has anyone tested how much this affects mouse feel? https://docs.unrealengine.com/en-US/Platforms/LowLatencyFrameSyncing/index.html
Modifies the way thread syncing is performed to greatly reduce input latency.
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has anyone tested how much this affects mouse feel? https://docs.unrealengine.com/en-US/Platforms/LowLatencyFrameSyncing/index.html
Modifies the way thread syncing is performed to greatly reduce input latency.
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 279] Out of Device Memory, Requested=4096.00Kb MemTypeIndex=7 <<< I don't have 4096.00Kb of video memory on my card.
I was opening a blueprint.
This was on Windows 10.
Hey guys, how can I give my camera the same view I have in the viewport?
I want to create a camera with the exact same view I have atm
Cause when I create a camera, the camera spawns random
how do i UNDO a skeleton retarget
i retargetted a charactero to paragon and now unreal keeps crashing and all my animations got ruined since my character wont show up haha
@left arrow right click your camera -> snap object to view
@ashen brook Thanks a lot!
@dark briar best thing to do is to roll back in version control to before you retargeted.
are you using version control?
if not, then you're out of luck
try manually restoring autosaves
and then install and start using version control ๐
i guess not i just started this engine haha
ill try that, lesson learned!
thank youuu
hehe it's a harsh one, but usually one you only learn once
if you're alone or in a small team, Perforce have a free version for up to 5 users/workspaces
Hello, howw could i change the value of the light intensity
I'm only starting looking into UE, so will be checking out videos and such. I'm just curious about one thing right now.
I've made a model in Blender. Applied the scale, and it looks fine. Export to .fbx and then import into UE. For some reason the model is slightly distorted. A little too thick along one axis. Any idea what might cause this?
It looks fine if I open the .fbx in for example 3D Paint.
Am trying to add my random Sequnce plqyer with the State Machine so both of them work
Any thoughts?
@twilit zephyr Make sure you applied transforms, check the scale, i put my units to metric and export with a unit scale of 0.01
I'll have a look at that. Thanks @calm widget. ๐
@twilit zephyr Any time, let me know how it works out. Could look into it more
@calm widget yeah, I think I only applied scale before. Applied all transforms now and it seems to have done the trick.
Thanks again!
Btw, anyone got any tips for a good video series to begin with to learn your way around UE?
Random question - Where could I get a map image (google, bing, etc) where NONE of the streets are labeled?
@twilit zephyr https://learn.unrealengine.com/home/dashboard
Can someone answer this for me..... I set a static mesh into my scene and went to apply a material instance to it. the material never compiled leaving the default checker board. used this material in another project earlier and it worked fine.....do not understand why the material is no longer working
too vague, is the material itself working?
how do we get to the fracture editor in 4.25?
sorry very new to unreal..... the material was working in an earlier project, I deleted that project and began a new one, loaded all of my assets from my library and now the material does not seem to be working
have you opened the material?
yes I have and there seems to be nothing there
nothing as in nothing wrong, or nothing as in no content. please try to be as clear as possible :)
i delete all foliage, and ue4 is still running on very low fps, like when foliage where still there
Nothing as in none ... all textures, materials phys material references, parent.... everything is saying none
thats because you did not properly migrate it, so the material is bust.
you'd need to manually re-add the textures (and any mat functions)
the material came from an asset I got on the marketplace
all of the other materials are showing the same, could the entire asset be corrupted? how could I replace this?
you imported them wrong, so re-installing the pack in your project should fix it
already tried that, all materials still in the same condition
Hi hello, anyone knows its possible to somehow get a path in vector array using the buildin navmesh for ai?
FACESLAP damn forgot there was an additional plug-in required, thanks for all the help
Can someone tell me please what this guy is pressing at 2:15 to get this thing ๐ฅบ https://www.youtube.com/watch?v=5zoflexdo70
Showing how to make a shader in Unreal Engine 4 for stylized toon water similar to that in games like The Legend of Zelda: Wind Waker.
Noise Texture: https://drive.google.com/open?id=1Mig75kjDmELuPQT6Y9qFl_tyXcpOTu0O
Twitch: https://www.twitch.tv/mrtripie
Twitter: https://tw...
Thank you @plush yew
i deleted all foliage, and ue4 is still running on very low fps, like how it was when the foliage was there!
a silly question โ I accidentally closed all the thingies in the actor editor. How do I get them back?
Hello, how could i create a volume where the exponential heigh fog isnt here
@rose hull I think you can reset it somewhere under the window options in the top row of items.
Window > Load layout > Default Editor Layout only fixed it for the main window hm
4.24 isnt starting up, it keeps giving me this error
i dont even want to use megascans rn
edit your project file with a text editor and remove references to that plugin
make sure you have a backup of that file first though ๐
@rose hull
If you open a blueprint and the view is mostly blank like above use the menu of that blueprint editor window and click on Window->Class Defaults
This will show you a message at the top that says "Note: This is a data only blueprint, so only the default values are shown. It does not have any script or variables. If you want to add some, Open the Full Blueprint Editor"
Click the blue link that reads "Open the Full Blueprint Editor." You will now be able to use that blueprint again like normal.
Why this is happening I do not know. But this will help you get around this bug.
phew; thanks!
@serene birch thnx
AI is PAWN or ACTOR?
My "Random Sequence Player" has an array of 3 animation which are "Hit reaction"
As i get hit i will trigger them
1-How i can give it a bool ? i know how to set everything from true to false but how i can tell this node yes you can do your thing now?
I need to use a cache to save it and connect it to the Movement right?
Hi, so i thought there was some kind of 'lazy' setting here, its now like this in 4.24 ?
@plush yew elaborate?
are you using default 3rd person?
in which case do you not want the jump animation
or do you just want it to launch in a specific direction that isnt upwards
If I want to do an outline of this image in UMG, I don't want to stroke it here right?
you need to add some logic to this to determine whether the player is in the air or not
and with the direction you need to get the rotation of the player and multiply the forward vector by an amount
@plush yew
(00:05) - Intro to State Machines
(03:48) - Creating the states
(05:48) - Jump Start
(07:57) - Transition Rules
(09:19) - Jump End
(11:15) - Wrap up
ground friction can get in the way of the launch so i suggest adding a value to the pitch input to slightly raise you off the ground
say like 20 degrees as i used in this one
which one of the 3 merges should one use for foliage? https://i.imgur.com/BucJVsD.png
as in playing the jump animation?
in that case you need to look into animation blueprints and change the way "Is In Air?" works, to it is not returned as true when dashing
#gameplay-ai @midnight gate
ok ;-;
wont move, or wont run the behaviour tree.
Hey there. I'm looking for the right keyword/term or the right workflow to do that: I have a 2D map - as .png. Now i wannt do take this as a template for my Level-design/map. How i can do that on the best way? My first thought was: Do a grayscale picture out of the picture and set it as landscape, so i can countine in-engine to do that. Any suggestions?
(I hope its clear what i mean. I just want my.. letzs say streets (of the 2D image/map) high up a slight bit to know, where i can start in engine for level design.)*
sorry, i dont know enough about ai in the slightest, i have barely looked into it
Hey, I wanted to know if there is some places or some people who can explain with global guidelines what tools to use and which approach i should use to help the very basic base of a game. Thank you (having a hard time to understand what is the best way to implement something) Thank you
What would be the most efficient way of knowing if an Actor collision is entirely inside another box collision component?
Actually hmm
@nimble viper There is no standard, everyone figures out there process as they learn and do.
if you want to see ways to do a specific problem find someone else who handled it and look at how they did it. Just know that is 1 of an infinite # of ways to do it when programming/designing
Yeah I understand that, it's just I'm having a hard time making something. Maybe I'll try to make a clear and easy question here of what i want to try. Thank you
yep figure out the problem and if you need help ask, people can try and help for sure
but "how do I make game" doesnt help if you want help. How can I get my character to crouch is much more specific and can be helped
depends on the project and goals
8gb is fine for basic stuff, 16gb is better, 64gb is not enough for large stuff. etc.
would a 2600 and a 650ti be good enough for UE4?
amd or intel 2600?
and the 650ti is good enough for the "basics" if learning but beyond that it's a bit old on the support scale
amd
the CPU will be fine, the GPU is a bit long in the teeth. I use an older intel i7 with a 750ti and it "works" well enough for 30fps on high in the third person template.
hmm ok what about a 2500u?
that would be ok. 2500u is a laptop tho so if you dont have a dedicated GPU with it you wouldnt really want to use it
it does have a gpu i think
Hey guys, I'm a firefighter on Covid exposure Quarantine for 14 days (feeling fine btw) - I normally work on a VR simulator but I don't have my equipment with me, so I"m working on a small app that quizzes firefighters on their area knowledge (can you find this street so you can drive to it fast?)
Does anyone know a way I could get google/bing/mapquest images that have NO street labels? I thought using some foreign language but even that is problamatic (and gets messy).....beyond photoshopping everything out (which will be a pain and take forever) can anyone think of another way?
how do u erase vertex paint??
https://stackoverflow.com/questions/58371893/how-can-i-hide-street-names-in-google-maps-js-api @light thunder oooh... https://mapstyle.withgoogle.com/ automagic
holy crap
nvm i figured out u just switch the colors which is stupid
why isnt it shift click smh
shift mouse should be erase
@grim ore Thanks man, you just saved me a shitload of time, I'd give you a big kiss but you know, social distancing and all that thanks again!
@light thunder I work with google map stuff at work so not a big deal to find it ๐
How hard is it to change the themes beyond what they have? I'm just going to do some screen shots of this style here because this will be displayed on mobile and I'll have to have different images for the whole city so you can actually see the different street lines
just looking for some high contrasts options like this :
even standard is fine if I can just have the background be a bit more gray
its not hard, use that automagic website and when you get something you like the api or the json have each element as an individual setting
weird, the color wasn't working but now I got it, thanks I'll keep playing around with it
yep its all trial and error ๐
neato
how do change the zoom level jumps? i'm trying to mouse wheel in and out to just get the right level but it's very big jumps in between
depends on how you have it set up, the zoom levels are fixed and normally zoom is per level
and how do I just few google maps like normal with this style on (I need to screenshot it without the style image on)
and if the zoom levels are fixed, it is what it is I guess
so the easiest way is to use jsfiddle and modify it from there. For example from the styling page https://developers.google.com/maps/documentation/javascript/styling you can click on the code at the top right "<>" to open the fiddle. Then you can modify your code form there and run it and it will run it. At that point just find the proper lat/lng and replace it in the fiddle and it would go there
otherwise you literally just make some web pages and use the code lol
hah, that's clever, like raw dump into notepad html and use that?
it would work assuming you have a web server to run it on if needed but I prefer the fiddle since its basically a remote web server you just edit and run
Anyway to pull out the lat/long from the fiddle? It's not going to the same place when I put that in the javascript, even when I play with the zoom level, it's a few miles off
because, NEVERMIND, those extra decimals really matter lol
lol
yep I normally right click and pin in the actual google map I want the location on then copy/paste the lat/lng from that
is there a reason why the water isn't outline? I've tried playing with the overall option but I think stroking the geometry is what I want...but I can't see it change ever
I haven't messed with that enough to know ๐ฆ
try, try, try, and keep trying with that stuff lol. Its soooo complex I guess complex is not the right word, super duper customizable
Yes that is it
guys
so
theres this thing called
Radoll physics
how do i make it so
that
when in a online match one of the players health bar gets to 0 so basically the player is killed in the match that the character the player is playing as drops to the ground ragdoll physics
Hello everyone,
I have a plugin installed to my engine and a friend of mine just downloaded my repository off github but the plugin did not upload with it
I assume it's something to do with the .gitignore but i'm really not sure what I can do
i keep crashing, simply from clicking objects
and this crash 6 in 5 minutes
im starting to go insane
@night bridge You would look at simulating physics on the skeletal mesh once they are dead
it just came out of nowhere, constant crashing
install the debugging symbols from the launcher so when it crashes you have mroe info
you could also try going back to DX11 and seeing if it's a dx12 specific issue.
Debugging symbol first ๐
okay
yeah the project settings -> windows platform -> default RHI
@grim ore i dont really get it is there a website that discusses that?
what is that one twitter account that shows all of the horrible blueprint abominations people create?
in theory the entire physics documenation https://docs.unrealengine.com/en-US/Engine/Physics/index.html @night bridge
@short echo https://twitter.com/ue4memes
blueprints from hell?
Thats a tumblr but maybe they meant that? https://blueprintsfromhell.tumblr.com/
@night bridge the EXTREME BASICS of this is the following. Actually doing it proper means dealing with the character capsule or just getting rid of the player, spawning in a new skeletal mesh of the player, and letting it replace the player as it ragdolls
Hello,
Anyone know if you can create a session on a gamlift amazon from a php server?
I'm not entirely sure, but my gut instinct tells me, that it has something to do with using custom layouts.
Because I was crashing last week when using a dual monitor layout.
Even though I reset the layout to default, when I load the scene, the top view is "perspective", so not everything is reverting.
Is there something about DX12 that can cause issues with custom layouts?
Does anyone know how to fix this update issues?
Tried running as admin?
@undone sinew its definitely possible, its a different renderer and perhaps the timings are different in the driver
its just weird how it is suddenly crashing more than usual
its crashing so much now, i cant actually do anything anymore.
ill try Dx11 now
I don't wanna celebrate too early, but I think that fixed it
Excuse me guys is there a way to have a complex collider, that simulates physics ?
I have an object that i want want to move, but it's a box and i want to be able to put other objects inside
@plush yew that should be correct if you look at the default gizmo and the get forward direction nodes are X+ and the get right is Y+
Here is a visual of the problem i have : i want simple collisions in order to use physicshandle, but i want complex collision in order to put stuff inside https://youtu.be/uHbMYRzIQE4
Is there any way to solve that please ?
Simple question, is there anyway to make a custom blueprint, like a widget button, automatically occupy a certain category when it is added to to a widget? I can't find any where in the class defaults and I don't imagine it can be done in the construction script?
@safe furnace check career-chat channel here
devs will check there first
I was wondering if there's some sort of BP for sculpting that allows sets up hotkeys like Zbursh?
Hey, a amateur Animator here, wanting to migrate from SFM to a more powerful software for fan projects, definitely considering Unreal 4 as an option. Know anyone I can ask who I can ask questions regarding migrating from SFM to Unreal?
yall fekin bananas i didnt need to update my drivers to fix ue4
i had no drivers
so i just needed to instal them
HAHAHAAH
noooooo
but updating and getting drivers is difrent
that sucks
@plush yew , there a good tutorial so I know what Iโm getting go into? Also I mainly wanna make Dragonball vids using FighterZ models (the game itself being made with UE4) know how I can get them and rig them?
I see
Ok
Cool : )
What about rigging tutorials?
I see, has anyone here rigged using the UE4 tools?
<@&213101288538374145>
@safe furnace This belongs in #looking-for-talent
Man, it would be nice to have some proper brush controls like Painter for example.
I can't even setup mouse combination.
just hotkeys and only one letter per brush.
this makes it as tedious as switching between brushes, brush strength and falloff for example every time you need to do something else..
server c++
Which system should be for 10000 users
socket system
mmorpg
mmorpg
custom server
mmo type
What type of socket is required for 10000 users
ever heard of dual universe?
ambitious project with a single shard
potential for millions of people to interact on one shard
Dual Universe is a Continuous Single-Shard sandbox Sci-Fi MMORPG, focusing on emergent gameplay & player-driven in-game economy, politics, trade and warfar
metin2
sample subject or video on this subject
I am thankful to you
ty bro ๐ ๐ฏ
Hey, in my project every actor corresponds to an instanced static mesh, when I add the ISM I also add its index as a variable on the actor. The problem is when I remove an ISM, the entire array resorts or does something that makes the original indices invalid. Is there a way to stop this or around this?
If there's a tutorial on making an effect to the character but the tutorial is in 2D gameplay, will I be able to take his tutorial and set it in my project that is I am making a 3rd person cam view?
Hi everyone!
I'm encountering a strange issue with my particle emitters, all my particles appear black for some reason (snow/fire/smoke)
My project is a fully dynamic ray-traced scene
Highlighted in red are the particles mentioned above
Ray trace isnโt supported for cascade and only partially for Niagara
List of features it supports is at the bottom of the doc
https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html
An overview of Ray Tracing in Unreal Engine 4.
Ray trace isnโt supported for cascade and only partially for Niagara
@abstract relic Thanks for this!
I just couldn't figure out what the issue could be
Appreciate it
RTX isn't ready cough
anyone here using Unreal + alembic hair groom?
Would you guys expect to configure plugins from DefaultEngine.ini or DefaultGame.ini ?
Swarm WILL. NOT. KICK OFF. for me. I've spent all of today removing meshes, updated mats, and checking everything possible. Looked at forums, asked around and NOTHING is helping. Anyone got any tips? This is infuriating. :p
DefaultEngine.ini
@left arrow did you post a link to your grass somewhere in the share your work section of the discord? ๐
If weโre talking about intuitive design
@foggy horizon Does the swarm agent show up in your task bar when you go to build? if so what does it say in the log
okay cool, that's what I used. Just noticed wwise uses DefaultGame.ini
@rotund scroll Yeah, I posted some screenshots from my project there
Hey @grim ore I will check now. Thanks!
Ah. I saw that it was running previously, but only had the option to "Exit" I'm in it now and see errors. Trying to interpret with my dumb brain
Welp, I mean, I have tried restarting?
3:57:13 PM: [MaintainConnections] Removed connection 13E76B39
3:57:29 PM: [Job] Accepted Job 8C87117F-48E89D40-2756968D-63FBE2ED
3:57:45 PM: [Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\bill\AppData\Local\UnrealEngine\4.24\Saved\Swarm\SwarmCache\AgentStagingArea\v1.690A743C6368399A7B08E1B78BD88D45A2F35464.mtrlgz' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Editor\SwarmInterface\DotNET\SwarmInterface.cs:line 1604
super weird. You have tried restarting the PC and opening the project again yes?
yes, but not since I've deleted a ton of objects, etc. Let me try again. You're the best for helping!
BRB
yep. At the worst delete that swarm directory and try again
Good call
licensing question: if I make a software and sell it to a client I would pay the Unreal Royalties for that profit. But if the client is using that software and making money by using it, does he also owe Royalties?
probably not going to fix it btw, looks like its a project issue ๐ฆ https://forums.unrealengine.com/development-discussion/rendering/40195-swarm-build-problems @foggy horizon
@sonic pagoda it depends on if your are making a product and selling it, or if you are working on a product for a client for money
but to be honest send the legal department an email with your exact situation if you want a 100% accurate answer
like me as a contractor, work I do for someone I have 0% royalty, the person I am doing work for if they make any money from it they are responsible.
but say making a VR project and selling it to people to then re use and make money from..... legal lol
but then I guess if they are just using it as intended, no? Since twitch streamers make money from performances but dont have to pay royalties
alright I'm back at it again with another super specific question that someone can hopefully answer:
I'm trying to build a dedicated server for linux (cross compiling from windows 10) through VS2017 but I always get "The selected platform/configuration is invalid for this target" even though I have the correct version of Clang installed. any ideas?
is exporting/packaging a multiplayer game, different from a sp game?
the actual game itself, no, but packaging a dedicated server is
you have to use the source build of UE4 to make servers
does anybody have a resource i can look into or some words i can even look up that would help me figure out how to filter collisions based on some condition or something?
basically the idea is i have teams, and barriers that block everyone except for those in a particular team
unreal tournament does this so i know its definitely possible
i know i can add like, collision channels or whatever, would that allow me to do what i'm wanting?
those seem to work by object type though
In 4.25 uproperty becomes fproperty and no longer a uobject... Gonna be fun updating editor plugins
a client hacker cant edit the level blueprints can they?
or should i create some collision box or something for each team and put it around the players?
@crisp hawk if you make a blueprint actor that has a collision box on it, you can test on collision to see what team the player is on
oh is there a hook in blueprints or c++ to basically allow or ignore collisions on hit?
@crisp hawk you want like a friendly collision?
thats basically exactly what i was looking for, just wanted to know if i was going in the right direction before i started
yeah, basically the barrier just won't let players past it if they are not on the right team
so like "on event hit -> get actor that hit's team -> if team == <correct team> -> disable collision for that actor" or something
yh set up an enum and use that with a branch. if the enum is true, disable collision for actor
ok so i was a little worried about doing something like that though,because what if two players hit the barrier together?
use cast to character
you'd have to play around with it
but if i do that won't other collisions be ignored on the player then?
can i see your bp
or can i specifically ignore collisions with a particular type of object or something?
do you have multiple player controllers?
i don't even have that yet, i was just getting some research done i guess before i began it
i can probably throw something together in c++ or blueprints, i'm just wondering if there's like a kind of best practice for this in ue4
i do have multiple player controllers
like is it like overwatch where there are multiple heroes, or is it like minecraft where there is a single bp
each player is assigned to a group which i can find in the player state or game state
ah i see
yeah, there'll be a couple different player characters, however they will all inherit from a base character blueprint
so whatever i do i'd do it on the base character so that it applies to everyone
cast to that base character and pull out a enum specifying a team, use that as a branch.
or switch
if you have mutiple teams
so i would do that in the barrier actor?
ok, so basically your just saying the best way to handle this is to disable collision for a character, won't they fall through the floor though?
it will only disable collision for the barrier
ah yeah, i can put the team id in the base character
ok, but if i disable collision for the barrier, what if another player who is not on that team runs through at the same time?
disable collision for the player not the barrier
im pretty sure its checks only for that single actor
except only disable like "dynamic objects" or something like that so they don't fall through the floor
sorry, but if i disable collision on the player, haha, won't he fall through the floor?
oh i see, ok, so this isn't like the BEST way to handle it, its just a way to handle it
not that theres anything wrong with that at all
yh, im pretty new, im using functions im comfortable with lmao. idk what the pros do
but basically, it would mean that if i had a box behind the barrier that you wouldn't normally be able to walk through (it would just bounce out of your way or whatever), if your going through the barrier then you'd be able to go through the box or something
its all good, i'm relatively new to ue4 too
if thats your concern, add an onooverlapend as well specifying to enable collision
i was mostly just wondering if i should be using collision channels or soemthing for htis
its just that collision channels seem to only be for object types
but a team is not an object type, although i could make it one, by making an actor for each team which is just a bounding box which sits around the player character
what i was kind of hoping for was like, returning true or false in the "hit" event to say whether it should block or not
that would be idea i think, but turning off collisions for dynamic objects would work just as well, we don't have many dynamic objects in the game anyway
i just have an int for the team id
basically the same, but this way i can look up in arrays of "teams" for information specific to that team
well, they are actually called groups in my game, but same thing
anyway, thanks for the advice~
๐
i heard using destroy actor in ue4 multiplayer isnt smart, is this true?
also i heard there are strict disadvantages for games performance for writing spaghetti code
is this true
the first one, "isnt smart" isnt enough of a description to say yay or nay. for the 2nd one the answer is always profile
If you are "hearing" stuff and the people you hear it from don't actually post data or anything confirming what they are saying then take it as hearsay until you confirm it yourself. or ignore it, that's easier lol
Haha
otherwise if you want to just go based on what people say, I am saying C++ is slower than blueprints and everyone should code in LUA when using UE4
I suppose if your talking about spaghetti code affecting development performance that's almost always true though
If I had to assume I would think they mean blueprints in general, most people who dislike BP refer to it as spaghetti in a negative way
I was just thinking though, blueprints you could visually see the mess, haha
I mean to be honest, I like blueprints, it's a nice break from traditional coding for me, but they almost always just look like a mess to me
Even when they are well organized for the most part
yep but man... have you ever seen someone go stupid on optimizing written code and nest so many things you can't even guess what it does
yay lets put some linq code in the function call with a tertiary check to see which linq code we should run
and might as well make it a lamba while we are at it and set up some recursion
Yeah, on gdnet they like to bring up the codebase for lagaru
because you know the entire program has to be in one line
It's nearly unreadable, so much nesting the tabbing goes way off the page, many hundreds of lines functions
Hahaha
yep I wouldn't doubt it. Just let the compiler do it's job I say
I've got a question really quickly, How does one mass apply materials?
Yeah, most of the time you see that kind of thing, it's either the programmer trying to be clever at the expense of readability, or simply premature optimization
if you have multiple meshes selected in the viewport the common details should shop up in the details panel like material 0, you should be able to drag/drop it in there then
ok
otherwise you can look at using the property matrix on the items in the content browser if that is where you want to assign them
Exactly, compilers aren't given enough credit these days for how far they've come
i think messy blueprints look cool not gonna lie
Haha, blueprints do look cool, almost like an art
But if you look at it from a readability perspective, they can look really horrendous
Thx Mathew, thats very useful ๐
everything can be hard or easy to read, everyone is different on what they prefer, nothing is perfect. Just get 'er done lol
at the end of my project i duplicated my player controller and expanded all the nodes and functions to make it look more complex. just an obession
I make liberal use of collapsed graphs these days that are descriptively named and sometimes with the actual description field filled out
i still dont name variables sometimes. my ass is going to die a year from now
I couldn't agree with you more actually, be pragmatic is what I always tell my fellow programmers, a lot of people get caught up in how code visually looks
If it's a local temp variable it really doesn't matter too much
It's the public facing APIs that you should give a little thought into the naming for
im pretty sure my sword id system im creating has like over 30 swords in it, and most of it is just ajgvdhukhvjgcfjipoihkvj, soooo thats going to kill me
Implementation details don't matter as much
make liberal use of multiple graphs, you can have one for each thing if you want. one for movement, one for interaction, one for weapon swapping, one for etc etc.
Although if your talking about blueprints, I've found that not being careful with the naming and descriptions can really waste a lot of your time later when you come back to it
im talking about variables
I always forget about the multiple graphs feature
i use a single graph, cuz im lazy lmao
Are you talking about the blueprints event graphs or whatever?
I've only recently started using unreal so still getting familiar with the lingo
i set up a universal sword bp which i can adjust with a single enum, adding the components and adjusting the damage, excceeeepppt my enum names are trasssshhh
Wait, you can have multiple event graphs without being a macro or function?
yh
I need to learn how to do that, that's one thing that's annoyed me
My event graphs just get unweildy
right click on the event graph bar in the bp and add event graph
look on the left in the my blueprint section, your graphs are in a section of their own
you can also collapse nodes in an event graph
Duuude, thank you, I didn't know you can do that
if you do normal coding thing of each graph as it's own collapsable section of code basically
all in the same class but you can separate them as needed
Aaah, that's perfect
Yeah, that's a good way to think about it, exactly what I've been wishing bp had
perfect but i doubt im going to care to use it, because fck my future self lmao
I didn't even think about looking into it, just assumed it didn't exist for some reason
@crisp hawk im pretty sure you can have only 1 major event (beginplay,tick, etc.) in ALL of your event graphs however
yee
there is nothing stopping you from just having it call other stuff which is normal as well lol
OnStart calling setup variables and setup ui and blah blah bacon
if its longer than 3 lines of code, make it into a new function ๐
Honestly I find blueprints fairly hard to organize, so any little organization I can do I'm greatful for
My rule is if the function gets larger than what fits on your screen
use functions and collapse nodes, use comments, components,
But yeah, smaller functions
they can be if you just randomly start doing stuff for sure but it's like a large codebase where you have class declarations for one class in another classes class file because drunk you thought it would be good and you didnt notice till later
which I won't say I do that but.... I do that
There's something called cognitive load, you don't want functions where it's hard to keep track of all the parts of it at once
sometimes stuff that is unique to one thing makes sense to declare in that one thing even if later you cant find it lol
3 months later you go back and man CTRL-F is your friend at that point
Haha
which the nice thing is blueprint find works fairly well ๐
I admit I use Ctrl+f5 a lot
Ok so another newb question here, can you do Ctrl+f5 in blueprints?
i use Alt -f4 a lot, especially when your code magically starts working for no reason
in theory you shouldnt have to
Just today I was wanting to search for a node and wasn't sure how to do it, I thought about Ctrl+f5 but didn't know if that would give me what I want, I use find references a lot though
Alt+f4 closes the window
ik
Wait why do you use that a lot?
frustration
Just to close the window after your done with it?
Oooooh, hahaha
Rage quit, ok haha
lol alt-f4 is your friend when you start up a project in standalone and forget to code in way to escape or free the mouse
lmao i just alt tab
Yeah, actually I still have that problem in my game right now, I usually press Windows key then close the window, that's a better idea though
I try that but then I end up clicking back in the project instead of closing it and why fight when I can kill it with fire the first time
Is there a key command to pull the cursor out of the play window?
if you are in PIE, its shift-f1
Haha
escape closes the game as well on standalone?
Aaah, shift f1, ok
[esc]
Thanks, I have to remember that
nope escape doesnt do anything in standalone unless you program it to
idr programming that in
Haha, esc if you want to close the window
when you start it up in PIE it should mention in one of the corners that Shift-F1 frees the cursor
But if your debugging or something, or want to switch to second player window
does it come with als
Yeah, it used to say that but doesn't anymore, so I just forgot the command
also i fckin love als, best asset in existence
its a locomotion system
the creator recently made it free
it was 60 dollars before
Sounds familiar, although maybe because I think it's a disability
i can dm you a link if you want
many people use it since its so good lmao
im using v3 because v4 doesnt have multiplayer rn
in my character controller, i had it so that when the character collided with a static mesh it would bounce off quite voilently. this was fun. it doesnt do it any more, and i havent updated the engine so im not sure what i did that changed it.
when i hit a static mesh it seems to zero all velocity immediately, and discard any attempt to apply an impulse in the same direction vector as the collided mesh's normal
on purpose or was it a bug?
it was something i was doing on purpose
code?
i dont want it to just zero all the velocity like its doing now
sec
the one that just says "Event" is an onhit event for the character
which is triggering
(i put a print in there to check)
Bounce length has the constant value 3500.0
Hello Peoples. I am trying to build UE4 from the master branch of the GitHub repo, and I keep getting this error. I have followed the guide on the guide and am not sure what to do. I have tried looking for an option to increase the memory allocated but can't find it. Please ping me if you reply.
so it should be quite a significant bounce
but it just does nothing
thing is, it used to work :scratchhead:
spot in my experience
oh interesting
but theyre all expensive if you dont limit their radius
Ok, I tried building again, and the memory errors are gone. But it still says that it is missing "HoloLensModule.h", how do I fix that?
how suited is ue4 for making mmos?
Depends on how suited you are
lets reword that, can ue4 servers handle a mmo?
yes
k
the issue there isnt ue4
youll have to add some kind of backend or middleware to it to handle stuff like persistence and authentication
it looks like fog
i thought you built your own engine
hey @crisp hawk lol... nah, what craziness would that be
i did once use your tutorials to make a thin framework similar to XNA but in C++ that i used to try and make a version of one of my games
but i realised that it would take me years and years to deliver anything nice looking, so i moved to using unreal
ah i really thought you mr fireworks game was your own engine
yeah, its funny, i'm kind of in the same boat
i've spent so many years working on my own game engines, i finally realized i just want to make a game now
so decided to pick up ue4, mostly because i could still code in c++
that was kind of my thinking, i can make and deliver a game with my own code, but it will look crap and support maybe one platform well ๐
i had debated unity, but i just like c++ more, not that i couldn't write dll's for unity or something, but anyway
haha, yup
exactly
same, love C++
and ive grown to really love blueprint, too
and ive grown to really love blueprint, too
and the way it all ties together and the reflection works is icing on the cake
haha, its funny, blueprints was another thing that kind of pulled me to unreal for two reasons
one is that the others i'm working with are not coders, so they could learn to do some visual scripting, and also, i've been programming for so long now, it a nice break away from coding
its still coding though
so most of my game has been done in blueprints except for a few things, i might move some of the more expensive functionality to c++ later too
i learned more discrete maths by doing blueprint, that id avoided for decades using C++ and low level languages, learned a lot more about vectors than i knew before
but i love that i can basically use either or, and bluepritns is fast to throw things together
yeah, i realized that im still going to be the only one coding probably
working on anything nice atm?
i thought maybe they'd be willing to try it out but i don't think they will unfortunately for me, thats ok though, they'd probably just make a mess anyway
well, i'm doing all the unreal stuff, one other guy has been off and on helping with some of the "games" in the game, while the other guy is focusing all on the visual content
he's new to all this though, so he's still learning blender
but i have had a couple breakthroughs which i'm happy about, steamworks functionalty, like lobby, joining and inviting friends, dedicated server, and level streaming
i think the idea for the game is going to be really good, its pretty unique and i think it'll be fun once we've got most of it done
something is holding onto that .cache file, or the compiler doesn't have access to that file
can you manually delete it?
its just a cache so its safe to delete
if you can't manually delete it, try restarting your computer, and first thing when it loads up try to delete it, then build again
ooooh, youre doing a multiplayer game?
yeah
welcome to the club lol
im also doing a multiplayer game, with dedicated server and custom middleware/authentication
haha
yeah, to be honest, multiplayer game wasn't my first choice, but the guys i'm working with really want it
and i think the idea is really cool
i like exploring games personally, so one day i'll make one of my own like that
but for now, since i'm just happy i've got a couple friends who are actually interested in making a game and willing to put time into it, i'm willing to go with this idea. its a cool idea though so i'm happy about that too
we'll see where this ends up, the problem with people new to gamedev is they really don't understand how much work it really is to create a game
so we've been on this for the past year now and i they've mentioned a couple times they thought we'd be further than we are, haha
i think this game is simple enough though, that there's a peak at some point, that when we get over it it'll start all coming together pretty fast
i'm just working on the architecture stuff right now
multiplayer is an entire different realm compared to singleplayer
yh, i started my first like 4 days ago
@plush yew check the descriptions of each to see if they are different
if not, use either ig reeeeeeeee.
@crisp hawk i guess, The scream summoning a thousand robloxian souls all at once
use either
haha
@plush yew first of all, wtf is that name. second of all are u trying to package?
@plush yew i'd say delete the duplicates, but i'm not an expert in unreal so i'm not sure if there's some other underlying reason why you have two that you need to fix
well keep the dumb over there! haha
i think i've heard that name before
"consensual and nonconsensual sexual experien..." so ra...
yh so im just gonna not talking about this anymore.
restarting a old project is always great to get back into tempo!
Is there a way to curve a decal?
epic's crappy launcher thinks I have a plugin installed to 4.24 which I don't, so I can't install it to 4.24, how do I fix this
@tiny sonnet fixed my bounce problem. for some reason, it seems that the add impulse should be replicated as an RPC from the server side, if the server just applies it, it doesnt appear on the clients. im not sure why it worked before, but without the RPC i guess its just buggy.
i didnt know you were replicating, but that makes sense
im not on my pc rn sry
@plush yew nextx to launch, clik the dropdown and click verify
yeah, didnt think it was important for something so simple ๐
networking makes complicated code of everything and fools of us all
VaginaMonologues, you a real fan of that stage show i take it, to have it as your name ๐
you built the engine
?
wait, lmme get this straight, your a fan of a play, u never seen?
i mean u still should watch it if you liked the ted talk so much
@plush yew
can you run visual studio in administrator mode?
it might just not have access to that directory
@crisp hawk just tried to add you as friend... doesnt work unless you add me ๐ im not a bot or spammer, promise ๐
too much useless dm's from newbies asking for tutorial help?
haha
something like that~
that was kind of part of it, i wanted people to stop dm'ing me and use my server instead
but also, gdnet had some bots a couple time that came on and spammed everyone
I managed to compile my source for UE4, where do I run it?
The guide isn't very clear about this bit.
Nevermind, I found it.
@maiden swift 
@abstract relic Point taken. lol
its a good point tho lol
How long does UE 4.26take to load the first time? I have been loading for 6 minutes and it is stuck on 45% still.
cause @dark briar theres no place to talk about that
45% is the magic number. Itโll take time. Depending on your hardware and project
If it takes much longer, you'll want to delete intermediates folder and retry
did you launch with visual studio by chance?
UE4.26? ๐
There we go, it unstuck.
no cookie for me
It was never stuck ๐
Possibly last question, is there a way to get 2.26 to show in the Epic launcher?
Ok, thanks.
anyone got experience with cross compiling dedicated servers to linux from windows 10 in vs2017 or vs2019? I keep getting this error ๐ฆ
can someone give me a explaination wut curves and traces are
and when they are useful
line traces?
Anyone can help? how can I download it? there's only "not installed" tag, I can't even click it, thanks
@regal mango go to the Library tab at the top middle of the launcher
im new to unreal and i cant figure this out https://gyazo.com/08bb72ed7e9007405c21bb471ab39f40
my plane does this flashing thing but only when i look directly down at it
(it flashes much faster, the gif is low framerate)
is there not a sine cosine function for materials that takes radians?
Need a bit of help
My unreal opens in version 4.22.3 unless i launch it from the epic games launcher
How do i set it to open in .24.3
Right click on the project file. You have the option there. Do note that thereโs no backwards compatibility so you better have source control set up first
figured my problem out, was due to tesselation on the mat
what does "profile name" mean? is that a "tag? "? is it possible to trace by tag?
Today I got a wild hair up my butt after work and decided to sit down and try to make a game thing in Unreal. I drew my implementation design on a piece of paper, planned out my approach....... aaaand I've spent the past 4 hours trying to figure out why my IntelliSense isn't working in Visual Studio C++ and why my code that I generated from the Editor and then tried to modify won't compile.
ah
Okay.
We have a dolphin game, I feel your pain ๐
Thank you so much!!!
Its so painful, capsules only point Z as well.
Anything like a dolphin game would be crazy stressful. When doing my swimming for my game. I realised quickly anything that wasn't traditionally moving on a 2d nav would be a pain
Hehe quite. Finding ways to box in the player is another challenge. Walls donโt cut it if they can just fly over it ๐
@regal mango go to the Library tab at the top middle of the launcher
@last dove and after that?
you should be able to select the engine/download new engines from there @regal mango
what is it called? can't find it
what does your screen look like
Where can i get Meshes that aren't static?
Depends on what you mean? Could you expand?
I'm trying to make water effects on a block for a pool
and the yt video I'm watching says i need a mesh
that isn't static
but I can't find any meshes that aren't static in my modes searcher
what does your screen look like
@grim ore just list of free games I got from EGS (if you're asking me)
Wouldn't you just use a water material? I mean are you on about trying to get a mesh to float around in water or? Could you link the video your going about?
I was, you clicked on the wrong library
This is episode 37 of my unreal engine 4 beginner tutorial series, in today's episode we go over how you can create a simple pool of water inside of unreal engine. More specifically, we break it down into the different elements and go over how to use them and the associated se...
@regal mango click on Unreal Engine on the left, then Library on the top
Just water
Can anyone recommend a cost effective (for indie) server rental for creating party beacon lobbies? Not going to run expensive ue4 game modes or levels on it, just want it for persistent party lobby creation. Free would be best if possible somehow. I don't want to do it from a dedicated IP from a home machine because of security concerns.
You could use AWS or Microsoft Cloud to host servers free for a while
Microsoft Cloud offers ยฃ200 for free
Which should be plenty and you can always upgrade in the future
And in AWS, you can also get some free servers.
hmm, ok. there are some free AWS instances? Didn't realize that. I'll take a look. I know AWS offers pay per use model, does Microsoft offer the same?
I think so. Most of the big companies allowing servers let you pay by the day I think,.
in AWS you can have free tier servers. Anything from like 750 hours to a bunch more for free.
Alright I'll check those two out. Thanks.
There's both.
@plush yew If you want an object to actually have physics and interact with the world. Try enabling "simulate physics" when you spawn in an object.
Amazon has gamelift, do i have to use it to do this?
or can i just do my own thing on the server..?
@regal mango click on Unreal Engine on the left, then Library on the top
@grim ore ah that library, thanks found it
I'm not 100% sure, i've not really done much with aws
but gamelift does say it helps with making servers for games
ok
so if ur wanting to do it for a game then might be worth researching
Ok, I guess i just need to do a bit of research. thanks.
Are you using a custom water shader material or the default ones provided in starter content
default
If its default just add some transparency to your material
How?
There are a bunch of different ways and it will depend on how you set up your material
If you changed the sky and lighting a bit, that might've caused some problems. But transparency and adding a lighter colour might fix it as well.
Does anyone know how to make a rain particle extend without losing the quality of the rain particle ... to be able to modify it from a blueprints? an idea
@sage hinge I personally found that rain is best done as a post process and not a particle. In my opinion as a particle it uses too much resources
And being a post you can just manipulate it with a parameter collection
yes also .. I saw that it could be done .. but it doesn't look good .. they look bad .. that's why I wanted to know if it could be done from a rain particle
It can its just going to be resource heavy
knows how to do what I mention
or do both
I would like to know how to do it .. an idea
You should be to follow a tutorial for particle rain. Then you just create a system for manipulating density. I'm not sure if its the same for particles. I avoid using them
But you should be able to drive things at the material level
if i have seen that kind of tutorial .. but it didn't work
I have found for me what works. I do the tutorials for the basics. Then modify them after to my purpose.
How do I turn off the auto lighting adjust thing
Its called auto eye exposure or something like that. It will either be project settings or world settings
Okay, thx
Made this video today on using Splines with the new non-destructive landscape tools in 4.24 https://www.youtube.com/watch?v=PyZotaQfHi8&feature=emb_logo
In this video I show how to create a spline road to use in Unreal Engine (4.24 and above) which will non-destructively deform the landscape to conform to the road.
Because YouTube does not allow Annotations anymore, I wasn't able to correct something I said in the video. Whe...
Hey anyone have an idea how I could speed up painting my landscape without it rendering shaders every single time I paint
Quick question for everybody here. Context first;
I'm working on a singleplayer shooter. slower paced, lots of control for the player. I'm interested in full body awareness, but I'm not sure how exactly to approach the character design there, nor how to animate it. I've found 3 basic options that are commonly used.
I'm leaning towards option 2, as it seems far more flexible and easier to make believable for a novice animator (experience in material and model work). What's the consensus here? any good GDC talks about this?
I just want non-destructive landscape spline editing with blueprint splines, but of course they probably forgot about the 'editor apply spline' node when they added it
hi all i wish information
I would like to know if there is a tool to do the poses directly on the viewer
Editor
that is, select the bipeds in the editor
directly in the editor, that is, can I create wallpapers?
you make me a screen so I understand
for example if I want to do a pose there how can it be done?
for example I want to put the character there and do the pose how can I make him see it?
okay
Hey all I'm totally new here
My name's russ I'm a vfx artist working on a project
I have an envirmont and the model animation of a twister I'm trying to port into unreal
I for the life of me cannot get this animation to play
I'm importing it as a skeleton
I tried exporting a much simpler fbx and that's not working either
I even tried downloading an fbx from sketchfab that's not working either
Is there anyone willing to talk to me about this? It should be basic. I've watched a few tutorials
they just drag, drop, set a skeletal mesh and go
So do you have any idea what might be stopping me for having this work on my comp?
It's not playing in previews either
Can you please tell me if this test animates?
yeah I do but I'm still not getting any success
this is just a box with a moutain attached to it. It should grow, rotate and have a bunch of noise attached
thank you so much
Maybe I'm exporting out of houdini wrong?
I know I have to have Unreal set up to work with houdini to work at all but I have it set up that way and the environment works just fine
oh I didn't know that
This is super useful thank you so much man
I'll come back and post the final product when its done. You're the best man
Dude you're amazing I'm so happy I came here
Even my tas were scratching their heads on this problem
Is there a way in the Unreal Editor to spawn large amounts of meshes with their locations randomized?
yes
good morning guys. I am looking for a group, I am Italian, to be able to program a game with unreal engine. I am not an expert but by looking at some tutorials I managed to create the characters, the movements of the doors, vegetation etc etc ... only now I am blocked
Where can I find this tab?
the material editor?
double click on a material in the content browser
or right click and edit
But all I have is this
that's not a material
that's a material parameter collection, see top right corner where it says the asset type
yes
@honest vale How?
generate random numbers and multiply them with the maximum range you want and use those as xy coordinates
Is there any downsides to using Skeletalmeshes over that of Static meshes ?
Im making a procedural item system, where certain items can be generate with different mesh parts - that includes our weapons and more generic items.
And im trying to figure out the best way to approach this when it comes to dealing with mesh types, as I would either have to generate a completely different generation system for both types or simply just make everything into a skeletal mesh type.
Is this Material Parameter Collection?
the name prefix seems to suggest it
@hollow raven you need to create a material asset in the content browser if you want to see that screen you posted
Is it possible to re-use float curves at animations?
Good Day
Guys anyone know Why the Substraction Box not working ?
in Editor Preferences the Update BSB Automatically is Ticked but still not updating
@runic fern Is that white wall also a bsp, if so, is the subtraction brush set to last in the order?
guys, I somehow made it that unreal is fullscreen, like the editor is on top of the taskbar and stuff, other programs still have the taskbar if I alt tab, how do I fix this? it's not just f11
You can't subtract from a static mesh with BSP.
Essentials is whatever you need them to be. Bear in mind that people use Unreal for a lot of things these days. Movies, Archvis, Game design, teaching visualization, etc. If you're curious about learning how to do things in the engine, I'd just find a work along tutorial on youtube and follow it. It can take a few days, but they're usually worth it once you complete them and go back over what you've done to understand it. The stuff you learn may not directly apply to what you intend to do, but they're a great starting point.
imho people should start with making maps for UT... but ut4 still is nowhere near complete
You're generally looking for beginner blueprint tutorials. Or C++ if you prefer coding.
go to sololearn website for a free c++ tutorial, and many other code language courses
Then you will understand more when it comes to scripting blueprints or whatever
Hello
i ve a bug that i dont understand
when i launch game in Standalone
my pawn is like this :
but if i launch in PIE it s ok
and if i build an .exe it s ok too
is chaos supported on mobile platforms
how about console
that view opens up when you double click a texture in teh content browser
you dont need to set it to masks, just disable srgb
Description of the Texture Editor UI.
Cus I'm making dash effects and wanting my character to dash up while he dissapears and showcase my particle while he disappears
This it? @honest vale
Doesn't look the same tho
@hollow raven read some basic docs
Guide to using and configuring the Unreal Editor toolset.
at least take the effort to learn the UI ๐
how do you all keep quick access to commonly needed assets in the content browser?
is there like a favorite asset menu?
You can set up favorites and collections
This document covers the use of Collections within the Content Browser.
?
@calm widget thanks!
i wait response
@ivory veldt Perhaps no one knows how to help you or what you mean. Elaborate a bit
as unity that selects a model and you saw the skeleton in real time to make poses as wallpaper etc.
Hi. I know its very basic an such - but i am very very new trying to make my first thingy with help from youtube... do any of you know why this rotation is on the wrong side of the object
Hi everyone! Is it possible to set derived data cash location relative to project folder? I've only seen %GAMEDIR% var and it seems it locates not to project, but to appdata folder.
wait response
@lucid magnet how do you have the montage set up in your bp
im not sure - what could i have done wrong?
You donโt know how you implemented it? ๐
So i created a physics asset for a skeletal mesh. The engine crashed.
Now the engine won't open any asset that has anything to do with that asset... eg anims, blueprints etc
It's crashing constantly
Anyone knows a solution to this?
Delete /intermediate folder. Assuming you already deleted the physic asset
A weeks work is in there lol... and now all assets that are related to that character crash the engine
And set up source control to avoid the issue in the future
Didn't help
See if you can open the assetโs property matrix
@lucid magnet Are you tracing to get the normal of the cube next to the character doing the animation?
im not sure, how do i do that
i began 2 days ago
so i am trying to learn as much as possible
Okay. How are you playing the animation?
I made a locomotion entry connected to my jumping animation
i then mad a montage from being still
to clib on top
those to animation
*climb
*two
what type of camera would i use if i want the user to chose from different perspectives ingame (topdown with zoom, 3rd person and first person)
could i use the default MartineeCam for all and just move it around when another perspective is selected?
Why does my Windows 10 machine BSOD anytime I launch SwarmAgent while the HyperV network is enabled ?
@midnight gate that looks pretty complex for an game object
nah its just alot of loopcuts
its not that bad :3
as long as it works and doesnt clip right?
nah your geometry looks like poop for this kind of mesh
also you have some ngons which arent necessary
then how do i build buildings
i cant just make them out of planes the walls have no thiccnes
and i need them to work inside and outside
those vertices should be one, not two
and there are more, these 3 are just examples
keep the faces to tris and quads
you CAN model with planes and the solidify modifier, but the results might need some post editing anyways
THEYRE NOT NGONS
those are not merged
the solidify modifier does weird things with walls
well, those faces have 5 vertices...
Which makes them Ngons
no they have 4
no
it just looks like 5 cuz theyre too close
i merged them now they all have visibly 4
theres an edge between the ones in the circle for example
yea but in your screenshot they wheren't merged
good
i personally would also align all those vertices, which would give you better usable uv mapping results, but its not really necessary when you use just one texture/material
and remove all unnecessary edge loops
do i have to remove the edge loops?
i mean how worth is it for performance in game?
only if they dont affect the geometry
with one of those buildings the impact is probably around 0.0000001%
with thousand of those, it multiplies, so its just good practice to keep objects as simple as possible
yea but i never really do hard surface modeling so this is pretty hard and new to me
its okay to get started, export it as fbx and then import it to UE4 and see how it looks like
you may have to watch some tutorial about collision boxes, and how to generate them in UE4 so that your character actually doesnt fall through your mesh
@midnight gate if people can get into the building, you can only do so by setting the collision to complex, making it quite suboptimal. you'd at least have to do each wall and ceiling/floor separately.
Also, modelling does not fall under #ue4-general
@midnight gate : Luos is right, it's generally better to do buildings for games in pieces ๐
does it really affect ingame performance or just navigation path generation?
It's because of the collision. You generally want as many colliders as possible in your scene to not be complex colliders, also known as mesh colliders.
setting use complex as simple allways works for meshes
yes, but its more costly
Affects ingame performance super much if you start going crazy with complex dynamic colliders, @neon bough
@neon bough ue4 cant make collision with holes in em, so you cant get into the building otherwise.
but building in pieces caused me some awful graphical issues
plus i need full buildings not randomized and modular ones
this will give you collision, lighting, and performance issues in other ways
so using complex as simple is more costly than just using complex?
thats the same
But it will get expensive if you have scenes with lots of buildings.
Like, how big is your scene and how many buildings will you have?
My experience is UE can probably handle it but the colliders have to be static and not dynamic
Oof
collisionwise you can get away by creating a unique collision mesh, but still
Yeah, best to not go with complex collision then
The thing is that collision is in general a very expensive algorithm
and often the reason why speedrunners can speedrun :p
It's O^n with the most naive implementations, though UE probably does better
But even so
It's not cheap, and mesh collision is SUPER not cheap
Once you start to get into O^n speed algos with stuff like per-triangle collision
Even supercomputer becomes teh potato
well the last game i made had full maps done as a mesh
and just set to complex as simple
and it ran at ok fps
If it's working for you, go for it ๐
like 20-30 fps
lol
is terribly worried that his demo drops to 70fps at times
but the meshes were very simple
Yeah, for a basic laptop that's actually very respectable
@fierce tulip slight issue with the modular approach in unreal: lightmaps end up not matching so you can get quite a lot of artifacts
I'd say if your system is working for you, go for it. However you might want to eventually consider an overriden and simpler collision mesh at some point.
but otherwise I agree
you can test how fast the game runs on your pcs
not if you do them well.
@fierce tulip I need the tutorial on that
I find my tree trunks have to be complex too, and somehow UE is handling a few hundred of those in my current scene without dying
Magical really ๐
UE's performance certainly impresses
hey guys how do i make the objects disapear if the charcter is far away
for optimization
cuz thats the most common way of optimizing right?
LOD's
Are the preferred method these days
Level of Detail. You use really simple meshes for faraway stuff
UE can automatically generate them too.
not sure if distance culling is enabled by default
The amount of stuff one can do to optimize goes far beyond 1-2 things
but occlusion culling is
You can of course distance cull too if the spirit moves you and you don't mind putting in some fog or whatever to disguise pop-out
anyone know when chaos is coming out of beta?
@rotund scroll worldofleveldesign should have some, and the interwebs is filled with em.
generally, proper uv shells per smoothing group, enough padding, and some lightmass/bake tweaks in engine and done.
aw damn, I had hoped you had a video handy with examples too ๐ฆ
@midnight gate : That Wandering game looks cool ๐ I'm stunned that much complex collision actually works and is performant!
Lotta mooshroom there
๐
How do i exceed 4000 in terminal velocity?
by going faster :p
Changing the limit in project settings won't affect the actor.
4000 is the max limit
@midnight gate other person, exact same problems
https://forums.unrealengine.com/development-discussion/content-creation/1739438-what-can-ue-handle-and-how-to-prevent-problems (no comments yet)
Hi!
Until now I've been working with much weaker engines, so maybe I just underestimate the UE4.
As a training with Blender and UE4, I'm trying to make this Soviet prefabricated building and I'm not sure what's the best approach to make it.
My approach...
Start moving the world by that point : )