#ue4-general
1 messages · Page 739 of 1
yes
motherf.... thats sick... what kind of optimization was done? is there any other info? was that done purely on blueprints? how much was c++, when can we download ue5? the geometry and texture features.... sooooo obsenely useful
More technical information will be made available later this week.
More tech info will be coming later this week on Nanite, Lumen, how this demo was made. #ue5. Stay tuned.
491
shudders i need this so badly...
Making a fighting game, would I use the side-scroller or the 2D side-scroller template?
That's up to you. 🙂
Maybe look at both of em
you could use the templates or set it up yourself
See which one you like better, or if you can use bits of both
i think setting it up yourself would be better personally is not that difficult
Well, not if you're curious and willing to come to brick walls
are you using 3d models or sprites?
you'll get a deeper understanding a little quicker IMO
Sprites.
then it should be quite easy to setup yourself, as on that kind of game the most difficult part would have been the animations (at least thats how i feel personally) but sprites make that a non issue really
Alright, thank you!
Would it be a bother at all if I messaged you for advice later on?
i can point you to some tutorials (written ones) that will teach you the basics of ue4
Sure thing!
i think in general is discouraged to dm people unless they explicitly agree to it first, personally you can message me, but i am just good with the blueprint system
for materials and animation specifically i am not good at all (hence why i want ue5 to save myself some pains)
Yeah, that's why I asked, haha.
guys how do i setup so that when my character sprints the edges/corners of the screen get blurry?
so yeah you can mesage me
Thank you!
@summer turret you mean motion blur?
kind of
but not the entire screen, i just want the edges of the screen to get blurry to imitate that my character is sprinting really fast
well motion blur in general is something that comes from how the engine itself renders the interactions and movement, for what you want... the easiest might be to apply a material to teh screen render
and scale a parameter to the speed of the character moving
https://www.youtube.com/watch?v=4ccBjlAFt0s&feature=emb_logo something like this
How to make a radial blur post-process material in Unreal Engine 4 (version 4.20.3) using a custom HLSL node and a radial gradient. Topics covered: HLSL, custom nodes, post-processing, material graphs. Thanks to Joubert van Zyl for the request, and special thanks to Tomura for...
ty
yeah ... the more i think about it, create a material and a circular gradient, multiply times parameter
and presto
at least for a very lightweight processing wise effect
yeah sadly i am not very good with materials i will just watch the video and try to recreate what he does
materials are simple once you get the gist of how of it, its essentially a picture stacking on top of another picture for different things (on a very gross oversimplification)
also i cannot english today...
How to make a radial blur post-process material in Unreal Engine 4 (version 4.20.3) using a custom HLSL node and a radial gradient. Topics covered: HLSL, custom nodes, post-processing, material graphs. Thanks to Joubert van Zyl for the request, and special thanks to Tomura for...
what is the shortcut for the variable that he makes at 2:06
s
ty what is that called, is it just a normal variable or what?
constant
^^^^
so the more i look ath teh teech demo... does that means we can do away with normal maps? and tesselation?
got my doubts, how is it to actually work with assets like that in editor, presumably you need an incredible PC to handle the streaming or just try to brute force it. how does it work with vertex anim, how tedious is it data-managing 8k textures, probably going to be a lot of headaches
I think just like every tech demo, it's just showing off what's possible and now what's practical.
Game's might not look that great still.
this kinda thing reminds me of the samaritan demo, or any of epics demos tbh, love them they look amazing but when you get down to production they are always just a little bit too out of reach
and if so, it's for big AAA devs.
aye ^
drink a bottle pf vodka and play tombraider, same-same
Yeah that's the common consensus.
lmao gg
I think just knowing that UE5 is capable of handling all that data and can optimize it well is really cool.
Now we need to re create Yoshi's Wooly world but each fiber is 3D rendered.
hi
hello
know anyone good with particles
I hope they dont change the look to much
cant seem to get responce in the fx channel
looking
im having trouble getting translucent materials to show in orthographic view
they probably won't work well
ortho view is dogshit
so much stuff doesn;t work properly
you can try taking your camera, moving it fucking MILES away, and setting the fov to 1
then you'll get all the regular shit but a near-ortho projection. but then you have new problems to discover
yeah i see why they say unity better for such games like top down space shooter
well ... now i have a reason to get a threadripper 3990x 128gb of ram and a RTX 3080
because it dont look good in perspective
coz i am betting they are changing a lot of things to super heavy parallelization
only way to get that kind of performance
try camera trick, low fov, camera very far away
kk
bruh, im too poor for that kind of rig... i can only afford a ryzen 5 2000 and wait for the amd gpu with ray traycing support.
@sturdy star whats fov
field of view
u mean do that in perspective view
yes
ah kk ill try
put the camera very far away and with very small field of view
So when are we going to get to play with UE5? lol
too late, i need it now.... goes into coma to wait
i though infinity fabric did something like that already no?
intel doesn't have infinity fabric...
hmm i am not exactly sure how they are doing it on the ps5... the cpu is from AMD so i kinda assumed they were using if
how much latency do we have with current pcie4 nvme drives?
compare to a ps5 storage
TIL There is wallpaper for UE5. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1760020-share-your-excitement-for-unreal-engine-5-with-free-wallpapers-gifs-and-more
Unreal Engine 5 is officially on the horizon (https://www.unrealengine.com/blog/a-first-look-at-unreal-engine-5) and you’re invited to celebrate the momentous occasion with us!
We’ve created a collection of digital goodies to help you share in the excitement of Unreal Engine ...
no one wants that, you still get the issue of consoles being dedicated hardware also
you can always brute force it with a pc
raid 0 all the nvmes to get 15GB bandwidth to compensate for the latency
instead of getting a lot of fast streams, just dump the entire thing simultaneously into memory
let the pop up begins!
yes, hence why i am suggesting to just brute force, i understand that there is going to be a lot of issues with parity, but once things are in memory that is not such an issue, and tho this might means we get a slightly slower initial load
we get the advantage on pcs that we can slap huge amounts of memory easily and keep everything there
at least until we get this interconnect tech on pc
coz obviously this is kind of a very retarded approach but work s on the meantime
🙄
It's funny to see everyone freaking out about some of this stuff, assuming we're gonna have games taking up terabytes of space and such. "Virtualized geometry" has a meaning.
i dont think the concern is hte textures as much
as loading the assets into memory fast enough
^^^^
Yeah, it looked like a pretty big issue
😛
Tons of studios across multiple sectors are using UE5 already, so...
I don't think we'll need computers from the future.
personally most of my issues on ue4 tend to be related to the physics engien and precision, because the game i am developing right now relies a lot on this
and illumination
its not something to even thiink about atm
it simulates a very big solar system, but the lighting engine was dying on me or being super quirky, to solve that, i had to scale everything down, but this made it such that sometimes the engine fails at collision calculation
once its used in more games that lower bar will be higher then it is atm
Ah, the 'ol realistic lighting in a solar system problem
omg u guys still about the memory stream lol 😄
I've been there too, haha
literally like a new gen is meant to do
😛
its a good thing
because then pc will also be pushed higher
how is it a big issue
the lumen system will hopefully allow me to use very big dynamic lightning so that means i can simulate at a more large scale and then avoid all the collision issues
i feel worst with my phenom x6 and 8gb ram
(sometimes even CCD dosnt cut it)
Engineers and the general workflows the last several years are more in line with improving performance and features. I honestly think it's nothing to worry about.
also this is high end 😛 they know its was designed for that and have it scale it will still be possible you been here all day and people keep telling you this 😛
It's more likely that the same rig that you're UE4'ing on? You'll be UE5'ing on as well.
there is a reason they are annnouncing know software and things have time
first of all I don't think that the hardware on that PS5 had to be pushhed to the absolute limit to achieve that
either way my current ryzen 1800x rig is already old and slow (and crashes a lot due to literal water accident) so i now have 2 reasons to upgrade to a threadripper and those delicious 80+ pcie4 lanes
and even if they did theres at least 3 ways im aware of to outperform what the PS5 has on offer
on pc
why
then wait 6 months after its released
ull get better tech in like 10 months
or see what nvidia shows off in the morning hahaha
when will ue5 arrive
another 1500 dollars gpu
the gigantic 3080 ? XD
is this some kind of special interface cable or?
And off-topic, but if I see one more pleb post in the Facebook group, sharing the video... I'm gonna lose it
kensei it refers to the architecture that allows the cpu ram and storage to communicate to each other
physically you could say is the sata or nvme ports
for the kind of performance you will need with nanite, (for pushing it ) nvme will be the bare minimum
to be fair, ur still gonna have a bottleneck somewhere even in that case
pcie4 is gonna be awesome
This is going to be the longest wait for 2021 to come
plenty of things to get done by then
Eh. Silicon photonics is on the horizon, so anything until then is just filler and money-grab stuff, haha
the horizon is not that close relatively
next year we are getting 5nm litography becoming mainstream
God I need lumen in my life rn
i think they can down to 3 nm still after that
Well, the hardware is already here for the photonic lanes. It's just used in labs and high-end fields at the moment. But it's on it's way to the consumer market. That's what I mean by "on the horizon".
if ue5 has fp64 for position by default ill cream myself
And you can't go a whole lot smaller/dense at this point, because you end up getting "cross-talk"
i hate world rebasing... you know whati hate more...
Epic devs said they won't be shifting over to doubles. They've said it many times.
when i rebase world, i fly back to my initial position
and everything has shifted horrendously
why do u need doubles?
BrUnO XaVIeR over at the forums has done a good job explaining why that's just... Yeah.
do that with actual planets and moons that orbit objects dynamically ... and its a must
128 SIMD lanes... Us nerds generally prefer to have 4 lanes to work magick with, than saving some time. If you know what's what, you're fine with floats.
Even if you want to simulate a universe.
u know that u won't have the processing power to run that right?
of course not, right now i just simulate a few solar systems at gameplay friendly scales
like if u get them doubles it won't be pretty
People are hooked on doubles, it's weird. Why do you need it?
and it generates dynamically (tho i am still learning world composition)
Rather; Why are you convinced that you need that precision to have accurate systems (of any sort)?
because i sometimes get ships and projectiles flying through ships
A double isn't going to be the magickal solution to that
or even ships flying through planets
that's an update problem not a precision
is both
then ur pushing speeds that are too fast
That 0.00000000000000145 that is throwing you off and causing chaos?
A double won't make that go away.
yes and no, yes some of my objects are going too fast, but the reason they are going too fast, is because size wise, they are too small as i had t oscale everything down
to let the lightning engine work on a reasonable way
so ur having something running at near light speed and expect realistic results?
no no no no
See, I made an ooold solar system simulation, with a point light at the center (Sol). I didn't need to scale things down.
not that fast
even 20% as fast is ridiculous
to be precise i have some objects running on physics at about 1000ms top
hell, 5% as fast is ridiculous
but i had to scale the objects to 1/100
to keep everything withing the 20km game area
so scale ur velocity accordingly
while keeping visual appeal
Hm. Double precision may help there, but probably not. UE physics stuff is built around a "real" scale, in a way. You're work around for lighting to scale everything down is a common mistake (you can find plenty of others on the forum who have done this dance)
what is this coordinate rebasing ur ttalking about
yeah u stream ur lvl in and ur good 2 go
i use coordinate rebasing when the ship has to move to a different "sector" that was generated dynamically
and yes as i said i am learning world composition
but i dont think on bp therei s a way to spawn objects into a specific level
if there was, then i would have no issues at all and i could rescale everything to proper sizes
hmm, i wasn't aware of that limitation
yeah seems to not be used a lot ...
otherwise i would be using world composition and be done with it
but i spose if u had 1 loading screen every 20x20 km ud still be fine
It's not the physics behind why they won't
It's the maddening changes to code, haha
We've already moved over to Chaos, anyhow
well there's gotta be a workaround
anyway, wife is pushing me to lunch which i should xD so ill be back later
eerm...well, yeah
Last edit: 9/27/2019
The context:
Currently using Origin Rebasing you can expand your worlds to the box of +-21 000 km in each direction.
We don't have the tool
i meant 20x20 with streaming volumes
Again, the whole double thing is a worn, and tired topic. It comes up time and time again, and there are many solutions out there, heh
Haha, I wouldn't imagine
Hm, do you have RBFWs or what?
(really big effin worlds)
Oh cool
i find this to be an odd limitation tho
why not 30x30 or 10x10
how come its 20x20
what would happen if you changed it to 200x200
lovely
It must take like 2 minutes to walk across that at a normal pace 😛
well, in all fairness
game design would be my go to solution
i would save myself the headache and just solve it with that at the plan and proto phase
either have loading screens or fit the game in 20x20
making it work with hacky workarounds will inevitably backfire at some point
but that's just my thought process
WoW is using loading screens for each zone, seems to be doing fine
and u can't tell me that you've crammed as much content as it is possible into that massive area u have
That's... Not open-world though. World comp is streaming/paging.
like if u have 2x2 of just trees, you may as well have 1x1 of that very same forest but with denser content
And 20x20, is huge, by the way.
yeah but if ur open world is max 20x20 and u wana go above
What is in km? I forget
those are ur choices
Oh derp
Kensei - There are solutions/workaround. Sukebi seems to have integrated a workaround for his/her/their/its needs
hi there. i have maybe a silly basic question. i'm coming from Unity habits but excited to be learning Unreal. i'm trying have a game view and a editor view open at the same time (so far so good), but I want to be able to move and manipulate objects from the editor view and see them reflected in the game view (while playing in editor). this doesn't seem to be something i can do by default? any tips?
called it
Ooh, welcome to the dark side
Converting the engine to doubles can be done. Problem is you have to modify like every class in Unreal and you have to get BPs to support doubles. It's way too much work for most scenarios. Then there is the problem of PhysX, which just can't handle doubles at all. So you have to switch to a 3rd party physics integration, or wait for Chaos and then convert that.
well, thats me done for the day, goodbye dudes and dudessez
o/
Blakenator - Indeed. There is a fork of the engine somewhere... It's over a year stale I imagine, but they linked against the 64bit version of PhysX and did all that hefty work. Well, most of it, at any rate.
I can't remember who the madman was behind it, but their final take?
It wasn't worth it.
what is ue5 release date
We use an "experimental" (our wording) version of 4.24 that has been ported over to doubles, but like I said physX is an issue. Def gotta be a madman to want to do all that work lol
Y'know, even though Epic said they wouldn't be dipping over to doubles... I wouldn't be surprised if they did.
Still, with the new IEEE spec, I don't think they'll need to.
I wish they would, but they probably won't. Most games don't need them
New hardware that is being built is based on the new spec, so like... See, I'm not 100% on this, but I thought doubles were spun up to workaround issues with floats. Floating point precision. But with those "issues" fixed in a new spec, it's all a moot point.
All doubles do is simplify networking solutions for games with massive worlds imo. You don't need doubles in Single Player because of origin rebasing.
I don't understand all this dark magick, but it feels fun to pretend.
This standard specifies interchange and arithmetic formats and methods for binary and decimal floating-point arithmetic in computer programming environments. This standard specifies exception conditions and their default handling. An implementation of a floating-point system c...
I believe that's the newest spec/standard. There may be something newer.
Not sure I understand. There is a new IEEE standard that makes precision on floats better?
Both?
Quick, somebody in here with a pocket protector and a TI-89 give us the Cliffnotes here!
Lol
I can't create a new project with 4.25. I keep getting this error. Not a big deal, but it's annoying.
And I've restarted multiple times
Have you tried rerunning prerequisites?
Can someone help me find out why my game isn't detecting Steam?
How do you rerun prerequisites?
When UE5 be public
2021
Rip
Like Q2
I am 93 I don’t think I’ll live that long sadly.
You'll be fine
Uh it is an executable somewhere @earnest cape
It’s usually packed with packaged games in the engine/extras folder
Not sure where it would be in program files
Redist
I prays hands for you
Stuck on this again after rebooting
Hopefully it just works
Nope, same error
Clicking that link takes me here https://www.epicgames.com/help/en-US/search?query=LS-0019-IS-PQR3010&page=1
Start the launcher as admin and try again?
I have a question. UE5 has no polygon limit so people are like we can add as much detail as we want. And that they dont need normal maps and stuff. Is it true for games as well? Like I mean engine can support thats other thing but for say games we will still need all that right? Or else game would be really big in size and hard to play on computers right?
Sorry of its a wired ques. I am just a beginner 😅
I'm assuming they're using point cloud lidar style rendering to get the unlimited polygons to work. But idk
is there a channel in this discord where we can ask questions?
it basically means you can import high-poly models, and it scales them appropriately.
so, straight from zbrush and into ue5
Unreal engine 5 looking quite impressive huh
But we will still have to care about polygon count depending on platform or audience we are targeting right?
I'm really curious about how it will perform in games. It looked like it was running smooth
I think the main goal is for it to be able to scale everything for you.
For vfx and video scenes we can use full potential for sure.
Nanite seems like magic, honestly.
Tons of movies are going to benefit from this, and probably already are
You've seen the behind the scenes for The Mandalorian, yes?
Yeah I know they used UE4
If what they are saying is true, it seems the only limitation is memory.
Yeah file sizes and memory
File Sizes will come down to mostly textures, BUT the tradeoff is now we can drop some textures that were used to fake detail.
What do you mean mostly textures?
File sizes for meshes will only go up, since there will be higher poly counts.
I mean the ballooning file sizes, due to textures, will be offset slightly by no longer needing to fake detail via things like bumpmaps
We'll see. It'll change how we optimize for sure
Absolutely. UE5 is a gamechanger.
The other issue I see is for 3D modelers. I feel like if I had unlimited detail, I wouldn't know when to stop adding polys.
Its something new after a long time for sure.
Insurgency Sandstorm would run so much better in UE5
I wonder if they enabled Vulkan yet
If I upload my UE4 game with steam integrations, will those steam functions work if I upload my game to Epic Store?
No what is that
Yeah i read about that
but are you sure, no voice chat, friends list nothing will work if i publish the same game to Epic Store?
no
it will not work
steam integrate something in the game when is published on steam and it need steam to work
but from what i know epic store have some features for games like friend list
@fierce forge Okay i see
and you need a own game id from steam for steam integration @restive yarrow
so you are saying my game needs to be published on steam for all that to work right
yes
yeah thats okay though
my grass is high quality in the forefront
it feels like its culling
but no matter how high of a value I give the ladnscape grass material for the culling, its always the same radius
is it the LODS?
@boreal yarrow use View Mode LOD Coloration to verify it
or console: viewmode LODColoration
4 25 crashes my game in both editor and build, it compiles successfully.. and it errors something like this
Assertion failed: ContainerPtr [File:Runtime\CoreUObject\Public\UObject/UnrealType.h] [Line: 356]
I installed VS 2019.. no errors there this time.. it can compile without VS
any idea?
yes it is using LODs
Hello, I don't know what happened with my landscape... I change the desired Max draw distance to see what would happen... and know when I put it back to 0 it will stop drawing after 20000 or so... Reverted everything and restarted the engine...
ok i think that's this issue which was supposed to be fixed: https://issues.unrealengine.com/issue/UE-66032
so nobody has crashes after moving from 24 to 25?
I am trying to update my project from 4.22 to 4.24, and I face this problem. How can i fix it?
did you use that plugin in your project?
yes
it supports 4.24
It shows that the plugin was installed in the marketplace
but it shows "missing" when i open the project
My project has been crashing constantly as well since upgrading from 4.24 to 4.25
Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 291] Illegal call to StaticFindObjectFast() while serializing object data or garbage collecting!
Seems impossible to debug since it only happens on saves, and the save goes through and the project has no detected errors.
Open BP > make random change > save it > editor crashes immediately > save goes through
Anyone know what's causing the wavy shadows when i bake the lighting?
@vital kernel UV mapping
@hard lintel I reverted to 24, I just tested quickly 25, and it's been a complete disaster
worse than moving from 23 to 24
Yes, the experience for me has been very bad too. Took several days to get it working and now just constant crashes. Unfortunately I need some of the fixes in 4.25 to GAS so going back isnt really an option 😦
okey can someone tell me how to change my bg color? that should be rather streight forward
im back slappers
cant find much info on something that simple
what do you mean by "bg color"?
but it shows "missing" when i open the project
@inner magnet i have the same problem
just my background color
background of what tho?
i want it to be a simple, plain meduim grey
you want to use this for some type of menu?
is that done in post process or where?!
i just want to make a screenshot of it
and then never do it again
put a gray box behind it then?
oh lol
yes most simple solution
but out of curiosity
would like to know how to do it anyway
where is th background adjusted
it looks like you have a skysphere
ye would delete it if needed, or is it changed somewhere in the skysphere
i dont see a mat in that thing
@hard lintel not a good idea if you can't debug the thing. moving to a new version of an editor is always a risk. you can't expect it to work smoothly and it's not a good idea to rely on it
in fact the safest bet is to stay with the version you've started
and if they add fancy new features, you use them in your next project
yeah unfortunately GAS is bugged on 4.24 and isnt actually usable on server build
and since my entire combat system is built on it...
why did you move to 4.24 then?
it's worth testing all the tech ad making sure things work.. before spending more time detailing and polishing
anyway, I hope you find the issues in 25
in my case it's crashing in editor too, by simply pressing play
dunno how to debug that
I looked only at the built logs
it's really weird that it crashes but.. it allows building
and then the built game also crashes
I'm not using any plugins..
so it's a vanilla project, works fine in 24, simply crashes in 25 : /
how do i fix level not loading? its stuck at 55% with BodySetup_7 as asset
I hope we can all be open minded about this:
what do you guys think of lumberyard?
amazons game engine
did anyone tried it?
does it have docs and tutorials and so on?..
yes
how much coverage there is
3 videos on youtube and a manual?
graphics are the least of my worries when making a game.. good graphics come with good art direction, not with the ultimate rendering solution on earth
they offer free game engine they probably make money on your aws cost for your game
this is a dooms day scenario but I hope UE doesnt die
amazon has deep pockets
so.. go ask the lumberyard community, if there is one
I mean you should be talking to them
disagree
the question is what can you make with it
its very important that game looks good
they offer out of the box multiplayer features
does anyone actually use lumberyard?
rendering features don'tt make a game look good
they just help
it's all about the artist behind the renderer.. 😛
"Lumberyard is integrated with Amazon GameLift, a managed service that makes it easy to deploy, operate, and scale session-based multiplayer game servers in the cloud. Amazon GameLift dramatically reduces the time required to build a multiplayer backend from thousands of hours to just minutes. With Amazon GameLift, you can monitor game and player activity, maintain a real-time record of available server capacity, and automatically scale up and down to meet player demand."
I like that very much
its tempting
with that stuff out of the box + nice unique maps and gameplay + 50k marketing budget
you have a shot at creating nice FPS game business
not CS:GO
but something that makes 200-300k year
I don't think the math goes like that...
it's more like.. you never know what will sell
there's a saying in hollywood: nobody knows anything
you can have zero budget and make something awesome
or huge budget and make a flop
yeah
minecraft
microsoft zune
we are getting into different discussion now 🙂
Im just a bit curious about lumberyard, just discovered it, looking for people who know something about it
... all 7 of them
(haha)
I'll go DM bezos
@copper flicker way higher expectations of something with a large budget so if it's not 95% and above, it's considered a flop
yeah, and I'm always puzzled at how a lot of these high-budget no-innovation AAA games manage to be in the Very Positive range... on Steam
I guess there are a lot of enthusiasts
who judge graphics and cinematics.. and not gameplay
@copper flicker money, lots of money...
thats how Robin Williams got to perform at NY Met Opera House
the comedian I mean
you throw enough money at a decent game it will have decent success
you throw tiny bits of money at an amazing game I dont think you can get too far
it is both good and bad that the world works that way
depending from which aspect you look at it
I had no idea Pavarotti existed, by accident it was recommended on YT year or so ago
now Im crazy about opera
Im pretty sure luberyard will be serious competition to UE
I hope UE remains the spacex triumphing against blue origin
but blue origin stole quite some employees from spacex
offering double the salary
money moves the world, luberjack aws game engine is here to stay I believe
Lumberyard
you didnt know pavarotti existed?
no
gives you an idea how important marketing is
like in music same is in games
you can be an amazing singer but being famous and being a great singer is 2 different worlds
famous is all about marketing
putting your face infront of people
btw game industry is very similar to music
its art
its very much hit driven
Is there any way to get UWidgetComponent::LastWidgetRenderTime? It's a protected member...
If anyone could help with a small problem over in the Animation tab that would be amazing
guys how i can disable this plugin from source engine binary? i want to make new project file without launcher(launcher consumes much cpu) im trying to open ue4editor.exe then appears this error..
im updating my gpu drivers
bc im having serious problems with unreal engine
idk whats going on
even with shadows, volumetrics, and post process disabled
i get only
65 fps
NO Shadows
and NO Volumetrics
idk
help
Hi everyone, does anyone know if a reducer like pattern like Redux would work in Unreal ? I'm coming from a web background and I don't know what kind of patterns would work best
how do you make the material to not stretch
As I can see there's no separate channel for localisation. Anyone experienced with it here can give me a tad bit of hand?
Whats your issue with localisation?
I am switching between hungarian and english. When I first set it up, everything went perfectly, works great, amazing really. However we've added a new menu entry, and the text in that is not getting updated. I re-gathered text, counted words, added the translations. Hungarian is the default and it shows 228 (100%) however, english only shows 225(95%) and no matter what I do, it won't add the remaining text to the english localisation. Also there's 6 text entries that are not getting translated (the newly added ones)
Some text that's been added shows up in english as well, has translation added, but when I call change, that text is staying hungarian. Also there's an entry in english "UI POSITION" that won't move to completed. I added translation, saved the file, compiled text and it hops back to Untranslated
First time with Localisation, so sorry if I sound like a dimwit, really I have no idea if I'm even trying to update the text the correct way 😄
I'm not entirely sure how to fix this one. But in the localisation dashboard you can filter to see the untranslated. Also keep in mind anything in all caps or with out spacing or isn't an actual word, is going to play up a little.
After you gathered the words and added the translations. Did you recompile the translations?
Yes
and the one "UI POZÍCIÓ" text keeps popping back to untranslated...
Also I can see the text entry :
ANGOL - ENGLISH
Translation in the english locale as well, but it's not actually switching to it runtime
Are you doing them manually or using a translation service?
Manually
That doesn't sound right at all. Could be a bug.
HI guys , i was wondering if anyone could help regarding UNREAL ENGINEs terms of use - they just made the 1 million mark befor they take 5% royalties but that is for off the shelf games, dose anyone know how Unreal engine 4 works with Enterprise ?
we create training simulations for clients at a fee but we dont publish on shelf products, we are pushing for the studio to change from unity to unreal
That's ingame @thin tendon where the text should be translated. Rest of the UI goes english perfectly, only this newly added won't do shiat 😄
You could try saving the text in a variable. Then setting it on the widget using the variable. For some reason this translates better
As you can see the entry is there in the dashboard. It's translated, the key is pointing to the correct button text, and still won't do anything.
https://www.unrealengine.com/en-US/faq Unreal Engine End User License Agreement for Creators: This license is free to use and 100% royalty-free; you can use it to create internal or free projects, or to develop linear content or custom projects for clients, but not for publishing off-the-shelf offerings.
There are also options for custom licenses. Contact us to inquire about a custom license for either games or non-games use.
@thin tendon It's actually a text and set to the button on construct
@weak orchid "or to develop linear content or custom projects for clients" that's your part.
You just can't put it in an online store. Welp you can but that way you need to pay
so as long as we only deliver direct to client we dont need to pay ?
Aye
@thin tendon I came as far as thinking of removing the whole freaking translation, and re-creating from scratch
yo guys, i got a good one this time i think... how can i get the default class of a child from a clas defaults?
those 2 in red are child actors... this is returning an object reference (which obviously is going to be null...)
I put in a Print and the code is successfully going to this Open Level node, but isn't opening the level, instead just looping back to the previous level. Any ideas on why?
@thin tendon deleted the whole translation, re-did everything from scratch, same happening
aka no translation happening on the new menu
also this time the "LANGUAGE" is getting stuck in untranslated instead of UI POSITION
hello im a beginner from After Effects, i have 1 problem with the New 4.25 Volumetric CloudBP, is anyone able to help me shortly for 2-3 minutes to bring Clouds into my Level from the plugin ? I add the CloudBP and ste the directional Light to Volumetric, i also put Hight Fog and Sky Light, but either its all black or shine white and i both cases i see nothing, i have no c++ experience, i hope some one can lead em thru this kindly, as i said 2-3 min, thanks all
@fathom elm https://www.youtube.com/watch?v=LNrjpWas8Bg&t=388s this is the one I followed
Don't forget to subscribe!
For more tips, tutorials and free stuff:
http://www.ue4u.xyz/
Lessons plan:
https://trello.com/b/iTdModlp/ue4u-tutorials
Don't forget to follow on twitter to get the latest updates and/or ask for specific question or ask for a video:
https://twitt...
Also I can confirm once you get it working. That numbers won't auto translate for every language. Unreal Support confirmed this for me as a bug.
@frail sail looks like your ue4 is broken, try to verify it
any idea which version is more stable? 4.24.2 or 4.25.0
I have to update a project from 4.22, not sure which to go for 🤔
4.24.3 will be my guess
i have both, and 4.25 doesn't look too buggy, but i may be wrong
4.25 suddenly stopped to work on win 7
Did the Modes tab just disappear in 4.25?
Well crap
Is their any info on when ue5 is coming
Also the shortcuts for each mode are different than in the documentation on the site
@plush yew pre release around 2021 gdc, release winter 2021
yep you now have one extra button to click for everything you need to do, enjoy!
just to confirm they said they have a system that allows extremely high poly models without lag ( or was i dreaming )
Oh my god, I've stared at this layout for like 2 hours and didn't even notice the button. Thank you lol.
@plush yew well, on 5gbps ssd...yes
with a GPU with mesh shader support at that
@eternal scroll any dx12 gpu can use mesh shaders
Nop
Only Turing and RDNA2 so far
Anything older doesn't support it to my knowledge
hey i m new in unreal and have a problem i cant find my brush settings under deatails anymore how can i get it back ?
Unless you meant DX12 Ultimate
about my question ignore it, used construction script to get it done
@eternal scroll oh, you're right -_-
yay for having to buy new, expensive hardware amright :D
Sorry if this has already been discussed, but does anyone know anything about the actual tech behind nanite? Is it related to the tech euclidion demo'd a couple years ago?
@thin tendon This was the one I followed as well
Hi, so ive set cast shadow to false on a object (its a wireframe) but it still casts shadows..
From what we've seen, it appears to be building on the mesh shaders + the stupid high bandwith Sony's storage system provides @copper wigeon
https://devblogs.nvidia.com/introduction-turing-mesh-shaders/ (AMD's implementation should be somewhat similar)
it seems to be the field distance shadow, but cant manage to turn it off
@eternal scroll thank you, I'll give this a read
Hi! I've created gunfire using a linetrace which all works fine. What i want to do is when the gun scope is zoomed out the bullet spread isn't as accurate and when its zoomed in its accurate. How i've done this is via a branch that says if the guns zoomed in go to this linetrace and if its not go to this line trace. On the zoomed out linetrace i've added a random float node for each vector axis so it creates a random spread. Is that the correct way of doing it? It works fine but was wondering if there is another better route
@clever arch just change the spread parameter on zooming and use that parameter to control actual spread
@next badger Thanks for the reply! Currently i don't know how i would control the spread of the bullet. i've just done it by breaking the get world location then using the "random float in range"
then i have another one without the random float in ranges for a precise spread
@clever arch the max in all of the nodes, you can use a variable there
use SET on zoom in/out of that variable
yes
thats alot simpler ! thank you 🙂
@clever arch you also can use https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Random/RandomUnitVectorinConeinDegrees/index.html
Random Unit Vector in Cone in Degrees
i am getting a strange case where a construction script for an actor has to be rerun constantly because is being lost if i change the parent or siblins in any way
@next badger Yeh i tried that but it didn't seem to work
get forward vector -> random unit vector in cone (set cone angle to low value) * 5000
5000 is just 50m btw
@thin tendon In case you run into this issue. I added a custom namespace to the bad text, re-gathered-translated-counted-compiled and now it's working
Nice. I'm glad you figured it out mate
Thanks for the help! 🙂
Morning folks. I've been trying out UE4. Let's say I have a box trigger volume that sits on top of a rectangle / cube on the floor, with a sign next to it pointing down, and all that together, when you stand on the rectangle, a view screen spawns in and plays a video.
Can I parent the rectangle and the sign to the trigger volume? Potentially the view screen and the browser widget that plays videos too? If so that's pretty useful.
This is my first time doing this in a game engine.
You can put all of that in a single actor blueprint and drag it onto the scene. You could even set the video ref to exposed and select a different video for multiple instances
Hello wasnt sure where to put this but keep getting this error when trying to delete different maps in project. Not sure why Already fixed redirectors. 😅 EDIT: nvm was able to fix by deleting all actors/bps in level first
How do I have it so the character's not floating? And can I flip his running sprites? As right now he's running backwards. Would I have to just change each of the pictures and put them in like that or can I flip it more easily?
I have the same issue with floating but then that i goes a bit in the ground
This happens when each of the sprites in a flipbook have their origin in a different place
How can i enable nvidia ansel have it enabled but can't seem to use it
What can I do to fix this?
is there a way i can link my content browser up to another folder that has my assets in?
outside of the project folder
Do they stay in the air all the time @swift sedge ?
Yeah, I'm running and jumping but never on the ground properly.
Hello! It has to do with where the sprite component is positioned I think.
Like, how do I just reposition the sprite?
Try open the character's blueprint.
Go to the character blueprint and viewport.
Okay.
You should be able to move and rotate the sprite component so it fits the bottom of the capsule component.
Alright, cool!
👌
You can see the collider and it is extending below the sprite. If you cant move the character, move the collision
If it is backwards all the time just rotate it 180
Alright, how do I move things around here?
And yeah, he's not backwards during the idle animation.
Just the running.
Wait, figured out the moving part.
just found out about ue5 comming out-------
does anyone know anything about Charecter topology limitations on the new tech. Cuz like.... i feel like an elder god creeping from the oceaon freed from his bonds.
however i dont want to go too crazy making impossible to handel charecters, but i want to dive into updating my project for the new tech
Select that capsule and on the right in the details panel, it will have the capsule height you can change.
@TheClicketyBoom dude that's really cool thanks for answering
Hi guys I am making a 3D game like in the 90s with a 2D perspective and need some tips
Could someone help me
Alright, fixed the floating part, thank you!
Let me look to see where the flipbook stuff is for the backward stuff
Want to use the nvidia ansel plugin but whitelisted everything and when i press alt and f2 it just says that is's unsupported
In the application
I dont do a lot of 2d but usually it is just a single node change
can anyone tell me if this is only a me problem or does everyone has this ?
Its a 3D game with 2D perspective so similar to 2D generally
Yeah the animations are flipbook though so it isnt as hard to change I just cant remember how to do it.
The way I worked with 2D I had a blueprint checking if rotation was 0 or not equal to 0 and then rotating the sprite component / other components like HP bars to match.
ok so why do some camera effects just not show at ALL in low graphic settings?
@swift sedge Ahh.. Yeah my characters all face right by default, I think that might be why you're experiencing the backwards stuff.
@swift sedge open the event graph and find this part
oh yeah and now it takes a ridiculously long time to compile shaders
100 takes about five minutes
Now on the make rotator on the top change z to 180 and on the bottom make rotator change z to 0
^ This would have to be done with other characters/objects too, if the animations are made facing left. I fixed this problem by always exporting my animations as facing right.
..
To speed up compiling of shaders, you can pull up the task manager with CTRL+ALT+DELETE and give the shader compiler tasks more priority, but it'll lag your PC. When I do it, I leave my PC alone until it's done.
Pick "normal" or "higher than normal" priorities.
And does anyone know how to use nvidia ansel
hello Im new to Unreal is there any link where i can learn about building the AR project
thanks, the thing is it does compiling shaders for almost everything I touch
@ashen cape I suck at making 2d sprites. I gave up when I was first learning gamedev and just grabbed all of Kenny.nl stuff 😜
I have installed the plugin and whitelisted everything but nvidia ansel still blocks it
why the... find socket has no get transform in mesh but it has get rotation, scale and location...?
Yeah, Unreal likes to compile shaders so things looks nice and dandy. Sometimes I get to wait for 24000 shaders when working on some 3D project haha.
Found it, @hollow ore!
@hollow ore Can understand why.. I also struggle with animating 2D. Takes a long time to make it look good. xD
I only want to flip around the running animation, not the idle animation.
I haven't found a way to flip individual animations in-engine. 🤔
Might have to use an image editing program to flip the animations so they all face the same direction.
Maybe someone else here knows a way. I found it easier to have all sprites facing right.
Hello guys, I would like to as a question. Is there a way that I can put images here in the billboard I created?
GUYS, will ue5 be different than ue4? Should we continue to learn ue4?
Woah that looks amazing!
@plush yew basically it will be the same. what you learn in ue4 you can apply in ue5
Ue4 is powerful already but ue5 is just powerfuller
I'm excited for Unreal Engine 5. It looks so.. unreal... 
@fierce tulip c++ code base and blueprints things will be same right? Just more optimized and some changes for texturing,modelling (topology) etc. right?
dont know what will change exactly, but cpp and bp will still be things
Can't wait for fluid simulation, lumen and nanite
How does the epic online system work with ue4
Hello guys, I would like to as a question. Is there a way that I can put images here in the billboard I created?
@nimble comet
Anyone know how to flip just my running animation, not my idle animation?
@nimble comet please read the #old-rules so you know its not nice to keep asking for help, please allow at least a few hours between re-asking the same question.
Also, yes there is a way. apply a material to it with your image.
sorry 😦 I was in a hurry
Hi everyone, how do I move a object into camera view? 'f' is to move the camera to the object but how to make the object to move to the camera center.
Lol, spends money on the Marketplace Epic the day after: "We're releasing an engien that will make optimised assets useless, because we can render billions of triangles."
Any old school mappers here from UE2?
from what Ive seen ue5 is a whole notion level of empowering even those whose rigs re the highest end, the demo screams that
so its way more than 'fuller'
@ashen cape The demo makes that very clear
in enough detail as to wonder LESS, lets put it that way ;)))
the devs said they don't know how the system is going to scale on production
so while it is pretty amazing, don't get your hopes up too much
things may not pan out, like svogi of the old
The demo made me interested in game dev again
Currently haven't done anything in 2 years
@real bane does red orchestra ostfront count? 😛
I'm sure there are older megafaunapeople here too
the devs said they don't know how the system is going to scale on production
where?
You know, someone explaining the unreal engine from the perspective of a unity developer would be a really good concept for a youtube channel now... https://t.co/RkQtSaI4AK
@lament verge actually tho....sometimes you use wireframe view for a reason. how tf you do that if you have 2301984209 bill tris
ty
(to be fair a small price to pay)
you upgrade from your 🚮 1080p monitor to the new 2000000p monitor and now you can see the wireframes again
If ue 5 released will you guys still buy the asset with normal maps ?
@honest vale damn ... mod deleted my posts. doesnt care about anything that isnt UE4 i suppose
sigh. the struggles of being old school
who cares for old school, we want ue5 
My game uses normal maps to mess with people's heads.
There's a trick to it. Saves us hours of artist time.
games that use normal maps have the new vintage graphics
though right now I'm having a huge issue with Substances. If anyone's using substances from before 4.16, upgrade them today.
there's a nasty potential glitch involving serialization of data in Substance.
Hello guys,
I'm switching from Unity. Is there any great learning materials of how to do a complete game with best practices? especially a third person game.😧
Hm. World of Level Design can't hurt. But Unreal has a whole library of how to stuff - including a 'from Unity' article
Hundreds of tutorials for level design and game environment art. Tutorials include level design, UE4, UDK, CryEngine 3 SDK, Source Engine, 3D Modeling, Maya, game texturing and much more.
Translate your Unity knowledge into UE4 so you can get up to speed quickly.
@manic pawn good talk buddy what are you 20
@manic pawn good one
if you fail to care about previous Unreal engine and the history of Unreal in general then idk man.
this engine literally is what got me into game development and gaming in general since the 90's
UE5 looks cool and all, and yet here I am only caring about making PSX looking games with UE4 lol
the post the mod deleted was about what?
@real bane I mean ue5 will change a lot of things. All the work between creating a model in Zbrush to getting it into your game is essentially gone. In a couple of years we'll be like "remember when we had to DRAW QUADS ontop of the HP model and unwrap it and bake normal maps?
indeed
looking forward to it
but im also happily still working in UE2 as well. seeing the progression over the years and working between these versions is interesting to me
We'll still have to do some level of mesh optimisation right? Lol, i spent so long learning how to optimize my models and now its almost no use lmao.
true, but thats the part I felt like I mastered... now that the entire focus is on the artistic work I'm not as confident D:
@plush yew Not sure... it didn't seem like it on the reveal
For now you still have to remesh characters to have a managable amount of polys to rig and animate in a DCC tool tho
The video environment seems quite narrow, if you're in a big environment, like a city im sure to some SOME extent it is important
but im also happily still working in UE2 as well. seeing the progression over the years and working between these versions is interesting to me
@real bane did you just left ue2 installed since it was removed or did you get it from some other place?
Yeah but like... run it through a decimation in zbrush to reduce polys by like 90% for unimportant assets without losing detail
problem solved for unimportant assets
@rocky radish I use UE2 as it comes with many games from back then
in this case Rainbow Six 3 and Swat4
@rocky radish I use UE2 as it comes with many games from back then
@real bane ok
Anyway, i joined this server to ask smth simple. Is there a limit to how many free megascans you can get for unreal because i got a bunch and now it wants me to pay
can you only do a certain amount per day or smth?
@plush yew link your account to your epic account and ur good
What a f*ck
But it is linked
and it still wants me to pay
i got like 30 megascans
ur using bridge?
in this case Rainbow Six 3 and Swat4
@real bane wait, if i buy rainbow six 3 it will come with ue2?
yes
Log out and log back in
@rocky radish it will come with UnrealEditor yes
Authentication gets screwed up sometimes
though specific to R6 3
does it? oh ok
you can still do many things otherwise
though specific to R6 3
@real bane so it's like a mod kit?
Yeah some UE2 games came each with their own sorta tweaked Unreal 2 or 2.5
i also recently found out about the 1 million dollar to then pay revenue thing, that with megascans and unreal 5 damn lol
@rocky radish here you go https://www.moddb.com/engines/unreal-engine-2/downloads/unrealengine2-runtime
its so great
just buy quixel and make it free np
the next gen stuff they showed though, i really think the average person has NO idea how much of a big deal it is
the graphics are cool and all but to not have to worry about polygons is kind of game changing
I don't expect most people to know
makes the process way faster
50% of the pipeline gone
I wonder how much something this drastic will play into VR
I think if we're being generous we'll have VR run at how the best games out now look
which half life alyx isn't really that too far from
another robo recall chaos demo for vr demo 
How do you lower LODS
PLEASE HELP ME
i read about making a forest less laggy
go on youtube
yea i think so too but forgot
been a while, like a year since i used unreal
got burnt out by the amount of work
you tick a box in the foliage thing
Why the arm do this?
@hollow ore Worked, thanks
@plush yew could be any number of reasons. I'd start with checking the animation ur running then see what happens with it in the animBP
Yw
@jagged meteor it is happened when I use IK HAND
there you go
Ik for hands
:D
or arms
yeah it looks like the IK target is connected to forward vector somehow
I follow a video
@plush yew you use IKs in engine sometimes to offset an animation
for example leg IK to raise the leg when walking uphill
right, i see
@jagged meteor everything you need to keep your left hand fully armed, but when I don't have weapons it doesn't take off
@thin tendon Sorry for pinging ya directly. Just a quick question. Did you try the localisation in package?
@plush yew idk if this is the best soloution but then I think you just need a isholdingweapon boolean and switch off the IK if that returns false
how're you folks keeping alive
@willow dome By pondering about the implications of UE5 on the game asset workflow
not even game exclusive
somwhere that makes IK alpha return 0
I don’t find that
what you have an ik alpha float
for L an R hand I think
no just one hand?
try making this 0
Quick help guys! my pc shutdown midway of building the source UE 4.24, should i build or rebuild solution?
Just for left
Because the weapon is attached on right with a socket
What I have to do with target 1.0 @jagged meteor
@plush yew make it 0.0
np
its not when you're jumping is it?
oh ok
you have to check your character bp for that... compare it to the ue4 mannequin's bp
gtg for a bit
Can I use "Use mouse for touch" without disabling mouse click events? Right now mouse click events are not working when I have enabled this option in the preferences
go to project setting and find mouse as touch
@plush yew it's fine it's not a bug. send a screenshot of your bp and I can see if I see something wrong
Eventgraph or animgraph
character bp
the thing that has a blue line and a pic of your character in the content browser
Ok, sorry but I am working only since April
dw
that was bad ass
Why
@grave spruce Yeah I have aktivated it but now left mouse click events are not working (right click too)
Yeah but I want to use left mouse click too
The problem is that using touch events does not work in standalone mode on pc
touch as mouse disable mouse inputs
But it is working fine in the editor
@jagged meteor are you here?
Hey guys.
I have an object with a web browser on it. Destroy Actor will destroy the object, but it won't shut down the web browser (YouTube video still plays). Is there something I can do to really destroy it, like death ray?
Okay, question (tell me if there's a different room where I should ask), in 2D side-scroller, falling down to the pit just results in a weird camera glitch. How do I get a game over instead? And how do I make an ending for the level?
@jagged meteor
Guys are the epic games website down i am getting 500 also in the launcher?
or is my noob connection
Yeah gtav is free
Really??
So I'm told
They getting hammered

ahahah waiting for things comming up
Almost a dos lol
I love working with this game engine
I don't know what happened
Even the viewport controls make sense now lmao
Is also online include??
if you need to launch the engine you can launch the editor directly instead of using the launcher
(i really don't think they should be the same application/backend because of stuff like this)
Just go to your project folder and open uproject yep
< keeps a shortcut link to all my uprojects on my desktop
@plush yew do you have a jump animation on your character?
Anyone else having this issue?
I can't open the launcher or the site, and I have no idea what that says
yes
All the people
it happened since gta v went free
@daring prairie launcher is dead because of hordes dead zombies trying to get GTA V for free
same problem @daring prairie
you can locate your project folder and launch the project directly no?
Anyone here good with blueprints and ui I got paid work for a project I'm working on
I need to install something from the marketplace
Nah guys it's all crashed, everyone has nothing to do for a minute
I can't work on my project now 😢
@daring prairie you can open the launcher by right clicking it (inside the hidden icons in windows) and going to the 'unreal engine' tab
Who wants a coffee
@limpid isle #looking-for-talent read the pinned message in that channel
@daring prairie get a cup of tea, take a look at movie, rest for now 🙂 it's not going to be fast I think
@jagged meteor yes of course, I have jump animation
@plush yew and it's not playing the jump animation when pressing spacebar?
Yes
yes it is or no it isnt?
It don’t play
@rocky radish Did not work for me 😦
in the hidden icons in windows?
@fierce tulip thanks bro