#ue4-general

1 messages · Page 901 of 1

near pine
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ITS ON THE SCREEEEN

dense hatch
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:D

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there you go

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lol

near pine
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the ## didnt work apparentoly

dense hatch
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ezpz

near pine
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what do i set the object as

dense hatch
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what is your BP_Player

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is it a pawn?

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player controller?

near pine
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yyyyyyyyyyy

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yes

dense hatch
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... which one?

near pine
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its a pawn

proven shuttle
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Get player character

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That's your object wildcard

near pine
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but its not a player character so it just errors

proven shuttle
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Then why is iy named that if it's not your player?

near pine
dense hatch
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maybe you should reparent.

near pine
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its the thing u move around and get points

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ayyyy it worked

dense hatch
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pog

near pine
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i can finally go to bed

dusk oriole
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Anyone know how to heightmap?

ocean zephyr
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anyone know how to properly set up an animation graph

summer pine
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i can ask here about IDA?

unborn gulch
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Hey uuuh, if anyone could help me pretty quickly with something, there was this Unreal Engine 4 female game dev, that was making a game that I can't remember its name, and she did it without being a programmer.

She was a host at some point during an online meeting in the old Unreal Engine Discord.

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I'm pretty sure Unreal Engine even wrote an article about her or something.

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I need to know who she is as a reference.

broken heath
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Whats chunk downloader guys it’s annoying

unborn gulch
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it was a puzzle game, something to do with trumpets, multiple of them, that a character was holding, and it was the only way to navigate a grid-based game.

rotund scroll
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was it the animator who did some sort of animation game

unborn gulch
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Maaaybe? she's pretty good at animating from what I remember.

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If i can just get her name or game's name, I can find her, and use her as a reference.

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YES! KINE

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Hoh, awesome! thanks a lot!

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oh lol xD

broken heath
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Oh

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Let me see what yall talking about

gleaming creek
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They had a couple of short clips like this recently

broken heath
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I like the cartoon shading and art style of kine , is it hard to achieve or theres similar effects in market place?

ocean zephyr
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I'm trying to make it so that the character does the run movement when I press shift which changes the speed which should play the animation, anyone know hy this isn't working or a different way to do this

grim ore
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@ocean zephyr your blend space should control the animation that is playing, the max walk speed sets the speed that the character uses when they are moving and this feeds intot he anim blueprint and drives the blend space using the velocity of the character. all you have to do is adjust the max walk speedof the character when you press shift and the anim blueprint handles the rest

wraith fog
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Anyone else experienced bad raytracing performance in 4.26 compared to 4.25 ?

ocean zephyr
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whats blend space

grim ore
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the googles and the docs.... the googles and the docs....

ocean zephyr
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?

summer pine
grim ore
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who knows, most people in here probably don't even know what IDA is

keen moss
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i am interested in learning more about technical art with unreal IE becoming a technical artist. Any recommendations on where to start?

summer pine
wary wave
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you don't, why do you even want to?

worn granite
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AC7

ahh, nice

summer pine
worn granite
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wrong person?

summer pine
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?

analog pine
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So my Editor seems to crash A LOT. And now it crashes every time I try to save my Map. Is there any common fix out there that solves this type of thing?

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I was also crashing every single time I tried to drag a megascan asset into my map

narrow mauve
narrow mauve
tall pilot
stark marsh
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how do i make it so a box hurts my player if it hits him, but only if the box is falling

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so i can't just run into it and die

analog pine
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Assertion failed: bUncompressMemorySucceeded [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 763] Failed to uncompress data in ../../../../Unreal Projects/XXXXXXXXXX/Content/Maps/XXXXXXXXXX.umap. Check log for details.

stark marsh
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it has to actually fall on to me to hurt me

tall pilot
stark marsh
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how would i check that

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i can't check if it's velocity is greater than or equal to

neon grove
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why does my widget with buttons disappears after clicking it with the left mouse button but not with the right mouse button???

analog pine
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hmm, restarted windows, and now i can save my map lol

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i have been needing to format anyway

stark marsh
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how do i make it so my character ragdolls when he's hit by a fast moving object

tall pilot
stark marsh
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it can be moving in any direction, it's just needs to be moving fast, if it is then make my cahracter ragdoll

analog pine
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linux doesn't support my gaming peripherals, otherwise I would

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I love some Mint

tall pilot
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it looks like OnComponentHit returns Other Actor and Other Component which should be a good starting point

stark marsh
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ive done this so far, but it doesnt work yet

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this is without the velocity involved, simply when i touch it

tall pilot
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do you have Simulation Generates Hit Events turned on?

analog pine
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so i tossed Volumetric Clouds in and I am getting a really weird issue with them

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aaand crash

stark marsh
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turned on for what?

tall pilot
stark marsh
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ive turned it on for both my player and the box and it still doesnt work

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thanks but i need to know how to make my character ragdoll when they're hit by a fast moving object

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ok

narrow mauve
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Does anyone know why the landscape is objects remain lit when the sun is under neath? Never had this happen before..

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All the lighting is set to dynamic and I am using the skyatmosphere

thick herald
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Skylight?

narrow mauve
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neither

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already checked those :\

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Man this is so weird

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Never had this before like wtf

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pulls hair out

sharp flax
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Hello everyone! In which channel should I ask questions about lighting?

thorn nacelle
plush yew
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can you create characters for character creation and make the hair meshes seperately

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so you can cycle through it or do you have to make the hair with each model mesh D:

steel shell
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can i put one runtime virtual texture volume around different meshes with different virtual textures?

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or do i have to put one volume per mesh?

burnt ether
mystic holly
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Hello, I'm a ue4 blueprint coder and a modeler. I was wondering if anyone wants to work on a fun combat project to learn! (Combat, main menu, ai, split screen, and of course models)

ocean zephyr
mystic holly
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It means what the error says...

ocean zephyr
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how do I fix it though

mystic holly
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It says it requires a landscape

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so add a landscape

ocean zephyr
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i tried and it didn't work

mystic holly
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?

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How did it not work

ocean zephyr
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Theres nothing I can add to it

mystic holly
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What are you trying to do

ocean zephyr
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make an ocean

mystic holly
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Idk then

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I haven't messed with that

ocean zephyr
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ok

mystic holly
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Sorry

ocean zephyr
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its ok

midnight jetty
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Hi, I’m a beginner. I just finished the course I bought on basic blueprinting that taught about pure, impure, const functions, manipulating transforms, timelines, using the player controller to control movement to a skeletal mesh, basic stuff like that. Do you think it’s too early for me to try to learn to set up a multiplayer game? I’m not sure where I should head next. But I do want to make games that me and my friends can play together eventually

somber iris
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Hello, i'm new at ue4, how can i improve my reality? Thanks a lot! (I'm an archıtectural student and good at 3ds max and revit)

mystic holly
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Learn a few more things before you do that

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It's a pain

midnight jetty
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any tips on what direction i should head in then? im kind of in an awkward spot where i finished my beginner tutorial, and still feel pretty clueless lol

mystic holly
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Well you can start working on ai, but 2 things that's even more important is to get comfortable with ue4 and learn animation with ue4

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Start off at the basics, then get into the more advanced stuff with anything in ue4, which includes animation

midnight jetty
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i've learned how to use anim blueprints, state machines, transition rules, and blendspaces somewhat

mystic holly
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Okay

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good

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Animation is really important with most games

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After that I would make a small game

midnight jetty
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i feel that. i've been grabbing only free models with animations built in

mystic holly
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Combine all the things you learned into one game

mystic holly
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So just get into more advanced stuff with animation, that's my opinion (Then make a small game with everything you learned)

midnight jetty
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hmm okay. thanks for that i appreciate it

autumn zealot
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Does anyone know how to join a multi user session in unreal engine 4, me and my friend are trying to collab in building a game, but I cant find the session

mystic holly
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lmao

midnight jetty
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i think hes asking how to set up a multi user ue4 editor so that they can both make changes in editor in real time lol

mystic holly
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Oh

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Simple

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You pay for the easy way or you do it the annoying way

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You can do it with github

autumn zealot
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@midnight jetty yeah that's what we're are trying to do

mystic holly
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Though if you are using git lfs be prepared to pay

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It only gives you 1gb for free

sleek spear
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can i change a couple of parameters on a material instance and then let it recalculate?

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because it takes a lot of time to recalculate each change

mystic holly
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No idea, not much of a material guy

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I gotta learn that stuff lol

mint dome
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@mystic holly we are trying to join the multi user session but for some reason @autumn zealot cant find my session even when we put each others IP in to filter it i looked at some videos and it said your firewall may be blocking you from seeing the session but we turned it off and it still didn't work so i dont know what going on

mystic holly
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Oh damn

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I just looked up what it was

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Why haven't I seen this

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This could've saved my ass a lot of time

mystic holly
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Glad I know what it is now

mint dome
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In this webinar, Senior Technical Marketing Manager Daryl Obert and Technical Artist Matthew Doyle demonstrate a unique collaboration workflow in Unreal Engine.
The Multi-User Editor is a powerful tool that enables multiple artists to make changes simultaneously to the same Unreal Engine project safely and reliably. Updates happen on the fly f...

▶ Play video
mystic holly
somber iris
mystic holly
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Yikes

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pepe sad moment

somber iris
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thank u!, can u suggest any video about PBR mat. and realistic scenes

golden shoal
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anybody else in 4.26 getting editor bugs where menus and dropdowns just continuously start strobing like they are stuck in a loop?

mystic holly
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Haven't even downloaded 4.26 let's go

golden shoal
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it was caused by window animations

plush yew
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if you buy models from unreal engine can you edit them and than use them or do you have to use them legally the way they were given

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;-;

rose cloud
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is there a way to have the editor run constructors / oninit for umg widgets? I have buttons with images being set from properties, and all I get in editor is a white box

dark stag
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is thre a thing "like" a timeline in the sense that you can run a tick-updated event for a duration of time vs using a timeline?

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probably a more graceful way to do this:

weary basalt
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An alternative would be to simply gate the calling of a Function with a Boolean variable in Tick.

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If the Bool is true, the Function gets called each Tick.

dark stag
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yeah, i just always had "on tick = bad" ingrained in memory

weary basalt
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Switch the Bool via some other input.

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Tick isnt bad, what you decide to do inside Tick can be.

gleaming creek
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A single "if" should be fine to run every frame, that's hardly anything

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It's not so much "on tick = bad" as "on tick = think carefully if you really want to do this"

dark stag
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heh yeah, i figured as much

gleaming creek
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Though, honestly, that looks like a good use of a timeline?

weary basalt
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Its better to ask, Is this the most efficient way of achieving this result when it comes to Tick

dark stag
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welp, need a timer for that bool then to use that side of the branch i suppose then

gleaming creek
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I've found them amazing for doing any kind of animation-over-time effect

dark stag
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well, its just a ramp for 0 to 1 over 1 seconds.. so why shouldnt that just be some simple math rather than a whole component

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just picking and choosing battles here really

gleaming creek
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Well, for one thing, it would be easier to adjust the timing

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If you decide you want it to take 1.5 seconds in future

dark stag
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truuuue

gleaming creek
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Or, more to the point, it would allow you to do some nice rounding

dark stag
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maybe im overthinking it then and what i have is perfectly sane

gleaming creek
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By which I mean a curve

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So it starts slow, speeds up, then slows down again as it finishes

dark stag
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well the lerp kinda does a nice crive

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*curve

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as is.

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but yeah timer would add to it

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if i curved out the timeline, rather

gleaming creek
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Oh, you're lerping from the value which gets changed every frame?

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Yeah, I prefer to save the old location first and then lerp using that, gives you more control

dark stag
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yessir, vec lerp from position a to b

gleaming creek
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But your way works too

uneven hemlock
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Can somone help and tell me wut this does

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wut does cast do

rose cloud
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@uneven hemlock cast treats a variable type as an other type. Its usually used when you have inheritance - IE your ATank class extends APawn right?

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so this says, get me the Pawn, and treat it as an ATank because I know that's what it will be

uneven hemlock
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... im new I dont understand allot of what your saying sorry...

rose cloud
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Pawn is a class that does basic stuff so you can use it as a character or something you can drive, right?

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Tank, is a special kind of pawn, that has tank specific stuff, like moving the turret, reversing, firing etc

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the system knows that all pawns have "move forward" built into them

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it also knows that all Tanks have "fire gun" built into them

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so a Tank is a Tank, but it's also a Pawn (It's a type of Pawn called Tank) does that make sense?

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GetPawn probably returns the current Pawn for the player character control. It only knows that the object is a pawn, so it doesn't know about tank specific stuff

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the Cast, lets you tell the system, "this pawn is also a tank, so let me call FireGun() on it too"

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this is called inheritance, you'll need to look that up a bit to fully understand it, but it's an important concept

uneven hemlock
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ok

plush yew
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ok

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weird question

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if a male model isnt muscly

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but i want my character creation to make it muscly

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do i have to like slide in a bunch of models that are more and more partially muscly until max muscles lmao

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i cant find anything talking about that process x-x

plush yew
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thanksies ill look into them

olive flax
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Does anyone have the asset called Pro Main Menu? I bought it but there is literally no helpful documentation on how to get it set up.

weary basalt
ocean zephyr
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ima bout to work on a game with a team for the first time anything i should know

deep gust
fallen marten
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can someone here point me to some information to show how to make a patch for a compiled game, that can be downloaded and installed which only has/changes the appropriate files? I want to have small patches, not large pak files stuffed into a folder bloating the game

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The UE documentation isnt as specific as id like

sand spear
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Hello guys, I'm trying to import skeletal mesh from 3ds max 2017 to UE4 but as you can in the UE4 mesh has incorrect orientation and also it seems there's a hidden root!! any idea how to fix this?

fallen marten
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did you import it as its own skeleton?

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and the root was definitely at 0,0,0

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?

sand spear
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yes root is in 0,0,0

fallen marten
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hard to say then - havent come across this before

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And i use 3ds max

sand spear
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it seems by default UE4 adds some local transform to the root, I don't know why!

fallen marten
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Are all the pivots set right in 3ds?

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if ti adds transform ( idk why it did it to you but anyway..) you can add transform in the import settings to correct it

sand spear
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I set the local transform in the engine to 0,0,0 and it seems mesh moved to the correct location, but totally I don't undestrand why this happened!

fallen marten
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well you're sorted then at least 🙂

sand spear
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😉

high jackal
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Whats a good template to make art in?

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Like a static view but with particle and weather effects etc

weak cradle
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So i have mechanic in my game where if enemy health hits 0, the enemy mesh simulates physics. The only problem i have is that the enemy's bones still move even though he's "dead"
how do i pause an animation blueprint upon death?
I wanna use bools but i dont know how to bring a bool from my enemy blueprint to the anim bp blueprint
Or is there just a function that stops an animation blueprint?

high jackal
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isnt that what the blackboard is for? (im a noob)

weak cradle
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whats a blackboard in ue4

high jackal
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its for storing data for each actor

weak cradle
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Oooh, thanks for the tip in the right direction

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Ill look into it

high jackal
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Np sorry i cant help more

median hound
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i think blackboard is basically variables

brittle gulch
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Who is using UE4 with a wacom here? I think Epic can improve the user experience we have with graphic tablets. There's no way to zoom in and out in the widget editor?

proud narwhal
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can you move engine plugins into a project to distribute them between your team? or do they have to be installed differently?

wary wave
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you can usually just move them into the project

late verge
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i’m aware bokehdof is now no longer an option in UE4 (absolutely criminal, by the way!) but has anyone been able to hack something together that looks similar?

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perhaps a custom DOF texture?

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i desperately want an anamorphic look to my cinematics

merry canopy
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Hey everyone.
Just customizing my Editor Layout and wonder, how I would get the modes menu to the right window.
I can only drag&drop the modes itself, but not the complete mode section. 🙂
Is there a way to drag&drop that menu to the right window?

cunning quest
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#ue4-general anyone know how to controling material in niagara ue4 without dynamic materials

grim juniper
merry canopy
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@grim juniper thx a bunch, exactly what I was looking for! 🙂

marble pebble
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Trying to do a weapon pickup system similar to quake where you just run over an entity that gives you the weapon on contact. I'm unsure if it's best to create an actor where I can drag and drop the blueprint instance of the weapon into, or if I should make a separate blueprint instance of the pickup actor for each weapon type

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I'm doing this in C++ btw

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So currently, my weapons work in such a way that I have one weapon class and I create blueprint instances of that to have variations

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So if I could reference the blueprint for that weapon and get the class in C++ I think that would be a good solution

white marsh
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Has anyone with niagara experience ever had meshes just not appear once you try to scale them?

grizzled kayak
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Probably a silly question but anyways : I've just baught from the store a full FirstPersonCharacter BP, and I'd like to replace the default one with this one. When I put it on the map, it doesn't take it into account. Help ?

white marsh
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Did you replace the reference in the game mode BP?

grizzled kayak
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It takes into account the BP, but I cannot spawn in the one I placed in the world in play mod

white marsh
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And is that game mode the one assigned to the level you're in?

austere scroll
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im trying to make a button that activates a camera animation ,

i made it so after it moves the camera it sets a variable to True , this variable gets checked at first , if it was true it would say "already on Dice/coin" , if it was false it will activate the camera animation .
The problem here is that when i press the button it just sets the variable to true without doing the camera animation . how do i fix that ?

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(this code is in the HUD)

grizzled kayak
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It's the basic FPS default level and mod, I just changed the default CharacterBP with the FastFirstPersonCharacter BP

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in the settings

white marsh
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If it's set as your default in there too then it should certainly be what you spawn in as. Are you just spawning as the basic mannequin from the template?

white marsh
austere scroll
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yea

white marsh
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You might want to cast to your player controller and have it run from there

grizzled kayak
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Yeah, so I deleted it, I spawn in the networkPlayerStart, so I deleted it, I spawn in the air, while all that time there is the New BP on the map

sick dawn
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Hi I just enabled this PerformanceMonitor plugin, what is this about and how to use it?

white marsh
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Okay future reference, if you're spawning as a regular old player character, you should right click it and see what is referencing it

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Load in again, see what character appears in the content browser, and find what game mode is referencing it, then try to work out from there what the issue is

austere scroll
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what am i supposed to put in the object

white marsh
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You'll need to get a reference to your PC first

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You can just get an array, all of class, player controllers. Should only return a single one and you can set the 0 value from the array to a variable to plug into there

grizzled kayak
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Did some control-Z and it visualy seems like it's getting add on top of the default one (I didn't manually placed it here)

white marsh
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Take that with a pinch of salt though, I haven't dealt with widgets in a hot second

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The doubled up gun is just a placeholder for VR gameplay

grizzled kayak
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Doubled up crosshair too

white marsh
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Collapse the folders in your world outliner and screenshot it once you're PIE

austere scroll
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i cant plug the array into "object"

white marsh
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Hold on I'll throw something into a graph to show, easier than text

austere scroll
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that did resolve the errors , but unfortunately didn't move the camera . Could that be because the camera animation is a level sequence ?

white marsh
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Ahhhh my bad I thought you were pushing it to something like a timer/lerp setup for the player's camera transform.

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In that case I think you could use an event to tell the level blueprint to kick in the sequencer

austere scroll
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appreciate ur help btw : )

round tangle
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hey guys, im trying to build lighting on a landscape which is 8161*8161 in resolution, very large, i placed some foliage on it, added a lightmass importance volume, then set all lighting to movable, flushed the lightmaps with bForceNoPrecomputedLighting, Then disabled that damn checkbox, now when i build lighting, it's stuck at 0, i have 16GB ram?

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also restarrted the project

white marsh
# austere scroll appreciate ur help btw : )

No problem, you're doing something I haven't done before so my help might not be perfect but give me a sec to test some stuff and I'll @ you when I get something I think might be worth looking at

austere scroll
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ok 👍

white marsh
austere scroll
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@white marsh
so , i did a bit of observation and the actor of the camera is called "MainCharacterPawn" . i tried setting the "get all actor of class" node to the "MainCharacterPawn" but it couldnt connect to the array. i think i have to use the "MainCharacterPawn" instead

white marsh
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Oh y'know what that's my own practices getting in the way of advice. I control everything from the player controller and cast to whatever is being possessed.

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I honestly didn't even think about it sorry mate. casting to the player character itself then, aye. Might yield some results.

warm timber
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Is there a noticeable performance difference between adding vegetation as foliage and just dropping the meshes in the world?

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I guess the first method is way more performant, the problem is that detecting individual instances is a pain in the back

orchid gull
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Sanity check: I want my players to "join game" in a couch multiplayer by pressing start.
I have my controller set up and it calls an event on GameMode. Problem is, when playing as client, gamemode is not there, it is on server and I am not finding how to make an RPC to a gamemode event :(

Should my "join game" event live in GameState so it can be RPCed from clients? or should GameState only have a function that calls the GameMode RPC? 🤔

plush yew
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help

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i ported a model

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a restaurant

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to ue4

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and the floor is transparent

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when i click on play

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and my character is falling

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what to do

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the floor is transparent only when i click on play

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can anyone help me

gleaming creek
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Did you set up the collision properly in the model?

plush yew
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no

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how do i do that

gleaming creek
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You made the model?

plush yew
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no

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i ported

gleaming creek
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Open the static mesh in the static mesh editor and turn on Collisions

plush yew
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wait wait

gleaming creek
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Will show you the collision boxes

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(Or is it set to Use Complex as Simple?)

plush yew
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ok

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complex as simple?

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simple collision or complex

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@gleaming creek

gleaming creek
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There's an option on your static mesh actor, that you've placed in the world, to use complex collision as simple

plush yew
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i set it to complex and its still transparent

gleaming creek
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Which effectively means "per-polygon collision"

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In the model editor, you want to look at simple collision

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It should show blue outlined boxes for where the collision is

winter gale
#

Quick #UE4 Tip number 74.

Delay tooltips by using console command
"Slate.TooltipSummonDelay <DelayInSeconds>"

Eg: Slate.TooltipSummonDelay 1 will show tooltip after 1 second

#unreal #unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine https://t.co/BzLAQgfLqv

▶ Play video

Quick #UE4 Tip number 75.

Change basic Standalone Game Window settings from Project Settings -> Description -> Settings category. In the example screenshot, I disabled Maximize.

#unreal #unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine

plush yew
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do i have to select the floor?

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and set the collision?

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@gleaming creek

gleaming creek
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I'd suggest reading or watching a tutorial on static mesh collision

lusty carbon
#

Is it possible to export GLTF from UE4?

round tangle
round tangle
timid pilot
#

Hi, I try to cross compil from Windows, to Linux, with clang toolchain v17.
But get The Linux platform is not supported from this engine distribution .
I have to build my own engine from source ?

round tangle
#

@bobby maybe that engine version doesn't support it

#

@timid pilot

timid pilot
#

It's from Epic launcher

round tangle
#

Yeah

#

Linux platform would not be supported for download for a specific version

#

What do you mean by cross compil

#

@timid pilot

timid pilot
#

Build and package ue4 project on Windows, for Linux

round tangle
#

Yeah

#

Linux might not be supported for old versions

timid pilot
round tangle
#

What version you ise

#

Use

timid pilot
#

4.26

round tangle
#

That's not old

#

You'll get an answer in that channel

#

Post your query in the channel it's supposed to he asked

white marsh
#

It's all done real time

round tangle
#

What?

#

So what do I'd o

#

Static or stationary?

#

@white marsh

fervent bay
#

does anyone know how to associate custom data with spline points in SplineComponent?

white marsh
#

Honestly if you're going purely movable, just keep it that way.

round tangle
#

But they don't look good

#

My foliage is very bright

white marsh
#

No, they don't. If you're not gonna have a day night cycle I'd use static

round tangle
#

So static

#

Then build lighting?

white marsh
#

Aye, there y'go

#

Use moveable for lamps and torches.

round tangle
#

Then if I move to movable will thy still remain like that?

#

The lighting

white marsh
#

No it'll complain that you need to redo lighting

round tangle
#

Then I build will work

#

?

white marsh
#

Wait what lights specifically do you have?

#

A directional light only or do you have some point/spot/rect lights?

round tangle
#

A firectional

#

And sky lighg

#

When I move to static it's all very dark

white marsh
#

If it's just directional, get your sky lighting set up then bake it as static

round tangle
#

Does the sky light work

white marsh
#

It's dark because it's not real time if it's static, it'll update after the bake

round tangle
white marsh
#

You don't need to flush anything, as for looking cool that's not lighting alone

#

Bake it as static and then let me know what you feel needs tweaking

round tangle
#

So when the playeroves will his shadows update

white marsh
#

Use stationary light for that

round tangle
#

But in stationary when I go close the shadows tend to get smaller

white marsh
#

It'll bake the lighting as if it were static but give you some real time shadows

round tangle
#

Ahhhh

#

Right

#

So stationary

#

Then bake

#

Cool

#

How much time will it take you think?

#

A landscape alone

#

16 GB ram

white marsh
#

Depends on your CPU, but landscapes are pretty well optimised

round tangle
#

Like an hour?

#

For the largest landscape

#

64km²

white marsh
#

If you're making a 64x64km map then god help you

#

But I'd do it in level layers for that anyway

#

Bake chunks individually

round tangle
#

Not 64*64

#

Oh wait, yeah

round tangle
white marsh
#

I'd use world composition in the world settings tab

#

, then have your grid of landscapes in each streaming level

round tangle
#

Ah

#

right

#

How many tiles

#

2048?

#

4096?

white marsh
#

Honestly I'd keep it low for level streaming.

round tangle
#

Like

white marsh
#

Depends on how big your game's map is. but you can put your landscapes at 1x1 section and 127 Quads to keep it roughly one streaming level per square kilometre

round tangle
#

Right

white marsh
#

if you're feeling fancy you can use the overhead to keep your tiles from having gaps your players fall through

round tangle
#

What amount of times will take to bakes light in for 8161*8161 resolution

#

It's not 64 by 64

#

It's 8*8

#

64km square

white marsh
#

Hold on, send me a screenshot of the landscape settings when it was made

#

Like that image, but for your landscape

woven veldt
#

anyone who is good with source control and help me?

round tangle
#

The overall resolution is at 8161

#

2*2 swctions

#

255 section size

white marsh
#

Like that

round tangle
#

2*2 sections per components

#

Yeah

#

That

#

Exactly

white marsh
#

That's

#

Brave

round tangle
#

So God help me with that?

#

Thats large rjgght

#

Roght

#

Right

white marsh
#

That's 8161*8161 meters

round tangle
#

Yeah so 8km

#

By 8

#

64 square

white marsh
#

My guy that is an abhorrent size

round tangle
#

So? Pretty god helping situation

white marsh
#

It's one object, it'd be loaded into ram all at once, anyone on a HDD would have an ungodly load time

round tangle
#

Like 5 hours or something

#

Maybe worse?

white marsh
#

Okay if you want an 8km*8km space I'd partition it

round tangle
#

Into 2*2

white marsh
#

Let level streaming pop them in after they get within a few tiles

round tangle
#

?

white marsh
#

I'd say 2km*2km isn't bad

round tangle
#

Right what about 4*4 tiles

white marsh
#

Use layers to keep your lighting builds tidier, you don't want to bake them all at once when you move one tree by like half a meter

round tangle
#

What layers? Landscape paint layers

#

Oh yeah of course got it

#

Wait what if I have 16 tiles of 2*2 km, how much time then to bake

white marsh
#

Not long, couple of minutes each

round tangle
#

Awesome

#

So roughly an hour

white marsh
#

Plus it's good practice to use layers anyway, keeps things tidy, lets you load in objects at the right times for your users

round tangle
#

Yeah

white marsh
#

I'd say an hour or less

round tangle
#

Awesome

#

Thanks man

white marsh
#

You can churn them out faster if you let the lightmass executable in your task manager go from below average to above average priority

round tangle
#

Oh yeah

#

Of course

white marsh
#

Take a core or two off the affinity and you can still watch some videos or listen to music

round tangle
#

I'll do that

#

Put them on high

#

Wait

#

The lightmaos executable?you mean that ue4 editor exe

white marsh
#

No, once you start baking a new .exe fires up

#

lightmass for lighting, shadercompiler for materials

round tangle
#

Ah righf

#

I'll find it

white marsh
#

Tweaking them when you're not doing anything else can speed things up a fair amount

round tangle
#

Nice

#

Cool, thanks

white marsh
#

I use a background service called prio to force them to load as above average priority each time, can compile a couple thousand textures in 30 seconds. Feels good.

round tangle
#

Awesome, thanks man this really helped learn a lot of things

white marsh
#

No problem. Go forth and do neat stuff. I on the other hand, must return to my own work. GLHF

fierce tulip
#

@novel charm please post the image in #vc-unreal-hangout from now on, so you dont have to @ people.

plush yew
#

So,i ported a map model from blender to ue4 and when i click on play the floor is transparent and my character is falling

#

How do i fix this

fierce tulip
#

might need more info

round tangle
#

Make a new material set it to two sided

plush yew
#

oh

round tangle
#

Apply it to that mesh

plush yew
#

wait

left epoch
#

don't make a full map in belender as a single boject

plush yew
#

oh

round tangle
#

And also if it's not a simple mesh set it's collision to use complex as simple collision

left epoch
#

as doing collisions for that mesh would be crazy

plush yew
#

i ported the map

round tangle
#

Plus import them as separate objects from blender

left epoch
#

and comple collision is heavy

plush yew
#

i didin't make it

#

ah

round tangle
#

Superstar the object

#

Select some faces and Ctrl + l

#

Seperate*

#

In blender

#

To select some unconnected faves

#

Then faces*

#

Then separate them

plush yew
#

it's kinda hard

grim salmon
white marsh
#

Are you trying to open the game's files in the engine?

grim salmon
sweet cypress
#

I have a particle emitter in my scene set on lighting channel 2, but it's affected by a spotlight in lighting channel 0. Does anyone know how what causes this?

tardy depot
austere scroll
#

@tardy depot there is a screenshot program called "lightshot" , try it for clearer screenshots

#

u can choose the area to screenshot

plush yew
#

How to fix flickering shadows with movable directional light

novel charm
#

Abe chup

tardy depot
#

ok

#

well how do i fix it when painting textures on landscape and then the tile just goes blank but the rest are fine

white marsh
#

It looks like it's sorting out the material instance the landscape is using, it'll do that if it's the first time that tile has had a specific material layer added it, it's blending them. If it lasts longer than a minute or so though, no idea

viral fractal
orchid gull
#

is there a way to "read" how many gamepads are connected to a computer so I can create the same amount of controllers?
Or should I create 4 controllers everytime and call it a day? 🤔

viral fractal
#

so, im having a weird bug when i use Unreal engine with raytracing, that causes Shadows on brush meshes to be completely borked

#

this wasnt the case in 4.25, it looked normal there, has anyone had this before and knows what causes it ? im assuming there is just some borked setting, however nothing i tried so far did affect it

#

there are also these weird artifacts, which are not there when using regular lighting

#

(this is in the custom NvRTX 4.26 branch i built from source, but the exact same thing is happening with regular 4.26 from the epic launcher)

gray kindle
#

anyone here has any experience with base model skin peeking through armor during certain animations? Or any ideas how to fix it without scaling up the armor itself?

plush yew
#

how can i make the walls like my character to go through them

#

clip thought the wall

velvet vapor
#

Im sorry but.. there is a shortcut to creat this - how? xD Im wondering for days now idk how its called even

#

Thanks! <3

plush yew
#

guys

#

there is a invisible wall

#

how do i remove it

#

can anyone help me

velvet vapor
plush yew
#

help

#

i really need help

#

how do i remove invisibile walls

velvet vapor
#

Calm down, you just asked it above.

plush yew
#

yeah but

velvet vapor
#

There's not but, if someone will know how to help you, they will

plush yew
#

ok

#

😭

agile aurora
#

I can't figure out how to change the default skybox

#

to like an image

gloomy creek
plush yew
#

i ported a map

#

from blender

#

and there is an invisibile wall

agile aurora
#

wait you can port from blender?? 👀

#

dude my life could have been so much easier

plush yew
#

i think you have to make a map in blender first

#

and then you can port

agile aurora
#

well yeah

#

but I didn't know you could export models from blender to unreal

#

wait does ue4 support the .blend file itself or do you just export to something like .obj

#

cause in that case that makes more sense

velvet vapor
#

I'd love to make blue parts and frinckles only visible, but the dark ones i want to be gone, transparent

gloomy creek
velvet vapor
#

Okay, i selected it, what should I do now?

ocean grove
#

Hey I have a general question, when I have a Destroy Actor node called the reference it auto selects is self. Is self the player in this case?

velvet vapor
#

my material loos different than the one in the tutorial, so no idea how do i apply that to mine...

gloomy creek
#

@ocean grove It will destroy whatever the blueprint actor it's contained in if there isn't another ref connected.

ocean grove
#

Hmmm

#

So when I didn't connect the return value to the target the spawned actors wouldn't destroy.

#

The screenshot above works.

#

But I'm curious as to what the reference of self was when it was only execute connected

#

Is it just an empty node, or is it referencing something specific

gloomy creek
#

its referencing the BP you are working in

#

not the ones that spawn

#

if nothing is connected

#

the BP who's graph you are working in should be destroyed

#

if nothing is connected to destroy actor ref

ocean grove
#

Oh, this is in the level BP

#

OR WAIT

#

Would that render the N key useless?

gloomy creek
#

ya

#

you need to either be in a controller or character bp

ocean grove
#

So that I would prevent new spawns from executing?

gloomy creek
#

because it has no idea who is pressing N

#

you would want to put that N key node in either your char bp or your player controller bp if you have one

#

then have it cast to level bp and fire a custom event

rocky radish
ocean grove
#

Cast to the level BP

gloomy creek
#

actually Im not sure you can cast to lvl bp

#

1 sec

rocky radish
#

you cant cast to a level bp

gloomy creek
#

ya you need to use event dispatcher

#

Danielll is correct

ocean grove
#

Hmmm I'll have to look into that more, I just took a peek at the UE4 doc on it and it's sparse.

#

Oh wait no I wasn't looking at the right thing.

#

Ok looks like I've got some more documentation to dig into!

#

Thanks @gloomy creek @rocky radish

rocky radish
#

you're welcome

gloomy creek
#

You can reach the level BP from player character with a event dispatcher for sure, although Im not sure it will achieve what you are after. Also check GameState and PlayerState in docs and see if they helps.

#

Sent you a tutorial to explain event dispatchers.

ocean grove
#

Thanks!

frail sail
#

The "Memory Insights" is for GPU memory or just RAM?

#

i just want to know what things costing RAM in dedicated server build

plush yew
#

is unreal engine worth learning compared to unity, as a beginner?

cedar wave
#

Depends on your end goal and what you want to achieve.

zinc shore
#

why do my actors have a short draw distance when i haven't set a draw distance even if i create a new actor it has a short draw distance whats going on

tribal oak
#

Does someone know if it's possible to do distance culling on blueprint with skeletal meshes?

#

Doesn't seem to work with the cull distance volume

gloomy creek
#

distance culling volumes do not work with movable actors.

#

looking for a ref 1 sec

plush yew
#

at the same time

cedar wave
#

Definitely not.

#

You'd make next to no progress.

#

And that is terrible for a beginner

gloomy creek
#

harry, it might help if you give a bit more context as to what you hope to achieve by learning the engine.

tall pilot
#

For beginners, it's best to actually become intermediate & comfortable with one toolset & workflow first. Then you can better comprehend the real differences between that and the next toolset you choose to look into.

proven shuttle
#

Yeah, as a begginer there's not any benefit knowing multiple engines

tall pilot
#

IMO: As for learning curve, out of the three most popular engines (as for what i see on youtube) right now, Godot is the easiest to learn, then Unity, with Unreal being the hardest. But that doesn't mean you should leave and go learn Godot or Unity; if you want the Unreal experience, just dig in and prepare for a lot of information that you have to gnaw on.

proven shuttle
#

Consider that Unreal Engine will likely be harder to learn as it's got a lot more features that most game engines, a d does a lot for you.

agile aurora
#

tbh at least on the surface unity and unreal looks pretty similar to me

cedar wave
#

It's also not a good idea to learn UE if you only want to make 2D games.

agile aurora
#

unreal has some different "modes" on the top tho

#

but they both convert textures to materials before applying them to objects and stuff

#

for 2D games I just code it myself from scratch

proven shuttle
#

You also might want to consider that the cost for making the game will probably be bigger with Unity as they really want you to buy even basic stuff from their asset store, and Unreal gives you a lot more out of the box, and also has a lot of free assets by epic games including the entire Megascans library, the caveat being unreal engine is almost 30 gigabytes

polar hawk
#

Just don't use Unreal for 2D

tall pilot
#

it's more like 60-70 gigabytes for those of us who build from source kappa

polar hawk
#

Just don't

tall pilot
#

i would recommend Godot for 2D honestly

polar hawk
#

I love 2D, and I make a living off of Unreal but I'd never ever recommend Unreal for 2d

#

Especially when things like Construct and Godot and Unity exist

#

These are all better options

proven shuttle
#

Depends actually, Godot is immature and has bad performance, on the other hand Unity is less friendly and more costly

plush yew
#

how do you make a living off unreal

polar hawk
#

I get paid to do Unreal based work

#

And part of my following is my zeal for Unreal

spiral flint
#

hello

agile aurora
#

I'm sure godot will improve as it gets more attention

proven shuttle
#

Realistically work with a team, or sell a banger game lol

spiral flint
#

i need some help plz 😄

tall pilot
agile aurora
polar hawk
#

GameMaker is also fantastic for 2D

#

people discount it but it is good

proven shuttle
#

Also is more costly :)

spiral flint
#

i have 3 animations i want to play in order when i left click

#

how to do

agile aurora
#

uhh well if ur in coding keep an int or enum that says which animation to play

polar hawk
#

The cost of Construct or GameMaker is absolutely nothing in comparison to how much time you'll need to spend in Unreal

#

but if you have infinite time and no money then Unreal is great for 2D

agile aurora
#

and as you click just iterate through the enum/add the number and be sure to loop it back

#

idk how to display animations in unreal sorry but that's how I would at least keep track of it

proven shuttle
#

@polar hawk Unreal is good for 2D? Hasnt paper 2d not been updated in years?

polar hawk
#

Thats what im saying

#

Construct and Gamemaker and Godot and Unity are all superior solutions

#

but if one takes the argument that Unreal is cheaper

#

Then I hope you have infinite time

tall pilot
#

Nothing is cheaper than Godot kappa

polar hawk
#

Godot doesn't have the same free library of assets that Unreal does

proven shuttle
#

Performance is expensive on Godot

polar hawk
#

which is the only reason why I'd be okay with the argument that Unreal is cheaper

proven shuttle
#

IDK how the assets would help with 2d games though

polar hawk
#

Which is why I am strongly against using Unreal for 2d

proven shuttle
#

Yeah, I wouldn't even consider UE for 2d, on the other hand I wouldn't even consider Godot for 3d

olive flax
#

Use unity for 2d

proven shuttle
#

I can't stand the Made with Unity shit though

tall pilot
#

What's the server policy on calling Unity cringe? 👀

grave spruce
#

paper2d never got finish

plush yew
#

rust was made in unity and that looks good

proven shuttle
#

Like I get it, but I don't support it

plush yew
#

why

olive flax
proven shuttle
#

Unity already has a shit reputation why would I want there logo splattered on my game

polar hawk
#

IMO there is nothing wrong with Unity and anyone here shitting on Unity out of spite is out of place but also I don't run this server @tall pilot

plush yew
grave spruce
proven shuttle
#

I don't agree the engine is shit, I just don't like how they handle things, personally preference

olive flax
#

Unity is a great engine don't know why it gets hate

plush yew
grave spruce
#

yes

cedar wave
#

@polar hawk Have you tried the new pixel engine for UE in 2D? Just curious. It looks neat. (btw, I agree UE shouldn't be used for 2D)

plush yew
#

why does it need a plugin? what for

polar hawk
#

I've never heard of a new pixel engine outside of thirdparty stuff

cedar wave
#

Yeah - it is thirdparty. They got a mega grant

polar hawk
#

Ah well thirdparty changes everything

#

I'd argue that making Unity in UI is fantastic... if you embrace third party

cedar wave
#

I'm honestly just curious if anyone has actually used it and what their thoughts on it are.

grave spruce
polar hawk
#

Most things that are big have external plugins

#

Hell even my personal Unreal projects have external plugins

plush yew
polar hawk
#

Plugins at a certain level are kind of required

grave spruce
#

they made a C# framework for s&nbox UE4 version

#

maybe they hate how unity coded made a framework on there own

plush yew
#

im still not 100% on what exactly a framework is

#

what would it change?

polar hawk
#

its like a mainframe

#

in that its just a word that can mean anything you want

proven shuttle
#

I just wish I could use c# with unreal engine 😢

polar hawk
#

theres no good word for 'collection of parts that enable you to do more things'

#

other than framework

grave spruce
#

the same C# framework use in the UE4 version of s&nbox is been use in the Source 2 version of the game

#

have megagrant still have wait for epic approval

#

🤔

proven shuttle
#

Just looked at it

#

anyone used it before?

polar hawk
#

IMO "production" environments would never use something like that

#

It is far easier long term to just learn UE C++

cedar wave
#

☝️

polar hawk
#

You'll always have the question of "is it Unreal that is breaking or is it the C# layer"

exotic thicket
#

Rider made it a lot less annoying to do C++

polar hawk
#

I'd rather not have that question

exotic thicket
#

it's almost C# level after a good tool like that :P

cedar wave
polar hawk
#

Rider isn't production ready for me yet but I'm glad theres a new option

proven shuttle
#

I guess I gotta get rid of lil' bitch syndrome and just learn Cpp lol

plush yew
#

i think i will stick with unity until i feel limited

polar hawk
#

The IDE I want to use with Unreal doesn't exist so I'm slowly trying to just build my own

tall pilot
cedar wave
#

Literally the main reason I can tolerate UE C++ is because of the gloriousness that is Rider.

polar hawk
#

VS Code would be fantastic if it had better C++ autocomplete

#

If it just had that then I'd fully switch to it

tall pilot
#

sits in the corner with his vim 👀

proven shuttle
#

I doubt VSC would handle UE's codebase

polar hawk
#

It can, I use it every now and then

exotic thicket
#

the IdeaVim plugin made Rider lag like crazy :( had to disable it

tall pilot
cedar wave
#

I can't get behind VSCode. No matter what language, framework, or what....it is just always been worse for me than any of the spaces that Jetbrains is in. I only use it when I need to make a quick edit.

polar hawk
#

Aye, and I tend to not like most of JetBrains stuff

#

Rider is a good step though

cedar wave
#

Different strokes for different folks my dude. As long as you can be productive 🙂

polar hawk
#

I wish GoLand was better than VS Code for me

exotic thicket
#

What do you not like about them? Just curious

#

Since pretty much everyone I know seems to like JetBrains' stuff

plush yew
#

why dont you like vs code?

polar hawk
#

Things that are simple in VS Code, especially team based stuff, just seem to be easier to maintain and diagnose when things go wrong and if I never need a custom tool I can easily build my own extension

tribal oak
#

Does someone know why when I use level streaming I got my pawn unpossessed and starts possessing another pawn that is on that level streamed?

polar hawk
#

JetBrains has locked down APIs and things which make it more difficult to extend

#

And I tend to use a lot of custom tooling and write my own tools

exotic thicket
#

Interesting

#

Never had the need for something like that but makes sense

proven shuttle
#

I mean I've just been using Visual Studio for me it's worked fine with out issues

cedar wave
#

I haven't felt the need to create any custom tools/plugins with Jetbrains. They seem to already cover all of my uses honestly.

polar hawk
#

However for someone who doesn't write their own custom tooling, I'd recommend most JetBrains products over VS Code

#

Rider doesn't allow me to have quick access to alternate command line launches like any other IDE

#

and thats the biggest reason I can't use it

proven shuttle
#

Well I couldn't recommend VSCode for much things serious

polar hawk
#

VS Code is also a staple in web dev and other technologies

#

and I do a lot more than Unreal now

#

so VS Code allows me to do Unreal plugin editing as well as backend server authoring

exotic thicket
#

I just use Vim for everything except unreal stuff lol

polar hawk
#

with no context switch

exotic thicket
#

most of my other tools are command line stuff and such that are language agnostic because I also use a lot of different things

polar hawk
#

under JetBrains I'd need both Rider and GoLand and I'd still need a general text editor

#

aye I use vim when I'm not at home and on my laptop

#

if I don't have a mouse I'll vim with my tmux and zsh setup

tall pilot
#

i gave up VS Code because i use VSCodeVim plugin and i also swapped my capslock & escape keys, but for some reason VSCode still finds a way to treat my capslock as capslock key :S I mean there's probably a user preferences setting, but for me it was easier to just drop VSCode all together and start using vim by itself

proven shuttle
#

Whyyyy lol

exotic thicket
#

iirc there's some way to remap it on a lower level

polar hawk
#

yeah vim plugins for all major ides are never as good as vim

exotic thicket
#

I've had capslock remapped to backspace for many years and never had issues with any programs with it

polar hawk
#

On Mac OSX I bought some tool so I can remap my caps lock to escape

#

but now osx supports remapping that key natively i think

cedar wave
#

idk - I jump between a lot of different things as well honestly. Still right at home with Jetbrains. Their stuff is just too good for me (backend work, game development)

#

My biggest issue with VSCode is that the intellisense is just god awful in my experience. It's slow and inaccurate to boot.

polar hawk
#

Also VSC is free and so its a good common denominator if I'm trying to tell someone how to do something

tall pilot
#

i remapped with xset, and i think my Tex Shinobi actually has a dip switch that toggles it ( i haven't read the manual :P)

polar hawk
#

Yeah if VAX would make a VSC extension

#

it'd be perfect

#

but until then I'll use Visual Studio for my heavy intellisense needs

#

simply because of VAX

#

I only use Visual Studio because of VAX

#

because VAX is amazing

#

It takes awhile to parse a codebase at first but once it does, its like butter

#

and supports some of the more obscure harder to parse ue4 macros that rider still chokes on

#

To be fair Rider does a better job with some of those macros than VSC

next badger
#

JSS F Christ. When Epic finally detach the launcher from the UE4?! I can't even use Vault.

#

VAX is sadly has no alternative. Resharper just hangs,

proven shuttle
#

What is Live Coding?

polar hawk
#

I wouldn't even begin to look at things like Live Coding and Hot Reload until you understand UE C++ on a moderate level

cedar wave
proven shuttle
#

Oh that's so neat

next badger
#

LC is recompiling the classes on runtime (game can be running)

cedar wave
#

Oh - UE has LC?

polar hawk
#

no

#

i mean it does

#

but

#

no

cedar wave
#

I thought he was talking about the feature in VS and VSCode

polar hawk
#

Yeah too many things call a feature Live X

next badger
#

well, it's called like that in ue4

polar hawk
#

I think its specifically called Live++

#

or something uh

#

like that

tall pilot
#

anyone ever used CLion with UE4?

polar hawk
#

only clang and msvc so far

cedar wave
#

Many moons ago. Experience was not pleasant. That's why they are integrating it into Rider and Rider will be their "game dev" ide

next badger
polar hawk
#

ah, there you go

#

it is straight up Live Coding

sullen dagger
#

How does Mac OS run UE4?

#

without a dedicated GPU

polar hawk
#

not well

cedar wave
#

Oh yeah - isn't that supposed to be better than hot reloading?

sullen dagger
#

yeah i'd imagine

polar hawk
#

and its not because of mac os

#

lol

sullen dagger
#

ik

polar hawk
#

LC is better than Hot Reloading

#

for sure

next badger
#

Mac OS in general - not great, w/o dedicated GPU - probably horribly.

#

@cedar wave yep, in my humble experience LC is way better than HR

polar hawk
#

I love macbooks though, I'd buy a macbook and deal with unreal on mac os rather than buying a windows laptop

next badger
#

especially with version control

cedar wave
#

I should probably turn LC on. I'm still using HR.

next badger
#

@polar hawk soon no x86 macbooks will be left ;_;

cedar wave
#

Good ol' shut her down and restart strat 🤣

polar hawk
#

I can't wait until M2

#

next gen arm is gonna be sick

tall pilot
#

isn't Apple doing their own graphics API and not implementing Vulkan?

cedar wave
#

Yeah - screw Apple

next badger
#

I like the idea of tossing away x86

tall pilot
#

why do they gotta be so high on themselves like that

polar hawk
#

its not about that at all

#

their points about controlling the full stack for security and quality isn't complete bullshit

#

They use those true facts for evil

#

thats for sure

#

But on a software level its very true

cedar wave
#

Apple has always had a holier than thou attitude.

polar hawk
#

If you have something working on an apple product though

#

its gonna work on their full line of products

tall pilot
#

sits in the corner with his GNUSA flag

exotic thicket
#

I'm still waiting for a laptop with an equally good touchpad as macs :P

#

For some reason it seems theirs just are better than anything else I've ever used, could be partially due to better OS level support too maybe

polar hawk
#

Aye, I think there is a Dell or Asus laptop that is close

#

but yeah, Apple laptops are built so well

#

I'm using a Macbook from 2014 right now and its still solid and holds up

tall pilot
#

suppresses desire to spam Rossmann videos

polar hawk
#

Yeah but its not like non-apple laptop manufacturers don't pull the same shit

#

People just don't try to repair them as much

#

However Apple does some uniquely stupid Apple things for sure

#

Everyone makes bad decisions but Apple's have a unique flair

#

If they're gonna make dumb cooling they're gonna be dumb in their way

#

the apple way

proven shuttle
exotic thicket
#

time for WinDirStat

agile aurora
#

uh oh

#

yeah that's what unreal engine does to you

tall pilot
# proven shuttle are you kidding me just the other day I had 70 gigs free

time for a reinstall. i remember having a similar issue. my HDD was filling up every day and I could never find out where the files were coming from. No new installations, downloads, nothing. Just HDD filling up every day... After a reinstall it stopped. To this day, I suspect I was zombified by a botnet and used as a repository for .... things.

#

I have no evidence though (thank the gods)

proven shuttle
#

I just reinstalled like a month ago

exotic thicket
#

That's why I like WinDirStat

proven shuttle
#

I get this OS is shit, but still, cmon

exotic thicket
#

you can actually figure out what's taking the space without having to dig through everything for ages

polar hawk
#

I use SpaceSniffer but its basically the same thing as WinDirStat

#

both great tools

exotic thicket
#

Generally Windows doesn't do stupid things on its own

polar hawk
#

and I think WinDirStat can be installed via Ninite

proven shuttle
#

Yeah, windows never breaks your files in an update, or breaks the entire PC. never.

#

xd

tall pilot
#

how is ninite vs chocolatey vs scoop?

exotic thicket
#

I had a Linux system that crashed when I inserted a CD ROM

#

So Linux must be crap

#

:P

polar hawk
#

ninite isn't a package manager

#

its just a

#

oh no i reformatted and i want to install all my stuff again

proven shuttle
#

windows update cleanup: 10gb

#

welp

polar hawk
#

I used to only use Edge for installing Chrome

tall pilot
#

oh, a package management system

#

🤔

polar hawk
#

now I only use Edge to download a Ninite installer

#

because that includes chrome

proven shuttle
#

oof

#

i have 3

tall pilot
#

why open edge when you can open powershell and type iwr :D

polar hawk
#

I have a 1TB OS drive on my threadripper and I need to upgrade

plush yew
#

u got a threadripper

polar hawk
#

aye

proven shuttle
#

imagine having overkill hw and not enough storage

polar hawk
#

lmao its not overkill enough

tall pilot
#

next AMD should be named Roadbrapper for maximum yeet

proven shuttle
#

imagine being like me and having a good graphics card and shit cpu

polar hawk
#

I routinely max out my threadripper

plush yew
#

i got 2 cores yo

#

how many do u have

polar hawk
#

24

#

and its not enough

plush yew
#

how

tall pilot
next badger
#

@proven shuttle imagine being like many having a shit cpu and bad graphics

plush yew
proven shuttle
#

HAHAAHAHHA FOUND THE CULPRIT

#

god damnit

plush yew
#

i have a i3 10100f but i cant use it yet because my mobo is old

polar hawk
#

are you in america

tall pilot
proven shuttle
#

No

#

all from nvidia captures

#

lmfao

tall pilot
#

ohh lol

plush yew
polar hawk
#

A single archive for one of my twitch streams comes in at 450gb

proven shuttle
tall pilot
#

why not kappa

#

the NSA needs those

polar hawk
#

next you'll be asking why do you have a 100gb ue4 derived shader cache

proven shuttle
#

IT'S 9 HOURS LONG

#

LMFAO

#

someone forgot to hit the stop recording button

polar hawk
#

Thats pretty good compression rate for 9 hours

tall pilot
#

feels pressured to acquire more than 512GB of disk space

polar hawk
#

I had to build a 16TB NAS to do all my video storage

tall pilot
#

er, oh i have 738GiB

#

in total

proven shuttle
#

The entire video is a desktop icon and a mouse moving

#

lmfao

tall pilot
#

but only a combined 482GiB partitioned for my OS

#

i was saving some space thinking maybe i would install windows for some reason

#

but i still haven't

polar hawk
#

what are you on then

tall pilot
#

btw i use Artix kappa

proven shuttle
#

now that 25gb of desktop footage is gone

#

lol

plush yew
polar hawk
#

no, I just spend my money on things directly related to things that make me money

grim ore
#

money in is money out.... wait... what sorcery is this

polar hawk
#

I wouldn't be able to do my job without a threadripper

plush yew
#

are u employed?

polar hawk
#

Yes

proven shuttle
#

What the hell is your job? lmao

polar hawk
#

right now I'm doing contract work in the Virtual Production space

plush yew
#

wouldnt your company pay for it?

polar hawk
#

before that I was a senior engineer at a game company

#

Contract work is a bit different

proven shuttle
#

Nice, I'm a teenager with no job and have no idea what the hell to do!

plush yew
#

same

polar hawk
#

If your goal is money

#

don't do game dev

#

just don't

plush yew
#

i dont want money

#

i just want enough time to enjoy my life

polar hawk
#

then don't do game dev

#

lmao

plush yew
#

fak