#ue4-general
1 messages · Page 745 of 1
uninstall it
weird.
antivir. is 2005
This one ain't as good but eh
get malwarebytes?
^
when i figured out procedural in it, it opened so much
but free version doesnt protect from adware
paid does neither
I have no idea what Houdini is I admit
@plush yew how long you been modelling?
About two years
BitDefender has a free version
started when I was 14 in like early 2018
or windows defender? :d
windows defender is superior to all of them
^
😄
nice! Houdini is its own thing. if you can master that you can pretty much get a job in any area with it as its one of the most wanted things
My models are rather stylised and I just wanna try realistic dagnammit
bitdefender wants to make money and give you the wrong feeling of beeing safe, microsoft actually wants to keep their system safe because if its not theyre f+cked
tbh i like stylised i think it can give you a bit more freedom sometimes
https://sketchfab.com/3d-models/prometheus-battlecruiser-5f0447f9040345fe90793628f34596fb
https://sketchfab.com/3d-models/argus-assault-frigate-5e42ba3eff604e96b34af5cb0db89943
A tier 2 ship for the aforementioned game. Modelled in blender, textured in Quixel Mixer. - Prometheus Battlecruiser - 3D model by Aryx3D (@Xycli) [5f0447f]
Tier 1 ship for a game idea me and some friends have had. Smallest ship in the game, but still packs some firepower with it’s two turrets and missile array.
In game desc:
BASE HULL: 450
UTILITY SLOTS: 4
BASE REACTOR POWER: 60
BASE SPEED: 120
RANGE: MEDIUM
CLASS: LIGHT ATTACK
...
Whereas I mostly want to try the style of Fractured Space
gritty hard sci-fi
Blender vs. Houdini?
What is the difference?
reminds me of a space game i played 8 years ago, forgot its name
is one better than the other?
Blender for Modelling, sculpting, Houdini for anything else
you cant really compare
yeah Im a noob here
can you explain it like you would to 10 year old?
the difference?
different.
My current workflow is:
Model in blender > Bake Material ID, AO and Normals in blender > Texture in Quixel Mixer > Move to Paint.NET for post processing and map combining
i mean i model everything i do in houdini then add details i need etc in zbrush. But alot of people frown upon using houdini for modelling.
i usually sculpt in Blender
why do they frown?
because polymodelling isnt what houdini is made for, it lacks there
nice 🙂 Mines Houdini > Zbrush .> Rizom > Unreal / Substance painter
id disagree in 16.5 the did have a big jump in that side of things they just hid it all away
HomeWorld, the game you're thinking of @viral fractal ?
idk.
but if you compare it to blender, blender is far easier to grasp
its not cheapskate haha
Oh yeah Quixel is cheap... only for UE4 users..:D
gamedev isnt cheap
nope
i pay 2500€/year for quixel
im trying to move as much of my work flow over to free stuff like blender, quixel (im waiting for them to do their version of substance painter before i start using it)
Blender may be free, but it's come on leaps and bounds since it first appeared. Some studios use it exclusively now
Oh and 3dtextures.me of course
i remember when maya was £16000 back in about 2000ish
yeh Ubisoft i believe have intergrated it and shifting over to using it soley
Nothing wrong with free things, just because something is given away does not mean it is of low quality
mhm
agreed
only one of ubisofts studios
par exemple: the entire paragon content stuff
I wonder are the FX from paragon available
@viral fractal ah really? i was reading they were shifting them all over. Trouble is you don't know what to believe on the internet these days haha
Some people believe that only things that cost a lot are worthwhile
most of em actually @plush yew
Ooooo
awesome vfx resources
some where released later
oh
there is a handful thatm ight not be available because they where made in niagara iirc
You're not thinking of the Infinity assets, Luos?
also i remember they dont really want you to export the textures
no
hi , how i can resolve this problem with landscape paint ?
so, ill go back to my HLSL, R&D-ing a new implementation of a filmic tonemapper to our custom engine 
Me after moving some nodes around and removing redundants: Efficiency isn't just an ability, it's a lifestyle.
still uses four branch statements
says efficiency and uses visual scripting, allright xD
Me too
Players won't care what you use.
.__.
And i only suffer on blueprints
they care about games that run good tho
How to determine whether or not you should be using Blueprints or C++.
^Classic.
Don't know, quite a lot of poor running games that sell millions of copies
that video is excellent
I don't know or understand C++ so i only use blueprints
I'm 100% Blueprints, too.
gang gang
And the sky isn't falling.
I made materials in blender, I'm used to working with 800 node strong spaghetti webs
Someone here is good on making models?
I'm mediocre
modeling powa!
Tier 1 ship for a game idea me and some friends have had. Smallest ship in the game, but still packs some firepower with it’s two turrets and missile array.
In game desc:
BASE HULL: 450
UTILITY SLOTS: 4
BASE REACTOR POWER: 60
BASE SPEED: 120
RANGE: MEDIUM
CLASS: LIGHT ATTACK
...
smh embed for the love of god
C++ give a lot of flexibility and efficiency; But you will still want to implement most game logic in Blueprints and save c++ for low level or very expensive operations.
cool ship
Well, use whatever works for you and runs the game at a reasonable performance
Come to think of it I could make a collection of stylised spaceships and weapons as a marketplace thing
I've got some of my guns, could texture em
We mostly do gameplay logic in C++ at my studio
there are plenty of games on steam that only used bps, my point is that not knowing cpp shouldnt discourage you from releasing a full game
im a beinnger in cpp myself so i only made few custom blueprint nodes because the math in blueprints was a bit too heavy
the entire game should be done in ASM, it's the most efficient it has to be the best right?
yeah it's weird how they didnt just call it if, but if does come up as a shortcut for it
every room i make feels to big or is to small... what is wrong with me...
are you in FPS or in TPS view?
well I feel it's hard to make interior environments feel good both for FPS and TPS view 🙂
TPS quickly feels cramped and wants bigger rooms than normal
does this door feel to small?? or is just me??
Throw a character up next to it for size reference.
yeah get used to drop those UE4 manequin meshes all over the place as reference 🙂
hello guys I want to make when I put my note model on the floor, when the character go there to popup text "click e to see more info", something like this but idk how to do it. I want to checkthis in yt but idk what to look for, any advices?
I did the model with actor bp, I did the box collusion,
I tried this
@plush yew that node will not work, its is not for what you want. You need to figure out how you want the text to show up and look into the UMG UI system, Text Renderers, or 3D Text depending on how and where you want the text
yeah I saw now in yt, I want when I move and go into the collusion of the model to popup the text
and I see that I need to do it with text render? @grim ore
you dont need to do it with the text renderer, the text renderer is one option. There is also the UMG system and 3D text.
technically you could do it in a material I guess as well, maybe particle. Hell uhmm... custom meshes? there are many ways
but you can add one of those to the actor bp and have it show or hide when they overlap if you want
this is kinda of what you want.. @plush yew https://www.youtube.com/watch?v=Vc3vHk2MuzA
Hello guys, this is a tutorial request by Mr. Mice.In this tutorial I will show you how to add pop up text when mouse is over a particular actor and how to destroy it using the E key.I will also show how to make the text always face the player.In unreal engine 4.16. Thanks for...
https://www.youtube.com/watch?v=58tCYEEPgLQ
I am watching this
In this tutorial I show you to easily add floating text above objects/actors in your game.
This text will appear and disappear depending on how far away the player is, plus it will rotate to always face the player.
If you get stuck, have issues, or any questions about this ...
is it useful for my thing?
u just want a popup that says "E" or "Press E" when you character overlaps an object right?
yup
only tis
nothing complex
and when you click on E to show you the info of the note
this is the next thing which will be interesting how to do it, the one way I think will be with UI widget
@bright plume, that door size looks about right. The normal scale mannequin is 180cm tall and standard door height is about 203cm for most countries, so you can change the scale of your mannequin to 1.128 and then the mannequin will be the height of the standard door.
I did it but the text is always, I want to make it when I overlap the note 😦
this is in the note model bp
That just makes it face you.
^
You will want to alter its visibility
Keep that code as well, cause if it doesn't face you, it is hard to read.
^
Set the text to invisible by default, then turn visibility on during that event.
I need to increase it
but if I increase it the text will be showed from a long distance
okay
but set visibility or render?
Just need to set visibility.
go to the text render and scroll down until you see the option it should be checked by defualt un check it
in the details panel
Your event will then turn visibility on, to show the text. Then you need an event to turn it back off when you move away from the object.
your New Visibility is false, you are setting it to not show
check the box for visibility
In the node, "New Visibility" needs to be checked.
You are overlapping -> then you are saying Set Visibility with the Note as the target. In the Set Visibility you are saying to set the visbility to False.
this bp that I have it works, when I overlap it it popups, but when I move back it doesn't remove hmm 😦
oo yeah I need to do code for the end overlapping too-xD
kappa
I am so smart 😄 sometimes
so something like this?
yeah it works
I am so proud of myself
yesssss
Kappa
Hi guy's
why UE crashes after many hours i work on my project?
Out of memory?
no
@wanton lotus
hmm other problem: I did the collusion and I extended the box collusion cus when the player go into it to popup the message but it doesn't 😦
the text popu when I am over the model
I want when I am little bit away of the note model, not over it exactly-lol
Error
Video card problems it seems
Quick search found this:
befor i upgrade my windows it's good and working well
Someone on the unreal forums mentioned this same problem and they fixed it by uninstalling and reinstalling display drivers.
I didn't read that drivereasy article, but it had a few potential fixes as well.
thank U
Anyone know what this means? Landscape_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs..
Getting a error when i am trying to build my lighting
the text render is so weird-xD
why there?
I want around around here
@wanton lotus
Do you want the text position based on the note's position or based on screen position?
The reason btw it's rotated like that is you have it looking at the player, so its going to rotate to face the player. You would want it to rotate only on 1 axis probably so it doesnt face up or down but rotates around to face them. IF you dont want a rotation at all turn off the rotation part
which part to turn off?
So like a pop-up that is always centered on screen?
Then you want to go more with UI and not 3D render text.
It is meant to be displayed in 3D, but you don't really need that option.
okay so what to do now?
Make a UMG then add the text then add a widget component to ur character and set the setting(don't remember what its called) in the component to screen instead of world
If you want text that's always facing the camera
billboard
Hi, Need some advice please 🙂 I have my heroBP which when i say reload a weapon it Purecasts to the anim blueprint to set a variable to say it needs reloading then the animation plays. Is this the correct way of doing it?
Is there an update for NVIDIA Waveworks for UE4? I saw old videos and the water simulation is good for me.
Tim Cheblokov, Senior Software Engineer at NVIDIA, walks you through the three most important things to know about WaveWorks 2.0.
Guys,for a beginner on unreal engine 4,where i should begin?
Do you have any programming experience?
I have used rpg Maker 2003,openbor and even FEBuilder
Honestly, experience or no experience, just load up the starter content set that is closest to the type of game you want to build and then fool around with it for a while to get comfortable with the editor.
I already used starter pack
Is there a way I can force UE4 to import my blender materials correctly?
it doesn't give a fuck
@winter hollow, importing materials is a known issue. Many.... many complaints on the forums about it.
@high shoal try finding tutorials on how to create the next steps in your game.
None of them has really helped me
Has anyone used the PLE landscape asset
if you are comfortable and know what you want to build get cracking, word of warning - keep EXTREME attention to window-statistics
@deft salmon i never see this window statistics
Before
If you are willing to spend some cash, the marketplace is a great resource as well.
Also tons of freebies there too.
My laptop have only 2 core,so probably Will make my unreal engine 4 crash
This talk doesn't take me anywhere
Where to start is a pretty general question, hehe.
Content creation is the best place to begin for most people, so you don't get burnt out too quick. You will actually see your progress which will help keep you motivated.
I Lost my motivation months ago
Haha, I know the feeling.
So you know that i have been crying all these months
You don't have to make an AAA game as the first game. Make a simple mobile game or something.
I don't like mobile
I had a 12 y/o laptop and i made a mobile game using ue4
Now i have 1080ti and i7 9700k and still making mobile games for some reason
haha
But i'm not looking money on my games
unfortuantly in this industry and most things in order to learn you have to do things you may not like to gain that knowledge
i dont particularly like coding but im having to learn parts in order to push my ideas forward
Gotta make some crappy games to gain the experience necessary to make great games.
You can't make an AAA game with that pc so keep making small projects to learn until you get a better pc
My very first game was made on Codea for the iPad and it was just bouncing balls that fall from the sky, hit randomly placed blocks and you catch them with a basket. Roughly 120 people downloaded it even with it being free.
If the problem is not knowing how to do something you want to see in the game... try asking yourself about smaller parts of the feature. Keep finding smaller bits until you can't find anything smaller.
Go through your bits and figure out if you know how to do them. If not, you should Google that specific bit. If you know how to do it, move on.
Once you know how to do most of the little bits, see if you can reapproach the problem and have a better idea on how to do it.
"Go through your bits and figure out if you know how to do them." I know how to use my bits, thank you very much!
If your problem is not knowing what you wanna make, well, I'm sure it won't be difficult to find a dedicated person to get ideas from.
"Go through your bits and figure out if you know how to do them." I know how to use my bits, thank you very much!
@wanton lotus I know how to do bits also. 😏
Sorry, I had to mess with that one line, was too tempting.
Nobody in my family know unreal engine
Just remake games
@heady quartz last time i tried i throw into trash because i wasn't able to make a model of a bag
Then learn how to model its that simple?
So many free assets out there, don't worry about model creation.
Ah there ya go!! What's the thing you couldn't do, specifically?
If you try to find resources on specific things, that's way easier
Well no. I'm being way more specific.
Did you get all the way to UVing before you got frustrated? Was that because your topology was awkward? You can find examples of carry bag topology if you look hard enough
As an example, of course. I don't know what you stopped at.
The only vídeo of blender i found was too fast and Hard to understand anything
by the looks of that what you've done there on your model you have over thought it
what shape is the overall bag in its simplest form
its a rectangle. so start with a cube and scale it to bit the dimensions of the bag and you will have to guess the width
then start from there
is epic ever going to add mod support?
if your just starting out then you want to stick to simple things like extruding and understanding edge flow and all that
I'm no good at creating 3D models, but I can do some touch-up painting to the textures, so what I usually do is find a free (commercial use allowed) model that looks similar enough and then redo the texture for it.
Trying to import a solidworks SLDPRT file...I thought they added Datasmith to UE so you didn't need Unreal Studio....am I mistaken?
@high shoal do you want to make 3D models for games or learn how to code games
if your just starting out stick to one or the other
Both
other wise your brain will melt
I don't have any help anyway
^
Very few can pick up one easily enough to properly learn the other
If you want to build a game you can make all the mechanics without having to model anything
You can't really expect to move at a pleasant pace trying to do both simultaneously
how do i make my png file into a material file? I need to add it to my 3d model
Then once the game is done then you can work on either making/having made models
I Just using blender because i don't wanna have Copyright issues
Don't worry about copyright. You said you don't want money.
Exactly, hehe
i mean this in the nicest possible way. you wont have copyright issues at this early stage
Welcome to the Blender 2.8 beginner tutorial series. In this video I give you a quick summery about Blender 2.8 and what we will create in this tutorial series.
⇨ Blender 2.8 Hotkey PDF and Project Files (email required): https://cgboost.com/resources/
⇨ Blender 2.8 Launch Pad...
yeah, just get it out there, people are too busy to sue you because you stole a teacup model, just don't blatantely plagerize
look at something like that
if its to fast to follow pause it or slow it down. How i learn in the past was do videos in pieces dont try and follow along until you can almost see where the person is taking you or feel you can complete it on your own
they also generally sue you if your damaging their IP or raking in alot of money
is there any way to export a very basic version of a project for modders?
as Google
tried
idk why but when i add second landscape actor i get huge fps drop ?
why are you adding a second one?
when you mean basic what do you have in mind
@clever arch Just export a few base blueprints so modders can create custom items
i want to make cave interior
my skinning does not import properly from 3ds max. is there a fix for that?
@frozen pond if im following you correctly. How i could do this is have my landscape and get that roughly how i want then great the actual surrounding geometry inside a 3D modelling programming
how do i add on textures in the newest blender
Anyone know why using 'Set Style' causes this difference in the button? On the left, it's how it looks by default in designer, and the 'Style' I'm setting to is identical, but the end-result is not.
trying to add textures to my character model but cant find where i do it
nvm i figured it out and as soon as i did blender proceeded to crash on me
Can anyone tell me what the right way of using a png sequence (not sprite sheet) as a texture is? Im trying to do fog cards and I've built the shader with a static image but i want to use a sequence now.
how often does blender crash for you guys?
I work with 2.82 and i think i only had 2 crashes in a month
but i work in low poly stuff
anything complex
for those who want to learn blender
I started with no base with that
This course will show you how to create hand painted stylized game assets by working through this simple bridge over a stream model. The whole course is focused on you learning the techniques to hand paint game assets and optimize for games. It's packed with tips tricks techni...
now i'm able to model low poly asset and handpaint it with wacom
just 1 week
full time dedication
There's some website where i can find models of soldiers,weapons from WW2?
How do I correctly store a material instance inside an array then use that to assign it to a decal? Right now the decal just turns up as green/missing, with this:
hi guys... can anyone guide me on where to find the best channel for UE virtual production? ie. nDisplay, vrpn, etc?
very
Redirectors
Objects that are placed in packages to redirect references to moved assets to their current locations.
you can set a filter to see redirectors fyi
I asked this morning but now it seems there is more people here. Anyone knows how to implement In-app purchases for android in UE4?
yes but that is so incomplete
even the example match3 is not well solved
They finish the purchase and store it in save game, despite is not secure
the problem is that if you store it in save game
and you change your mobile
you lose your money
that is not good for clients
so with 2 option forget with hard currency
is what i thougth
but I needed the confirmation
but they only store the single purchases
unless you want your own dedicated servers, you are not going to get anything better
Thanks dude!
i will consider that
which kind of monetization do you use?
coz adds give nothing
I wouldn't touch mobile games with someone else's bargepole
there's zero money in it
B2P?
gotcha
we call that 'premium' in oldsville
rly? Wow, all videos on youtube pointed me in the wrong direction
haha, yes
Where do u sell ur games? Steam?
I have no theoretical problem with a free to play business model, the problem with said F2P model is that you need a continuous stream of income just to pay for the free players
probably industry chat, but eh
sorry it was me, i'm new and i asked the question
its okay hehe
Yep. Should know the basics of C and what int, bool, float, string are, then take a look at the UE glossary, then this and UE documents..... This is just the blueprints side of things.
can you recommend a way to learn it
check the pinned message in this channel, its filled with getting started links
ok, ty
what I did is try anything. when not knowing how to do something small stops me from being able to do what I want, I googled that small thing.
Larger things need to be broken down into smaller things. Some things are either too vague or too specific or too niche to get good results. You can then ask in a relevant channel here @livid stone
That method doesn't work for everyone, and you still need good vocabulary to know how to search things
@worn granite thank you
I have a UE project that is sat at around 30GB. I want to use git.
Git is not happy with it
30gb of pure content?
Yeahhh
Not asking for help, just sayin haha
what file size is unreal engine
50+ haha
@heady quartz xDDDDDD
Does this mean last time i was there was 2017?
@plush yew What about using it with GitLab. Unsure of the max repo size + LFS Storage cap.
anyone know how the sphere trace by channel works? Specifically, I want to have it check every frame whether it hits a wall in front of the character, but if the trace hits once, it never changes to false even if it stops hitting anything?
any word on 4.25.1 hotfix ?
@lost marlin colliders with beginoverlap and endoverlap not suitable?
@glacial pecan actually i thought that maybe i forgot to delete a doOnce node or sth, but the problem was that i had the trace in a separate function which only outputted a hit result in case a hit was registered ...
check 3dtextures.com
they dont do new stuff anymore, but they give you textures, normal maps, etc.
actually, .me not .com ^^
if you work with UE you can search on quixel
hi , when i'm painting my landscape this will paint with squares , how i can resolve it ?
What would be the proper name for that kind of texture anyway?
Steel walls?
No its like a metal wall
corrugated metal
Anyone have any good tutorials for working with datatables? I'm trying to do some querying and loop through a subset of a datatable, but I don't see great ways to do that in BPs
That might work. Thanks!
What is a Data Table in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
if you want to loop through all datatable entries do it like that
how i can disable shadows in editor ?
or more like - its fc*** dark in my map, how i can make it flat color so i see what i do ?
nvm found it
I'm messing around with Bullet Casing particles, just wondering how can I give them collision to stay on the ground for a bit then despawn?
Hi! Give me some advice! I connect all the body parts through the Master Pose Component, the collision on my hands disappears. I've already blocked everything, but the collision never shows up. As soon as I disconnect the Master Pose Component, the collision immediately appears on character hands. How make a collision on character hands?
hey anyone have experience with epic store ?
trying to figure out such a simple thing as how to store monster spawn rate data is driving me slightly mad...
Anyone that got some tips on how to work around this issue, where the elbows pop in discomforting manners?: https://gyazo.com/540cbcad1f006c362fd3b63e052c36f1
When the horse is galloping or sprinting the IK looks fine, but not when trot or walking.
Hi, if I have two meshes with two materials each, but they're both using the same two materials in the same material slots, can they be batched together in a single draw call?
a Draw Call happens per mesh
unless the mesh is instanced which results in one draw call
like if you have a source mesh with 5 draw calls and instance that mesh, each instanced mesh calls once
but an instanced mesh only has individual transforms
is there a way to prevent world bounds?
@lusty night
here, or unless you know what topic its about and then you can pick the right channel for it.
How do I change the restitution of an object?
I'm really new, and this is my first... not really project.
Just playing with stuff.
restitution?
I think the question is "what is restitution"!
What do you mean when you say Restitution?
The Engine doesnt handle any restitution for you in the context of Client/Server network restitution.
Thats up to you to implement.
Bounciness?
Thats what I thought restitution did
and I have a ball "actor"
and I want it to bounce higher. Or I want to see how you would make it bounce higher.
The ProjectileMovementComponent has all the parameters you could need to control how much Friction or Gravity affects an Actor with it attached.
Thanks!
@plush yew small reminder that this is a UE4 discord, and besides #work-in-progress we dont really allow for people to constantly show off what they are doing.
What is a non-scene component?
Compared to a scene component, I guess.
Can someone refer me to a guide that you liked?
I feel bad about asking all of these questions.
A scene component is the one that’s placed in the scene, in 3D space
A non scene component simply exists
It has no location in space, it’s just a record in the actors list of components
To adjust restitution you create a physics material and adjust it there. You need to assign physics material to the object too - that’s the important part
Usually you would assign physics material to a literal graphics material based on what the material is
I have a physics material, I think its assigned to the object?
So physmat for wood, for concrete etc
It’s assigned for a material, but I think you can do it in object too
Is there a difference between a physics material and a "material"
Yes
Ah.
Material = what makes pixels on screen have some color and what not
Physics material = what tells physics engine how collisions must be ha does
Handled
Thanks! I got the ball to be bouncy now.
Awesome
@errant venture FYI what you were trying to say isn't "restitution" but "coefficient of restitution"
Restitution by itself means more things. Coefficient of restitution is the physics parameter that describes the bouncyness
If you wanna ask more questions about bouncing balls and whatnot, #legacy-physics is where you can ask them
Ah. Thanks!
How do you make a static mesh? The one I had before was from an assets file from a guide video.
When i try to add new to the content browser, I can't find a static mesh.
@errant venture https://www.blender.org/download/
You make the static mesh in this (or any other editor of your choice), export it as FBX and then drag it into the content browser
Cool! Thanks.
Any idea how to get dithered LOD transitions to work? Tried it on a few trees but has no effect. Do you need custom animations or something?
What software is best for Character Design. I plan to have a glowing tattoo on the character and need that mesh.
HM anyone else seeing new MODES button slow to pop out content ? very annoying
lol
Haha. I need that engine so bad to make my game more efficient
What would be keeping my game from showing the correct icon in windows?
is it me or do I have to export with the model facing X+ in blender for it to face front in Unreal
Define front
Front when the static mesh is set to the root
What is "front"
Which was is front for you?
The choice of front is arbitrary, but the +X direction is often the choice for front
If you want +Y to be front and you consistently use it everywhere as front, that'll be your front
the front in my case is the bow of the ship, so from front view you see the frontal areas of the ship
Will UE5 Support UE4 Game Design. Debating starting a new project now or waiting for UE5
how do you hold and drag and drop the assets between windows in unreal engine?
UE5 was announced today. Amazing stuff. Epic Games has provided evidence (Fortnite) that they are trying to make UE5 as backward compatible with UE4 as possible.
May 13, 2020.
@midnight root Thanks. I swear I heard that it would be but needed to confirm
So does this new version allow us to create a planet. Or allow more meshes. Because my machine can't handle alot of meshes.
You can in ue4
I can only put in about 200 meshe and I start running into problems with the engine slowing down.
rig ?
static meshes mainly
Hey fellas
If you were going to do a VR experience
And you had to start today
Would you use engine: A. 4.24 or B. 4.25?
I was trying out 4.25 and I saw a lot of really cool stuff in marketplace like lighting presets and asset packs that I couldn't add because they weren't updated.
well 4.25 certainly is 'snappier' that alone makes sure I'm not going backwards
😂
does anyone know how to make a hdri from a single image
im just trying to make it a single color
but i cant add to the HDRI backdrop in ue4
if ue5 doesn't "care" about triangles anymore, does that mean that planar reflections will become standard?
hello guyz i have a (i think) simple newb problem, can anyone help me ? (i'll stream you my screen in discord)
Does anyone here have any experience using C# in UE?
Do instanced meshes not support transparent materials?
Does anyone have a good character creator software. I am trying to build a realistic looking game (as best as I can)
This is all I kind find, so many are no longer being maintained https://github.com/makehumancommunity
can find ;0---
anyone know how to make the sky in ue4 a solid color?
@plush yew Out of my league ,but I wonder if this would provide you any assist https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/index.html
A How To Guide for Setting Up Character Movement in Blueprints.
I've just not needed such functionality yet
@manic burrow SunSky > skyatmosphere does the trick well enough
if thats where you're headed
@plush yew
it rlly doesnt matter, i just need the everything surronding the character white
Just lower the gravity in the character movement
How do you see what the engine is doing in the background? Getting huge rubber banding on frames, but when you right click and bring up the context menu, it resumes full frame rate 😳
the gravity acceleration is what you want to change
so you drop faster
Max Fall Speed
Max Acceleration
probably in the character movement component
Question: I have 2 clients and 1 dedicated game server running a deathmatch shooter game -- can i get away with pure object replication to see other players in the session move without having to use repnotify/events/rpcs? -- i have seen ue video tutorials where this seems to work out of the box but so far i can only seem to 'move' the character on the server and the clients are unable to move (topdown template unreal engine 4.25) -- however the clients do see the server character move around, so it works in that direction....
I just found some guy claiming that he made a better occlusion solution that what Umbra occlusion achives
The movement should work out of the box replicated if you use the movement components add movement input node
@midnight root
all im trying to do
is make eveything around them the same color
without a shadow being casted besides from the subjects themselves
Hey I am for some reason missing the controles in the left panel to switch to landscape,paint and foliage tool does anyone know how to fix that?
(they were there before)
@fallen marten i thought I might be missing AutonomousProxy somewhere
but your solution from what i've read (movement components) does seem to be the new ue4 sauce
i get a little confused as to whether autonomous proxy happens for free in the templates or whether I need to configure more
Hello, How do i check a boolean value from the level blueprint in another blueprint?
also, I'm using C++ so i'm not sure..
Oh well I'm not sure how to C++ that. All I know is that the default movement component is setup for replicated pawn movement which is why if you try to hack it, the server will always stick you back to where it says you should be
ahh that helps alot thank you
well the only two things i've done is follow the quick start multiplayers guide (https://docs.unrealengine.com/en-US/Gameplay/Networking/QuickStart/index.html) and delete the static player actor, ... letting the game controller spawn the players dynamically at start markers (i made 2)
so i'm guessing i need to configure whatever instantiates the player actors to make sure and attach a new 'movement' component
@manic burrow : Set the horizon and zenith to the same color and the cloud intensity to 0, I'd say
it worked thx
but how do i get these edges not look like crap, and remove motion blur
I'm new to Unreal and just saw that Unreal Units are cm. Since a float only gives 6 to 9 units of precision, doesn't this drastically limit how far something can be rendered from origin?
@fallen marten ok i just verified by inspecting play mode that there is in fact a CharacterMovement component attached to my TopDownCharacter and here is a screenshot: https://www.dropbox.com/s/y3ces9ki68m3xd1/topdown-movement.PNG?dl=0
so, the server can see all other characters, the clients can see all my server characters movements', but the client characters cannot move
So when you leave the server window and choose a client window, that controller isnt controlling the pawn? Does the camera even move?
nah nothing moves
but, if i move on the server screen with client in view, i see the server char moving on client
Im guessing the controller isn't posessing the pawn when you swap windows. There's an option to auto posess on the characters details panel. Can't remember the exact name of the option. Find it and see what it's set to
Sorry, it's been a while since I've looked at that stuff
@ruby surge do you have CharacterMovement->SetIsReplicated(true) set in your character class?
😮 This is neat
I thought of trying to make a game
maybe... but idk. Not really familiar with unreal yet
or I think it's actually just bReplicates = true;
@wise lagoon no those don't seem to be set!
but i audited the code just now.. let me try inspector
heres where i'm confused, are the TopDownCharacter blueprint and Character.h mutually exclusive or are they combined somehow?
ok, if you have TopDownCharacter in blueprint, then the flag is in the settings for it
I'd still be checking to make sure your pawn is being posessed. Cos even if replication is false, you should still be able to move briefly, but be reset back to servers position
Just do it on tick, print string, get player controller and print the display name
-If you change to client and something doesn't get printed then you where to start looking
got it
@ruby surge you find anything?
@fallen marten still wiring up the logging, had to do lots of sdk documentation lookups 🙂 i'm an experienced programmer but going thru the usual learning recursion -- give me about 5 mins (maybe get some coffee bro!) and i'll paste my results from your experimental proposition -- thank you so much! helping me not give up on this 🙂
@fallen marten remember i'm using C++ 🙂
the proj has a few blueprint pieces, but most is C++
and, i'm guessing i can do it in bp, but, i have no experience with using bp so far
haha
level start? is that where i would put it
(though i've used apache nifi, which looks sooo similar to blueprints)
flow-based programming
How would I make an object that floats in front of the player?
Like the player is holding it
@errant venture : Attach it to the player mesh or skeleton, appropriately
The simplest way is just to make the player object the owner of the object, more advanced techniques are possible
What would be the diff between attatching to the mesh vs skeleton?
Look at parenting. To attach to skeleton, requires a socket added to the skel
@ruby surge you can make a child BP from your C++ character. The child will inherit everything from the C++ as well as you being able to add BP nodes
got it, i think i can do that with topdown character
Then just set the child BP to spawn in the game mode instead of the C++ one
@fallen marten your explanation helped me understand it a little better -- it seems that the default template setup already has a TopDownCharacter blueprint which inherits from the C++ class
is this the best practice
?
This might sound like a really weird question.
I want to incorporate a trained neural net (no client training, the nn is already trained) into a game
the NN is coded in python
How can I get an object to move towards another object?
Using the "event graph"
The other object would be a point near my player
@errant venture : Take an introductory UE course, and/or do some basic UE tutorials on YouTube...
Some of these questions you're asking are not hard, but you will keep asking 1000 of them until you take some basic courses 🙂
It is easy stuff, but there's no substitute for watching genuinely a half day or so of top notch educational material online
What kind of game are you trying to make?
Ah, just playing with some features.
It is not really a bother, but there are lots of petitioners here and probably ten or less of us who play answerbot, so it's good to encourage some self-learning
I'm not even competent to play answerbot, I've only been at UE for six months 😄 But, they've been six good months.
I'll learn for a while, then come play answerbot. I dont learn quickly though.
Move Component To
You want something like this, it goes in a Blueprint
The event graph, I'm reading, is just the node based portion of a Blueprint 😄
@errant venture if you are just getting started: https://learn.unrealengine.com
In this tutorial we take a quick look at a function called Move Component To. Hope it helps!
Thank you all so much!
@fallen marten so it seems that the playercontroller is existing in both cases, the name and label
@fallen marten BUT! whats interesting is that it seems both are pointing to the same controller name -- even though they have the same name though -- they are two distinct objects in inspector
GameClientPlayerController_0
@fallen marten https://www.dropbox.com/s/cqt4x7b8dw655v7/two clients have player controllers.PNG?dl=0
the right-hand window allows me to move the character, the left-hand window does not; all movements which are allowed however -- are appearing just fine in both windows
for context ... :
void ABizzteamGameClientCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (UWorld* World = GetWorld())
{
if (APlayerController* PlayerController = World->GetFirstPlayerController()) {
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, PlayerController->GetActorLabel());
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, PlayerController->GetName());
}
else {
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("WORLD FOUND, no player controller"));
}
}
}
}
That player controller is the only one spawned, and swaps between server and client when you switch to a new active client window. I guess I should suggest that you put a check first that says "is this the server? If not then print player controller name"
In bp it's switch has authority, remote, blah blah blah
hmm, ok
Cos really I don't get why your client won't move otherwise
well one thing that could be causing some problems too is the fact that ue is spawning 2 'server' titled client windows currently, not sure if thats normal, its set to 'Play as Listen Server'
the authority check you mentioned is most likely the issue, i'm just surprised the template doesnt work 'out of the box' but i guess thats being a little bit of a non-achiever if i dont think theres gonna be some pain along the way lol
My game is MP and the pawns just use that add movement input node. It all just worked straight up from a third person template
fudge.
ok, let me burn this and try a fresh template
(well not burn, set to the side lol)
May as well lol
would i delete UE4 cache folder manually ? or this may corrupt my project ?
@fallen marten i shit you not -- i did nothing except bump players to 2, set 'listen server' and same problem after fresh template 😭 (top down, 4.25)
@fallen marten as a counter-case in the mean time i'm going to try this with the fps template and see if i get different results
Has there been any changes to simulation of playing the game and watching the event graph lines lines light up?
I'm watching a tutorial where the guy presses simulation and then plays and then when he presses a key the lines coming from InputAction key light up.
When I press simulation, the things happen but the lines coming out of InputAction Key don't light up.
The event graph even says its simulating
But I'm trying to figure out which node I messed up on - the one that checks if you press the key, the one that checks if there is an item in front of you, or if I messed up on the grab object function.
Choose what you are debugging in the drop down
hello guys yesterday evening I did when overlap on note model it popups the text "press E for more info", now the event with the key E where I need to do it? In level blueprint or where?
@fallen marten conversely -- the fps template has no problem with different clients moving but even though the character is set to replicate+movement i don't see in the fps template any other players -- so its like the opposite problem -- i dont see other players but all clients can move
Ahh - that's probably just a visibility thing with the mesh
I'd have to see it. Buy anyways, the only thing I could come up with is the controller not posessing the pawn in the top down. So you have any custom game modes/states or anything being used? And is auto posess set to index 0 on the pawn?
in regards to frame independence, what is the difference between Event Tick and Timers?
I'm trying to avoid Tick at all cost so I was wondering if using Timers was a viable work around. 🕜
about my problem?
Timers you can set by event or function, and adjust the rate
Depends what you need it for really
@plush yew well for press E - is it a generic interact?
@fallen marten auto possess is disabled but if enable it i have to hardcode it to a player indice
If so then put it in your pawn
i'm relying on the gamemode to instantiate the default player Pawn
with two player start points
there is no static pawn(s)
Yeah yeah that's cool - just if there was a custom game mode or game state it might have had some kind of possession code that was Messing with it. Guess that's not the case. Try set auto possess to something just for shits and giggles
sure
@fallen marten I see. So just to confirm the Timer is not affect by framerate? Whereas Event Tick is.
We newd to force it to work then find a solution to suit your need
@rich rose Im not 100% sure. You'd have to print string something on timer and tick at the same time to compare
so i hardcoded it to indice 0 -- and -- now one client is just in the air (i'm guessing unbound) and the other on the ground as usual
Umm...
(like i said, the map has no pawns currently, i rely on this: )
https://ghostbin.co/paste/fqfp9
which was the default generated code...
So you are clicking on the screen right?
yea
Fuck.. yeah this is odd.. I'm not sure what's wrong atm
anyone who works in unreal avaliable for voice chat? 🙂
I'ma have to have a think
@fallen marten hey i really appreciate the help though -- i'll keep messing with it to figure out whats goin on, the thing is, with a single-server (playing on the server graphically) or offline is fine its just when we start having a real network authority and a real network with real nodes that it goes awry
If you are planning mp, realistically every piece of code you write should accommodate it. Adding it later would be quite a task
and its always the non-authoritative players which can't move
@fallen marten my thoughts exactly, seems like i came to the right place 😉
I'll look it up and keep thinking on it. Haven't had a problem that couldn't be smashed yet
sweet man -- well its helping me learn going down this tunnel either way so i appreciate it -- i think we will ultimately crack the problem -- might need a sleep session or two or lucky google find 😉 oh and .. puttering...
like you said -- i figure that once i crack the mp problem and understand it in ue4 that the other coding will seem trivial in comparison (not talking about art just yet 😉
@fallen marten just to let u know in case you were wondering, after doing print string tests, timers are not affected by framerate. i should just done the test before asking. I didnt think about it 😅 thanks : )
No problem @rich rose 👍
is possible to delete this folder ? or it would corrupt my project ? did somebody try that ?
@fallen marten i am not sure quite what to make of this -- it seems that one person is 'possessed' and the other is just nothin? but then the right side is the one which works but it also says 'no controller' the other screen says nothing above the pawn. i hope this gives you some clues as to what might be going on. 🙂 🙏
update: it seems that those green orb things theres 2 of them on top of the righthand screen -- i'm guessing i should be seeing a green orb above each head instead
i enabled the debug overlay (') and this is what i saw, remember the right side is the one that works with movement controls whereas the left side does not:
https://www.dropbox.com/s/uwtlwx5jjk6c8ko/both screens with debug hud (').PNG?dl=0
@ruby surge yeah that's right. Only one controller spawns and posesses a pawn on startup. What I'm trying to figure out is why, when you click the client screen, that controller doesn't auto possess the new pawn which it should be doing
@plush yew well you'll have to add a button to bring up the Info if E is to do something with that thing you are wanting info from
THE PAWN
Or the the controller
When you press the button, it should trace to the object, collect it's data and then do something with it
video something?
? Why? Just add On input E, get the object by means of a trace or of its in an overlapping actor, cast to it or interface to it, and get the data you want from the object
If you have multiple interactive objects then make a base class interactive actor and make child bps of it to allow you to have variants. That way your character only has to cast or interface to the master class which reduces code via means of code inheritance
where can i share my 3d art?
its not a game
i guess #released is the only chanel that sorta fits
hello is there any good resources for learning more about the camera in unreal? i'm trying to end up designing a fighting game style camera, 2d at first, and then maybe make an attempt at a 3d camera
Good luck - it seems to be a closely guarded secret to have good camera techniques. There is a free project about if google is nice to you, that a game studio created which has its camera handling in. I'll try find a link. Otherwise, just try script your own, adding sphere tracing for objects that you can utilise to move the camera around in a way that doesn't pop in and out like the standard ue4 camera and boom
-It's not impossible .. just takes a little creativity
@little tree https://magazine.renderosity.com/article/4382/6-tips-for-creating-a-dynamic-third-person-camera-in-unrealengine
i would imagine, my current goal rn is to just understand and learn about the camera system as much as possible. i was messing with an fps tutorial before but it never really messed with the camera besides moving it on the fp model. and didn't provide much details
thanks man
You'll need to be able to read c++ for it tho
i have worked a little with c++ before so i can still read the language, but i'm definately rusty at it
I just wanted to find out how the axis value is determined per device
and this rabbit hole just keeps on going
that being said, no matter how deep I dig I can't find the reason why axis value can't be read unless (some)mouse button is down
Anyone up for voice chat that has experience in unreal? 🙂
is anybody know, why collision is disappear, when i use Master Pose Component. Collision disappear in TARGET
Hey, would anyone happen to know what sort of config hellhole I ended up in?
My office workstation runs on Win 10, but my home PC is Win 8.1.
Now theres a UE project Im supposed to work on, it compiles just fine on the office computer. However, when I try to compile it on my home machine, it throws compilation errors of this sort:
error C4800: 'const int': forcing value to bool 'true' or 'false' (performance warning)
error C4814: '<ClassName>::<FunctionName>': in C++14 'constexpr' will not imply 'const'; consider explicitly specifying 'const'
I tried importing office configuration to my home Visual Studio, heck I even removed it altogether and installed using the exact guidelines UE has on their installation guide, but it still wont compile. Again - the project compiles on my office computer, on my coworkers computer, but not on my home PC.
can anyone help me i spawn in an actor and it has hidden in game as false but when i click the button to spawn it, it doesnt show up and when i unposses and click on it in the scene it has hidden in game off so i check and un check it and it is now visible
Drag off the return value on the spawn actor from class node and set hidden in game to false if you haven't already
Hand is where I want the paddle to be moving towards
Does that look right?
Is there any more info I should give?
I'm trying to make a paddle that lags behind the player's "hands". The hands are always right in front of the camera,
The addforce node isnt connected
Assuming the paddle has physics enabled, and doesnt have mass equivalent of a star, with that kind of force its gonna get yeeted off screen in a single frame
Also you apply the force to the paddle, in the direction from the hand to the paddle itself, so its going to get repelled from the hand actually
lol
Thanks!
Now it moves toward the hand, just very very slowly
It also overshoots and orbits the hand.
wait what are you trying to do?
Thought I'd share a tip:
Dunno if this already well known but I sorta discovered a cool thing to do if you want to 'hide' your projects from your MY PROJECTS area of the Unreal Engine tab in the epic games launcher - idk if there is a better way but i just accidently found it.
I had around 10 projects visible in MY PROJECTS. I then renamed the parent folder of the project (where the UE4 Project File is located). Now MY PROJECTS area is empty. Open the UE projects you'd like to be visible. Then the launcher will bring them back into the MY PROJECTS area.
@hoary locust I want to make something where you control a paddle by swiping your mouse.
The way I am doing this involves a "hand" which always stays a certain distance in front of the camra
and a "paddle" which should move towards the hand, gaining momentum, and overshoot a little bit,
What it should not do is eternally orbit around the hand.
That is what it is doing.
I tried to multiply the force by the distance
so that if distance = 0 force would = 0
but that didn't seem to help.
Distance between hand and paddle.
that condition would be true only if their locations are identical, but even if they are (they are very unlikely to ever be the same, unless you set them to be) the paddle has momentum, so when it intersects the hand, the force = 0 will not decelerate it
Someone suggested I use Set Visibility for my widgets instead of removing and creating them,
1: Why? Is there an advantage?
2: It's working once and then no more
@salvadorio It's impossible for me to visualize this. You WANT a paddle moving toward (why?) a hand and go through it (why?)?
Not really a hand.
And you want to achieve this unphysical behavior by simulating physics?
Just a target
The “paddle” is a flat cylinder
And it’s moving towards the target
so you can use it to hit a ball
So the flat side would point towards the target
a ball lol
and then if you wanted to it something you would swipe your mouse in that direction
I thought you were talking about canoeing
Oh
No like ping pong
you would hit the ball by swiping your mouse in the direction
but since the paddle can’t go at the same speed the mouse is moving (cos you can move mouse really fast) it would have to lag behind
and move at a diff speed.
Add some friction to the paddles movement, that should dampen it in place after a moment
Okay, sounds great. Thanks!
Also, the paddle is in the same class blueprint as the player.
Is that the right way to go about this? Or should it have its own class blueprint?
just made my model free if anyone wants https://www.cgtrader.com/3d-models/interior/other/pack-of-low-poly-household-items
@modern sinew 1. If you reuse your widget you avoid constantly creating and destroying objects, which is a good thing
2. it should reappear if you set it to visible, debug the code that sets it visible.
@indigo glade For some reason, it's only going through that print node once, no matter how many times I hit the Inventory button
Then there must be some other condition that prevents that... hmm do you have input mode UI+Game? or whatever it was called
Setting it to UI only for one branch and Game only for the other. But it didn't cause this issue when I was destroying and creating widgets
Id have to see them bps
shouldnt SetInputModeUIOnly node have the InventoryInst connected to InWidgetToFocus?
why? What does that node do?
And again, it worked just fine when I had the widgets being destroyed and created
@indigo glade I connected it just to test and, that didn't fix it
irc in UI only mode you dont get the regular input fed into your controller, I dont know why it would work beforehand, maybe you had the UI and Game node instead just not realizing that right now?
is anybody know why collision don't worked after set master pose component?
Blueprint Spaghetti 🍝
Asked here a few times before but can never seem to get an answer, guess I'll try again. Could anybody please help me with Pixel Streaming? Need to get a project set up to stream over the web. I've followed quite a few guides but can only ever get it streaming on LAN. Advice would be heavily appreciated.
[Hoping to test via hosting on my machine and hosting via public IP, and then moving to AWS after that]
@reef rune isn't the a floating pawn movement component?
idk where it is
i made the component but im still kinda trying to understand how it all works xd
also whenever I make pawn and gamemode the pawn doesnt show up
@sacred sluice the docs say you can't run any physics on child mesh components, which maybe means no physical hits as well. You could try add some extra hitboxes/capsules around the arms and use their collision to register your hits instead
^but If they are welded, they should be in a physics group wiht the parent IIRC
Would anyone be able to help me make the ai i have do damage to the player?
Hi, noob question: it is common practice to model the animations, skins, and how a character looks in blender or other softwares before porting it into ue4 right?
hmm
@fallen marten Thank you! I make like you adviced! make a hitbox.
@reef rune how no?
I mean, you can use pawn or character whatever UE offers you, but most cases models and animations are imported from other softwares
@reef rune yeah i understand that, say for my fps game, UE gives me the default dummy guy, but i want to make him look like an alien, so I would design the alien skin in blender, then port it back to UE and apply it right?
yes, but you need to do rigs and custom animations yourself I think
I can't seem to understand is the vertex blending between materials...like I totally understand the basics of it and how it all work with and without mask....but whenever I blend between materials it seems to give a non realistic transition ....like lets say a blend between a plaster wall to a damaged one and then to the bricks underneath.....and how do you think about making materials for material blends....like would you make a clean plaster and then a separate underlying structure or would you make a clean plaster and a damaged one (which would also have areas of the clean one)...if that makes sense....thanks in advance
got it, do you know how i can ensure that the alien i designed is in correct proportion with the dummy model?
hm
Im not sure. if you import model from another software and the alien doesnt fit to the dummy (aka too small or too big) you can simply scale it to good size
ok thanks
anyone knows how to make pawn appear in the game?
I looked up a lot but didnt find any good documentation on it
Spawning is what you are looking for, how to spawn actors. Check youtube, there will be loads of tutorials.
Anyone know how to get rid of that sphere? It's not letting me select it
as far as I know you can't. It represents the scene origin kinda thing
it won't appear in game though
Oh really, thanks, I thought it did
it's so if you have multiple meshes in your scene you know how they are oriented.
Lol Im new, i have know idea what that means, Ill find out once i learn a bit.
i still haven't been able to fix that issue with the clothing
if anyone can help that would be great, i've tried searching online for a bit but can't really find anything
Why?!?!?!??
ask nvidia
Any one knows how to update PP volume material ? because this is not working.
it works when i apply it on a cube
no errors, it just doesnt update
Is that landscape tool new for 4.25? Does it really work the way the docs say? Because if so, that's a huge huge reason to use it...
Especially for VR
sure i can help u
hello, guys. question - do Chromium Embedded Framework (CEF) in UE have some config like cef.cfg?
can't find anything. i need to change "user-agent" in it
Hey, uhh, what would connect to the object pin for a Cast to Character Blueprint? I tried Player Controller and that didn't work
some kind of character
you can't cast an apple into an orange, it doesn't work that way
casting is verifying that your fruit is an apple
well why are you casting in the first place?
there's no way for anyone but yourself to know what will work, we don't know what you're doing, or why
guess I just gotta test it
Hey, uhh, what would connect to the object pin for a Cast to Character Blueprint? I tried Player Controller and that didn't work
@modern sinew Why do you think that is?
¯_(ツ)_/¯
It's like, 6 aM
not the best at thinking things through rn. Just trying to get this UI finished up
not really much thinking involved, one is a character and the other is a controller!
well yea, but it wanted the owner
Can someone make me some breakfast
Anyway to spawn datasmith actors at runtime?
Any way I can have a progress bar have two different colors for two different numbers? (My character has Physical Shield and Energy Shield, and I want the progress bar to show their total shield, but also divide what's left based on how much of each they have
is their any resource for modding out there?
that isn't a complete disaster to set up
@modern sinew you can probably do that through the material editor and a progress bar with the material as image
if you want I can set up an example
Eh, I just combined them for now
hei, can anyone tell me why Game like techdemo UE5 will be impossible to develop?
is it because No one will have graphic cards or cpu , machine like that, or too big storage? or to expensive to develop?
mostly storage
and lods will still be necessary
to run on low end hardware
20 million polys just cannot be rendered on low end cpus
what is lods?
8k textures also take too much space
the 'triangles' of an object get reduced the father you go
so you make several different copies of the model
each with descending triangle counts and lower rez textures
ahh I wondered why they make Triangles,
and swap them with distance
so trinangles are reducing data size
anyways I am not an expert
1920x1080 is about 2mln pixels
The tech is gamechanging I admit
and "lower end" is yet to be defined, as ue4 is already depreciating quite some older tech
in best case scenario y you need the same amount of tirangles
so what is main difficulty to make everyone enjoy game like Tech demo?
for GPUs it is nothing
too much big storage?
ps5 will be around rtx 2070 at early stages will prolly go up to rtx 2080 super level as it ages
the real issues here is the selection of triangles to render
more polygons doesnt mean a lot more filesize, also you dont really need height/displacement/normal/ao maps (depending on situation) so you save filesize elsewhere
btw
2 mil pixels does not mean 2 mil triangles
it does
it will be closer to 10-15 mil
in this case it does
the demo was running at 1440p30
because culling with this precision is more costly than just throwin shit at gpu
and it had to render 20mil triangles
1440 is 3 mil pixels
anyways the tech is far away
there is dminishing returns
its not gonna come out soon
nvidia had a demonstration a few months earlier
it's like tomorrow
no ps5 will be out
next year
it will be late 2021 or early 2022 for this tech
and ue5 will not be the only engine
I will just buy whatever is fastest at ue5 ;p
I've been loyal to amd for more than 10 years now
and they haven't failed me yet
eh I don't think ue5 will make up a lot of games
anyways
my question got pushed up
so I ask again
any half decent resources for modding?
or do I have to use patchers and injectors and stuff for modding my own game
cause Games like that will be 10tb?