#ue4-general

1 messages Β· Page 675 of 1

spare sun
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yes

elder agate
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im building from editor

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but im trying to see i think its calling from some kind of backup file since it crashed

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yeah, that was it

normal burrow
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hot reload is the devil btw

elder agate
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i fixed one file but it had a cache from the original with the mistake

normal burrow
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does not surprise me that was the case

elder agate
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ok so i made them both nullptr and it deleted the ghost file and the editor opened

normal burrow
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HighTide gets another cookie

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...yeah

elder agate
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I think its pretty good actually

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ive used regular vs for years with C# in unity

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the debugging worked pretty well for vs code

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of course, im not big into the ins and outs of their capabilities so there is probably stuff each one is better at

normal burrow
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weird to place threads under callstack in the way it did but different folks

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impression of vsc to me is a minimalist ide

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it is cool to see something other than visual studio get used on windows.. but then again its still visual studio lol

spare sun
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as far as I thought it's a fancy notepad with tabs
like you need to set it up properly and compile through cli. It probably uses the same msvc compiler by default anyway though

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but yes, its portable & fast and lightweight

normal burrow
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that's been my understanding aswell i'm not real productive without vax

lime gull
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I got a packaging failure. This was written in yellow :

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LogClass: Warning: Property InventoryItems of InventoryItems has a struct type mismatch (tag FallbackStruct != prop InventoryStructure) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
UATHelper: Packaging (Windows (32-bit)): LogInit: Display: LogUObjectGlobals: Warning: While loading 'C:/Users/kids Computer/Documents/Unreal Projects/MedievalRPG/Content/Blueprints/Battle/EnemyList/MasterEnemyList.uasset' failed to load '/Game/Blueprints/EnemyList/EnemyStructure': Can't find file.

elder agate
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@normal burrow its a hot sell for me (vs code) because it is light, I use a laptop for a lot of my work and i need to make sure there is enough space on it, I only have like 20-30gb free rn lol

unreal igloo
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What is the green spline looking thing? This is from the 'Vehicle Game' under the Learn tab.

normal burrow
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@elder agate you made the right move to unreal, and yeah vscode sounds usable

toxic gorge
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@unreal igloo definitely a landscape spline

unreal igloo
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Thanks. How do I modify it or add a new one? I can't for the life of me figure it out 😦

coral bolt
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It's crashed twice and now it gives be bsod

spark sonnet
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: (

coral bolt
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I don't understand😭

glossy scaffold
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Quick question: is it bad to use for loops in ue4 c++?

flat idol
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notebooks can overheat, components can be faulty, driver issue, bad os, corona virus

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take your pick, Harry Duke

spare sun
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no, it is not bad to use loops @glossy scaffold

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just prefer to avoid placing them in ticks

tame delta
glossy scaffold
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@spare sun is there any other way to iterate over arrays?

spare sun
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since you want to iterate over each element you'll do it one way or another and end up with a loop

barren lake
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In all honesty

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Wait nvm

spare sun
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if its 3d ur gonna be fine with unreal @barren lake

barren lake
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Ok

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Good

spare sun
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if not using version control, id simply choose the oldest [Date created] field that ur os shows you in project folder @autumn crystal

barren lake
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Just look on the calendarπŸ’―

novel vine
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ok so im making a blueprint(its an actor) but i want it to have a really high gravity but i cant do that?

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does anybody know how i would make the object fall faster?(without effecting the rest of my objects)

abstract relic
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Enable physic. Set the mass high

novel vine
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oh ok

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i wasn't sure if that made it fall faster

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thank you

abstract relic
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It’s all a lie

spare sun
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the cake is a lie

abstract relic
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Game dev is the art of fudging it

novel vine
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._. i feel small brain

spare sun
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unfortunately this only counts for vacuum

novel vine
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ok so does 0 mass mean 0 gravity?

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ok thank you again : )

smoky sonnet
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anyone have experience with an audio component & level sequence which are running speretaly (i mean i add a audio component and start my level sequence), because on my computer it runs synchronously the events are runned like they should but on my android phone everything is asynchrone

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anyone know why?

plush yew
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is there like "default" meshes for certain shapes that would be useful in editor like sphere, cube, whatever

spare sun
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lmao

plush yew
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For some reason in a blueprint there is no meshes to choose from under static mesh :/ I am just trying to mess around with unreal

spare sun
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?

deft ferry
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ISO pro to help me I give up on my mission three day’s straight and I am getting no where with the path I am searching for lol

grim ore
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@plush yew The engine has a few shapes (static meshes) by default. If you can't see them enable engine content in the filter

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normally you would enable Starter Content when creating a project and that adds in other items to your project directly

sacred inlet
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anyone out here know how to change number of curves on an isosphere in blender? Can't find the setting

grim ore
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Nothing in the project would have that by default

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There are quite a few files in the saved/config folder that are created when you first start it up. If you never changed them, and never pulled down this project from source control they might still have the original date

spare sun
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^

grim ore
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yeah if you pulled it down from source at any point and replaced files they wont be the original files

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when imported yep that might work if you know what you imported and when

novel vine
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i um i dunno what i did wrong but my cubes like have a very low gravity when i set the mass to 9999999999999

abstract relic
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Make sure the gravity wasn’t set to a weird number

normal burrow
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mass is not how fast something falls jodancjb

novel vine
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i was told it was ._.

normal burrow
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something with a lot of mass takes more force to move

novel vine
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i may have understood wrong

normal burrow
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but force of gravity is defined as mass * acceleration

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which means the acceleration (rate of speed change)

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is not changed

novel vine
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i was trying to make an actor bp fall fast

normal burrow
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you can make actors fall slower by adjusting their linear drag

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to simulate feathers

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you can't make them fall faster though

novel vine
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oh

normal burrow
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you would need to increase gravity for such thing

grim ore
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give it some impule on tick, simulating a rocket, downward and there ya go

novel vine
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ohh

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ok thank you

grim ore
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not impulse tho its the other one

normal burrow
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well, it'll still fall at the same rate. but if you begin it shooting down yeah lol

novel vine
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well im basically trying to make a advanced line cast

normal burrow
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Actaully yeah what matheww said is the proper way to do it

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not impulse though yeah

novel vine
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so i can get the rotation and stuff

normal burrow
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AddForce every frame with vector 0,0,-200*mass would make the acceleration from gravity would appear to be -1180cm/ps/ps

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take mass out of equation by ticking the acceleration box (which internally just multiplies the thing by mass)

gilded lichen
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Hello, I've used unreal for about 3 years now, all for college/uni, but I still don't know what some of the blueprint nodes do or what some settings do also. Is there any resources that can help me with improving? As I already watch alot of youtube videos including wtf by @grim ore. And when it comes to summer, I want to start making my own game without the use tutorials when making my mechanics.

grim ore
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just keep swimming

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and there is nothing wrong with tutorials for learning

normal burrow
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i like your wtf series too matheww

crystal geyser
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Sorry, I dont mean to weasel this into the conversation going on.

Hi! I just started messing around with unreal a couple of days ago, and I began to wonder: Is unreal viable for someone that wants to solodev as a hobby?

I don't know c++ or c#, and so I am trying to decide which one I should commit to learning. (meaning unreal or unity as well)

I am concerned that c++ might be suicide to attempt to develop with by myself. I do know that blueprints are an option, but programming is more interesting to me.

Would learning c# and unity and then moving to unreal with c++ be a waste of time? Should I just start with unreal, or avoid it all together? Sorry for the wall of text.

normal burrow
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This is where I tell you to stay away from C# and unity for anything game related.

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But for a hobby its really up to you

plush yew
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I came from unity

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And switched to unreal

normal burrow
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Aye me too

crystal geyser
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would you rather have started with unreal?

plush yew
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Totally

abstract relic
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If it’s a hobby. Why would it matter?

grim ore
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learning a language is helpful if you want to learn programming. you dont need to do it but it helps.

normal burrow
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Sanity is a thing

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but yeah hobby work, you do you

polar hawk
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🌈

plush yew
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πŸ˜‚

grim ore
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in the future you will be able to drag and drop code with both UE4 and Unity and be able to make a full game with less of the crap that is normally associated with "programming" but in the end knowing how to program and the basics of how programming works (variables, flow, etc.) will be helpful.

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and yes unreal is fine if you want to be a solo dev

crystal geyser
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Thank you all, I appreciate it. πŸ™‚

grim ore
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but .... but.... atleast try and figure it out on your own or try to learn before just asking for help on every step no matter what you decide 😦

polar hawk
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alternatively, solely rely on other people

normal burrow
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I believe unity is the most popular and if you are looking to not really make a living off game work, and just seek the self reward of getting things together in an unmanagable way it works

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unreal will teach you a lot more but its not as easy to pick up immediately because it has more to explain

abstract relic
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Tldr: quality in = quality out

normal burrow
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yeah those are also way better options than unity

grim ore
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If you are not a programmer please please skip cryengine and lumberyard

next current
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could someone help me figure out why i cant launch my project? it says there is an error but it isnt descriptive at all and it works fine if i only hit play.

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at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute, String& ExecutorName, String TargetInfoForTelemetry, EHotReload HotReload) in G:\UnrealEngine_4.21\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 507
Log.WriteException: at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in G:\UnrealEngine_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1699

normal burrow
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Delete intermediates and binaries inside the packaged build

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then repackage

next current
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where are they located?

abstract relic
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Your project folder

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/intermediate

coral bolt
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When an actor is destroyed, are variables containing that actor set to none?

normal burrow
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the packaged build for launching I think lives in the saved folder inside your project somewhere walter as well

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you'd want to clear the binaries out over there as well

next current
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okay i deleted those 2 folders and now it says starting build, i hope it works lol

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thanks :D

normal burrow
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let us know if its successful

next current
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okie

hexed hornet
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So when I spawn an emitter for an ability, the emitter doesn't go away even after having auto destroy on

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thoughts?

crystal geyser
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Sorry, I had to leave for a moment. Again, thank you to everyone with the advice. I am going to keep going with unreal and see what I can do.

next current
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it still failed, but with a longer error this time lol. @normal burrow

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sry for the ping

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okay my visual studio is having a stroke rn so maybe its just that, iil fix that first and then try

austere lagoon
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anyone know how to place textures on walls, floors, etc.?

next current
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drag it from the content browser to the place u want

austere lagoon
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oh

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well that sounds really easy

next current
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it is lol

hoary locust
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he means the material, not the texture

austere lagoon
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the only other software ive used is the hammer editor for source

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how do i unstretch it?

fierce tulip
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you... might want to start with epics getting started stuff

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check the pinned message in this channel

austere lagoon
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alright, thanks

sweet relic
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Is it possible to have a mesh component which can be either a static or skeletal mesh?

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Doesn't seem possible with bps... if I declare A UMesh property, will I be able to assign it in the editor?

normal burrow
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nah urist

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as in a swappable parent type?

sweet relic
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like I could assign a skeletal mesh if i need any animation on the specific actor, or just a static if i dont

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I have been working with the assumption that it was either/or

normal burrow
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well in terms of a base class of either or yes

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they share a base of UMeshComponent i think, but you don't want to use this as your parent for sure

sweet relic
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Ya that is what I figured

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I was thinking of using skeletal since you can just not animate if you dont need it

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it probably won't add enough overhead over static mesh to be an issue

smoky sonnet
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why us my audio so delayed on android?

placid arrow
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im getting spammed with this once per second in my log

normal burrow
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eh urist i would reconsider how your doing things if its a mater of conforming to a base like this

placid arrow
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LogAudioMixer: Error: Audio Platform Device Error: 0xE000020B: UNKNOWN (File C:/UE/Engine/Source/Runtime/Windows/AudioMixerXAudio2/Private/AudioMixerPlatformXAudio2.cpp, Line 305)

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what on earth is it? 😦

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thats in the editor, not when playing the game

normal burrow
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it might be a better solution to fit an interface and have two components for example urist

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It'd be something that would be hard to undo later on, convert those single bone things back to static mesh

placid arrow
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looks like its faling on this

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XAUDIO2_RETURN_ON_FAIL(XAudio2System->GetDeviceCount(&OutNumOutputDevices));

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im going to reboot, see if it goes away. good old 'have you tried rebooting'

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brb

sweet relic
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hmm that is an interesting idea, just have a skeletal and a static component and just use the relevant one

normal burrow
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reality of having a two type split isn't real bad compared to a 3 or 4 type split (which is probably what it feels like)

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yeah

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i assume your talking about costumes or accessories?

sweet relic
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this will be an actor spawned at runtime based on a data asset definition

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of which the user has an arbitrary number of selections

normal burrow
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sounds like costumes πŸ˜‚ but okay

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but yeah i've gone with the two route approach with this issue with success

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UObject with UFactory might be a bit nicer than UDataAsset if you've not considered it

sweet relic
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hmm, I hadn't thought about using a UFactory.

normal burrow
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UDataAsset for whatever reason just kept not holding data or displaying it wrong for me, Ended up much happier just going with UFactory

sweet relic
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hmm, i havent had that issue. I like that data assets can make use of the asset manager easily, but I think a factory might work well for the more complex initialization stuff

remote gyro
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excuse me.

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how do I create a character from scratch before I can use it to import into unreal engine?

unkempt path
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hey guys i have an issue i've been trying to solve for an hour now

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I'm trying to make a bouncepad for a 2D mario clone for an assignment and i can't find ANYTHING on this

rancid lynx
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Im a Fan of VelChange

abstract relic
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don't try to connect. Pull from the blue pin (AS BP Mario Pawn) and type get character movement

ancient lotus
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@unkempt path there should be a GetCharacterMovement node

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that will add impulse (as it says) to an actor, if thats what you want then yes

unkempt path
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thing is, when i try to pull from the blue pin it creates the node without connecting them

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Is it maybe because my player is a pawn?

abstract relic
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no

rancid lynx
normal burrow
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Impulse is a really goofy mechancic rob but yeah that should work if you have non zeros in

rancid lynx
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Niagara Question, my particle spawns 8 tiny block meshes, UpdateMeshOrientation makes them rotate, how do i randomize this effect for each particle rotation? currently they all spin the same direction

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yea actually, i dislike impulse also, can you suggest a better physical way to move stuff?

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it works, but the numbers always scare me

normal burrow
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could you expand on "move stuff"?

rancid lynx
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physically moving things, not with direct static offsets

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sorry. my second question is less important haha. i want to figure out how to randomly rotate small mesh particles with niagara first.

normal burrow
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around the x axis?

brisk urchin
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If I currently have UE4 installed on a HDD and I want to move it to a SSD should I copy the files/folders from one drive to another? Or should I un-install and install on SSD drive??

normal burrow
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would recommend uninstalling and installing again

brisk urchin
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ok. btw If I uninstall them, will it also delete all the cache files too from each engine? I have 4.20.3 and 4.24 installed

thin gate
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anyone know why im getting like 20-30 fps in vr game and only using like 20% gpu and 30% cpu

dim dragon
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Is there any reason data-tables can't be written to during runtime?

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Or is a data-table intended as an intermediary for an SQL query or CSV, like a cache?

unkempt path
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Guys, i keep getting "object reference is not compatible" no matter what i do

idle compass
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hi, does anyone have a tutorial on how to animate vegetations in unreal?

exotic cave
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@idle compass : The short answer is the Simple Grass Wind node, which you can use without any real setup at all.

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The long answer (basically, if you need branches and the tree mesh to animate as well) can get very detailed and usually involves vertex painting and more custom material graph work

idle compass
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ah okay thanks !

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also do u have any tutorial on basics of scene creation in unreal ? I came from c4d and maya with pretty good skills, I kinda want to dive dep in to unreal bcs of the real time rendering

exotic cave
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Eh, that's so general I'd say just Google it.

idle compass
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okay

exotic cave
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Here, watch this πŸ˜„

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Will give you the idea

idle compass
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got it

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thank you so much !

exotic cave
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One more for you: Here's the graph I use for basic wind animation on leaf and branch quads for my foliage:

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That goes into the World Position Offset pin on your foliage material.

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(You probably won't need to add -1 to the TexCoord the way I am; that's a quirk for TreeIt, which is a modeler I use)

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That should get you started! Good luck!

idle compass
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I see

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do u have any resources on how to learn the nodes in unreal ?

hoary locust
exotic cave
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Yeah, giving you a complete heads-up on Material Graphs is way beyond my time capacity tonight. 😦 Google is your friend on this stuff.

idle compass
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I saw this link the first I started looking up to unreal , but it just wont open

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is the wind node also considered as material Node ? @exotic cave

exotic cave
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Yes

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There are two major kinds of node graphs in Unreal

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Blueprints and Materials

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Both are basically visual editors that compile to code, so you can use a graph to represent things that you used to have to write a lot of complicated code for

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You have nodes that represent data, and nodes that represent mathematical operations on that data, and then finally you have what are called output pins on a final node that represents what you want Unreal to do with the object or material in question

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The one I showed you is a Material graph.

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(Part of one, anyway.)

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You probably should start with some introductory tutorials to Unreal Engine. It seems like you need some grounding in the basics!

cosmic veldt
exotic cave
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@cosmic veldt : "Good" or "easy"? πŸ˜„

cosmic veldt
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good

exotic cave
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I mean, REALLY good would involve destructible meshes.

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That's very hard. So the next level down probably involves spawning some "wound geometry" over those blood effects to represent damage.

cosmic veldt
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i made a triplanar material and try to mask but blending looks horrible

exotic cave
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Screenshots of "horrible" as well as telling us what you're trying to accomplish would help πŸ‘ŒπŸΌ

cosmic veldt
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adding a regular decal seems like the most decent looking result

exotic cave
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I don't doubt you there :>

brisk urchin
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I installed ue4 fresh on a ssd. And it took about 10min to open my project. Now its compiling shaders after opening about 15,000 of them. Is this normal??

exotic cave
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Sure, depending on the project.

worn granite
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first load? Sure.

exotic cave
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How big is your project?

worn granite
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Also you mention an SSD but no other specs

brisk urchin
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Yea, first load. I just went from a HDD to a M.2 SSD

exotic cave
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UE is fantastic for photoreal stuffs and high complexity projects but hey, there's a reason the pack I'm developing is being kept under about 250MB πŸ˜„

worn granite
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Kinda hard to know what to expect if the only thing I can go on is the bus speed

brisk urchin
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Project is almost 20gb

exotic cave
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Yup, there's your issue.

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Doing that on anything less than an i9/2080 is not going to be fun

brisk urchin
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So the engine is rebuilding the old derived cache folder?

exotic cave
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Your SSD is only going to improve the loading time

brisk urchin
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Im on a i7-4770K with a GTX 1080 Ti

exotic cave
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It can't help builds go that much faster, because that's CPU/GPU mostly (AFAIK)

cosmic veldt
exotic cave
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I wouldn't want to be doing 20GB project stuff on an i7, Viking

worn granite
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@brisk urchin Yeah it probably doesn't pick up on the old derived data cache

exotic cave
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@cosmic veldt : You need to scale your decal, mostly, it looks like

brisk urchin
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@exotic cave my hardware is definitely better than what they have on my college campus for sure. Lol

exotic cave
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I mean... πŸ˜„

worn granite
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4770 isn't really all too bad for UE4 but that first load is going to be a uh.

grim ore
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it's just time. relax, watch some videos on UE4, it will load eventually πŸ™‚

cosmic veldt
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it's not a decal

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it's on material

worn granite
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Of course, if you were using a threadripper...

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Also, how much RAM?

brisk urchin
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Well, this November I'm planning on a new build. Been hearing great things about AMD recently. Looking at their 3900x and maybe a 2080 Ti.

exotic cave
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@cosmic veldt : It's still scaled wrong :>

brisk urchin
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16gb of ram currently.

worn granite
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Yeah, so your hardware isn't bad, but that 16gb is going to hurt.

exotic cave
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It's not scaling appropriately to the face. You'll need to find a way to make it hit the right UV coordinates, @cosmic veldt

worn granite
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That's actually most likely your bottleneck - if you go to task manager and look at resource usage, I betcha the RAM is used up and your cores aren't all snapped up

exotic cave
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Yeah, hitting 16GB in RAM is verrah easy these days

worn granite
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I'd go to 32 if you can. But if you can't, just give it time and study up

exotic cave
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Yup, that sounds right to me too.

quiet token
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unless your doing work in umg the engine shounlt be using more then 6gb at a time...

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especially when just starting out which is what it sounds like atm

worn granite
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20 GB project tho

exotic cave
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16->32GB RAM is arguably the cheapest way to get more efficiency on stuff like UE

cosmic veldt
worn granite
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UMG is your ram killer?

exotic cave
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@cosmic veldt : Unfortunately, I probably can't take the hours tonight needed to help you parse that.

cosmic veldt
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i can change the blending angle to make it looks right from an angle straight to a triplane

exotic cave
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In all honesty, if you actually start using an appropriate decal to test this, it's likely you will find your quality isn't that awful.

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Seems better to me. What's the problem with that approach?

cosmic veldt
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i'll probably end up using that approach but trying to find out if there is a better way.

exotic cave
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There's ALWAYS a better way, it's just a question of how much time you can afford to spend to get it there.

ashen prawn
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Hello, I bought a pack with stuff like vest helmets and some other stuff but found out they weren't rigged, Is there a easy way to rig stuff like vest since I dont know how to rig AT ALL

cosmic veldt
exotic cave
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@ashen prawn : You mean having the clothing actually move appropriately with your models?

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Not easy to do. People spend lots on Marvelous Designer just to make that happen, generally.

fierce tulip
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read that @cosmic veldt

exotic cave
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oooohs

fierce tulip
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scroll one section up for more info

cosmic veldt
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thanks luos but i kinda already stole the triplanar material from there πŸ˜„

fierce tulip
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also shows your tri-planar situation hehe

ashen prawn
exotic cave
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I get it, but I don't have an easy solution for that, James.

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Generally speaking, yeah, you have to either attach your vest geometry to your figure, or rig the clothing.

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You could try T-posing your character, adding the vest, saving the whole thing as a static mesh and then using the Mixamo autorigger to re-rig the model

ashen prawn
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It makes me upset cus the publisher does not say in the description if its rigged or not

exotic cave
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But I can't promise that will actually work in your particular setup without issues, and then you won't be able to take it off

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I mean, always caveat emptor with Marketplace packs, man.

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Caveat emptor = let the buyer beware.

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What you're trying to do, which is realtime deformable removable clothing, is considered actually pretty advanced in gaming space

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AAA teams spend a fair number of millions on that stuff and no one has it all figured out perfectly yet.

grim ore
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well if you bought these recently you can't blame them completely So the seller did a great job on the models. But you have to make them rigged yourself, for a real gamedeveloper thats no problem :) from the review section of the asset

ashen prawn
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Nothing fancy

exotic cave
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That is fancy, brother

#

I mean, as these things are considered. It may not be fancy to you.

ashen prawn
#

Nvm

exotic cave
#

I know exactly what you're trying to do.

#

And you're right, you need to rig it up so that the vest will deform like the chest of your models.

#

You'll need to set up a fake "skeleton" on each piece of clothing so that it deforms properly with the model. It's not that hard. Google is your friend. There may also be a way to get Mixamo's autorigger to recognize your clothing models but beyond that I can't really promise anything.

grim ore
#

ah hah, that would explain why the modular rpg kit has it set up that way

#

always wondered why but it makes sense now

#

seriously I didnt know why they were SKM with the same skeleton as the animations and you have to hook them all up together in the character

#

but the fact they now animate with the animations properly it makes sense

exotic cave
#

I agree that it would be great if UE devs for clothing packs added a basic skeleton rig that corresponded to the UE mannequin on all clothing models πŸ˜„

#

I don't know that I entirely blame anyone who doesn't, though, because even then it would only fit the mannequin and models of a similar shape

#

There really isn't a substitute for learning the basics of 3d game design - materials/shaders, basic engine code, basic character animation and rigging, particle effects, et cetera

grim ore
#

hmm but the backpacks are static meshes. I wonder if those will be an issue later. so far no problems but I don't bend the character like that

#

they just attach to a socket on the back

exotic cave
#

You might see a little clipping on larger models, @grim ore

grim ore
#

its a silly game so not worried about that, AAAAAAAA games have clipping lol

#

weapons/shields/backpacks are all static but so far no biggie even blending just the upper body

#

the rest being SKM with a skeleton was so confusing till now

#

yay for random learning πŸ™‚

exotic cave
grim ore
#

got to figure out how to make the backpack physics based for fun now, I think there is a paragon or fortnite video on how they do danglies

fallen marten
#

Easy - make the backpack a skel mesh and add bone chains to the dangly bits

grim ore
#

well I wanted to make the backpack dangly

normal burrow
#

virtual bones are nice for that too

grim ore
#

the entire thing having some weight when the character runs or turns

fallen marten
#

Yeah once you simulate physics, as long as the root is attached to something it'll flop around till you get sea sick

cosmic veldt
#

I guess i'm just gonna give up on my obsession with skinned decals. i figured no one gonna give 1 star rating because some bullet holes kinda moves a bit slightly while running.

exotic cave
#

I would take the solution that does not have the bullet holes move

#

Over the one that does

fallen marten
#

Don mesh paint

exotic cave
#

Even if you have poor scaling on certain mesh areas

#

People do and will notice.

fallen marten
#

He figured it out

#

I did have trouble with it tho, as the 4.18 version made my compiled game crash and never did figure out why or how to fix

#

I stopped using it, but you could get a copy and check his C++ source code for the secret

exotic cave
fallen marten
#

Of non sliding decals

exotic cave
#

UE is such a blessing after years of Unity

#

Once I do things they WORK

cosmic veldt
#

i believe don's mesh paint just the same thing with render target

#

do you know that he solved the triplanar blending areas?

fallen marten
#

Didn't know that, but then again never really looked into that kinda stuff

cosmic veldt
#

actually the best solution might be just avoiding spamming decals on blend areas

fallen marten
#

Yeah

#

I just want to be able to spam blood and guts blood decals on everything

cosmic veldt
#

maybe i should reverse engineer the unity's uv paint

fallen marten
#

May as well lol

#

Like jack sparrow once said - take what you can, give nothing back

normal burrow
#

lol codemonkey

naive comet
#

join voice chat to help me plz

scarlet birch
#

@ashen prawn If you're using Maya you can import the character copy its weights, bind the clothing mesh and then paste the weights. Delete the character mesh, fix any weights and then export.

ashen prawn
#

I don't know how to use maya or blender or any 3D software

#

I guess blender but ya

scarlet birch
#

Blender can do the same thing too.

#

It's not hard to learn and once you setup a good workflow you can do it fairly quickly.

exotic cave
#

Good advice, Mike!

scarlet birch
#

Painful lessons learned.

fallen marten
#

I would add, move the character mesh around while you weight paint to make sure you blend in the clothing joints properly - some clothes may not need as much weighting and meshes may overlap each other with equal weights

#

There's no quick process

scarlet birch
#

In Maya at least, most of the time pasting will be decent.

fallen marten
#

Lol I gave up on that

#

Never worked right

#

Well.. for me anyway

#

Hats off to you guys who can use those tools effectively tho

#

One thing is a must for skinning and rigging- a spare mouse battery... You'll never spam left mouse more than when you are weight painting something

naive comet
#

hey guys i currently have a huge probelem can u guys join voice chat to help me

surreal glen
#

When I open up a couple of my blueprints it's just blank in the blueprint editor, is there a known way to fix it?

#

tried restarting etc doesn't work but they also don't crash the engine so it's weird

normal burrow
#

does it say data only blueprint @surreal glen?

glacial arch
#

Hey wizards, I need some assistance remembering a thing about UE4 shaders. I’m currently working with them, and I’ve run into a problem where building a project takes a very long time. I’ve been told that it’s due to the engine expecting a bunch of different versions of the code for different platforms and having to generate it, but also that there’s a specific option in a particular file I can set to false to prevent that during development. I know I’m being somewhat vague but this is all I have and I’m spending 15 mins on every recompile boys I need a hero

#

Here’s hoping you guys know what I’m referring to cuz compilation time is gonna kill my productivity otherwise

surreal glen
#

nope, completely blank

opal hornet
#

@glacial arch idk the setting exactly, but i do recall something about how it defaults for all compatible platforms. like theres a way to disable it so it only compiles for certain target platforms, but idr where. i think thats what it is at least

normal burrow
#

anything in log?

surreal glen
#

oh weird it seems to be ok now that I force it to open the class defaults window pane

#

for some reason it wasn't opening it by default and also wasn't telling me it was a data only blueprint either so I assumed it was broken

#

instead of just not opening the correct views

smoky sonnet
#

anyone know why my audio in my level sequence is synchrone on my computer but on my android phone its not?

nova kelp
#

does anyone know how to make a storm ?

#

i need one in desert

thick minnow
#

Hello I imported a swimming animation but instead of the animation swimming forward he swims up

#

anyone know how to fix

teal tulip
#

sequence

#

node

polar viper
#

So uh... unreal isn't fond of 12k textures

#

Why does unreal have 12k textures?

#

Hate**

royal temple
#

Unable to build obb larger than 4gb for Android (Oculus Go)
Im getting this error
Packaging (Android (ASTC)): ERROR: Stage Failed. Could not build OBB. The file may be too big to fit in an OBB (4 GiB limit)
I have 7 360 videos. I need all of these for the app
Any workaround for this?

crisp snow
#

After moving a folder from an unreal asset pack in unreal to another folder all the material references seem to be broken, Fix up redirectories doesn't work.

fierce tulip
#

because you moved it

copper flicker
#

of course, move with Export or Migrate.

#

or fix the refs manually

#

moving assets between projects is a pain in UE

crisp snow
#

The thing is that i want to migrate that pack to an existing project to a folder i want them to be in.

copper flicker
#

I know

#

been there. hated it

crisp snow
#

what would be my best option then @fierce tulip ?

fierce tulip
#

you always need to migrate to the content folder

#

no other folder

copper flicker
#

try to migrate first, and THEN move

fierce tulip
#

so, in that case, prepare what you want to migrate so its already in the right folder structure

#

fix redirectors, migrate, done

copper flicker
#

or that

fierce tulip
#

@copper flicker dont mess up your main project, mess up the temp one :p

#

especially if you have version control itll save bleeploads of time

copper flicker
#

yea makes sense

#

So.. meanwhile.. I have a George and Mary question.

#

What happens if we run both on the same tick, from external sources.
Like one is triggered by a trigger, one by the Player.
Next.

#

What happens with.. WhatIfWeRunThisTwiceSameTick if it's called TWICE during the same tick?
Also, from possibly external and internal sources, with different values.
Is it going to run only once?

fierce tulip
#

not my forte :/

plush yew
#

I want to set the all actors to dark Color

#

Is there someway i can reset it to go back to there main color after like 10 secs?

crisp snow
#

I've opened up a temp 4.19 project and created the folder structure as was needed to be in my main project. Then I've added the pack from the library to my temp project and moved the folders.
After that I've migrated the folderstructure to my main project

thick minnow
#

does somebody know why my character is not leaning forward when Im swimming ? got my animation from mixamo

fierce tulip
#

@crisp snow all I see is poor folder management?

tender flume
#

Thats a lot of folders

fading latch
#

Does anyone know if theres a way reverse combined meshes in HLOD back to their individual assets?

tender flume
#

There should be lesser and a smarter way to manage those files in folders.

#

The more you have the more complicated it gets sooner or later

copper flicker
#

once again.. can anyone help me with my George and Mary question?.. which I beautifully and superclearly described above πŸ˜„

#

I especially need to know if the WhatIfWeRunThisTwiceSameTick event... will run, or can run multiple times per tick

#

if let's say it's called twice, by different actors

tender flume
#

Question.

#

Will UE 4.25 require you to reinstall?

#

I was on 4.24 when i started so i have no clue about how the updates would work here like

fierce tulip
#

generally unless you are adventurous you dont install beta/preview versions

#

but if you download .25 itll be a new install

#

every engine version 4.XX. is a new engine you download

#

anything behind the XX. (so 4.xx.3) is an update

#

just woke up, havent had coffee yet, so me explaining is... poorly done :p

crisp snow
#

@fierce tulip I know, not my choice. Not working alone on this project

abstract relic
#

Slap your coworker

somber quail
#

^ Getting angry is never an appropriate response

#

If there's issues, talk to them. Don't be an ass.

final crown
#

Regarding landscape materials: If I set the layer blend mode to alpha in the material blueprint, instead of weight or height blended, is there any difference between using non-weight blending and weight blending in the layer info?

#

It’s just that the terminology being non-β€œweight” blended makes it sound like it would only after laters that have their blend mode set to weight blended

near chasm
#

is Cast<> slow?

#

should i be caching the variables or does it not matter much?

tawdry storm
#

you shouldn't be doing it on tick, if that's what you're asking

near chasm
#

Ok

#

yes i wanted to know if its okay to use it on tick

honest vale
#

Cast shouldn't be that slow, at least in BP world

near chasm
#

C++

honest vale
#

I'd say it's negligible unless you do it in a hot loop

near chasm
#

Any tips on speeding up my IDE? using VSCode

#

intellisense is slowwww

honest vale
#

abandon all hope

scenic storm
#

Help...
i cannot build light anymore.
in the console: LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
what is the meaning of this? i have nothing change, i think.

fierce tulip
#

because you are forcing no precomputed lighting, you cant build lights

#

or well, you cant build lightmaps

#

iow, everything is dynamic lit

tawdry storm
fierce tulip
#

ive moved around 50gb projects, always worked

#

if it doesnt, generally you missed something

#

(minus the odd bug)

scenic storm
#

@tawdry storm it workt, thank you^^

fierce tulip
#

having said that, never touched code-related folders, blueprints are fine

#

bit too busy to try, but i never experienced it myself

#

unless I forgot something/messed something up

brave gate
#

@light lintel it never occurred to me,
just use to run "fix up redirectors" often and be sure that all related assets are saved

surreal glen
#

Speaking of bad folder management...what do you guys recommend for good folder management?
I haven't done a huge unreal project yet so I'm not sure what's best

brave gate
#

@surreal glen what do you mean? way of organizing folders - how to divide assets to folders cleanly?

surreal glen
#

yeah

#

so that when you post your folder structure people don't laugh because it's nicely organized

abstract relic
#

Fun fact. You can colour your folders

lament saddle
#

Idk what's industry standard if there is such a thing, but look up UE4 Style Guide for one idea

abstract relic
#

And do note. You can have multiple content browsers

brave gate
#

mhm... IMHO the most important rules:

  • Keep organizing/cleaning up your content all the time - if everyone on team cares about that, you're already have a big success
    otherwise your content become a mess very quickly, i.e. people tend to put stuff in their "personal folders" which is pure evil, since all the enviro meshes are in their folders named "John", "Motherfucker69" instead of nicely organized Enviro folders. Keep project structure clean from the very beginning and try to update it every time it becomes messy (although the last part is more difficult in larger teams)
  • Use special folders, i.e. "ThirdParty" to keep all the marketplace junk in a single location, don't spread everywhere. It also prevents creating like 100 folderes in the root.
  • Use unreal's special "Developers" folder (hidden by default, but can unhidden in Content Browser options), assets there don't appear in asset pickers - preventing anybody from accidentally using a personal junk-test that somebody else created
fierce tulip
#

fix
up
your
redirectors
and make sure version control is on when you do

wanton wadi
#

@copper flicker there is no "same moment"

#

there's always one that runs first

#

oh crap, scrolled back, sorry -_-

brave gate
#

Make "folder rules" that are easily to follow, so you and others can easily follow them

  • Animations
  • Characters
  • Enviro
  • Gameplay
  • Maps
  • ThirdParty
    that's example of simplistic main structure that most of project can use - obviously not exactly like that
surreal glen
#

I have a folder called "BigFiles" so I can separate out the git LFS into that folder

brave gate
#

and remember about "trash on the street" rule - if street is clean, nobody wants to be a guy who drops the first trash on the street
if are there trash already, many people will start throwing garbage everywher

#

@surreal glen ok, I'd recommend stop doing "BigFiles" folder, your entire Content should go the same way, use LFS for everything

#

always minimize the hassle, get related assets together if possible - "BigFiles" is already making daily work more difficult πŸ˜‰

#

especially that you gonna have so many small files soon that you need LFS for it too πŸ˜‰

#

oh... and try to cook your project regularly - this way you'll detect broken assets soon enough
if you'd run first cooking after a year, you gonna deal with a lot of errors and messed up assets

#

also you'd discovered that part of assets won't be cooked - that happens if assets is referenced by string, from .ini files or some ways of "soft referencing"

#

and you'd have organize your assets a different way, like folder you want to "always cook" and some "never cooked" folders

severe ibex
#

Has anybody had issues reversing media textures from a paused position?

radiant haven
#

File Size Reduce Under 100MB? (Mobile)

severe ibex
#

It's all desktop currently

#

Can go forward and pause. Then resume play forwards from that same point but reversing will jump right to the end.

#

I've tried recording the position and seeking before setting rate to -1 but still the same thing.

#

Posted on the answerhub and another person mentioned they had similar issues.

#

Tried with .Avi .mov and frames also.

royal schooner
#

hey guys, can someone help me please, i started out learning ue recently and i was wondering how i can delete c++ classes from the content browser that i created and maybe wanna redo.

#

i like to keep things clean ^^

plush yew
radiant haven
#

@fierce tulip You probably mainly make Visual Design and textures that have 1-2K resolution, but did you ever cared about packaging size?
And You do not work for Epic?

plush yew
#

Luos works for me

#

muahaha

radiant haven
#

πŸ€”

fierce tulip
#

nope hehe, and you arent allowed to randomly @ epic people besides victor :p

radiant haven
#

Victor?

plush yew
#

yeah

#

Victor

fierce tulip
#

but, I always try to keep texture sizes small where possible, make sure there are no duplicates, make sure there is no identical shader permutations, etc

radiant haven
#

and if not i mean i started with a blank project and I want to make my game down to 100MB πŸ˜„ UE is bad at Packaging

Luos do you work for epic?

fierce tulip
#

no

radiant haven
#

k

fierce tulip
#

i think there is a version on github that replaces almost all ue4 engine content to 1 poly meshes, 16x16 textures, etc.

plush yew
#

@radiant haven I already told you

#

Luos works for me

fierce tulip
#

in theory you should be able to get a small project down to 30-ish mb

radiant haven
#

no

#

this is the content taht i have in my project

fierce tulip
#

almost every gamejam has a ""The Tiny Award" for the best game that comes in under 100mb."

radiant haven
#

and github wouldnt work I turned off content anyway

fierce tulip
radiant haven
#

yes

#

it uses special Texture sampling

#

but its not ue 😭

fierce tulip
#

lower mesh count, uv channels, lightmaps, texture sizes, optimize code, etc

radiant haven
#

it would be great, then i know its possible

#

but even if i have a blank project i dont come udner 100MB

#

so its UE itself

fierce tulip
#

because a lot of base files get added that you dont have to add, and some of it needs to be optimized

radiant haven
#

but some not and these are the problem, any way to exclude them?

fierce tulip
#

might want to ask in a channel thats related to coding/engine

radiant haven
#

okay Ill thanks, my last question.
To who should I shout out, that works with Epic (employee)

fierce tulip
#

you cant really, they dont appreciate being @ -ed

radiant haven
#

pm?

fierce tulip
#

same

radiant haven
#

these are the Forum Mods?

fierce tulip
#

forum mods are just people who offer moderation to the forums

radiant haven
#

so no employees on this discord

fierce tulip
#

and community team is here to solve community issues and occasionalwebsite etc bug reports

rotund scroll
#

perhaps you could say why you are interested in talking to Epic devs in general?

radiant haven
#

Is there a way to get in conact with an employee (no Epic Support...)
I really have to say something that should reach up to the UE4 Developer team

nova kelp
#

Its incredible that there is no tutorial for something simple as shock wave.

fierce tulip
#

there are many

rotund scroll
#

if it's so simple why don't you just make it? πŸ™‚

radiant haven
#

@light lintel Who are they?

fierce tulip
#

I just told you

#

"and community team is here to solve community issues and occasional website etc bug reports"

quiet token
#

how to be they

nova kelp
#

You didn't watch it

radiant haven
#

aren't amanda and victorlerp employees?

It was ment to this guy Luos

nova kelp
#

One is smoke

#

One isn't even shock wave

spare sun
#

tbh nobody really says you cant @ them. Its just that you prolly wont get a response

radiant haven
spare sun
#

and id have a separate acc ready just in case

fierce tulip
#

@spare sun we mods often get requests to make people stfu for dm-ing em

#

well, we did get em a lot. its not as bad now since they are no longer in a sep catagory

rotund scroll
#

tbh they should put it on only frends can dm

#

I do and it's the best thing ever

#

no randos

#

cannot recommend it enough

radiant haven
#

hmm I think Epic Support is the only solution πŸ˜’

spare sun
#

technically you can reach them on github and such, but epic themselves being open for questions? Better luck asking a question on one of their streams

fierce tulip
#

or forums

#

@nova kelp look up info about refraction, that should get you going

radiant haven
#

well forums could take a while and you need to be lucky if an Employee sees your post

fierce tulip
#

we can talk to amanda or vic, but they tend to be busy so if its out of their knowledge or not directly related to community they might not respond

radiant haven
#

my question?

fierce tulip
#

there where issues in the past where they got targeted when things would not work, we kinda drove the entire marketplace team away because of it, and due to quite a few doxxings/other harrassments online targeting devs when stupid shiz like spidermans waterpuddles downgrades happened, they tightened rules for devs to be active in the community.

radiant haven
#

it would help a lot actually

#

Luos I can say my question or note to the team

#

Should need to stay, casue i am not allowed to ping u as u said (if i am finished)

rotund scroll
#

@light lintel if they don't want people dming them (which I'm sure also includes Victor tbh), setting it to frends only dm is a solid option

fierce tulip
#

your lack of knowledge on how to minimize ue4 project files is not a reason to contact em :p

rotund scroll
#

lmao

#

jesus

fierce tulip
#

its like me asking wyeth how the orbit module works

radiant haven
#

well i could just remove the UE4 Engine Content Folder :/

rotund scroll
#

HOW TO MAKE GAME EPIC????

radiant haven
#

wat

rotund scroll
#

@light lintel epic has customer support... for actual customers

craggy flax
#

lol right? Dont pull a karen and go to the management.

fierce tulip
#

buy the engine, get massive support

rotund scroll
#

^^^^^^

fierce tulip
#

they'll even ship devs to your office for training and such

rotund scroll
#

you aren't

dusky inlet
#

you didnt pay them yet

rotund scroll
#

at best you're a licensee

fierce tulip
#

thats you not understanding commerce :p

craggy flax
#

😐

rotund scroll
#

it really isn't

craggy flax
#

have you paid them anything yet

#

for starters

rotund scroll
#

and I suggest you pick up a lawbook before spouting nonsense

dusky inlet
#

you are not a customer. Or would you argue that you are a thief because you downloaded the engine without paying, too?

radiant haven
#

Luos The Problem taht I am having with UE is that they stay on it. They dont let them time to make a proper UE4 version (24 is bugged fo example).
They extend the engine, thats good and could be helpful. But focusing on small things like getting Packaging right or optimasation for mobile in that sit.

dusky inlet
#

same logic

fierce tulip
#

@radiant haven false, they have teams fixing stuff, and other teams add stuff

#

its a dynamic thing, so things get fixed, other things get broken

rotund scroll
#

Epic doesn't reside in Scotland my dude

radiant haven
#

but they mainly fix bugs and not not proper coded stuff as like packaging. Would you say that the packaging of UE is bad?

rotund scroll
#

lmao

craggy flax
#

bruh.

rotund scroll
#

no such thing between countries

fierce tulip
#

packaging has significantly improved since 4.0

rotund scroll
#

well you brought up Donoghue v Stevenson

#

not me

dusky inlet
#

you are free to criticize the way they go about developing their engine or thinking there should be more resources on the topic of choice if you think something's missing but no one owes you anything at this point

craggy flax
#

So you are just citing random laws that dont actually apply to your situation and only loosely agree on your point?

#

wat

rotund scroll
#

lmao

#

this has to be the worst attempt at trolling so far

craggy flax
#

No. We are notorious for saying F you to other countries laws

radiant haven
#

But having a blank project compiled and has over 200MB, then its not userfriendly

rotund scroll
#

@radiant haven starter content?

radiant haven
#

engine content

rotund scroll
#

@light lintel same

radiant haven
#

I think

fierce tulip
#

i'll post it once again

radiant haven
#

No Never use/used starter content

spare sun
#

it may be much but there are ways around hence its not a priority. You could work on it yourself you know and submit a pr with the feature fix

radiant haven
#

Luos i know this ive seen ton of tutorials/docs, but at the end only a reduce of 30%

misty creek
#

I've gotten one of mine to somewhere around 60ish

fierce tulip
#

I think it was ambershee that got a game around 30-ish mb

rotund scroll
#

speaking of, where is ambershee

misty creek
fierce tulip
#

i was asking the same thing Cranz

radiant haven
#

Ive made an android game very small low poly /everything was not more than 1k vertex or 512 texture size
it literally had 70MB

rotund scroll
#

πŸ€”

radiant haven
#

not on the server

dusky inlet
#

name change?

fierce tulip
#

he's prolly done with some people :p

rotund scroll
#

name still exists

radiant haven
#

Luos ill try to get the engine content C++ removed and engine content

#

i mean experience πŸ˜‚

fierce tulip
#

nowadays I consider sub 1gb a small game

radiant haven
#

I consider 100MB

fierce tulip
#

100mb is simple mouse drivers :p

dusky inlet
#

if you wanna do mobile I guess there are some hefty considerations

rotund scroll
#

yea

radiant haven
#

I think the development of game industries have come to this point that they know how to optimize a game in all ways

rotund scroll
#

equally I wouldn't consider a full scale mobile project a beginner project to throw yourself at

dusky inlet
#

true that

rotund scroll
#

space is a least concern optimization

radiant haven
#

so thats why for me 100MB

fierce tulip
#

lol

rotund scroll
#

there are many more concerns you want to optimize before you optimize for disk space

radiant haven
#

I mean Pubg Mobile has 2.3GB

RIP PHONE

fierce tulip
#

for mobile you often seperate the game with an additional download pack

spare sun
#

haha I think actually the reverse
with more power we tend to underoptimize

rotund scroll
#

for sure

spare sun
#

prioritizing development speed over runtime performance

radiant haven
#

Luos YES!! Youre right!! But THis shouldnt be, it is bruh if you still need to download something seperately

rotund scroll
#

one of my first projects our lead programmer put in a dummy array in memory that he didn't tell us about. we were then told to optimize across disciplines. when we came to a point where we couldn't optimize anymore, dude showed us the array and deleted it

radiant haven
#

ambershee 😭

radiant haven
#

GIMME THAT MESSAGE link

#

please πŸ˜„

fierce tulip
#

@radiant haven its automatically added in the download

#

and that was a dm

radiant haven
#

oh

dusky inlet
#

I saw a story like that in regard to a 3DS game where someone reserved 12400 floats in an array lmao

spare sun
#

give him the dm

radiant haven
#

uff

#

well a way to contact him :I

dusky inlet
#

so people optimize earlier I'd guess? :P

fierce tulip
#

asked him, he said no thank you

spare sun
#

ambershee is still on forums under original profile name I believe

radiant haven
#

help?

#

is ambershee a legend?

silk sleet
#

what's a good system for handling multiple weapons? put the logic for each in the character bp and just hold the different weapons as enums?

rotund scroll
#

he's a ledge alright

radiant haven
#

or has he a history

silk sleet
#

or make the weapons objects themselves

radiant haven
#

so less size then expected

#

WOW

fierce tulip
#

thats the game

#

has a multi-threaded, fully networked swarm implementation

radiant haven
#

Got a tip Too

fierce tulip
#

lol tip

#

thats basic knowledge <_<

rotund scroll
#

oof

radiant haven
#

never cared about file size

#

but now for mobile its one of the most important things

fierce tulip
#

most important thing imho for mobile is it being popular :p

radiant haven
#

no

#

not really

rotund scroll
#

lmao

radiant haven
#

well my game rn has 3.5 Stars :I (MY FRIENDS downed me)

#

and its quiet popular

#

made 20€with it

craggy flax
#

πŸ‘

radiant haven
#

for 3months work

rotund scroll
#

it's funny how dunning kruger works

fierce tulip
#

lol

dusky inlet
#

good friends lol

rotund scroll
#

mom and dad

#

gave him 10 each

fierce tulip
#

anyways, just keep gathering info on optimization and reducing filesize and you'll be fine

radiant haven
#

Okay thanks hopefulyl my message wont be nessecary πŸ™‚

#

❀️ Luos

rotund scroll
#

I wonder what it'll take to get to see vengeful Luos

fierce tulip
#

getting screenshot from amber in a bit to show filesize on drive vs cooked build

radiant haven
#

ok

fierce tulip
#

or well, a quote

#

"using FMOD meant that all our audio compressed down to about 5MB"

radiant haven
#

luos ask him if he removed Engine COntent/Engine C++ Classes

#

more i dont need to know

brave gate
#

C++ class don't get cooked, dude
compiled modules are included, and you can simple disable plugins πŸ˜‰

fierce tulip
#

"we didn't remove any C++ classes"

rotund scroll
#

@brave gate I was pretty sure this was the case but I didn't wanna say anything without double checking

fierce tulip
#

"we did modify the build settings to exclude some stuff
but that only cuts out like 10-15MB tops"

#

I feel like a middleman

brave gate
#

core engine is still too big/monolithic from mobile-dev perspective, but nothing you do if don't compile engine yourself

rotund scroll
#

there is the nano package

#

seems to be built for that purpose

radiant haven
#

well I really wonder how he did that

rotund scroll
#

probably has the experience to find and optimize where necessary

fierce tulip
#

disable anything you dont need. dont need physics? rip it out

#

:p

brave gate
#

wonder if there's a game out there that don't use collisions or traces
really curious now πŸ˜„

fierce tulip
#

iunno hehe

rotund scroll
#

I don't think you can register agency without some kind of listener

#

I guess a game that only responds to gyroscopic controls perhaps

radiant haven
#

BTW IDK if it saves something but if i export out of maya EVERY model that I use (not merged/grouped) and import it (without "combine meshes") Would It save space?

#

instead of export/import every single one

#

πŸ€”

fierce tulip
#

doubt it

#

if you are really nitpicky, make sure all verts dont have decimals.
so instead of 1.23424/1.3534/1.65333 use 1/1/1
can save a few 100 mb on million polygon cubes :p

rotund scroll
#

does that actually work

brave gate
#

going for texture-less workflow would save you megabytes and gigabytes, i.e. low-poly styles
using minimalistic sound design would save a lot πŸ˜‰

fierce tulip
#

yes, back in 4.0 you couldnt import 1gb+ meshes

#

but if you moved all the verts to not have decimals, they could get sub1gb again

#

tried with 10million poly cube :p

#

"the most important thing is the asset blacklist when making your project small
there is so much shit in the default engine content you can cut out
things like a 32MB texture used for depth of field"

radiant haven
#

yes

#

thats the thing

#

I actually remove the whole folder RN

rotund scroll
#

well that's a 2 hour delete right there

radiant haven
#

πŸ€”

fierce tulip
#

lol

radiant haven
#

😭 UE is bad in deleting takes H
instead of removing it via file explorere

devout gulch
#

the problem lies in references between assets which are full path strings

fierce tulip
#

^

brave gate
#

don't remove engine content from the editor
just exclude it from cooking

rotund scroll
#

yeah but equally if it didn't take time you wouldn't have time to sit and contemplate the misery of life

radiant haven
#

i do

#

only saved 80MB

#

from 300MB

#

i need to eat we could talk in VC about it

brave gate
#

and here's me waiting for the next-gen consoles with NVMe πŸ˜›

rotund scroll
#

is that a given?

#

is there a spec list?

brave gate
#

ready to throw photo-scanned textures at virtual texturing πŸ˜„

#

yeah, NVMe PCI 4.0 is officially confirmed

#

we don't about sizes and cost

rotund scroll
#

oh

brave gate
#

but NVMe is one of major selling points of new consoles

devout gulch
#

Unreal have new streaming method for next gens

brave gate
#

along with brand-new AMD CPUs and raytracing support

devout gulch
#

people on PC without NVMes are going to suffer with next gen games

brave gate
#

nah, that's that huge difference between regular SSD and NVMe, I mean going down from 10 sec loading to 6 sec...

fierce tulip
#

besides 2, all my drives are nvme. dont want to go back

brave gate
#

but... at least SSD gonna be set as standard

devout gulch
#

@brave gate you are wrong

#

it is only this way

radiant haven
#

luos can i PM u (aloowed to=#

devout gulch
#

becuase games are optimized (!!) to stream for hard drives

rotund scroll
#

okay can you back that statement up @devout gulch

fierce tulip
#

sure hehe

devout gulch
#

you use streaming strategy where you want to put as much as in ram as possible and keep related data close on HDD

#

with NVMe you can stream directly to GPU memory

brave gate
#

doesn't matter how it's done now, any kind of SSD will give huge boost compared to HDD πŸ˜‰

rotund scroll
#

do you have sources

brave gate
#

yeah, I heard about direct access to NVMe from GPU - but it's kind of nice bonus which, we, engine users gonna get for free
but still need to optimize for the slowest case of HDD?

devout gulch
#

you kidding ?

brave gate
#

you mean?

devout gulch
#

for next gen consoles ?

brave gate
#

only if you're game is console exclusive πŸ˜‰

devout gulch
#

nobody is going to care about HDD if you game is for next gen

#

no

#

only if you are not making game for prev gen (;

#

you are not going to handicap youirself

brave gate
#

well, I'd happy if AAA would push for "you can't play on HDD on PC", but that would cause a major shitstorm πŸ˜‰

rotund scroll
#

yea

devout gulch
#

nor you are going to optimize game for 4 cores because of pc

#

you can play

#

it will be just much slower

rotund scroll
#

I very much doubt that anything that happens on console will cause a standard to form on PC either

devout gulch
#

your problem

brave gate
#

Microsoft allows people to buy game once and play on PC, next-gen, current-gen

devout gulch
#

so ?

brave gate
#

not sure if you can/want to disable current-gen and PC with HDD

devout gulch
#

game will work

#

nobody said it wont'

brave gate
#

if not, you need to omptimize for non-crappy experience HDD

devout gulch
#

just far worse

#

nobody is going to do it -;-

brave gate
#

why not?

devout gulch
#

because it is waste of time

brave gate
#

or loss of consumers πŸ˜‰

devout gulch
#

few %

#

still waste of time

#

if you are going AAA

brave gate
#

millions people with older consoles isn't a waste of time πŸ˜‰

devout gulch
#

I said

#

next gen

#

not cross gen

rotund scroll
#

so PC is last gen now?

#

?????

brave gate
#

it doesn't matter now, only first-party consoles studios could go next-gen only

#

if they really need to

devout gulch
#

if you live under rock for past few years

#

yeah

#

NVMe is pretty standard now

rotund scroll
#

standard... for whom?!

brave gate
#

optimizing for HDD would the be same, just stream the content properly
and enjoy awesome loading times on new consoles without doing exactly nothing

#

NVMe isn't a standard even in laptops

rotund scroll
#

like who is this hypothetical person we're making games for?

devout gulch
#

console player

brave gate
#

on next-gen console only, and some few % on PC

devout gulch
#

or someone who bouth PC in past 2 years

rotund scroll
#

I got a PC in the last 2 years and I don't have NVMe

brave gate
#

only if decided to buy much more expensive NVMe

#

I only recommended to people which uses it for heavy work

rotund scroll
#

sounds like a demographic not worth targeting for an actual business case

#

BUT WHAT DO I KNOW

brave gate
#

of course I use it, but it's not a standard

rotund scroll
#

APPARENTLY NVMe IS STANDARD NOW

brave gate
#

damn, Steam Survey doesn't check drive type 😦

rotund scroll
#

it's ok we'll just go with the assumption that everyone has upgraded to NVMe

#

it is standard afterall

brave gate
#

anyway, next-gen console will make NVMe a standard for pro-players, people who want to have the best experience

#

still have to optimize game to run on "low-spec", GPU worse than next-gen, less RAM than next-gen, slower drive than next-gen

#

business as usual

rotund scroll
#

sure there's always going to be a market for top tier rig enthusiasts, and with console players being at a certain level cross play games will likely start requiring similar (recommended) specs

#

but I don't think there's going to be an overall change in what is standard

#

at least until HDDs get phased out in favor of new low cost SSDs

craggy flax
#

SDD are pretty cheap now though? As long as you arent doing pci-e or m3 or whatever the other option is

rotund scroll
#

anyway this is just my opinion, I recognize I don't know shit but this is my best approximation of what's happening

craggy flax
#

SATA SSD*

brave gate
#

good thing even cheap netbooks use low cost SSD already - so the computer can be thin and reliable

#

SSD were super-cheap a year ago

#

price doubled last year

rotund scroll
#

let's say cheaper comparably to HDDs

#

for the same amount of space

brave gate
#

and it can go up, because of supplying data centers (they started to embrace SSD) and new consoles πŸ˜›

#

yeah, SSD is affordable, true dat

#

1TB SSD for work isn't a weird dream anymore πŸ™‚

#

still... happy I'm not doing mobile games πŸ˜„

rotund scroll
#

same

#

If you subtract editor costs then perhaps. I'd cook it out and test it for realsies though

quiet token
#

the memory usage in editor is super bloated, cooked packaged games take so much less

radiant haven
#

mirror in UE

tender flume
#

HDD is still usable

split crane
ashen frost
#

@split crane bro the trailer was pretty sick, is the game a story based name?

polar viper
#

So I'm getting this when trying ti save

lusty osprey
#

Can some one help me ? Im getting this weird yellow and blue stripes in my transforming actors and even in my lines i dont really know whats going on with my project

spare kernel
#

i changed my crash reporter URL in DefaultEngine.ini but it doesnt seem to be sending

brazen cairn
#

guys can anyone tell me how to make large scale maps (bassicly open world map size of old games such as GTA vice city or total overdose) without getting like 3 fps

spare kernel
#

streaming levels

brazen cairn
#

oh that's it?

spare kernel
#

yh

brazen cairn
#

Fair enough thanks

spare kernel
#

only load parts of the level that is relevant

polar viper
#

I can't save my project

brazen cairn
#

I tried World composition but I still don't seem to get smooth gameplay

#

Might give level streaming a shot

grim ore
#

@polar viper do you have more than one copy of the project open? if not can you save just one file at a time. what does the output log show

polar viper
#

@grim ore ah thank you. I had a few opened incase unreal decided to shit itself when it saw a 12k texture

fiery mortar
#

hello lads

#

I think I am going crazy

#

I just retargeted default animation to my human character but it looks like this

quiet token
#

do u have to sit there and wait for 2 million shaders to compile when u release game ???

fiery mortar
#

why does the hands looks like this

unkempt vector
#

who did the red deck for the "uncharted paths" event

#

think no one has ever won a game...

#

it's impossible

lusty osprey
#

Can some one help me ? Im getting this weird yellow and blue stripes in my transforming actors and even in my lines i dont really know whats going on with my project

zealous cloak
#

is there any advice for jittering controllers?

#

forward axis is generic usb controller axis 1
sidward axis is generic usb controller axis 2

my vehicle is always moving to the side :/

#

in hardware properties my controller seems fine no jittering

grim ore
#

what does your input stack look like for moving your vehicle? have you tried printing out the axis values during play for the events that move it

zealous cloak
copper flicker
#

help. I'm in an emmm... impossibility here...

#

dunno how to save that chosen value

#

so that 5 seconds later or so..... it's the same chosen one

#

the problem is I'm rerolling the booster

#

I could DoOnce...

#

but I want to allow multiple boosts to overlap

#

and when they do, my first boost down is going to stop all of them

#

well, that might be a different issue

#

but the main one is... I dunno how to keep saving a new value

lament saddle
#

With a variable?

copper flicker
#

I tried adding to an array

#

renzu.... look at that example

#

if I save into a Boost variable, for example, Boost will be overwritten every time I reroll

lament saddle
#

Yeah, it's popping out of some black box collapsed graph. I imagine it's being chosen randomly?

copper flicker
#

yes

#

the black box doesn't matter, the idea is I keep rerolling

#

so.. I can't save this as a local value, inside a function, cuz Delay

zealous cloak
copper flicker
#

kano, it cannot be random

#

I roll say... Boost1, out of 5.

#

I have to Start and STOP Boost 1

#

and then I roll Boost 5, and I start and stop 5

#

it cannot start1 and stop 3

lament saddle
#

Yeah, every time the data pin from the graph is used, it runs all those nodes again. Idk. Maybe you can have it generate an array of random boosts all at once.

zealous cloak
copper flicker
#

what do you mean

#

can you pls elaborate a bit...

#

πŸ˜„

zealous cloak
lament saddle
#

I'm not sure what the considerations are. All I know is you have a bunch of simultaneous boosts going at once, and they all need a randomly chosen but persistent "boost type"...? So let's say you know you need a list of 10 randomly chosen boost types, then generate that in advance.

zealous cloak
#

@grim ore forward seems to work i just switched the direction somehow

lament saddle
#

Rather than choosing them individually on demand which might be hard to keep track of.

wanton wadi
#

@zealous cloak you usually want some kind of deadzone in analog controller inputs

#

there's always a little jittering going on when its in the middle. sometimes drivers fix it

zealous cloak
#

moving sidewards my axis is between 0(left) and 1(right) around 49.51 when not moved(deadzone

wanton wadi
#

i'd say, ignore 0.45 to 0.55 and use it as "no input" πŸ˜„

#

(maybe make that configurable)

zealous cloak
#

@wanton wadi the windows controller properties doesnt show jittering, but i will look for some up to date drivers

copper flicker
#

ok, so it's like having 5 people. you chose 1 randomly to say Hi and Bye. dunno how to keep track of what I chose... so I don't say Bye to another person

#

there has to be some simple solution...

#

it just escapes me..

#

πŸ˜„

#

maybe with a switch

wanton wadi
#

@zealous cloak i'm not that experienced with UE4, but I know when working with controllers you can get "raw" input as well as "clean" input - the clean input coming through the drivers with the users' preferences

copper flicker
#

it would be duplicated code

wanton wadi
#

maybe there's an option to use the clean one instead of the raw controller input?

grim ore
#

there is a deadzone setting in the input settings, click the advanced drop down but its by default set to 0.25

zealous cloak
#

thank you πŸ™‚

grim ore
#

@zealous cloak it jsut might be your controller tho as I beleive the axis defaults should be -1 to 1 not 0 to 1 which yours seems to be

#

your seems to be acting more like a trigger than an axis

lament saddle
#

@copper flicker So what's wrong with saving the output of "chosen boost" as a new global (not local) variable? And then using that variable as the input for the "boost up down" nodes?

zealous cloak
#

its a logitech 3d extreme

grim ore
#

does it have more than one input setting? like on the botton a switch perhaps. dinput and maybe xbox emulation for example