Hi guys, new to these forums and relatively new to UE4 - I come in search of help if possible. I'm trying to create broken glass, the mesh is just a flat plane and I'm using an alpha to create the shape of the broken glass. On top of that i'm using a refraction input with translucent shader, to give varying amounts of…
With each change to a material there is a significant pause sometimes 10 sec. Even changing a color is slow. The scene has many objects and hiding them improves performance a bit, but it still lags a lot. There are no real complex shaders and no textures in the scene. I use Vray. In an empty /simple scene there are no…
just wondering if anybody has tips on how to cure this kink i am seeing in paint strokes: - this is not application specific! i can reproduce the behaviour in photoshop, krita, affinity photo, whatever. always happens when doing quick strokes and rapidly changing stroke direction. slower, controlled strokes come out clean.…
Hi all, I'm currently completing a project for my portfolio and I need some help. I want to avoid Scaleform if possible as I have zero experience in Flash and Actionscript, and I don't want to have to learn a whole new programming language. If possible, I'd love to work out a way to do this with Kismet. What I'm after is…
Hello, we are a team of hobby game developers and currently working on a new platform/labyrinth game with ancient tombs and stuff. Our homepage (temporally, currently being redesigned): http://www.magicstorm.de/ The last game finished a month ago was Bouldermouse, you may take a look at the screens there. We are currently…
Well this week has been blast. I decided to help my girlfriend with her PC problems and decided to bring mine over to see if I could bring hers to life again. I got to her place and when I go to turn on my PC the thing won't turn on. Great... The only thing I was getting from time to time were blue screens of death but…
I was too quick saying that they fixed that custom masks height blend issue . They told me so from Adobe support but I had no chance to actually test it. And now I did. They haven't fixed anything at all. In fact it's quite obvious from your screens too if look closely . You just used blur in the dirt/snow edges the way…
Yeah, I noticed that too. I'm sure that was an issue of debate at Santa Monica Studios. If I had to guess, I suppose it's a matter of performance. Even if characters have higher polycounts these days, it can be offset by the amount of entities on screen at once and it seems to be high with this game.
The main thing that I am worried about with laying things out in the editor is that the meshes aren't instanced and I'll end up having a bunch of draw calls for the same assets. For instance those trees are repeated a bunch of times so it would be ideal to have them all on the one draw call. As far as I have been able to…
Hi guys, i've gone a little while without posting due to commitments at work keeping me from any major updates, however i've been noodling away, tidying up the minor issues here and there as well as integrating people's feedback :) I've just been playing around with lots of different camera angles, close ups etc, hoping…