bp

lime gull
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Main character collision cylinder 4 timea

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Okay

grim ore
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so it says capsule compent but is it the same actors component?

lime gull
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Yep

grim ore
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I know these are redundant and stupid questions but...

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yeah like p@t suggested the BP or an example of this happening might be best.

normal burrow
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gotta be asked, but yeah i think i understand where your going with that component comment matheww

grim ore
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these are all good btw, I'm doing a blueprint debugging write up now and I need real world examples for debugging use 😉

normal burrow
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woo

grim ore
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I am hoping to have 1 broken project and to just work thru fixing all the issues using all of the BP debugging methods but I need many many more examples so I can piece it together lol

lime gull
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Idk why the quality is so bad

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😦

tawdry storm
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is there a way to create automatic LODs for multiple meshes at once?

normal burrow
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static?

tawdry storm
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yes

lime gull
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oops

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This is it taking health

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it looks god awful once again

grim ore
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it looks fine here

lime gull
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and then after that its just destroying the actor

normal burrow
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thats what i said too

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but it prints multiple times lightsaber?

lime gull
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yea

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and takes health away multiple times

grim ore
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what is it printing? Idont see connections

normal burrow
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and you did try using a boolean?

lime gull
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I did

grim ore
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you should literally have on component begin overlap -> print string with the other actor into it -> the rest of your code

lime gull
grim ore
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so you can eliminate all other code

lime gull
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okay ill do that too, but its printing out the "other component"

grim ore
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print out the actor so we can verify its the same thing causing it to overlap

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and to be honest you should be printing out the value of SELF and the OTHER ACTOR

normal burrow
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^

grim ore
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so like use an append node to print out the self value and the other actor right after the overlap event

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hell you could just unhook the rest and do just the print string to eliminate other issues

lime gull
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ill get a screenshot

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it still does it 4 times

normal burrow
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@tawdry stormhttps://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration/index.html

How To use the Automatic LOD Generation system in UE4.

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haven't ever used that

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so not sure about batch processing it

lime gull
tawdry storm
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yeah I found that aswell, I was just curious if there's a way to do that for multiple meshes at once 🤔

lime gull
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thats the one thats activating multiple times

tawdry storm
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but the bit about the LOD groups is really speeding up the workflow

grim ore
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ok we need you to print out the SELF value (so we know who is callign the print string) and the OTHER ACTOR so we know who that item is colliding with (dont care about the component for now)

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if it's doing it 4 times we would see 4 identical print strings

normal burrow
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why aren't there 4 prints?

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yeah are you basing your understanding on health?

lime gull
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I didnt run into anything

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Yea

normal burrow
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thats 1 print

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so its happening one time

lime gull
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I had it on a delay so we can see the component that its colliding with

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ill show you it happening multiple times

grim ore
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no reason for a delay, change the duration on the print string (the drop down menu below it) to something like 10 seconds

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should be plenty of time to get it to trigger and print out

lime gull
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oh didnt know that was possible

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and

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i ran into 1 bullet and that happens

normal burrow
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still didnt add self

lime gull
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and ill do the other prints you needed

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Its not printing out a self

grim ore
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i mean technically that should have a separator in the middle but meh

lime gull
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oh oops didnt append them

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but i did get this to happen

grim ore
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yep 3 bullets not 1

lime gull
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wait what the hell

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Im gonna add 1 bullet again

grim ore
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thats why we wanted self to print out

lime gull
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cause it did the same thing before

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Okay what the hell

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there is 1 bullet spawned in the map

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🤔

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I tested it out in selected viewport and it onle spawns one, but the name does change. Like the first one is bullet, then the second one is bullet 1

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This might be the issue, but what im essentially doing is every time its the enemies turn, I spawn in an actor, that spawns in the bullets

hidden aurora
brazen hull
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Making a hover vehiecle but it just falls down after I use add force to go up and down

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how can I make it just stay in place and I have to use down to get it down

normal burrow
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lightsaber matheww is right

hollow tusk
normal burrow
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unless your actually changing the name

hollow tusk
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Can someone tell me why my animation isnt playing this way?

grim ore
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@hidden aurora make sure they are up to date, or roll back a few months and try older ones is about all that can be suggested

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@hollow tusk you have no animation selected in the play animation node

lime gull
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If you wanna see this abomination of code, maybe this is causing the issue

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Ill kinda explain what its doing

hollow tusk
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@grim ore still doesnt work when I do 😦

normal burrow
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are you using an animation blueprint milan?

lime gull
hidden aurora
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Its strange cause other projects in the same version work

lime gull
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This is what spawns the bullets. I pick a random box (its 4 boxes so it spawns outside not inside) and spawns the bullet using the same transform as the box

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and the reason im spawning this in, instead of using something like target points is because in the future theres supposed to be many different attacks. Like ones that shoot in one direction or something

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So there probably a better way of making a bullet spawner id imagine?

tawdry storm
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there most definitely is

lime gull
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hahaha

grim ore
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@hollow tusk how are you playing the existing animation? If you re using an anim bp and not just an asset (single animation) you need to either use a montage as part of your anim bp, trigger the animation in the anim bp, or tell your Skeletal mesh to use assets instead of the anim bp so it can play the animation asset.

tawdry storm
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the sequence with the branches that also refer to each other is hard to decipher, but I wouldn't be surprised if that system could somehow break and cause your error

lime gull
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ill zoom in on it and see if i even know what the hell i did haha

grim ore
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uh your code looks like its spawning 3 every time

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pick random #, spawn up to 4 bullets if the number doesnt match

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3 out of your 4 != will be not equal to the number you pick

lime gull
barren bear
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why is the screenshot so tiny? are you working on a nintendo switch?

lime gull
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idk why

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I have a very old monitor

barren bear
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do you have skillshare?

lime gull
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I do not

barren bear
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theres a tutorial there with a bullet spawner at the end of the tutorial. not sure if thats what you're looking for

tawdry storm
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@lime gull get rid of the sequence and just go into the first branch

lime gull
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alright

barren bear
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id give you my account but we're not bfffs....yet

lime gull
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hahaha One day

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and also

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That worked....

grim ore
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something you can look into instead of using a buch of sequence or branches is the Select node. IT allows you to put in a value to select results from. For example you could select from int (your value) and then put in your 4 box variables and it would output the 1 box based on your value you put in

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select not switch, no need for 4 executes

tawdry storm
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ah mathew already said it

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oh true

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I'll remove my shame 😄

lime gull
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haha

grim ore
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your screen quality is low BTW since you are using bandicam, just use print screen heh

barren bear
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Does ArtV1 work for 4.24?

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I only see the option of installing it to 4.21

lime gull
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I always forget how print screen works lol

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and do i keep default "blank"

barren bear
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ctrl+alt+printscrn

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or win+shift+S

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for marquee screenshot

lime gull
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Thank you

grim ore
tawdry storm
grim ore
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could replace a large amount of that mess in the middle

tawdry storm
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I just did that too 😄

lime gull
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hahahaha

grim ore
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you would have to change your random int in range to be 0 to 3 then of course

lime gull
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Yea i did that

barren bear
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Art V1 experience anyone?

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It only allows me to install to 4.21 but I'd like to have it on 4.24 also

lime gull
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Okay thank you all so much for the help. Not only does it work but I learned a lot and theres not a giant mess of programming

barren bear
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I helped the most, right?

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let that be on record

lime gull
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Hahaha of course my soon to be best friend

grim ore
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so the select node we showed above, what is a good question "how do I blah blah" that would be alead in to using the select node

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maybe "How can we pick one choice out of many without using multiple branches?"

lime gull
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Yea something along those lines

grim ore
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basically have to come up with questions so I can answer them lol 🙂 I've got the answers it's coming up with a good "question" in one line that is fun

lime gull
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How do I pick a random (Value, component, something like that perhaps

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also Matthew, are you gonna upload these questions on YouTube, or like put them all in a forums / readable type thing, or something else?

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It seems extremely useful

nocturne dragon
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hi. How do I get a rendered image from UE4?

grim ore
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technically they would get uploaded somewhere for some reason at sometime and that's about all I know right now lol

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@nocturne dragon there is a high resolution screenshot option in the viewport in the top left or you can use a blueprint node to take one

nocturne dragon
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I maware. So thats how we get a render? Theres not a "render" button? hehe

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sorry, im newbie.

grim ore
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Unreal Engine is a real time engine, it does not render the image

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so what you see is what you have

nocturne dragon
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understood

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thanks

barren bear
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how do I edit a .py file?

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I need to merge my existing one in my maya directory with a new one

restive mist
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@grim ore Hi, I was wondering, is there a way to parse texture2d with blueprints and collect pixel values from that?

barren bear
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nvm i got it

grim ore
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@restive mist you can use C++ and expose a node or you can use something like the Rama BP library to do it. Natively in the engine I thnk there is a way but it's very expensive as it uses render targets and materials

restive mist
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@grim ore Gotcha, managed to google the C++ ones before, was wondering if there is a BP one, thanks

brazen hull
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cuz Its a hover and if I simulate physics it just goes straight down again (specific one on pic is the one to go down again)

restive mist
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If you dont simulate physics then dont use force, add local translation over time instead

brazen hull
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how can I add so it goes over time and not straight to it

barren bear
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I think you need to set up an animation blueprint

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timeline thingy

brazen hull
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mhm

grim ore
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@restive mist I know I have used a line trace -> material then used the UV coords and a render target to get the exact pixel that was hit and did something with that. The issue is it's a slow process so you can't really do it every frame and you need the info above such as the UV coords for the pixel you want and it needed to be in a material. In pure BP you can't access the texture 2d info itself.

restive mist
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@grim ore thats what I tried before, yes, not very reliable, Im struggling to find a full list of features of Rama's plugin, where shoudl I look? form post updated with recent changes from what I can see

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forum*

brazen hull
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if I do a timeline wont it just replay the thing or will it keep going up when holding

restive mist
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there is a blueprint called do Once @brazen hull might help?

plush yew
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If i set my wep to invisible it wont overlap with anyting?

restive mist
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@plush yew you can remove collisions as well

grim ore
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visible rendering and collision are separate

brazen hull
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hmhm

plush yew
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So if its invisible the collisions stays right ? 😄

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for the weapon

restive mist
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yes

grim ore
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yep it's a common problem people run into when they make the mesh invisible on a character but the collision is still there and they go WTF?

brazen hull
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seem to got it working instead off clicking to play how can I hold ?

plush yew
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@grim ore really thanks for always helping out 😄

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can you tell me how i disable colloison

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i just need to call it with visibailty thing but what should i type in graph

lime gull
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Theres a node for that I believe

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like enable collision, and you can set it to no collision or enable physics / query

grim ore
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yep if you just want to disable it you would use that node

lime gull
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May be a strange question, but how would I save how far im into an audio clip and play from that point?

grim ore
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it just depends on how you play it, some of the nodes return the sounds object and you can check. Other wise if you are using an audio component and play the sound on it I beleive you can check

lime gull
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Okay I'll see what happens

grim ore
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I could be completely wrong as well looking at it now I can't seem to find elapsed time 😦

plush yew
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is there i can make a skeletel mesh sword

lime gull
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I could never find anything on it before, and I lack the unreal knowledge to figure it out

grim ore
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yep I thought you could but it's weird... There is an event you can bind called "On Audio Playback Percent" that you have to bind to that updates with the percent but even then I dont think you can play the audio back from a certain percent

plush yew
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play with animation like attach it to player

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or i need to get a static sword?

lime gull
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oh jeez

grim ore
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oh wait no when you just use play on the audio component you can pick the time

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man this is complicated you figure you could get the current playback time of the current audio component

lime gull
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Yea

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The only thing I can think is having a thing that will count down each second, and save that when I enter a new area or something

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but that seems dumb to me

grim ore
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so you want the sound to continue between loading areas when you get to the next one?

lime gull
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Yea, like for instance I enter a shop. When I leave the shop I dont want the sound of the main lcoation to restart

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Or when I enter a battle

grim ore
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gotcha. is this a new level load completely so it destroys the old audio component?

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I know it's silly but if you had a sound blueprint in your main level that was always loaded (using level streaming) you could have it hold the sounds that should be playing and in that case you could have a main sound component (your main location) and another for inside locations and then pause the main one, start the inside one and then reverse it when you leave.

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otherwise uh binding to get the percent then having it start again seems to be the only option in pure BP

lime gull
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The level streaming does seem like a good option too. But the way I set everything up I feel it might be easier to try to use pure blueprints.

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I can save the percent in a variable in either my game instance or game mode, but how would I save it

grim ore
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welp level streaming is pure BP, it's just the way levels load in the background

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using level streaming you could just use your main container level to hold everthing else

lime gull
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But actually now I think about it, the world will be split up into main sections ( Like forest, plains, that sorta thing ) and I only have 1 level that handles all the battle, so does that mean Id need to make multiple battle levels? Or have the same one streaming in multiple worlds

grim ore
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the crummy part is videos can get the current time but the old audio engine cant lol

lime gull
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haha well damn

grim ore
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you can probably just use one battle level

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like right now you are handling it however, using level streaming pretty much just puts a wrapper level that is persistent (its called the persistent level lol) and you could have your persistent objects in there (audio manager for example) so they never get unloaded

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not saying its the best answer but it would let you keep something alive at all times and do stuff with it

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quick and dirty for now would be playing the sound and getting the playback percent and when you transition you save that to your game instance and when you load back into that level you get the percent, figure out the time to start again based on the time of the music file, and when you play you tell it to play from that part

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its not elegant but uh the other option is to just have the music be "generic" and fade in and out so they never really notice it starting over or hell just randomly pick a new start point whenever they come out lol

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now you have me curious on the corrent way of doing this

lime gull
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hahaha

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and picking a random start point could also work because the battle level is gonna have its own music playing, so the player will probably not even realise

grim ore
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its a solution to a problem for sure lol

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but I want to find out the correct solution if it's possible

lime gull
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I dont blame you lol

sly hare
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🙂

grim ore
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I can understand why the time or percent might not be available just due to audio streaming and being able to use cues which could contain multiple audio waves

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but damnit thats not a good excuse 😛

lime gull
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Epic please fix this

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and work on Paper 2D more

abstract relic
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Paper 2D was basically an office jam done by one dude.

lime gull
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yea which is unfortunate

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I love 2d games and I dont wanna learn Unity or Game maker

abstract relic
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Not a market they seem interested on tapping into unfortunately

lime gull
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I can imagine why though

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So much time and money spent on making 3d graphics amazing

frosty bloom
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Polyart studio just got a grant for their 2D stuff in UE4, that might be of interest in this convo

crude vessel
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Anyone else think the grant to Godot has something to do with this

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Or just poking unity in the eye

lime gull
#

I cant give a say, Im just now hearing about any of this haha

frosty bloom
#

Can a moderator tell me if I'm allowed to drop a gumroad link here?

#

It's to said product I mentioned

crude vessel
#

Since ue4 really isn't targeting the 2d market, and unity is... And Godot is but Godot isn't really a competitor to ue4...

fierce tulip
#

unless its related to topic

lime gull
#

In this case it kinda is yea?

frosty bloom
#

Guess I'll drop it then, would most likely be on topic

fierce tulip
#

thats @chrome prism's stuff iirc

lime gull
#

Ooooooohhh

#

That look really lovely

frosty bloom
#

Sure is 😄

fierce tulip
#

imho that deserves a big grand yea

#

k, afk again

frosty bloom
#

Not even working on 2D, but joined his discord because of the insane work he put into it

lime gull
#

I am working on 2d so I think ill give it a join as well

#

Erik could you DM me a link or are invites off

frosty bloom
#

It's in the description on gumroad

lime gull
#

link wont load for me

next badger
#

well, it's just hidden

#

it's a skeletal mesh -_-
physics setting on the top right

ruby ocean
#

Can I export anim bps and import them to another unreal kit?

next badger
ruby ocean
#

I'm trying to recreate this anim bp from the Atlas dev kit in the Ark dev kit, and I can't find the nodes used

next badger
#

@light lintel in the mesh view, find details tab, scroll down to physics, there will be physics asset, you can make one

#

sorry?

#

the asset details tab, on your screenshot

tiny sonnet
#

I keep getting this cook failure error, can someone help?

hidden aurora
#

Does anyone knows how can physics be networked with low performance impact?

wheat dirge
#

@light lintel if you open the skeletal mesh of the weapon...there is an option on the top to make it a static mesh. Then you can set the collision in the static mesh

#

you shouldnt have to...you can still use skeletal meshes

#

if you click on the skeletal mesh in your character and in your details panel.....scroll down to collision section and you can set your collision there

#

that whole collision section lets you generate overlap events...ignore, overlap and block channels

#

try setting collision to custom and then messing with the settings

simple hemlock
#

I've been searching for a few minutes now and couldn't seem to find a way to set the default font for text objects inside widgets. Is there a way to do that? 🤔

wheat dirge
#

@light lintel sorry i cant be more of a help...im actually working on a tutorial series atm that will lead me to this exact senario....will let you know what happens 🙂

simple hemlock
#

that Default thingy is just "Typeface: Default"

sly hare
#

Changing fonts are easy...

wheat dirge
#

@light lintel open world by codelikeme

rotund scroll
#

hey guys, has anyone found out where in the third person template the binding for mouse 2 exists?

sly hare
#

Real problems start happening when you want to go into the options... etc.

wheat dirge
#

lol

#

yea no kidding....this is my third attempt at them.....i skipped all the landscape bs because of problems with things not turning out like they should and got tired of taking 4 hours for one 25 minute video

#

funny...i JUST completed that video with the camera chake and ttack move

sleek fable
#

Hi, I wonder if anyone got the "Vehicle AI Plugin" from Marketspace ? I bought it, but I have not clue how to use it 😦 and there is no Tutorial

wheat dirge
#

in the comments of the one video there is a link to the video where he does the aatack move code..... I've learned with his videos you have to read comments to see if a. others run into the same problems and b. there are typically links to videos where he shows how he did something because he forgot to add it in the video

sly hare
#

OMFG

#

XD

wheat dirge
#

the camera shake video has the link to the Attack Move part.....the attack move video is only about 5 minutes long

#

the video number is #55 in the series

#

yea im mainly using this as a learning experience.....i have seen so many different ways of doings things it makes me dizzy lol

brave lark
gusty ocean
#

Hey guys I'm trying to package to my Android device and I'm getting a R32_UINT texture not supported (sRGB=0).I have an empty map with a sky sphere.Where do I make configurations.

forest tree
#

Not sure if it's quite visible, but I have a really weird jitter when I move, where the character seems to "scale up" for a moment while I press the left/right movement keys. Anyone ever seen this?

#

Nevermind, got it. For posterity: issue in my blendspace where I had an animation with a different scale 🙂

grim ore
#

@brave lark the DDC is generally engine specific, by default there will be one per engine version in the general cache folder. You can make them project specific as well which is basically engine specific but in that project folder/structure

sacred inlet
#

is Udemy a good place to learn C++ and more in depth UE4?

#

ive been using UE4 for a few months and have used the visual scripting, but want to get a better understanding

sly hare
#

@sacred inlet I honestly don't know if that's the best route to go...

sacred inlet
#

im saying I want to learn actual coding

sly hare
#

Right now I am focusing on turning the shiny stuff I make into functional stuff.

#

O_O

rotund scroll
#

@grim ore any chance you'd know how to hook up the camera manager's camera to behave just like the default follow camera from the third person template?

swift hearth
#

Anyone know how to work with particle systems? I'm trying to adjust one I made following a video, trying to make it fade from one end to the other slowly, instead of all fading simultaneously

ruby ocean
grim ore
#

@rotund scroll the camera manager is just a class used to manage the active camera. The default follow camera behaviour is just due to what it is attached to and using the spring arm with the settings

rotund scroll
#

yeah I understand, but for instance using the UpdateCamera or BlueprintUpdateCamera functions I'd like to at least mimic it to a point where I could use it as an attachment. it doesn't seem like they're the same camera, but rather 2 different cameras

proven aurora
#

Is it possible to set a custom thumbnail for a blueprint? I know you can edit the thumbnail and rotate/zoom it, but is there a way to use a custom image or texture for the thumbnail?

chrome prism
#

@fierce tulip Epic did come back to me a few days ago and offered a grant for the project 😄

#

@frosty bloom Thanks for the support 🙂

thin tendon
#

@chrome prism Pretty lucky mate. I have been waiting forever to hear back from epic for a grant

chrome prism
#

@thin tendon Well it took 8 months to get back to me in my case. So just keep hanging on

frosty bloom
#

@chrome prism Thank you for your hard work! 🙂

thin tendon
#

ohh wow yeah okay. I think I have been waiting about 3 months. So I probably have a ton more waiting lol

chrome prism
#

@thin tendon I've heard there were a lot of submissions and they need to sort through them all. So it's taking longer than the initial 3 months.

thin tendon
#

Yeah I imagine they would get alot. The first time they did it I missed out. Submitted to late. They didn't even get a chance to look at it

chrome prism
#

That's unlucky

wise ridge
#

I am super new to unreal engine so don't judge me please
Anyway how do I change a part's transparency? Cause I am trying to make a window

abstract relic
wise ridge
#

Thanks

plush yew
#

So why do people use this over Unity?

worn granite
#

Lotta reasons. Any particular thing drawing your eye?

opal portal
#

anyone else get weird bursts of your CPU fan whenever you're scaling an object (in my case a default box)

craggy flax
#

At this point the only people I know who use Unity do it for 2 main reasons:

-more free content and tutorials
-greed (when I make my millions off my game idea, greedy epic wont be stealing my 5% ontop of all those other fees from steam and such!)

#

Or at least that’s the best way to sum up :p

abstract relic
#

-easy to prototype, gives programmers instant gratification
-schools

wise ridge
#

I accidentally closed all the stuff that is in the hud How do I open it again?

willow gull
#

hey guys I need help with something

#

how do I make it so that when I hold crouch and press jump the character gets launched?

#

it’s backwards rn

willow gull
#

anyone?

#

anyone at all?

#

did I do something wrong?

craggy flax
#

I’m not positive but does crouch effect the ability to launch/ jump? As in you might need to disable crouch in the same branch as launching without the need for the player to release crouch button, or change the way crouch and jump are handled.

#

Would need to know a lot more about your setup for more specific insight but that’s the first thing I would consider if you’re not getting any specific errors

safe obsidian
#

no idea

willow gull
#

@craggy flax I followed a different tutorial that replaced jumping with launching

#

so yeah, I can jump while crouched

safe obsidian
#

^nice

willow gull
#

I tried is input key down but it’s still backwards

zenith flower
#

What would you says is the most abusive thing you've ever gotten the engine to do?

willow gull
#

almost crash because of plants

tiny sonnet
#

I Keep getting this error. I set the default server gamemode as well.

#

ProcessResult.StdOut: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'

#

help

normal burrow
#

need more log

tiny sonnet
normal burrow
#

do you have a log without the errors that have been fixed?

tiny sonnet
#

i had to get off my pc, i searched the entire thing

#

i couldve got another copy im sry

normal burrow
#

all good

willow gull
#

I got it working!

#

thanks to @safe obsidian

normal burrow
#

unsure what they did exactly tbh

tiny sonnet
#

They Delete the assets from the Epic Games library
Delete all instances of the assets from your map
Delete the assets folder

#

thats the fix lmao

#

@normal burrow

normal burrow
#

do you have these folders?

tiny sonnet
#

no

#

the fix you gave me is a troll

#

@normal burrow the only fix i found was the default server gamemode, which i changed

normal burrow
#

Do you have a blank map in level list or something?

tiny sonnet
#

level list meaning

#

i have a few blank maps for transitions

normal burrow
#

where you select what levels get built

#

the name None

tiny sonnet
#

no

normal burrow
#

likely associates to something missing?

tiny sonnet
#

thats what i thought

#

i couldnt find anything

normal burrow
tiny sonnet
#

no

#

maybe i should go there

normal burrow
#

would give that a shot, i'm not real sure what it means by DoesPackageExist

tiny sonnet
#

kk thx for trying

normal burrow
#

could be a blank field somewhere, they might know right away, this question is all over the internet without answer

#

yep

sacred inlet
#

Is there anyway to convert Blueprints to C++ or vice versa?

#

plz someone say yes

swift spindle
#

BP to C++ sorta

#

there is nativasation

#

but you need to understand that Blueprints are a core function of how unreal functions

open eagle
sacred inlet
#

How do you see the native C++ code?

#

or nativize so to speak?

normal burrow
#

Nativization is broken afaik

swift spindle
#

^ along with 500 other things

normal burrow
#

👆

sacred inlet
#

What if there's two of us who want to work together on a project, one used blueprints the other C++

normal burrow
#

thats the fun part

swift spindle
#

that's not an issue

normal burrow
#

one makes nodes for the other to use

#

its a fun hand off

swift spindle
#

there is no need to convert back and forth

normal burrow
#

yeah

#

you may want to but, would try to avoid that direction tom

swift spindle
#

useless pain

normal burrow
#

delegates etc, should do what you need

sacred inlet
#

is it worth me learning C++

#

if im going to be blueprinting

#

will i

#

will it benefit me?

normal burrow
#

the person on the c++ is gonna be more in abstract land by nature
don't have to do it this way but its usually the case

abstract relic
#

do you know how to program in general

swift spindle
#

learning the logic behind programming is useful

#

things like forloops and what ticks are and gates....and more advanced stuff like events and binding

sacred inlet
#

ive taken a few college classes, but im a chem E by nature. i'm just learning C++ now got into blueprints before doing the coding

swift spindle
#

but actually coding.... it's kinda meh unless your already there

#

not needed

#

you can skip the c++

normal burrow
#

blueprints is coding tho

sacred inlet
#

I still dont fully understand it all though

swift spindle
#

it is... just not typed out

abstract relic
#

So long as you know the fundamentals

sacred inlet
#

so should I just look up blueprint tutorials

swift spindle
#

yes

abstract relic
#

ye

sacred inlet
#

instead of this C++ unreal tutorial?

normal burrow
#

yaw

abstract relic
#

zed

normal burrow
#

roll

swift spindle
#

I've been using ue4 for 5 years... only needed to use C++ 3 times...

abstract relic
#

eulers oh my

normal burrow
#

eulers!

swift spindle
#

hmmm lets make him do quaternions right away ! 🙂

normal burrow
#

this is the very next thing they need to know for sure.

#

1,0,0,0 == 180 degrees of rotation around X

#

-1,0,0,0 == 180 degrees of rotation around X

#

and so on

willow gull
#

hey guys I need help again

#

how would I set a character’s friction so low that it’s like sliding on ice?

normal burrow
#

0

#

in the physics material

abstract relic
#

reduce acceleration (this also determines deceleration)

normal burrow
#

hm actually yeah, I don't think characters use physics materials?

abstract relic
#

do you want to use physic material anyway? 😛

normal burrow
#

maybe

#

but I think the character movement component does all the math (without one), so yeah lowering acceleration of inputs would make it feel more slippery in response

willow gull
#

I got it

#

it was braking deceleration

#

alright I have one more question

#

how would I implement momentum to this?

#

so like

#

while going down a slope you gain speed

normal burrow
#

would you be making a snowboarding game?

grim ore
#

Does the cmc keep track of that?

normal burrow
#

yes, its the ground hit result variable

grim ore
#

Sigh

#

On the phone edited the post lol

normal burrow
#

i got ya no worries

grim ore
#

I did not know that, I know you can tell if it's grounded

normal burrow
#

yeah the hit result sits on there as a member

grim ore
#

Well awesome

willow gull
#

I’m not making a snowboarding game

grim ore
#

Yay for learning

plush yew
#

hi everyone!
I'm having issues when I compile the C++ the code, it doesn't saves the changes but I'm getting no error at all, it compiles successfully, it's like if it has some sort of cache, I'm using 4.24
any idea? : (

normal burrow
grim ore
#

Compiling in editor or in vs?

plush yew
#

in the unreal editor

#

using VS Code as my IDE

grim ore
#

Hot reload is a little sketchy as is, most recommend doing it in the code editor it can cause weirdness like this

#

And it could be using the cached intermediate files and your just not seeing an error

willow gull
#

ok so

#

to not change the topic

#

if anyone has the solution to my problem then please dm me

grim ore
#

I thought we suggested stuff

willow gull
#

I’m fairly new

#

I’ll need more explaining

grim ore
willow gull
#

that’s something different

#

I need momentum

normal burrow
willow gull
#

oh wow

normal burrow
#

*believe that would accelerate you down the slope

#

it might accelerate you up the slope if my cross is reversed

#

but heres hoping

willow gull
#

and it’ll only work while sliding?

normal burrow
#

that 1 in there

#

is degrees from up

#

the 1 in >

#

you can set that to whatever slope (Degree)

willow gull
#

oh ok

#

do I need to create any variables or anything?

normal burrow
#

no but, it'll take some doing to figure out what numbers work right (try really really big numbers on force if its in g)

willow gull
#

alright

normal burrow
#

may end up wanting to make a curve evaluation out of that acosd angle

plush yew
#

tried to compile from the VS Code command line but is giving me dependency errors, I'm sure it's because it doesn't know where the dependencies are

normal burrow
#

for the force amount

plush yew
#

is there a way to delete any type of cache UnrealEditor might be storing?

normal burrow
#

Intermediate folder Cloudzard

#

but couldn't give you pointers on using vscode with unreal

plush yew
#

thanks! I delete it all?

normal burrow
#

that'll blow away the build files yeah, binaries too

plush yew
#

kk thanks I'll give it a try

normal burrow
#

there are caches in Saved folder which can also be deleted but not really code related

plush yew
#

omg finally made it work thanks!

#

the intermediate folder didn't work

#

but I deleted the binaries one

#

and after UE rebuilt them finally everything is fine

normal burrow
#

imma tag @abstract relic on that one haha

#

glad you got it working

plush yew
#

yeah thanks : D!

#

damn cache

normal burrow
#

damn cache!

abstract relic
#

🔪

normal burrow
willow gull
#

@normal burrow ok I tried it and it didn’t work

normal burrow
#

Which branch stops it? You could sinD the angle from the acosd instead of using the cosine. I overlooked that part

But see which branch stops executing. You should be running it every tick

willow gull
#

oh

#

I have event tick already used

normal burrow
#

What is it connected to now?

willow gull
#

part of some stuff for a wall running mechanic

normal burrow
#

You could use a sequence node

willow gull
#

but I also only want it to happen while sliding

normal burrow
#

As long as it’s called every frame while sliding it should be ok

#

Try setting the first branch to use the blocking hit above the Boolean it’s currently plugged into

willow gull
#

uhhh

#

I'm not good with these terms

#

I'm fairly new

abstract relic
#

which terms

willow gull
#

what's a blocking hit?

normal burrow
#

The red circle there

#

It will be true when the floor exists

willow gull
#

oh I'm done

#

dumb*

#

for multiple reasons

normal burrow
#

All good

willow gull
#

so change it from walkable floor to that?

normal burrow
#

Yeah

willow gull
#

alright

normal burrow
#

When you enter play mode does anything light up in the blueprint?

willow gull
#

still not working

#

and lemme check

#

found the problem

normal burrow
#

It’s possible 500 is too low of force to multiply by too, could try 10000 but make sure the add force node execs

#

Ah cool

willow gull
#

when I press the slide key it only happens for a second

normal burrow
#

Any idea why?

willow gull
#

nope

normal burrow
#

Could post the blueprint

willow gull
#

it's a bit big

#

and all it does is set your braking deceleration

#

I might just save this for tomorrow

undone pollen
#

Does anyone have any experience playing around with input in Unreal. I have a question about their implementation. Why do they have an Input Vector they claim is Accumulated when it's called by from the pawn class to the movement component and then back. Why does this matter if all we care is to get the transform from the Actor and the input scaled from -1.0 to 1.0 from the player controller and send it off to the Movement Component for processing (physics etc..) then send it back to its pawn owner and Update its Screen root transform in world space. I see AddMovementInput called inside to the MC which passes its vector back to pawn to be Accumulated but in any implementation where any class of MC is used it's never actually passing a vector to the AddMovementInput function? Thoughts?

fleet stirrup
#

Has anyone worked with Azure Kinect and Live Link to Unreal Engine?

normal burrow
#

there are a few reasons staticjpl

#

one would be mutliple bindings to the same axis

#

such as mouse movement and joystick * delta seconds

#

the movement component also doesn't always route this way, everything along the chain can choose to cut off input

#

the reason it goes in this loop is so that you could potentially override the behavior (at any destination along the way)

#

its a dumb oop thing

undone pollen
#

that's exactly the intuition I felt

#

I wasn't confident enough to assure that in my head

#

it seems they did the add movement if you have some physics vectors or something you want to pass into AddMovmentInput

#

Externally

#

then on tick the next consumeInputVector from the Movement Comp can use that accumulated vector for some other processing or w.e

#

@normal burrow Do you know what this OOP methodology is called? to have this chain behave this way I wanna read up on it.

normal burrow
#

mmm i'd probably get terminology wrong every other time tbh

#

maybe a visitor pattern or something

undone pollen
#

i know about observer pattern but never visitor

normal burrow
#

I've taught myself so am not keen on the terms

undone pollen
#

hmm

#

i'll look into it

#

but seems odd to have Control Input Accumulate even tho on the next tick it gets zero'd out

past pilot
#

anyone find a way to use the launcher without wanting to tear your hair out? going between content packs and even just scrolling the damn thing feels like windows 10 on a 486

abstract relic
#

You can browse the marketplace through the website. Otherwise, launch your project directly from project folder and grab a stiff drink whenever you do need to visit the launcher.

past pilot
#

kind of the answer i anticipated

dim dragon
#

Very quick question, is there a way to apply post-process volumes to only specific objects, and not spaces?

#

Oh no wait this isn't vfx lol

abstract relic
#

Yeah, you use custom depth within the material and enable custom depth to any object you want to be influenced

dim arch
#

trying to import a mesh from ZBrush into UE

#

it says its all degenerate triangles

#

what do

storm venture
brave salmon
#

can anyone confirm this is not a good way of making materials? I think all those materials are related to different assets. Do we load all those textures everytime we load an asset?

fringe crest
plush yew
#

Triple A games use Bps as well?

#

Am just wondering if people like us keep doing bps and wanted to find a job and some place that uses Unreal

#

would that be easy or they taking people who do C++?

brave salmon
#

imagine using c++ in 2020 lmao

elfin radish
#

hello i have a issue with selecting multiple faces on a static mesh. basically while ctrl clicking to select multiple faces, it will randomly deselect all faces - so i then have to press ctrl z to get my previous selection back. it feels like 50/50 chance it will select the face

#

bsp not static mesh i mean

brave gate
#

@plush yew AAA usually uses both, C++ and BP

fringe crest
#

@brave salmon You can check by using the Size Map, right click on an asset that uses it, and select the memory option from the drop down

plush yew
#

Am trying to add skeletal mesh but it keep calling Cape Skeletal Mesh i know i just can change it from inside but why isnt it calling the normal skeletal mesh from the first place?

#

Hello, I created a project and imported all my assets, but i accedentially selected C++, is there a way (without creating a new one) to switch it to blueprint?

brave salmon
#

@fringe crest right! already forgot about this, thanks for the tip!

sudden agate
#

in the upper right corner is a button "Disk Space". click on it to see the size in memory

#

thats much more important

plush yew
#

Clothing system is killing me hehe

#

Any1 here used it b4?

plush yew
#

until now i only see buildings. but no cars, or bushes on the streets

#

streets will be there too, thats not the problem. but bushes, parked cars will probably miss in this fligh sim

honest vale
#

yes

#

it is possible

plush yew
#

but how would you tell the game where to place parked cars and bushes on the street, fences etc?

#

openstreetmap has not data for fences or bushes

#

a.i. should detect parked cars and bushes and then place it procedurally

#

@honest vale

#

is this possible? 😮

honest vale
#

yes it is possible

fringe crest
#

everything is possible

honest vale
#

question is: can you do it?

plush yew
#

im more into knowing what will the new flight simulator game have

#

i think the game wont have that 😦

lapis vine
forest tree
#

I see some people doing their physics configuration in 3D software like Maya/Max. Whereas you can also set up the character's physics asset in Unreal. Can anyone explain me the difference/how these two things work together in a pipeline?

#

Perhaps the initial config can be imported into Unreal and further configured?

wise ridge
floral arrow
#

looks like you tucked him in there

plush yew
#

Here I come again, hoping someone might have an answer to this.

This problem started since I've updated to 4.24.2 yesterday. Once I select to build lighting only, Unreal gets stuck on "Starting up Swarm Connection... (100%)" and freezes. When opening Swarm Agent and looking at the Log, I have an error regarding host being unknown. This is what I'm getting in the Swarm Agent's Log.

1:12:39 AM: Starting up SwarmAgent ...
1:12:39 AM: ... registering SwarmAgent with remoting service
1:12:39 AM: ... registering SwarmAgent network channels
1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.GetAddrInfo(String name)
at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```

If there's any possible fix to my problem, please let me know. Thank you.
shadow pawn
forest tree
#

I heard of some controversy regarding it. Watching the full thing now.

shadow pawn
#

Basically caused by IGN taking his quotes out of context. And I'm sure Tim ruffled some feathers talking about consumer-adversarial business models that Google/Facebook/Apple/Steam thrive on

forest tree
#

So far it makes a lot of sense what he's saying

#

I'm slightly skeptical about the cross-platform thing, but then again, I'm primarily a PC gamer/dev. I can't quite wrap my head around how you could properly translate that experience, simply because of the input limitations. It's an interesting thought though.

dire coral
#

Where can i sell my epicgames account

serene birch
#

input limitations exist sure but I'm sure users will be understanding

#

it's better to allow it than flat out block it really

forest tree
#

Oh hey Stof! 😄

serene birch
#

o/

earnest pawn
#

hey

plush yew
#

Hi,I'm trying to share my project with a firend using the multi user editing plugin,but it's not working,when I start the server I can join it only from my pc,my friends can't find it,I've tried using wlan,lan,router and switches or putting static ip addresses but it won't work

#

What can I do?

earnest pawn
#

anyone know why if I set the yaw rotation to 90, it gets turned into 89.999992

forest tree
#

input limitations exist sure but I'm sure users will be understanding
But can you properly translate it at all? The experience?

#

Mobile controls are horrible, though playing with a controller would already help to a large degree. Save for some exceptionally input heavy games.

shadow pawn
#

May not be particularly feasible for all games currently, but like you said you can use controller and there's some mouse/keyboard hardware for mobile phones

forest tree
#

Mind controlled games wen? 😄

#

His message about lootboxes and general trends of user exploitation really resonates with me.

shadow pawn
#

Same

forest tree
#

Love the emphasis on games as open creative platforms. Modding, user generated content.

#

I never understood games that banned modding or made it intentionally difficult to do

#

It's given the industry so much.

#

Skeptical about the ads thing, but I think I understand what he means. The political thing I don't quite understand. On one hand he seems to want neutral platforms where discourse happens freely. On the other, he also seems to say a company needs to be neutral in their message through their work? That I find odd.

zealous cloak
#

a general question?
What is the best way to make large map for example the moon surface on which you can drive around?

#

what methods can be used when working with a 1080

#

to save performance

#

common ways to do such a thing

plush yew
#

You peice of shits, go develop a rp gta like mmo game now

floral arrow
#

you can use world machine

zealous cloak
#

naaah just a moon simulation

floral arrow
#

and set LOD's correctly for optimization

forest tree
#

Or Gaea, there's even a nice gaea discord

#

It's a lovely tool.

zealous cloak
#

world machine?

#

first time hearing it

floral arrow
#

yeah you can create large landscapes with it

#

that look realistic

forest tree
#

There's another one I think...world creator?

floral arrow
#

yeah

forest tree
floral arrow
#

i think something like that

forest tree
#

Yup

#

Gaea is the rising star, as far as I can tell

zealous cloak
#

and they work like normal maps in unreal?

shadow pawn
#

and TerreSculptor which is free

forest tree
#

A height map @zealous cloak

#

Which you import into the landscape tool

floral arrow
#

never heard of gaea is it free

forest tree
#

It is, with a 1K render limit

floral arrow
#

oh

zealous cloak
#

i have no idea how to built terrain in unreal

floral arrow
#

so kinda like world machine free limit

#

building terrain in unreal is a pain

forest tree
#

I tried the free version first, liked it so much I bought the indie version

serene birch
#

I think you can use Houdini too I guess?

forest tree
#

Like 100 bucks I think

floral arrow
#

nice not bad

forest tree
#

I think so yes

#

But Erosion is pretty bad in Houdini I have heard @serene birch

zealous cloak
#

ok what i need is a large moon surface on which you can drive around

forest tree
#

Not sure if that's true or not, I'm not familiar with Houdini

#

Have heard it's been improved a lot though

serene birch
#

ah, there's something it can't do well in the end!

floral arrow
#

i mean you could buy that

#

if you dont want to make it

plush yew
#

❤️

floral arrow
#

dude that game is going to be insane

plush yew
#

did you just assume its a game

floral arrow
#

lol

plush yew
zealous cloak
#

@floral arrow i have to work on aproject at work and the person had no idea how to work with unreal :/

floral arrow
#

@zealous cloak yeah, either they spend the time and research learning how to make a moon landscape or buy it or find some other source online

plush yew
#

for fuck satan, stop callilng it game

forest tree
#

@zealous cloak This is a good introductory video. It is for world creator, but you can skip that part and do a tutorial for whatever tool you choose to use to create the heightmap. The rest of the tutorial is exactly the same https://www.youtube.com/watch?v=VsfCJD9FAMs

In this highly requested tutorial I show you how to build your terrain in World Creator and then take what we built and bring that into Unreal Engine 4 to texture the landscape with Megascans Materals.

WINBUSH DEALS FOR YOU with ...

▶ Play video
floral arrow
#

its real life @plush yew

zealous cloak
#

i just find some SM_LandscapeStreamingProxy

plush yew
#

@floral arrow neither

floral arrow
#

its the 4th dimension

zealous cloak
#

in the content browser and the other half of my map is black

plush yew
#

@floral arrow sadly. i think fs20 auto gen wont be much better than xp11s

floral arrow
#

yeah idk having the real life globe map would be cool

#

streamed from cloud

#

fly to your house

plush yew
zealous cloak
#

wouldnt be such alarge map created in world creator be hit hard on fps?

floral arrow
#

no

#

look at kite demo

plush yew
#

there is something called loading

floral arrow
#

its huge

plush yew
#

kite demo is tiny

#

fs20 is huge

floral arrow
#

relatively kite demo is huge

plush yew
#

pft

floral arrow
#

lol

zealous cloak
#

loading means it automatically loads and unloads?

plush yew
#

yes of course

zealous cloak
#

a relative area around the player?

plush yew
#

i think that is UE4

forest tree
#

It's a bit hard to see, but this can give you an idea of the scale I'm testing out. So far it's fine in performance.

zealous cloak
#

and it does it automatically?

plush yew
#

no idea 😄

forest tree
#

It's quite big, so I wouldn't worry too much about performance just yet

#

Try it out

zealous cloak
#

our work map is around 70fps and i have no idea how to solve it

floral arrow
#

this would teach you quite a bit

#

on making a landscape and optimizing correctly

forest tree
#

Thanks Jesus

#

Never seen that either

floral arrow
#

lots of tips and tricks

plush yew
#

omg.. lick my ass

zealous cloak
#

will watch the video first and then continue with my questions

plush yew
#

@floral arrow °°°°!!!!!!!!

forest tree
#

@plush yew

kite demo is tiny
10X Skyrim, that's rather big

plush yew
#

so big?

forest tree
#

Yeah, he says in the talk

plush yew
#

@plush yew are u a woman or a man ?

#

if your a woman i want to lick ur ass and sniff it

#

it doesnt matter

#

^^

#

i can be anything

floral arrow
#

too bad flying planes is boring af

#

cool map though

#

imagine a gta with that same map

#

@zealous cloak learning to make a landscape is good but getting a really good moon landscape will take some time to research. guess it comes down to weather you think its worth the time or the $40 to buy the moon landscape off the marketplac e

plush yew
#

no tbh fs2020 is gonna be amazing

#

because you get to fly over real regions

floral arrow
#

yeah itll be cool for a bit

plush yew
#

Make it auto pilot and have an amazing view

floral arrow
#

being able to do more than just fly over though would be amazing

plush yew
#

just use it and then watch streaming on the second monitor

floral arrow
#

like an mmo or something

#

in a real earth map like that

plush yew
#

yeah omg

#

maybe real earth map with PvP aerial combat

floral arrow
#

or where you can walk into every building

#

and there are quests and objectives

#

economies

#

etc

plush yew
#

that would be very complex

floral arrow
#

yup prob would have to be largely done by AI

plush yew
#

we all want a real RP mmo game that replecates earth environments, but the networking side is very complex

floral arrow
#

putting the basic params in could be done by humans

#

i could see it being done in 15-20 years

#

or 10 maybe

plush yew
#

yeah maybe in 2030 we could have mmo’s that could support thousands of players in a single shard with zero instances

#

mmo gaming studios should focus on the networking side rather than the game idea itself

floral arrow
#

or just everyone playing the game on the same server

#

same instance

plush yew
#

thats near future we could see it in 2025

#

with many players getting 5g later we can

#

@floral arrow check out these games, they are aiming for 1 single server 1 instance

StarBase
Dual Universe

floral arrow
#

nice

#

dual universe lol ironic name for a single server game

plush yew
#

forget about the name just check what they plan to do with servers and networking

floral arrow
#

yeah looks interesting

#

both space games

#

dual universe seems like a cool concept

#

still in alpha though 4 years in development

#

looks like another star citizen situation lol

forest tree
#

The photogrammetry stats are pretty wild @floral arrow

plush yew
#

are there no game studios who talk about such a game?

forest tree
#

20mil polies, 16K textures, 7-45GB of data per asset

#

To get rid of the lighting info in the textures they re-create the lighting on the day of the photo and then bake out a delighting map. Like seriously, what is even this wizardry.

#

Crazy

#

Mad respect

floral arrow
#

yeah its pretty crazy

#

they did a lot of shit

#

shows what you can do with a team of people

forest tree
#

Yeah

#

They went above and beyond though

#

Very impressive

floral arrow
#

yeah they had the funding and right team

#

trying to make unreal look as good as possible lol

forest tree
#

Yeah 🙂

#

Makes me excited to see how this trend continues

floral arrow
#

its getting easier and easier to get quality like that on your own though

forest tree
#

This was back in 2015 already

floral arrow
#

with quixel partnership etc

#

and other tools

forest tree
#

Exactly

floral arrow
#

i think that unreal the next few years is gunna do a lot of really cool shit

#

i like seeing them get more into arch vis and stuff now too

plush yew
#

@plush yew which game

#

you mean the single server ?

wet brook
#

Has anyone tested Ray Tracing for in VR?

forest tree
#

I'm super curious too @floral arrow 🙂

plush yew
#

StarBase and Dual Universe @plush yew

floral arrow
#

ray tracing is okay if you optimize it well

#

still a ways off of good quality ray tracing in real time though

#

prob will get more realistic next gen of nvidia cards and the one after

forest tree
#

Their example of Ray Traced Distance Field shadows is really cool

floral arrow
#

yeah those are really cool

forest tree
#

I could enable that right?

#

Lemme check

plush yew
#

what he mean with "Has anyone tested Ray Tracing for in VR?" ??

wet brook
#

Does it work

plush yew
#

why not? lol

#

its just ray tracing

#

has nothing to do with vr or non vr

wet brook
#

You can't even do simple things like SSR in VR

plush yew
#

oo

#

why not?

#

too weak hw?

wet brook
#

Two eyes

floral arrow
wet brook
#

There are 2 screens so Screen Space Reflections can't be done

plush yew
#

?!

wet brook
#

Each eyes screen space is different

floral arrow
#

use reflection captures instead

wet brook
#

So one eye would have things in the reflection that the other one does not

#

Anyways I want to know if RTR worked in VR because that would solve this problem

floral arrow
#

you could just use reflection captures

#

but im sure ray tracing works dont see why it wouldnt. just have to optimize it so the framerate is right

wet brook
#

But they don't look as nice

floral arrow
#

ray tracing is just expensive af

#

if you do use raytracing this guy has some good tips on optimizing

wet brook
#

Thank you

forest tree
#

Thanks @floral arrow !

#

Will give that a try

#

I did enable the distance field shadows

wet brook
#

I'm using the Nvidia RTX ue4 branch so I have some more optimizations

forest tree
floral arrow
#

you can tweak shadows pretty extensively in ray tracing settings

forest tree
#

Checking that now

floral arrow
#

that vid i sent to bgidiere has some tips @forest tree

forest tree
#

Checking that too now

zealous cloak
#

unreal is learning little by little 😄

#

while diving deep in some parts, other are just discovered on the surface

floral arrow
#

yeah that never ends

#

ive been diving into lighting quite a bit lately

#

quite a bit of learning on that home front

wet brook
#

How much slower are RTS than standard non dynamic shadows

floral arrow
#

what do you mean slower

wet brook
#

Runtime cost

floral arrow
#

prob depends. i know ray traced real time shadows can get really expensive depending on how you set it up. but if youre using like a moveable/stationary light without raytracing or something its not terrible performance hit

#

i havent been on the engine in a couple days was the update today