#ue4-general

1 messages ยท Page 807 of 1

open gorge
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you can just create a new blueprint class

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and base it on your custom game isntance

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sec i'm mid build

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i'll take a screenshot in a sec

alpine laurel
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i am trying to use steam advanced sessions and that requires a blueprint game instance, but my game instance is c++

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thanks

lucid socket
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Why would it require a BP?

alpine laurel
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the tutorials i have found have all been in bp so

rough knoll
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my unreal is still freezing my pc when i package

open gorge
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advanced sessions and steam advanced sessions are blueprint only function libraries @lucid socket

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through the use of proxies

rough knoll
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i have no idea what to do at this point

lucid socket
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Sure, but it'll be implemented in C / C++.

rough knoll
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the only option i see is buyin more ram and then i wont be able to package it for a few mor days

lucid socket
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So you should be able to just call those functions.

open gorge
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@rough knoll ?

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is it a specific error?

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or just freezing?

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how are you packaging?

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in editor?

rough knoll
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@open gorge when i package my game halfway through shader compiling the whole pc freezes

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yes

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it uses 99% of my ram and i assume thats why

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it doesnt freeze my pc until it gets to atleast 97%

open gorge
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what are your specs?

rough knoll
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i7-4790k, 12gb ram, rx 570

open gorge
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yeah

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that's not a RAM issue

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give me a minute

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I have a solution for you

distant totem
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@rough knoll this community has helped me out immensely, if you want, and your comfortable, you can send me the project and I'll send you a packaged version back, you can even see if you can find a free NDA template if you want

open gorge
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I was just going to send him a command to run in cmd to package that way

distant totem
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try his solution though for sure

open gorge
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since that's all packaging does

rough knoll
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ill definitely try it

open gorge
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@lucid socket if you're working in C++ then you should just call sessions normally.

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Advanced Sessions was designed purely for BP

rough knoll
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if it doesnt work im cool with that @distant totem, all it is is an alpha i want to give to my friends to playtest and find bugs

open gorge
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and the functions aren't callable in C++ directly

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@alpine laurel 3 Steps:

1. Right Click in Editor and Select Create Asset -> Blueprint
2. Click the drop down for all classes and type the name of your Game Instance c++ class in that field.
3. Select it and click ok.```
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i'm using my test controller as an example

lucid socket
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OK.

alpine laurel
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how does that apply to my game instance though?

open gorge
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Blueprints are just child classes of C++ ones

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or other BP's

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which are children of C++ classes

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etc

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it's all inheritance

alpine laurel
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oh ok

open gorge
alpine laurel
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would i just copy paste the other gameinstance code into the c++ .h file of my new instance?

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still not clear on that aspect

open gorge
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What other game instance code?

alpine laurel
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okay so my main game instance is in c++, but for my steam advanced sessions to work i need to have a game instance in blueprints. i am trying to figure out how to get the blueprint gameinstance to also have my c++ code from the other gameinstance

open gorge
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what is this other game instance?

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that doesn't make any sense

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also make sure you set your project to use your custom game instance, in Project Settings-Maps & Modes (at the bottom)

alpine laurel
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yeah im doing that

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see i have the c++ clas instance and there is the blueprint one i have open in the second image

open gorge
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yup

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what's the issue?

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you see on the top right of your BP

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how it says Parent Class?

alpine laurel
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yeah i already figured it out

open gorge
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๐Ÿ˜„

alpine laurel
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im too tired to be working on this. im going to bed. thanks for putting up with my stupidity

open gorge
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it's all good

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we all start somewhere

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at least you learned something

solemn siren
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Hey Everyone! 'm not sure where this question goes, so posting it in this channel. Has anybody worked with pype or Avalon for UE? I've seen their documentation and all but didn't understand much. It would be really helpful if someone can just tell it to me in simple terms what they do and what are they used for.

1. Pype connects asset database, project management and time tracking into a single modular system.
2. Avalon with Pype provides a safe and stable technical backbone for your studio, without the worry of a vendor lock. 

I've used UE4 for a while but still consider myself a beginner.

open gorge
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what are you trying to use them for?

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afaik Avalon is a programming language?

solemn siren
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Just trying out things. I don't intend on using them yet.

open gorge
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right, but what's your end goal?

solemn siren
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Learning, I guess. I'm just discovering different tools. No end goal as such

open gorge
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The Avalon Programming Language is a statically typed language based on algebraic data types. It features type inference for variable declaration when the compiler can deduce the complete type. With extended overloading, it gives users the ability to create more powerful functions that are intuitive to users.```
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lol

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it is

solemn siren
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oh

open gorge
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but that particular tool is mainly python

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I've never heard of it before

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Pype should have given it away

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I thought it was just a weird term for Pipe

solemn siren
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I think both Avalons are different

open gorge
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they are

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but from what it looks like, Avalon is just a tool that helps organize file structures and asset formatting for artists.

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Mainly with Maya

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that's the gist I can get from browsing a bit

solemn siren
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Okay,

Global production pipeline

What's that supposed to mean?

open gorge
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honestly

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looks like buzzwords

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for marketing

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and SEO

solemn siren
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lol okay XD

open gorge
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Production Pipeline makes sense

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that's how an asset goes from concept -> in game

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or publish

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Global might mean a standard in this case

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ยฏ_(ใƒ„)_/ยฏ

solemn siren
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But isn't pipeline just an idea of how we're supposed to progress? Why do we need a software for that?

open gorge
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pipeline isn't a software

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pipeline is the standard of how you get from A->B

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There are several studies into standardization and the benefits of it

plush yew
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i mean most software is used to realize pipelines.. so

open gorge
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especially in cases of assets

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that's true as well

plush yew
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i have hundreds of mini pipelines on google docs. just a series of notes and paradigms for tasks. usually i have them assigned to common tools like unreal or blender etc.

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otherwise there's no way to proceed really

open gorge
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i keep mine mentally, but yeah same things

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it's like using a tracking board like trello for tracking tasks has proven to be worth the time it takes to do it

plush yew
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imo the common pipelines for foss software works best

open gorge
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and improves productivity

plush yew
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i have a trello. pretty broad strokes though.

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in any case i'm glad unreal 5 will be easily compatible with the current ue versions ๐Ÿ™‚ such a relief it's not some totally new tool

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talk about pipeline integration.. there you go

solemn siren
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So pype and Avalon are something that helps keep track of assets, deadlines, etc? Just to keep the whole team together I guess. ๐Ÿ˜ฌ

open gorge
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Avalon uses Pype, which is a python tool or library

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at least as far as I read about it

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but, Avalon's goal is to standardize file structures and asset formatting

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it says that in it's first post

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back in Jan

solemn siren
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Understood, ig, Thanks!

sudden oriole
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How do I get motivation for making a game? I really want to make games but I never get the motivation to do so. Maybe it is because of my lack of knowledge? I don't know.

dire fjord
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So if I have engine plugins that i need to share with the team, I need to move those to the project plugin folder so that they're included in the repo right?

solemn siren
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@dire fjord aren't they already there? If you made the Plugin, then yes.

balmy tide
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what could be the reason?

dire fjord
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@solemn siren I didn't make the plugin, but I'm thinking of things like DON's AI pathfinding plugin, I believe it installs as an engine plugin and not directly into the project folder

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Plus we have a company account that bought a license for Allright Rig, but not everyone runs the engine on the company account (we're all working remotely) that also installs as an engine plugin, so I think it needs to be moved to the project and transferred as part of the repo.

solemn siren
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You can give it a try if it doesn't hurt, haven't tried that

dire fjord
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I know it's not here in the test project i made to test those two plugins, despite being enabled there is no plugin folder, so I'm pretty sure they're just in the engine. I'll do a little googling on how to properly move those.

solemn siren
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@sudden oriole I don't think anybody can give motivation. As a college student, I prefer taking up projects under profs so that keeps me going. Might help in your case ๐Ÿ˜‰

balmy tide
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can anyone please look into my problem if they have time? ๐Ÿ™‚

sudden oriole
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@solemn siren I only use Udemy to teach me

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The courses are really good though, very informative

solemn siren
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@balmy tide try reducing the size of the bullets maybe? It's really hard to point the problem without looking at your BPs, if you're using BP. You can try adjusting some values randomly to find where the issue originates.

balmy tide
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I think frame rate maybe the problem

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the bullet travels ahead before frame loads?

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I printed out spawn point location and muzzle location, both were same

celest vapor
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If I use a soft object reference and load it using this node, is there a way to unload the class?

solemn siren
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Frame rate doesn't seem to be the issue, everything else looks fine. Did you try reducing bullet size? Collision might be in play.

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@sudden oriole well if you enjoy it then try completing the courses I guess. That should be motivation enough. After having ample knowledge, you can work on your game idea and look up on youtube for specific problems.

sudden oriole
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@solemn siren Yeah guess you are right. I guess it is just hard to get started game dev. I had the same problem when I first started 3D modelling. I HATED it but now it is one of my favourite activities

solemn siren
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Lol I'm facing similar problems with 3D modelling. It's always hard learning something new for me.

sudden oriole
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Yeah, guess that is the same with anything new you are looking at getting in to. I use Blender and I am still learning new things to this day.

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That is my own fault though, I never look into modifiers and sculpting until far later into my time with Blender. I just kept to subdivision surface modifier and poly modelling

brazen crow
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hey sorry to interrupt but i have a very simple question, will the circled multiplication node receive a different number compared to the circled Y pin, or will it give both of them the same number? in other words, is the random float node getting used twice, one per output, or just once, and giving them both the same number?

radiant jasper
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can someone tell me how to update unreal engine

brazen crow
sudden oriole
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think you gotta just download the new version, idk if updating from one to another even works

radiant jasper
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source

brazen crow
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what source

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oh

radiant jasper
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im trying to follow this

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but it doenst make sense

sudden oriole
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basically it is telling you to go to the Unreal Engine versions tab and then download the new version

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you can't update it, you gotta download an entirely new version

radiant jasper
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there's no way to update it?

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then that tutorial wouldnt exist

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why does it say to make a pull request or whatever

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and what do I choose as the base and the head

sudden oriole
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pull request? what are you even looking at?

brazen crow
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github

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stuff

radiant jasper
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it says create pull request

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but idk what to choose as the base and the head

sudden oriole
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oh? I have never used github for Unreal Engine

grim ore
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@brazen crow a pure node, a node without an execute wire (the white one) is ran every time is is needed (eevery wire connecting to it). In this case your pure node returns a random value every time it is called so yes it will be 2 different numbers (1 for each outgoing green wire)

brazen crow
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damnnnnnn

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how do i make it one value xD

grim ore
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get random -> store in variable -> use variable

brazen crow
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aw

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was hoping to not do that

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rip

radiant jasper
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wait so how do i update

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what do i set as the base and the head

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the tutorial doesnt really explain that part

brazen crow
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lol

grim ore
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you are using a source (github) version of the engine and wnt to update it?

radiant jasper
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correct

grim ore
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how did you get it in the first place

radiant jasper
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just cloned it

brazen crow
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oml mathewW knows everything ๐Ÿฅบ

grim ore
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which branch did you clone?

radiant jasper
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just the entire unrealengine

grim ore
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yeah thats not how it works tho, I would assume Master or Release then. hell it could be promoted

radiant jasper
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uh how do I check

brazen crow
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MATHEW UR THE ONE WITH THE "WTF IS" VIDEOS

grim ore
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well how did you clone it?

brazen crow
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NO WAY

radiant jasper
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i just cloned the whole thing

grim ore
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so you went to the command prompt and typed "clone unreal engine" ?

radiant jasper
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noo

grim ore
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or... did you use github desktop, or sourcetree or fork or

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basically you would go to your program you used to clone and open up that tab for the repository. It would probably show a bunch of lines with the commit messages and dates.

radiant jasper
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i just downloaded a zip file

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from github

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OH FOUND IT

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release

grim ore
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ah ok so then yeah that is not cloning, that is just downloading a .zip

brazen crow
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xD

radiant jasper
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cuz the name of the folder is release

grim ore
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in that case you have no actual repo software installed so your best bet is to just do the same

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download the latest release zip, unzip it over your old release, open up VS and clean the project then rebuild it

radiant jasper
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that wont fuck anything up?

grim ore
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depending on the last time you download it, you might not need to update

radiant jasper
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my version is 4.25.1

grim ore
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if its the release branch, it should not. If it's an actual engine version tag then 99% it should not. if it's master, hope you have fire insurance

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yes release is currently "UnrealBot Merging final 4.25.3 release
df84cb4
yesterday
Git stats
171,084 commits"

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so if you download the latest release, overwrite your existing source, and rebuild it you should be fine

radiant jasper
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i edited the source code slightly to fix a bug with packaging for iOS

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will that effect anything

grim ore
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then you will lose that change

radiant jasper
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pretty sure they fixed it in 4.25.2 tho

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or atleast thats what some worker at Epic told me

grim ore
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you could go into that file, make a copy of it somewhere, then overwrite all the older stuff with the new

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then you can go in and check to see if that fix is in the new file you just updated, and if not you have your old code to put back into place

radiant jasper
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is there any real reason to update then

grim ore
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only if you need something that was fixed or updated in the new code

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thats kinda the only reason to update ever lol

radiant jasper
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i mean xcode 12 support sounds nice but prob not worth the hassle and risk of fucking everything up lol

grim ore
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yep yep

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technically you could download 4.25.3 into a new folder and compile it there and see what happens. at the worst if it breaks stuff you can just go back to the older version of the project

radiant jasper
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and does updating fuck up projects

grim ore
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major versions, yes. minor versions, it should be fine

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again at the worst, make a copy and open the copy

radiant jasper
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Ok, so like when 4.26 comes out i wont be able to update my current projects?

grim ore
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sorry. what i meant was you cant go back if you have a problem.

quick plover
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How do I possess an imported third person char? I'm working on a blank level and can't make to control the character lol

grim ore
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@quick plover click on it, find the auto possess section in the details panel, and set it to player 0

radiant jasper
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wait mathew whats ur yt

grim ore
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updating a project from .25 to .26 should be no problem unless something major happens you just cant go from .26 to .25 if you run into issues (again what backups/source control is for)

quick plover
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oh man thank you, i was doing some blueprints things lol

grim ore
quick plover
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now, is there a way to make the character invisible to the camera?

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I parented the camera so it looks like first person, but i dont want the arms to show up

grim ore
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in the mesh details there is an owner no see checkbox

quick plover
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thanks!

balmy tide
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Frame rate doesn't seem to be the issue, everything else looks fine. Did you try reducing bullet size? Collision might be in play.
@solemn siren I have turned off the collision, still the same

alpine laurel
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LoginId:xxx
EpicAccountId:xxx

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000003f4

UE4Editor_ShooterGame!AShooterWeapon::UseAmmo() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:408]
UE4Editor_ShooterGame!AShooterWeapon::HandleFiring() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:445]
UE4Editor_ShooterGame!AShooterWeapon::OnBurstStarted() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:603]
UE4Editor_ShooterGame!AShooterWeapon::DetermineWeaponState() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Weapons\ShooterWeapon.cpp:588]
UE4Editor_ShooterGame!AShooterCharacter::OnStartFire() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Player\ShooterCharacter.cpp:941]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_ShooterGame!AShooterPlayerController::TickActor() [D:\Build++UE4\Sync\LocalBuilds\ShooterGame\Windows\Source\ShooterGame\Private\Player\ShooterPlayerController.cpp:116]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
I adjusted the location of the players arms and hit play again then this started happening

grim ore
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since it's a C++ project run it in visual studio and when it crashes it will show you where

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but its pointing to the UseAmmo function and a line with the error

rough knoll
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well my shit is still freezing. idk man

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reinstalled ue on a main internal drive and no help

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i probably just need more ram.

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i dont get it though because people package shit on like 8gb of ram

grim ore
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have you tried just cooking content without packaging

open gorge
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how much of a hassle would it be to reinstall windows?

tiny axle
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are there any intro vids for complete beginners?

open gorge
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Several

tiny axle
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which one is the best? most detailed or easiest to understand?

open gorge
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that, i'm not sure about. I just dived in a figured things out as I went.

rough knoll
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@grim ore wdym

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@open gorge i bought a couple of 8 gig dimms. if those dont fix it then ill reinstall windows but im not resetting my pc for no reason

open gorge
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fair enough

rough knoll
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i'd also have to move my projects i assume

open gorge
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a reinstall of windows would cause a need for that yes

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but at least you have your external

rough knoll
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its not on the external

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well i could move it ig

grim ore
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if the project is crashing on package you can try to just cook before packaging to see if it helps. It's in the file menu.

rough knoll
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not rly the project its my entire pc because it gets to 99% mem usage

grim ore
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@tiny axle read the pinned message in here for links to suggested tutorials.

rough knoll
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u know what? fuck it

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ill reinstall windows rn

grim ore
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Try cooking first. If it fails out of memory reinstalling isn't going to help

tiny axle
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ok ty

rough knoll
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everythings worth a shot, imho

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plus it wouldnt be too much harm as i dont rly have too many important files

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and what are important i can put on the external

plush yew
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@rough knoll did you check the logs? they might give you some insight into why the system stalls or has an issue. check Unreal Engine 4 Documentation > Engine Features > Directory Structure for the locations of the .log files

rough knoll
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i know why it stalls lul

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its because it hits 100% ram usage

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it only struggles when it gets to the building textures part

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which is where the ram usage gets to 100 and the comp dies

exotic thicket
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if RAM hits 100% then it's probably gonna be swapping pretty hard so yeah that'll take a while

rough knoll
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thats why im gettin more

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so it will not hit 100% as easy

north stream
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what's the best way to start a crowd-funded campaign for an Unreal Engine game ?

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i would prefer to give backers a copy of the game, if possible

exotic thicket
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Depends on your longer term plans after the crowdfunding I guess

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For example, if you plan to release on Steam, you could probably give the backers codes to redeem it on Steam

north stream
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what about epic launcher ?

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my original question, is on which platform ? (Kickstarter, Fig or some alternative)

distant totem
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@rough knoll you dont have incredibuild installed with visual studio do you?

stuck linden
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So my character is walking fine to the left and backwards but when he's walking forwards it's weird it looks like something is blocking it

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what should i do

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here's video of it happening

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just figured that when i crouch everything is correct again so weird

idle hearth
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How to record a video in runtime

dense hatch
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@idle hearth there's two plugins that I know of, one called FrameCapture and one called UEVideoRecorder

worldly rose
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get random -> store in variable -> use variable
@grim ore @brazen crow Would Random โ†’ + 0 โ†’ <multiple output wires> work? To avoid extra variables. Is there a better "do nothing" node one can use?

bronze vault
#

Sorry if I missed it. But what is the color code in the looking-for-talent section?

plush yew
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@bronze vault compensation type: unpaid, paid, royalty

bronze vault
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@plush yew Ah. I see it now. Thank you very much.

glacial pecan
tender pecan
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careful with using a foreach and a remove by index. it can have unexpected results, where after a remove the indices shift. can use a reverse loop should work better.

glacial pecan
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@tender pecan thanks! I used a set before and then remove items, but this time it's in a macro which means I can't use a local variable ๐Ÿ˜›

tender pecan
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no need for any extra variables, simply iterate from length to 0. ๐Ÿ™‚ although your remove will work, it may cause issues if you say keep references to these indices somewhere, otherwise it may not be an issue at all.

glacial pecan
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I'm not, I'm just clearing out indexes that doesn't have a specific flag set (and always use for loops when dealing with that array)

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(it's interesting that you can have local variables of most things in macros, but not sets, btw)

glossy lynx
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I'm a Unity guy and I wanna port my old Unity project to Unreal Engine. What steps should I do to make the switch?

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Prefer C++ btw

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Didn't touch Unreal much

serene birch
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scope of the question is too big, it depends a lot on what your old projet does

glossy lynx
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Not sure starting tutorial/guides would be good idea

serene birch
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try finding a UE4 tutorial for the same "genre" than your old project first I guess

glossy lynx
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Old project was just simple Third Person Shooting

glacial pecan
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@glossy lynx search for Unreal for Unity users... Epic has an official tutorial series on their website for you

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but also prepare for some steep learning curves... I too came from Unity where you're free to do things the way you want, but in Unreal, it's Epic's way or the highway ๐Ÿ™‚

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btw video:

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text:

plush yew
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@glossy lynx UE has a third person shooter starter template as well and some stuff on the marketplace and you can probably begin by porting over the assets manually one by one over the base template with what you had in unity

viral rivet
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can someone help me find the problem when i bake the light i get this weird GI? i have like 10 indirect bounces and 8 skylight bounces and it still looks like i got not even 1 bounce

plush yew
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@viral rivet looks like the sun is hitting the roof, might need to make it one sided material or remove some of the faces, try moving the roof

viral rivet
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i had it single sided before but then i had the problem that the wall on the other side (with the sun in the back) was completly lit and i read somewhere that single sided geo can sometimes cause some problems so i figured i would make everything with a thickness
shouldn't the lightmap be calculated differently on the inside ?

plush yew
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@viral rivet you may need to place the light origination points inside the structure, or have translucency on the top materials. if the goal is to have the light shining inside the windows then ensure they have the proper translucency. sorry for delay in replying.

plush yew
#

anyone know how to change the pose for the default ue4 first person arms?

hexed surge
#

Hey there, are there tutorial for making a team-based FPS ala Battlefield style?

true isle
plush yew
#

oh

ember raven
#

is it possible to have realistic voice chat- with this function?

viral rivet
lunar scarab
#

Hey guys, I have an issue.
Two of my submaps doesn't inherit lights from persistent level, and after rebuild they always appear dark. During build light it showed warning that two submaps (that are dark) share same build data GUID.
Can someone please tell me what the hell I'm facing?

#

I'm out of clues

dense axle
#

hi, i have a problem, i created a C++ class for player controller but i also made a BP class with it, is it possible to connect them ?

#

i have quite a lot in BP and don't want to do it again

kindred vapor
#

guys any idea why would my music speed up itself in the build
in the editor it plays normally

celest vapor
#

@glacial pecan I noticed your for each loop remoing an index. when you remove an index it shifts the rest of them sometimes skipping an index. You should use a reverse for each loop

#

That should prevent it skipping and potentially removing the wrong indexes

gray heron
#

does multi user editing work over the inernet or nah

gusty dune
#

Hi folks, does anyone know how to smoothly transition to an interaction animation on a fixed object?

supple totem
#

play montage

gusty dune
#

And that won't just snap to the animation?

dark wagon
#

A simple problem has me losing my mind: I can't seem to get my projectiles to ignore the pawn that fired it. I have the mesh component of the projectile (with the collision) ignoring the pawn, and the pawn's mesh component that has collision is ignoring the projectile actor. I am printing the display name of both. However in-game they still collide. What could be missing?

#

If I fire a projectile of the parent class here (straight projectile) it ignores correctly, but when I fire a projectile of a derived class (with no modifications) it collides.

#

Why?

jolly jungle
#

If I do save game to slot with a custom save game class, will the save still be there if the game gets closed and reopened?

glacial pecan
#

@celest vapor yes, thank you. someone else also mentioned the same and I took the advice!

celest vapor
#

alright, glad to see you got it fixed

dark wagon
#

Whoops just realized I posted this outside the blueprint channel- sorry dudes/dudettes

unreal plume
#

hello guys im having issues with this lighting
i get this weird yellow box of light
what is this ?

hot pine
#

Unrealbot update soon? ๐Ÿ‘€

glad pelican
#

does anyone know why when i try to import an FBX scene into unreal the materials come up all white ?

merry gazelle
#

Anyone think it's possible to run Unreal Engine on Raspberry Pi? Not a fancy game, just some UI widgets created in the editor

plush yew
#

hello guys I have question, is there docs or page or something that I can check normal amount of tris about every mesh, like how many tris is normal for cars, windmill, tress, whatever

whole quarry
#

There is no normal amount @plush yew

#

It depends on your target hardware

celest vapor
#

is there a way to execute an event whenever a variable is changed without it being set to repnotify?

plush yew
#

for normal pc, not AAA

whole quarry
#

@merry gazelle if you just want to make a user interface, ue4 isnt the right tool for that

#

@plush yew define normal pc

#

Pentium 4 is a normal pc yet wouldnt run ue4 at all

plush yew
#

no no

#

I mean normal pc for running ue 4

#

like for i5 350 and gtx 1050ti

#

for this system

whole quarry
#

@glad pelican fbx from blender is reversed engineered and is not properly supported, only diffuse comes trough

plush yew
#

for 8gb ram

whole quarry
#

Can be 100k per mesh, tho using LODs is always a good idea

plush yew
#

I need to know cus my level has so many tris and I need my artist to optimize so many meshes cus the amount is so big

whole quarry
#

Optimizing to the max is also a good thing

glad pelican
#

@whole quarry how do i export as diffuse? sorry i never heard this term before

whole quarry
#

Diffuse color....

#

The most basic color used in the material

plush yew
#

yeah but idk how I can optimise, now I open every mesh and set the log group and hope to raise some fps-xD

glad pelican
#

i am not aware of which step in the export pipeline we're at remco

whole quarry
#

Its easier to remake the material in ue4 than in blender

glad pelican
#

ok

plush yew
#

Diffuse is basically the texture without any depth whatsoever

high stump
#

@plush yew there is actually a document that lists the tris counts of most asset types for current gen

plush yew
#

yeah

#

can you send it?

high stump
#

I'll see if I can dig it out

plush yew
#

Ok good

#

send it in dm please

whole quarry
#

Use LODs tho

#

@plush yew

plush yew
#

Id like to know that too @high stump

glad pelican
#

i'll redo all my materials i think. thank you ๐Ÿ™‚ any suggestions for free materials websites? i got a month of substance and was using sbsars but that is limited to 30

whole quarry
#

No point in having mesh with 100k tris if only 4 pixels is visable from a large distance

plush yew
#

Obv

#

yeah I try but the problem is that the meshes are not our and I didn't do the level, the level designer did the level and now is problem that I can't create lods cus i need to reimport them but I can't cus I don't have them

#

Characters Id guess are around 25k tris for current gen

whole quarry
#

Thats why most devs make their own meshes

plush yew
#

Can be less if normals do most the work

#

Which they can

high stump
plush yew
#

yeah but I can't make every mesh, the idea of the packages is to help you to get the meshes and put them in the level not to go to optimize them

whole quarry
#

Be aware that next gen is aimed at the most latest hardware

#

Might run shit on the avarahe computer

#

See the steam hardware survey to find the current avarage hardware config

plush yew
#

this is for games not for meshes like tree or windmill or whatever @high stump

whole quarry
#

A polygon is a face of a mesh

plush yew
#

man, I don't have money to buy latest software, also the games are made for as many as possible players with normal pc-s not for latest gpu and cpu....

high stump
plush yew
#

Boly moly, some games are fine at around 20k per character, then you got ones with 150k tris per char lol

#

Every heard of normal map, jeesh

whole quarry
#

Normal maps cant make curves

high stump
#

depends on the genre, how close you get to things etc

whole quarry
#

So if you dont want blocky outlining, youre bound with higher vertices

plush yew
#

survival open world

#

I want to optimize this fucking level ๐Ÿ˜ฆ

#

True Remco

whole quarry
#

If you want to optimize: make your own meshes and make LODs

plush yew
#

One thing's curves the other thing is detail up front

#

Does unreal have built in lod?

whole quarry
#

Yes

plush yew
#

Cool

whole quarry
#

It can generate LODs for you

plush yew
#

Thats cool

whole quarry
#

The but in there is: its automated so you dont have much control

high stump
#

@plush yew polycount isn't the only thing to influence framerates: draw calls are your number one enemy

whole quarry
#

But also: even dark souls 3 uses automated LODs

celest vapor
#

I have a quick question, you said i can generate LODs for you, when it does that does it just generate them from one model you imported or does it create its own genreation asstet persay

#

it*

grim ore
#

@plush yew you can have UE4 auto generate LOD's from meshes in the engine.

high stump
#

also LODs can sometimes be a bad idea, because they add to draw calls

plush yew
#

Yes draw calls

#

where is this option?

whole quarry
#

@plush yew how long have you been using ue4?

plush yew
#

2018

#

but not everyday

#

Merge all foliage into a single object

#

when i have time, motivation and yeah

whole quarry
#

Once a month?

plush yew
#

Like grass and shit

#

differently

whole quarry
#

If you have such an time window to dev, i dont think a survival game is in your scope

whole quarry
#

Those kind of projects have usualy a team of people working on it dedicated for years

plush yew
#

Is merging all grass into one object a feasible idea for performance?

whole quarry
#

No

plush yew
#

Strange

whole quarry
#

It will dramaticly increase loading times

plush yew
#

Thats how we did it in the ol modding days for morrowind

#

How do you handle foliage then?

#

In a performant fashion

high stump
#

instances

whole quarry
#

By using the foliage painter or from a material

plush yew
#

I mean

whole quarry
#

Which adds them into ISM chunks

plush yew
#

So foliage painter?

#

Is the best way?

whole quarry
#

That gives you the most control

plush yew
#

Okay

#

Thanks

whole quarry
#

Np

plush yew
#

Am currently learning how to use cpp with unreal and oh boy

#

Not a cakewalk

#

Even assigning meshes to stuff is... Challenging

whole quarry
#

Aye, C++ has already a learnung curve, ue4 cpp even bigger

plush yew
#

I didnt find learning c++ hard since my base was Pascal

#

But the amount of shit to memorise in unreal is obsene

#

But I guess I gotta invest some hard time into it

#

I have so big interest and inspiration in survival games that's why I work on this

#

You gotta have enough time

#

is there a docs or something for learning cpp for ue 4 cus I use bp now but I have so big interest to work with cpp?

#

You gotta learn cpp first

#

I am learning and working with bp for 2 years

#

Then I found a lot of stuff online but its seems like a hell of a curve

whole quarry
#

If you have to learn cpp prior your project to avoid bp, expect a delay of at least a year

#

If time is sparse even longer

plush yew
#

Not sure if a year is what you need? But I guess the more practice the better yeah

#

and some people told me that from bp to cpp is easier than directly in cpp

whole quarry
#

Depends on your programming knowledge in general

plush yew
#

Probably because you know the names of nodes and stuff

#

I worked with cpp, c# and python 2017 but stopped cus it was boring for me

#

then I started unreal engine

#

thats it

sick estuary
#

Morning. I'm probably going to get flak for this but I couldn't find an answer online after looking... Are things created in UE4, work in UE3 as well? Probably not but asking anyway.

plush yew
#

xD

#

It is boring

whole quarry
#

@sick estuary no

sick estuary
#

Thought so. Thanks

neat forge
#

Does anyone have any optimization tips for things like particle effects for fire? I have a lot of fire particles

vestal ferry
#

hey, for some reason, i have a cliff in my scene, and when i get close enough to the border the simulation just stops and i can't control my character anymore...

#

to illustrate my problem

solemn siren
#

@neat forge yeah, the lesser you use particles, the better it is. You can try searching for workarounds. E.g. using a flipbook animation of fire on a plane which rotates depending upon where the user is. And so on

neat forge
#

Thats a good idea

plush yew
#

Animated sprite

neat forge
#

Im making fire propagation, I have done almost as much as I acn for optimization in blueprints but Id like to make the particle better too

#

Thanks I will look into those

shadow jewel
#

I need help with my project

#

I can't make a chat box for users to use

#

I am using Unreal Engine 4.24.3

#

I think

solemn siren
#

@vestal ferry did you add any logic for what should happen when your player goes near the cliff?

shadow jewel
#

Does anyone know who could help me with my game?

vestal ferry
#

@solemn siren no, it's just a landscape with a height map and sculpted

solemn siren
#

@shadow jewel you can look up in the net if you want to make a chat box from the beginning. Otherwise, you need to be specific about your problem.

shadow jewel
#

@shadow jewel you can look up in the net if you want to make a chat box from the beginning. Otherwise, you need to be specific about your problem.
@solemn siren I have

#

And I can't do it

#

I follow what they do as well

#

I have a page where people can enter a Username, and then When I want to try to pass the variable through, I am unable to

#

"When I want to try to pass a variable through I can't", through different files I meant

solemn siren
#

@solemn siren no, it's just a landscape with a height map and sculpted
@vestal ferry when you say you're stuck, do you mean you lose all controls or the character seems to get stuck but other inputs work? You can try to add logic to print something during a particular key press.

shadow jewel
#

I am so confused

#

The chat still doesnt work

#

is there a "help" channel?

solemn siren
#

@shadow jewel try asking it in the multiplayer channel with more specifics. People there might be able to help

shadow jewel
#

ok

solemn siren
#

I'm not sure though

vestal ferry
#

@solemn siren i lose all control of the character. the game still runs, but i have no controls as if it was removed from the scene. i had an earlier version of the project with a 1st person gun, and it would disappear

misty creek
#

Sounds like it's getting deleted

#

But I don't know exactly how

solemn siren
#

can you check the output log?

#

Something must be there

misty creek
#

Check your z kill height

solemn siren
#

Moreover, how big is your map? There might be issues if you walk too far away from spawn point

rocky radish
#

check the z kill height as Tate said

vestal ferry
#

yeah will check the Z Kill height, my map is'nt that big

#

yeah that was that ! thanks !

plush yew
#

Uhh I need to edit multiple static mesh values but I cannot find the property matrix ๐Ÿค” Any help?

jolly jungle
#

Someone shud try to make a 2d game with the widget system

grim ore
#

@plush yew it is under asset actions

plush yew
#

Ah I didn't see that, Thank you very much!

normal plover
#

I know this seems like a very stupid question, but is it possible to export a build from minecraft using the 3D export option in a structure block, over to Unreal Engine?

exotic thicket
#

It probably depends on what format it exports in

untold swallow
#

Hey Which website shall I use for my mobile game ads? Is admob good ?

opaque crystal
#

@normal plover you could get it in as a mesh/model, but it won't have block functionality as I'm assuming you're aware

civic dust
#

Hello I need help. Yesterday I was doing game in Unreal Engine 4 and after that I saved it. Today I tried to complete my project but UE 4 was lagging ( about 1 frame per 15 seconds ) After that I turn off UE 4 and I started playing Grand Theft Auto 5. Surprisingly game was working smooth. After 2 hours I wanted to play Fortnite but game is lagging like Unreal Engine 4 ( about 1 frame per 15 seconds ) Other programs are going without any lags only Fortnite and UE 4 aren't going smooth. Someone know what can I do?

normal plover
#

@normal plover you could get it in as a mesh/model, but it won't have block functionality as I'm assuming you're aware
@opaque crystal do I export it as a .obj file to do that?

opaque crystal
#

If you can export it as an obj it should be easy for unreal to load it in as a 3d model, yes

normal plover
#

Ok cool, ty

opaque crystal
#

.obj is a file format loved by a lot of things. Could also export it to a 3d editor like blender

vocal beacon
#

I just downloaded the megascan plugin and now I can't compile. I get these errors but I'm still kind of confused as to how to fix them

vocal beacon
#

@plush yew The launcher is so broken it won't update

rocky radish
#

@onyx hazel dont send this on multiple channels

vocal beacon
#

Huh

plush yew
#

@civic dust might be your system or ram spec - check Unreal Engine 4 Documentation > Get Started with UE4 > Hardware and Software Specifications and make sure your computer meets that spec. then consider opening task manager and getting rid of any processes that take up a lot of CPU or RAM utilization.

grim ore
#

@plush yew open up the texture in UE4 and look at it's compression and texture type

#

those are probably causing the issues. Also if it's not power of 2 it might cause issues with the mip maps

plush yew
#

i assumed that was the issue too

#

tweaked a few settings but the problem persisted

somber quail
#

Looks like padding due to alpha. Make sure to apply your alpha to opacity and check results then

#

and/or change tiling method to clamp

plush yew
#

alright sec

#

it was the clamp yeah

#

see i dont even remember touching those settings or if that was the default to

#

bizarre

somber quail
#

default is wrap

plush yew
#

strange though the texture is still appearing warped

somber quail
#

in what sense?

plush yew
#

just the texture sample preview

#

the L in control is still getting padded

somber quail
#

It'll do that with thumbnails

#

as long as it looks good in viewport does it matter? ๐Ÿ˜‰

pale token
#

Which is the best channel to ask for help in?

plush yew
#

yeah it doesnt matter i guess, just weird compression

somber quail
#

Whichever one is most applicable to your situation

plush yew
#

just had to make sure it worked for other material blends modes, which it does seem to

pale token
#

Uuuhh.. I guess visual fx if its for lighting? ๐Ÿ˜‚

somber quail
gentle crypt
fluid swift
#

If I assign anything a translucent material I cannot select it :/

#

Any tips on this?

plush yew
#

@gentle crypt To the right on the tool bar you should see a paint icon you can click that

fluid swift
#

Fix is pressing "T"

restive zinc
#

does anyone how to make one ai alert others that there is a player thats been spotted i want to do do this in the blueprint not in a behavior tree I've tried it before but its just a pain in the ass I'm more familiar with blueprint
ive tried asking this in ai but no one is active in that channel

quartz grotto
#

Hello everyone

lost reef
#

@restive zinc have that ai trigger an event in the rest of them

restive zinc
#

so a custom event

lost reef
#

@restive zinc that would be one way to do it, other ways as well, so just a suggestion

restive zinc
#

@lost reef how can i have one event activate for all the ai

#

@lost reef custom event >>>will get all actors of class>>>ai move to

lost reef
#

A simple way would be to get all actors of class and when its triggered for ai "x" it gets the rest of the ai and triggers their custom event

#

Or you could have them listening for when its triggered in eaxhother

#

Like i said, numerous avenues for you to explore that idea, good luck!

restive zinc
#

@\

plush yew
#

if one AI triggers multiple others in a chain reaction, can't there be a mass AI trigger for only a small localized event (if an ai is 1,000,000 Meters away from the player, as long as there is a chain to the ai it will still trigger)? it's easier to just use perception / EQS / line trace to get the AI to "detect" players and maybe a bit more traditional.

if you do it that way though by event triggering, then maybe you should limit the radius distance from the player @restive zinc

restive zinc
#

@plush yew get all actors of class is not working what im trying to do is that when an ai sees an player with pawn sensing call event get all actors of class and ai move to is not working?

plush yew
#

maybe add a tag to the player and get all actors with tag instead? i usually don't use get all actors though. just trigger it manually via an interface.

restive zinc
#

how do i add a tag to player? @plush yew

plush yew
#

select the player and add a tag in the details. Unreal Engine 4 Documentation > Gameplay Guide > Gameplay Tags

vocal beacon
#

I got a problem where one action mapping doesn't respond at all, no matter what key I choose or if i delete it and re-add. Everything else works fine. Why?

restive zinc
#

@plush yew add a tag to player right

#

@plush yew ok done

plush yew
#

@restive zinc can you maybe work on the issue for a little while like an hour or two and get back to me or someone else in #gameplay-ai for more info on it please?

restive zinc
#

ok

civic dust
#

@civic dust might be your system or ram spec - check Unreal Engine 4 Documentation > Get Started with UE4 > Hardware and Software Specifications and make sure your computer meets that spec. then consider opening task manager and getting rid of any processes that take up a lot of CPU or RAM utilization.
@plush yew Yesterday everything was going smooth. But today it is lagging idk why. My computer meets UE4 specification ofcourse. (Fortnite is lagging too but other games are going on 60 FPS)

plush yew
#

@civic dust UE Is highly optimized. I would only suggest doing the following:

  1. try restarting.
  2. try updating your graphics drivers using nvidia geforce experience or the latest AMD drivers.
  3. make sure to run the latest version of windows update
  4. make sure no other apps are live while you run unreal or other games.

i usually experience almost zero CPU lag any time I'm doing my work, but then again I have high RAM. try checking your ram utilization in task manager i attached a picture of my current ram utilization (my CPU utilization hovers around 10% most of the time too). To use task manager effectively: go to windows start -> run -> taskmgr and then look in Task Manager -> Details. Sort by CPU. any high CPU utilization apps that are not marked as SYSTEM can be safely killed usually.

solemn orbit
#

hello

#

i have a weird animation error

#

i downloaded animations from mixamo

#

and in unreal engine 4 for example the walk or run animation they like walk forward, so when i play my game with these animations, the character gets moved back

plush yew
#

did you check Unreal Engine 4 Documentation > Engine Features > Skeletal Mesh Animation System > Using Mixamo Content?

solemn orbit
#

no where can i find this

plush yew
#

the string i pasted above is from the unreal documentation.. so

#

you would google the string and it shows up in results.

#

i don't typically paste links here in UE slackers ๐Ÿ™‚

solemn orbit
#

okay i am right now reading the documentation but still dont know how to fix it

plush yew
#

@solemn orbit from what i remember about this, the character has to be rigged / scaled to the epic skeleton to make it snap in by default. can you please consider asking in #animation ? i can try to help there a bit later if it's okay.

solemn orbit
#

okay

#

๐Ÿคฆ

#

i just found an option in mixamo

#

i have to tick it

plush yew
#

ah fixed it?

solemn orbit
plush yew
#

there you go. i remember in place being an option i had to use before in my animation work

#

if you don't use that it can wander off the origin, right?

solemn orbit
#

yes it walks forward

plush yew
#

cool. i had this issue before too.

solemn orbit
#

but you cant set that option for an pack

thorn lichen
#

Any game artists have an idea how to achieve these kind of effects?
I was thinking of a texture on a flat plane mesh but not sure how to get stylized smoke

solemn orbit
#

for smoke, you could use a cube or a sphere/cylinder

plush yew
#

a flipbook plane with the correct opacity settings for transparency would be the way to go for planes with animated textures i believe.

maybe a warped mesh that animates over time with keyframes (could accomplish this by either manually warping the vertices of the mesh in blender or a similar tool, or applying mesh displacement to a 3d object like a sphere or plane and changing the displacement value over time to be higher in the Z value)? if that doesn't work try #niagara or #visual-fx cascade particles of puffy smoke billowing upwards and scaling down as they go higher.

jolly jungle
#

Do I have to do any legal stuff to put the powered by unreal thing in my game even if its going for free on itch.io? I donโ€™t have a game yet but Iโ€™m just curious

plush yew
jolly jungle
#

Ok

#

Wait is ther a royalty for using the logo?

plush yew
#

@jolly jungle no, if you add the logo as a splash screen you're helping epic by mentioning their tools were used in making your game.

jolly jungle
#

Ah

#

Iโ€™m on vacation for the next few days but after Iโ€™m gonna try to make a sidescrolling shoot em up game

#

I have tried to make first person games in the past, but I just overcomplicate them until it is something that i will never be able to do

exotic thicket
#

^ this is what I do

#

then I never work on it

#

lol

plush yew
#

@jolly jungle to start out it's a really good idea to use #fab products and get those into your game or even make an entire game template from them. i did that a few times and after i extended the base classes enough it worked well and most of my games are published on google play or steam.

#

i recommend template extension for sure. if at least to get inspiration and a good foot forward

exotic thicket
#

I'm always amazed by people who can just take assets and use them in their stuff... I get too annoyed by the fact they don't look the way I want them to or they don't fit with the other assets :D

#

maybe I'm just bad at choosing assets that match

jolly jungle
#

Ok, Iโ€™ll look into that, I have been screwing around in the engine for a long time and I understand how it works, but I have just never made anything bc I canโ€™t motivate myself

plush yew
#

haha well the marketplace policy is luckily pretty fair. anything is fair game as long as it's in the ue marketplace umbrella

jolly jungle
#

Iโ€™m the kind of person who cranks out infinite ideas but then never does them

plush yew
#

@jolly jungle you should put your ideas in google docs or some text file and then sort by highest precedent. i have this issue too.

#

60+ pages of ideas, i sort by most important or interesting and accomplish one by one

jolly jungle
#

Iโ€™m also gonna use mega scans cuz I canโ€™t do art

plush yew
#

that way productivity is still accomplished despite high volume of ideas

#

yeah the marketplace megascans are great. free too.

jolly jungle
#

I alredy have bridge and mixer installed too

plush yew
#

nice

jolly jungle
#

And I have a friend whoโ€™s good at blender so he can make models

#

Wer gonna try the real time collaboration thingy

#

How well does that work

plush yew
#

I really love blender for sure. i generally advocate FOSS software for creative. i actually recently purged all adobe / autodesk tools from my pipeline

exotic thicket
#

that's pretty tough because substance and photoshop are pretty great

plush yew
#

you can always do live streaming or discord calls / screen sharing to collab live.

jolly jungle
#

Yeah well adobes a jerk

plush yew
#

substance painter is great true

hearty walrus
#

how do I make a wall go semi-transparent if the camera is in the way>

jolly jungle
#

Quixel mixer is starting to become a more and more viable alternative to substance

plush yew
#

@hearty walrus line trace from the camera to the player, if the wall hits the line trace, set the opacity of the wall material in your material blueprints.

hearty walrus
#

...what?

plush yew
#

Unreal Engine 4 Documentation > Engine Features > Physics Simulation > Traces with Raycasts > Traces How to Guides > Using a Single Line Trace (Raycast) by Object

vocal beacon
#

So I never really got an answer to my issue so where can I find the project config file?

plush yew
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they are in ProjectRoot/Config/DefaultEditor.ini etc.

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are you talking about engine config or game project config?

vocal beacon
#

Just the project

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Where I find the input settings

hearty walrus
#

@plush yew how efficient is this?

plush yew
jolly jungle
#

Can the player class be a pawn or does it have to be a character

rough knoll
#

why are my assets and ground so bright

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my sky is the color i want it

plush yew
#

@hearty walrus if you do the line trace on a timer say once a half second it's way better than using tick.

if you want to "fade" the opacity then you might have to do it at a higher frequency

vocal beacon
#

Thanks

hearty walrus
#

there's only 4 walls, and the camera is clamped so you can't go too low

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and it shouldn't fade, just snap to something like 0.3 opacity

plush yew
#

have the timer trigger once a half-second then, it's quite fine for blueprint tick time and they will still be able to always see the player at all times.

rough knoll
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im gonna try rebuilding my lighting

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and it hopefully doesnt break everything

ember star
#

Can someone advise on the right way to design this? I have an enum of professions. I want to associate a row of data with each enum, call it 'profession bonuses'. Where would I define and store this?

#

I have a struct to define the one row of bonuses. Should I create a class of 'Profession Bonuses' and define them all as defaults?

hearty walrus
#

here's what it's got so far - what's causing this bug, and how do I make it change the wall to be translucent? This blueprint is on the ThirdPersonCharacter template

plush yew
#

have to go for a moment but i will be back later

ember star
#

@hearty walrus mouse over the 'error' for more details. probably need to set the event node

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i think you uneed to 'create custom event' then wire it to that

exotic cave
#

@rough knoll : Can be several things: Check the settings on your scene's directional light(s), your skylight, and then your materials.

#

If the entire scene is way too bright, your directional light or skylight are probably set too high.

opal totem
#

I'm drawing a blank on how to make a float only a factor of another number like say 50 and if the float is 35 it'll return as 50

rough knoll
#

i do not have a skylight

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i only have a directional and skysphere

exotic cave
#

K, what's the setting for the intensity on your directional?

rough knoll
#

2.15

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lux

exotic cave
#

That isn't high. Turn off your eye adaptation just as a hint as well.

rough knoll
#

wheres that

exotic cave
#

Google is your friend...but I'll go get the setting for you this time.

rough knoll
#

ok that fixes the overly bright problem but my tree leaves are still the same green

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isnt the color supposed to change based on the sky

exotic cave
#

I mean, to a certain extent.

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Your materials will change with your skysphere mostly according to how reflective they are, as best I am aware.

#

What are you trying to do? Have a low-light scene?

rough knoll
#

yeah, nighttime

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the trees are the same color they would be in the day

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same with the ground

exotic cave
#

The trees and the landscape material you didn't make? ๐Ÿ˜‰

rough knoll
#

well yes but ive seen them change color before

exotic cave
#

How? When?

rough knoll
#

i pointed the directional light upwards and they changed color. same with when i moved it around and made shadows

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some parts were darker and some lighter

exotic cave
#

Absolutely. That's how directional lights work.

rough knoll
#

so then why cant this directional light lower the brightness of assets

exotic cave
#

Because you don't understand what you're doing, friend.

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You need to learn how materials work in UE, I'd say.

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Everything in your scene has an associated material. If that material isn't set up to automatically adjust to lowlight conditions, then it won't automatically go dark when you turn the lights off.

#

I'm going to go out on a limb and guess that the assets you're using were made for daylight scenes, and possibly don't automatically adjust to low-light conditions very well.

thorn scarab
#

+1

exotic cave
#

It's a great notion that all materials in Unreal Engine ought to automatically adjust to every possible lighting condition. ๐Ÿ˜„ That's also more or less completely impossible as things currently stand.

#

If you want materials that adjust well to different lighting conditions, then those materials generally have to be engineered to a high degree of technical proficiency.

#

So, your next steps will rather depend on whether or not this scene is permanently low-light or if it has an adjustable day-night cycle or etc.

rough knoll
#

i'd want it permanently low light

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are there specific low light trees?

thorn scarab
#

nah

#

there's no permanent low light trees

exotic cave
#

If there's no dynamic lighting changes required, you'll have to find your leaf material and tweak it a bit.

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It's not too hard, but you do need to learn about materials and how they work. (And every UE user needs to learn that, so try not to feel too burdened about it all.)

plush yew
#

i think my ue4 files are corrupt i cant build in ANY PROJECT anyone experienced that?

thorn scarab
#

but if you're lazy you can delete direct light, skylight, fog, then add direct light first, see if you're happy with the intensity. then skylight same action, then fog

exotic cave
#

He says he's only got a single directional light so far, I'm assuming he's gonna have to go darken his leaf material a bit by hand.

plush yew
rough knoll
#

so i should rebuild the lighting first of all

thorn scarab
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@exotic cave i see unless he did some manipulations in camera exp or post process

plush yew
#

@rough knoll i thought you rebuilt the lighting a while ago actually.. not sure why you didn't yet? do that now.

rough knoll
#

i've rebuilt it once already

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whenever i move a light it makes me do it again

plush yew
rough knoll
#

not rn

plush yew
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do not move the light.

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when testing

rough knoll
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because i was mid-lighting build when ue crashed

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now the message is gone idk

plush yew
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@rough knoll im going to msg u in #graphics about this okay?

rough knoll
#

kk

thorn scarab
hearty walrus
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ooh

lofty wave
#

Could someone please help me with a problem I have?
Whenever a level is opened through a BP Unreal Engine just crashes...
I didnt change anything in the BP for the last few weeks and it also happens with new BPs

thorn scarab
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delete, re-download, re-install and see if it helps @lofty wave

lofty wave
#

My projects will remain right?

plush yew
lofty wave
#

...

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Well too late now....

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Ok I can stop the uninstallation

plush yew
#

after a crash or project failure (such as packaging failure) the log is always the first go-to

obtuse pendant
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quick question, how do yall save your raw assets, like PSDs, blender files, etc.?

#

right now I just have a seperate folder in my projects root folder

lofty wave
#

same

hearty walrus
#

How do I make rooms correctly?

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Most of the time they end up having parts sticking out

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thanks

stuck linden
rough knoll
#

how do i get better fps lmao

#

i have everything on all low

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and yet i only get 58

stuck linden
#

i reached to experts and no one figured it out

rough knoll
#

yet i can get like 60fps on all high in assassins creed odyssey

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on epic i get like 20fps if that

vocal beacon
#

I'm going to try again to ask about my problem. I now have two action bindings that never calls my functions, ever. One of the functions is purely made to print out some text but the console never displays anything. Why?

rough knoll
#

are there any settings in project settings>rendering that can improve performance with less quality drop

exotic cave
#

@thorn scarab : Is that a fractal blueprint?

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I have a client who might be very interested in that tech. You open to connecting?

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@rough knoll : System specs?

rough knoll
#

i7-4790k, rx 570, 12gb of ram

stuck linden
#

there's no way no one knows a solution to my problem ๐Ÿ˜ฆ

rough knoll
#

its not great but i mean it should be running this better

exotic cave
#

Not if you have a bunch of overlap on your foliage that you don't know about. ๐Ÿ˜„

#

I believe it's Alt-8 that will show you the shader complexity of your scene?

#

You might want to try that, and show us the screenshot.

rough knoll
exotic cave
#

K, and with it off? What am I looking at with regard to that red there?

rough knoll
#

water

exotic cave
#

Ah, understandable then.

stuck linden
#

Is anyone here good at debuggin/collision problems? if there is can i PM?

rough knoll
exotic cave
#

Poly count?

rough knoll
#

how do i see that

smoky crescent
#

What about a #Rider channel?

exotic cave
#

Please can you at least take a basic UE class man, this is killing me

#

You go to the little arrow in the upper left of your viewport

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Go to "Stat"

rough knoll
#

mhm

exotic cave
#

Then there are various options you can use to see the polycount

#

I recommend Advanced->RHI

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Though there's an easier one I can't seem to recall offhand

rough knoll
#

i assume thats what you need to see

exotic cave
#

Mhmmmm

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You have 17m active triangles

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That's a boatload

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I have an i9/2080 and even I wouldn't dare go above 10m

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Whatever assets you're using, they're very high-poly and not high-performance.

rough knoll
#

oop hold on

#

i think i know my issue here

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or the thing behind the problem

#

yep

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its the absolute abundance of grass on my ground texture

exotic cave
#

Yes, grass that is not well behaved will absolutely choke you.

rough knoll
exotic cave
#

Yup

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You def need some better behaved grass.

smoky crescent
#

You can use aggressive LODing with grass.

exotic cave
#

He doesn't even know how all these assets work yet though

plush yew
exotic cave
#

What pack is this that you're using?

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UE Marketplace free assets are kinda notorious for these beautiful scenes that are absolutely impractical for actual game levels at least in my opinion

rough knoll
#

nah its not the packs fault its my stupidity thats at fault here. the grass mesh had a density of 1000

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when on my grass mat

exotic cave
#

Yes, maybe turn that down a notch ๐Ÿ˜„

#

Looks great I'm sure

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But, won't actually work

rough knoll
#

turning it down to around 100 has good performance its very splotchy and ugly

exotic cave
#

For what it's worth, this is part of every UE project. I have a little MOBA side project level going right now that I've audited a ton of assets for that I have to throw out, because they're beautiful and high-maintenance

rough knoll
exotic cave
#

I would suggest going and finding yourself possibly some better behaved grass assets.

#

That grass is lush and lovely and clearly only meant for closeups ๐Ÿ™‚

rough knoll
#

alright

exotic cave
#

Good grass is not easy, I've been through several revs on my upcoming Marketplace pack and will likely have to do more revs.

#

Epic bought Project Nature awhile back, they have lovely grass though it is pretty high-performance and might not work any better for you

#

It is per-blade rendering so tri counts are high however the author has a technique that really vastly decreases the amount of complexity per tri (basically nearly eliminating transparent overdraw)

rough knoll
#

do you think that grass density could have been the reason behind my 100% memory usage while packaging?

exotic cave
#

Sure

rough knoll
#

resulting in my pc crashing

exotic cave
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Grass meshes are like any other mesh in UE

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They cast shadows, they affect lighting

untold hollow
#

hi everyone

#

finally trying some unreal engine, and I opened up the advanced vehicle project

exotic cave
#

When you have a scene that's probably several hundred million polys or higher in its entirety (remember, building lighting builds offscreen stuff too) then your computer will have teh terrors building

untold hollow
#

and when I press play it's constantly moving backward and turning

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I tried unplugging all gamepads

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any ideas?

exotic cave
#

@untold hollow : I mean, I was going to suggest unplugging all gamepads ๐Ÿ˜„

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It sounds like it's picking up an input somewhere that it shouldn't be, certainly.

untold hollow
#

hmmm

#

thanks

#

no idea where though I only have one gamepad

plush yew
#

recalibrate gamepads

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and ensure the axis inputs are set properly and not reversed in the blueprint code if you made any modifications to it

untold hollow
#

no changes

autumn elbow
#

For the OnDrop function, How do I specify which item is the target widget to drop on ??

rough knoll
#

oh yeah

untold hollow
#

just opened up the vehicle starter thing

rough knoll
#

minor issue that i had when duplicating projects

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i assume my look stuff got messed up

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it removed my input bindings so i assume thats the problem

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and i cannot look around

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nor walk

exotic cave
#

That could certainly be it

untold hollow
#

aha!

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I just closed unreal and restarted with the gamepad already unplugged

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that fixed it

#

thanks guys!

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time to dive in

exotic cave
#

Yes, you can't just unplug it when the system is active

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It grabs a lotta stuff at startup in my experience

untold hollow
#

ah. ok. that makes sense

#

thanks again

#

this is gonna be fun

exotic cave
#

Now you all have to help me painstakingly reorganize my Marketplace pack to remove every single duplicated mesh I have ๐Ÿ˜„

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It's only fair

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sobs

untold hollow
#

k

exotic cave
#

I kid

untold hollow
#

ask me again later

exotic cave
#

This is my cross to bear

untold hollow
#

i guess I have one more thingy

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my gamepad isn't messed up or anything

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when I open gamepad settings in windows

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everything is fine

rough knoll
#

how is 1.9-2m triangles

exotic cave
#

Acceptable

untold hollow
#

i just tried replugging it back in after starting and same thing

exotic cave
#

1-5m should be fine for most systems. It will always depend on the tris though.

untold hollow
#

is there a way to recalibrate within unreal?

exotic cave
#

@untold hollow : "Fine" is unfortunately very relative when it comes to most gamepads

untold hollow
#

right

exotic cave
#

1-5m tris is usually okay, 5-10m is getting towards the higher end of acceptable @rough knoll - however, it depends on the triangles so you can never just go by numbers alone

rough knoll
#

i assume it will get over 5m by the time i finish my environment

exotic cave
#

I had some 3k tri trees that literally were 20-30fps slower than the current 15k-30k trees, because I was modeling the trees per-branch instead of per-leaf, and it turns out that having large transparent areas in your triangles will choke your system like Darth Vader

rough knoll
#

all i'm doing is optimizing stuff for a debug build

#

its a pretty small area rn

exotic cave
#

You won't really have to deal with this stuff unless you start making your own assets ๐Ÿ˜„

#

Just be aware that giant triangles with transparency can be super pokey even if you only have a few of them.

rough knoll
#

ill try to get some low-poly grass

exotic cave
#

Ehhhhh shoot for "well-behaved"

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The pack I gave you a link to is the most optimized Project Nature grass asset

#

You might try that

untold hollow
#

oh weird, something really strange is happening, if I press left, it's stops moving. If i press forward it stops turning

rough knoll
#

yeah i tried using one of the grasses there

untold hollow
#

it's like the gamepad is mapped all weird

rough knoll
#

i downloaded it and added

exotic cave
#

Still slow?

rough knoll
#

with 100 density (out of 1000) its 9m polys

exotic cave
#

I mean, how's FPS though?

rough knoll
#

30ish on epic

exotic cave
#

Yeah, not great

rough knoll
#

it went to 40 i guess

exotic cave
#

Yeah I know ๐Ÿ˜„

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I have an i9/2080 and I consider anything under 60fps on my system to be the kiss of death

#

Because I know that's 15-30 on someone else's potato

#

Keep looking around, I suppose. Epic loves to put out these lovely screenshots of the grass system but real, actual, workable grass for levels be hard

#

Lots of the stuff they use for screenies just will smoosh actual lower-end gamer PC's

untold hollow
#

i just tried a different controller and same thing

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wtf

rough knoll
#

with one of another there is 20mil polys with really low density at like 20

#

fps

exotic cave
#

Yeah

rough knoll
#

however it was animated

exotic cave
#

I wish my pack were released so I could point you in the direction of my grass ๐Ÿ˜„

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However, Epic no likey the way I duplicated a bunch of my static meshes rather than properly swapping materials, so no luck on that

rough knoll
#

rip, this low poly grass i found was literally just rectangles and idk if i did something wrong or what but it looked terrible

exotic cave
#

No, most low poly grass looks absolutely awful ๐Ÿ˜„

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Hey I know! Use Megascans grass!

#

It's free and you'll easily get FIVE fps with that grass

rough knoll
#

lmfao

exotic cave
#

But that FPS

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Ship it

#

๐Ÿ‘Œ๐Ÿผ

rough knoll
#

in the screenshot

#

it does NOT look like that on my project

#

very confused

exotic cave
#

Mhmmm, something clearly misconfigured

#

Go get this while it's free, last day free ๐Ÿ˜„

#

Could work!

rough knoll
#

i do have that actually

#

thats where i got my trees from i think

exotic cave
#

Try the grass from that

#

Or did you already?

#

And that's what was choking?

#

Here's my grass

plush yew
#

Is github a good way to backup saves on UE4?

exotic cave
#

You can't have it because Epic no likey my project organization yet ๐Ÿ˜„

dim kelp
rough knoll
#

no i had a different grass

dim kelp
#

what setting do i need to undo?

rough knoll
#

fov

#

i think

exotic cave
#

Your field of view

#

Yeah

rough knoll
#

90

somber quail
#

just press z or x

dim kelp
#

z/x didn't do anything

exotic cave
#

Should be on your camera

somber quail
#

hmm that's the shortcut for fov adjust

exotic cave
#

Yup, might be something else in that case, possibly the viewport itself has a FOV override

rough knoll
exotic cave
rough knoll
#

is that fake transparency lmao

#

because its behaving like its a full rectangle

exotic cave
#

I mean, it is a rectangle

dim kelp
#

oh that's weird

exotic cave
#

All you'll get are rows of that

dim kelp
#

when i set it back to 90, it zooms back to 170

exotic cave
#

Will look fine when dead on, terrible from any other angle ๐Ÿ˜„

rough knoll
#

but like

#

why does it render as rectangles and not the grass thats shown there

#

should it not be transparent

exotic cave
#

@dim kelp : Cat magic ๐Ÿฑ โœจ

#

It should indeed at least render the transparency, sounds like a materials problem

rough knoll
#

is there a setting when importing an fbx that changes transparency?

exotic cave
#

Nope, that's your material

#

I mean, if all you're doing is importing the FBX and then using the default material that's created...

#

Then yeah, you're likely to have bugs

rough knoll
dim kelp
#

it resets the fov to 170 gradually, like zooming, even with keyboard unplugged

rough knoll
#

yeah thats what i did lmao