one final spam, can't keep track of the relevant threads asdf
[QUOTE=dai;51935159][url=https://drive.google.com/file/d/0B9Gi-2Yu169zS1piajBGWXg5VUk/view?usp=sharing]Build is UP[/url]
readme in the zip has controls and toggles explained. I can't vouch 100% that my stick layout will jazz with everybody but I did my best. The layout I actually play with is flipped, with the left stick being aim and the right being throttle/roll. This is partially because I was making it starfoxy and the n64 controller had no other option but aim=left stick. Also partially because I'm a lefty, but this and my joystick setup in Elite Dangerous and Star Citizen is quite literally the only time I've ever southpaw'd a control scheme
If people have other preferred control schemes for this type of flight, lemme know so I can keep track of people's expectations. I've already seen some requests to make the triggers thrust/brake (left is brake already, technically), and in another case, triggers control roll, which does sound comfy. Maybe triggers=gas/brake and shoulder buttons could be roll, ala old SFX games, but I feel roll should be on a more controllable axis so you can do subtle adjustment instead of full blast whipping about.
as for steam controller: there's inputs I can bind for it, but it's hella different than binding for standard gamepads. It's best for now that you just re-map how you like it.[/QUOTE]
Here's a sexy lil tip for ya, if you need to store handles to something in an array but you want to remove elements without invalidating the handle then use [url]https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/TSparseArray/index.html[/url]
I've been avoiding storing indices to things all this time when there was already something that handles it.
So wait, I'm freshly coming into using arrays because I'm stupid and have been manually sorting shit, if I dynamically store things to an array and then remove an item from the array like in the middle of the index order, does that fuck up what index other instances in the array are at? Like if I store 3 items to an array, and then take out item 2, does item 3 stay item 3 and index slot 2 is just empty, or does item 3 become item 2 and them index slot 3 becomes an empty space?
TArray will invalidate your indices. TSparseArray wont but at a memory cost.
[QUOTE=layla;51936605]TArray will invalidate your indices. TSparseArray wont but at a memory cost.[/QUOTE]
But TSParseArray won't automatically resize your array so thats a win-win? Weird that the default behaviour is to just resize your array after removing an element
[QUOTE=Asgard;51936688]But TSParseArray won't automatically resize your array so thats a win-win? Weird that the default behaviour is to just resize your array after removing an element[/QUOTE]
I'm using blueprints for mine but it's the same behavior by default, it resizes the index list instead of leaving the slot empty. I get why it does it, but I wish there was a way to negate it without having to write out a function to update all existing instances with their updated index ID.
OK, so, I've been trying to get game saving working in my C++ and have run into a confusing problem.
Whenever I try to access variables in my SaveGame instance it crashes. On top of that, if I try to use SaveGameToSlot() it doesn't save the file at all.
Here's the function I use to load the game:
[CODE]
//Handles loading save data
void ACircuitGameMode::HandleLoadSaveData()
{
UCircuitFunctionLibrary::QuickLog("Save Data", "Creating SaveGameInstance");
//Create save data instance
SaveDataInstance = Cast<UCircuitSaveData>(UGameplayStatics::CreateSaveGameObject(SaveDataClass));
//Checking for the save file
UCircuitFunctionLibrary::QuickLog("Save Data", "Checking for game data");
if (UGameplayStatics::DoesSaveGameExist("ScoreData", 0))
{
//Load if the save file exists
UCircuitFunctionLibrary::QuickLog("Save Data", "Exists, Loading");
SaveDataInstance = Cast<UCircuitSaveData>(UGameplayStatics::LoadGameFromSlot("ScoreData", 0));
} else {
//Save the default set if the save data doesn't exist.
UCircuitFunctionLibrary::QuickLog("Save Data", "Does not exist, Creating");
FCircuitLevelData CurrentLevelData;
CurrentLevelData.MapName = FName(*GetWorld()->RemovePIEPrefix(GetWorld()->GetMapName()));
CurrentLevelData.Nodes = 0;
CurrentLevelData.Rooms = 0;
CurrentLevelData.HighScore = 0;
//SaveDataInstance->LevelDataSets.Add(CurrentLevelData); <- This will cause a crash
//SaveDataInstance->PlayerName = "Trogdor"; <- This too will crash
UCircuitFunctionLibrary::QuickLog("Save Data", "Saving basic save file");
UGameplayStatics::SaveGameToSlot(SaveDataInstance, "ScoreData", 0); <- Just doesn't save a file
}
//HandleFetchLevelScoreData(); <- this just takes the needed map data, most things in here will crash.
}
[/CODE]
Now here's the weird part, if I were to save the same CircuitSaveData class in blueprint not only will it save but all of this code will work [i]including[/i] SaveGameToSlot(). The only reason I can think of for this would be the initial cast of SaveDataInstance = Cast<UCircuitSaveData>(UGameplayStatics::CreateSaveGameObject(SaveDataClass)); is not working but I haven't seen any errors / logs about it. I even double checked the [URL="https://docs.unrealengine.com/latest/INT/Gameplay/SaveGame/Code/index.html"]documentation[/URL] and there doesn't seem to be a difference from what I can tell at least.
I changed the bullets from hitscan to line traced projectiles.
[vid]https://dl.dropboxusercontent.com/u/38438447/ShareX/2017/03/UE4Editor%202017-03-09%2016-17-36-997.webm[/vid]
question: if I'm putting together a blueprint pawn of something out of modular parts, how would I go about keeping it symmetrical without having to constantly fumble through the transform numbers? like here's a cheapo example, placing a landing gear strut or whatever. This ship is kind of irrelevant to the needs, but if I'm making some varied stuff like the larger ones with the big metal plates and lots of smaller techno greeble down the line, I'd like to be able to just make a pack of interesting pieces and plates and whatnot and build up a few designs around that, cutting down on having to create buttloads of unique assets while allowing a bit more variety in the end. It'd be a huge time saver if there's something I'm missing that lets me keep shit a bit more organized and uniform
[quote][vid]https://my.mixtape.moe/axxmsi.webm[/vid]
(not sure why the mouse is offset)[/quote]
that'd work for something when I know where it's gonna be placed (landing gear was a bad example for what I meant). If I make a bunch of assets that have no actual dedicated placement or orientation, I want to be able to set a bunch up however I like and just flip the whole lot of them over instead of manually garbling out the random points I set them all up with
[editline]e[/editline]
like I guess I can just make a 'scene' placeholder that sits at the origin point, and when I finish up one side I can just duplicate the lot and -1 scale it on the Y axis?
[t]http://i.imgur.com/aa4BK7O.png[/t]
feels like there should be a more dedicated function but that's a solution to at least get me started
I really didn't want to post this question because it seems common, but I've been trying to figure this out for a week now and for the life of me I cannot get it to work properly.
I have gone through all the answered light bleed questions I could find along with the lighting troubleshooting guide but nothing seems to work.
[img_thumb]http://i.imgur.com/s9MklUQ.png[/img_thumb]
The problem I am having is that all of my baked lights are bleeding through the walls. I just don't understand how this is happening or what can be done to fix it.
[img_thumb]http://i.imgur.com/LrJ3leW.png[/img_thumb]
The light I placed is in the center of an adjacent room. The light is subsequently bleeding into two of the other rooms.
[img_thumb]http://i.imgur.com/sqXvxq4.png[/img_thumb]
The way I modeled the building is using 5 meshes.
-A cap for the roof, 256 lightmap res
-the ceiling, 2048 lightmap res
-the walls, 2048 lightmap res
-the floor, 2048 lightmap res
-A cap for the floor, 256 lightmap res
The meshes are all aligned by vertex, there are no loose edges or gaps. All of the Lightmap UV's were made manually.
[img_thumb]http://i.imgur.com/IZR4uOm.png[/img_thumb]
[img_thumb]http://i.imgur.com/Le5i9hi.png[/img_thumb]
While bumping up the lightmap res from 1024 to 2048 reduced the bleed a tiny bit, the UVs don't seem to have any affect on the lightbleed. There is no correlation between where the lightbleed is and where the UVs are aligned. In the above picture, the UV sets for the affected areas are nowhere near each other.
I have tried inserting meshes between the walls, I have tried welding all of the meshes together into one mesh, enabling/disabling two sided lighting/shadows & double sided geometry, changing the shadow bias settings, altering the lighting scale and quality but nothing seems to help.
I've tried the Lighting troubleshooting guide but after going through it I am at the point where all it says is to recheck the UVs. The UVs being used are the manual ones, it's not automatically generating the lightmap UVs.
I'd really appreciate any tips/insight into this issue as this has felt like running into a brick wall for a week straight.
If i where to make an editor or some sort of new editor mode within the unreal editor where would i start? i got my dialogue system working well but id like to add an editor for it as well, something like this
[IMG]https://cdn1.epicgames.com/ue/item/DialoguePlugin_Screenshot01-1920x1080-66ad4df7588b397756eab84dc4519ae3.png[/IMG]
I'm having a bit of an issue with going between Substance Painter and UE4.
[t]https://puu.sh/uD0fu/104f114e53.png[/t]
The reflections are really sharp in UE4 and the roughness just doesn't look the way it does in the Painter viewport. Even with the background in painter set to sharp instead of blurred, it doesn't match.
[QUOTE=Wickerman123;51940772]I'm having a bit of an issue with going between Substance Painter and UE4.
[t]https://puu.sh/uD0fu/104f114e53.png[/t]
The reflections are really sharp in UE4 and the roughness just doesn't look the way it does in the Painter viewport. Even with the background in painter set to sharp instead of blurred, it doesn't match.[/QUOTE]
Looks like your roughness value is inverted
[QUOTE=James xX;51941027]Looks like your roughness value is inverted[/QUOTE]
I'm no good with maths but multiplying my roughness by 2 seems to bring it way closer to what I see in Painter. It works on my other materials too. This is weird, I'm using the UE4 preset.
Does anyone else have issues like this going between the two?
[t]https://puu.sh/uD7eD/aa4e6eb32e.jpg[/t]
[t]https://puu.sh/uD7kF/c4539ea39a.jpg[/t]
[editline]aeijurt[/editline]
[QUOTE=Shirky;51941245]Make sure you have SRGB unchecked in the roughness texture.[/QUOTE]
Wow I'm a fucking idiot...
Thanks, that's it fixed.
[QUOTE=Wickerman123;51941233]I'm no good with maths but multiplying my roughness by 2 seems to bring it way closer to what I see in Painter. It works on my other materials too. This is weird, I'm using the UE4 preset.
Does anyone else have issues like this going between the two?[/QUOTE]
Make sure you have SRGB unchecked in the roughness texture.
[QUOTE=Thlis;51939122]Long Post about Light Bleeding.[/QUOTE]
Unfortunately from what I know, the only way to really combat this is to stitch UV shells together.
[video]https://youtu.be/jCsrWzt9F28?t=1293[/video]
In this live Demo he talks about some ways to get around this. This is a major problem when it comes to modular assets. I think the typical response is to hid seams with another modular pillar of some description.
Watch this video and see if any of the advice helps. @18:00 minutes or so.
[QUOTE=Alex141;51941867]Unfortunately from what I know, the only way to really combat this is to stitch UV shells together.
[video]https://youtu.be/jCsrWzt9F28?t=1293[/video]
In this live Demo he talks about some ways to get around this. This is a major problem when it comes to modular assets. I think the typical response is to hid seams with another modular pillar of some description.
Watch this video and see if any of the advice helps. @18:00 minutes or so.[/QUOTE]
I'm afraid that going from 18 minutes onward it seems that they're focusing on the fact that multiple meshes will be baked on different threads, ergo inconsistent lighting between modular. The problem is that even with all of my meshes merged and re-UVed together the issue persists in almost the exact same way.
[t]https://dl.dropboxusercontent.com/u/16349584/demoreel/parallaxgroundissue2.PNG[/t]
Is it possible to blend between two POM maps? My project is on 4.12 probably should note that.
[t]https://dl.dropboxusercontent.com/u/16349584/demoreel/carpetblueprint.PNG[/t]
Just use another POM node and hook both up with a lerp (preferably a height lerp).
[QUOTE=Shirky;51943016]Just use another POM node and hook both up with a lerp (preferably a height lerp).[/QUOTE]
I feel dumb for not trying it out earlier. Thank you.
[QUOTE=Thlis;51939122]I have tried inserting meshes between the walls, I have tried welding all of the meshes together into one mesh, enabling/disabling two sided lighting/shadows & double sided geometry, changing the shadow bias settings, altering the lighting scale and quality but nothing seems to help. [/QUOTE]
The only additional thing worth trying I can think of is having each room (walls + floor + ceiling) as a separate mesh. Since modular pieces have visible seams between the pieces, the lighting in each room could be calculated more independed if each room uses it's own mesh.
Made this level a while ago, but I'm not too good with the codes to make it playable
[IMG]http://i.imgur.com/IVbE9mr.jpg[/IMG]
[IMG]http://i.imgur.com/SSVPdIh.jpg[/IMG]
[IMG]http://i.imgur.com/Nvx79Uj.jpg[/IMG]
I have an issue with UMG inheritance apparently.
I have images like these:
[img]http://i.imgur.com/Sqm0zb7.jpg[/img]
The left image with the static colors of the shown mesh is usually on top of the other one.
But when I change the color of the image at the bottom ...
[img]http://i.imgur.com/d2XeF3m.jpg[/img]
... the other image with the red static color also changes color.
[img]http://i.imgur.com/NfXSivk.jpg[/img]
The only option regarding inheritance I see is the by default unchecked checkbox for the tint of the image. But it's not the tint that I change, it's the color and opacity.
This whole image and color changing thing seems broken to me anyway, as I often had to redo the blueprint stuff for it after most engine updates for some reason.
Edit: Nevermind, I'm an idiot. The overlaying icon with the static colors was hidden ingame the whole time.
Where should I use maps or sets instead of arrays?
Edit: Also, why doesn't converting enum straight to name work? It'll result in Colors:NewEnumerator0 instead of the enum value. I have to convert to string first. If I use strings instead of names I'll get just None as result...
[IMG]https://dl.dropboxusercontent.com/s/ww21uo20acl8dg3/UE4Editor_2017-03-12_20-23-12.png[/IMG]
When will Deque, List, Multimap, and Multiset be available in UE4?
A better question is whether I can use them currently and not worry about my fucking shit getting gdumped.
[B]Update[/B]
[I]Disconnecting the pixel depth offset fixes it. I guess I can live without it, I don't imagine people are going to be taking pans from the kitchen and dropping them on the living room carpet....
[/I]
Getting a weird issue with parallax occlusion. I followed a [URL="https://www.youtube.com/watch?v=0hoT8fJJgoU&list=PL81W11wRRwmWIjoFQSn94K3OkJOYuBBXq&index=21"]tutorial[/URL] to do this and there was no sign of the issue or any mention of it.
[media]https://www.youtube.com/watch?v=ZsWZPqmJ2QA&feature=youtu.be[/media]
The only fix (which was mentioned in some [URL="https://wiki.unrealengine.com/Parallax_Occlusion_Mapping"]documentation[/URL]) is to disable shadow casting, but that's going to look really out of place in a scene that supposed to be realistic.
[editline]awesomestuff[/editline]
On a competely different note, if anyone here is into 3D scanning and photogrammetry, I highly suggest you check out the [URL="http://graphinesoftware.com/products/granite-for-unreal"]Granite for Unreal Plugin[/URL] I was skeptical of it's ability to actually take upwards of 16k textures and get them streaming in Unreal, but it totally works and it's really easy to use.
I'm only using the trial (they're considering giving me a license for my final year project) Simply load my 16k texture into their tileset generator tool, output the files, drop the project file into the Ue4 content browser and bam, it creates the material and gets it streaming straight away. I was able to up my camera speed and move around the object with no texture pop in and zoom right up close and see the texture at full resolution. It's fucking incredible.
[editline]ergae[/editline]
So here's my first test of getting a part of my final year project working. The scan is still rough, going to clean it up in zbrush and make sure it has smoothing groups (damn the facets are ugly)
[media]https://www.youtube.com/watch?v=TzgBppmNYkc[/media]
The texture is 16k, I thought I hit 64k on export but perhaps I read it wrong, going to try again tomorrow to see if I can get higher than 16k. The Model is decimated to 1m poly's from 222.7m. Over the next few days I'm going to start testing how high I can go before Unreal shits the bed. I also need to sort out my navigation, the navmesh wouldn't generate - probably due to the fact that the whole thing is actually incased in a big inflated sphere (Meshing algorithms always try to make things as watertight as possible, even if it means making some really weird geometry) I'm probably going to try and adopt a spline based navigation system instead of relying on the default VR Pawn's navmesh solution.
Hey, guys. I was wondering if anyone could help me out with this z-fighting problem.
I'm currently working on a cardboard box mesh for my map, but it has really harsh z-fighting despite there being what I think is a proper UV and lightmap channel.
Here is the mesh inside my map. The z-fighting happens all over the model.
[t]https://answers.unrealengine.com/storage/temp/130421-screenshot00097.png[/t]
However, it looks just fine inside the mesh viewer.
[t]https://answers.unrealengine.com/storage/temp/130403-screenshot00067.png[/t]
Here is the UV layout in case I'm missing something. Everything seems to be on the grid with enough padding.
[t]https://answers.unrealengine.com/storage/temp/130404-capture.png[/t]
Have you made sure the normals are correct?
I spent 1-2 weeks on Vacation and forgot a shitload of what I learned about UE4
...fuck
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