#ue4-general

1 messages · Page 770 of 1

plush yew
oblique tangle
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Yo, just double checking, this looks like root motion right?

maiden verge
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could anyone help me with a spline ?

dusky crest
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Yo, just double checking, this looks like root motion right?
@oblique tangle can I check bone hierarchy

dusky crest
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that's the problem

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you can reimport with original mannequin skeleton assign when import

oblique tangle
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Doesn't work that way, gets all muddled up in importing

dusky crest
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the default bone hierarchy is
root > spine_0x

maiden verge
#

anyone know how to make a spline work correctly ?

oblique tangle
#

is there anyway to use the root bone in that hierachy instead of the sk_man one im assuming its using instead?

dusky crest
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no, I guess

frosty brook
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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?

trim silo
#

I flattened my landscape but grass stays inn the air

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anyone knnows how to fix ?

whole quarry
#

remove the foliage and add them again

trim silo
#

The foliage is automatic on that layerr of material

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so i can't remove it with foliage ttool

whole quarry
#

ah, restart the editor

trim silo
#

gonna see maybe it will regenerate correctly

vernal thicket
#

Anyone know how to export hair from blender - ue4, doesn't seem to be in my fbx file?

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Using blender render

trim silo
#

yea editor restart helped, duh... Thanks a lot 😛

whole quarry
#

what are your export settings?

vernal thicket
#

Basic

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I havent touched anything

plush yew
#

adding high poly meshes to my map is making light rebuild times too long. What do I do to have fast light preview?

kindred viper
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use dynamic lighting. I mean baking will always take time

copper flicker
#

help.. I need ideas...

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I have a problem with movement

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there's a character movement component, and a projectile mvmnt one..

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and both are too expensive

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I keep testing things and running in circles..

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I made AI based on projectile movement

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cuz it's a lot cheaper than char mvmnt...

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and it's still stupidly expensive

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so dunno how to make things move... if I have more than 10-20 in my scene

frosty brook
copper flicker
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100 moving things work well only on a serious desktop pc

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50 are already a problem on most PCs

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meaning.. yo will start to notive frame drop

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notice *

whole quarry
copper flicker
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is there anything I can do, other than.. particles?...

plush yew
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I'm using 64 sides for everything round or circular in my map

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is that too much?

whole quarry
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no

plush yew
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what is this error?

copper flicker
#

remco, I don't have an optimisation problem

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I have a CORE problem

vernal thicket
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@whole quarry looks like I had to convert the particle mesh to a curve coz particle meshes dont export

whole quarry
copper flicker
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if you shoot a bunch of projectiles, simple friggin projectiles, in Unreal, you start lowering FPS

plush yew
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english is not my native language

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I am so sorry

copper flicker
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at maybe 100 projectiles in the scene.. maybe 200

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meanwhile, in Unity I was pathfinding 1000 simple AIs on an old computer, at 60 FPS

whole quarry
#

you have a performance problem VM

copper flicker
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so I don't really udnerstnd why this IMMENSE difference in performance

whole quarry
#

it kinds of written in bold letters here

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¯_(ツ)_/¯

copper flicker
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oh you think??

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it's not me, it's Unreal

whole quarry
#

classic

copper flicker
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can anyone give me an idea.. of how to create performant movement, in Unreal?

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on the simplest obejct

whole quarry
#

Sure, do some profiling to pin down the actual performance problem

kindred viper
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@copper flicker did you do any profiling?

whole quarry
#

then you can fix that

copper flicker
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did you guys read what I wrote?

kindred viper
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yes

whole quarry
#

yes, did you read what we wrote?

kindred viper
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trying to help fella. Did you profile it at all? See what the cost per projectile is?

copper flicker
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sorry, don't wanna be an ass, I just have something that, to me, seems like a fundamental problem

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not a particular problem, only found in my scene

whole quarry
#

fundemental problems have fundemental solutions: do profiling to pin down the actual problem

copper flicker
#

well, how can you emit cheaper projectiles

frosty bloom
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By first finding out what's expensive with them -> Profiling

copper flicker
#

and yes, I'm pretty confused about unreal's profiling tools, complicated stuff there

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while my problem is really simple

kindred viper
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projectiles aren't that expensive really. But it depends on the logic for the projectile entirely.

whole quarry
copper flicker
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well, I'm talking about any generic projectile that anyone can creat, in Unreal

plush yew
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about my problem?

kindred viper
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@copper flicker the profiling documentation is tough to get your head around but its worth it.

copper flicker
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okok, let's leave profiling aside

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for a sec

kindred viper
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why? we need to know performance stats

whole quarry
#

leaving profiling aside means you're going to ASSUME the problem, putting you on a wild goose chase for eterinity

copper flicker
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how many projectiles can you spawn in an empty scene, before your fps goes under 60.. for example

kindred viper
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with a projectile component? Not sure. I would profile it.

copper flicker
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on your dev computer, which I presume is a beefy PC

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oh come on

whole quarry
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again assumption

copper flicker
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gimme a number

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😄

whole quarry
#

assumption is the mother of all fuck ups

digital anchor
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your dev computer with 64 cores will still have a 3.8ghz main thread, same as with your 10 year old pc

copper flicker
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you guys are religiously defending this idea...

kindred viper
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we are trying to help. You are trying to avoid being helped here. Just take the advice. Profile. Come back with millisecond accounts

copper flicker
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I just wanna find out how to create cheap movement, in theory

kindred viper
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pool your movement and interpolate it over delta time

whole quarry
#

in theory, you will need to do some analysing... with the profiler, get actual fact numbers

copper flicker
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well, in milliseconds I have game using some 15-20

trim silo
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I spawn a lot of projectiles at same time and not losing any fps

kindred viper
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15-20ms for any one thing means there is a problem

trim silo
#

maybe it's the particle effects you are using

copper flicker
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what does A LOT mean, Vale?

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nono, 15-20 for the entire game

digital anchor
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most likely sweeping geometry is the heaviest part...

copper flicker
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and it's only my projectiles that are the problem

wary wave
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spawning actors is expensive, but if you pool them it will become much cheaper

copper flicker
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if I turn them off, I have max fps no problemo

wary wave
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at which point the answer is hundreds if not thousands

whole quarry
#

^

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profiling is the awnser

copper flicker
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yeah, I checked spawning too, I can spawn them like mad, there's a small impact on performance

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meanwhile, projectile MOVEMENT alone is incredibly expensive

whole quarry
#

assumption

copper flicker
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no it's not

kindred viper
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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

whole quarry
#

so you did profiling?

copper flicker
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I know it is, I've had this problem for ages

digital anchor
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which function?

copper flicker
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Marc, I have no idea how to do that

kindred viper
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object pooling

wooden forge
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i have touch input 1 setup like this but why its not working on my android?

trim silo
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it's 60fps stable but i've did a gif with gyazo

copper flicker
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yeah, how do you do object pooling

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??

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I don't really understand pooling other than in theory

trim silo
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i also have homing projectiles too that find the target etc and no issues

copper flicker
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but in practive I've never seen anything like that done in Unreal

kindred viper
trim silo
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and they require more llogic and stuff happening

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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

copper flicker
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Valefor, so you're telling me you can spawn let's say 200+ or even 500+.. projectiles, and no performance impact??

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what kind of machine do you have....

kindred viper
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I could spawn 10,000 with virtually no performance hit with GPU particles.

trim silo
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Yeah projectiles aare literally just hitboxes

copper flicker
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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

trim silo
#

triggers

wooden forge
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i have touch input 1 setup like this but why its not working on my android?
@wooden forge could someone help me with this?

trim silo
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It's probably due to particles

copper flicker
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projetiles have proj MOVEMENT component, which seems to be quite expensive

whole quarry
#

it's not me, it's Unreal
To bad there isnt a bot to store quotes

kindred viper
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its probably due to not profiling and finding out what the exact issue is down to the function ;p

copper flicker
#

Remco, it IS Unreal, again, my tests in other engines have been successful 😛

whole quarry
#

Tests? You havent profiled

kindred viper
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thats a ridiculous statement

whole quarry
#

what tests?

copper flicker
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ok, I was hoping for some ideas, not religious defending of Unreal

whole quarry
#

lmao

copper flicker
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I am using Unreal.. cuz of reasons... but I do have problems with movment

kindred viper
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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

digital anchor
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anyone here can program a projectile faster than unreal's in 5 mins because they can profile see wheres the bottleneck and fix it

whole quarry
#

doing proper analysing using the tools provided by UE4 to pin down performance problems became somehow a "religious defending"?

digital anchor
#

noones defending unrela

whole quarry
#

are you a troll? 😄

digital anchor
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u just gotta know where the problem is

copper flicker
#

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?

whole quarry
#

either a troll or just really really stubborn, which one is it?

copper flicker
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stop it Remco

kindred viper
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@copper flicker no because broken code doesnt work

copper flicker
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I'm talking about a simple test...

tight prawn
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anyone here with experience releasing games ?

kindred viper
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you aren't testing anything mate.

copper flicker
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and you guys send me to profiling

kindred viper
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you are refusing to profile

exotic thicket
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1000 objects is nothing :P

wooden forge
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@copper flicker you should use instanced static mesh, it'll be kinda complicated to set it up but it'll be rewarding

kindred viper
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thats not testing anything

digital anchor
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unreal does have a problem with sweeps being slow, but theres nothing unfixable

whole quarry
#

ISM for projectiles? what?

exotic thicket
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we were just talking about Satisfactory on the other channel which definitely supports a thousand moving things easily

copper flicker
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Sage, I have a movement problem, not a geo problem

whole quarry
#

you have a performance problem

copper flicker
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yes, specifically related to movement

whole quarry
#

you dont know

copper flicker
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if I kill movement I have no more problemo

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yes I know

kindred viper
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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.

whole quarry
#

how? you make assumptions without using profiling

plush yew
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I'm using modular meshes, what am I missing that is making the lightmap display seams?

copper flicker
#

ok, we are not getting anywhere like this.. I'm sorry I bothered this chat.

kindred viper
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so are we

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wasting our time

exotic thicket
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Easiest way to get good answers = being stubborn and refusing the advice you're being given

copper flicker
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I didn't wanna.. I just asked some questions

whole quarry
#

you got the awnser

copper flicker
#

profiling is not the answer in this situation

trim silo
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About 50 AI actors with pathing roaming and chasing

copper flicker
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but it's the only answer I got

kindred viper
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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

trim silo
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60fps stable

whole quarry
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you dont agree with the awnser, doesnt mean the awnser is right though

exotic thicket
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@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

whole quarry
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multiple people are giving the same awnser, that should lit a light bulb somewhere

copper flicker
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yes, it's true, I should profile and see exactly what my problem is

tight prawn
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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

copper flicker
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but profiling is completely ALIEN sht in Unreal, I don't understand anything

trim silo
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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

copper flicker
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so I don't think I can do it

tight prawn
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and it performs perfectly

trim silo
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without any complicated pathing

copper flicker
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Vale, what kind of AI is that

trim silo
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blackboard and blueprints

kindred viper
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@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

copper flicker
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Remco, yes, I know how to start those profiling tools

trim silo
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with perception componnennt

whole quarry
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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

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simply as that

copper flicker
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but they don't help .. if I don't really understand what they write there 😄

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again, Valefor, are you using Movement Component?

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I mean Character Movement

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?

trim silo
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yes

copper flicker
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that's impossible then

trim silo
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because otherwise they wouldn't be able to move

copper flicker
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it's only going to work well on your maachine

tight prawn
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if there is AI, Controller, or anything that moves, you're doing it wrong if you don't use Character class

copper flicker
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unreal's character movement is unusable on large numbers

tight prawn
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unless you have very specific needs to write your own movement stuff

trim silo
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no i've tested it on other machines with gtx1050 etc

copper flicker
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weird... makes no sense man

trim silo
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It does

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the point is, it's something in your code or particles

copper flicker
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I have used Character Movement, it's so expensive it's impossible to use

tight prawn
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you're literally calling something that's used in the largest kinds of multiplayer "unusable"

copper flicker
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no, I tersted on the simplest scene, with simple obejts

tight prawn
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and you can't decide it's expensive or not without profiling

cerulean sandal
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Hey, how could i make a camera bob when the character takes a step? (first person)

copper flicker
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I initially thought it was pathfinding. it's not. it's just movement

whole quarry
#

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

tight prawn
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^

trim silo
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do you have navmesh in ytour scene

copper flicker
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nope

vernal thicket
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How do some of you make hair for the your models?

copper flicker
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not anymore

kindred viper
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@cerulean sandal you can put the camera on a spring arm and set the constraints

copper flicker
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😄

vernal thicket
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I'm finding this quite a complicated subject

trim silo
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so without navmesh characters wont move

copper flicker
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Vale.... haha... I'm not using char movement

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and I don't need navmesh.

cerulean sandal
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@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?

kindred viper
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@vernal thicket there is a new groom tool for UE4. Not used it yet but it looks amazing

vernal thicket
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Where's that at?

copper flicker
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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

kindred viper
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@cerulean sandal by making the character head move up and down during the walk animation. Then the spring arm reacts with inertia

cerulean sandal
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@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

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its just a camera that can move around

trim silo
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¯_(ツ)_/¯

tight prawn
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good luck with your endeavors

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now

kindred viper
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@cerulean sandal ahh then simply animation the inertia

tight prawn
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has anyone here done a proper release in steam ?

trim silo
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as i've shown i can get like 50 AI that has pathing all using the movement component

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no impact on performance

cerulean sandal
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@cerulean sandal ahh then simply animation the inertia
@kindred viper wut

whole quarry
#

@tight prawn i've my game on steam (its just hidden)

trim silo
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they all have hitboxes and they all have a lot of code

kindred viper
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@cerulean sandal its spelled "what?" but anyway..... you animate... the movement... of the camera.

tight prawn
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well, i have a bit of abstract questions

trim silo
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so it's something on your end not unreal

tight prawn
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about releasing a game and all

copper flicker
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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

whole quarry
#

@tight prawn oh god, plz no, Steam is a nightmare :>

tight prawn
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when do you decide it's something that would be released

cerulean sandal
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@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

whole quarry
#

when you feel like its good enough for initial release

tight prawn
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it's not platform specific

copper flicker
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it's clearly not something on MY end... it makes no sense. I'm using the same software as you guys

kindred viper
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@cerulean sandal pet peeve of mine. bruh and wut bug me :p

tight prawn
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just assessing how this stuff goes

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@copper flicker you are not using the same "software"

trim silo
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@copper flicker if it works fine for 1000000 people and only you have this issue = problem on your end

cerulean sandal
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@cerulean sandal pet peeve of mine. bruh and wut bug me :p
@kindred viper da heck

trim silo
#

or very rare case of some bug

whole quarry
#

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

copper flicker
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I can make a scene some generic projectiles moving.. the same results should happen on my end as on any other similar machine anywhere

kindred viper
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you say that but ive played Ubisoft games @whole quarry :p

whole quarry
#

else, do a soft release with early-access

trim silo
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do you use event tick?

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how does the code look

kindred viper
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the projectile component uses tick

trim silo
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there is so many things that can be responsible

whole quarry
#

@copper flicker you're running in cicles without profiling

tight prawn
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without even showing us some of his code

trim silo
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if you are using Tick on 1000 projectiles

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then no wonder it's an issue

tight prawn
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we're going nowhere with this

kindred viper
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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

tight prawn
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i'm sorry

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but how do you decide you need to rewrite a base component

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because of performance iss²ues

kindred viper
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when its bloated and costs too much

tight prawn
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without even profiling it

copper flicker
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does this help in any way..?

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O o

kindred viper
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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

copper flicker
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there's the complicated profiler... with 1 trillions stats

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one mo...

whole quarry
#

are you using Event Tick ?

copper flicker
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ok, so what does that mean

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yes

trim silo
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how many

whole quarry
#

can you screenshot that for us?

copper flicker
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to generate movemnt

trim silo
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that's the problem

wary wave
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that's not the actual profiler - use the profiling tool

trim silo
#

if you are using tick for 10000 actors

wary wave
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rather than just the debug stats

copper flicker
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only 30 actors or so

trim silo
#

still

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it's 30 actors

whole quarry
#

can you show the stuff you have on Event Tick?

trim silo
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ticking lliterally each second

copper flicker
#

the profiling tool is infinite.... in its complexity and stats

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😄

trim silo
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or whatever the tick rate is

copper flicker
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I wouldn't know what to show you, there are 1 infinite stats

trim silo
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the point is you shouldn't really use tick

whole quarry
#

open the bp where you use the event tick and screenshot that plz

copper flicker
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maybe, but I have no idea how to follow the player other than this...

wary wave
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if they're homing, then they'll be ticking

digital anchor
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if you use session frontend you will see how much of it is sweeps and code

copper flicker
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that;s the bulk of it

digital anchor
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i just tried a few hundred projectiles here, no BP code, around 0.5 ms for C++ code and 6ms for sweeping

copper flicker
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the last 2 are simple checks

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and rarely trigger code

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so yeah, these are not the simplest projectiles, they use movement input

trim silo
#

that's the function

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we need event tick node

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from actual code

copper flicker
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but I only have 30-50 in a scene

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I uploaded all

trim silo
#

sry didn't show for me

digital anchor
#

its on the top screen valefor

trim silo
#

now it popped up

copper flicker
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the second image

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shows the function that calculates player position

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it's tiny.... but maybe you get an idea

cerulean sandal
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ok now the camera bobs, i just need a way of smoothly resetting its position when the player is not moving

copper flicker
#

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

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no code on tick

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in fact, the char movement component alone, without any navmesh being used, is enough

digital anchor
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char will be much slower, if you want so many actors you probably want something custom

copper flicker
#

exactly, that's my problem

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I've asked for oppinions here before, I was told this

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but I can't make my own movement component, I don't speak C++

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😄

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so I tried projectile movement instead

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any other ideas..?

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I didn't try physics

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I was thining proj movement would be cheaper

digital anchor
#

projectile is fine, your poroblem is BP vm tick cost and geometry sweeps

copper flicker
#

I think in Other Engines I'd be using physics for movement..

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what's geometry sweeps?..

digital anchor
#

the whole Overlap/block event checks

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those are costly

copper flicker
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hmmm.. I did have overlap issues before

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but I don't see any way around that

trim silo
#

So i just looked through code in my game ebcause i also have homing projectiles annd we don't use event tick at all

whole quarry
digital anchor
#

id say probably 60% of your frame time are those checks

copper flicker
#

I mean around AIs having to check

wooden forge
#

anyone know why tap not working on android? it only detects "moved" , neither pressed or released working

digital anchor
#

they show here on the profiler

copper flicker
#

ok.. but I need those checks

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it's not possible to follow and unfollow player without checks

digital anchor
ashen cape
#

I have a homing projectile setup

#

sec

trim silo
#

I'm asking a friend to come and help you

#

there he is

copper flicker
#

maybe the problem is that I'm doing something on tick...

trim silo
#

we have homing projectile without tick

#

the tick is the problem that's what ruins the framerate

ashen cape
#

it's in the Projectile Movement component. Combine that with a "target actor" object reference and you're good.

whole quarry
#

Event Tick should be avoided. I can;t believe Epic hasn't added a giant warning label on it yet

ashen cape
#

i'll show u, opening project atm

whole quarry
#

@copper flicker check the video I just posted, it explains the whole ProjectileMovement thing

ashen cape
#

yea Event Tick should only be for small operations or constant checks.

copper flicker
#

yeah I know Tick is bad... but in some rare cases.. I need it

ashen cape
#

e.g. checking a boolean variable

copper flicker
#

ok, thanks

ashen cape
#

posting an image in a sec, just need the project to open...

copper flicker
#

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

digital anchor
#

are your projectiles blocked by enviroment? like walls and stuff?

copper flicker
#

yes

#

always...

#

and they jump over them

#

😄

ashen cape
#

here it is

copper flicker
#

so I need AIs to move, climb, fall

trim silo
#

that still shouldn't be issue

ashen cape
#

A component and selecting a target to home in on on BeginPlay

digital anchor
#

@copper flicker so its not actually projectile, but a floating pawn?

ashen cape
#

Is it a projectile or what is it intended to do?

trim silo
#

yea the guy wants projectiles to home on target

#

but has fps issues

kindred viper
#

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.

copper flicker
#

oh crap.. Takain, you're right... I'm stupid, it IS floating pawn

#

not projectile movement, I for got!

ashen cape
#

Well if it's a floating pawn, that's more like a flying enemy.

copper flicker
#

O o

#

yeah, I ended up with that, sorry, not with proj

ashen cape
#

oke

#

👌

copper flicker
#

@kindred viper oh wow, I never knew about that overhead, thx!

ashen cape
#

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.

copper flicker
#

how do you make anything move tho.. in BP.. no C++.. without using components

ashen cape
#

Depends on what type of actor it is.

trim silo
#

you use movement component

ashen cape
#

Movement component, add impulse, launch character, projectile movement

copper flicker
#

Valefor, sorry to say again, but no. haha

trim silo
#

Depends what you want to move

#

if it's a character you do movement component

kindred viper
copper flicker
#

movement component is only good for the player

trim silo
#

and AI

copper flicker
#

I wouldn't use it for more than 4-5 characters

trim silo
#

i've shown you 50 workinng fine

copper flicker
#

I want 50-100

trim silo
#

: d

tight prawn
#

movement component is for anything that moves

copper flicker
#

I doubt that

tight prawn
#

I have thousands

copper flicker
#

I've already tested this A LOT....

ashen cape
#

yea movement is for anything that moves

tight prawn
#

moving

ashen cape
#

that isn't a projectile

trim silo
#

But you are using EVENT TICK

#

that's the issue

tight prawn
#

AI in open world

copper flicker
#

Vale, I'

trim silo
#

if you are using event tick for 100000 enemies

thick herald
#

Can easily have a couple of hundred AI wandering about with movement component

tight prawn
#

walking around, setting shops, buying stuff interacting with each other

copper flicker
#

sorry, I'm using TICK only in this here example

trim silo
#

of course it's going to ruin fps

ashen cape
#

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

whole quarry
copper flicker
#

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

kindred viper
#

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

trim silo
#

it's not the character movement component that is the issue, it's your setup

tight prawn
#

I don't know what you are making that requires more power than Batman Arkham Asylum

copper flicker
#

yesyesyes, I'm watching, gonna go watch now, byeeee

tight prawn
#

or Fortnite or whatever any other project that uses UE4

whole quarry
#

@kindred viper I've even disabled the default BP tick in the engine settings :d

kindred viper
#

yeah better to be off by default and switch it on when you need

tight prawn
#

Event Tick exists? 😮

digital anchor
#

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

kindred viper
#

although if its not hooked up its compiled out anyway

copper flicker
#

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.

vernal thicket
#

Do you need 4.24 for groom?

kindred viper
#

@tight prawn some actors have bCanTick so yeah its a base thing

plush yew
#

I can't fix this problem yet

#

please help me

copper flicker
#

Takain, I will google and try to understand what you mean by sweeps

trim silo
#

So if you have actors with no code, nothing and your FPS is bad then it's your device

copper flicker
#

atm I have no idea

tight prawn
#

I know i was just making a joke about never using event tick :p

copper flicker
#

O o

whole quarry
#

@copper flicker The ProjectileMovement is made for just that, unlike Character Movement.

trim silo
#

if it's literally example map

whole quarry
#

no C++ required to use it

copper flicker
#

no Vale... it's the Movement Component, it's really complex

trim silo
#

with actors

tight prawn
#

Yesterday i was so near using tick just for Rinterp rotation

trim silo
#

Ok this guy is a troll

digital anchor
#

a sweep is like a line trace, but for geometry

tight prawn
#

and then i used a timeline

copper flicker
#

and my PC is not the issue here, the player's PCs are the real issue

whole quarry
#

lol

#

golden

digital anchor
#

CMC does plenty of those per tick

plush yew
kindred viper
#

@plush yew your sequence reference is missing. Its trying to access it before it exists

plush yew
#

so?

#

hmm

#

how

copper flicker
#

and I don't really appreciate when conversation get aggressive and people start calling other people trolls

tight prawn
#

cast it

#

cast it to whatever class that has Play and Play Reverse @plush yew

plush yew
#

a okay

whole quarry
#

It's either troll or being really stubborn to refuse the people input as information or knowledge just to help you

plush yew
tight prawn
#

that should tell the engine where "exactly" those functions exist @plush yew

copper flicker
#

I'm not trolling anyone here and you're not really helping, but rather being aggressive with your accusations

plush yew
#

yeah I did it but again nothing

#

the door doesn't open 😦

tight prawn
#

@plush yew I don't think that's the cast

plush yew
#

what i need to cast to? wtf

tight prawn
#

Sequence Player, calls Play and Reverse Play functions

plush yew
#

I didn't cast to these things before and I didn't have problems before

trim silo
#

@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.

copper flicker
#

meanwhile, others have indeed helped, and I appreciate, thanks!

plush yew
trim silo
#

And we all use it and it doesn't cause any issues.

tight prawn
#

cast that Sequence Player to whatever class that has those functions

whole quarry
#

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.

tight prawn
#

hummm

copper flicker
#

Vale, that's exactly what I'm saying, and has been confirmed by other here

#

others *

kindred viper
#

well it does cause some issues.

#

but thats the nature of such a thing

digital anchor
#

projectile movement component (ticking) without sweeps:

plush yew
#

which class has these functions?

digital anchor
#

can spawn 1 million of those no problem

trim silo
#

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

tight prawn
#

@plush yew what are you trying to do exactly

#

make the charater play a door opening animation ?

copper flicker
#

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

digital anchor
#

nope, they are going to infinity, im spawning on tick so thats why its 80fps

#

if theyu were pooled it woul be 200fps

whole quarry
#

editor FPS != actual FPS when packaged

copper flicker
#

yes, I know

#

but the difference is not major

plush yew
#

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

tight prawn
#

so the player plays the animation ?

copper flicker
#

in FACT.... my editor FPS is higher than Customer Owning a Decent Gaming Laptop FPS!

plush yew
#

now I opened my other project and it is only this and it works

kindred viper
#

@copper flicker truth be told, editor performance lately has been terrible for me, so I test a lot more in standalone now

trim silo
#

So it's their laptop that's an issue

#

not necessarily the project

#

or the engine

copper flicker
#

marc, I tested in both editor, standalone, and my 2 laptops standalone

kindred viper
#

fair enough

copper flicker
#

and my editor FPS is better than on my laptops

tight prawn
#

@plush yew I'm not quite sure, but maybe you could use Play Animation node ?

copper flicker
#

maybe one of the laptops is a bit better

#

running the packaged game

kindred viper
#

mine tanks often. Looks like some translucency rendering issue but I can't say for sure

whole quarry
#

If I would use my laptop as benchmark, then all my projects wouldnt exceed 10 FPS at any time

tight prawn
#

use "Other Actor" cast it to your player class

#

from your player class call play animation

copper flicker
#

Remco, a game needs to play on a potato, ideally

tight prawn
#

and plug it there

copper flicker
#

any game

whole quarry
#

no, it needs to be able to run at your target audience

plush yew
#

I don't use the play animation node? @tight prawn

whole quarry
#

i wouldnt care if a pentium 2 wouldnt be able to run a game

copper flicker
#

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

plush yew
#

I have still problems with this

tight prawn
#

@plush yew oh yes, after you cast, get a refrence to Mesh (skeletal mesh)

plush yew
#

I tried to create again the trigger box

#

nothing again 😦

copper flicker
#

but then I do want the graphics and the monsters..... to run in my scene

#

O o

#

😄

whole quarry
#

you dont "ask customers to have decent pc's", you tell them what the minimum requirements are

tight prawn
#

and there you call Play animation

copper flicker
#

yes

plush yew
#

this?

#

huh?

copper flicker
#

and I don't wanna have to tell them Min Specs = Desktop PC with GTX 1060 or more...

whole quarry
#

its impossible to please everyone

vernal thicket
#

Do you need ue2.4 for the groom import plugin?

tight prawn
#

@plush yew Get Skeletal Mesh

#

is the node you're looking for

kindred viper
#

@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.

plush yew
#

this?\

tight prawn
#

good

#

now Mesh, you will find Play Animation

copper flicker
#

Marc, I don't think I will afford QA, unless my game actually reaches any kind of audience.. but good point 😄

plush yew
#

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

tight prawn
#

wait what

kindred viper
#

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

plush yew
#

you see this?

#

when he enters the green box

#

the door will open

#

when the player joins they don't open 😦

whole quarry
tight prawn
#

oo

#

you should have said so

thick herald
#

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

▶ Play video
plush yew
copper flicker
#

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

tight prawn
#

alright then

plush yew
#

you should have said so
didn't I tell? XD

whole quarry
#

it tells you what the avarage hardware is that steam gamers use

tight prawn
#

Maybe it's my mistake doesn't matter

plush yew
#

ok np

#

now what?

tight prawn
#

let's solve your issue 🙂

plush yew
tight prawn
#

give me a moment

plush yew
#

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 😦

copper flicker
#

cool, thanks Remco!

#

brb, gotta check these references you guys gave me

tight prawn
#

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

plush yew
#

okay

#

will remove it

tight prawn
#

where is this code? Game Instance? Map blueprint ?

plush yew
#

level blueprint

tight prawn
#

alright

plush yew
#

I created it there only and have not problems before

tight prawn
#

okay

#

look click on the door actor

#

THEN open the level blueprint

plush yew
#

door actor?

kindred viper
#

@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

plush yew
#

it is mesh

tight prawn
#

so the trigger box, the door, and the animation are three separate things in your level ?

plush yew
#

yes

tight prawn
#

well, i'd advise you to make them in a single actor blueprint

#

but it's not a requirement

plush yew
#

okay

#

but how before it worked without problems

#

now it cause 😦

tight prawn
#

click on your DoorAnimation

#

Then open the level blueprint

plush yew
#

I did it the same

#

okay

tight prawn
#

right click, the menu will have get reference something something (it will be at the top of the menu)

plush yew
#

yeah

#

I did it the same

#

but will do it again

tight prawn
#

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

plush yew
#

this -right?

tight prawn
#

in some instances, the editor goes nuts if you copy paste code

#

yeah

plush yew
#

4.24.3 version I use

#

come on, why you don't work, fucking doors

tight prawn
#

it happens in every version

#

does the error happen ?

plush yew
#

yes

tight prawn
#

or the animation doesn't work ?

plush yew
#

no

#

I test it

tight prawn
#

show me the error again

plush yew
#

I entered and backward and the same one more time

#

that's why it is 4

tight prawn
#

okay

#

can you cast the DoorAnimation to

plush yew
#

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 😦

tight prawn
#

hummm

copper flicker
#

@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.

tight prawn
#

just cast to

#

don't write door

#

just cast to and let's see what's there

plush yew
#

what and how to cast?

kindred viper
#

@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

tight prawn
#

the error says that Sequence Player doesn't exist in DoorAnimation

#

that's basically it

plush yew
#

hmm

copper flicker
#

no I mean physics for the cylinder

kindred viper
#

@copper flicker the collision cylinder?

copper flicker
#

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

kindred viper
#

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

copper flicker
#

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

#

😄

kindred viper
#

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

plush yew
#

that's basically it
@tight prawn so?

#

will try to recreate them again

#

to delete the doors and animations

copper flicker
#

I wish Unreal had C# or something readable...

novel oriole
#

Does ue4 have any built in sort algorithms, or do I have to code it in myself

copper flicker
#

: D

kindred viper
#

@copper flicker it does. C# via Mono

copper flicker
#

wut?..

kindred viper
#

it also has python

copper flicker
#

Unreal??

kindred viper
#

yeah

novel oriole
#

Not for gameplay programming

#

Python I mean

copper flicker
#

well, if it's an unsupported feature.. it's not really safe

midnight gate
kindred viper
#

i've not use it myself. I hate python. reminds me of writing actionscript 1.0 :p

novel oriole
#

Blueprints is pretty readable @copper flicker

midnight gate
#

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

copper flicker
#

yeah, I mean, I wish Epic would consider including an official scripting language, for scripting gameplay

kindred viper
#

they are

steep sandal
#

HELP !!! Any idea to make visual studio autocorrect better for ue4 cpp

copper flicker
#

BPs are very readable, yes

#

and very slow

#

and C++ is not a scripting language, for gameplay

kindred viper
#

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.

steep sandal
#

@plush yew what

#

@plush yew how much

kindred viper
#

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......

quiet latch
#

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?! ^^

steep sandal
#

@plush yew what is it called

whole quarry
#

Is there a way in Blueprint to convert a String character to a char or am I stuck to C++ for that? 😄

kindred viper
#

@quiet latch I agree. What is worse than learning C++ for me, is learning 2 or 3 languages just to use one program.

digital badger
#

Is there a terminology difference between Map and Level?

kindred viper
#

@digital badger Level is generally a World or UWorld

#

Map can mean a couple of things

#

yeah

digital badger
#

@plush yew That's different isn't it? Because the editor refers to the multiple "maps" as sub-levels.

quiet latch
#

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

digital badger
#

So is a map a sub-level or a level

#

I've noticed, that's why I'm curious about the differences

kindred viper
#

@quiet latch do you get many viewers? I was thinking of streaming an entire game development cycle

oak linden
#

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

steep sandal
#

@plush yew is rider got a good autocomplete (Snippets) for ue4 cpp

digital badger
#

@kindred viper I was tempted to do that, but knowing me I would stop mid way :/

kindred viper
#

@digital badger I figure it would be motivational if anything

quiet latch
#

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

digital badger
#

@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

steep sandal
#

@plush yew is it better than visual studio

digital badger
#

Perhaps that'll change with the full version.

steep sandal
#

@plush yew I dont want to try something not worth

#

@plush yew what are u using for cpp

digital badger
#

notepad

steep sandal
#

@plush yew I used too

#

But how is the autocomplete work with u mine is slow sometimes

tight prawn
#

you have two options

#

Visual Studio (+ VTAssistX)

#

or Intellij Rider for Unreal Engine

digital badger
#

@steep sandal Make sure all the files are indexed before you start writing in VS

steep sandal
#

@tight prawn not free

digital badger
#

That's why intellisense is slow

tight prawn
#

Intellij Rider you get a free one year license

digital badger
#

But rider is still in development

steep sandal
#

@digital badger what do u mean indexed

wooden forge
#

Anyone know why i cant detect taps on android? Input touch only detects when finger moves but cant detect tap

tight prawn
#

and so does VTassistX

#

pick your poison

digital badger
#

@steep sandal When you open a cpp file, the IDE essentially scans all of the included header files and builds intellisense

tight prawn
#

my suggestion to you is to use an SSD

digital badger
#

@plush yew Klogg squad where u at

tight prawn
#

otherwise you won't have fun

steep sandal
#

@digital badger is that work with visual studio

tight prawn
#

either that, or go raw ed

digital badger
#

sudo nano

tight prawn
#

i'm a nano guy myself

quiet latch
#

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 😄

digital badger
#

@steep sandal That's how all autocorrect works essentially. As mentioned by the other users

steep sandal
#

@digital badger mine its working that good how to fix it

digital badger
#

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.

quiet latch
#

woops.. not pubished yet... 1 min

digital badger
steep sandal
#

@digital badger I got what do u mean

#

But after this done the autocomplete is weak

quiet latch
#

okay.. posting now ^^ design chat

digital badger
#

define weak I'm not sure what that means.

steep sandal
#

Like when I type UP I want it to show me the options like UPROPERTY

digital badger
#

That's a macro

#

it won't show that.

#

(without VAX of course)

novel oriole
#

Rider does that but thats in beta

steep sandal
#

@plush yew Aha

novel oriole
#

The beta license is only a year

#

after that, ya need money

digital badger
#

Or just win the UE Game Jam and get 1 year free 😄

novel oriole
#

or get a student license like me

digital badger
#

And there's 4 jams a year

steep sandal
#

Ok I will try thanks for all of you

digital badger
#

So like 4 chances

tight prawn
#

excuse me

#

there are 4 jams per year ?

novel oriole
#

yeah

tight prawn
#

with the same prizes as the last one ?

novel oriole
#

spring

#

summer

#

autumn

digital badger
#

Epic Games one

novel oriole
#

winter

tight prawn
#

yeah

digital badger
#

With VAX as a finalist prize

tight prawn
#

I'm interested in Army of One

digital badger
#

Wait there's 5 isn't there?

tight prawn
#

that sweet sweet workstation

digital badger
#

Megajam?

quiet latch
#

waste of time... gang up and make something worth while ^^

novel oriole
#

GMTK Game Jam my favourite, loads of creative people

tight prawn
#

yeah i'm participating this year

novel oriole
#

with game design being the most important

tight prawn
#

gonna use godot tho

#

ue4 looks like an overkill for GMTK

novel oriole
#

yeah

#

Godot or unity, something easy

digital badger
#

Hopefully the theme of the GMTK one isn't as bad as the UE spring one

tight prawn
#

but really guys, 4 jams all with a chance to win a monster PC ?

digital badger
#

I was so excited then I just left when I saw that theme lol

novel oriole
#

Godot is really good for speedy stuff

digital badger
#

@plush yew Yes it does, I tried to switch to it but after years of UE4 now I can't lol

novel oriole
#

and it has decent rendering features

#

The point of GMTK isnt graphics anyway

maiden sundial
#

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

novel oriole
#

Its focus is on Game design so you can have an ass looking game, but if it has good game design, mmmmmmmmmm

tight prawn
#

^ this was my entry to the Spring Jam

#

an openworld game lmao

#

scope was too large, couldn't deliver a working build on time

digital badger
#

I don't see a world composition window 👀

tight prawn
#

i mean, the build i uploaded was broken

novel oriole
#

@plush yew Once you get the hang of unity, its pretty easy without extras

tight prawn
#

the map is 4000x4000 i think

#

i was so sure i'd win the army of one prize

#

until i found the submissions closed

novel oriole
#

But Godot is my go-to for game jams

tight prawn
#

saddest story of anime

novel oriole
#

and prototypes

kindred viper
#

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?

digital badger
kindred viper
#

shoulda switched that

novel oriole
#

is that yandere sim

#

lmao

tight prawn
#

"if this.randomize"

digital badger
#

Yes, meme of 2020.

tight prawn
#

totally random XD

kindred viper
#

@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

novel oriole
#

Nah, I read like all the Cpp changelogs

digital badger
#

@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

novel oriole
#

never seen switch strings

quiet latch
#

enums exist ... it's not only a legend

digital badger
#

Eye colour should be an enum imo

#

ayy

novel oriole
#

theres a hacky way that i did once, convert all chars to bytes. i used to think i was a genius for that

quiet latch
#

Eye color should be a FLinearColor

digital badger
#

I hope UE5 becomes more widely adopted.

quiet latch
#

YOU're adopted... sry.. couldn't restst 😄

novel oriole
#

I reckon UE5 isnt going to have much improvements for programmers

#

mainly designers

#

which is cool

#

as a generalist

digital badger
#

Nowadays art trumps programming in most cases.

novel oriole
#

but I really want them to swap the macros for something better, but idk what

digital badger
#

You can have the best mechanics but if the art is too bad a normal consumer wouldn't care

kindred viper
novel oriole
#

yeah

digital badger
#

I don't read up on unity, but isn't there a new rendering pipeline?

novel oriole
#

the square brackets reflection is amazing

#

@digital badger I played around with is, looks nice, not practical, shaders break every 5 seconds

quiet latch
#

@kindred viper neat prototyping tool .. but when you get REAL.. yeah.. enums

novel oriole
#

@plush yew you can create custom reflection with square brackets

#

oh

#

well

digital badger
#

I wish UE could have better mod support. That's one of the biggest features which I think UE is missing.

novel oriole
#

still fun

#

Unity has barely any mod support

#

and thats like the other major engine

kindred viper
#

@digital badger its all there, you just can't use any editor stuff and half of what is used is editor stuff

novel oriole
#

Idk about cryengine though

quiet latch
#

lol

digital badger
#

@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

novel oriole
#

basically, unity programming good, everything else, always unstable

digital badger
#

Enterprise devs can do what Ark did and have a modkit in the UE launcher but I assume that's heavily vetted

novel oriole
#

literally EVERYTHING in unity is in preview lmao

kindred viper
#

@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

novel oriole
#

at least Unity has SVG support though

kindred viper
#

Unity only just switching to forward for VR?

#

@novel oriole if you mean vector graphics, theres support for that in a plugin

digital badger
#

@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.

novel oriole
#

i dont have enough money for that plugin lmao

digital badger
#

Modding support is the only good part of gamebryo - and it's probably the gold standard to reach for

novel oriole
#

source has good modding

plush yew
#

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?

barren parrot
#

lol, i just wanna make games, but its like real confusing XD

kindred viper
#

@digital badger it would be a cool marketplace item tho

plush yew
#

And this is a very large first inital push

#

My first one for the project

digital badger
#

@novel oriole Doesn't source require 3DS Max?

novel oriole
#

Idk never tried it

kindred viper
#

@barren parrot at some point it stops becoming confusing and more like "ugh I've got another 2000 hours to go on this grind".

novel oriole
#

I just know that me and my mates play csgo with mods

plush yew
#

Can someone at @plush yew with an explanation please

#

When you have it, if you do

novel oriole
#

Try using github desktop

digital badger
#

@plush yew Don't use Github for large binary files.

#

Git wasn't made for that.

novel oriole
#

If you arent familiar with git

digital badger
#

Git LFS is, but I'm unfamiliar with it's setup and usage

novel oriole
#

apparently perforce is good

kindred viper
#

is git LFS good though?

digital badger
#

Subversion gang

novel oriole
#

ew git lfs

plush yew
#

This is what I have

digital badger
#

Oh nice.

#

Sorry for the misinfo then!

plush yew
#

When I go to publish branch, it fails with the prompt

kindred viper
#

perforce is my choice for projects, but I have to use github for engine

plush yew
#

I went here and it told me to run a command, do I do that in Gitbash?

novel oriole
#

probably yeah

#

My git is getting rustier by the day

plush yew
#

lol

#

Im coming from a heavy end of Unity since 2012

novel oriole
#

All i need tbh is is make pull request, merge

plush yew
#

but I love UE

#

So I used to use Unity Collab

#

Is GitHub the best way to backup a project

novel oriole
#

No

plush yew
#

With Unreal

#

I need to share the project with other devs

novel oriole
#

Backup is shoving it in a hard drive

plush yew
#

@plush yew Fair enough

#

Correct

#

My apologies

#

👍

digital badger
#

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

plush yew
#

Appreciate the correction

kindred viper
#

first time I made that mistake, was the last time

digital badger
#

It's been my solution for a good while now

plush yew
#

I do have a budget

late gorge
#

Hey, does anyone know if there's a work around/fix for the compiling issues in 4.24?

kindred viper
#

yeah its a demon but when you get it to work, it just works

plush yew
#

Need to backup and share

#

so for another dev I'm hiring

novel oriole
#

i just dont use version control, I use ctrl+z like a pro

plush yew
#

an MP level designer

digital badger
#

@late gorge I had that, which compiler version are you using?

plush yew
#

If you know anyone then pass the word on please

kindred viper
#

@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 😄

plush yew
#

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

kindred viper
#

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

plush yew
#

Its setup

#

for Git

#

Im pushing through Github desktop

#

but it's failing

#

everytime

#

I have a repository setup on Github

novel oriole
#

delete the .git folder

plush yew
#

and it's private

novel oriole
#

and try again

plush yew
#

I'm pretty sure it's just pushing a very large commit

#

VERY large

#

and failing due to that

#

As per the error I stated

#

Okay

#

Yeah, I read that SSH is a better method

#

Ugh, Im so new to Git workflow