#ue4-general

1 messages ยท Page 738 of 1

slim mica
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That should do it

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You can always put a "cinematic" preset

cerulean sandal
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Half the render quality makes the rays from the sunlight look like floating cubes/texels

slim mica
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Yeah well

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Not having that is making your game run at 35fps

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But yeah, definitely the buffers and milliseconds thing is the thing to go

cerulean sandal
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Oh btw Just to clarify i am not even using any textures

normal burrow
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how many post process things do you have mirko?

cerulean sandal
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Just colors

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Bloom (convolution), Lens flares, AO, Dirt Mask, and something else i believe

slim mica
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Can you send us an screenshot of this please?

cerulean sandal
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Not rn, but i rember volumetrics being like at 7ms and Post Process to 4 iirc

slim mica
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wow

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You definitely should turn those volumetrics down

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Also you might want to use another antialiasing system

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Something cheaper

normal burrow
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believe the type of stuff your doing is just not stuff the hardware can keep up with unless theres some mistake

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i think adaptive framerate or whatever is is a thing

solar ether
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why is unreal so hard :(

cerulean sandal
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Idk

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There are games with volumetrics, raytracing, shit, stuff, idk running at 75fps on my computer and then there Is me with some low poly geometry getting 20 fps

slim mica
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Those games have really good coders behind haha

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Still, you shouldnt be getting 20fps on that

slim mica
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wtf

cerulean sandal
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This Is literally what i have with volumetrics disabled

normal burrow
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ultrawide is many more pixels

slim mica
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There's somethign wrong with your scene

normal burrow
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post processing will work on each pixel so, not surprising that is expensive

slim mica
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Nah, there's something wrong there

main pebble
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Ok, so different topic, but any theories on how nanite works? Or lumen for that matter?

slim mica
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Wait @cerulean sandal you mean 30fps running the game

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Or editor?

cerulean sandal
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With the play in editor

slim mica
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not full screen?

cerulean sandal
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In Unreal Engine 4.25

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Yes

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Full

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Screen

slim mica
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hmmm

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I'm getting about 20fps on way crazier scenes with all raytracing on

normal burrow
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@main pebble my theory is shared memory with a laxed rendering api that only ps5 offers

main pebble
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I thought the feature was platform independent. Or did I miss something?

slim mica
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oh nono, this is not a ps5 thing at all

cerulean sandal
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Better look at my scene

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And volumetrics

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Its Just some volumetrics

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And ue4 explodes

slim mica
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This goes way crazier and I can go more than 15fps fullscreen

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Even volumetrics etc

weak meteor
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anyone else who cant wrap his mind around this nanite stuff?

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any video explaining how this voodoo works?

main pebble
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@weak meteor This is why I'm here lol. Searching for smarter minds

slim mica
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@cerulean sandal You should download Epic demos and look at the fps on them

cerulean sandal
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Mhm

slim mica
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If they run badly, there's something off

cerulean sandal
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Ig

weak meteor
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at that point in the vid where he shows the triangles and the game isng running at minus 100fps they lost me hehe

cerulean sandal
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Ok so thx guys for the help, i Will be here tomorrow bc rn Is 1.30~ am so yeah... I Will try everything possible

real pasture
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That moment when you are learning UE4, then hear that UE5 is coming out...

slim mica
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hey, same time here

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europeee

real pasture
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I won't waste my time still learning UE4 right? lol

slim mica
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what?

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noooo

real pasture
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Okay

slim mica
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Wait, it was for real? ๐Ÿ˜…

urban gyro
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dont bother, better learn Unity

real pasture
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Not really .lul

slim mica
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Oh okay lol

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uni what?

real pasture
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Fuck it. GoDot it is

next badger
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learn Godot

slim mica
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GODOT

marsh cloak
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lol

real pasture
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Fuck Godot. RPG Maker it is

marsh cloak
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UE5 still has most of the same shit as ue4

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just better

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niagara for example is in ue4

urban gyro
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yeah, i just installed it and it doesn't look much different

marsh cloak
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I'm most excited for Chaos, and Niagara

urban gyro
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niagara has been in forever

slim mica
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I hope they remake them into a decent node system lol

real pasture
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I'm surprised that it's not on the UE4 page news page. lol

marsh cloak
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Not at stable-studio ready

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We we

urban gyro
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im not sure i understand, its been out of experimental since 4.22-23 iirc

marsh cloak
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we aren't allowed to use niagara at my studio because of how unstable it is on our version of ue4

cerulean sandal
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Uh

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Can i use spaghetti in Unreal Engine?

marsh cloak
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EG, wasn't production ready

urban gyro
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well that don't mean it isn't stable on the most recent version ๐Ÿ˜›

marsh cloak
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Hence me saying "I'm most excited for Chaos, and Niagara"

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because it's stable and ready to use

slim mica
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tbh proprietary engines crash way more than unreal on a preview state lol

urban gyro
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chaos comes in 4.26

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Niagara, all u have to do is update

main pebble
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The only thing I can think is that nanite is some more advanced LOD like thing but way better.

marsh cloak
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Kensei

cerulean sandal
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Volumetric clouds also come in 4.26

marsh cloak
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You aren't hearing me

urban gyro
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@cerulean sandal that sky atmo looked awesome!!

cerulean sandal
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Yh

marsh cloak
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for a studio to put 1000s of $$$ into an unstable and not fully released package such as chaos is not viable, so I can't really fully invest myself into it right now, once it is fully integrated in egUE5 then I can invest myself into it

urban gyro
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i understand that, for chaos, I don't see what's wrong with Niagara in 4.25

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if anything Cascade is much more unstable

marsh cloak
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Have you used Niagara in a studio setting?

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Perforce, git merging etc

urban gyro
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well i only use perforce, it's more than enough for binary and code

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so I guess thats a no

marsh cloak
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A-lot of us vfx guys are just testing and playing around with the new tools, but nothing will be a viable rout to take until full release or at least a stable release

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which both chaos and niagara will be at in ue5 hopfully

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which opens a-lot of doors for studios who decide to upgrade or start again

urban gyro
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im sorry are you saying that in your experience cascade is more stable than niagara currently is?

marsh cloak
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Cascade has been ue3/4s default for years so yes

urban gyro
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what kind of problems did u have with niagara?

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cuz most of my issues with cascade were on the crashier side of things

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whereas since niagara came out of experimental I have yet to crash

marsh cloak
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I am yet to crash with cascade

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materials on the other hand

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In my experience Niagara just isn't viable in my studio as of now

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It will be

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but not now

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I think we are using an early version of ue4 which probably doesn't help

urban gyro
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it has to be cuz cascade has been deprecated for several versions now, and i doubt it will survive in ue5

marsh cloak
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I think it will be removed completely in UE5

urban gyro
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ditto

next badger
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Cascade will be definitely dropped

calm sphinx
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Cascade is ded

marsh cloak
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I am excited for draw calls being a thing of the past

urban gyro
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why not just update ur engine and use niagara then

marsh cloak
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imagine the stacked particles

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mmmmm

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lol

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no can do

calm sphinx
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I hope they also deliver Chaos as production ready with UE5

urban gyro
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we'll c in .26

marsh cloak
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this isn't a small studio

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well

solar ether
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Should I start learning unreal now or just wait?

marsh cloak
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not a 3 or 5 man thing

urban gyro
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ur gonna have to upgrade eventually, the more you put it off the more it's gonna hurt

marsh cloak
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Learn it now

solar ether
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like how much of this is going to change

urban gyro
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start now

marsh cloak
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That's not my decision to make

solar ether
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I imagine a lot of it

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pipeline is going to be different

marsh cloak
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Our publishers will question how much it will cost

calm sphinx
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UE4 -> UE5 won't be something like UDK -> UE4, don't get your hopes up for huge list of changes imo

urban gyro
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i doubt it

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pipeline gonna be very similar

calm sphinx
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Also I bet most of the features will be released as "experimental"

urban gyro
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@marsh cloak well, rock and a hard place then

marsh cloak
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UE4 wont be better then UE5 what are you nuts!

urban gyro
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main features wont be experimental

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like, GI is defo gonna be ready

marsh cloak
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I wonder if the unlimited poly count works with skinned mesh

calm sphinx
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They will, lol

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Tell me one big feature that Epic released as fully completed, since around 4.18

marsh cloak
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Fort

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wait

flint trench
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Tell me one big feature that Epic released as fully completed, since around 4.18
@calm sphinx rep graph

calm sphinx
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Sequencer, Chaos, Niagara, Control Rig. All released as experimental first

urban gyro
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yes

still moat
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UE5 got just Cancelled, UE64 Confirmed

calm sphinx
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I can extend the list more

abstract relic
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As they should be

urban gyro
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but thhere's 2 more versions of ue4 incoming

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they will be xperimental there

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probably

marsh cloak
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UE5 wont be here for a while anyway

calm sphinx
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I don't think they will include UE5 exclusive features in UE4 as experimental

marsh cloak
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UE5 - Pay now for premium lighting

urban gyro
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hah, I highly doubt UE5 is gonna be this giant rewrite of an engine, althho, i wish it was

calm sphinx
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The most you can get about next gen stuff is 4.25-plus branch in GitHub. It's for next generation games

urban gyro
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also, Preview 1 and Launch are gonna be 6 months apart

marsh cloak
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the guys behind the software are crazy smart, so I think they would have rewrote a-lot of the backend stuff since it's C++ it's quite easy

calm sphinx
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but currently it only has bug fixes & temp workarounds to make things work in PS5 & Xbox Scarlett

urban gyro
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yeah if tomorrow they annnounce ECS is comming im going to get drunk on endorphine

calm sphinx
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Lol wut

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ECS in UE, not gonna happen

urban gyro
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well if they gonna rewrite, might as well add ecs there as well

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oh come on

calm sphinx
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They need to rewrite whole reflection system imo, lol

urban gyro
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๐Ÿ˜„

still moat
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When the credit cards of mom's pull in more money than investors ever could ๐Ÿค‘

urban gyro
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dat lazy afterfx

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thhere';s already components, so I am hopeful for ecs

next badger
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@calm sphinx maybe Cpp consortium will update cpp to headerless at that time

calm sphinx
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10 years later maybe

marsh cloak
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Who remembers Euclidieon

calm sphinx
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and probably 10 years later we all will be using Rust

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and C++ will be dying

urban gyro
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i remember i got pwnd in this discord for being hyped about euclideon

next badger
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are they still operate? Euclidieon?

urban gyro
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ye

faint cedar
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So I'm curious

urban gyro
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what is it with recent languages

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Rust, Beef...

faint cedar
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I've read some papers on the tech behind Nanite etc. and it's really interesting.

calm sphinx
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Never heard of it

faint cedar
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But let's assume that none of what we've seen is snake oil or marketing hype

next badger
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all those those Aussee weirdos

calm sphinx
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Rust is the future

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it's coming along nicely

faint cedar
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Let's say just making meshes in ZBrush and having them go directly into the game is a viable workflow

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So

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How would a modeling pipeline look then?

opaque bronze
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lol C++ will not die anytime soon imo

faint cedar
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In terms of unwrapping, texturing

urban gyro
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i guess I'll learn it when it becomes relevant

next badger
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@faint cedar can you texture in ZBrush?

faint cedar
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I think it has some rudimentary painting tools

next badger
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i mean PBR

calm sphinx
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@opaque bronze People said same stuff for Fortran back in the time kappa

urban gyro
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my guess would be u just UV and sennd to engine

opaque bronze
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and people said the same "X will kill C++" too kappa

next badger
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Pascal, Delphi

urban gyro
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fortran is still used in physics thho

calm sphinx
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Each language can die in the future, we can't know

opaque bronze
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not srsly Rust is nice

faint cedar
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Ye but how do you unwrap a 30 quazildrion polygon mesh

opaque bronze
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we just need to wait

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hopefully c++ will be updated to be good lol

calm sphinx
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but it's certain better languages will appear with time, and people start using them instead

urban gyro
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how is that ur problem, mark the seams and let er rip

next badger
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@faint cedar just store color in vertex colors =))))

modern sinew
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Can someone help me fix my plugin installation?

faint cedar
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hah

next badger
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@modern sinew depends...

faint cedar
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I wonder if they'll support that

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what's it called

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the Disney texturing tech

wild kestrel
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You would need to kill all software that is written in that language consider it dead.

faint cedar
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where they don't unwrap meshes

dire fjord
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what happened to "UE5 is a long long long way away if ever" talk that I I've often read when it's brought up?

next badger
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@wild kestrel or all developers who can write on

modern sinew
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@next badger I got Advanced Sessions working, and then when I moved it to my Project folder so it wouldn't cause a crash every time I tried to package it, it stopped working, so I think I messed up moving it

urban gyro
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honestly I still don't understand why it's not just another version

vale silo
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perhaps a silly question, but how does one use Megascans in the project? Models aren't modular and I am not sure how people use it to build worlds that don't look obviously kitbashed with intersecting models.. Asking for a friend for mobile project. ๐Ÿ˜…

faint cedar
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Anyone claiming C++ will, or can die, are clueless honestly

wild kestrel
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devlopers can switch, project millions of lines of code don't or else you start from 0

urban gyro
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megascans for mobile, daium

calm sphinx
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@faint cedar Can die. To counter that claim, you should tell me why it can't

next badger
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@modern sinew wdym by "moved" ?

modern sinew
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@next badger I copied it over to the Plugins folder for my Project

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and now it's just not working

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it's not giving an error, but

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it's not working

calm sphinx
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Those languages are not carved on the stones, and I'm not telling they can die like in a year. I told maybe after 10 years.

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Also we're not talking about C, but C++.

faint cedar
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@calm sphinx - Let's put it this way, the US government still hires COBOL programmers. The body of work written in C++ that is still maintained to this day is gargantuan. The language itself is still being updated even. I'd argue that it's probably being used more today than in the past twenty years, with the amount of documentation and resources growing.

next badger
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@modern sinew is it enabled in the project still?

urban gyro
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oh yeah, next step, game development in FRIKKIN C

vale silo
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@urban gyro why not? There are LODs and 835 SoC and better smartphones are more than capable (although I am working with Oculus Quest)

calm sphinx
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People also still use Fortran, but this doesn't save it from being "dead"

next badger
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@faint cedar question is...is it successfully hiring or just permanently waits?

urban gyro
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@vale silo seems to me a lot of the detail will be lost, but hey whhatever works for u

modern sinew
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@next badger Yes, but the "Has Online Subsystem" node stopped working even though I didn't touch it

faint cedar
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@next badger - Apparently it's successful, from what I've heard from some guys browsing for jobs during quarantine.

next badger
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@faint cedar i see 2 options, they are weirdos who want to loarn cobol, or it's well paid job

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well paid compared to other jobs in the same area of expertise (programming etc)

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@modern sinew som you made a project to test a plugin, then migrated it to your main one?

faint cedar
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@calm sphinx - True but there are more things to factor in. If, and I'm just pulling numbers out of my ass here, you say that "in the 80s, 50% of all software used Fortran, but it still died", isn't the same as saying "in the 2020's, 5% of software is using C++, it can still die", because 5% of software today is probably more than the entire volume of software available in the 80s. Gigantic corporations, least of which are game development studios, actively use C++ and they have a well established workflow, libraries and workforce adept at it.

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If you have something like, a blood sugar meter embedded software written in C++ or something like that, do you think that will ever abandon the language?

modern sinew
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@next badger I followed the Multiplayer Game tutorial, added in the Advanced Sessions Plugin, and it did what it was supposed to. The problem was that it was causing Packaging to fail, which I then read was because it had to be in the Project folder. I move it to the Project folder, and no crash, but it just stopped working

faint cedar
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Admittedly such software will probably never be updated but that's just the furthest end of the extreme.

next badger
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@modern sinew from engine folder to project folder?

modern sinew
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@next badger yes

faint cedar
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needs to be Project/Plugins

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and you need to re-generate your project files and re-build your project most likely

modern sinew
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It's in Project/Plugins

dire fjord
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why is the epic online services SDK using c# and not c++?

next badger
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@modern sinew and you migrated the files?

modern sinew
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but wym re-generate? I did rebuild it tho

faint cedar
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(And re-enable the plugin)

modern sinew
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@next badger I copied and pasted the folder

next badger
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which folder?

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plugins?

modern sinew
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no

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AdvancedSessions

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but I put it in the Plugins folder

next badger
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oh...yeah, it's okay

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so now you have new plugin in the plugins list

crisp fable
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i dont like that tim hobson isnt in the ue5 video

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i dont like it at all

next badger
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if it's enabled and no errors are shown, make sure you can access the plugin logic

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i'm not talking about existing bps

modern sinew
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how

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oh, like

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try and pull it up again?

next badger
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well, same way you did in the tutorial

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yep, form scratch

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if it works, then you probably need to relink the nodes, maybe some ue4 serialization issue

modern sinew
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ok

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I'll try

midnight root
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4.24.3, sun & sky dynamic lighting, what setting atm am I missing that has clouds show up only during gameplay, not a huge thing just wondering ;))

modern sinew
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Ok for some reason the blueprint editor just isn't opening up rn

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like, it's showing up

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as a tab

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but it's not showing on my screen

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ok, wait

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I right-clicked and selected "maximize" and it's there now

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ok, the node pulled up fine, testing it now

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Ok, still didn't work

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@next badger I was able to pull up the node just fine, but it still didn't detect Steam, despite Steam being open.

regal mango
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hey, can I download older version of unreal engine? I'm looking to download Unreal Engine 3

next badger
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and you've restarted the editor and the steam?

modern sinew
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hmm, no, but I can

next badger
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@regal mango yes, google for UDK

modern sinew
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@next badger Still nothing

next badger
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and steam subsystem works fine?

modern sinew
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?

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Well, there's no errors

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how can I check if it's Steam Subsystem that's failing?

main pebble
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@faint cedar You said you read some papers on the tech behind Nanite. Any links you can share or at least a paper you can point me to? Very interested in reading about.

regal mango
modern sinew
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@next badger how can I check if it's Steam Subsystem that's failing?

next badger
dire fjord
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Ah. the documentation I saw had the C# at the top

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I'll dig through and find the c++ documentation

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that must be for unity games

upbeat jackal
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Does anyone know of a tutorial of how to do a skylight recapture blue print such as this? https://www.youtube.com/watch?v=yeiRiOpHZr4 I've been learning UE during the quarantine and I havent done any blueprint stuff which is why I cant replicate something as simple as the youtube video. See 0:19 to see the blueprint in question.

This is a performance test on the function of Recapture skylight, Personally I do not recommend using this system for games, This system depends a lot on the resolution of captures in your scene and will have drastic performance changes
Personally in my project, which uses dyn...

โ–ถ Play video
faint cedar
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@main pebble - It's basically old research papers from Brian Karis, the main guy behind it.
http://graphicrants.blogspot.com/2009/01/more-geometry.html
http://graphicrants.blogspot.com/2009/01/virtual-geometry-images.html

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I am not sure if Nanite uses this approach 100%, but I am pretty sure it would have to be something in this direction

main pebble
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Thanks so much. Just trying to get my head around how this might work.

faint cedar
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To put it really simply (apologies if I misname something or get something wrong) - it stores geometry as textures, the same way runtime virtual textures are stored. It only streams in what it needs, at the detail level it needs, using octrees. Then it uses those textures to just generate triangles at the required places, at the density it needs. Basically polycount becomes a per-pixel cost.

next badger
faint cedar
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Geometry becomes "screen-space"

cloud loom
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everybody, get super fast memory quick, ue5 is going to eat all of it in nanoseconds

faint cedar
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Something akin to this I imagine

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Again, I might be completely off-base here

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This is pure speculation

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However, they did mention:

main pebble
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Cool I look forward to reading these when I have a chance. One thought I had was that they made the cost screen space dependent but I had no idea how

oblique void
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For games still being made on the udk, how easy would it be to port to ue5?

cloud loom
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That sounds very reasonable DamirH

faint cedar
cloud loom
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only 5 ssd's per game

faint cedar
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This is important, because, and he mentions this in the blog post I linked, if geometry was turned into textures then it can be texture-compressed much the same way VTs are compressed now.

cloud loom
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we used to carry 20 floppies for one game, don't cry, just look at the graphics

faint cedar
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and texture compression is crazy efficient these days

cloud loom
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sounds very interesting, can't wait to hear more about this tech

faint cedar
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My bigger concern really is the editor performance and requirements

ancient lotus
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new minimum requirements, 3080ti

faint cedar
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That being said

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One important part to Nanite which I have no doubt about

cloud loom
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I'm quite sure super fast memory will be key for this engine

gaunt abyss
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probably

cloud loom
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We will all need new motherboards and hard drives XD

faint cedar
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is that they stream in the mesh data, you rarely, if ever, have the full mesh loaded into memory.

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It'd be impossible for any sort of sane workflow expectation.

cloud loom
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its def linked to that ps5 super fast ssd type thing

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gobble gobble

faint cedar
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Did I miss something on that one? I thought the PS5 just has an off-the-shelf m.2 in it?

grim ore
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this definitely makes up my mind on if I should go with a 1tb or 2tb nvme, bring on the 5!

cloud loom
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no, it has super fast memory

surreal holly
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I was planning of a new PC build, but i think im going to wait till NVidia announces ampere for this one

gaunt abyss
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it's apparently a custom made ssd for the ps5 ๐Ÿคทโ€โ™€๏ธ

cloud loom
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but, they will allow off the shelf ssds, but only ones that support their super fast chip thing

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which so far dont exist yet afaik

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at least not retail

next badger
cloud loom
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I mean, 2gb in .2 seconds, insane

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gobble gobble

grim ore
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Xbox is similar but not the same, custom silicon as well

cloud loom
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This means they can have much smaller buffer in terms of what they need to preload into memory, which means much more efficient streaming possibilities, just keep loading truckloads of data constantly, and only important data

grim ore
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@next badger I can't say for sure but Hevedy mentioned it earlier today in lounge

next badger
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@grim ore pc still a problem...no pcie4 ssds there

grim ore
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there are pcie 4 SSD's for pc, just the support isnt wide spread

cloud loom
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pcs will def need upgrades for this

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this is like a voodoo2 type evolution imo

grim ore
#

regardless of the interface having custom code/decode chips in the hardware is what is making a big leap for the consoles

cloud loom
#

all of a sudden just, boom, feast on this for a bit guys

next badger
#

@grim ore i'm talking "in general"

#

liek, how many people will have those?

grim ore
#

oh yeah I agree on that and even then regardless of the interface you still have SATA SSD's being prevelant

#

so while 600MB might have been sexy in the past....

#

hell I have a sata m.2 drive in this machine still because I bought the wrong one 3 years ago lol

faint cedar
#

interesting, ye, whatever Nanite is it will be bandwidth hungry

#

But then again

#

what are the realistic requirements for virtual texture streaming?

#

I expect it to be in that ballpark

grim ore
#

not horrible

#

which makes me curious if we will just get quality scaling based on speed

faint cedar
#

Because like, if it stores geometry as a texture, then it doesn't really care how dense the geometry is

#

just the resulting VT

#

But again, pure speculation

grim ore
#

well we got what? less than a year till GDC when we might see some more actual factual stuff plus some more info this week apparently

#

until then, speculation!

urban gyro
#

one thing is certain, pc master race is 2 stronk

cloud loom
#

And dreaming about the days us artists can just, make art...

#

fucking hell, this is going to chance so much

grim ore
#

honestly I am just happy that the consoles this gen seem to be very adequate and not holding back dev this cycle but encouraging it

cloud loom
#

star citizen better become a game quick, or they will have a lot of work on their hands generating this level of art quality

urban gyro
#

hahaha no chance

cloud loom
#

lol

still moat
urban gyro
#

that archaic engine is already pushed to its limits, not to mention that they made one swap already

grim ore
#

right now we just need to convince people that learning UE4 now is good, no you are not wasting time learning it now, no you didnt waste time on your project that you are working on now, no UE4 is not going to disappear when UE5 comes out, etc.

cloud loom
#

ue4 will become the engine for mobile

urban gyro
#

well, just wait for the unity influx

cloud loom
#

just rename it ue4mobile

grim ore
#

we had the influx when ue4 came out , they complained about no C# support and left

urban gyro
#

hahaa

cloud loom
#

done, you can pay me now

main pebble
#

right now we just need to convince people that learning UE4 now is good, no you are not wasting time learning it now, no you didnt waste time on your project that you are working on now, no UE4 is not going to disappear when UE5 comes out, etc.
@grim ore It was just 4.27 till marketing caught wind of it

urban gyro
#

lets make a wrapper for the wrapper of a wrapper to make em happy then

grim ore
#

its not like renaming for revisions is that odd. Cryengine does it, Unity does it, UE is just slower ๐Ÿ˜›

faint cedar
#

I'd be very happy if UE became a bit less accessible. Not looking forward to the influx of "how do I make mmo"

next badger
#

@grim ore people still asking about UDK...

hoary locust
#

aren't unity people just making anime games?

cloud loom
#

influx is good, I think it helps drive a lot of good ideas

urban gyro
#

there will always be ppl asking about how to make a "insert genre"

grim ore
#

Unity and UE are merging in terms of quality and usability. I think we will see more people realizing that with 5 coming out

next badger
#

@hoary locust anime games? like? visual novels? there is engine for those specifically

urban gyro
#

hah, didnt know that

next badger
urban gyro
#

might give it a whirl, i know i guy who can't stop drawing

grim ore
#

*there's an engine for that is pretty much true for all genres

cloud loom
#

But real talk

fierce tulip
#

good april fools joke would be an article where you can just import your unity project into ue5

cloud loom
#

does ue5 have 2d support also?

urban gyro
#

HHDHAHD ๐Ÿ˜„

next badger
#

@fierce tulip where you can run unity in ue5

urban gyro
#

i think a better joke would be having full games as templates

modern sinew
#

Does anyone know how to tell if Steam Subsystem is what is failing?

grim ore
#

I did a video a few years back for March 31st and released it right before midnight about me dropping UE4 and going back to Unity... Unreal Engine people where not very amused

urban gyro
#

๐Ÿ˜„

cloud loom
#

ue5 will have a blueprint to emulate unity games, in game

grim ore
#

@cloud loom seeing how Paper2D is a plugin I would assume so unless they stop supporting them

plush yew
#

@grim ore Hahaha that's hilarious, knowing your videos, i probably would have had a death of laughter

cloud loom
#

@grim ore it was joke, but thanks ๐Ÿ™‚

grim ore
#

it was a good question tho seeing as how Paper2D is sad ๐Ÿ˜ฆ it cries in a corner alone at night

urban gyro
#

well, there's engines for 2d

cloud loom
#

I see no reason to remove support for that

#

it is just a bit overkill perhaps, but why not

grim ore
#

I mean we have quality "2d" games in Ue4 as it is now, just have to dev to its strengths

#

FighterZ is a beautiful fighting game

next badger
#

@cloud loom @grim ore someone released a 2d paper plugin on forums, iirc it cost about 80 bucks

urban gyro
#

that with spritesheets and such?

next badger
#

it's more advanced ofc

grim ore
#

yep, to be honest even tho Unity is strong in 2D its not like there are not better plugins for sale for it as well

#

hell you had no real UI system for YEAAAAAARS in unity without buying one so the concept of spending money to prop up engine features is not new

grave spruce
faint cedar
#

If I were to do a 2D game these days I'd probably just run with Godot

next badger
#

@grave spruce but that is 3d...and quite complex one

faint cedar
#

@grave spruce - Yeah that effect is quite complex in terms of art requirements to get it to work properly.

urban gyro
#

isnt that fancy shader work

next badger
#

@urban gyro nope

grim ore
#

right now I think the goal is to use Unreal Engine to make a near million dollar selling game and just appreciate Epic for all the support they give at no charge

grave spruce
#

use only in 3 games

faint cedar
#

not just fancy shader work

#

UVs and textures have to be carefully prepared.

grave spruce
faint cedar
#

in just the right way

plush yew
#

I think 2d developers need a good inspiration of what 2d games can be, they need tools to help them develop faster, 2d games are almost entirely art driven, b/c of things like sprite driven hitboxes where its allot of the time just better to redo the art to match the intended or needed collisions instead of messing with art and hitboxes independently, idk i hate everything there is todo with a 2d game, but i feel like its because there's not many tools that drive the creation of 2d assets easily.

next badger
#

@urban gyro characters are custom uved and they have painted custom normals

urban gyro
#

damn, that seems very time consuming

#

dunno I've always found 2d to be limiting

faint cedar
#

YOu know

grave spruce
#

https://trello.com/b/Kl9Pjqfn/paper2d-tasks here the old trello board for paper2d

faint cedar
#

Godot Engine is actually very awesome

#

Like for 2D games

#

it's a darling

urban gyro
#

but then if ur gonna do that....just make a 3d game

next badger
urban gyro
#

u can always use Spriter if u want 2d animation toolset like in 3d

plush yew
#

Think of substance painter, or zbrush or 3dsmax but for pixel art. nothing exists, there are things like crocotile 3d but that's just a simple max with a terrible interface ๐Ÿ˜ฆ

urban gyro
#

there is

#

for example, inkscape + spriter

plush yew
#

Spriter is cool, however i can use blender too

next badger
#

blender has 2 plugins for pixelart iirc

urban gyro
#

or that

cloud loom
#

guess they are going to have to upgrade eevee XD

next badger
plush yew
#

Problem is there's no current industry for 2d games so no mainstream 2d tool exists.

It's all just a desolate aftermath of years of abuse lol

urban gyro
#

3d has its crappy parts too...im stuck animating a bird and the wings are a real pain in the ass to fold

plush yew
#

@next badger Thats the other one i was thinking of besides crocotile 3d , just couldnt think of the name thanks!

elfin stream
#

Just saw the UE5 reveal. Iโ€™m not sure how to respond. Seems like the first real next gen step weโ€™ve been hoping for for years

next badger
#

yeah, many people disturbed by ue5

elfin stream
#

Itโ€™s a paradigm shift. It should make people disturbed

next badger
#

is it tho? people can pull a lot of pbr assets to ue4, and it will run like poop on any hardware that is not next gen?

real pasture
#

I don't know that much about the Epic Online Services. Would anyone mind giving me a TLDR regarding it real quick?

wise lagoon
#

does EOS warrant the creation of a new channel? mariohmmthinkquestion

real pasture
#

Yes.

urban gyro
#

from what I've gathered so far it's just a way to interconnect platforms. Like if u have a game u can have ur psn players play with xbox players playing with pc players

next badger
real pasture
#

Huh... interesting

rancid lynx
#

how do i "get material" from this Array Element output node? i tried casting to actor, casting to material, instance. i have 10 actors, i want to get their materials from a loop

plush yew
#

Neat i did not know about meshedit, i have crocotile3d and sprytile, but, they both dont fill my need, mesh edit def looks like it might but it still has the flaws of the other two, it's only focusing on the pixel art to 3d model part,
what im kinda talking about is pixel art material tools with those 3d tools. Generative pixel art, like substances, mixed with 3dcoat, i think i forgot to specify in my original post but more the 2d art part before actually painting or making the model. and the workflow between it all

wise lagoon
#

for EOS i'm seeing support for things like leaderboards, cloud saves, matchmaking, lobbies, achievements, analytics, etc.

real pasture
#

@wise lagoon Ty

next badger
#

it's not just that...EOS uses ABI (application binary interface), that lets you write the app in one language and connect to it by app that was written in another, and that aligment is stable (means you can update sdk but not the app)

urban gyro
#

download the samples and ull c what it does

rancid lynx
#

wtf is that. surely that means unreal just went paid.

silk lintel
#

unreal needs to add enums as a material function input
Also theres a bug where if you copy a material layer output node into a material, you cant delete it. Probably cause they never expected someone to do that lol.

wise lagoon
#

i've used PlayFab in the past... i'm wondering if EOS provides a lot of similar things that I used that for (cloud data store, friends, stats, and leaderboards)

#

definitely seems to indicate it may very well

silk lintel
#

yeah, i think it covers most, if not all, of those

next badger
#

@wise lagoon no services available atm except ticket one

wise lagoon
#

oh

real pasture
#

Just to clarify something. Does that mean Epic is proving the servers or do you still do that part yourself?

rancid lynx
#

how do i get the material from this Array Element. i tried casting, i couldnt figure it out.

wise lagoon
#

so the stuff on the "Game Services" page is future???? wha???

urban gyro
#

u have to host ur own servers

silk lintel
#

@rancid lynx quite the opposite, unreal (all engine versions, 4/5 retroactive) are completely royalty free for gross revenue < $1 million

wise lagoon
#

taht page sure as heck didn't read like that ... good to know

next badger
wise lagoon
#

dang

#

lol

rancid lynx
#

yea thanks. i read that news also but. anything with the word services, and ;get started; usually mean "credit card"

wise lagoon
#

man, thanks for letting me know.... i would've gone off on a wild goose chase for sure

urban gyro
#

electricity aint free so...

silk lintel
#

i wonder if u can use eos in tandem with aws for server hosting... id assume so right?

#

if you literally mean u have to host ur own servers

wise lagoon
#

sure, they say you can pick&choose

rancid lynx
#

yea those services, deserve payment. i wasnt arguing that. i was jus thoping unreal engine wasnt going to follow that dangerous path.

#

luckly it looks like its not : )

real pasture
#

I gotta admit. With everything that happened today, I'm starting to like Epic a lot more. lol

next badger
#

the only thing i hope will be free is hole punching for player hosted multiplayer

plush yew
#

If i wanted to edit my bluejay bird say for example for my 2d ballerina game, i need to modify every frame... This is the kinda problem im talking about more specifically if somethings wrong, i have to change all the tiles, then go into 3d and basically start from scratch.

urban gyro
#

that would be pretty laggy thho no

silk lintel
#

Theres no option. There really isn't. Weather ur an indie game dev team or a AAA studio that isn't coding their own engine, epic has the best feature set, best tools, best support, best documentation/knowledge base, best payment system...

urban gyro
#

well theres always unity

silk lintel
#

not anymore

wise lagoon
#

i had heard they were working on this solution early last year. Good to see it's finally out. Definitely makes sense going forward. Especially if it helps unify the EGS branding across all platforms including cross-progression/achievements

urban gyro
#

๐Ÿ˜„

silk lintel
#

i think today was the nail in the coffin

cloud loom
#

I'm sure Unity will implement similar tech

urban gyro
#

@plush yew bro use Spriter, it is infinetely easy to modify animations

wise lagoon
#

about unity... i saw some tweets today about them being in a rough spot... what's the deal on that? i'm out of the loop and couldn't easily find clear info

silk lintel
#

Theyre so behind. They used to be a ways ahead and they got lazy.

real pasture
#

RIP Unity

wise lagoon
#

is unity 2020 finally unveiling their whole non-backwards-compatible engine revamp?

silk lintel
#

Especially when the improbable/spatial os support fell through.

real pasture
wise lagoon
#

so the basis is cost?

silk lintel
#

thats a HUGE factor

#

especially since its retroactive

wise lagoon
#

wait, unity's model was retroactive???!!

#

ok, i should probably just go research and stop being annoying lol... i'm sorry i'm a newb to so much of this still

urban gyro
#

people in that thread talking how mmo's are going to benefit the most out of that tech tho

plush yew
#

@urban gyro I do sometimes, I just used pyxel edit to grab a Screenshot of art i made lol

But even so if the pixel art itself is off we still have to go back in to the 2deditor and change the pixels,

silk lintel
#

no, what im saying is that the new royalty model applies to all games published the moment of that statement, regardless of engine version

vale silo
#

back to my Megascans question - do people just kitbash levels using those assets ?

silk lintel
#

that includes 4.10-5.0

wise lagoon
#

ohhhhhh

real pasture
#

Unreal has just become a very financially attractive option since they've raised the profit share bounds significantly.

Unity is in absolute limbo right now. The scriptable render pipelines are chaos and possibly even outdated now compared to what Unreal 5 is offering. The engine is a patch work of depreciated and unfinished features. So many bugs. And they still don't offer the dark theme for free which is now looking super petty after what Unreal just did. (I expect that it'll be free this year after this announcement. Last time Unreal did something like this Unity announced the removal of pro/free feature split.)

silk lintel
#

*not specifically 4.10, just emphasis

real pasture
#

From one of the comments on that post

wise lagoon
#

but i thought it said games released jan 1 2020 and later

silk lintel
#

im saying when that statement is in effect

next badger
#

@real pasture that thread is so sad ;_;

plush yew
#

Like 3d has all these send to x program, making it easy to go from one to one, manually opening exporting, importing praying its right, is so 21st century

real pasture
#

@next badger Why you say that? lol

cyan merlin
#

The unreal engine 5 announcement made me more excited for something then I have been in awhile

urban gyro
#

@plush yew dunno man, if I need 2d animation I just make components, stich in spriter and export a sprite sheet. If I wanna change something I just change that component

silk lintel
#

@cyan merlin aww that profile is so sad

real pasture
#

It seems like people who work on Unity would love to come to Unreal if they supported C#

wise lagoon
#

@cyan merlin i feel the same and i don't really understand why, but it seemed amazing

cloud loom
#

Tim Sweeny went from mowing the lawn to changing the god damn world today

cyan merlin
#

After calming down some tho I just hope they include an intermediate scripting language and better documentation then what's currently available

silk lintel
#

@cyan merlin at least give us a picture of the letter e

urban gyro
#

im kinda happy ue4 isnt runnin c#

vale silo
#

I don't believe for a moment that lack of C# is what prevents people going with UE4

#

or with UE5 for that matter

silk lintel
#

Ue5 is not a whole new engine, its basically an update. A gigantic, revolutionary update, but an update still the same.

cyan merlin
#

@vale silo it's the lack of up to date content and API documentation

urban gyro
#

honestly if learning C++ after learning C# is difficult for you, I doubt you'll get a game out anyway

rancid lynx
#

tbh. motion controllers excite me more than more polygons. mouse keyboard controller based games are really boring tbh.

next badger
#

@real pasture imagine they roll up the plugins that can be written in c#...like character plugin , or ui plugin etc

cloud loom
#

I'm pretty sure it is for many honestly. I meet so many people who can program unity c#, but can't actually program

wise lagoon
#

i've been a c# dev my whole career in general dev and i love c#, but after doing a little unity, i wish c# had multiple inheritance

real pasture
#

If Unreal supported c# Unity would be done. lol

wise lagoon
#

EOS SDK has c++ and c# versions

plush yew
#

But what if they are all wrong, manually editing them all is tedious! but i guess thats why we pay artists to make it right... but i feel for that work flow its a nightmare, its nothing like making a true 3d game vs a pixel art 2d game. it seems simpler, but were trying to make an engine only work in 2 dimensions when it works in 3

cloud loom
#

even with all the added ue4 stuff, ue4 c++ seems too complex for many

wise lagoon
#

what if they announced C# support for UE5?

frank grove
#

I thought I would not see a new unreal engine 5 so "soon' I guess

urban gyro
#

it's messy as all hell imo

silk lintel
#

i think if they can improve on the material editor, even rebuild the entire framework from the ground up and include more hlsl or lower level shader programming support, they will literally have a monopoly

vale silo
#

There are Blueprints

rancid lynx
#

how difficult is it to sell a game on epic marketplace? do i have to pay 100 bucks like i did with steam ?

cyan merlin
#

I agree that C++ isn't too hard to learn, but it's not the optimal language for most game scripting, you end up writing so much additional code on top of the logic you were trying to code to begin with that it's just annoying.

silk lintel
#

hmm good question

cloud loom
#

Sure, but blueprints are visual. But you are right, most of the c# devs will use blueprint when using ue4 I find

urban gyro
#

c++ just looks ugly as hell in ue. macros, long ass function calls and names, and then the classes also

vale silo
#

Blueprints are for scripting @cyan merlin

cyan merlin
#

And blueprints as amazing as they are, are not a replacement for scripting language

silk lintel
#

i mean there is the potential to get a dev grant and have your game free for a week, so it would be more than worth it

vale silo
#

meh

cloud loom
#

ue4 c++ is already way easier to read vs normal c c++

silk lintel
#

@urban gyro i agree but it is incredibly efficient

#

*fast i mean

urban gyro
#

yes it is

next badger
#

@rancid lynx marketplace != egs

real pasture
#

Can you Imagine if they announce that UE5 supports c# and has better 2D platform? lol

urban gyro
#

whaaaaaat, nah

wise lagoon
#

i believe the big thing preventing people from touching unreal is "c++ is hard" and "unity is so easy!"

silk lintel
#

lmao noooo

cloud loom
#

they have a lot of supporting code already made for you, it is basically c# scripting stuff for most of the gameplay coding

urban gyro
#

how is ue4 c++ easier than normal c++

next badger
#

@rancid lynx egs is for games, mp for assets and plugins

wise lagoon
#

i didn't hear anyone talk about blueprints until i went to a random local unreal engine meetup just cause and i was blown away

cyan merlin
#

Blueprints are good, don't get me wrong, but you won't see large companies using it outside of prototyping because it's not as performant and basically impossible to maintain

silk lintel
#

wut ue4 is both the easiest and the hardest. bp and c++, theres something for everyone!

urban gyro
#

one function call or a property access takes like 50 characters

wise lagoon
#

blueprints beats the pants off unity's wonky, half-baked inspector

cloud loom
#

But it is still not this click and play unity type c# script stuff

real pasture
#

You want to see a good game made only with BPs? Look at Robo Recall. lol

silk lintel
#

um yeah? it is?

plush yew
#

C++ is no harder than any other language, it just gives you more control. and with control comes responsibility, some people don't like responsibilities as developers. ๐Ÿคซ

next badger
silk lintel
#

haha

vale silo
#

@cyan merlin Epic's own projects have a lot of BP.. If only they made BP to be version controlled like code...

rancid lynx
#

@next badger ty ty ill read it now

cloud loom
#

imo ue4 c++ is harder to master, but easier to use, Unity easy to master, but hard to use

silk lintel
#

its royalty based also, huh

cyan merlin
#

Outside of epic making games with their own systems to showcase them lmao

urban gyro
#

i don't know about mastering, but it is defo a pain in the ass to read

silk lintel
#

they need more documentation in the materials domain

wise lagoon
#

i spent 8 years occasionally prodding at unity for a week or two once a year and always gave up quickly because it just felt weird and like it was all memorization

frank grove
#

did they said when the UE5 is coming out?

urban gyro
#

late 2021

cyan merlin
#

@frank grove sometime 2021, don't know the exact date

silk lintel
#

preview early 2021

wise lagoon
#

finally gave unreal a try for a fresh start and wow.... i've messed up ever giving unity a try lol

paper sapphire
#

could probably expect it to come out later

frank grove
#

ok thanks

wise lagoon
#

unreal makes sense to me

neon rune
#

anyone know how to import fbx models into UE4

silk lintel
#

import button....

plush yew
#

Drag and drop @neon rune

cyan merlin
#

Unreal is the better engine hands down, unless your aiming for 2D

urban gyro
#

drag n drop an fbx

silk lintel
#

or that

#

or file import

wise lagoon
#

yeah, i'm kind of sad the 2D pipeline in unreal has kind of just been forgotten about

silk lintel
#

what there really isnt an up front fee for egs?

cyan merlin
#

@wise lagoon I'm hoping it will get some love in the later ue5 versions

neon rune
#

I've tried that, it just ends up as a tiny sphere

heady quartz
#

Whats the best way to retarget meshes to ue4 default skeleton OUTSIDE ue4 so that when i import the mesh it uses the default skeleton?

silk lintel
#

@neon rune yeah depends on ur unit scaling

#

1 unreal unit = 1 cm

heady quartz
#

A humanoid mesh*

wise lagoon
#

i hope so. If Unreal's 2D pipe was even half of what unity can do, I'd have no reason to tell people to use Unity

cloud loom
#

I'd say 2d is very functional in unreal, there is not really a lot to update about it, very usable for pretty much any 2d game as is

silk lintel
#

it sometimes doesnt always work out that way with scaling and stuff, so just play around with it if that doesnt work

cyan merlin
#

If unreal improves it's 2D pipeline unity will kinda lose any advantage

silk lintel
#

check ur units in blender/maya/3ds max

plush yew
#

@heady quartz i beleive maya is the best tool for that ART tools is it called maya users?

silk lintel
#

mayans

neon rune
#

ok

real pasture
#

@cyan merlin Unity would die if Epic improved their 2D pipeline

silk lintel
#

politically correct term

wise lagoon
#

@real pasture i hope epic is secretly at work doing just that although the trello roadmap i found today looks a bit abandoned.... so.... i dunno

silk lintel
#

i admit i use blender tho ๐Ÿคฅ

grave spruce
#

paper2d was one employee project

wise lagoon
#

oh

silk lintel
#

nah theyre soaring through the trello imo

cyan merlin
#

I wonder why epic dropped 2D

silk lintel
#

right on time

next badger
#

paper2d was not an intended plugin, it was developed by sole dev

silk lintel
#

cause no one uses 2d lol

#

i mean indie devs but its still not all that popular...?

cyan merlin
#

2D is a very large market

silk lintel
#

sure, and 3d is bigger

grave spruce
#

lack of use in 2014

cyan merlin
#

True, but you cant say a market isn't big because the other one is bigger

plush yew
#

@silk lintel I use 3DSMax... for everything pretty much because its so familiar :(
thing is so bad i cant even tell you how bad i wish i could trade all my 3dsmax knowledge for blender

grave spruce
#

the year that was abundant

silk lintel
#

i didnt say the market isnt big, im comparing it to the alternative

plush yew
#

paper2d was not an intended plugin, it was developed by sole dev
@next badger For a sole dev, paper2d is really amazing

cyan merlin
#

cause no one uses 2d lol
@silk lintel

cloud loom
#

I use Blender

#

Blender is amazing

silk lintel
#

implied compared to the only alternative

cyan merlin
#

Ah

silk lintel
#

yeah it rly is

#

insane strides for a open source model

cloud loom
#

I am a working 3d artist for nearly 15 years now, and it is the best out them imo

wise lagoon
#

didn't Ubisoft announce they were converting to blender?

silk lintel
#

@cyan merlin im tired okey language words is stuff and idk

wise lagoon
#

i swear i read that sometime last year

silk lintel
#

rly?

urban gyro
#

they were

#

yes

cloud loom
#

I use it because I want to, I can afford anything I like, but Blender is the shit, it really is

silk lintel
#

ubisoft uses a custom engine still, right?

wise lagoon
#

like the whole company was just "aight, off to blender land. By crappy autodesk!"

silk lintel
#

or did they ever transition

cloud loom
#

Ubi animation studio converted to blender yeah

wise lagoon
#

not sure, but i thought it was still amazing news

silk lintel
#

thats insane

cloud loom
#

and Unreal gave them 1.5 mil donation

urban gyro
#

if uve ever used maya and blender, you will know why they switched

plush yew
#

I know Ubisoft joined the Blender Development Fund but total conversion? highly unlikely

lament saddle
#

@plush yew I'm kind of in the same boat. Blender's not actually terrible if you haven't seen the 2.8 release though. It no longer has that bizarroworld UI and control scheme and now resembles a normal 3D package.

cloud loom
#

Blender had a great time since their 2.8 release

silk lintel
#

ubisoft - game engine question mark

#

yeah, just wish booleans were more intuitive/easy to use...

cloud loom
#

Blender always was very powerful, but 2.8 changed everything

plush yew
#

@lament saddle omg i downloaded 2.8 with highhopes and forgot about it XD thank you im check it out

cloud loom
#

that was the moment I switched, and never looked back

urban gyro
#

same

rancid lynx
#

im very happy with blender. but im no high end pro. so i dont know much past low poly.

frank grove
#

everything changed when the fire nation attacked

rancid lynx
#

the first 4 weeks were a bitch X_x i nearly quit 5 times

frank grove
#

ok,sorry

silk lintel
#

ah okay ubi is secretive about the engine they use but its their custom AnvilNext + ue4

rancid lynx
#

once i figured out swapping between edit modes and resetting translations, stuff got alot smoother X_x

urban gyro
#

blender's hotkey editor is garbage tho

wise lagoon
urban gyro
#

i remaped half the keys and the damn thhing never registers conflicts

silk lintel
#

u have to save

#

lol

rancid lynx
#

ha. thats the damn truth. you have to blank out 15 boxes just to resolve conflicts X_x

urban gyro
#

and the default keys are retarded

#

like, / - this is a hotkey

silk lintel
#

@urban gyro u literally have to create a save file for ur key mappings and keep it

urban gyro
#

but ctrl+q is also a hotkey, and what does it do? it quits. gee, great, needed that

rancid lynx
#

and then backtit up in google so you dont lose it X_x

cloud loom
#

There are good addons for that

silk lintel
#

@urban gyro @urban gyro @urban gyro

urban gyro
#

no u just save prefs and ur keyset is done

silk lintel
#

press x to doubt

urban gyro
#

no way, i use x for other things

silk lintel
ruby folio
urban gyro
#

deleting with x is meh

vale silo
#

I've been using Blender for a long while.. 2.8x was a great release..

#

(I used 3DS MAX a way back in the days)

rancid lynx
#

i started with lightwave X_x. im glad i quit for 15 years

silk lintel
#

unreal also need fluid simulations, even fake ones

urban gyro
#

aparently ue5 will have em

cloud loom
#

I used max, maya, and modo for years each, all are great, but I now use Blender, I just love it, flaws and all, it make so much sense to me as a software

silk lintel
#

i saw the shallow water simulation plugin, but theres zero documentation or info at all

urban gyro
#

the fact that I can UV a skinned mesh is enough to keep me with blender, add the other things and it's gg for autodesk

rancid lynx
#

when i paint dirt paths on terrain, the textures ZIGZAG between verticies, i know you can "smooth" or "increase vertex" count on terrain, but is there a better option for smoothing the edges between two layers on a terrain, so that they dont ZIGZAG between vertexes? why the hell isnt that an option

cloud loom
#

Currently it is slowly eating zbrush

rancid lynx
#

good. zbrush should have been cheaper. it deserves to get eatten.

cloud loom
#

tbh, zbrush pricing model is amazing

rancid lynx
#

compared to others

cloud loom
#

I dropped what, 600 bucks decades ago and that was it

silk lintel
#

oh yeah, i really dont get dynamic tesselation when you have to have a really high poly mesh/landscape in the first place

cloud loom
#

every update is free

silk lintel
#

or am i doing it wrong

cloud loom
#

It is super cheap considering

plush yew
#

I started with max 5 and a max 5 bible then came 6 with bible and 7 with bible and 8 with bible at the end of life max 8 i was like these bibles are just dust collectors at this point lol

Okay okay, wow blend 2.8 is not bad, i can see myself using this as is, i tried the blender4artists thing the 3dsmax blender conversion thing and it was really terrible even so.
but b2.8 is not bad at all so far

urban gyro
#

u can say the same about davinci

silk lintel
#

resolve?

#

like black magic?

cloud loom
#

blender4artists is pointless now imo

next badger
#

@blissful reef sorry for ping, was it You who originally worked on Paper2D?

cloud loom
#

blender 2.8 ui is amazing, clean, and highly customizable

silk lintel
#

or is there another davinci im not aware of

ruby folio
cloud loom
#

reminds me a lot of modo

urban gyro
#

yeah resolve, u pay once u get ur lifetime

cloud loom
#

resolve is also great yeah

next badger
#

@blissful reef or it was Michael Noland?

silk lintel
#

resolve is also great in the free version

urban gyro
#

basically adobe and autodesk are evil and are eventually going to burn

#

and i will be there when it happens

frank grove
#

what

cloud loom
#

I really want krita to git gud

silk lintel
#

cant wait

cloud loom
#

or something like it

#

currently no matter how much I hate it, photoshop is king, nothing like it

ruby folio
#

Would be nice to have a good photoshop FOSS alternative

silk lintel
#

i cant finish a game... ๐Ÿ˜ฆ

#

@plush yew u post that as if every single living being hasnt already seen it and jumped with joy

cloud loom
#

We will need to upgrade for sure

silk lintel
#

minus unity users

frank grove
#

whats the problem with autodesk

silk lintel
#

we dont speak of them

rancid lynx
#

i dont want 90 trillion polygons. i want better controllers. keyboard mouse and console controllers limit games, so boring. id rather motion controller updates. X_x

urban gyro
#

but photoshop is for photos, and i can't be arsed with those

cloud loom
#

this tech uses very, very high speed memory, none of our stuff supports that Im afraid

silk lintel
#

ah less people have seen that

#

good man

#

the karma grind

rancid lynx
#

yea. jsut what we need, dust on our rocks : )

cloud loom
#

nice link, will watch

wise lagoon
#

oooo, yes, i have not seen this

#

thanks!

#

had seen the short ver.

silk lintel
#

hello moderators!! yes i am friends with @plush yew i want karma points

wise lagoon
#

lol

frank grove
#

thats a...really cool nickname

cloud loom
#

watching an episode of devs before watching the ue5 demo gave me weird feelings

#

ps5 load speeds are nuts

silk lintel
#

the software is moving so fast, i wish the hardware would be faster cause i cheap boy

#

joke thing

cloud loom
#

dont worry this is not reddit

silk lintel
#

the words thing and im tireddlanguage an stuff

frank grove
#

how you down vote a comment here

rancid lynx
#

when painting layers on terrain, the layers always follow the vertex grid lines, ((Like the brown road on the left)). is there a way to smooth out the lines, like the on on the right ?

#

without edge blurring or multiplying the vertex count ..

ruby folio
plush yew
#

Lets be frank, most likely not a single one of us can even hit 540MB/s in geometric data with what we have access to at the moment. Let alone GB/s

rancid lynx
#

can you link a tutorial? i dont know wha tto search for. there are too many wrong examples

cloud loom
#

new motherboards and ssds soon

frank grove
#

I agree,and I don't even know what that is

cloud loom
#

GPUs are not really the issue atm I think

#

3080 is crazy, sure, but these ssds speeds alone will do a LOT for this stuff

silk lintel
#

i love throughput

rancid lynx
#

@ruby folio can you show me a tutorial? i tried searching about height maps, but they didnt see to effect what im looking for. too many different examples

urban gyro
#

why not call it io its ezier

silk lintel
#

did u know the throughput of my penis is 12 ft per meter? redacted

#

its true

cloud loom
#

most pc's can compete with ps5 gpu, but not with it's memory

silk lintel
#

im sorry idk why i said that

#

maybe cause im sleep deprived and tired and i need sleep

cloud loom
#

me2, I will go sleep

#

good point

#

sweet dreams all

urban gyro
#

uhuh

wise lagoon
#

yeah... make it bolder

neon rune
#

How do i pose said models for animation?

silk lintel
#

thats the one

wise lagoon
#

ok, that's better

#

lol

urban gyro
#

rtdm

plush yew
#

What i mean is most indie / smaller studios / even some AAA will have a hard time filling 540MB/s in geometric data without just being blatantly negligent about it. 540MB/s is a shitload of information btw. which is an average ssd read speed

next badger
#

@cloud loom "yet"

silk lintel
#

lmao i rly need to go

#

STOP TALKING

#

ur keeping me here

frank grove
#

Im scared to think about what kind of a pc you need to run this U5 tech demo

#

jesus

urban gyro
#

you dont

wise lagoon
#

i was hoping to use my laptop for the years to come

#

sounds like nope

silk lintel
#

one that can handle at most 1 vertex per pixel in terms of geometry

wise lagoon
#

how much can that eGPU buy my i wonder....

dark depot
#

you guys realize things scale right hahaha

ruby folio
#

@dark depot No... New Engine means it neads MOAR POWARHHR

plush yew
#

It can absolute run it but you will be bottle necked by harddrive no doubt if its true 5GB/s sustained and 9GB/s boost of SSD speed on PS5

wise lagoon
#

speaking of scale: is the new limitless lighting and "triangle counts don't matter" something new with GPUs?

urban gyro
#

btw do you guys get tons of friend invites over epics launcher?

wise lagoon
#

or is that some kind of insane optimization that works with existing hardware?

silk lintel
#

its multi bound dynamic gi lighting

dark depot
#

you realize its not that right

#

cause the engine is agnostic to that

plush yew
#

Progressive Buffers is the term your looking for ๐Ÿ˜‰

wise lagoon
#

man, as a newb just getting into this as a programmer, my head is spinning

#

lol

dark depot
#

and needs to work with dirext x and open gl ๐Ÿ˜›

silk lintel
#

@dark depot who r u talking to and what r u saying

dark depot
#

%

#

^

silk lintel
#

ah

#

it all makes sense now

urban gyro
#

well im also gonna bounce out, this discord is always taking so much time

#

theres always someting interesting to talk or argue about

silk lintel
#

same, im going to do a single-bounce bass of dynamic lighting

#

fuck

#

im too tired to edit

plush yew
#

^ I never get any work done with discord open. gosh i hate but semi-love you all so much

silk lintel
#

@plush yew u 2

frank grove
#

I thought I was the only one

wise lagoon
#

keeley just legit asked my question

silk lintel
#

right bye for real this time

frank grove
#

Im always checking discord

silk lintel
#

for the third time

urban gyro
#

the worst is if u need to ask a question, open discord, ask a question, get ur answer, then u answer like 3 other questions and then u get into a debate over something

wise lagoon
#

basically the gist was "we'll be able to render on next gen at what you just saw... for phones/current gen console/PCs, we'll have some way to emulate what we can with software and auto scale that down"

urban gyro
#

and thhen it turns into an argument and 3 hrs later ur either proven wrong right or agree to disagree

frank grove
#

special day,on a special year

rancid lynx
#

when painting layers on terrain, the dirt road always follows the vertecies. ((like the road on the left)). how can i make the road look like the one on the right? someone said Height maps, but i cant find the correct tutorial on youtube.

#

there are many height map tutorials. but i cant find the correct terrain versions.

#

ue4 terrain layer height map search returns videos from all 5 catagories X_x.

ruby folio
rancid lynx
#

oh. i didnt understand. thanks.

mint umbra
ruby folio
#

@rancid lynx What dont you understand?

mint umbra
#

Hmm, seems to be PP oriented
Edit: Duh. Motion blur

modern sinew
#

Is it possible to have an object's size hooked up to a variable so the player can resize it btw?

#

actually there's probably a blueprint node to change the scaling

thin tendon
#

@modern sinew Just set its scale to the variable

modern sinew
#

ok

#

so yea, you can do that

#

nice

brisk urchin
#

My current project folder is at about 30GB. What folders can we delete that aren't needed? I heard that it creates certain folders that aren't needed.

next badger
#

@brisk urchin they aren't needed for storage...but required for work

ruby folio
#

@brisk urchin Look up what folders you need to commit to source control.

#

Delete the ones that arent

next badger
#

Saved and Intermediate folders

brisk urchin
#

Oh ok. So we can keep Config and Content?

#

thank you

wise lagoon
#

does the magic cleanup redirectors clear up much space?

ruby folio
#

DerivedDataCache can be removed if you store it in the GAMEDIR

wise lagoon
#

i'm hoping that doesn't keep legit copies of assets

next badger
#

@wise lagoon no...just links (like shortcuts)

wise lagoon
#

cool

#

good to know

#

definitely makes my git repo explode lol

#

i gotta get on that p4 setup

next badger
#

@wise lagoon we purchased a cheap nettop($50) and rolled a debian with p4 server

#

works better than git

wise lagoon
#

i've got a raspberry pie laying around

#

would that work?

next badger
#

pie is arm based, and p4 dropped arm distros few years ago

wise lagoon
#

ahh, ok, no arm support

#

well i've got an old desktop

hoary locust
#

don't you need to be like a 100-man team to be able to setup source control with backup?

ruby folio
#

no

hoary locust
#

easily the most complicated area I've ever run into

wise lagoon
#

eh, i guess that's fair, but i definitely want source control and having that 2nd copy + revisions on a different system sounds nice when i've only got a 500gb storage device

hoary locust
#

git sucks, perforce sucks

next badger
#

1 man set it up in 2 days, with ssl and modern net tables, 0 knowledge about it

hoary locust
#

and it's literally impossible to find anywhere to upload to

wise lagoon
#

i got it setup on my local comp and tried to recreate it on a network but couldn't write for some reason... even with the same perms

#

it seemed pretty straight forward to use, just a little involved for the setup/accounts management

#

but again, just a little. I played with it one day and didn't revisit after i failed to get it complete end-to-end functioning after a few hours. I was super close though. I'm sure i just missed something dumb

#

even got the exception in for a nice .p4ignore file.... although it seemed odd that filename has to be set per client

half turtle
#

kind of curious how difficult it will be to transition from ue4 to ue5, also what other under the hood changes will be done, will we get float64 for actor positions?
easy multiplayer world rebasing?

wise lagoon
#

dude in this tech demo presentation just said the lines between film and games is about to blur and the industries are going to merge in the not-so-distant futre

#

interesting statement

half turtle
#

well look at the mandalorian

wise lagoon
#

guess i need to do that

#

lol

half turtle
#

and engines like unreal in particular, are reaching graphic levels that are movie CGI level often in realtime

wise lagoon
#

float64 would be nuts as a default

#

that'd be fanastic

half turtle
#

add to that, AMD forcing everything to finally switch to multithreading fully, and computer performance is literally mutiplying

next badger
#

@wise lagoon meanwhile some people making pixel art games on pico-8

wise lagoon
#

hahaha

#

true

half turtle
#

well my current project is an RPG arcade space shooter with a topdown view... so yeah >.>

wise lagoon
#

his point was if movie studios keep picking up unreal to do their movies, then the skillsets are going to merge and allow for the blurring to occur

half turtle
#

but ... the project is being worked in such a way that turning it into a full space sim is essentially a boolean toggle

#

and moving the camera to a different position

next badger
#

not sure how character art will be affected...can characters be 20billions of triangles?

half turtle
#

but that lumen feature is what has me hyped the most...

wise lagoon
#

yeah, they literally said in this tech demo that artists will no longer have to think about triangles

#

triangles won't matter anymore

half turtle
#

isnt it essentally voxel art again if triangles are pixel sized?

wise lagoon
#

sounds fair lol

half turtle
#

so... are we back to voxel space engine after 30 years? O_O wait who bought novalogic...

wise lagoon
#

i'm out of my depths lol

half turtle
#

nvm i am just being old and remembering old stuff

wise lagoon
#

my depths are a puddle

next badger
#

@half turtle UE5 will have Delta Force performance?

half turtle
#

i mean ... relatively wise.. maybe? the main attraction of delta force was how big the scenario was back then

#

UE5 seems to be essentially achieving the same, getting rid of hard poly limits and adding a light system that allows for much bigger illumination seems to point towards bigger scenarios

#

and it just so happens the lightning system feature might be exactly what i need to further improve my game

#

(that and float64 for actor position and movement god please)

wise lagoon
#

they said that statue in the tech demo had 30 million triangles and the next scene where they had a ton of the statues they said had over 16 BILLION triangles from the statues alone

#

all being dynamically lit in real time

#

just absolutely insane

elfin stream
#

Nanite is voodoo

wise lagoon
#

agreed

elfin stream
#

re-watching the demo on my computer, only saw it on the phone earlier. its insane

wise lagoon
#

man, i wonder how much press tech demo today will generate for Unreal Engine that wouldn't have previously been given had the console makers actually shown off real gameplay already

elfin stream
#

Im curious about how difficult it will be to migrate from UE4 to UE5

#

Could concentrate on gameplay with placeholder assets till we can start working with UE5.

ruby folio
#

From the blog post they say it will be forward compatible much like we have now

elfin stream
#

k

#

I'm assuming everything in UE4 is included in 5 like niagra and the new sky and such.

misty owl
#

I'm trying to create some levels that look like environments in the Blame! anime. What's the proper way to do mega-huge scale levels? I have some bsp boxes that are stretched to 100,000 x 100,000 units for walls, but replacing that with static meshes feels like it'll be resource intensive?

plush yew
#

When you move the install folder of unreal engine, how can you tell epic games launcher where the install is?

thin tendon
#

@misty owl Think about levels like your brain. The more you have going on the harder it is to focus. Its the same for your levels. You want it to always have the smallest amount loaded and showing as possible.

plush yew
#

I am on windows

wise lagoon
#

oh

#

forget everything i just said

#

i see i read your question wrong

#

i do not have the answer to that one heh heh.... my bad :\

misty owl
#

@thin tendon right on, yeah. The playable area will be small, but I want the player to be able to look way out to the horizon, and have it feel gargantuan.

ancient lotus
#

@misty owl break up your walls and use LOD's

misty owl
#

@wise lagoon I've looked into level streaming a little, but I don't need the entire level to be playable. I'm just trying to get a feeling of huge scale, while not impacting performance. I'm going to try using some parallax effects, and maybe wind up rendering the "background" as a sort of matte painting. so the game engine doesn't need to do much lighting/shading, if any

wise lagoon
#

oh i see. If it's stuff the player can never get to, then yeah, @ancient lotus got the right answer

thin tendon
#

There are a few ways. I would do it with LOD's and HLOD. The other thing I have seen done is people replacing the skyphere image in the material.

misty owl
#

This is one of the scenes that I'm using as inspiration. Where you look out on the horizon, and it looks like it never ends

thin tendon
#

You could always just billboard some background imagery as well.

misty owl
#

@ancient lotus that makes total sense. Chunks of wall that are further away from the player won't impact performance as much.

#

Thanks for the advice, everybody. That's a great starting point!

#

Definitely looking into billboarding backgrounds. that's a great idea

lusty rampart
#

I have a spawnactor blueprint node that every time I load my project has a compilation error, but I "refresh node it" and it compiles fine. But I save it and next time I load, right back to the same error. Anyone seen that before? (4.25 and 4.24)