https://postimg.cc/PvfZ0KPd this is taking 10x longer to rebuild light than https://postimg.cc/ygnGDN4y this
#ue4-general
1 messages · Page 770 of 1
could anyone help me with a spline ?
Yo, just double checking, this looks like root motion right?
@oblique tangle can I check bone hierarchy
that's the problem
you can reimport with original mannequin skeleton assign when import
Doesn't work that way, gets all muddled up in importing
the default bone hierarchy is
root > spine_0x
anyone know how to make a spline work correctly ?
is there anyway to use the root bone in that hierachy instead of the sk_man one im assuming its using instead?
no, I guess
Hi! Im packing a game for shipping on Windows 10, but when I run the game I get the Fatal error message. When I packaged it yesterday, it worked completely fine, did a few simple changes with some static meshes, foliage and character movements, and now the error everytime.
The log says:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000008
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
Orbital_Win64_Shipping
kernel32
ntdll
Can anyone please help?
remove the foliage and add them again
The foliage is automatic on that layerr of material
so i can't remove it with foliage ttool
ah, restart the editor
gonna see maybe it will regenerate correctly
Anyone know how to export hair from blender - ue4, doesn't seem to be in my fbx file?
Using blender render
yea editor restart helped, duh... Thanks a lot 😛
what are your export settings?
adding high poly meshes to my map is making light rebuild times too long. What do I do to have fast light preview?
use dynamic lighting. I mean baking will always take time
help.. I need ideas...
I have a problem with movement
there's a character movement component, and a projectile mvmnt one..
and both are too expensive
I keep testing things and running in circles..
I made AI based on projectile movement
cuz it's a lot cheaper than char mvmnt...
and it's still stupidly expensive
so dunno how to make things move... if I have more than 10-20 in my scene
My export settings
100 moving things work well only on a serious desktop pc
50 are already a problem on most PCs
meaning.. yo will start to notive frame drop
notice *
How to identify performance problems and fix them.
is there anything I can do, other than.. particles?...
no
@whole quarry looks like I had to convert the particle mesh to a curve coz particle meshes dont export
@plush yew
if you shoot a bunch of projectiles, simple friggin projectiles, in Unreal, you start lowering FPS
at maybe 100 projectiles in the scene.. maybe 200
meanwhile, in Unity I was pathfinding 1000 simple AIs on an old computer, at 60 FPS
you have a performance problem VM
so I don't really udnerstnd why this IMMENSE difference in performance
classic
can anyone give me an idea.. of how to create performant movement, in Unreal?
on the simplest obejct
Sure, do some profiling to pin down the actual performance problem
@copper flicker did you do any profiling?
then you can fix that
did you guys read what I wrote?
yes
yes, did you read what we wrote?
trying to help fella. Did you profile it at all? See what the cost per projectile is?
sorry, don't wanna be an ass, I just have something that, to me, seems like a fundamental problem
not a particular problem, only found in my scene
fundemental problems have fundemental solutions: do profiling to pin down the actual problem
well, how can you emit cheaper projectiles
By first finding out what's expensive with them -> Profiling
and yes, I'm pretty confused about unreal's profiling tools, complicated stuff there
while my problem is really simple
projectiles aren't that expensive really. But it depends on the logic for the projectile entirely.
Good thing there is documentation on profiling: https://docs.unrealengine.com/en-US/Engine/Performance/index.html
How to identify performance problems and fix them.
well, I'm talking about any generic projectile that anyone can creat, in Unreal
about my problem?
@copper flicker the profiling documentation is tough to get your head around but its worth it.
why? we need to know performance stats
leaving profiling aside means you're going to ASSUME the problem, putting you on a wild goose chase for eterinity
how many projectiles can you spawn in an empty scene, before your fps goes under 60.. for example
with a projectile component? Not sure. I would profile it.
again assumption
assumption is the mother of all fuck ups
your dev computer with 64 cores will still have a 3.8ghz main thread, same as with your 10 year old pc
you guys are religiously defending this idea...
we are trying to help. You are trying to avoid being helped here. Just take the advice. Profile. Come back with millisecond accounts
I just wanna find out how to create cheap movement, in theory
pool your movement and interpolate it over delta time
in theory, you will need to do some analysing... with the profiler, get actual fact numbers
well, in milliseconds I have game using some 15-20
I spawn a lot of projectiles at same time and not losing any fps
15-20ms for any one thing means there is a problem
maybe it's the particle effects you are using
most likely sweeping geometry is the heaviest part...
and it's only my projectiles that are the problem
spawning actors is expensive, but if you pool them it will become much cheaper
if I turn them off, I have max fps no problemo
at which point the answer is hundreds if not thousands
yeah, I checked spawning too, I can spawn them like mad, there's a small impact on performance
meanwhile, projectile MOVEMENT alone is incredibly expensive
assumption
no it's not
there should never be an impact on performance with spawning anything. That means you spawned it inccorectly. It should be done at a time when no performance hit is observed during any gameplay
so you did profiling?
I know it is, I've had this problem for ages
which function?
Marc, I have no idea how to do that
object pooling
i have touch input 1 setup like this but why its not working on my android?
it's 60fps stable but i've did a gif with gyazo
yeah, how do you do object pooling
??
I don't really understand pooling other than in theory
i also have homing projectiles too that find the target etc and no issues
but in practive I've never seen anything like that done in Unreal
and they require more llogic and stuff happening
the only thing that affect fps is if there is 20 enemies and all those projectiles hit in quick succession but it's due to particles
Valefor, so you're telling me you can spawn let's say 200+ or even 500+.. projectiles, and no performance impact??
what kind of machine do you have....
I could spawn 10,000 with virtually no performance hit with GPU particles.
Yeah projectiles aare literally just hitboxes
look, the problem is in fact not on my machine, but if I play the game on a laptop, on a lower specs PC... that's when it gets ugly
triggers
i have touch input 1 setup like this but why its not working on my android?
@wooden forge could someone help me with this?
It's probably due to particles
projetiles have proj MOVEMENT component, which seems to be quite expensive
it's not me, it's Unreal
To bad there isnt a bot to store quotes
its probably due to not profiling and finding out what the exact issue is down to the function ;p
Remco, it IS Unreal, again, my tests in other engines have been successful 😛
Tests? You havent profiled
thats a ridiculous statement
what tests?
ok, I was hoping for some ideas, not religious defending of Unreal
lmao
I am using Unreal.. cuz of reasons... but I do have problems with movment
I suggest you take some time to listen to us on this. We are not being trolls. We are trying to direct you in a direction you are fighting against. You NEED to profile. End of story
anyone here can program a projectile faster than unreal's in 5 mins because they can profile see wheres the bottleneck and fix it
doing proper analysing using the tools provided by UE4 to pin down performance problems became somehow a "religious defending"?
noones defending unrela
are you a troll? 😄
u just gotta know where the problem is
ok, back to testing. just a simple test, can you have 1000 of the SIMPLEST objects possible, moving in a scene, in Unreal. with no matter what kind of code behind it?
either a troll or just really really stubborn, which one is it?
stop it Remco
@copper flicker no because broken code doesnt work
I'm talking about a simple test...
anyone here with experience releasing games ?
you aren't testing anything mate.
and you guys send me to profiling
you are refusing to profile
1000 objects is nothing :P
@copper flicker you should use instanced static mesh, it'll be kinda complicated to set it up but it'll be rewarding
thats not testing anything
unreal does have a problem with sweeps being slow, but theres nothing unfixable
ISM for projectiles? what?
we were just talking about Satisfactory on the other channel which definitely supports a thousand moving things easily
Sage, I have a movement problem, not a geo problem
you have a performance problem
yes, specifically related to movement
you dont know
I've had a thousand indicator actors made with meshes on my 3d radar and still get 120fps in editor. Because I profiled it like crazy and fixed all the issues.
how? you make assumptions without using profiling
I'm using modular meshes, what am I missing that is making the lightmap display seams?
ok, we are not getting anywhere like this.. I'm sorry I bothered this chat.
Easiest way to get good answers = being stubborn and refusing the advice you're being given
I didn't wanna.. I just asked some questions
you got the awnser
profiling is not the answer in this situation
but it's the only answer I got
cmon fella we held out a hand and you didn't take it. Its upto you. Profile and come back then we can help more
60fps stable
you dont agree with the awnser, doesnt mean the awnser is right though
@copper flicker the problem is that even if you say "movement is the problem" there's a dozen different things in moving things that could be the cause of the problem, and unless you know exactly which part of that is the root cause, people can't give you specific advice
multiple people are giving the same awnser, that should lit a light bulb somewhere
yes, it's true, I should profile and see exactly what my problem is
ummm if you're talking about performance, I created an entire city, all dynamically generated with interactions, and even NPC AI walking around and doing tasks
but profiling is completely ALIEN sht in Unreal, I don't understand anything
if a lot of enemies like this don't cause performance impact why would projectile do if it's a simple trigger box that just travels
so I don't think I can do it
and it performs perfectly
without any complicated pathing
start with these 2 proflings:
CPU: https://docs.unrealengine.com/en-US/Engine/Performance/CPU/index.html
GPU: https://docs.unrealengine.com/en-US/Engine/Performance/GPU/index.html
Vale, what kind of AI is that
blackboard and blueprints
@copper flicker yeah its confusing at first. But in this case you are merely looking for stats regarding gpu and cpu frametimes. Simple one to indicate where the framedrops come from overall. You can add it up and see what allowance you have per projectile or if you need to fix up the code
Remco, yes, I know how to start those profiling tools
with perception componnennt
its alright to not understand something, do the profling, get the results, try to figure them out and if you cant, come back here and ask
simply as that
but they don't help .. if I don't really understand what they write there 😄
again, Valefor, are you using Movement Component?
I mean Character Movement
?
yes
that's impossible then
because otherwise they wouldn't be able to move
it's only going to work well on your maachine
if there is AI, Controller, or anything that moves, you're doing it wrong if you don't use Character class
unreal's character movement is unusable on large numbers
unless you have very specific needs to write your own movement stuff
no i've tested it on other machines with gtx1050 etc
weird... makes no sense man
I have used Character Movement, it's so expensive it's impossible to use
you're literally calling something that's used in the largest kinds of multiplayer "unusable"
no, I tersted on the simplest scene, with simple obejts
and you can't decide it's expensive or not without profiling
Hey, how could i make a camera bob when the character takes a step? (first person)
I initially thought it was pathfinding. it's not. it's just movement
you know, you could use this time to get the CPU and GPU profling results and post them here so someone can help you to point you in the direction to fix the issue
^
do you have navmesh in ytour scene
nope
How do some of you make hair for the your models?
not anymore
@cerulean sandal you can put the camera on a spring arm and set the constraints
😄
I'm finding this quite a complicated subject
so without navmesh characters wont move
@cerulean sandal you can put the camera on a spring arm and set the constraints
@kindred viper that doesnt change anything, how do i get the camera moving up and down?
@vernal thicket there is a new groom tool for UE4. Not used it yet but it looks amazing
Where's that at?
so.. it's a bit surreal thining that others are using Char Move, with no problems. when Out of the Box, I get awful performance
@cerulean sandal by making the character head move up and down during the walk animation. Then the spring arm reacts with inertia
@cerulean sandal by making the character head move up and down during the walk animation. Then the spring arm reacts with intertia
@kindred viper the character doesnt have a head... the character is inexistent
its just a camera that can move around
¯_(ツ)_/¯
@cerulean sandal ahh then simply animation the inertia
has anyone here done a proper release in steam ?
as i've shown i can get like 50 AI that has pathing all using the movement component
no impact on performance
@cerulean sandal ahh then simply animation the inertia
@kindred viper wut
@tight prawn i've my game on steam (its just hidden)
they all have hitboxes and they all have a lot of code
@cerulean sandal its spelled "what?" but anyway..... you animate... the movement... of the camera.
well, i have a bit of abstract questions
so it's something on your end not unreal
about releasing a game and all
that's why I had to rewrite my code, and abandon character movement. I started with just simple projectiles and I made supersimple AI that's based on projectile movement. and now even THIS.. is too expensive. I don't really understand why.. but yeah, I'll go profile
@tight prawn oh god, plz no, Steam is a nightmare :>
when do you decide it's something that would be released
@cerulean sandal its spelled "what?" but anyway..... you animate... the movement... of the camera.
@kindred viper ik how its spelled lol. btw ok thank you
when you feel like its good enough for initial release
it's not platform specific
it's clearly not something on MY end... it makes no sense. I'm using the same software as you guys
@cerulean sandal pet peeve of mine. bruh and wut bug me :p
just assessing how this stuff goes
@copper flicker you are not using the same "software"
@copper flicker if it works fine for 1000000 people and only you have this issue = problem on your end
@cerulean sandal pet peeve of mine. bruh and wut bug me :p
@kindred viper da heck
or very rare case of some bug
Try to play the game (or let the testers play), if they can play the game from start to end goal without obvious issues, it should be alright to release
I can make a scene some generic projectiles moving.. the same results should happen on my end as on any other similar machine anywhere
you say that but ive played Ubisoft games @whole quarry :p
else, do a soft release with early-access
the projectile component uses tick
there is so many things that can be responsible
@copper flicker you're running in cicles without profiling
without even showing us some of his code
we're going nowhere with this
typically you are better off making a custom projectile than using the component. But if you want to optimise the component usage, it can be ok for small to medium numbers. But it is tick based. Every tick is performing. You can limit that but at that point its better to make a new projectile from scratch
i'm sorry
but how do you decide you need to rewrite a base component
because of performance iss²ues
when its bloated and costs too much
without even profiling it
well you dont need to profile the projectile component to know its got a tick based cost. Even if that tick is merely adding (0.0,0.0,1.0) as a direction vector to velocity
how many
can you screenshot that for us?
to generate movemnt
that's the problem
that's not the actual profiler - use the profiling tool
if you are using tick for 10000 actors
rather than just the debug stats
only 30 actors or so
can you show the stuff you have on Event Tick?
ticking lliterally each second
or whatever the tick rate is
I wouldn't know what to show you, there are 1 infinite stats
the point is you shouldn't really use tick
open the bp where you use the event tick and screenshot that plz
maybe, but I have no idea how to follow the player other than this...
if they're homing, then they'll be ticking
if you use session frontend you will see how much of it is sweeps and code
i just tried a few hundred projectiles here, no BP code, around 0.5 ms for C++ code and 6ms for sweeping
the last 2 are simple checks
and rarely trigger code
so yeah, these are not the simplest projectiles, they use movement input
sry didn't show for me
its on the top screen valefor
now it popped up
the second image
shows the function that calculates player position
it's tiny.... but maybe you get an idea
ok now the camera bobs, i just need a way of smoothly resetting its position when the player is not moving
anyway, I already tried using char movement, and it's way too slow. on a simple AI that just needs to move from A to B, on a tiny navmesh.. duplicate this AI 100 times and you have a problem
no code on tick
in fact, the char movement component alone, without any navmesh being used, is enough
char will be much slower, if you want so many actors you probably want something custom
exactly, that's my problem
I've asked for oppinions here before, I was told this
but I can't make my own movement component, I don't speak C++
😄
so I tried projectile movement instead
any other ideas..?
I didn't try physics
I was thining proj movement would be cheaper
projectile is fine, your poroblem is BP vm tick cost and geometry sweeps
I think in Other Engines I'd be using physics for movement..
what's geometry sweeps?..
So i just looked through code in my game ebcause i also have homing projectiles annd we don't use event tick at all
tried to follow this?
What is the Projectile Movement Actor Component in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
id say probably 60% of your frame time are those checks
I mean around AIs having to check
anyone know why tap not working on android? it only detects "moved" , neither pressed or released working
they show here on the profiler
ok.. but I need those checks
it's not possible to follow and unfollow player without checks
maybe the problem is that I'm doing something on tick...
we have homing projectile without tick
the tick is the problem that's what ruins the framerate
it's in the Projectile Movement component. Combine that with a "target actor" object reference and you're good.
Event Tick should be avoided. I can;t believe Epic hasn't added a giant warning label on it yet
i'll show u, opening project atm
@copper flicker check the video I just posted, it explains the whole ProjectileMovement thing
yea Event Tick should only be for small operations or constant checks.
yeah I know Tick is bad... but in some rare cases.. I need it
e.g. checking a boolean variable
ok, thanks
posting an image in a sec, just need the project to open...
uhm.. btw, I'm applying gravity to this AI on TICK
meaning gravity for my AIs is manually added on tick
otherwise the projectiles don't slide/move
don't remember.. but I had movement issues
that's why I ended up with this ugly tick solution
are your projectiles blocked by enviroment? like walls and stuff?
so I need AIs to move, climb, fall
that still shouldn't be issue
A component and selecting a target to home in on on BeginPlay
@copper flicker so its not actually projectile, but a floating pawn?
Is it a projectile or what is it intended to do?
I think in Other Engines I'd be using physics for movement..
@copper flicker you know with the movement component you are actually using physics to move. Its a vector based sweep in a collision environment so performance with a component is always more than standard. Just the way it is. Thats why I say if projectiles comps are giving you stress with your logic, its often better to just create your own without the overhead/bloat and perhaps use some optimisations from within it as per needed.
oh crap.. Takain, you're right... I'm stupid, it IS floating pawn
not projectile movement, I for got!
Well if it's a floating pawn, that's more like a flying enemy.
@kindred viper oh wow, I never knew about that overhead, thx!
Use Projectile Movement for... well.. Projectiles, use navigation or some Ai shenanigans with blackboard if it's a flying enemy that has to follow the player.
how do you make anything move tho.. in BP.. no C++.. without using components
Depends on what type of actor it is.
you use movement component
Movement component, add impulse, launch character, projectile movement
Valefor, sorry to say again, but no. haha
https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/SetActorLocation/index.html this with some nice code to make it use only what it needs
Move the actor instantly to the specified location.
movement component is only good for the player
and AI
I wouldn't use it for more than 4-5 characters
i've shown you 50 workinng fine
I want 50-100
: d
movement component is for anything that moves
I doubt that
I have thousands
I've already tested this A LOT....
yea movement is for anything that moves
moving
that isn't a projectile
AI in open world
Vale, I'
if you are using event tick for 100000 enemies
Can easily have a couple of hundred AI wandering about with movement component
walking around, setting shops, buying stuff interacting with each other
sorry, I'm using TICK only in this here example
of course it's going to ruin fps
i have like 8 platforms using Event Tick to move in one level, it drops more frames than a map with 60 enemies using a Character Movement Component.
don't Tick movement
@copper flicker You should really watch the full video https://www.youtube.com/watch?v=AM3TXKI-4co
it's enough to add some simple characters with NO CODE INSIDE... ok? and have them sit there in the scene
and they will destroy the FPS
wanna know how many times I've used tick in the past 6 years? I can count on one hand. I specifically avoid it unless debugging or manually collecting input
it's not the character movement component that is the issue, it's your setup
I don't know what you are making that requires more power than Batman Arkham Asylum
yesyesyes, I'm watching, gonna go watch now, byeeee
or Fortnite or whatever any other project that uses UE4
@kindred viper I've even disabled the default BP tick in the engine settings :d
yeah better to be off by default and switch it on when you need
Event Tick exists? 😮
i will go the opposite direction of everyone here and say tick is fine, its the sweeeeeeeps, but we all just guessing until u profile
although if its not hooked up its compiled out anyway
Valefor.. I don't know how to explain simpler than: NO CODE. no setup. nothing in there. just default actors with movemnt component. so gravity is active. that's it.
Do you need 4.24 for groom?
@tight prawn some actors have bCanTick so yeah its a base thing
Takain, I will google and try to understand what you mean by sweeps
So if you have actors with no code, nothing and your FPS is bad then it's your device
atm I have no idea
I know i was just making a joke about never using event tick :p
O o
@copper flicker The ProjectileMovement is made for just that, unlike Character Movement.
if it's literally example map
no C++ required to use it
no Vale... it's the Movement Component, it's really complex
with actors
Yesterday i was so near using tick just for Rinterp rotation
Ok this guy is a troll
a sweep is like a line trace, but for geometry
and then i used a timeline
and my PC is not the issue here, the player's PCs are the real issue
CMC does plenty of those per tick
@plush yew your sequence reference is missing. Its trying to access it before it exists
and I don't really appreciate when conversation get aggressive and people start calling other people trolls
a okay
It's either troll or being really stubborn to refuse the people input as information or knowledge just to help you
that should tell the engine where "exactly" those functions exist @plush yew
I'm not trolling anyone here and you're not really helping, but rather being aggressive with your accusations
@plush yew I don't think that's the cast
what i need to cast to? wtf
Sequence Player, calls Play and Reverse Play functions
I didn't cast to these things before and I didn't have problems before
@copper flicker What you are saying is that character movement component is impossible to use becuase it ruins FPS. What we are saying, that it's not true because it's a basic component used in like all games.
meanwhile, others have indeed helped, and I appreciate, thanks!
And we all use it and it doesn't cause any issues.
cast that Sequence Player to whatever class that has those functions
Its ok to be stubborn, we're all stubborn at some point, its just that the collective knowledge presented here is being put aside and gets ignored. There is a syndrome called "Dunning Kreuger effect" which is (i think) at play here.
hummm
Vale, that's exactly what I'm saying, and has been confirmed by other here
others *
projectile movement component (ticking) without sweeps:
which class has these functions?
can spawn 1 million of those no problem
So it's something with your code or setup. But you are saying that we are wrong because it happens even when you have nothing in the scene. So that's definitely issue on your end
@plush yew what are you trying to do exactly
make the charater play a door opening animation ?
Takain, how many projectiles do you have there.. all in all.. are you killing them after some time?
because 80 FPS is not good for just some simple projy
nope, they are going to infinity, im spawning on tick so thats why its 80fps
if theyu were pooled it woul be 200fps
editor FPS != actual FPS when packaged
when he enters in the trigger box to play the animation and after he enters to play reverse, I did it around 10 times, Idk why it causes problems now
so the player plays the animation ?
in FACT.... my editor FPS is higher than Customer Owning a Decent Gaming Laptop FPS!
@copper flicker truth be told, editor performance lately has been terrible for me, so I test a lot more in standalone now
marc, I tested in both editor, standalone, and my 2 laptops standalone
fair enough
and my editor FPS is better than on my laptops
@plush yew I'm not quite sure, but maybe you could use Play Animation node ?
mine tanks often. Looks like some translucency rendering issue but I can't say for sure
If I would use my laptop as benchmark, then all my projects wouldnt exceed 10 FPS at any time
use "Other Actor" cast it to your player class
from your player class call play animation
Remco, a game needs to play on a potato, ideally
and plug it there
any game
no, it needs to be able to run at your target audience
I don't use the play animation node? @tight prawn
i wouldnt care if a pentium 2 wouldnt be able to run a game
but I'm starting to think tha maybe.. I will have to ask customers to have indeed some decent PCs.. only it's a design and code failure.. kinda
I have still problems with this
@plush yew oh yes, after you cast, get a refrence to Mesh (skeletal mesh)
you dont "ask customers to have decent pc's", you tell them what the minimum requirements are
and there you call Play animation
yes
and I don't wanna have to tell them Min Specs = Desktop PC with GTX 1060 or more...
its impossible to please everyone
Do you need ue2.4 for the groom import plugin?
@copper flicker until you have ran your software through a Quality Assurance company, who will test every element of your code to the footprint, I would presume what you have is alpha development standard framerates and that it will all be solved at some point to meet spec. But that's also awareness of your costs per millisecond per frame per platform.
Marc, I don't think I will afford QA, unless my game actually reaches any kind of audience.. but good point 😄
I don't need to play animation from the mesh
I want when the trigger box begin overlap
the player go through it
and the door opens
I created level sequence
its a good thing to learn. If you have a week or so to take time to do it, just learn the basics and software they use to do the batch work. Its pretty interesting
I have a lot of respect for QA ppl
you see this?
when he enters the green box
the door will open
when the player joins they don't open 😦
@copper flicker Use this as benchmark https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
Someone did a basic comparison with 100 NPCs. To give you an idea on FPS rates. https://youtu.be/mqbc6QViB4k @copper flicker
MoveIt! is still very new and hasn't had a performance update yet :) Expect this to improve a lot in the near future.
Need support? Join the Discord! https://discord.gg/rk3VRYv
Buy MoveIt here: https://www.unrealengine.com/marketplace/en-US/product/moveit-locomotion-system
so I' thinking maybe the difference from other engines I tried.. is that in Unreal movement is based on these already-coded super-complex components... while in WhateverEngine I would crochet something from scratch myself, based on simple physics
alright then
you should have said so
didn't I tell? XD
it tells you what the avarage hardware is that steam gamers use
Maybe it's my mistake doesn't matter
let's solve your issue 🙂
give me a moment
let's do it yeah
xD
ok np
if you want in DM, as you wish
I think my code works but idk why not 😦
okay, if you want ONLY the player to be able to trigger that sequence
you can use the cast and check, otherwise remove the cast
where is this code? Game Instance? Map blueprint ?
level blueprint
alright
I created it there only and have not problems before
door actor?
@copper flicker you dont have to use the components. I try not to myself in most cases with the character movement component. It's got some optimisations and stuff but it comes with its own limitations. Extending it is a pain. If you are just moving an actor from A to B and you know the two vectors, the speed you want to travel and if you use it, any curve data to drive the animation, then you can skip the CMC entirely. What you miss out on you will have to code yourself, but its easier to do that to your own movement code than the CMC anyway
it is mesh
so the trigger box, the door, and the animation are three separate things in your level ?
well, i'd advise you to make them in a single actor blueprint
but it's not a requirement
right click, the menu will have get reference something something (it will be at the top of the menu)
it will get you a reference to the animation,
from there get a NEW sequence player
and from the new sequence player, call Play and Play in reverse (also create them from the menu
yes
or the animation doesn't work ?
show me the error again
also I created a while ago other animation for ceiling to move with key and it works, but the weird thing there is that when I press G for playing, when it goes, the animation again went from the place it starts, idk why
I can't 😦
hummm
@kindred viper I need physics based movement tho, not just a simple A to B, my AIs need to move around a complex space, climb obstacles, fall.. and behave a bit chaotically, like driven by physics. like overshooting their targets, so on.
what and how to cast?
@copper flicker yeah you can use physical animation with blending to do that. You don't need the component, just the physics asset for the skeletal mesh
the error says that Sequence Player doesn't exist in DoorAnimation
that's basically it
hmm
no I mean physics for the cylinder
@copper flicker the collision cylinder?
yes
I'm trying to figure out how to move things.. without Tick, without Components.. in the simplest way
maybe projectile component...
haven't managed to amke that work
In that case you can do that also. I mean, it sounds like you want to use the component, but just know that if you wanted to, you can do anything with it. I've seen people write entire new physics to go with their locomotion for things like trains and custom gravity. Keep it simple is always best, but if you need to, be aware you can step outside of what UE4 offers to speed things up
I mean I dunno how to drive it in a predictable fashion...
yeah but.. to step out of what Unreal offers means to step Into C++
and I don't speak that... at all
O O
😄
yeah dont be afraid of that. I never used C++ before UE4. Im still shit with it, but I can get by with it 😄
@plush yew global time dilation
that's basically it
@tight prawn so?
will try to recreate them again
to delete the doors and animations
I wish Unreal had C# or something readable...
Does ue4 have any built in sort algorithms, or do I have to code it in myself
: D
@copper flicker it does. C# via Mono
wut?..
it also has python
Unreal??
yeah
well, if it's an unsupported feature.. it's not really safe
i've not use it myself. I hate python. reminds me of writing actionscript 1.0 :p
Blueprints is pretty readable @copper flicker
can sombody help me?? im trying to get an id value and a boolean value and put them in an array and check does the id value match this id value and set the bolean value if it matches id value
yeah, I mean, I wish Epic would consider including an official scripting language, for scripting gameplay
they are
HELP !!! Any idea to make visual studio autocorrect better for ue4 cpp
BPs are very readable, yes
and very slow
and C++ is not a scripting language, for gameplay
Its been long rumoured and spoken of that when a standardised scripting language that meets criteria is available, we will get a scripting language again. Although whats wrong with C++ I dunno.
true story, ive used basic intellisense all this time with UE4. neither resharper or VAX work on my computer for some reason
I take donations for the pain at www......
Introducing a scriptinglanguage to UE4 would be utterly pointless 😄 ... that is what the super advanced visual scripting (the BluePrintSystem) is for ... and you have the real deal c++ ... so...why?! ^^
@plush yew what is it called
Is there a way in Blueprint to convert a String character to a char or am I stuck to C++ for that? 😄
@quiet latch I agree. What is worse than learning C++ for me, is learning 2 or 3 languages just to use one program.
Is there a terminology difference between Map and Level?
@digital badger Level is generally a World or UWorld
Map can mean a couple of things
yeah
@plush yew That's different isn't it? Because the editor refers to the multiple "maps" as sub-levels.
I make a series of videos / streams working on a game and streaming every minute of it.. I only use C++ maybe you should give it a look... I'm not a programmer AT ALL ... it absolutley doable
So is a map a sub-level or a level
I've noticed, that's why I'm curious about the differences
@quiet latch do you get many viewers? I was thinking of streaming an entire game development cycle
Does anyone know where did the option to edit landscape's properties disappear to? I want to change the resolution without having to reimport the heightmap
@plush yew is rider got a good autocomplete (Snippets) for ue4 cpp
@kindred viper I was tempted to do that, but knowing me I would stop mid way :/
@digital badger I figure it would be motivational if anything
no ^^ ... i just started and I don#t have flashy imagery to show and promote yet ... it's realy just the beginning.. how to set up the engine... how the base classes interact with eachother.. modeling the protagonist and first enemy... give it a look
https://www.youtube.com/watch?v=UlzrLj2XPfs&list=PL8XXsDrzCD2s0QoTTdstqjlxXUXDaJH5x
@kindred viper
Part of the tutorial streams of an entire game
join the discord
https://discord.gg/0n3t7wXxHlRiCB9C
support my work
www.patreon.com/hellrunner2k
www.subscribestar.com/hellrunner2k
www.streamlabs.com/hellrunner2k/tip
@steep sandal It does in my opinion, however I stopped using Rider for UE as the debugging suite isn't very "expansive" for a lack of a better word
@plush yew is it better than visual studio
Perhaps that'll change with the full version.
@plush yew I dont want to try something not worth
@plush yew what are u using for cpp
notepad
@plush yew I used too
But how is the autocomplete work with u mine is slow sometimes
you have two options
Visual Studio (+ VTAssistX)
or Intellij Rider for Unreal Engine
@steep sandal Make sure all the files are indexed before you start writing in VS
@tight prawn not free
That's why intellisense is slow
Intellij Rider you get a free one year license
But rider is still in development
@digital badger what do u mean indexed
Anyone know why i cant detect taps on android? Input touch only detects when finger moves but cant detect tap
@steep sandal When you open a cpp file, the IDE essentially scans all of the included header files and builds intellisense
my suggestion to you is to use an SSD
@plush yew Klogg squad where u at
otherwise you won't have fun
@digital badger is that work with visual studio
either that, or go raw ed
sudo nano
i'm a nano guy myself
Imma post a timelaps of the modelling stream into.. uuuhm ... Design-Chat? ... is that appropriate? almost 12 hours down to 14 minutes.. the models are rough still ^^ ... first day on em so cut me some slack 😄
@steep sandal That's how all autocorrect works essentially. As mentioned by the other users
@digital badger mine its working that good how to fix it
If you look in the bottom left of the vs window you can see if vs is busy indexing files.
And sorry I don't understand what you just said.
woops.. not pubished yet... 1 min
this button
okay.. posting now ^^ design chat
define weak I'm not sure what that means.
Like when I type UP I want it to show me the options like UPROPERTY
Rider does that but thats in beta
@plush yew Aha
Or just win the UE Game Jam and get 1 year free 😄
or get a student license like me
And there's 4 jams a year
Ok I will try thanks for all of you
So like 4 chances
yeah
with the same prizes as the last one ?
Epic Games one
winter
yeah
With VAX as a finalist prize
I'm interested in Army of One
Wait there's 5 isn't there?
that sweet sweet workstation
Megajam?
waste of time... gang up and make something worth while ^^
GMTK Game Jam my favourite, loads of creative people
yeah i'm participating this year
with game design being the most important
Hopefully the theme of the GMTK one isn't as bad as the UE spring one
but really guys, 4 jams all with a chance to win a monster PC ?
I was so excited then I just left when I saw that theme lol
Godot is really good for speedy stuff
@plush yew Yes it does, I tried to switch to it but after years of UE4 now I can't lol
I wonder if ppl who write they game mostly in C++ even have a chance to win a gamejam compared to the fast development with BPs
Its focus is on Game design so you can have an ass looking game, but if it has good game design, mmmmmmmmmm
^ this was my entry to the Spring Jam
an openworld game lmao
scope was too large, couldn't deliver a working build on time
I don't see a world composition window 👀
i mean, the build i uploaded was broken
@plush yew Once you get the hang of unity, its pretty easy without extras
the map is 4000x4000 i think
i was so sure i'd win the army of one prize
until i found the submissions closed
But Godot is my go-to for game jams
saddest story of anime
and prototypes
Anyone who uses the Control Rig for the mannequin found an issue when you save a level with a control rig inside, then close down the editor, when you re-open the project the control rig loses all controls?
Unity gets a bad rep imo
shoulda switched that
"if this.randomize"
Yes, meme of 2020.
totally random XD
@plush yew yes you can?
dunno. dont keep up with it. Just used it before in UE4
might be templated or something with UE. Not sure. But you can case "string": //etc
Nah, I read like all the Cpp changelogs
@plush yew You can however Unity being "the" entry level engine it get's a worse reputation for the mistakes of developers that use it
Like YanSim
never seen switch strings
enums exist ... it's not only a legend
theres a hacky way that i did once, convert all chars to bytes. i used to think i was a genius for that
Eye color should be a FLinearColor
I hope UE5 becomes more widely adopted.
YOU're adopted... sry.. couldn't restst 😄
I reckon UE5 isnt going to have much improvements for programmers
mainly designers
which is cool
as a generalist
Nowadays art trumps programming in most cases.
but I really want them to swap the macros for something better, but idk what
You can have the best mechanics but if the art is too bad a normal consumer wouldn't care
yeah
I don't read up on unity, but isn't there a new rendering pipeline?
the square brackets reflection is amazing
@digital badger I played around with is, looks nice, not practical, shaders break every 5 seconds
@kindred viper neat prototyping tool .. but when you get REAL.. yeah.. enums
I wish UE could have better mod support. That's one of the biggest features which I think UE is missing.
@digital badger its all there, you just can't use any editor stuff and half of what is used is editor stuff
Idk about cryengine though
lol
@novel oriole This is just back to being general. I don't know unity well enough to comment
@kindred viper You can fork their github and do it that way
basically, unity programming good, everything else, always unstable
Enterprise devs can do what Ark did and have a modkit in the UE launcher but I assume that's heavily vetted
literally EVERYTHING in unity is in preview lmao
@digital badger I meant the functionality in the engine to import assets is editor only so its restricted from export with the final product. So you have to write your own file system essentially bypassing the AssetRegistry and manager for the most part
at least Unity has SVG support though
Unity only just switching to forward for VR?
@novel oriole if you mean vector graphics, theres support for that in a plugin
@kindred viper Which for basic assets like textures is okay. But I can't imagine the code required to write a custom skeletal mesh importer. At that point a prospective dev might as write their own engine.
i dont have enough money for that plugin lmao
Modding support is the only good part of gamebryo - and it's probably the gold standard to reach for
source has good modding
Trying to run a command for UE4 and Github. I have never really used Git in any sort of capacity. When pushing my project to the Github repository, it fails with this error "The remote end hung up unexpectedly" I need to run a command such as git config --global http.postBuffer 157286400, is this done through gitbash?
lol, i just wanna make games, but its like real confusing XD
@digital badger it would be a cool marketplace item tho
@novel oriole Doesn't source require 3DS Max?
Idk never tried it
@barren parrot at some point it stops becoming confusing and more like "ugh I've got another 2000 hours to go on this grind".
I just know that me and my mates play csgo with mods
Try using github desktop
If you arent familiar with git
Git LFS is, but I'm unfamiliar with it's setup and usage
apparently perforce is good
is git LFS good though?
Subversion gang
ew git lfs
When I go to publish branch, it fails with the prompt
perforce is my choice for projects, but I have to use github for engine
All i need tbh is is make pull request, merge
but I love UE
So I used to use Unity Collab
Is GitHub the best way to backup a project
No
Backup is shoving it in a hard drive
Perforce if you have extra money. Subversion is a good between, between Perforce and Git it's free just requires a server. Use DigitalOcean and it's like 5usd/month
Appreciate the correction
first time I made that mistake, was the last time
It's been my solution for a good while now
I do have a budget
Hey, does anyone know if there's a work around/fix for the compiling issues in 4.24?
yeah its a demon but when you get it to work, it just works
i just dont use version control, I use ctrl+z like a pro
an MP level designer
@late gorge I had that, which compiler version are you using?
If you know anyone then pass the word on please
@novel oriole one of my favourite gambling games is pressing Ctrl-Z as fast as possible and seeing if the engine's reflection system can keep up with the changes 😄
And this does what I need, backup the entire project?
And lets others download it as needed.
Thought so
I need to backup the project and share it
like Unity Collab service.
As far I know, UE4 doesn't support this
funnily enough I dont use the editor built in stuff
I work alone so I dont need to lock files. so I just checkout what I need and commit later
Its setup
for Git
Im pushing through Github desktop
but it's failing
everytime
I have a repository setup on Github
delete the .git folder
and it's private
and try again