#ue4-general

1 messages ยท Page 744 of 1

little falcon
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Man!!! that seems to be the proiblem!

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I have never touch that before... howcome//

grim ore
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you might have hit a hotkey for it on accident

little falcon
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i was thing the problem to be something with with my height map...

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cause i just find out that when i import a new height map, the Z position were accidently set to -5000

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So another question, should i set (0,0,0) while importing a new height map?

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@grim ore Thanks you so much, savae me a lot of time

grim ore
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you probably want it centered to the world origin at 0,0,0 yes

little falcon
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Got it/

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I just started learning UE4, i came from Blender, thought it should be almost the same... Turns out to be not

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๐Ÿ˜…

pearl mortar
silk lintel
grim ore
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compiling it or running it?

silk lintel
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I'm not sure how I'm supposed to launch the editor (not used to building from source) but I set 'UE4' as default startup project, build the solution, and run local debugger.

grim ore
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@pearl mortar that looks like a rendering issue, have you changed any settings in your project at all or is this fresh? stuff like near clip distance. If not do you have the latest OS update?

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@silk lintel so this is launching it, you built it already. do you mean 86% on the loading splash screen?

pearl mortar
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I opened up a new project and it was like this

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my OS is up to date

silk lintel
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Yes, at 86% on the splash screen a breakpoint is triggered in Shader.cpp.

pearl mortar
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@grim ore

silk lintel
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@grim ore Am I supposed to run the editor from vs/local debugger?

grim ore
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@silk lintel that is weird. You can just launch the UE4Editor.exe file in the binaries/win64 folder and see if that doesnt trigger a crash

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but the editor should be able to run fine from VS

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@pearl mortar since this looks like a MACOS issue you might want to try #macos or change the rendering type but I think your only options are metal and ES.

pearl mortar
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where do I chnage the rendering type?

grim ore
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and is this a new project or opening an existing one? @silk lintel

silk lintel
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it shouldnt matter that i have the release and the source both installed, right?

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@grim ore this is just the editor

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should load the project creation window, not a project

grim ore
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@pearl mortar at the top under settings you can change the preview rendering level, or in the project settings mac settings

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@silk lintel no every version of the engine is in it's own separate directory and are separate

silk lintel
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im trying to find it but its an exe needle in a dll haystack lol

grim ore
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nah its exactly where I said

silk lintel
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got it

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no, i just mean there are so many dll files in that folder its hard to find

grim ore
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ah, just go to the folder and type ue4 and it comes right up

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this is from the 4.25 tag from git or one of the others?

silk lintel
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i just went to the github page and downloaded the repository

grim ore
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oh, uh that would probably be master then which might not be a good compile

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oh thats release so it might work

silk lintel
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i just followed the tutorial lol

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should I have downloaded 4.25-plus?

grim ore
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yeah in the future if you need something specific, in the top left it says release. You can click on that, click on tags, and go to a specific version

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nah plus is for consoles

silk lintel
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oh

grim ore
silk lintel
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just the regular 4.25 then?

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yeah, i know

grim ore
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4.25 branch might have updates so use the tags

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but regardless see if the non debugging version loads, its weird yours triggered a breakpoint

silk lintel
grim ore
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ugh

silk lintel
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ill probably just reinstall with the 4.25-release build, then let u know if there are any problems

grim ore
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this is with the chaos changes?

silk lintel
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hopefully...

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the whole reason im doing this is to use chaos

grim ore
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yep. its a weird error, normally a random crash like that would be due to a bad version of the source downloaded but release is supposed to be stable

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I just downloaded Master, good as of the 14th, and it loaded fine

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but did not enable chaos so dont know if that caused your issue

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but chaos is enabled by default in master soo.....

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lol

silk lintel
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my hair is on fire

grim ore
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yeah I know this is no help. The error from before seems to suggest that chaos was enabled and not setup properly which is why your crash/breakpoint

silk lintel
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speaking of setup, look at this

grim ore
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I cant test on master as chaos is already enabled

silk lintel
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it shows this:

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`BuildEnvironment = TargetBuildEnvironment.Unique;
bCompileChaos = true;
bUseChaos = true;
Your UE4Editor.Target.cs file should look like the following:

public class UE4EditorTarget : TargetRules
{
public UE4EditorTarget( TargetInfo Target ) : base(Target)
{
Type = TargetType.Editor;
BuildEnvironment = TargetBuildEnvironment.Unique;
bBuildAllModules = true;
ExtraModuleNames.Add("UE4Game");

    bCompileChaos = true;
    //Note that the following line is not needed for 4.23 or previous versions.
    bUseChaos = true;

}

}`

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but by default BuildEnvironment is set to TargetBuildEnvironment.Shared

pulsar badge
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Has anyone use the extile asset for ue4 before??

grim ore
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yeah mine shows shared as wel, that is for older versions .shared should be fine

silk lintel
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i think there was another discrepancy

pulsar badge
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Can u use epic games services for steam?

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Instead of epic games launcher

silk lintel
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idk

grim ore
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@silk lintel well if you just want to play with chaos, an option would be to get master and compile it without any changes. Just a fresh download of Master, should be updated as of the 14th for the last updates and i can confirm it compiles and launches fine

silk lintel
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so should i use the master or the 4.25-release

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ok

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thx

grim ore
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I cant guarantee its stable or works 100% but it did compile for me and

silk lintel
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im working on this fully destructible environment for the dxr spotlight contest and apex or physx dont cut it

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if chaos is half as good as the tech demos, it will be perfect, though

grim ore
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I can say the fracture editor is working by default in master

silk lintel
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okay, great!

grim ore
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buy uh.. I think im gonna grab 4.25 release and see if I can get chaos working on it correctly as well, for science reasons

silk lintel
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good luck, sir

bitter iris
grim ore
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how are you spawning the particle now?

brisk urchin
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I'm having a small issue with fps. I just created a new empty fps project with 4.24.3 and the FPS is stuck at 40 and won't go any higher.

I did go to project settings and set the max to 120fps and nothing changes.

bitter iris
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need a way to rotate the particle itself

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nvm

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made some changes to the particle found the rotations too

silk lintel
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@grim ore did u use shared or unique in for ur target build environment in UE4Editor.Target.cs when u got it to compile for chaos?

grim ore
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@silk lintel when using master? no changes at all are needed chaos is enabled by default. You download master, setup.bat, generateprojectfiles.bat, open the .sln, and build the ue4 project

silk lintel
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ok, thx!

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so you don't need to add

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bCompileChaos = true; bUseChaos = true;

grim ore
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im trying 4.25.0 master with just the 2 = true changes in the target.cs right now, leaving the environment at shared

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no you do not need to change the target.cs at all when compiling master

silk lintel
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ok

inner cloak
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Are there options to import a blender scene in unreal ? .. it seems to convert my curved meshes into simple mesh so it wont deform anymore

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actually, the curves are gone too

silk lintel
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@inner cloak Make sure your units are set up correctly in blender. You should be using metric system, centimeters, and 0.01 multiplier. Also, if you're using a subsurface modifier or something for the curves, the issue might be unchecking 'apply modifiers' in the export window.

inner cloak
silk lintel
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huh

inner cloak
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blender is the original model

silk lintel
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  1. are all objects grouped, 2. are you exporting selected meshes?
inner cloak
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i export a complete scene .. and why would conversion not happen for units ?

silk lintel
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because human-readable != machine-readable

inner cloak
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we're talking about maths here

silk lintel
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1 unreal unit = 1 cm

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I'm pretty sure we're talking about software

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python, specifically

inner cloak
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so you're saying that because i used inches in blender, exporting to ue4 has issues ?

silk lintel
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I'm saying that the first thing I would try is making sure the blender scene uses the metric system. You want as few places as possible where the export could go wrong. Then we can narrow down the problem until we find out what it is.

tepid ore
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Hi, i though i might find an answer here. i imported trees from SpeedTree and all was well including a few times i baked up until now. iv'e searched for a solution but didn't find one, this is the error i get in the log now. Any Ideas?

inner cloak
silk lintel
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@tepid ore Again, I would check your units. It looks like you may be importing such a small mesh that unreal can't detect any triangles. While I've used speed tree, I haven't imported to unreal, though.

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@inner cloak use cm for length, just trust me

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but keep the unit scale

inner cloak
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oh .. so .01 cm for unit ?

silk lintel
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yes

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1 unreal unit = 1 cm, so import as micrometers

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dont ask me why it works

inner cloak
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seems to me like i pasted pic with 1cm unit up there

silk lintel
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@tepid ore Also, it looks like you're importing individual meshes instead of one whole tree mesh. Again, not quite sure how speedtree import works, but might check that out. Also, there's a speedtree import plugin for ue4 (built-in but disabled by default) I believe, you might have to use that.

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@inner cloak i can't quite see your hierarchy, are all your meshes parented/joined?

inner cloak
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of course its parented .. i can animate in blender and all works

tepid ore
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@silk lintel I'll check it. i used the metric system inside speedtree and it imported well but i did change a bit the size in the transform so it might be that.. i didn't Import them individually, i used the Speedtree plugin which worked great. these are all duplicated inside UE4. so it might really be a scale thing..

inner cloak
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i have about 20 bones in the scene too

silk lintel
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@tepid ore Ok, then I'm probably not the person to ask. Like I said, I haven't imported from Speedtree before.

inner cloak
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Maybe i should export from blender using USD ?

deft nebula
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How can i add for example a button to a ui widget using blueprints?

tepid ore
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@silk lintel but you gave me a direction to check so i consider it as help(: thanks!

silk lintel
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@deft nebula To be clear, do you want to add the button as a component, or add at runtime?

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@inner cloak Not sure if unreal is set up for that, but u can give it a shot.

deft nebula
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At runtime

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At runtime

silk lintel
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@inner cloak I still want to see if you're applying modifiers

inner cloak
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of course i have modifiers

silk lintel
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@inner cloak stop with the 'of course', its just a question

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@inner cloak are you checking the 'apply modifiers' button in the export window?

inner cloak
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i guess those can't be converted with FBX .. or FBX is lacking a few features

deft nebula
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So that when you have a quest that i just add to a scrollable list and gets moved when completed to the completed list

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All in blueprints at runtime

silk lintel
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@inner cloak You should be using FBX if you want to import into unreal, anything else and I can't help you.

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@deft nebula just a sec

inner cloak
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well, you see what it becomes, and yes, i was using FBX

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anyway, dont worry, it seems i wont be able to export it properly

silk lintel
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@deft nebula It looks like you can only add a widget component at runtime using C++.

deft nebula
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So to use it with blueprints i have to create a custom event

silk lintel
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not necessarily

winged crypt
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if I export a skeletal mesh (with cloth pieces) it doesn't export the cloth sections, anyone know why?

silk lintel
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@winged crypt you have to add cloth with the cloth painter in the physics asset

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@winged crypt underscore has a video on that

deft nebula
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Or with scrollbox if i hide a widget do they other two widgets that are around it move so the old widgets looks like it never was there

inner cloak
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One last question .. is there a way to export only a few items in a scene with FBX ?

slate vessel
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i just got an RTX card and decided to try and get a project running with ray tracing but despite following all the steps it doesn't seem to actually work or show a difference. then when i save the project and try to reopen it, the editor always either locks the computer up, or force closes....never works. I have set to DX12, used the unbound post process volume and the shaders rebuilt but i can no longer even open that project it always force quits or doesn't open at all can anyone help me?

silk lintel
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@deft nebula If you want to achieve the effect in blueprints, maybe you could just change the hierarchy (move a quest widget from one scrollbox to another) based on it's value (complete/incomplete)? Might be possible if you don't wanna touch cpp, but im not the expert.

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@inner cloak yes, use 'export selected items'

inner cloak
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thanks

deft nebula
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And do the quest widgets move in the scrollbox to fill up the space of an old quest widget

silk lintel
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@slate vessel are you using 'ray tracing enabled' in the project creation window? If not, you'll have to enable 'ray tracing' in the project settings (support compute skincache should automatically be enabled when you restart from enabling ray tracing). Also, make sure that whatever ray tracing effect you want, i.e. ray tracing reflections, is enabled in the post process volume.

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@deft nebula Honestly, I don't know. Like I said, not the person to ask about changing widget hierarchy at runtime. Maybe @grim ore would know but I don't think he's on atm.

deft nebula
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Already found it out there is a concept of data driven ui widgets

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Adding or removing ui widgets base on a data table

slate vessel
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@silk lintel yeah ive made sure ray tracing is enabled and have also checked those postprocess settings. The issue I have is once I initially get it all set correctly, and I close and reopen the project, it crashes every time the editor is about to launch. no error message, the project just fails to launch and it kicks me back to the launcher

grim ore
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@silk lintel 4.25.0 release tag, just the 2 =true lines in the target.cs, default shared for the environment in the .cs file. Chaos was working by default in the engine without having to turn on any plugins.

unique kraken
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hey im doing retargeting (generally working fine) but there are slight bendings (ofc) i just wonder if can adjust bone rotations by hand, like aditive?

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actually this happens in every retargeted anim

grim ore
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you can open up the skeletal mesh, go to the skeleton tab, and adjust each bone in there

unique kraken
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but that would offset all my anims?

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my hand made ones are fine

grim ore
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otherwise maybe retarget the fingers differently

unique kraken
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hmm

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do i need to redo the retarget?
like delete my retargeted anims ?

fierce tulip
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yup

safe swallow
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I gotta question.. sure hope it isnt too confusing... ok... Can a blueprint within a child object, access a blueprint with in the parent object, of that child object ?

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or is it the other way?

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the child is of the parent,, of which I want to access it

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or does that work the other way?

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the parent access the child blueprints?

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I can cast to either parent or child.. from each other?

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ok so if I got a variable in the parent.. the child can still acess it?

astral phoenix
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Hello idk where to put this but im working on a training dummy, where i can test my character's damage, but the health bar on the training dummy only work when i set it to 0.1, but if my character is dealing around 10 damage then the dummy will just die instant so how can i fix that? so i can deal around 10 damage or more and the dummy have around 100 health? ๐Ÿ™‚

safe swallow
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Thanks @deft salmon I will test and see.. I just didnt want to bark up the wrong tree.

timber mountain
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would somebody help me to retarget mixamo character in ue4 ??????? ๐Ÿ˜„ ๐Ÿ˜„ :))

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i have seen a lots of video tutorial, but there isn't a good tutorial for this ... i don't know whats the problem exactly.

fierce tulip
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@frail sail pages load with images again!

opaque plover
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I have an actor that needs to check positions of players and possibly recompute something heavy when they changed. What would be the most performant way to do something like that?

frail sail
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@fierce tulip yay thank you!

dark stag
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heya people... were looking to hire / contract some devs and artists for a project... any good portals or communities we can use for that? (this is my first stop so far) any advice welcome ๐Ÿ˜„

fierce tulip
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pinned message in #looking-for-talent, there is a ue4-job board on facebook, and the official forums also have a section

dark stag
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oh rad! got a link to said forum ( i am so anti- facebook)

proud loom
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is there a place to start learning C++ as a complete beginner in coding for ue4?

safe swallow
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try doing this in google search... c++ for UE4 .. you will find lots of choice.. too many to mention here.

worn granite
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I'd advise just taking some time to come at C++ isolated from UE4 before learning UE4 particulars

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Tons and tons and tons of std tutorials

versed yarrow
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@dark stag you've picked a good start. the other unreal communities as well as unity's are others. for artists specifically you will want polycount.com

hasty osprey
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help, how do i move all my UE projects from my C drive to my D drive_

silk lintel
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im rly busy atm and i cant send a screenshot, but anyone have any ideas why there would be stretching when applying a material on a uniform scale object (1x1x1)?

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uvs set up correctly and the material is just using a regular square texture

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You mean absolute world position instead of texture coordinates? Problem is im trying to do destruction, so world position wouldnt work...

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@plush yew

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what do you mean by 'fully pbr'?

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I know what pbr is, but how is that related to scaling/stretching @plush yew

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can you explain? Pbr just means a texture setup with base color, specular, roughness, and normals, right?

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I mean, sometimes it switches out metallic or something, but still dont see what that has to do with scaling...

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im so confused

safe swallow
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@plush yew you mean like package it?

silk lintel
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sure, just a sec

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its just that i just created a new project since i had to get the source build so i can use chaos, so might take a few seconds to import and everythign

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okay just a sec

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screenshots incoming

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*its my own model, in case that wasn't clear

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to get rid of the stretching

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when i dont it stretches

late verge
silk lintel
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@late verge in 4.25 they're under the modes tab

late verge
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ah, alright

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thank you

silk lintel
clear cave
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Is it possible to enable raytracing in my project later down the line? I'm going to upgrade to a RTX in a week or two

silk lintel
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@clear cave yup

clear cave
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Cool!

silk lintel
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you just have to enable 'ray tracing' and 'dx12' for default rhi in project settings

clear cave
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Nice and simple, thank you ๐Ÿ˜„

silk lintel
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@plush yew I think I unwrapped the uvs correctly, but definitely room for problems since its my first time ๐Ÿ˜„

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k just a sec

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no

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its a rectangular prism

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i can send u the model if u want...

deft nebula
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How can i make it so that you have a big imave on top of that image are buttons and when you scroll/zoom-in on that kmage the buttons stay in the same place

silk lintel
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i want it to have correct scaling ratio, if that makes sense, but i dont want to use a 'uv texture' if that makes sense because i want to be able to change scaling at runtime

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@plush yew

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thank you senpai

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im a beginner ๐Ÿ˜„

deft nebula
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Someone

silk lintel
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I have these layered on top of each other, but the one on the outside is the Wall_Plaster

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@plush yew 1. did what i say make sense, and 2. is that possible? to be able to change the scaling at runtime but maintain the correct scaling ratio without having to manually change x/y scaling?

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*and without using world position since I'm making a destructible mesh, because the pieces would look all weird when they're moving

deft nebula
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Does anyone know that

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How can i make it so that you have a big imave on top of that image are buttons and when you scroll/zoom-in on that kmage the buttons stay in the same place

silk lintel
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There needs to be a way to create a material with world position uvs, but where the textures are like baked when the game starts so that if you're making a destructible mesh the textures would adhere to the pieces instead of the texture staying still while the pieces fall. Idk if im explaining any of what im saying well.

grim ore
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@deft nebula assuming they are in a container or panel that should not be an issue. A canvas panel can be a fixed size and the items inside of it are fixed relative. The buttons can be anchored to a corner or wherever and they will stay at that position in the parent. Same with like a horizontal or vertical box if you want something fixed on the bottom or sides for example.

silk lintel
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hello

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I dont want to change the scaling on my objects at all, just the scaling of the textures/materials. Sorry if i didn't make that clear.

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@plush yew I'm not changing the mesh scale in editor at all. Just the uv scale.

deft nebula
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How can i make sure that when i import a model into ue4 from blender it doesn't rotated wrong on the x axis i believe

silk lintel
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@deft nebula look at the forward and up direction of your object in blender, see which axes they correspond to, and export with those axes for up and forward

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@plush yew do you not understand or do i not understand?

safe swallow
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match your xyz with blue green red

silk lintel
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@plush yew Should I not have applied scaling? Should it not be 1x1x1 object scale?

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so its stretching because its 1x1x1 and its trying to cover the object equally when it isnt a perfect cube?

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its not like i can 'unapply scaling' in blender, right?

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sure

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wait, the drywall or the plaster

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it might be more noticeable on the drywall actually

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because its half as wide

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ok

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i might've forgotten to unwrap the drywall, let me check

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yup, i did ๐Ÿ˜„

quiet pivot
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Is it possible to turn off the annoying sound the editor makes when you click compile?

silk lintel
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you should be compiling in vs instead of hot reloading anyway

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u can change the shape of the uv?

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there is much i do not know

ruby robin
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Guys, how do I record gameplay with higher resolution than my screen allows?

silk lintel
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@plush yew is that the old model or the new one, i sent one with 'more correct' uvs

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ur good, i didnt mention u sry

quiet pivot
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you should be compiling in vs instead of hot reloading anyway
@silk lintel I mean I use vim on Linux so..., I run make on terminal, but I have to compile to get it into the editor.

silk lintel
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@quiet pivot Idk, might be in editor settings? If you really hate it, try finding the .wav file lol

quiet pivot
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Yeah can't find it in settings... The wav is a good shout though... hmmmm

plush yew
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Can someone help, so I was trying to texture and there is no used with landscape option.

quiet pivot
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Ah I found it

silk lintel
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@plush yew If you can change the tiling, then it would be possible to have 1x1 tiling (i.e. not having to adjust x/y scaling)? That's what I want to do, if you can do that can u show me how pleeease?

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and send a screenshot

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okay just a sec

plush yew
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Can anyone help me out?

silk lintel
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it should be y but i can check

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@plush yew It is Y, and since 5 * value = Correct Y, the correct Y is 1/5, so 0.2.

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@plush yew And my uv input function is texture coordinate by default

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i guessed at 0.25, so i was close

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ohhhhh

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yeah well the thing is its an instance of a master material im using for a bunch of other things...

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yes it is a word

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i can do it just to prove that it works though

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@plush yew setting U to 5 and V to 1 worked, yes

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so if thats possible, cant we just edit the uvs in blender so that its 1x1 (or anything by the same number, 5x5, 10x10, etc as long as its uniform)

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that way i can use it for different meshes

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yeah im not asking for you to do all the work for me, just show me how once if you dont mind

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technically it would be less efficient in editor since youre scaling the texture at runtime, right? but only barely... still, i just really want to not have to deal with separate scaling for u/v

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you can just record in obs

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its easier imo

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@plush yew

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@plush yew , i accept you as my personal lord and saviour

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nah ur good

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this is gonna save so much time

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rather than having to create individual textures for each mesh

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yeah, i use mixer which is AMAZING even just for noise-based textures

serene birch
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I was wondering if Mixer was really useful vs Substance, it just seemed harder to use for me for much less power ๐Ÿ˜„

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but maybe it's because I have a dev background and Substance Designer graph thing speaks to me more

silk lintel
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imo its easier with equal power ๐Ÿ˜„

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sry gtg, i would explain why its so very really good

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youll just have to trust me i guess

serene birch
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oh I don't "not trust" you, I have little evidence on it in the first place so who am I to speak ill of it ๐Ÿ˜„

alpine laurel
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is anyone here available for maybe 5-10 minutes to walk me through importing my 3d model and getting animations on it

ruby robin
#

Guys, how do I make PIE window higher resolution than my screen? I cannot make it in 4.25, but was able in 4.24

tacit moon
#

I'm still trying to learn the UE layout. When I see videos of people using the drag an drop designer for materials, is that a blueprint also?

digital badger
#

@tacit moon That's the Material Editor, looks like the Blueprint Editor, but it has different nodes/structure.

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You can access it by either creating a new material, or editing an existing one

tacit moon
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@digital badger thanks

digital badger
#

Your welcome. ๐Ÿ™‚

plush yew
#

Anyone make an Last Day on Earth template that I can buy from them?

thick herald
#

1 billion dollars

plush yew
#

Lol

digital badger
#

@plush yew Yeah, you're going to have to be more detailed by what you mean.

lusty pumice
#

Hi. I used this blueprint tutorial to get an animated texture but can't make multiple ones. https://www.youtube.com/watch?v=7OEbO353_GM Any ideas how to fix?

In this Unreal Engine 4 (UE4.16) tutorial I show how to use the MediaPlayer component to render a MediaTexture onto a static mesh and play an mp4 video file.

To do this you have to add the mp4 to a folder called Movies in your content of the UE4 project, then add a file media...

โ–ถ Play video
thick herald
lusty pumice
plush yew
#

@digital badger a general template, which moving from location to location, instances, thirst and hunger, top down movement, inventory and items

#

@thick herald kinda but don't really wanna

thick herald
#

if you want a bespoke template, that will cost you a lot and thats the place to ask.

plush yew
#

A what now

thick herald
#

Or you could use the Survival game marketplace asset

digital badger
#

For one guy to do it all, expect it to be atleast 1000+

plush yew
#

Hm

thick herald
#

yup.

tacit moon
#

@digital badger you could get all that for $1000?

plush yew
#

But, I'm really just trying to figure out like, movement cost

thick herald
#

Go to the Unreal Marketplace, and search for survival.

tacit moon
#

How much would it cost to get the art and animations for a mid sized game?

digital badger
#

@tacit moon No, but for some beginner from a country with low cost of living, 1000 for a project of @plush yew's size would be plenty

#

And depends on the game.

plush yew
#

I mean the survival template is maybe what $50? Mobile pack is another $50....

digital badger
#

Back to @thick herald's comment, you're looking at a bespoke package

thick herald
#

And sold to thousands of people. You asked for a template be made for you. That's a lot of work, and it would cost you a lot.

plush yew
#

Probably

digital badger
#

@plush yew, post your job on a freelance website( such as Freelancer.com ), clearly stating your budget and see if anyone applies.

#

Here, isn't the best place to ask.

thick herald
#

follow the instructions in the pinned messages in that channel

tacit moon
#

How would you do a terrain that would be Earth sized from a high altitude? I was thinking after the player got so high landscapes were no longer practical, of just using plane and a vertex shader for the heightmap. But....use the vertex shader to offset its location every render.

#

So that plane doesn't have to be that big. Just keep it below the player and have the GPU move it with the player so it appears to be not moving.

#

Otherwise how do games show the ground from something like a 30km height?

thick herald
#

No idea.

plush yew
#

so you're asking how are you able to see the textures/ground so well from a high altitude

thick herald
#

By using trickery and shenanigans

#

or mipmaps or LODs..

#

Have a look in the engine example content, there is a example planet.

tacit moon
#

@thick herald okay, just trying to figure out the shennigans. because at some point you'd be able to see terrain for several thousand km. Not sure how you'd do that with a landscape. But maybe it would work.

#

I'm at work so can't experiment.

thick herald
#

With the new atmospheric system the landscape just gets smaller and smaller ๐Ÿ™‚

tacit moon
#

if 4.26 out for beta?

deep stump
#

Can anyone redirect me to Advanced Locomotion System V3?
I saw V4, but would rather has a fresh copy of V3 as thats what i'm working on

thick herald
#

no, in 4.25

tacit moon
#

I thougth the new atmospheric stuff was in 4.26. I picked the right time to get into this ๐Ÿ™‚

thick herald
#

V3 isn't available. I suggest you contact the creator directly.

deep stump
#

That stinks lol

#

I have it, i was just curious if maybe someone else has it and can upload i guess

thick herald
#

It's in 4.25 but not been optimized yet and some features won't be in until 4.26

#

we can't upload it, that would be against the marketplace T&Cs

tacit moon
thick herald
#

Yeah man

serene birch
#

it's mostly in but you can't recapture the skylight in real time with correct performance until 4.26 I guess

deep stump
#

No, i'm saying just sharing it to me @thick herald

#

You don't have to release it lol

thick herald
#

cloud interaction o and all that lovely stuff is in 4.26

tacit moon
#

The demo was breathtaking

thick herald
#

@deep stump what you are asking us to do is pirate an asset and give you a copy. No. Contact the seller directly in his discord. You can get the details via the Marketplace.

deep stump
#

No, i'm not saying that but ok lol

thick herald
#

Essentially you are ๐Ÿ˜‰

deep stump
#

Well, I apologize.. I'll check with him

#

Thanks

inner cloak
#

how much of Quixel library is accessible to ue4 users ?

thick herald
#

all of it

inner cloak
#

strange, i can barely find any cliffs

thick herald
#

have you linked your accounts?

inner cloak
#

i did, yes .. and using Bridge for assets

thick herald
inner cloak
#

seems like i dont see those with Bridge

tacit moon
#

okay, did some napkin maths, but to represent the ground from an airplane, you'd need a roughly 600km^2 terrain. Hopefully I could just tile Landscapes and they'd handle lod'ing. If I have to do quadtrees or any other real work, I'm out.

thick herald
#

@inner cloak make sure you are logged in with Bridge, and if the issue persists best to report it to Quixel via their discord server

inner cloak
#

ok, thanks

#

dunno why but yesterday i could not see that many, sorry

versed yarrow
#

after you agree to the ue4-only contract you get free access

#

it still lists the point cost

#

you buy it and it charges 0

#

or just press dl

serene birch
#

you need to declare your quixel account as "this is an account used for UE stuff exclusively" then this account will get everything for free

silk lintel
#

@plush yew YES!!! All I had to do was go into the shader tab and add a color grid texture so I could see if the UVs were stretching. Then I did a UV Smart Unwrap without 'stretch to UV bounds', and it works perfectly! I love blender!

#

@plush yew (and u ๐Ÿ˜ )

mild crystal
#

Quick question, if I have a bp that doesn't require tick or any code, for example just storing static meshes and Start with Tick Enabled is on, will it eat in to performance? Should I turn this off for everything that wont need it?

wanton lotus
#

@mild crystal, From UE4 documentation: "Set this actor's tick functions to be enabled or disabled. Only has an effect if the function is registered This only modifies the tick function on actor itself"

According to that, it shouldn't make a difference if there is nothing in the event tick.

mild crystal
#

@wanton lotus Awesome thanks dude!

whole turtle
#

Hey everyone! Do you guys know if there is any way to scale multiple Actors in place? Even when I group the actors, the scale changes their position in relation to each other (seem slike it always scales to the individual actors origins) Any suggestions?

heady quartz
#

Does blueprint nativiation work on projectiles? Because when i enable it the projectile doesn't have collision but when i disable it, it works fine?

tiny sonnet
#

detachfromcomponent doesnt seem to work

devout locust
#

Quick question cause my work is buying my a computer for 2D and 3D design. What kind of specs would you say for minimum for that kind of compute

#

dont wanna give them crazy specs to make them spend lots but I also need something that can function good

#

with like the adobe sweet, unreal, and maya

#

any ideas?

gilded plinth
#

not sure which channel is suited for this. Is it possible to have some kind of blocking volume for exponential height fog?

#

So that say a radius around the camera doesn't have the fog?

tiny sonnet
coral spire
#

Does anyone know how much UDN access costs, or whether you have to negotiate that with Epic? Trying to gauge whether it's within our means as a small indie developer

hidden bloom
#

hey guys i am importing assets from megascans to my project. it is telling me my drives getting full. I have my engine installed on my 8 tb drive and my project etc on my 2 tb drive but then what keeps going to my ssd drive since i dont have anything pointing there i know of

bold aurora
#

Hey there. Me and my team have been working on a project but due to pandemic we decided to move on to the multi-user plugin. The thing is that at some point the server(which runs on my pc) starts to devour my computer memory and when the RAM fills up my teammates get thrown out from the server. Iโ€™ve seen people using this plugin and getting very decent results even if itโ€™s still beta. So does anybody know how to resolve that issue? . Thanks for any support.

unique kraken
#

okey, is there any place i can tell the ue4 dev how abmost trash the viewport editing is?

hidden bloom
#

looks like Unreal put something on C even though I had it installed on another drive. there is some file called derrived cache there thats eating up all my memory on that drive whats the cache for can it be savely deleted?

#

it is a common folder called DerivedDataCache

wanton lotus
#

@hidden bloom, that is probably the local cache for your vault files. Try removing the cache through your epic launcher and see if that size goes down.

#

The cache is supposed to go inside your engine install folder though.

#

Usually like this "C:\Program Files\Epic Games\UE_4.25\Engine\DerivedDataCache"

#

You can try making a directory junction to force it to put that file on your other drives.

plush yew
#

hey is there any Motion Matching stuff on unreal?

hidden bloom
#

this is C:\Users\jahun\appdata\local\unrealengine\common

wanton lotus
#

MKLINK /J "C:\Users\jahun\appdata\local\unrealengine\common\DerivedDataCache" "D:\Wherever\You\Want"

hidden bloom
#

so where do I do the cache thing in unreal

#

well my engine is on my 8 tb drive and everything I thought should goto there

#

my e drive

#

says my vault cache is where its supposed to be

#

i dunno what this cache is it seems getting bigger as i export from megascans and import it to my project

plush yew
#

hey guys can you help me?

distant totem
#

Are you looking to mirror animations or something Rahat?

plush yew
#

yes

distant totem
wanton lotus
plush yew
#

unity has one so I thought unreal probably has one too

#

thanks bro

distant totem
#

unity's is definitely not production ready. if you can incorporate blender into your workflow it would help things a lot, they are working on official blender to ue tools, but there are great free options that already exist, like mr mannequin

plush yew
#

thanks for your help @distant totem

distant totem
#

no problem man best of luck

heady quartz
#

Hey so I'm trying to make a new system just so i don't get rusty but... I don't know new systems. any suggestions? I made fron scratch:

Inventory system.
Combat System
Dialogue System.
Quest System.

And thats all i remember.

hidden bloom
ashen ermine
#

Anyone else experienced crashes because of animations in 4.25, either from 4.24 converted projects or migrated anims from 4.24?

plush yew
#

I didn't have a crash yet

#

I upgraded my tps game to 4.25

wanton lotus
ashen ermine
#

I have two "forbidden" folders in my project, it seems related to animations/montages/animbps - can't tell since the folders are named "anim" and I keep there everything animation-related (no SKMs/anything else)...

#

if I open those two anim folders, engine crashes

plush yew
#

you backup your project right?

ashen ermine
#

same with opening the blueprint referencing montages from those folders...Tried re-migrating them, recompiling them in 4.24...Any other ideas?

distant totem
#

are you using C++? UProperty is now FProperty

ashen ermine
#

@plush yew ye, it's fine, I didn't "loose" anything...except that I've worked in 4.25 since release and only "found" this yesterday ๐Ÿฅด

#

using bp only @distant totem

hidden bloom
#

@wanton lotus is this how it would look remember not sure on this stuff mklink /j C:\Users\jahuntl\AppData\Local\UnrealEngine E:\UnrealEngine

wanton lotus
#

Looks correct.

hidden bloom
#

now where do I put the thing to run it and what doies it do move everything to the other folder?

wanton lotus
#

Copy the folder "C:\Users\jahuntl\AppData\Local\UnrealEngine" to your E: first, then you can delete it and run that command as admin in your command prompt.

hidden bloom
#

copy the entire unreal engine folder to E

wanton lotus
#

Yep. We are forcing unreal to read the contents from there instead of your C: so we need a copy in there first.

hidden bloom
#

ok so do I pastet the unreal imnside of the unreal folder or just merge it

#

Sorry for questions but i dont trust my judgement atm

wanton lotus
#

merge it

tepid ore
#

Hey, for the past fee days the same level i have baked multiple times is crashing when the bake is almost done (Encoding Textures), i managed to take a shot of it (when it crashes the message dissapears, too) - sorry for tge shotty phone pic but i'm pretty desparate with it. And Ideas?

minor grove
#

"Go to definition" in the blueprint editor takes me to the file, however the file is empty (kismetsystemlibrary.cpp ๐Ÿ‘€). VSCode also signals that it has been modified by displaying the "you can save this" icon. Does anyone know what is up?

hidden bloom
#

abt 2 1/2 hrs lol theres like 250 gb to move

wanton lotus
#

Oh wow, that will help clear up your local drive.

hidden bloom
#

yea i have a 448 gb ish ssd thats why I hate ssd just drop a 2 tb hd there and be good

minor grove
#

Looks like it is pointing to D:\build\++ue4\sync\engine[...] and I did not install the engine there

hidden bloom
#

I just need to figure out how to take the ssd out and put a fast drive there and get os on it

#

i think most puters they on the motherboard in a chip nowadays

silk glade
#

How much storage do you typically have on a machine you're developing your game on? How much of it do you keep cloud based?

wanton lotus
#

I'm only using a 512gb M.2 SSD. I have my software installed locally and the most recent version of my project with everything else stored elsewhere.

ashen ermine
#

Ok...Solved one of them, an animation got corrupted probably...Force-deleted from project folder (not in UE, it would crash) and replaced with fresh migrated one in the same session. Closed-reopened = solved. I'll try to identify the other one the same way. ๐Ÿ™‚

hidden bloom
#

I have a 448 ish ssd 2 tb drive 8 tb drive 4 tb drive and most drives other than my 8 are almost full

ashen ermine
#

@hidden bloom ...wtf man

hidden bloom
#

well I do a lot of cad work for some model companies so I have tons of reference files

#

Like for Fletcher class destroyer I have the complete set of shipyard mivcrofilm

ashen ermine
#

oh i see

#

otherwise i couldn't imagine how to fill up that much space...honestly

hidden bloom
#

same with the P-51 I have 3 different sets of microfilm for the different versions and the f6f hellcat and f4f wildcat etc plus ton of WWI plane info it takes up my 4 tb drive just my reference stuff

ashen ermine
#

either that or raw sound recording...but that would b insanity on a PC...still, after all these years, no DAW on PC manages studio recordings live with more than a dosen tracks lol

hidden bloom
#

my 8 tb is half full and a lot of that is installed software

ashen ermine
#

ye, I know what you mean, it's the same with sound (kinda)...hundreds of GB/song

hidden bloom
#

I do photography so part of the 8 is all raw image files abt 2 tb worth

#

my puter doesnt even had a disk drive or I would burn disks with the photo stuff

#

seems like disk drives a thing of the past very few computers i see have them any more

#

only 235 gb left to transfer lol

ashen ermine
#

exciting looking at large transfers

#

lovely xD

hidden bloom
#

considering it stopped me from my megascans export lol

#

I might as well play my game lol far cry primal or something like that

#

I am making a 10,000 BC landscape for a small cgi movie I wanna try and make and saw the game so got it lol

#

impulse buy as i dont really play too many games but am waiting for assassins creed ragnarok this fall

plush yew
#

is there any reason to use UDK after UE4 came out?

hidden knoll
#

How do I cast to a UI?

brisk urchin
#

Hi guys, what does "IK Locking System" mean? There's a asset pack with animations that states that.

outer crane
#

I guess it uses inverted kinematics to adjust animations, like feet to touch the stairs and not float somewhere or clip inside

brisk urchin
#

oh!

#

I have no idea what inverted kinematics means. lol

outer crane
#

I'm terrible at explaining things, a single youtube video will make everything clear ๐Ÿ˜„

brisk urchin
#

just got this from a google search

#

Inverse Kinematics (IK) provide a way to handle joint rotation from the location of an end-effector rather than via direct joint rotation. In practice, you provide an effector location and the IK solution then solves the rotation so that the final joint coincides with that location as best it can. This can be used to keep a character's feet planted on uneven ground, and in other ways to produce believable interactions with the world.

#

So, pretty much more believable movement. ๐Ÿ™‚

outer crane
#

yup

hidden knoll
#

Does anyone know how to have an object continuously rotate while a button is being held down, and then stop when the button is released?

wanton lotus
#

With a boolean variable. On mouse down for the button would set it to true, which then allows event tick to rotate the object. On mouse button up would then set it false.

exotic cave
#

Question about foliage actors:

#

Do I need to recreate them for every terrain I make? Or can one landscape foliage actor handle multiple terrains without cross-linking them somehow?

plush yew
#

Erm, how would a multiplayer jrpg work with changeable characters that have different stats? Probably by handling each character one at a time as they gain EXP and just throw them into the roster, which means I don't really need to do anything?

silk lintel
midnight root
#

Try clicking DOC url it should load more info

#

sounds like missing reference dunno, are the meshes in viewport ?

weak meteor
#

@shogu had that with a bunch of meshes. Happened after I changed the dir they were in.. Somehow the mesh as in the mesh list but in viewport there was no mesh and in details no mesh either empty. So had to delete all the meshes hehe

midnight root
#

ya that too I did that yesterday not sure why , and I'm still having some trouble

#

youd' think the engine could give better explanations/fixes

silk lintel
#

sorry about that, nvm

hidden bloom
#

ok now that my stuff finished damn syntax wrong lol

#

@wanton lotus mklink /j C:\Users\jahuntl\AppData\Local\UnrealEngine E:\Unreal Engine gives me immproper synmtax

wanton lotus
#

Looks like you added a space to the E:, so add quotes around it "E:\Unreal Engine"

#

The folder should be without a space though, unless you renamed it after copying it over.

hidden bloom
#

no the folder had a space when I made it and installed into it

wanton lotus
#

So do you have E:\Unreal Engine\UnrealEngine?

hidden bloom
#

MKLINK [[/D] | [/H] | [/J]] Link Target

    /D      Creates a directory symbolic link.  Default is a file
            symbolic link.
    /H      Creates a hard link instead of a symbolic link.
    /J      Creates a Directory Junction.
    Link    Specifies the new symbolic link name.
    Target  Specifies the path (relative or absolute) that the new link
            refers to.

C:\Windows\system32>

#

thats what getting now

wanton lotus
#

The target needs to point to the folder you copied to the E:

hidden bloom
#

no i copied everything into main dir like it was merged

#

so everything is inide Unreal Engine

wanton lotus
#

Oh, I think I understand what you did.

hidden bloom
#

its saying my command syntax is bad

wanton lotus
#

mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\Unreal Engine"

hidden bloom
#

why cant the morons give you file locations and you change them to suit

#

Mountains or somethoing aint bad

#

oh I think I see what might be wroing it looks like maybe /j sb [/J]

#

damn says cannot find the path specified grrrr

#

I need more cancer drugs to calm me down abt now rofl

#

its not the cancer gonna kill me its the friggin stress

wanton lotus
#

After copying, did you remove "C:\Users\jahuntl\AppData\Local\UnrealEngine"?

hidden bloom
#

ok i renamed the unreal folder no space time to try again

wanton lotus
#

Or you can rename the old folder or move it for now

hidden bloom
#

Or I can go mack and make a folder in C drive that I moved so its not there any more

#

After copying, did you remove "C:\Users\jahuntl\AppData\Local\UnrealEngine"?
@wanton lotus yes I did but I just remade an empty folder and it still says system could not find path specified and I have both folders exactly as typed and as shown in the link

#

C:\Windows\system32>mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"
The system cannot find the path specified.

wanton lotus
#

You don't want a folder on the C:

#

The command you are running will create a shortcut for you.

hidden bloom
#

well without a folder I was getting the same thing

#

ok deleted the one on C

#

so I need to get rid of the C drive stuff in that command line now?

wanton lotus
#

Where exactly is the UnrealEngine folder on your E:? You merged its contents with another folder?

hidden bloom
#

mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\Unreal Engine"

#

mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"

#

let me make screenshot

wanton lotus
#

So its original contents were the 4 folders on the far left and the 2 files on the far right.

#

It should still work even merged with another folder though.

#

mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"

#

should work

#

As long as "C:\Users\jahuntl\AppData\Local" contains no folder called "UnrealEngine"

hidden bloom
#

C:\Windows\system32>mklink /j "C:\Users\jahuntl\AppData\Local\UnrealEngine" "E:\UnrealEngine"
The system cannot find the path specified.

wanton lotus
#

Ah, wait. Is E: a network drive?

hidden bloom
#

no is a USB drive

wanton lotus
#

Hmmm, should work, then, haha

hidden bloom
#

A gaming drive 10k rpm

#

there sb a way in the engine to point it to there instead of C

#

DO I even need that cache since im not sharing it with anyone?

wanton lotus
#

Try running
cd "C:\Users\jahuntl\AppData\Local"
then
mklink /j "UnrealEngine" "E:\UnrealEngine"

#

You don't really need it, but I think it is related to your assets that are already downloaded, so if you want to add them to another project you would need to redownload it.

#

Nothing majorly important, but like all cache, it is there to save time.

hidden bloom
#

or copy them direct to my new project as long as same version then just have to wait to compile

#

it cant find the C stuff maybe cause its hidden?

#

maybe uncheck hidden and try

wanton lotus
#

You running command prompt as admin?

hidden bloom
#

yup

wanton lotus
#

It should have access there then

hidden bloom
#

i run everything as admin lol

#

im an old fart and only one touching the puter

#

let me screen my C in case i did something weird

#

Found the problem

#

user folder is jahun not jahuntl

#

lets try now

#

C:\Windows\system32>mklink /j "C:\Users\jahun\AppData\Local\UnrealEngine" "E:\UnrealEngine"
Junction created for C:\Users\jahun\AppData\Local\UnrealEngine <<===>> E:\UnrealEngine

wanton lotus
#

Nice

hidden bloom
#

So I guessing it working now

#

so instead sending to C it will send to E

wanton lotus
#

The engine itself will still access it from C:, but that points to your E: now, so it will all be saved there.

#

Just tricking the computer to bend to our will.

hidden bloom
#

ok TY Very much for taking your valuable time with me it prob been easier if wasnt on these drugs but I really really appreciate it ty

wanton lotus
#

No prob. 200+ gb of space is well worth this setup, hehe.

hidden bloom
#

now another 17 hrs of exporting assets lol

#

yeaI wrote asking how to do my OS to a new drive lol this puter doesnt even have a Disk drive but it has some balls to it

#

I core 7-9700F CPU @3.00GHz 64 gig ram GeForce RTX 2060 Enhanced bacically its a 2070

noble sentinel
#

So im trying to instal 4 25 but after it downloads it dissappears from the launcher anyone has this problem?

hidden bloom
#

naw i stopped using it as it kept crashing on me but others have had better luck

#

@wanton lotus one last thing since I renamed my E drive folder my shortcuts no good where do I find the EXE files for launcher wich folder

wanton lotus
#

You can rename it back with the space. Then delete the C: UnrealEngine folder (the shortcut) and rerun the mklink command, but make sure to include the space in the E: part.

#

mklink /j "C:\Users\jahun\AppData\Local\UnrealEngine" "E:\Unreal Engine"

oblique void
#

Do we know if ue5 will require rework on game projects, or is it expected to be similar to an upgrade?

wanton lotus
#

That is something I'd love to know too.

hidden bloom
#

ok that seemed to work lol

#

much better 171gb used 274gb free on C

#

rut ro now im not getting exports from bridge

silk scaffold
#

hey does anybody know if there is a way to merge all market place assets to one account? cause i have three different epic games accounts and i have purchased assets on all of them that i would like to combine to my dev account

hidden bloom
#

crap im prob gonna have to manually import all of them from my download folder and reassign the master for each one grrrr

noble sentinel
#

@oblique void they said ue5 is backwards compatible. So i assume it is just like an update

#

Quixel maybe?

#

Ohhhh

hidden bloom
#

lol this gonna take weeks to rename 72 assets in folers and then in unreal create foders upload them and then add a master material to them

wanton lotus
#

Why do you have to rename them?

hidden bloom
#

cause they have funky names and i want to name them so I know wheat they are it is diff when you export from bridge it renames them nicer

oblique void
#

@noble sentinel thanks m8, just what I wanted to hear

hidden bloom
#

maybe if I rebot it will fix it

silk scaffold
#

i don't mean to repost this but i really need help with this if anybody can. does anybody know if there is a way to merge all market place assets to one account? cause i have three different epic games accounts and i have purchased assets on all of them that i would like to combine to my dev account

trim granite
#

Hey guys, these Cvars you put in to the CMD line, right?

#

And do those settings stay and get saved with the project?

#

or do you have to reapply them each time to start the engine?

modern sinew
#

Can someone help me figure out why my Join Session node isn't working?

quiet token
#

ue5 and still no lightchannel support for skylights ๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ ๐Ÿคฃ

cedar wave
hidden bloom
#

whew rebooting made bridge work again so in stead of 2 weeks importing stuff might get it done in 2 days

silk scaffold
#

@grim ore BRO THANK YOU!!!

modern sinew
#

@grim ore Does your Key Remapping "Unreal Concepts" video work with Multiplayer?

#

or would that method end up remapping everyone's controls

barren flume
#

how do I fix this

#

I have no idea how this even happened

grim ore
#

@modern sinew it should be client side only

modern sinew
#

Ok, neat!

#

Also, would you happen to be able to help me find out why my Join Session node isn't working?

(I've been following the UE4 Blueprint Multiplayer Tutorial and gotten to the point where he was able to join two computers, but while my Guest account can find a match, it gets stuck at the Join Session node and never actually connects)

#

If not it's ok too, it's just whatever is breaking it is keeping me from making much progress on my project

grim ore
#

i havent used that part of networking ๐Ÿ˜ฆ

modern sinew
#

Oh ok

umbral palm
#

Hey folks, would anyone be able to point me in the right direction on how to rig a four-armed character for ue4?

#

i might be over-complicating the process by trying to use retargeteable bone names or something

#

okay i'm totally overthinking it. I'm not going to be able to retarget animations to the second pair of arms anyways so it doesn't matter how its named.

bold lintel
#

I'm having trouble acessing all players' player state data from the game mode. This is my code

for (FConstPlayerControllerIterator Iterator = GetWorld()->GetPlayerControllerIterator(); Iterator; ++Iterator)
    {
        AShooterSandboxController* playerControl = Cast<AShooterSandboxController>(*Iterator);
        if (playerControl)
        {
            AShooterSandboxPlayerState* pState = Cast<AShooterSandboxPlayerState>(playerControl->PlayerState);
            if (pState) {
                FString msg = "" + playerControl->GetName() + " has built " + FString::FromInt(pState->GetNumConstructsBuilt());
                GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, msg);
            }
        }
    }

#

The variables in my player state class are replicated, but the function always returns 0 for clients, and returns the correct value for server. any ideas why ?

grim ore
#

well the game mode doesnt work on clients in a MP environment

bold lintel
#

wait is this THE Mathew Wadstein?
First of all, big fan. I've learnt many a things from your videos.

#

And about this, this function is executing on the server, and it fetches all the player controllers and states successfully too. Sorry I don't understand what you mean by game mode doesnt work on clients

grim ore
#

sorry it sounded like you were running it on the clients, clients dont have access to the game mode on a networked game

bold lintel
#

Oh yeah I realize that. This function is being executed on the server though

grim ore
#

so you can access the player states correctly for everyone connected but the GetNumConstructsBuilt is returning 0?

#

from a factual standpoint, server setting its values is fine but clients is not, it sounds like the clients are trying to set the value directly and not having the server set it properly

bold lintel
#

Yes, exactly. If I do a check on just
if (Cast<AShooterSandboxPlayerState>(playerControl->PlayerState))
it returns true, so the states are being accessed, just the values are wrong

#

from a factual standpoint, server setting its values is fine but clients is not, it sounds like the clients are trying to set the value directly and not having the server set it properly
Oh yeah I am doing that. I mean, the values are being modified by the player themselves, but I thought since it's replicated, the changed would propagate to other clients just fine ?

grim ore
#

setting values for replication always has to happen on the server, the server is the authority and the only one allowed to replicate

#

otherwise you can just hack the client and tell everyone you are god and they have to beleive you

bold lintel
#

ah, ok...makes sense. I'll change it around then

#

Thanks a lot for the help!

grim ore
#

yep yep, hopefully it works. Just always important to remember the server is law, anything that should be correct for everyone else should be passed thru the server. If only the client should care about it, say a particle effect or something visual for the client only, then the client can do it all

bold lintel
#

hmm, got it!

silk glade
#

I have a question about adding text into your games. What is the difference between TemplateLabel_blueprints and TextRenderActors and where should I use each? They seem to both work when I'm doing simple text on the wall or floating in the air.

grim ore
#

it sounds like templatelabel_blueprints is something created? doesnt sound like a built in class.

silk glade
#

Got it, so it's part of the pre-made stuff that comes with the projects, then?

grim ore
#

I have no idea, I have not seen it before

#

but a text renderer is the default way to display text in the engine. It's 2d tho so it can have issues. The newest way is to enable the 3D Text plugin and use it as it has more options.

#

assuming this is for just like text in the world, otherwise there is UMG which is the UI system

silk glade
#

So for notes in a game, for instance, you'd still use the 3d text plugin?

grim ore
#

well i dont know what you mean by notes in a game

silk glade
#

Fair. For instance the player is looking on a desk and there are papers he can pick up and examine. Would you render the text as a separate thing in 3D, 2D, or just make the text on the note a texture wrapping the paper object? (I'm very new and thinking aloud so I hope this makes sense)

grim ore
#

well if this was an item he would pick up and look at, it depends on what this paper looks like. if this was just say text on the screen to read clearly, doing it as part of the UI would make sense. if you want it as actually part of the object, it could be an image that is displayed. If you want it in the words sort of like floating text the 3D text or text renderer would work. your design determines which one to use

silk glade
#

That makes a lot of sense and organizes my thoughts on the matter. Thank you for explaining that!

grim ore
#

i mean myself personally I would probably use the UMG/UI stuff because it makes it clean on the screen as it's a user interface element and you could even "pretty it up" by putting it in front of say a blurred out or faded image of a scroll or something artistic lol

#

but thats also because I cant draw and doing UI is easy for me lol

silk glade
#

I like that a lot! I'm making my first game and starting very small, but planning for the future. For now, I want to consistently put pleasant text against the wall that explains the game mechanics. Eventually I want to tell stories with found notes and letters

grim ore
#

yep then look at the 3D text plugin. IT will give higher quality text than the older text renderer system plus it's easier to work with

silk glade
#

I'm playing with it now, thank you very much!

bold aurora
#

Hey there. Me and my team have been working on a project but due to pandemic we decided to move on to the multi-user plugin. The thing is that at some point the server(which runs on my pc) starts to devour my computer memory and when the RAM fills up my teammates get thrown out from the server. Iโ€™ve seen people using this plugin and getting very decent results even if itโ€™s still beta. So does anybody know how to resolve that issue? . Thanks for any support.

sleek bone
#

@bold aurora get a vps

#

Its really cheap and it will help you out

#

you can find one for around 3 bucks

storm venture
#

anyone here know much about pixel streaming?
i followed the startup guide and for some reason i cant use my mouse to look around when using the paragon example site, but i can without it

sleek bone
#

Hi! Im starting a huge project that is going to take more than one person to do. Is there any place where i can find some people to create a team?

#

anything would be helpful

bold aurora
#

@sleek bone yeah, I've considered renting a VPN server but it may need at least 16 gb of memory, those are priced nearly 90 $.

restive eagle
#

but dont expect to find people that will work for free

sleek bone
#

im just looking for a team lol

#

@bold aurora one second

#

im going to dm you really quickly

restive vale
#

Hi need a little help here! does anyone have some info in how to manage in app purchases with UE4? I've been reading ue official info and some other videos but it doesn't seem so clear. I have some doubts. I'm am developing a hard currency system and once the player purchase my coins, where should i store that coins? When they spend the money buying my game stuff, where do i store the variable of the remaining coins? Somewhere i red that in save game but that means that if the player has to reinstall the game or change the phone, he loses his coins?

dusty marlin
#

how do I fix this
@barren flume Do you have two skybox maybe?

low osprey
#

Beginner Question:-
After applying material to landscape it turns black.....
Why does it happen ..?

brave salmon
#

is there a way to make the wall transparent for camera but not for surrounding light? Lights could be dynamic

uncut vigil
#

@brave salmon make it hidden in game, but set it to use hidden shadow?

brave salmon
#

yep just tried hidden shadows but I use material translucency

#

there should be a way to tell (the material?) to cast shadows at any case right

#

cast dynamic shadows as masked seems like a right way but it's... buggy?

serene birch
#

buggy how?

noble tapir
#

Hey there, I had a question. If I use DeltaTime in the Tick() function and add up those DeltaTimes for let's say 10 minutes, will it drift at all? Or should the sum of all those DeltaTimes be almost exactly 10 minutes?

serene birch
#

likely to drift somewhat

sterile idol
#

Hi guys and gals, I'm coming from Godot due to some performance limitations I can't overcome without writing segments of the engine. I love it's usability, but the youth of the engine makes it incompatible with my design.

I have some questions about Unreal and it's performance in some areas.

Are 3d widget / UX elements performance heavy? For example, if a player is on the street and presses a button on a vending machine, or a holographic display, will performance hold up when displaying these items if several are near (of course culling those at a distance)

How do procedural animations and curves hold up when called?

And what are some of the nuances of the engine?

Thanks)

acoustic grove
#

Quick question: Unreal will NOT let me open the Mode toolbox. For some weird reason, it doesn't let me select it. I have a black world open with just a floor and a skylight, but in the tutorial im watching, the dude has no problem opening it

#

I go to window, editor modes, and activate mode toolbox is gray and I cant push it

#

Nvm, ive figured it out. Thanks

teal sparrow
#

hey, dont know if anyone can help but, does any one know a way to change from a strafe movement system to a rotation movement system during gameplay. I'm trying to recreate the sprint/run system from the res 2 remake/res 3 remake When not pressing sprint, the character is in a strafe movement system and when sprint is held down the character goes into a rotation movement. If anyone can help that would be amazing ๐Ÿ™‚

civic sundial
#

Can i get help on exporting a model to Unreal Engine?

#

in voice chat

queen wasp
#

Oh my, what to do.. I thought, well what about optimizing landscape material, then I try linking the color white to basecolor, almost no change in FPS. Then I try reducing the landscape resolution to 1/4, no change in FPS.. It is weird.

#

I thought I was GPU bound..

#

Hitting F5 gives me higher FPS, hence, but yeah..

#

Anyone have any experience working on a platform similar to a 6700K 32GB DDR4 3200 ram and an RX580 vs target platform 1060 and slightly older CPU, what framerates you need on your dev system to hit around 30fps on target.. I know, a bit diffuse, but anything.. ๐Ÿ™‚

#

I am just guessing I need more than 45.. I get 45-50fps, used to get 59-65fps but added more foliage and some other things.. Any tips on optimization welcome.

#

In a dream scenario I would've had 120fps on my machine or something

fierce tulip
#

LOD's, proper quality settings, proper quality switch settings, making sure textures are set in the right catagories, optimize shaders, yada

queen wasp
#

It is an RTS, not a FPS.

#

Mmm, texture categories, and LODs, I was thinking LODs already, noted.

fierce tulip
#

avoid overdraw, profile, optimize, etc

#

this is the bare minimum of basic optimizations, but could be considered

queen wasp
#

Thanks ๐Ÿ™‚

fierce tulip
#

then there is hlod, merging meshes, list goes on

queen wasp
#

Yeah. I did a trick with the water, as in exporting the landscape, capping it at waterlevel, reducing polygons on the under water and imported as a 33K poly mesh, with a simpler material on the water, put slightly above the landscape, I avoided the 8 layer landscape lit rendering with an unlit underwater material and got 15fps boost, that then makes it ultraweird that when I just linked the color white to the landscape material, no change.. really...

#

Like if something spooky was going on hehe

#

But yeah I try the tricks I can come up with.. Making lods for some things might help. Never put any textures in categories so I will look into that

#

shared textures, worth it? Well I'll get around to reading that doc, thanks ๐Ÿ™‚

#

I have an Instanced Static Mesh with a "stones" model repeated along the edge of the water, which makes it look like the landscape is higher res, and I duplicated the landscape material using worldcoordinates instead and exported layers as textures, with my own blending and achieved close to perfect overlap with landscape material on the water edge, looks nice but cost around 15fps..

mighty jetty
#

Hi!
I'm working on multiple sub-levels through source control and I've got some annoying issue, sometimes when I press ctrl+z (undo) unreal want me to check out some random levels, got 206 of them and it's very annoying. Someone came across with this also? What can I do not to have it?

plush yew
#

hi guys. anyone of you have experienced EU4 crashed after building lights

fiery mortar
#

hey guys, I am was trying to fix this lighthing problem but every time something new comes up and now this I played around with lightmap a little bit and after that everything went into dumpster how can I fix this

exotic cave
#

Running Swarm Agent as an administrator, @fiery mortar ? Or not?

#

May I ask why you need Unreal Swarm in the first place? Are you doing a distributed network build...?

#

You may need a lightmass importance volume in your scene

fiery mortar
#

I don't need it for anything honestly just trying to figure out, whenver I am building the light it just shuts down for no reason and I thought the answer was in swarm agent

#

but I do have lightmassimportance

#

wait, does static stationary or movable makes a difference with lightmass?

exotic cave
#

It can, as far as I know

fiery mortar
#

everything is static right now

#

objects, light, lightmass

exotic cave
#

It's more likely to do with what graphics API you're running UE on

#

Do you know if you're using DirectX, or something else?

#

Go to File - Switch Renderer

#

Though, it may be somewhere else these days

#

Is this a UDK error? Unreal Development Kit? Or just regular old UE?

fiery mortar
#

normal ue4

#

looking for switch renderer

exotic cave
#

What were you doing before it crashed?

#

What did you change?

fiery mortar
#

yesterday I was playing around with lightmaps

#

and then it suddenly stopped working

#

even tho right now I fixed all the lightmaps

exotic cave
#

Rare does something "suddenly stop".

#

Something changed.

#

"Playing around" is not descriptive

fiery mortar
#

I was changing lightmap resolution

exotic cave
#

The Switch Renderer functionality is somewhere else these days, I will see if I can find it

#

I think it's in Edit->Project Settings these days

fiery mortar
#

could it be forward renderer?

exotic cave
#

Could have to do with forward/deferred rendering setting, sure

#

Especially if you changed that

fiery mortar
#

I haven't changed that lol

#

I only changed the lightmap resolution

exotic cave
#

Well, change it back ๐Ÿ˜„

fiery mortar
#

๐Ÿ˜„ I did change it back that's the problem

exotic cave
#

If you put your lightmap resolution really high, or something, that could cause memory errors

#

I don't know man ๐Ÿ™‚ Everyone's UE project has build issues from time to time

#

You may have to put in some of the hard work on Google like the rest of us do ๐Ÿ˜„

fiery mortar
#

google has no soulition for me

#

gods have abonden me

#

lol

exotic cave
#

Sure it does, or at least a couple avenues, because I've been researching your issue on Google

#

That would be "abandoned".

fiery mortar
#

okay I'll look deeper I guess thank you

#

that's the problem thoooo no crash no info

#

it just looks like built but it's not

#

ugh

exotic cave
#

You don't need to thank me, but please try to meet your build problems with some fortitude. Nobody here broke your build.

fiery mortar
#

weirdest thing

exotic cave
#

Software is complex ๐Ÿ˜„

#

Given the trillions of computations computers make every day, a single bit of which in error can crash a machine, I am always stunned that computers work at all. ๐Ÿ™‚

fiery mortar
#

lol

#

that's one way to look at it

exotic cave
#

I mean, your log file looks like you're crashing on Radiosity Iterations because of not enough memory

#

Also that your build had been trying to compute it for twelve minutes when it crashed

#

That says to me you have a ridiculously big or complex scene and super high global illumination settings on

#

Maybe turn off Global Illumination generally and see if you can get it to run

inner cloak
#

With UE5 i think a few things will be much better .. Nanite should add support for real time handling / rendering of huge scenes, and Lumen should resolve lighting issues

wet brook
#

it's almost like epic knew what they were doing

inner cloak
#

Well, they probably still have things to improve or add but it looks like a new generation of features is coming out

fiery mortar
#

oooookay

#

now I can't even open ue4

honest vale
#

still waiting for info on how nanite deals with foliage ๐Ÿ˜›

uncut vigil
honest vale
hollow tusk
#

hey guys! i am having trouble packaging my project. whenever i try to do so, i get the unknown cook error..

#

anyone got any tips / idea

honest vale
#

read the log file it tells you to read for more info

inner torrent
#

Hi there, I'm playing around with the free content at the moment; the templates seem to be a good starting point.

However, they all seem to be based on the player controlling a single character (give or take), whereas I'm looking for more of an "indirect" feel that you'd see in strategy games (where your "pawn" is essentially just a moveable camera and you click e. g. to give orders etc.)

To that end, this "Strategy Game" sample project seems to offer a good starting point:
https://docs.unrealengine.com/en-US/Resources/SampleGames/StrategyGame/index.html

However, the actual sample content seems nowhere to be found. All I find online is others asking the same question and answers pointing out that the content can no longer be found on the "learn tab".

I've also probed some branches on the github in the hope of finding obsolete stuff in old versions, but no luck so far.

The "Samples and Tutorials" page at https://docs.unrealengine.com/en-US/Resources/index.html also mentions that "All learning resource projects are available to all licensees and can be downloaded from Perforce. They are found under the UE4\Samples folder. Learning resource projects are all available through the Learn tab of the Epic Games Launcher."

So, not sure about the Perforce mention there, hasn't that been obsoleted by Git?

In any cases, any pointers as to where I can find this example project would be great. Even if the reason that it's no longer available is that it doesn't work out of the box with 4.25, I'd rather have partially working bits and bobs in various states of disrepair (some of which I might try and fix, and at least learn something in the process) rather than have to start from scratch with everything.

If you've made it all the way through this long question, thank you, have a reward: ๐Ÿ’

TL;DR Where can I find the "Strategy Game" content example that is in the documentation but otherwise nowhere to be found?

Documentation covering the Tower Defense Game.

Links to various example scenes, sample games, and tutorials.

barren flume
#

Is there a way I can have clothing simulate in the character blueprint?

#

I have the clothing separate

#

I have it setup

#

just not sure how to activate it in the character blueprint

steep crystal
#

@inner torrent Hmm, it does seem to be gone indeed, but I can't find any info on why it's not maintained. I might have it on an older computer that I can check, but no guarantees.

inner cloak
#

Did anyone who watched the UE4 Demo realize that the V at the end means 5 ?

#

as in Engine 5

steep crystal
#

If you mean the demo of the rendering on PS5 that was also UE5 announcement pretty much

inner cloak
#

yup

inner torrent
thick herald
#

a better question would be how many people don't recognise or understand Roman numerals ?

restive eagle
#

i could point a whole continent but i wont

steep crystal
#

@inner torrent Ah, it does seem like it's not up to date for 4.25, but 4.24 and older are supported, I can actually still see it in my vault if I search for it there. I guess you can't see it in your vault if you search for strategy? (library, at the bottom)

thick herald
#

Are there large numbers of people who think they are playing Gee Tee Eh Vee ?

restive eagle
#

some people think they shouldnt be thought Arabic numerals in school

thick herald
#

Indian numbers, but yeah lol

inner cloak
#

This is amazing but i don't get how there can be such a big difference in performance between UE4 and UE5, i mean, from having a UI that struggles when scene is getting big .. to having real time mega huge scenes .. wonder if aliens joined the planet and decide to give their knowledge only to UE4 Team .. lol

silk lintel
#

Anyone know some good resources for learning about Chaos, specifically geometry collections?

steep crystal
#

@inner cloak Some of the difference does require new hardware design, which is why it's demo'd on the new PS rather than something else. You wont see that kind of performance on anything besides high-end hardware for quite some time

inner torrent
#

@steep crystal it's in your vault because presumably you've previously acquired it. While I've tried installing older engines (so I can at least get older stuff from the marketplace), the stuff on the learn tab doesn't seem to be affected.

I have thought about installing an older version of the launcher, not sure if I'd find that

quick kelp
#

Just heard that Unreal Engine wonโ€™t be charging 5% after 3000$ but instead 5% after 1,000,000$

steep crystal
#

@inner torrent I only have a custom engine build for 4.23 as my latest engine right now, but I can create it for that and upload it for you if you want

inner cloak
#

That is true @quick kelp

inner torrent
#

@steep crystal not sure what you'd want to "create", isn't it just a bunch of files in a folder? But do that if it'll help me ๐Ÿ™‚ should I give you a Google Drive upload folder or something?

#

oh, so "create project", gotcha

#

which basically takes the files and folders and adds a .uproject file, I'd guess

steep crystal
#

Basically the vault downloads and creates a new folder for said project from the epic CDN, so apparently the files are still there, I'll toss it up and you can try it. I do not think it'll play well with 4.25 though as it contains c++ and there were some breaking changes from 4.24, but you can probably get around that with some patience updating the UPROPERTY definitions etc

inner torrent
#

Like I said, I'd rather have something broken than nothing, and I can just work with 4.24 or whatever

barren flume
#

any idea how to have separate mesh simulate on character in character blueprint?

#

i already have the clothing setup

#

nvm

#

i just now need to figure out how to get it to collide with the character

#

so the clothing doesn't go through the characters leg when moving

thin tendon
#

Is there a way to mass recompile blueprints?

plush yew
#

Lord, scrolling through this server and seeing I've barely even hit the surface of Unreal

#

followwing Virtus' FPS tutorial so I can try and learn the ropes

high shoal
#

Hi

plush yew
#

Heyo

restive eagle
#

@plush yew follow anything else ๐Ÿ˜„

plush yew
#

I've done the Evil Cube one

restive eagle
#

better look through your window instead of watching his tuts

#

i think most of reasonable people will agree with that

plush yew
#

Thing is I've went in completely blind so I've been watching them to see how stuff works and the general vibe

astral spindle
#

hi there, do you know if it s possibleto have VR chrome (mirror) Material ?

plush yew
restive eagle
#

he makes good examples on what not to do

plush yew
#

ohno.mp3

restive eagle
#

subscribe to this channel, hes very good at explaining things

plush yew
#

Alrighty

restive eagle
#

other channels just tell you to copy

#

but he explains you every detail

plush yew
#

That's my one problem with Virtus atm

restive eagle
#

hes also here in this server, you might catch him sometimes :>

plush yew
#

He doesn't really explain some stuff and I had to look into it myself

restive eagle
#

Mathew doesnt make any complicated systems, he just goes over the general stuff

#

but thats how you learn

#

he gives you a bike but you have to pedal it

barren flume
#

I'm so confused

#

I can't get it to collide with the legs

#

it just clips through

plush yew
#

Cause my current goal is once I've got the basic gist of things, I can finally put my models to use and build the robot FPS game I've wanted to make for years but never had the motivation for

restive eagle
#

after a year or few you will look back and will understand how bad most tutorials on the internet are

high shoal
#

How i remove the colission from water?

restive eagle
#

are you using a plane?

high shoal
#

Yes

restive eagle
#

click on it and under details look for collision

#

set that to no collision

#

this to no collision

high shoal
#

Thanks

restive eagle
#

i noticed a lot of people coming here after ue5 tech demo ๐Ÿ˜„

high shoal
#

I have come here to atleast do some coop because i throw my project on trash

restive eagle
#

umm i would recommend learning the engine better before you jump into networking

#

you wont have fun time making coop without atleast couple of years of experience

high shoal
#

I didn't throw my project on trash because of network

restive eagle
#

have you read any books?

high shoal
#

Haven't found anything which is not tutorial from youtube

restive eagle
#

read this

#

atleast few times

#

it written by one of the mods

high shoal
#

I will read that when i understand How to make models and other things

restive eagle
#

be sure to bookmark it or it will be under pinned messages in #multiplayer

solar kindle
#

Hey all! I'm new to this server. What channel do I want if I'm looking for help with lighting/shadows?

hard ruin
#

why is unreal engine so big?

#

I have heard in discussions people mention they have used it for years and still having tried it all

restive eagle
#

if you build it from source its much more bigger

hard ruin
#

I mean in terms of features

#

not memory

restive eagle
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ahh

clever arch
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because it can do alot of things ๐Ÿ™‚

hard ruin
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but is it really that huge of a monster?

restive eagle
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its used everywhere

hard ruin
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that it will take you 10 years to see all parts of it?

restive eagle
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holywood uses it for films as well

clever arch
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it depends on what your trying to do with itaswell

restive eagle
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you wouldnt want to learn everything it has to offer

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stick to one aspect of the engine, level design, programming etc

clever arch
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sometimes alot of people don't have an understanding of certain areas because they actually arent interested. For instance you may specialise in AI but not in Lighting

restive eagle
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unless you want to be jack of all trades, master of none

hard ruin
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or an indie ๐Ÿ˜†

clever arch
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yeh if you want to be a generalist then you learn a bit of everything but your not strong in all areas

restive eagle
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you still need to know atleast basics of stuff that you are not interested in

hard ruin
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what if your interest is gameplay?

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you need to figure out multiplayer programming

clever arch
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yeh i know that but it doesnt mean that will no everything about it ๐Ÿ™‚

hard ruin
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and design cahracters

restive eagle
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even if you pick one direction you can spend 10 years and still wont know everything

hard ruin
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because of tech evolution or just so many features?

clever arch
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correct its an ever changing thing

hard ruin
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ok got it

restive eagle
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more or less depends on the scope

hard ruin
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its beautiful though, really in love with ue

plush yew
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It's probably garbage but I went off on a tangent from the tutorial and have been messing around with what's basically a flip-flop so that you can't sprint and crouch at the same time, rather you can only do one at a time

clever arch
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its ever changing BUT you can work one way and someone comes along and says "why you doing it like that its much faster this way" your constantly learning from others

hard ruin
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I know what you mean, I come from WebDev field, its spot on the way you described it

restive eagle
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did web dev became boring for you?

clever arch
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regarding designing characters. If you mean the 3D element you want to be looking at dedicated modelling programs

hard ruin
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I got tired of CRUD

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all web stuff is CRUD

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boring

plush yew
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am a 3d modeller, stuff's changing a lot lol

hard ruin
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what is the best 3D modeling tool to use?

clever arch
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thats preference

restive eagle
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im also a web dev but after getting bachelors i've decided thats not for me

hard ruin
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you can always make money as web dev

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thats a good side of it\

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its high demand

restive eagle
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sure, install WP. play with the theme a bit

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easy couple hundred bucks

hard ruin
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thats not webdev

clever arch
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many use Maya i used to use it but then fell in love with houdini and zbrush its down to what your comfortable in and what your long term goal is

hard ruin
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setup backend

barren flume
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the legs just clip through

hard ruin
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make the frontend, use frameworks to architect it

restive eagle
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for a small company its enough, they wont pay a company to build a backend for them

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its too expensive

viral fractal
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what is the best 3D modeling tool to use?
Blender.

clever arch
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i too was a Web dev years ago !

hard ruin
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agree

plush yew
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I use Blender

hard ruin
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@clever arch why did you leave it?

viral fractal
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Blender+Houdini is my workflow

clever arch
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hated it

plush yew
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because I'm 16 and a cheapskate cause no way is this gal spending a shitload on maya or 3ds

restive eagle
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maya is free for "Students"

viral fractal
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blender is better anyways

restive eagle
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i think we all are students of life

clever arch
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i was around the time when WIX.com came about and people were like "why are you charging this when wix does it for this" and trying to explain to them its not the same thing was a nightmare

hard ruin
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yeah

restive eagle
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wix is for 12 year olds

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from what i've seen

hard ruin
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wix is okay if you want general stuff, but I see they are offering all kinds of plugins for advanced features

clever arch
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@plush yew tbh i've been interested in blender as its taken a massive jump in 2.8 and i have a feeling it will dethrone the "bigboys" in the long run

viral fractal
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wix.com is funny, if you understand german

hard ruin
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its okay but you want to go custom for something that is specific or your business is based on

vivid mortar
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I thought blender was always the big boy

clever arch
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by big boy i ment "industry standard" rubbish

vivid mortar
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Oh

dusky inlet
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blender was always the under dog

viral fractal
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i was commonly used because its free, now its getting commonly used because its better than the rest

hard ruin
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bottom line: can blender do as good of a job as premium software in 3d modeling world?

plush yew
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Honestly

viral fractal
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yep

clever arch
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yeh blender was always seen as a sort of poor mans Maya which wasn't fair i thought

plush yew
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Blender has hit the big leagues since 2.8

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For one, the EEVEE renderer is FANTASTIC

clever arch
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bottom line is if you had the worst piece of softwatre in the world, that you loved and can achieve what you want it doesn't matter

restive eagle
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notepad++ iz betar

clever arch
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and Blender has def changed in 2.8 for the better in pretty much every area

viral fractal
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Best advantage over any other 3d modelling software is Speed, With blender and its hotkeys you will always use 2 hands at the same time and progress rapid, while in max or maya you only use 1 and the other is useless

clever arch
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maya i always thought was over complicated and bloated

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menus with in menus with in menus

restive eagle
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bigger learning curve for maya maybe

plush yew
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Lemme fetch one of my renders

clever arch
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no it was more like why do it like that when others can do it much easier

viral fractal
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i would avoid anything from Autodesk like pest, sick of their DRM trojans, 30gb bloat and spyware launcher

plush yew
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I did this a few weeks ago

clever arch
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maya compared to say houdini was a piece of cake to learn Houdini at first was crazy

plush yew
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I've been doing a lot of stellaris modding

clever arch
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@plush yew awesome!

restive eagle
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looks cool

plush yew
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I'm the gal behind Machine Ships

restive eagle
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i can draw in paint

viral fractal
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but once you mastered houdini you will SMASH all others with it

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its worth it

plush yew
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which is on top rated all time page 1 :D

hard ruin
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btw I had a weird thing happen to me few weeks ago

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I played a game and my ping was going up like crazy