#ue4-general
1 messages Β· Page 662 of 1
It basically just hangs. Sometimes it becomes responsive after leaving it for an indeterminate time.
how can i fix that with Blender heightmap
@radiant haven 
yeah i got that problem some months ago but forgot how to fix it
I treid with 116bit rendering didnt work used photoshop to convert it to 16bit NITHING
@plush yew What do you want to tell me with that π€

@quartz bane yea known
@plush yew you could easily help me....

??
Doesnt Tell Me Everything, buci STOP *** trolling with me its not only on this server...!
And if you think cause i asked if to be a dev and usbox, thne I dont mainly dont work with visual stuff cause for me its a pain
hello what is this green thing ?
it says he pressed 1 and he got it somehow ?
im confused
I remember there was an option you can enable to move an object along the terrain so I wont have to change the height everytime, does anyone know which one it was?
i think that is waht you mean=?
pressing one then right clicking isnt working and holding one isnt working as well
together
how to get constantsome other way
1 + Right click
i wrote constant
or try left click
yea not working for me
i have to click 2 or 3 times
slow computer i guess
because you have to actually select where you place it so clicking the black grid once is enough
then click again 1 + LMB to place
how can I merge a project created as a puzzle game into a third person project?
will migrate work or do I have to do something specific to merge 2 different projects?
migrate will work, importing the third person template into the first one if that is all you want will work as well. About the biggest issue is migrating does not move over settings like inputs
Does anyone know if Reuben Ward's unreal c++ tutorials on youtube are good?
I know its weird to love beer so much that I had to make it in the game but alcoholic in me prevailed
- i can do this π
- i can do this π
@nova kelp please buy this guy a pant and a shirt π π π
@civic iris too late i bought beer to fill that big glass up. Maybe later ill go steal some uniforms from museum.
Hello
Anyone ever made a system that lets you modify the 3d model you currently are using as a character?
Like, modifying the arm length, offest options, size
Does someone knows if UE4 can be used to develop tools ?
Like these tools created for landscapes using Unity
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
Thanks
Me bad I made the question wrong, I'm asking for the license limitations if there is someone
can i stop epic launcher minimising when ue4 starts up? i can't see an option for this
Does anyone know why this keeps happening? https://gyazo.com/cec9abfeaf42cacef1f5d0c82c61f115
The material on the top is always see through for some reason
It's supposed to be a lid
@upbeat tendon interesting, mine doesn't do that,and I'm rather sure that's the defaut behavior.
heh , find it hard to believe that was ever intended to be the default behavior ;0-
but ya , irritating to say the least.
Thanks @spark sonnet
@fathom glade you mean it has low opacity?
@ebon linden yeah you can achieve such depth fog with post processing https://bubblepony.com/2019/11/dev-update-both001/
I'm pretty sure that the normal is flipped or something, the material on it has no opacity attached
anyone else have the "Shared cache is not enabled. performance is impacted" thing pop up every time they launch the editor? How can I fix that?
I think it's why saving my materials takes 30 god dang minutes
I am wondering is there a protocol to stream analytics from ue4?
is there an easy way to export one variable from one blueprint to another
I was thinking a udp data stream pushing telemetry
so weird neither vehicle demo works for me, the car drives like it's broken-- in reverse and can't turn left
hey guys, does anybody have had trouble where UE crash with error "Assertion failed: Module [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 332] MeshUtilities"?
I've tried 4.24.2 and 4.23.1 same issue
and I've used UE with this PC before
What were you trying to do
opening the UE editor
log please
Verify engine in the launch tab, itβll fix up any bad files. As a start
yup, I did the verify
you also need the debugging symbols
sorry, will do
log would give us an idea of what other modules are in use at elast
Do most people modify the file json analytics plugin to stream over TCP to do analytics?
any way to use a level sequence with dynamically spawned actors that don't really exist when you record the sequence?
hmm I guess I could try embedding a sequence in an actor blueprint for that
ok this is latest log: https://pastebin.com/0NKfCJJd
Stof yeah
You make a spawnable in the sequencer
like when you have the sequence open you'll see the orange color actor names
these are things that live in the sequence
you can edit these and make new of these, as if they were part of the world
your problem is missing "embree.2.14.0.dll"
@wanton lily
as well as tbb.dll and msvcr120.dll
it sounds like you need microsoft visual c++ runtime
which likely contains a copy of all of these
How could I add bunnyhopping in blueprints?
if you've got space for it @wanton lily just install visual studio 2019
make sure you go to the individual components tab and just select every dot net installation option in the first group
that will let you package games
i'm surprised to hear that
these dlls should be included with 2017 as well
but yeah give it a shot
YESSS!!! Victory -- It's finally working after installing VS2019 with all .net individual components checked
thanks for all the help
So? Any idea on my last question? When draging an object into the world, how do I snap it to the terrain so I can move it along the terrain. I don't like to move and change the height every time
So that the object automatically adopts the height
Push 'End' key. it'll snap to the ground
Nah, I mean if the object is already in the world. If I want to move it that it stays on the ground
push end
Drag it onto the landscape in the world outliner?
@pale ferry
Would only work if you move the whole landscape actor though
Not sure you can make this work with the landscape editing. Haven't really used that much
okay, thank you anyways for your help @abstract relic @regal mulch
Could probably do it through editor scripting
By doing a line trace for the landscape top drown from the location of the actor you're moving
is there anyway to add a material to a subtract brush?
How would I texture a wall indent that I made with a subtract brush?
nothing is more annoying than changing the name of your parent c class, and the blueprint version takes a shit. So you are like whatever, let me just reparent my blueprint
Oh thats right, you can't reparent back to an actor
@solar temple bsp is not really intended for world building, minus volumes and blockouts (and even then I suggest meshes instead)
I'd suggest to focus on that
@solar temple did you try doing anything ? you just drag the material onto the face of the object to set the material it is using if you are using geometry brushes
im not saying you shouldnt, or cant... but for your own sanity I'd suggest against it
AI is stupid hard if you don't know what you are doing lol. Trying to get a simple combat system working for the AI and sure I can make it all crappy and have the AI just (move to) -> (spam attack) -> if not in range abort and repeat from (move to) but that's not right
Oic got it thanks
luos for buildings you want to go inside I find BSP easier for making buildings . Are you saying model everything in Maya or whatever?
BSP is for quick and dirty prototyping at best
^
its old, outdated, and unoptimal
even when converted to meshes its only for quick and dirty prototyping at best
can't you convert bsp to mesh?
nvm
yeah I'm not using it for literally everything just base foundational stuff for buildings
for now its fine I guess, but once you have smore experience under your belt you might want to move away from bsp.
and Im not sure how long it'd be before the geometry 2.0 tools are in
doubt anytime soon
unless gdc XD
From 1982, Tomorrow's World takes a look at the beginning of computer generated images.
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im new to coding in unreal engine any1 can help
I appreciate the invitation
lol
I got a challenge I'm having trouble beating
I have a box mesh and a text render component which I want the font world size to scale in relation to the size of the box
Whenever I get the box to scale and it starts to be smaller than the font, I want the font to auto adjust to the box
Is this possible?
idk im new
@ornate comet if you have questions, try to ask them in the right channel, if someone is around that knows the answer, you'll probably hear from em :)
Has anybody else had this issue where you can't get back to "Sculpt" tool because it's off the screen? https://i.gyazo.com/d0f16e64494b823a79f09ffefbf991d1.png
@proud verge Please read the #old-rules when you have some time, its not really appreciated to cross-post questions between channels.
@unreal comet never seen that before no π€
I found that I can open another level then go back and open the level I was on, and then I can use the sculpt tool again. But that's kind of a pain to do everytime. π¦ It's probably something to do with my DPI scaling on my monitor
Hi Folks: Im working on a project that is going to require rendering both stills and video clips which will them be edited together to form the final production piece. is there a tutorial(s) about how to render these out? or would I be better to do them in blender cycles? (eevee is NOT an option)
You can use sequencer and/or the built in high resolution screenshot
Hi @abstract relic the screenshot function is sufficient for customer presentations?
That depends on your product, not the tool
LOL -- ok, I understand
It can take >4k images. Might burn a hole in your desk if you go crazy with the resolution though
If the object is pending kill, isValid? will come back not valid right?
Cool
@marsh swallow yeah thats right
okay thats what i thought just making sure.
ive never needed to worry about objects pending kill until now. lol
super duper design question. AI. Using behaviour trees. Assume a simple setup of find target, move to target, attack target. Assume a couple different types of AI that will use it such as a goblin, an orc, a spider, a blob. Assume unique animations and weapons depending on the AI such as animations without weapons for a spider, or a goblin using a 2h weapon or a 1handed weapon. sooo.... Do you make a generic AI that does the above, then hand off in the AI task to the enemy actors to handle attacking contained inside the unique enemy actor or... do you make a unique AI tree for each enemy so each enemy has it's own unique tree for find, move, attack, etc. ... or uh something else like whatever works lol
I managed to find a solution that's not perfect
I run a check
If the (render text) local size is BIGGER than the size of the mesh = times the (render text) world size * 0.99 AND check again
If the (render text) local size is SMALLER than the size of the mesh = times the (render text) world size * 1.01 AND check again
But the problem is this turns into an infinite loop
I'm not sure how to close this off
any ideas?
substance painter's educational license says you can't use it for games (for profit)... how will they even know?
@hollow zinc why would you check again after you are setting it, if you are setting it correctly?
Because the world size of the text runs on a different number than the size of the box
I can see the local size of the render text but I can't change the local size since there is no 'Set Local size'
what I mean is you said it's an infinite loop because you keep checking, if you set it why check again?
is the issue the text is becoming too small when the item is too small?
or you are trying to keep the text sized in relation to the box as it gets bigger or smaller?
I'm trying to keep the text size in relation to the box as it sizes up and down
assuming your text renderer component is a child of the box the child will scale with the parent
otherwise you should be able to set the local scale (that is the relative scale 3d) or the world scale (that is the world scale) on the text renderer
but it needs a parent for it to be relative (local)
Mathew I would make a basic system and then make different trees for different enemy types. I did that in my game and it works great - much simpler yet still flexible
well the text fitting your constraints is up to you but I see what you are saying. You might have to just do alot of math which you seem to be trying but I dont know why it would be an endless loop. You put the code in the construction script and every time the item changes size it would recalculate whatever you wanted).
@fallen marten so lets say I had a orc using a 2h sword that had 3 animations for its combo attack, would the BT have the info when you say "attack" to play the 3 animations or would it just hand that off to the enemy blueprint and let it handle the attack
Have a code in the orc that handles the combo with a switch on Int, and when the task runs that code, it'll cycle combo in the orc instead of doing it on the tree
@hollow zinc one thing to look at is a new plugin, 3d text, in .24 and higher that might have more controls
I saw that plugin, it looks awesoe, but my project doesn't allow the use of .24 unfortunately π¦
Unless you want the tree to determine what attack it has to play like if it's ranged or whatever. Use a service at the top of the tree to get all the players position info etc so every task has use of it instead of a shitload of services run at different parts of the tree
ouch. well then what you are trying to do seems to be the right track just more math
@fallen marten yep that sounds like what I am trying now, one basic AI tree and when it gets to attack it tells the pawn to attack using a task and waits for a finish execute, the pawn then does the attack stuff and tells the tree to finish once it's done with the attack then it repeats (find, move, attack)
was just curious if doing unique Trees was a smart idea
hmm any ideas on what kind of math I'd need?
@hollow zinc I don't, I dont really know what the goal is π¦ plus I am bad at math lol
I have one set of services and tasks, then a few trees for my cop, the civilians , the thugs, and boss. Each do different things but use the same tasks getting info from a character base class
@fallen marten ah yeah sub trees so one main "get info" then below that separate trees customized for the individual types
Yes sir
There could be better ways of doing it, but I found this works best for me and isn't confusing
how much logic do you do inside your trees themselves and how much do you leave as basic stubs that hand off to the pawn?
yep there are many ways of doing stuff just trying to collect them all π
I have tasks that run functions from the pawn, and maybe a couple generic non pawn ones. Not a whole lot of logic really, just a heap of branches with decorators fed by the main service
When I create a destructible mesh using apex plugin. The preview window is super dark. Is there a way I can make it brighter so I can actually see
okay, managed to find a way out of the loop, so uncivilized but it works for now
I put in a loop to do over 100 times and it stops instead of going infinite
Do a for loop with break if there's a condition you have that can break it
but why do it more than once? does it not work
nope, when i reduce the check, it doesnt scale all the way, I have to check if its the correct size
if its too big, the text will be rendered protruding out of the box
so i have to keep on checking
so when that box changes size the text inside of it is supposed to scale and always fit (which it should when scaling unless its already too long)
I dont know the exact number that the font needs to scale down to if its slightly bigger or more bigger than the box
and if its too long it needs to scale down
yeap
is the text supposed to be sized up to fit the box if its smaller and sized down to fit the box if larger?
yeap thats correct
I also put in a limiter so if i want the text to be a certain size, it'll stick to it if only the size of the box allows it
if not, it'll simply scale down
well you do have the get text world size, and you can get the size of the box
yea, that's what im using now
So I'm in 4.24.2 and when I click fracture mesh nothing happens. Anyone know how to fix this?
someone please help me fix this problem, i cant open my project π«
@fallen marten adding in the loop with break turned out to help SO MUCH!
@fallen marten
yeah I can get the box to resize super easily to the text, but your issues is you want something completely different lol
and the set/get world size of the components is based on Z not the length so that doesnt help lol
haha just a lil bit more complicated π
Does anyone have recommendations for a map top view grid with clickable icons? Assets already in store or tutorials
how do i post in looking for work
look at the pinned message
Anyone else had issue with fracture mesh feature of Apex not working with 4.24.2?
hello, I am running into an issue where I can not turn on raytracing on 4.24.2 using an RTX TITAN card. The exact same rig works fine with an RTC 2080ti..........why would that be?
same machine same project just swapping cards?
same machine, created project from scratch on both
the titan should work fine, if you did the same setup on both project. You can check the output log when it starts up to see if it's not using the GPU
Guys i'm getting this error for an important file in the project everytime i try to access it. "Serial size mismatch: Got 5169, Expected 5760" couldn't find any solution online. any ideas why this is happening?
tried rebuilding it didn't helped.
is there anyway to make the velocity not change when falling ? i need it to always fall at the same speed
@hollow zinc no problem man π
@blissful trail perhaps you could put the velocity into a "clamp" node
How do you edit a static mesh cube? Like you can with a bsp brush?
crizilla I've not tried it but there is a model editor plugin that comes with the engine in 4.24
its meant to replace bsp or something iirc
Hmmm ok
https://gyazo.com/fa1d246cb02c7596f5396eb54f1bd8c4 i also have this issue where when the player jumps it doesn't land correctly
hey guys, any idea how I can make my AI character jump when encountering obstacles?
off the top of my head. Some method of getting if path is blocked. If yes trigger jump animation. Maybe use a collision and speed check. For blocked.
UNavLinkCustomComponent
marks the path over obstacla passable for navigation
and can broadcast a delegate when the AI reaches the link
How i can pose rotation of an emitter while i am use Emitter Attached node
any thoughts?
i dont want it to rotate with me
Is it good if I make it a line trace then it jumps if it traces an obstacle?
it would be better to have a shape that detects the object on overlap and then checks it for a tag or property
@tawdry heath have a boolean on your character, perform line traces either on tick or via a timer that shoots a line from the capsule possibly about knee height and straight out based on the characters rotation. if the line trace returns a positive hit, cast it(casting is not very expensive) to whatever class of object you are trying to jump over, if the cast is valid then toggle the boolean on your character to true. then in your movement functions (or a separate function) check and make sure the player is moving via their speed (greater than 0 or whatever minimum speed you want) and simply call jump if the boolean is true. make sure to reset it to false if the cast is invalid
I have this https://blueprintue.com/blueprint/5bh-x39x/
LineTraceSingleByObjectType
@kindred viper explain more mate
I don't know what I did but now they are jumping every second
how long is the line trace and how are you checking what is being hit?
Might need something to ignore the ground
I am just following a YouTube tutorial. I believe it checks if the AI is close to a obstacle from a certain distance then it will jump
i found another issue im having when my fps is 59 it works perfectly but if it goes any higher or lower it slows/speeds up the game
your just checking the return value, not the hit (out hit pin) so its always true
you need to check and see what the line has hit via the out pin and cast it to the objects or class you want to jump over. this may not work well if its just static meshes your trying to do
so
everything is right, except after the line trace (the out hit...)
?
and wym by static mesh? my entire map is basically a static mesh
the out hit is what you use to determine what the line trace has hit. static meshes or skeletal meshes, like a fence, door, wall and such
if your map is a bunch of these that your trying to jump over then try giving them a tag or something to filter by
oh god that sounds like hell
I just want it so if the ai is close to a wall or obstacle then it will jump
Simple tutorial for Jumping AI. No AI helpers (not even Nav Link proxys), and no C++ at all. Just some naive code in the AI Controller class and a very simple Behavior Tree and a NavMesh.
I want what he has
the ai is my zombie btw
this what my map looks like
I could just have a trigger but I think the way that guy has it set up, it's better
try line trace by channel, break the hit result, drag off the hit actor pin and use ActorHasTag node to see if it returns the right tag that the AI can jump over? im not 100% sure if this works with straight up static meshes
ill have to watch the video, doing school work atm and have to submit it within the hour
oh take your time! Can I add you btw?
yes
When looking up in the game (First person) the projectile collides and starts flying almost like its flying up against a wall.
Hey, can someone tell me how can i invite my friend to this discord?
Unreal Slackers is a Discord community where Unreal Engine users come from all over the world to socialize, get help and share their work. All skill levels & backgrounds welcome.
Invite link is in #more-resources
wow for some time lol
Activate
if you activate something already activated with it false, then nothing happens
if you activate something activated with it true, it does activate again
what that means depends on the component.
Is there any good free low poly terrains?
Look into flow control
Do N node! π
If I have a wall I added a material to and let's say I want to add another material to it but only at the bottom of the wall to make it look dirty or something in that spot. How would I do that?
if its a particle why not set it to loop 3 times?
I'm trying to set up trees falling after being chopped down. I can't use overlap events on my terrain. Is there a way I can get if the tree has hit the ground?
I need it to do World Rotation
I cant do that with notify or in animation particle
so i had to put it inside the Mesh
Particle System
then set the Rotation to World
Am trying to do this
Oh MathewW i understand you now yup
i will just set it from the particle it self
π§ you could just check the orientation of the thing
Is the tree on its side?
Itβs probably down
I need to add a terrain, how does one do that π
recreating an unreal project in Unity for a course.. Unity is... so annoying having to type code lol
Ew
Is anyone here familiar with low poly?
What kind of sick course is this Mathew?
@winter zenith sup
qBersp, I'm trying to make an island
@winter zenith There are a lot of guides / tutorials on adding terrain. To make it low poly just use a low amount of grids and components
that's completely low poly
a personal one. I've done one before, creating a game in both at the same time to show the differences. Doing a small action rpg for a 2nd course to highlight stuff like AI, animation, controllers.
Is there any low poly world generators?
low poly is just using less polys hence the low poly. If you mean the "art" part of it, the material or texture, that's artistic.
the landscape system can do low poly but it sounds like you want a stylized setup using actual created meshes in something like blender
and low poly is subjective, https://www.unrealengine.com/marketplace/en-US/product/low-poly-island is "low poly island"
Is it a pretty involved project?
hell here is a video on someone using an asset pack to make one https://www.youtube.com/watch?v=UzDpFwk3rbU
Itβd be interesting to do a comparison of how many mobs you can have in each engine before it craps out
@normal burrow not super involved, it's more of a factual comparison for people who are interested in both. Hey I use Unity, I wonder how hard UE4 is and giving them an actual side by side comparison. Nothing complex, nothing major. more just showcasing the actual systems in an actual project using both rather than a "OMG UE4 IS BEST, UNITY SUXXORZ" type stuff you see
the other one I did was recreating lunar lander
Itβs good to do fair comparisons. Iβd not wish the nightmare of aggressive gc on anyone. I like to think Iβm pointing the people away from tragedy when I speak low of it lol
MathewW you work in a gaming company?
when it comes down to it the project dictates what you should use, they all work well in one way or another and you can probably force one engine to do what you want. It's just annoying when you see a "Unreal VS Unity" or "Cryengine VS Godot" video without actual use case
@plush yew I do contract and freelance work right now
Comparing gizmos and stuff lol
Yeah I just honestly donβt see a use case for unity because of how bad it is
i mean the unity and unreal stuff I did isnt the most scientific or the best but its an actual playable game created in both engines in lockstep feature wise so you can see what it takes to implement the same things and see the results and then hopefully decide what might be more fun to learn or use
Yeah I wish people compared the output
I must prefer the 2d and UI stuff in Unity if I was making a UI based project. Something simple like a clicker game thats 99% UI or a data analysis tool is much simpler for me in Unity with their UI setup.
im sure I could recreate it all in Unreal but simple stuff that is missing without diving into C++ is annoying
There are better 2D engines out there though
Iβm not saying anyone should use unreal for 2D of course
there are for 2D games but nGUI is a superb UI system for Unity
i've done a few "games" in Unity using just nGUI because why the hell not lol
considering the IMGUI system was basically useless it worked well
You know they hired the ngui guy to remake it with unity and it still do not scroll without a frame hitch
i havent profesionally touched it since the 5.x days so I really cant speak of that but for mobile based UI centric games Unity worked well
The built in ui components are basically ngui unless theyβve redone them again
Drakonforge was a bit better imo
But all were bad
I'll know in a few days when I get the Unity stuff complete lol
Yeah I should hush hah
bad is relative to your choices lol
Iβve not touched unity in a long time
Once you commit to unity, itβs all about dealing with others bad choices
I am looking forward to the project though
Unreal is obviously my engine of choice, ive got over 1k videos on it afterall lol π But who knows what's in the future
so far tho... ugh... the Unity Visual Scripting system is ugh
Playmaker or something?
no it's an in house one. its designed to break down to DOTS on the back end as well which is good but ugh.. its in alpha and all but man it's so un intuitive
what's the rotation order for a rotator?
Make sure you clean your eyes with lemon juice afterwards
Unity has Bolt which is super sexy and very blueprinty plus the bonus of VS <-> C# interchange
Youβll need the lemon juice for that not dark theme
I have a feeling DOTS will go away
@left citrus do you mean the PITCH/YAW/ROLL (X/Y/Z) ?
I think itβs logically roll pitch yaw
@grim ore Yeah - Z->Y->X if I'm not mistaken
i think logically the damned docs page has it both ways... wtf
combine that with maya being y up and it's a right clusterfuck to pipeline transforms
Houdini is mega weird
hah found another page with another order "Each of the Rotator values (X, Y, and Z mapped to Roll, Pitch, and Yaw respectively) "
time for good old fashioned every combo till it looks right
Are you trying to match something?
The order of solving is reverse of logical
Believe this is why itβs so confusing
yeah passing a WS transform from maya to UE via extra attributes on a joint
I presume I'll need to reverse the order, good call
Yeah I've got to agree with Mathew, here. Bolt is fantastic if you've already used UE Blueprints.
It works exactly like you'd expect it to.
Should you decide to use Unity over Unreal.
I have my trees now falling using physics. Is there a way I can make them not soo affected by physics. So that they fall and not get thrown about?
I don't have a full answer, but have you tried modifying their mass?
I'll give it a try thanks
Is this the correct way to do this? I want to get if the Desclass is set to none. Meaning it hasn't been given a class.
Having select class there just looks off
does anyone know a good template in which you can easily switch between fly-mode, Walk-mode and VR? similar to the collab viewer.
or can help me to change the collab viewer settings that it works with my projekt?^^
does anyone know how to take a screenshot of your entire blueprint graph?
apparently there is a plugin called odintracker, which did this, but was discontinued
any alternatives?
Unreal: "Assets Action -> Migrate"
why does this action do not migrate textures too? (they are always missing when migration is done)
After i get to 70k grass foliage on the foliage painter, my fps start to crash. Is there a rule for grass? I just use a simple material, no collisions, could it be because the grass has like 30polycount?
Only 3000 range cull distance. Cull distance doesnt help.
No aplhas, no transparecny.
are there any guidelines surrounding node network size? In particular with regards to materials.. at what point should you just abandon the material graph and write a shader in hlsl? My material getting stupidly big..
@rancid lynx There is a bug with unreal where if you paint large sections of foliage in one button press (while holding it down) It will render all of them. Also try turning down your far plane in editor
Whoa. Thanks. I was indeed using a 22222 brush. Or maybe 3s. I was really sad, that was the first huge lag that i didnt understand wtf
That should be a sticky tooltip in the editor. Thats as common as using the spacebar. Sheesh
I can save grass for last. :)
@left citrus @grim ore @normal burrow https://twitter.com/timsweeneyepic/status/952661474501111808?lang=en π
Sorry yβall I was young and this coordinate system stuff was confusing https://t.co/S2tkQRfAHr
608
2334
I love blueprints!
Blueprints are a big reason as to why we switched to Unreal, but @normal burrow's seemingly blanked statement that Unity sucks doesn't really matter if you're a beginner and see literally thousands of more learning resources and helping thigns in the community on the Unity side
(on the Unreal side, we have @grim ore and that's basically it) π
a client requested the switch from Unity to Unreal because they saw much nicer looking examples on the Unreal side, but I was very hesitant because the community support just wasn't there. we got UDN now, but that's not an option/not enough for so many small developers
@left citrus First time you've got this feeling is a good threshold to indicate that it would be better off being coded, rather than graph based.
@grave nebula my node network looks like concept art for halo weapons
Put it on blueprintsfromhell, be proud of it, and convert to code π
shall do, cheers boss
I've uninstalled and reinstalled the launcher and I still can't update my current version. It bugged out a few weeks ago when I tried to update to 4.24.2 and ran out of HDD space and I haven't had the option to update since.
Does anyone know how the int + float node is called in 4.24, I found it in 4.17 but can't find it now.
Is it possible to have a mic detect someone talking and then output a value depending how loud the person is talking?
@frigid trellis have you tried turning off context sensitive? Or copy and pasting the node from your 4.17 project
turning off context sensitive didn't work, lemme try just copying the node.
Hi all, good morning.
Does anyone know which rotation order UE4 uses by default? Is it XYZ? Or something else? I'm having some unwanted rotations and I think it might be a problem there.
https://pbs.twimg.com/media/DTbWux8WkAUOZZx?format=jpg&name=small
@grim ore @turbid wigeon
Yeah - Z->Y->X if I'm not mistaken
@left citrus
@radiant haven you can probably set the gravity scale in the global physics settings, but I'm not sure that's what you want - can you just up the mass of the character?
depending on what your desired outcome is
ok thanks!
@somber quail if you stuck on 4.24.1 in launcher and can't see 4.24.2 - you have to reinstall the engine, not launcher, you may try verify prior to that
No. But Celeste made a Toggl plugin for ue4
oh, seems it's not supported
Question, is displacement (landscape) broken in 4.24? does anyone know?
I have a hard time getting it to work, such a simple system
@glacial pecan this is exactly what is wrong with it and why I recommend so hard against unity. Its not a βunreal is the best thing everβ for me, itβs a βunity is literally the worst trap a beginner could fall into, because it teaches you how to do everything wrongly at the cost of low effort documentation.β Like consider anything at all outside of the engine that entertains the developer over the end user
@timber birch are you on 4.24.2 ?
Question, I am trying to get my blueprint to be affected by my seqencer, I enabled "expose to cinematics" And it does show up, but it just doesn't want to update. Any help?
Changing it in the blueprint itself does work
since there was a bug regarding displacement on landscapes in 4.24.1
https://issues.unrealengine.com/issue/UE-85994
@frigid trellis you need to enable "rerun construction scripts" in sequencer...
Its already turned on @next badger
is there a specific reason/difference why a pawn, as compared to a character, wouldn't stay in place when resting on a moving platform?
sorry, i've tried googling this and it isn't making much sense to me
is anyone experiencing crashes when importing a character to ue 4.24.2?
quite often ue4 crashes if importing incorrect FBX
Ok im importing a character which uses the same ue4 mannequin skeleton only it has a few extra bones, when i select to use the mannequin skeleton i have in the project the engine crashes when it attempts to create the additional bones. Note that this procedure ive been doing since 4.18,4.21, 4.23 and it works perfectly no problems
blender?
I use Maya and also Character Creator, weve been using it for years without a problem
what version of FBX you're using when exporting?
ive tried them all just to make sure but i get same crash
Can someone help me? Is there any way to fix the lightmap UV?
What's wrong with it?
@polar viper overlap? ue4 has tools to generate lightmap uv
@next badger oh for real? think im still 4.24.1
yep, updating now! thanks for the heads up π
@timber birch i've posted the bug, so it's real
@next badger it somehow fixed it self??? Somehow
don't hesitate to search on issue tracker if you think it may be a bug
sort by recent updates
What suck is that if i manually retarget the skeleton i have to manually re do all the anim curves and thats very counter productive
@next badgeri changed one of the material elements and it fixed itself
@green sky i definitely had a lot of crashes with skeletons...i just can't recall how i've solved those
i need to make a blog
don't hesitate to search on issue tracker if you think it may be a bug
@next badger Fair point, ill do that when i encounter something new
This is suck a road block, after we did an entire character Logic with Anim modifiers and other 4.24 only nodes i cant even get something so simple as importing a character over as weve done in the past π¦
Hello guys, can anyone tell me if there is a Babylon plugin for UE4?
never heard of it
@next badger yes
well, then your answer is above
I work for an archiviz startup company....when i package my project in html and run it on chrome, i don't get the same quality on chrome as i get when i run it on UE4 play mode...the lighting gets affected on chrome...i don't know why?
because its using an older shading model
so you'll never get the quality you see in editor, though you canset it to html preview (not sure if that preview is still available in the latest ue4 versions)
So UE4 dropping html5, does that mean there's no alternative to browser based gaming?
Wait i thought HTML5 was the way to go in future engine versions? its dropped?
its already dropped iirc
@fierce tulip nope
bummer as a former webdev that would have been neat π
ohhh noooo whatever will we do without browser based gaming
lol
@rotund scroll Unity...
streaming is the future
all hope is lots
@fierce tulip Can i poke you in the vfx channel?
future vr will be more based on streaming to the vr headset instead of using high end pc to get the frames
Streaming is not future in most of the countries...even in the US
consoles are the future, apparently
google - sure, thay have own fiber optics in the US
streaming over html5 I mean
as in, throwing constant money at something until you can play games on it
@timber birch obviously you can
@rotund scroll until it become a HTPC? or SFF PC?
I have no idea what either of those are, but I'm sure you are correct
nice product design, can I hollow it out and install my own hardware and just pay for the box itself? π
Home theater PC, Small Form-factor PC
ah yes
I actually have a small form factor rig as my main rig at home
I don't believe in big rigs anymore
i want Ghost S1...expensive ;_;
looks at his 70cm tower
@fierce tulip ahahah...yep, atm my tower is huge
Whatβs more beautiful than a cube
a vertical cube
Zscaled cube
that new xbox wont fit in my tv-table thingy, so not buying it :p
I imagine like the PS4 you can also lay it down or have it vertical
:p
I need to find a way to run my projects on chrome without comprising with quality somehow
I suggest video embeds
They can drop the X now, since its a real square box
Is it possible to have a mic detect someone talking and then output a value depending how loud the person is talking?
Yes
Iβm on the train atm. Do you have any more info for me to go by once I get home?
Hi there! I would like to capture the mic from the oculus rift to spawn "breathe" in a winter scene (like here (https://www.youtube.com/watch?v=MwhW8E
Docs are still annoyingly sparse on the topic though
https://docs.unrealengine.com/en-US/API/Plugins/AudioCapture/index.html
Thatβs a start at least. Thanks so muchππΌ
hey guys, does anyone know of a good way to export strings from unreal to python?
best docs on audio sitting on #audio channel...Dannthr and minuskelvin are their names
@hollow tusk python
@next badger what do you mean?
ofc if you need runtime python bindings...it's another matter
Describes how to use Python in the Unreal Editor to script content production tasks.
LEVEL DESIGN:
Should I rather model the entire house and import it as a whole into UE or should I do it individually before assembling it in UE?
both
@radiant haven will it be interior/exterior?
interior
not to mention collision stuff, lod stuff, drawcalls trough amount of materials needed, etc
stairs too or can i model it as one?
but you could still export everything into one fbx and just don't combine it to one blob on import... not that that's nessecarily advised
if you are asking such questions you might want to look at some of the free content and see how epic did it
yuck, having everything in one fbx
well this is exactly how i would have done it
but you could still export everything into one fbx and just don't combine it to one blob on import... not that that's nessecarily advised
@tawdry storm
i'd stick to "spans" for stairs
double yuck if it also contains the textures
Luos you don't know my pain with CAD data, okay!? D:
YUCK
what about exporting each individual triangle as an fbx for maximum occlusion culling efficiency? π¬
^ 2 spans
I should infract sei :p
hm there has to be a better way then π€
i've been learning opengl recently...drawcalls etc
ah and btw before i forget it someone ever twerked with heightmap in UE?
I actually have never twerked in my life
okay so redeem my shitposting a litlle bit...
@radiant haven
https://docs.unrealengine.com/en-US/GettingStarted/index.html with your questions it might be good to start at the basics and work your way up from there.
Introductory information for developers starting out creating games with Unreal Engine.
as Luos said, take a look at the free content examples Epic provides and see how they approached these kinds of problems
lol i use UE for one year now why u give me this
what were your tasks in that year?
pain π
i was writing that Falkitop has almost 2k posts here
no
lol sorry I didn't mean to be rude
anyway the point still stands, Luos was right all along
np never said that π
I bet some of my questions here sometimes sound like I just started with UE4 yesterday
same
wait, you're lightyears ahead of me... how long is this road!?
i am stupid af
Luos, have you mastered Niagara already?
well if they keep burning it down
is it even possible to master something that's still experimental
Luos not in VFX? what has this world come to? π¦
I think Niagara can compete with Cascade for a long time...it's just some advanced stuff still in progress
what exactly?
not the smoothest landscape π€
can you show the wireframe?
wording!
is wireframe a forbidden word? D:
yes
I'm still curious about that wireframe
hm looks like it's defaulting to the lowest LOD, is that on purpose?
this is a landscape, right?
what are your LOD settings in the details panel?
@radiant haven why have you picked 1 section per component?
that setting disables the dynamic resolution
my landscape has 1x1 sections aswell and it still works with the dynamic resolution
I don't use a heightmap though so not sure if that's what makes it behave differently
hmmm
sadly I know pretty much nothing about landscapes
its about 8bit and 16bit color depth but somehow for me it doesnt work
which file format is your heightmap in?
@next badger thanks!
I just don't see what the color depths would have to do with landscape tesselation. shouldn't it only affect the precision of the height displacement?
is there a way to move my painted foliage from one level to another?
@serene birch png
@next badger Thanks again man! tesselation is working like a charm again π
it's recommended to use the 16bit raw image format for 16bit heightmaps
not too sure about this though
me too π
Talk about Level Design, Static Meshes, Physics, and more.
basically I feel like he has the same problems than you
btw it isn't enough to save a file in a 16bit format, if you lost the 16bit info by passing the file through a 8bit format at one point π
in theory you can just export a BW image btw
ok ill do that
why would you make RGBA 16 for heightmap?
nope
still not#
steppy steps
these are the problems for one where i hate unreal for, its a good engine but with these small problems my whole workflow gets blocked
@radiant haven its the png
use .raw or .r16 that should solve that issue
This is how i export from WC for example https://i.gyazo.com/b9611346dcd474764ff63a94a841aa08.png
PNG always gave me issues for some reason. and im used to it with Cryengine you use raw or r16 aswell for best results
how to remove those lines?
it looks like your normal map is wrong
Can I make the viewport fullscreen while simulating the game directly in the editor? (Trying to get around building the entire game just to see it in fullscreen lel)
(Please ping on reply β€οΈ )
yep
When will be up that answer hub? So long maintenance 
guys, how to generate normal maps of a image? (possible with gimp?)
@next badger Luos posted a talk by Simonschreibt the other day that explains why a RGBA heightmap might make sense
https://youtu.be/aYZEmaQUrAo?t=1001
sorry I'm a bit late on this, but our internet went out for a while
More Game Art Tricks: http://simonschreibt.de/game-art-tricks/
Article to this Video: Permalink: https://simonschreibt.de/gat/cool-stuff-with-textures
The Invisible Hours: http://www.tequilaworks.com/en/projects/the-invisible-hours/
This talk was given at the Digital Art Conf...
hello all
super newb question
does UE4 Raytracing works in Linux? if it does? how if there is no Dx12?
can't give a definitive answer, but I think you answered it yourself. I don't think that it'll be possible without DX12 unless you maybe run it through a virtual machine
How hard is it to land a job using unreal ? Do you need to know everything
https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html
System Requirements
Operating System
Windows 10 RS5 (Build 1809) or later```
so I guess that answers that
An overview of Ray Tracing in Unreal Engine 4.
the cool part is that vulkan ray tracing would probably have better performance..
we'll burn that bridge once we cross it
how to solve this ? XD
Anyone have already done a post process ignoring a certain material ?
@quick breach #graphics or #visual-fx might have better answers; but I would probably use a custom depth mask to mask out specific object from post proccessing
Thanks i'll search for it
@tawdry storm thank you sir
my UE4 keeps defaulting me to medium graphics, everytime i put it to epic it just goes back to medium
could anyone suggest anything
is it a .ini problem
does it go back to epic immediately or after you restart or eventually or ?
it starts at medium
if i change to epic it resets to medium
even after restart its still medium i cant change it to epic
that's weird. There are systems in place to prevent the editor from running too slow and it will do that but normally it tells you. Its in the place where you change, the auto adjust
gunna try restart again but this time set all to medium see what it does
okay i can set it to epic now :/ that was random af
Hi everyone! Fellow dev here;> I was wondering, did you guys have a way to speed up the process of actually understanding Unreal as a tool and then using it efficiently? I'm a designer and have some basic understanding of the engine but I feel like I don't know enough to actually script the game and it's driving me crazy. Any tips other than "more practice" ?
@hushed epoch depends...what are your goals, what you are doing (in general in ue4)
cause if you need to learn lighting - we give you one thing, if animation - another etc
It's more about scripting events in the game or preparing basic BP for puzzles
then just get some course on ue4 BP scripting
You can start here
https://learn.unrealengine.com/courses/library
it's like a MOOC by Epic
do it over and over and over and over π and over, even if you did it before do it again. repeat it over and over and over, even if you did it before do it again.
*by epic -> epic approved
Blueprints are coding, it's still programming so if you are light in that area of knowledge look into just learning the basic concepts of programming and you can apply that to blueprints. This might help if you are looking for more understanding of how they work in UE
hey can someone help me i try to find how to do a character skin changer in ui but cant find what i want to do, it should look like this
you can go left and right then the cost changes
and its start at skin 1 if you click on the right button the number 2 should shine a little bit to give the player the felling know you are on skin 2 and it should look a little bigger (scale)
i dont even find a blueprint method to change the image in my widget
I am genuinely curious how other people approached this, as from what I am seeing: for some people something just clicked and then using blueprints became obvious, and I am definitely missing something. More programming knowledge - that might be it, but then what to use to learn and not drown in maths ?
set brush is how you change the image on an image widget
@hushed epoch you can learn a basic language like javascript or python or basic, something that teaches stuff like variables, functions, events, etc. Just basic knowledge of "how" programming works and is structured. Otherwise there are plenty of UE4 Blueprint based courses out there that might help make it click
@smoky sonnet if you look at the details panel its because that section and part of the Image is a brush, it's not an image. A brush has an image as part of it but also the rest such as scaling and size
thx β€οΈ
anyone has any measurements how faster shadercompilerworker feels with priority set to high?
Hello guys, i got a problem if someone could help me in pm
Well to be honest im really new at unreal engine, im trying to make an endless runner game following a youtube tutorial, the problem is when im trying to switch the lane (to the previous lane / the middle lane) it teleports me undermap
am i clear enough? ^^'
immediate thought is you plugged movement into Z instead of X/Y
or bad vector somewhere or something similar to that
^^ the Z is probably set to 0 when you move and not the players current value
rebuild lighting
in the top of your screen theres a button that says build. Either press that and build the entire scene or hit the small down arrow next to it and click build lighting only
mmm thanks for the answer guys, i'll try again to fix things
hi hi
anyone know why for light build would just stop at about 2.33% and just cancel the process without showing any errors?
the only error it shows is "WorldInfo_0 Maps need lighting rebuilt"
HEy Guys i need help with my prickup system
@mossy spear check the full output log for errors, or check the log in the swarm agent which should be in the task bar in the bottom right when building lighting.
π



lol
brutal
What happened
idk haha, referring to noscope emoji
He really needed the help
@mossy spear check the full output log for errors, or check the log in the swarm agent which should be in the task bar in the bottom right when building lighting.
@grim ore it just writes "Task Killed locally by Desktop, Counted as Filure"
and the output log in the editor doesnt show anything?
Stupid question does anybody know what 4.25-plus is?:) Just noticed the branch... what does the Plus stand for? there is non plus branch as well
He really needed the help
@hollow tusk it's not an ER, help is given voluntarily
and the output log in the editor doesnt show anything?
@grim ore yeah......i just switched my directional light to moveable to do away with the issue
@mossy spear you may have lighting build issue if it's too large
when you building a lighting you can open the Swarm agent (orange-black icon in tray)
if it's first time you building the lighting - make sure it's not blocked by firewall etc
it can be blocked LMFAO
the lightmass system connect to the swarm agent using networking, if you block it from accessing then yep
swarm uses port 8008 and 8009, and some users can't use those...
why does it even need to rebuild lightning, for example in Unity i never saw that (earlier i used unity switched to UE)
and some click no when windows pops up permission as well lol
unfortunately it's all hardcoded
and why swarn
unity certainly has lightmap baking, most people just don't use it or get to that point as it defaults to not annoy you like UE4 does
swarm is distribution tasks manager, hence the name
sometimes its a pain working with ue youre right mathew
I agree the default lights should not be set to stationary or static but shrug not much you can do but change the source code lol π
i like the lighmapper in unity...it's quite good, even if it's not Enlighten anymore -_-
it works, I am in Unity now but using realtime so no baking lol. I wonder if UE4 didn't have the "fix your shit" messages in the viewport and the shadows if people would even have complained. baking lights is part of the process in both engines.
my swarm isn't bloocked
just hate working on setups that aint mine
but just was to make things work
@grim ore
unity even have baking still?
@grim ore hm...i don;t have the lighting messages on some of my projects...i think it was some checkbox
it could be that UE uses realtime rendering (better than unity)
4.25 brings GPU/DXR Lightmass, hopefully Swarm will die soon π
yed
and hopefully heightmap importing min16bit as well
and surprisingly some studios/artists still prefer it
although it's nightmare for designer π
@grim ore is right. if it just fell back to dynamic lights with no warning its likely very few people would be aware of lightmass
lol why
@brave gate only if you will send me some 2080ti's
actually lights could be static/stationary - no point in making every light dynamic
its ue π€· π
new gpu lightmass is DXR only
bad and good sides π
just they could turn off "allow static lights" by default in engine or maybe its template project settings?
@next badger 2060 is twice cheaper
and still better to starve for a month and get DXR baking instead of all-night swarm π
in unity generating a terrrain is crazy shit @grim ore Unity is performance very bad
@brave gate ue4 can't use multiple gpus...so...why 2060?
you mentioned 2080ti like it would be only possible one π
well, i have 1080ti...so yep...2080ti is only way
π
i have 650ti
UE actually can use many GPUs, they added initial support for non-game things
it must for realtime movie previs on LED walls or Disney amusement parks π
it's just not exposed out of box for every consumer in game
2080ti is $1300 here -_-
650ti is 30$ here
sorry...offtopic
@hollow tusk it's not an ER, help is given voluntarily
@rotund scroll it was a joke xD
@brave gate we had a dev here who has 2xTitans and 2080ti...but he could not use DXR in ue4 w/o disabling a titans
1080ti can technically use DXR
dxr?
ah
@grim ore it can...but luoshuang told that it's ssuperslow
super slow but faster than CPU?
nope
aww
it's WIP, so, it's slow now...maybe later it will be better
I wonder where the breakpoint is then compared to a CPU. like would a 2060 super be faster than a 3950x?
my problem is with UE4 that they develop for more features taht dont really everyone use like now in 24 raytracing, instead of fixing small stuff that we really care of
not everyone uses the small stuff either, there is no winning just fire fighting
nah, even Threadripper 128 threads can't run the first Crysis 60 fps
"we know this shit is broke but we had to ship anyways"
LOL
also Epic wants to make UE4 more than just a game engine. so they spend a lot of resources on tooling for non-game pipelines like arch-vis, virtual production, animation rendering etc
teams can fix critical small things, they won't ever build a new systems
and ambitious people would run away if they would have spend year on fixing small bugs than working on new awesome tech
why is the opacity of my gif so low in my widget
@radiant haven it's developed by different people, everyone has his own expertise...
@hollow tusk jokes are banned on this discord!!1111 MODS!!!111
anybody know?
@smoky sonnet is the widget material opaque?
how can i check that
at the material or the texture
i got a spritesheet whick i convert to a material with flipbook
well, you can see the opacity input is not active...so it's opaque
the input (opacity)
i was going to say, since it's opaque, it's not the material
BTW like Fortnite does Epic Games switch Engine versions to newer one in fortnite or do theey stay at the version they started with ???
@smoky sonnet
@radiant haven they have internal branch for FN
?
branches are Different version of the engine, like 4.23, 4.24...but they are special, you can see different ones on github
oh ok, my quewstion was with taht, should i change engine versions while develooping
as example i have master branch build
is this a bug ? why doesnt the image show up in mobile view
Answer is source control. Always source control
if i start it in ue4 normally it show up
You should always update your project 100% of time every day synced with the master branch. I mean if you don't how else will your project have all the new untested features.
@smoky sonnet go to your toolbar in the editor and swap your preview shader mode to mobile to simulate what it would look like on mobile.
how are you testing it on mobile? on device or emulator?
gotcha. Might be a weird issue but test on device first
@grim ore do you know how can i disable input if my user pressed start
that he cant press it again
Mathew knows all
yea he is insane
@radiant haven have you tried compiling it again like it suggested?
from source how is that possible
@smoky sonnet disable input as in the player cant move or disable clicking the button again or ?
and Mathew thgis is a point where i hate ue
cant click anything
@next badger you as well
.
so disable all input for 3 seconds or something
@radiant haven well, if it's c++ project, you have to compile from source
not ue4..but game
Had a quick question because Im still learning. If I were to make a p2p matchmaking system would I need to pay anyone for that or is it free because I could be wrong but the hosts pc is considered the server?
@sage coral pay for what? development?
@smoky sonnet you can use the Disable Input node on the Player Controller to disable input. I dont know if it blocks mouse clicks on the UI but you can disable the ui parent to prevent that as well if not
@next badger No like bandwith fees
@sage coral well, you will need to host the server yourself
@grim ore last question do you know how i can change the image of a button?
if its pure p2p, like a listen server, then you have nothing to do with it assuming you are not one of the peers.
because with brush i can just change it from an image directly but how does it work on a button
@next badger So are you saying I would need a pc to constantly be running in order for other players to be able to play online? sorry for any confusion
buttons have appearances you can change and you can also add children like images if you want that.
@sage coral if your game will use Steam API you can use steam's servers for that
Ah ok perfect @next badger thank you so much for the help π thats what I was looking for didnt know i could do that
but if not, you will need the server, cause players HAVE to know where to connect to get to lobby
@next badger no its bp only its build in 4.22
@grim ore thx
@smoky sonnet just look at the way the stuff is named and you can find out how to change it
@plush yew it is compiling shaders and creating caches. you just have to wait. and it might do it again at 45% and 83%
@radiant haven if it's BP only it would not give that error. A plugin might be in there that needs to be updated or it has something else. What does the .uproject look like?
@plush yew just the task manager, other than that nope
meant that for falk lol
@plush yew the source build is the source build, it's gonna take a while based on your machine. if you upgrade it then yes that will take a while. The 2nd part (shaders and cache) are normally versioned by the major (.24, .25, etc.) so those should only compile once per major revision
So steam would run the server or listen for a host to be hosting the game and it will ping the other users who are searching for a game and because thats all it does and at this moment im not too worried about perfect connection right now (Dont exactly have the most money but want to persue my dream to make games other wise I would be spending much more if possible for things like private servers and such) Just want to make sure that other players can play with eachother from around the world or certin regionsand not just couch multiplayer which I also want because Those nostalgic days were some fo the best
@sage coral well, starting with networking project is hard path...but nothing is impossible
I actually have it mostly finished thanks to the ue4 multiplayer blueprint tutorial π
you will have one limitation with steam api...players will have to be in the same region to see each other (region is set in steam downloads settings)
Thats ok thats actually perfect for now as long as players can ping and joing eachother thats what im after Just wanted to make sure Im not gonna get myself in any trouble somehow it seems in the law area of video games there are alot fo grey area with what is and isnt allowed
@grim ore how can i get the dimensions of my image ? thought smth like this but cant find the right way
do: Make a fun game. dont: delete their hard drive
@smoky sonnet the dimensions of the texture, or the image widget, or what exactly?
i need to set the new style i think it needs the dimensions of the image
the width and height
because im setting the new style
Thats actualty a really cool idea you got @smoky sonnet is it like for changing skins or textures?
that would be what I was suggesting yes
assuming you want the info for the old style yes
because i want to give my button a little glitch feature to change textures by pressing the button
yes
"break slate bruh"(c)
anyone ever done something with Ocean stuff? Lets say i would make a ocean shader based on the gerstner wave math... how would i approach to make the waves go smaller around islands? π
2080ti is $1300 here -_-
@next badger i paid that for mine roughly bit more
@timber birch no chances i will...that's a crap ton of money
2080 super cost ~800 here
@timber birch well, it's probably depends on country
but rumors say that nvidia will release the 3000 series "soon" π
Well i paid 3k in total, Ryzen 3900x + 64GB Ram + Strix x570 mobo + 2080Ti
Wish it all was twice as powerfull tho... guess ill wait 20 years π
2080 super and Ti i believe there was 30% difference π€
yeah i think the gpu prices are abit out of place for quiet some time
That i agree with
anyone else experiencing constant crashes with the 4.24 version?
for the price of a 2080ti i could build a mid range system...
@atomic onyx nope
My engine crashed when i hit the 450.000 shader compiling
but thats it,98% of the time its fine
@atomic onyx havent done much but had a "ocean simulation" running when i was sleeping and it was still working fine when i woke up so no crashes on my side
@atomic onyx no...as always, just regular frequency of crashes
wait 20 years ? the nvidia GPUs don't live more than 3 years good luck with that
not sure whats heppening
@teal tulip what do you mean?
when did the UE Forums get the ability to reply directly to a forum post? this is really cool
how can a plane surface with a math ocean shader be less shader complex then the simple bsp brush from ue4 without a material applyed? π€ π
@next badger where is that setting located?
@timber birch every new GPU from Nvidia since last series fails or directly dead at 3 years timeframe or even before at least in all my cases and friend cases
since the 1000 series?
@atomic onyx one of those
@teal tulip my 1050 and 1070 are still alive and kiicking so dunno
usually is more related with the top notch series on 980, 1080, 2080, 780
its off as shown above
Interesting
the manufacturer that used to make long life GPUs don't do them anymore
@atomic onyx it doesn;t matter how it's on my screen, i have no issues with ue4
i dont mind buying a new gpu in a 3 year lifespan since they are "old" at that point anyway but everything nowdays is made to break not only gpus π
oh found it, restarting now
@timber birch worst I ever had was the 480 and was the first worst I had didn't even made the 2 years warranty and then display 12 monitors connected at time but had only 2 ports, and the computer restart nobody could fix it at always display and on imaginary monitors
the 970 is doing well better than all the last i had, that them all last ones was 80 series
Interesting, can't remember what i had before the 650