#ue4-general

1 messages · Page 739 of 1

half turtle
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okay okay okay... so i had read the articles and stuff but had not actually seen the video... downloaded the 4k video...of the demo

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just to make absolutely sure... that was realtime... 4k on a ps5?

teal egret
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yes

half turtle
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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

maiden swift
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More technical information will be made available later this week.

half turtle
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shudders i need this so badly...

swift sedge
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Making a fighting game, would I use the side-scroller or the 2D side-scroller template?

maiden swift
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That's up to you. 🙂

worn granite
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Maybe look at both of em

half turtle
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you could use the templates or set it up yourself

worn granite
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See which one you like better, or if you can use bits of both

half turtle
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i think setting it up yourself would be better personally is not that difficult

swift sedge
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Hmm, alright, thanks!

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And it isn't?

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I'm brand new to this.

worn granite
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Well, not if you're curious and willing to come to brick walls

half turtle
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are you using 3d models or sprites?

worn granite
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you'll get a deeper understanding a little quicker IMO

swift sedge
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Sprites.

half turtle
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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

swift sedge
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Alright, thank you!

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Would it be a bother at all if I messaged you for advice later on?

half turtle
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i can point you to some tutorials (written ones) that will teach you the basics of ue4

swift sedge
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Sure thing!

half turtle
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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

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for materials and animation specifically i am not good at all (hence why i want ue5 to save myself some pains)

swift sedge
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Yeah, that's why I asked, haha.

summer turret
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guys how do i setup so that when my character sprints the edges/corners of the screen get blurry?

half turtle
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so yeah you can mesage me

swift sedge
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Thank you!

half turtle
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@summer turret you mean motion blur?

summer turret
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kind of

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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

half turtle
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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

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and scale a parameter to the speed of the character moving

summer turret
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ty

half turtle
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yeah ... the more i think about it, create a material and a circular gradient, multiply times parameter

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and presto

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at least for a very lightweight processing wise effect

summer turret
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yeah sadly i am not very good with materials i will just watch the video and try to recreate what he does

half turtle
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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)

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also i cannot english today...

summer turret
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what is the shortcut for the variable that he makes at 2:06

hoary locust
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s

summer turret
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ty what is that called, is it just a normal variable or what?

half turtle
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constant

hoary locust
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it's a scalar parameter

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hold down 1 for a normal float without paramaterizing it

half turtle
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^^^^

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so the more i look ath teh teech demo... does that means we can do away with normal maps? and tesselation?

jolly steppe
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man!!!

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That new Fortnite DLC looks amazing

half turtle
jolly steppe
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idk but those look like rocks to me.

sturdy star
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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

jolly steppe
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I think just like every tech demo, it's just showing off what's possible and now what's practical.

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Game's might not look that great still.

sturdy star
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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

jolly steppe
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and if so, it's for big AAA devs.

sturdy star
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aye ^

jolly steppe
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That demo did look fantastic though.

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I'd love to play a game like that

sturdy star
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drink a bottle pf vodka and play tombraider, same-same

jolly steppe
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Yeah that's the common consensus.

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lmao gg

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I think just knowing that UE5 is capable of handling all that data and can optimize it well is really cool.

sturdy star
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yah good news for the future

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oof windows update, brb

jolly steppe
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Now we need to re create Yoshi's Wooly world but each fiber is 3D rendered.

tacit harbor
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hi

sturdy star
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hello

tacit harbor
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know anyone good with particles

raven prairie
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I hope they dont change the look to much

tacit harbor
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cant seem to get responce in the fx channel

sturdy star
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looking

tacit harbor
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im having trouble getting translucent materials to show in orthographic view

sturdy star
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they probably won't work well

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ortho view is dogshit

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so much stuff doesn;t work properly

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you can try taking your camera, moving it fucking MILES away, and setting the fov to 1

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then you'll get all the regular shit but a near-ortho projection. but then you have new problems to discover

tacit harbor
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yeah i see why they say unity better for such games like top down space shooter

half turtle
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well ... now i have a reason to get a threadripper 3990x 128gb of ram and a RTX 3080

tacit harbor
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because it dont look good in perspective

half turtle
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coz i am betting they are changing a lot of things to super heavy parallelization

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only way to get that kind of performance

sturdy star
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try camera trick, low fov, camera very far away

tacit harbor
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kk

raven prairie
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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.

tacit harbor
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@sturdy star whats fov

half turtle
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field of view

tacit harbor
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u mean do that in perspective view

half turtle
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yes

tacit harbor
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ah kk ill try

half turtle
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put the camera very far away and with very small field of view

jolly steppe
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So when are we going to get to play with UE5? lol

raven prairie
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early 2021

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and full release at late 2021

half turtle
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too late, i need it now.... goes into coma to wait

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i though infinity fabric did something like that already no?

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intel doesn't have infinity fabric...

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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

tacit harbor
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ty

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that helped in lots the crap i dealing with

half turtle
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how much latency do we have with current pcie4 nvme drives?

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compare to a ps5 storage

real pasture
half turtle
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no one wants that, you still get the issue of consoles being dedicated hardware also

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you can always brute force it with a pc

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raid 0 all the nvmes to get 15GB bandwidth to compensate for the latency

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instead of getting a lot of fast streams, just dump the entire thing simultaneously into memory

raven prairie
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let the pop up begins!

half turtle
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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

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we get the advantage on pcs that we can slap huge amounts of memory easily and keep everything there

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at least until we get this interconnect tech on pc

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coz obviously this is kind of a very retarded approach but work s on the meantime

olive mortar
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🙄

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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.

half turtle
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i dont think the concern is hte textures as much

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as loading the assets into memory fast enough

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^^^^

olive mortar
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Yeah, it looked like a pretty big issue

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😛

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Tons of studios across multiple sectors are using UE5 already, so...

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I don't think we'll need computers from the future.

half turtle
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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

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and illumination

dark depot
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its not something to even thiink about atm

half turtle
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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

dark depot
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once its used in more games that lower bar will be higher then it is atm

olive mortar
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Ah, the 'ol realistic lighting in a solar system problem

urban gyro
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omg u guys still about the memory stream lol 😄

olive mortar
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I've been there too, haha

dark depot
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literally like a new gen is meant to do

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😛

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its a good thing

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because then pc will also be pushed higher

urban gyro
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how is it a big issue

half turtle
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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

raven prairie
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i feel worst with my phenom x6 and 8gb ram

half turtle
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(sometimes even CCD dosnt cut it)

olive mortar
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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.

dark depot
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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 😛

olive mortar
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It's more likely that the same rig that you're UE4'ing on? You'll be UE5'ing on as well.

dark depot
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there is a reason they are annnouncing know software and things have time

urban gyro
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first of all I don't think that the hardware on that PS5 had to be pushhed to the absolute limit to achieve that

half turtle
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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

urban gyro
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and even if they did theres at least 3 ways im aware of to outperform what the PS5 has on offer

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on pc

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why

dark depot
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then wait 6 months after its released

urban gyro
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ull get better tech in like 10 months

half turtle
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oh yes zen3

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and because i am already having issues due to the water accident -.-

dark depot
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or see what nvidia shows off in the morning hahaha

urban gyro
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what interconnect are u looking for

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cmon u know what nvidia will show off 😄

plush yew
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when will ue5 arrive

raven prairie
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another 1500 dollars gpu

half turtle
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the gigantic 3080 ? XD

urban gyro
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is this some kind of special interface cable or?

olive mortar
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And off-topic, but if I see one more pleb post in the Facebook group, sharing the video... I'm gonna lose it

half turtle
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kensei it refers to the architecture that allows the cpu ram and storage to communicate to each other

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physically you could say is the sata or nvme ports

urban gyro
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oh, so goodbye sata?

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crap, need a new mobo

half turtle
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for the kind of performance you will need with nanite, (for pushing it ) nvme will be the bare minimum

urban gyro
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to be fair, ur still gonna have a bottleneck somewhere even in that case

dark depot
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if your worried about speed just look at pcie4 and 5 then 😛

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soon just wait 😛

urban gyro
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pcie4 is gonna be awesome

lyric tusk
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This is going to be the longest wait for 2021 to come

urban gyro
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plenty of things to get done by then

olive mortar
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Eh. Silicon photonics is on the horizon, so anything until then is just filler and money-grab stuff, haha

half turtle
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the horizon is not that close relatively

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next year we are getting 5nm litography becoming mainstream

lyric tusk
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God I need lumen in my life rn

half turtle
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i think they can down to 3 nm still after that

olive mortar
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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".

half turtle
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if ue5 has fp64 for position by default ill cream myself

olive mortar
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And you can't go a whole lot smaller/dense at this point, because you end up getting "cross-talk"

half turtle
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i hate world rebasing... you know whati hate more...

olive mortar
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Epic devs said they won't be shifting over to doubles. They've said it many times.

half turtle
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when i rebase world, i fly back to my initial position

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and everything has shifted horrendously

urban gyro
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why do u need doubles?

olive mortar
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BrUnO XaVIeR over at the forums has done a good job explaining why that's just... Yeah.

half turtle
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do that with actual planets and moons that orbit objects dynamically ... and its a must

olive mortar
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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.

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Even if you want to simulate a universe.

urban gyro
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u know that u won't have the processing power to run that right?

half turtle
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of course not, right now i just simulate a few solar systems at gameplay friendly scales

urban gyro
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like if u get them doubles it won't be pretty

olive mortar
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People are hooked on doubles, it's weird. Why do you need it?

half turtle
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and it generates dynamically (tho i am still learning world composition)

olive mortar
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Rather; Why are you convinced that you need that precision to have accurate systems (of any sort)?

half turtle
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because i sometimes get ships and projectiles flying through ships

olive mortar
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A double isn't going to be the magickal solution to that

half turtle
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or even ships flying through planets

urban gyro
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that's an update problem not a precision

half turtle
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is both

urban gyro
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then ur pushing speeds that are too fast

olive mortar
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That 0.00000000000000145 that is throwing you off and causing chaos?

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A double won't make that go away.

half turtle
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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

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to let the lightning engine work on a reasonable way

urban gyro
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so ur having something running at near light speed and expect realistic results?

half turtle
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no no no no

olive mortar
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See, I made an ooold solar system simulation, with a point light at the center (Sol). I didn't need to scale things down.

half turtle
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not that fast

urban gyro
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even 20% as fast is ridiculous

half turtle
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to be precise i have some objects running on physics at about 1000ms top

urban gyro
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hell, 5% as fast is ridiculous

half turtle
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but i had to scale the objects to 1/100

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to keep everything withing the 20km game area

urban gyro
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so scale ur velocity accordingly

half turtle
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while keeping visual appeal

olive mortar
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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)

urban gyro
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what is this coordinate rebasing ur ttalking about

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yeah u stream ur lvl in and ur good 2 go

half turtle
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i use coordinate rebasing when the ship has to move to a different "sector" that was generated dynamically

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and yes as i said i am learning world composition

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but i dont think on bp therei s a way to spawn objects into a specific level

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if there was, then i would have no issues at all and i could rescale everything to proper sizes

urban gyro
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hmm, i wasn't aware of that limitation

half turtle
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yeah seems to not be used a lot ...

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otherwise i would be using world composition and be done with it

urban gyro
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but i spose if u had 1 loading screen every 20x20 km ud still be fine

olive mortar
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It's not the physics behind why they won't

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It's the maddening changes to code, haha

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We've already moved over to Chaos, anyhow

urban gyro
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well there's gotta be a workaround

half turtle
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anyway, wife is pushing me to lunch which i should xD so ill be back later

urban gyro
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eerm...well, yeah

olive mortar
urban gyro
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i meant 20x20 with streaming volumes

olive mortar
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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

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Haha, I wouldn't imagine

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Hm, do you have RBFWs or what?

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(really big effin worlds)

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Oh cool

urban gyro
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i find this to be an odd limitation tho

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why not 30x30 or 10x10

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how come its 20x20

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what would happen if you changed it to 200x200

olive mortar
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1,430,528... OOF

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lol

urban gyro
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lovely

olive mortar
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It must take like 2 minutes to walk across that at a normal pace 😛

urban gyro
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well, in all fairness

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game design would be my go to solution

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i would save myself the headache and just solve it with that at the plan and proto phase

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either have loading screens or fit the game in 20x20

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making it work with hacky workarounds will inevitably backfire at some point

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but that's just my thought process

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WoW is using loading screens for each zone, seems to be doing fine

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and u can't tell me that you've crammed as much content as it is possible into that massive area u have

olive mortar
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That's... Not open-world though. World comp is streaming/paging.

urban gyro
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like if u have 2x2 of just trees, you may as well have 1x1 of that very same forest but with denser content

olive mortar
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And 20x20, is huge, by the way.

urban gyro
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yeah but if ur open world is max 20x20 and u wana go above

olive mortar
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What is in km? I forget

urban gyro
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those are ur choices

olive mortar
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Oh derp

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Kensei - There are solutions/workaround. Sukebi seems to have integrated a workaround for his/her/their/its needs

young flax
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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?

urban gyro
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called it

olive mortar
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Ooh, welcome to the dark side

summer verge
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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.

urban gyro
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well, thats me done for the day, goodbye dudes and dudessez

olive mortar
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o/

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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.

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I can't remember who the madman was behind it, but their final take?

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It wasn't worth it.

plush yew
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what is ue5 release date

olive mortar
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It's on the website

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2021

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Also, there are triangles

summer verge
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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

olive mortar
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Y'know, even though Epic said they wouldn't be dipping over to doubles... I wouldn't be surprised if they did.

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Still, with the new IEEE spec, I don't think they'll need to.

summer verge
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I wish they would, but they probably won't. Most games don't need them

olive mortar
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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.

summer verge
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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.

olive mortar
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I don't understand all this dark magick, but it feels fun to pretend.

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I believe that's the newest spec/standard. There may be something newer.

summer verge
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Not sure I understand. There is a new IEEE standard that makes precision on floats better?

olive mortar
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Both?

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Quick, somebody in here with a pocket protector and a TI-89 give us the Cliffnotes here!

summer verge
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Lol

olive mortar
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Anyone?

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No?

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eXi? You do FFT wizardry. Wake up and break this down.

earnest cape
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And I've restarted multiple times

olive mortar
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That's odd

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Was the overview of the error code descriptive?

normal burrow
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Have you tried rerunning prerequisites?

modern sinew
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Can someone help me find out why my game isn't detecting Steam?

earnest cape
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How do you rerun prerequisites?

vast halo
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When UE5 be public

earnest cape
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2021

vast halo
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Rip

earnest cape
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Like Q2

vast halo
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I am 93 I don’t think I’ll live that long sadly.

earnest cape
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You'll be fine

normal burrow
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Uh it is an executable somewhere @earnest cape

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It’s usually packed with packaged games in the engine/extras folder

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Not sure where it would be in program files

earnest cape
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Hmm I'll check there

normal burrow
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Redist

earnest cape
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(╯°□°)╯︵ ┻━┻

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I'll reboot again but I doubt that's going to help

normal burrow
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I prays hands for you

earnest cape
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Hopefully it just works

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Nope, same error

grim ore
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Start the launcher as admin and try again?

earnest cape
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At least it's not telling me to restart

floral bane
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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?

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Sorry of its a wired ques. I am just a beginner 😅

earnest cape
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I'm assuming they're using point cloud lidar style rendering to get the unlimited polygons to work. But idk

lofty arrow
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is there a channel in this discord where we can ask questions?

molten kayak
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it basically means you can import high-poly models, and it scales them appropriately.

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so, straight from zbrush and into ue5

light bone
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Unreal engine 5 looking quite impressive huh

floral bane
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But we will still have to care about polygon count depending on platform or audience we are targeting right?

earnest cape
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I'm really curious about how it will perform in games. It looked like it was running smooth

molten kayak
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I think the main goal is for it to be able to scale everything for you.

floral bane
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For vfx and video scenes we can use full potential for sure.

molten kayak
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Nanite seems like magic, honestly.

earnest cape
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Tons of movies are going to benefit from this, and probably already are

molten kayak
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You've seen the behind the scenes for The Mandalorian, yes?

earnest cape
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Yeah I know they used UE4

lofty arrow
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If what they are saying is true, it seems the only limitation is memory.

earnest cape
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Yeah file sizes and memory

molten kayak
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File Sizes will come down to mostly textures, BUT the tradeoff is now we can drop some textures that were used to fake detail.

lofty arrow
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What do you mean mostly textures?

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File sizes for meshes will only go up, since there will be higher poly counts.

molten kayak
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I mean the ballooning file sizes, due to textures, will be offset slightly by no longer needing to fake detail via things like bumpmaps

earnest cape
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We'll see. It'll change how we optimize for sure

molten kayak
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Absolutely. UE5 is a gamechanger.

lofty arrow
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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.

floral bane
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Its something new after a long time for sure.

earnest cape
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Insurgency Sandstorm would run so much better in UE5

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I wonder if they enabled Vulkan yet

restive yarrow
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If I upload my UE4 game with steam integrations, will those steam functions work if I upload my game to Epic Store?

fierce forge
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no

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@restive yarrow do you have a steam direct license ?

restive yarrow
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No what is that

fierce forge
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it is for publishing a game to steam

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it is 100$ , i know because i bought one

restive yarrow
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Yeah i read about that

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but are you sure, no voice chat, friends list nothing will work if i publish the same game to Epic Store?

fierce forge
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no

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it will not work

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steam integrate something in the game when is published on steam and it need steam to work

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but from what i know epic store have some features for games like friend list

restive yarrow
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@fierce forge Okay i see

fierce forge
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and you need a own game id from steam for steam integration @restive yarrow

restive yarrow
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No you can use dev id

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for testing

fierce forge
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just for testing

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with spacewar

restive yarrow
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so you are saying my game needs to be published on steam for all that to work right

fierce forge
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yes

restive yarrow
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yeah thats okay though

boreal yarrow
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my grass is high quality in the forefront

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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?

patent cobalt
#

@boreal yarrow use View Mode LOD Coloration to verify it

#

or console: viewmode LODColoration

copper flicker
#

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?

boreal yarrow
#

@patent cobalt

#

im not sure what it means

#

it means its using LODS right?

patent cobalt
boreal yarrow
#

jesus thanks a lot

#

i thought i fucking disabled it??

#

ok thanks

patent cobalt
#

yes it is using LODs

brittle tundra
#

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...

brittle tundra
copper flicker
#

so nobody has crashes after moving from 24 to 25?

inner magnet
#

I am trying to update my project from 4.22 to 4.24, and I face this problem. How can i fix it?

copper flicker
#

did you use that plugin in your project?

inner magnet
#

yes

copper flicker
#

so....?

#

does it support 4.24?

inner magnet
#

it supports 4.24

copper flicker
#

ok, and it's installed?

#

that message seems to say it's not

inner magnet
#

It shows that the plugin was installed in the marketplace

#

but it shows "missing" when i open the project

hard lintel
#

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

modern jungle
#

Anyone know what's causing the wavy shadows when i bake the lighting?
@vital kernel UV mapping

copper flicker
#

@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

hard lintel
#

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 😦

unique kraken
#

okey can someone tell me how to change my bg color? that should be rather streight forward

cerulean sandal
#

im back slappers

unique kraken
#

cant find much info on something that simple

hard lintel
#

what do you mean by "bg color"?

remote rampart
#

but it shows "missing" when i open the project
@inner magnet i have the same problem

unique kraken
#

just my background color

cerulean sandal
#

background of what tho?

unique kraken
#

i want it to be a simple, plain meduim grey

hard lintel
#

your widgets bg?

#

or like your skybox color?

unique kraken
#

no my whole veiwport bg

hard lintel
#

you want to use this for some type of menu?

unique kraken
#

is that done in post process or where?!

#

i just want to make a screenshot of it

#

and then never do it again

hoary locust
#

put a gray box behind it then?

unique kraken
#

oh lol

#

yes most simple solution

#

but out of curiosity

#

would like to know how to do it anyway

#

where is th background adjusted

hard lintel
#

it looks like you have a skysphere

unique kraken
#

ye would delete it if needed, or is it changed somewhere in the skysphere

#

i dont see a mat in that thing

copper flicker
#

@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

hard lintel
#

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...

copper flicker
#

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 : /

cerulean sandal
#

how do i fix level not loading? its stuck at 55% with BodySetup_7 as asset

hard ruin
#

I hope we can all be open minded about this:

#

what do you guys think of lumberyard?

#

amazons game engine

#

did anyone tried it?

copper flicker
#

does it have docs and tutorials and so on?..

hard ruin
#

yes

copper flicker
#

how much coverage there is

hard ruin
#

no idea

#

just discovered it

#

seems to have good graphics

copper flicker
#

3 videos on youtube and a manual?

hard ruin
#

proper thing

#

I think EOS move is response to lumberyard

copper flicker
#

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

hard ruin
#

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

copper flicker
#

so.. go ask the lumberyard community, if there is one

hard ruin
#

yeah

#

I like UE dont get me wrong

copper flicker
#

I mean you should be talking to them

hard ruin
#

but this came out of nowhere

#

and looks decent

copper flicker
#

if you wanna more about lumber

#

😄

#

again, looks don't make games

hard ruin
#

disagree

copper flicker
#

the question is what can you make with it

hard ruin
#

its very important that game looks good

#

they offer out of the box multiplayer features

honest vale
#

does anyone actually use lumberyard?

copper flicker
#

rendering features don'tt make a game look good

#

they just help

#

it's all about the artist behind the renderer.. 😛

hard ruin
#

"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

copper flicker
#

I don't think the math goes like that...

#

it's more like.. you never know what will sell

hard ruin
#

on average no

#

of course

#

thats life

#

everything is risky, nothing is guaranteed

copper flicker
#

there's a saying in hollywood: nobody knows anything

hard ruin
#

Im saying you have a shot

#

read my statement

copper flicker
#

you can have zero budget and make something awesome

#

or huge budget and make a flop

hard ruin
#

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

analog blaze
#

@copper flicker way higher expectations of something with a large budget so if it's not 95% and above, it's considered a flop

copper flicker
#

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

barren flume
#

Is there a newer version of the unreal engine tutorial?

hard ruin
#

@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

normal burrow
#

Lumberyard

hoary locust
#

you didnt know pavarotti existed?

hard ruin
#

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

lament yarrow
#

Is there any way to get UWidgetComponent::LastWidgetRenderTime? It's a protected member...

frank oar
#

If anyone could help with a small problem over in the Animation tab that would be amazing

frail sail
#

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..

cerulean sandal
#

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

signal field
#

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

hexed dagger
fathom elm
#

As I can see there's no separate channel for localisation. Anyone experienced with it here can give me a tad bit of hand?

thin tendon
#

Whats your issue with localisation?

fathom elm
#

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 😄

thin tendon
#

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?

fathom elm
#

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

thin tendon
#

Are you doing them manually or using a translation service?

fathom elm
#

Manually

thin tendon
#

That doesn't sound right at all. Could be a bug.

fathom elm
#

That's in the dashboard

weak orchid
#

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

fathom elm
#

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 😄

thin tendon
#

You could try saving the text in a variable. Then setting it on the widget using the variable. For some reason this translates better

fathom elm
#

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.

weak orchid
#

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.

Unreal Engine

Unreal Engine is the world’s most open and advanced real-time 3D creation platform for photoreal visuals and immersive experiences.

fathom elm
#

@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

weak orchid
#

so as long as we only deliver direct to client we dont need to pay ?

fathom elm
#

Aye

weak orchid
#

!!!!!!!!!!!!!!!!!!!

#

@fathom elm Thank you !

fathom elm
#

@thin tendon I came as far as thinking of removing the whole freaking translation, and re-creating from scratch

half turtle
#

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...)

modern sinew
#

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?

fathom elm
#

@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

elfin sierra
#

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

thin tendon
#

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.

next badger
#

@frail sail looks like your ue4 is broken, try to verify it

surreal viper
#

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 🤔

next badger
#

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

plush yew
#

Did the Modes tab just disappear in 4.25?

next badger
#

yes

#

its now a button

plush yew
#

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

next badger
#

@plush yew pre release around 2021 gdc, release winter 2021

plush yew
#

😦

#

it looks so good give me now

hoary locust
#

yep you now have one extra button to click for everything you need to do, enjoy!

plush yew
#

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.

next badger
#

@plush yew well, on 5gbps ssd...yes

eternal scroll
#

with a GPU with mesh shader support at that

plush yew
#

not ba

#

d

next badger
#

@eternal scroll any dx12 gpu can use mesh shaders

eternal scroll
#

Nop

#

Only Turing and RDNA2 so far

#

Anything older doesn't support it to my knowledge

somber crest
#

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 ?

eternal scroll
#

Unless you meant DX12 Ultimate

half turtle
#

about my question ignore it, used construction script to get it done

next badger
#

@eternal scroll oh, you're right -_-

eternal scroll
#

yay for having to buy new, expensive hardware amright :D

copper wigeon
#

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?

fathom elm
#

@thin tendon This was the one I followed as well

dim merlin
#

Hi, so ive set cast shadow to false on a object (its a wireframe) but it still casts shadows..

eternal scroll
#

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

dim merlin
#

it seems to be the field distance shadow, but cant manage to turn it off

copper wigeon
#

@eternal scroll thank you, I'll give this a read

clever arch
#

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

next badger
#

@clever arch just change the spread parameter on zooming and use that parameter to control actual spread

clever arch
#

@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

next badger
#

@clever arch the max in all of the nodes, you can use a variable there

#

use SET on zoom in/out of that variable

clever arch
#

the rather than setting a true false i set the value of that?

#

then*

next badger
#

yes

clever arch
#

thats alot simpler ! thank you 🙂

next badger
half turtle
#

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

clever arch
#

@next badger Yeh i tried that but it didn't seem to work

next badger
#

get forward vector -> random unit vector in cone (set cone angle to low value) * 5000

#

5000 is just 50m btw

fathom elm
#

@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

thin tendon
#

Nice. I'm glad you figured it out mate

fathom elm
#

Thanks for the help! 🙂

wheat hare
#

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.

hollow ore
#

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

brisk shell
#

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

swift sedge
#

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?

deft nebula
#

I have the same issue with floating but then that i goes a bit in the ground

hollow ore
#

This happens when each of the sprites in a flipbook have their origin in a different place

deft nebula
#

How can i enable nvidia ansel have it enabled but can't seem to use it

swift sedge
#

What can I do to fix this?

plush yew
#

is there a way i can link my content browser up to another folder that has my assets in?

#

outside of the project folder

hollow ore
#

Do they stay in the air all the time @swift sedge ?

swift sedge
#

Yeah, I'm running and jumping but never on the ground properly.

ashen cape
#

Hello! It has to do with where the sprite component is positioned I think.

swift sedge
#

Like, how do I just reposition the sprite?

ashen cape
#

Try open the character's blueprint.

hollow ore
#

Go to the character blueprint and viewport.

swift sedge
#

Okay.

ashen cape
#

You should be able to move and rotate the sprite component so it fits the bottom of the capsule component.

swift sedge
#

Alright, cool!

ashen cape
#

👌

hollow ore
#

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

swift sedge
#

And yeah, he's not backwards during the idle animation.

#

Just the running.

#

Wait, figured out the moving part.

plush yew
dusky dirge
#

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

hollow ore
#

Select that capsule and on the right in the details panel, it will have the capsule height you can change.

wheat hare
#

@TheClicketyBoom dude that's really cool thanks for answering

stiff parcel
#

Hi guys I am making a 3D game like in the 90s with a 2D perspective and need some tips

deft nebula
#

Could someone help me

swift sedge
#

Alright, fixed the floating part, thank you!

hollow ore
#

Let me look to see where the flipbook stuff is for the backward stuff

deft nebula
#

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

hollow ore
#

I dont do a lot of 2d but usually it is just a single node change

plush yew
#

can anyone tell me if this is only a me problem or does everyone has this ?

stiff parcel
#

Its a 3D game with 2D perspective so similar to 2D generally

hollow ore
#

Yeah the animations are flipbook though so it isnt as hard to change I just cant remember how to do it.

ashen cape
#

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.

azure shore
#

ok so why do some camera effects just not show at ALL in low graphic settings?

ashen cape
#

@swift sedge Ahh.. Yeah my characters all face right by default, I think that might be why you're experiencing the backwards stuff.

hollow ore
azure shore
#

oh yeah and now it takes a ridiculously long time to compile shaders

#

100 takes about five minutes

hollow ore
#

Now on the make rotator on the top change z to 180 and on the bottom make rotator change z to 0

ashen cape
#

^ 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.

azure shore
#

..

ashen cape
#

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.

deft nebula
#

And does anyone know how to use nvidia ansel

vapid egret
#

hello Im new to Unreal is there any link where i can learn about building the AR project

azure shore
#

thanks, the thing is it does compiling shaders for almost everything I touch

hollow ore
#

@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 😜

deft nebula
#

I have installed the plugin and whitelisted everything but nvidia ansel still blocks it

half turtle
#

why the... find socket has no get transform in mesh but it has get rotation, scale and location...?

ashen cape
#

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.

swift sedge
#

Found it, @hollow ore!

ashen cape
#

@hollow ore Can understand why.. I also struggle with animating 2D. Takes a long time to make it look good. xD

swift sedge
#

I only want to flip around the running animation, not the idle animation.

ashen cape
#

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.

nimble comet
plush yew
#

GUYS, will ue5 be different than ue4? Should we continue to learn ue4?

ashen cape
#

Woah that looks amazing!

fierce tulip
#

@plush yew basically it will be the same. what you learn in ue4 you can apply in ue5

deft nebula
#

Ue4 is powerful already but ue5 is just powerfuller

ashen cape
#

I'm excited for Unreal Engine 5. It looks so.. unreal... smugdeeds

plush yew
#

@fierce tulip c++ code base and blueprints things will be same right? Just more optimized and some changes for texturing,modelling (topology) etc. right?

fierce tulip
#

dont know what will change exactly, but cpp and bp will still be things

plush yew
#

@fierce tulip Oh okay, I thought like ue3 to ue4

#

Thanks for your attention

deft nebula
#

Can't wait for fluid simulation, lumen and nanite

#

How does the epic online system work with ue4

nimble comet
#

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

swift sedge
#

Anyone know how to flip just my running animation, not my idle animation?

fierce tulip
#

@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.

nimble comet
#

sorry 😦 I was in a hurry

lament basin
#

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.

mint umbra
#

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."

ashen cape
#

🔺

#

To be fair, I'm curious where Unreal Engine 5 is going to take games.

real bane
#

Any old school mappers here from UE2?

midnight root
#

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 ;)))

ashen cape
#

😄

#

h y p e

plush yew
#

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

honest vale
#

@real bane does red orchestra ostfront count? 😛

real bane
#

@honest vale ouu unreal 2.5 like Swat4. nice. !! yea

#

we are dinosaurs

honest vale
#

I'm sure there are older megafaunapeople here too

plush yew
storm burrow
#

the devs said they don't know how the system is going to scale on production

#

where?

grave spruce
lament verge
#

is there a room for memes?

grave spruce
jagged meteor
#

@lament verge actually tho....sometimes you use wireframe view for a reason. how tf you do that if you have 2301984209 bill tris

lament verge
#

ty

jagged meteor
#

(to be fair a small price to pay)

manic pawn
#

you upgrade from your 🚮 1080p monitor to the new 2000000p monitor and now you can see the wireframes again

grave osprey
#

If ue 5 released will you guys still buy the asset with normal maps ?

real bane
#

@honest vale damn ... mod deleted my posts. doesnt care about anything that isnt UE4 i suppose

#

sigh. the struggles of being old school

manic pawn
#

who cares for old school, we want ue5 br_anim_eyes

timber relic
#

My game uses normal maps to mess with people's heads.

#

There's a trick to it. Saves us hours of artist time.

uncut vigil
#

games that use normal maps have the new vintage graphics

timber relic
#

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.

inland mountain
#

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.😧

timber relic
#

Hm. World of Level Design can't hurt. But Unreal has a whole library of how to stuff - including a 'from Unity' article

real bane
#

@manic pawn good talk buddy what are you 20

jagged meteor
#

@manic pawn good one

real bane
#

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

plush yew
#

UE5 looks cool and all, and yet here I am only caring about making PSX looking games with UE4 lol

rocky radish
#

the post the mod deleted was about what?

real bane
#

doesnt matter now

#

all good

jagged meteor
#

@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?

real bane
#

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

plush yew
#

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.

jagged meteor
#

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

plush yew
#

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

rocky radish
#

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?

plush yew
#

but they did spawn 500 zbrush knights 🤔

#

lol

#

I have a lot of bug, who can help me

jagged meteor
#

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

real bane
#

@rocky radish I use UE2 as it comes with many games from back then

#

in this case Rainbow Six 3 and Swat4

rocky radish
#

@rocky radish I use UE2 as it comes with many games from back then
@real bane ok

plush yew
#

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?

jagged meteor
#

@plush yew link your account to your epic account and ur good

plush yew
#

What a f*ck

#

But it is linked

#

and it still wants me to pay

#

i got like 30 megascans

jagged meteor
#

ur using bridge?

rocky radish
#

in this case Rainbow Six 3 and Swat4
@real bane wait, if i buy rainbow six 3 it will come with ue2?

plush yew
#

yes

hollow ore
#

Log out and log back in

plush yew
#

hmm okok

#

was thinking,"ofc there is a catch, too good to be true"

real bane
#

@rocky radish it will come with UnrealEditor yes

hollow ore
#

Authentication gets screwed up sometimes

real bane
#

though specific to R6 3

plush yew
#

does it? oh ok

real bane
#

you can still do many things otherwise

plush yew
#

ill try logging out and back in

#

thanks

rocky radish
#

though specific to R6 3
@real bane so it's like a mod kit?

real bane
#

Yeah some UE2 games came each with their own sorta tweaked Unreal 2 or 2.5

plush yew
#

i also recently found out about the 1 million dollar to then pay revenue thing, that with megascans and unreal 5 damn lol

real bane
jagged meteor
#

yeah epic games flaunting their fortnite cash

#

love it

plush yew
#

its so great

jagged meteor
#

just buy quixel and make it free np

plush yew
#

the next gen stuff they showed though, i really think the average person has NO idea how much of a big deal it is

jagged meteor
#

ofc

#

the process of making game assets is convoluted af

plush yew
#

the graphics are cool and all but to not have to worry about polygons is kind of game changing

jagged meteor
#

I don't expect most people to know

plush yew
#

makes the process way faster

jagged meteor
#

50% of the pipeline gone

plush yew
#

I wonder how much something this drastic will play into VR

jagged meteor
#

same

#

Imagine VR games with the same graphics as the UE5 reveal

#

damn

plush yew
#

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

grave spruce
#

another robo recall chaos demo for vr demo GWcmeisterPeepoShrug

raw rock
#

How do you lower LODS

plush yew
#

PLEASE HELP ME

raw rock
#

i read about making a forest less laggy

plush yew
#

go on youtube

jagged meteor
#

ue4 has auto LOD im pretty sure

#

just press button

plush yew
#

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

jagged meteor
#

@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

hollow ore
#

Yw

plush yew
#

@jagged meteor it is happened when I use IK HAND

jagged meteor
#

there you go

plush yew
#

it seems that the arm is independent from the player

#

IK HAND?

#

whats that again

jagged meteor
#

Ik for hands

#

:D

#

or arms

#

yeah it looks like the IK target is connected to forward vector somehow

plush yew
#

oh something to do with animations?

#

Hands

jagged meteor
#

or camera

#

which is weird

plush yew
#

I follow a video

jagged meteor
#

@plush yew you use IKs in engine sometimes to offset an animation

#

for example leg IK to raise the leg when walking uphill

plush yew
#

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

fathom elm
#

@thin tendon Sorry for pinging ya directly. Just a quick question. Did you try the localisation in package?

plush yew
jagged meteor
#

@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

willow dome
#

how're you folks keeping alive

jagged meteor
#

@willow dome By pondering about the implications of UE5 on the game asset workflow

#

not even game exclusive

plush yew
#

Where I have to switch on false

jagged meteor
#

somwhere that makes IK alpha return 0

plush yew
#

I don’t find that

jagged meteor
#

what you have an ik alpha float

#

for L an R hand I think

#

no just one hand?

restive yarrow
#

Quick help guys! my pc shutdown midway of building the source UE 4.24, should i build or rebuild solution?

plush yew
#

Just for left

#

Because the weapon is attached on right with a socket

#

What I have to do with target 1.0 @jagged meteor

jagged meteor
#

@plush yew make it 0.0

plush yew
#

Owwwws

#

Thaaanks

#

Now it works

#

I love you

jagged meteor
#

np

plush yew
#

🥰

#

I have another bug😅😅😅

#

Can you help me with this?

#

One second

jagged meteor
#

its not when you're jumping is it?

plush yew
#

I can’t jump

#

I don’t know why

jagged meteor
#

oh ok

plush yew
#

I delete all things about jump but I put all thing one day ago

#

But now don’t work

jagged meteor
#

you have to check your character bp for that... compare it to the ue4 mannequin's bp

#

gtg for a bit

plush yew
#

I compare

#

There are all

#

If you help me with my bug I can pay you

#

🥺

tiny coyote
#

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

grave spruce
#

go to project setting and find mouse as touch

jagged meteor
#

@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

plush yew
#

Eventgraph or animgraph

jagged meteor
#

character bp

#

the thing that has a blue line and a pic of your character in the content browser

plush yew
#

Ok, sorry but I am working only since April

jagged meteor
#

dw

plush yew
#

Sorry for the quality but WiFi don’t work and I must use cellphone

dusk chasm
#

that was bad ass

plush yew
#

Why

tiny coyote
#

@grave spruce Yeah I have aktivated it but now left mouse click events are not working (right click too)

grave spruce
#

event touch

#

use it

#

if the game is mobile is touch events

tiny coyote
#

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

grave spruce
#

touch as mouse disable mouse inputs

tiny coyote
#

But it is working fine in the editor

plush yew
#

@jagged meteor are you here?

jagged meteor
#

im looking at it

#

what does the timeline look like?

wheat hare
#

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?

swift sedge
#

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?

plush yew
uncut tinsel
#

Guys are the epic games website down i am getting 500 also in the launcher?

#

or is my noob connection

wheat hare
#

Yeah gtav is free

uncut tinsel
#

Really??

wheat hare
#

So I'm told

hollow ore
#

They getting hammered

wheat hare
uncut tinsel
#

ahahah waiting for things comming up

hollow ore
#

Almost a dos lol

wheat hare
#

I love working with this game engine
I don't know what happened
Even the viewport controls make sense now lmao

uncut tinsel
#

Is also online include??

hollow ore
#

Their whole network crashed I think

#

10 mil people trying to do GTAV

#

Download*

shut gulch
#

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)

hollow ore
#

Just go to your project folder and open uproject yep

fierce tulip
#

< keeps a shortcut link to all my uprojects on my desktop

jagged meteor
#

@plush yew do you have a jump animation on your character?

daring prairie
#

I can't open the launcher or the site, and I have no idea what that says

rocky radish
#

yes

uncut tinsel
#

All the people

rocky radish
#

it happened since gta v went free

twin adder
#

@daring prairie launcher is dead because of hordes dead zombies trying to get GTA V for free

daring prairie
#

😦

#

Great

#

I can't work on my project now 😢

twin adder
#

and now you can't even launch launcher, rip

#

gj epic

uncut tinsel
#

same problem @daring prairie

jagged meteor
#

you can locate your project folder and launch the project directly no?

limpid isle
#

Anyone here good with blueprints and ui I got paid work for a project I'm working on

daring prairie
#

I need to install something from the marketplace

wheat hare
#

Nah guys it's all crashed, everyone has nothing to do for a minute

rocky radish
#

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

wheat hare
#

Who wants a coffee

fierce tulip
twin adder
#

@daring prairie get a cup of tea, take a look at movie, rest for now 🙂 it's not going to be fast I think

plush yew
#

@jagged meteor yes of course, I have jump animation

jagged meteor
#

@plush yew and it's not playing the jump animation when pressing spacebar?

plush yew
#

Yes

jagged meteor
#

yes it is or no it isnt?

plush yew
#

It don’t play

daring prairie
rocky radish
#

in the hidden icons in windows?

limpid isle
#

@fierce tulip thanks bro