Support Tickets

IDDue In VersionSummarySeverityStatusProgressOpened byOpenedLast Edited
92Feature RequestsAI Visual Mechanics kinda thing - Behaviour TreesMedium1Completed
0%
epsilonion25.08.2018 Ticket Description

Is it possible for you to create a feature within the Visual Mechanics for AI..

Something like

//forums.unrealengine.com/filedata/fetch

//forums.unrealengine.com/filedata/fetch

There are some lib’s on github for cover, suppression etc that you could look into for this feature.
Having a built in AI editor or an extension of the Visual Mechanics would help skyline appeal to gamers for making games and is already a part of the BIG engines out there and would help skyline shine above all other indie engines..

91Bug ReportGUI Editor CrashesMedium2Researching
0%
1epsilonion28.07.201829.07.2018 Ticket Description

The GUI editor seems quite unstable with several crashes when pressing refresh

I know your going to do another run at the GUI editor to sort some issues out with it so I made a ticket..

Hope its sooner than later

89Feature RequestsRaknet PluginsHigh1New
0%
2Shando16.06.201806.07.2018 Ticket Description

Please implement RakNet Plugins such as Lobby2Client - PC, Lobby2Client - Steam, TeamManager etc.

86Bug Reportentity.getWorldOrientation() - Not working with spawned...HighNew
0%
1planetX03.05.201803.05.2018 Ticket Description

This function only works with entities present in the editor. If the entity is spawned by script, it doesn’t get the quaternion values. Always get (1,0,0,0)

85Feature RequestsImplementation - Navmesh DetourNavMeshQuery functions LowNew
0%
SpiderMack16.04.2018 Ticket Description

There is important Navmesh functions to create advanced AI.

Many are already included in Detour Api, Skyline just needs to interface them to Lua.

findRandomPointAroundCircle

Used a lot to create dynamic AI moving everywhere around the player

dtStatus dtNavMeshQuery::findRandomPointAroundCircle(dtPolyRef startRef, const float* centerPos, const float maxRadius

raycast

Faster than physics raycast when testing environment, and usefull to identify static walls and obstacles
dtStatus dtNavMeshQuery::raycast(dtPolyRef startRef, const float* startPos, const float* endPos

getCost

Navigation cost.
Can be used to compare two possible destination cost or used for gaemplay like checking if sound propagation reaches a destination.

float dtQueryFilter::getCost(const float* pa, const float* pb,

closestPointOnPolyBoundary

Closest point into a boundary poly
dtStatus dtNavMeshQuery::closestPointOnPolyBoundary(dtPolyRef ref, const float* pos, float* closest)

findPath

Gets the path in an array of points, it can be usefull to let the user use the path and create it’s own movement code.

dtStatus dtNavMeshQuery::findPath(dtPolyRef startRef, dtPolyRef endRef,

84Bug ReportNavmesh rotation issuesLowNew
0%
SpiderMack14.04.2018 Ticket Description

It’s a little better; but there is still notable rotation issues with navmesh when the character start a new destination.
Rotation stabilizes after some second, but rotation should be controled and smooth.

A rotation speed should also be available as Navmesh parameter to control how fast a character would turn.

83Bug ReportFeature Request - Asset Manager point to project locati...LowRequires testing
0%
2SpiderMack14.04.201818.04.2018 Ticket Description

You load a project the Asset Manager points to Skyline installation.

When you load an existing project, the Asset Manager should always point to the new project folder structure and location.

81Bug ReportStop the ability to readd an action that is already app...HighNew
0%
Jayce Young05.04.2018 Ticket Description

Skyline lets you add 2 or more actions of the same name to the entity but does not support adding multiple same actions.
It can then cause unforseen things to happen like scene load issues.

We need skyline to not let you add any more actions of the same name to an entity and display a message box when you do.

79Feature RequestsMaterial Sub panel to show material namesLowNew
0%
Jayce Young05.04.2018 Ticket Description

TattieBoJangle has requested that the material sub panel show the material names on the icons so you know what material is assigned.

76Feature RequestsFeature request - Navmesh is destination insideLow1New
0%
SpiderMack18.03.2018 Ticket Description

Navmesh needs a function telling if a destination is inside navmesh or not.
This can be used by AI to know if some destination can be reached.
It’s often used with AI and random movement, fleeing, wandering or other behaviours.

75Feature RequestsFeature request - Physics shape adjust sizeLowNew
0%
SpiderMack17.03.2018 Ticket Description

Box collision size can’t quickly be adjusted in the physics properties.
For example adding a box collision to a tree objects,the box is too big and can be adjusted in the editor.
It’s the same for other physics shapes.

74Bug ReportMesh Merger bugsLowNew
0%
SpiderMack16.03.2018 Ticket Description

It’s a great tool for optimization.

But when two models are merged , the resulting model doesn’t look like the two combined and the texture does not look the same.

https://s18.postimg.org/ckr1x14ah/skylinemeshmerger.jpg

And merged meshes doesn’t keep their relative offset when merged

https://s18.postimg.org/iyg50h43d/skylinemeshmergerbu.jpg

73Bug ReportSun light reset bugLowNew
0%
SpiderMack16.03.2018 Ticket Description

How to reproduce the bug :
1) Under Light tools Change the sun light to a color.
2) Under render settings and ambient lighting, if you change Brightness it will reset the previous sun light color

72Feature RequestsFeature request - Directionnal LightLowNew
0%
1SpiderMack16.03.201822.03.2018 Ticket Description

Like most 3D engine, add a new object type that is directional light users can place, remove or control with script.
It makes possible having several directional lights active or activated individually.
And remove Sun light parameters under light tools or make it optional.

71Feature RequestsFeature request - Regroup lighting and environment sett...LowNew
0%
1SpiderMack16.03.201822.03.2018 Ticket Description

Lighting is scattered all around in Skyline, you discover some default parameters you must change are on Light tools for example you never got the idea it was here.

Those could be grouped on same window or same menu :
- Environment setup
- Sun light and Atmospheric hidden under light tools
- Post effects

70Feature RequestsFeature request - Tone mapping , DOF, color gradingLowResearching
10%
3SpiderMack16.03.201822.03.2018 Ticket Description

Common post effects are missing to get better graphics.

-ACES tone mapping
-DOF
-color grading
-chromatic aberration

This is the lighting tweaking lot of time in Skyline

https://s18.postimg.org/4bf6ikd49/skylinegraphics.jpg

68Bug ReportNavBot bug when turningLowNew
0%
SpiderMack16.03.2018 Ticket Description

The new Navbot using navmesh example works when you click somewhere it goes to the position.

But when it turns it’s very buggy turning into all directions at same time and it stabilizes after some frames.

67Feature RequestsFeature request- Nav Agent TurnSpeed functionLow1New
0%
SpiderMack16.03.2018 Ticket Description

Navmesh API needs a function to allow us to setup the agent max turning speed.

Some characters could be heavy with lower turning speed.
It’s useful to tweak agent turning speed looking more natural and not too fast.

66Feature RequestsRTT - Render to textureMedium1Processing
10%
1epsilonion07.03.201808.08.2018 Ticket Description

This is an old request.

Been able to render to texture using a camera in scene would help when making mini-maps, CCTV (say cameras in a prison and they monitor the inmates.

Been able to use a camera as a transmitter for Render to Texture would be awesome.

63Feature RequestsNavmesh componentLowNew
0%
SpiderMack03.03.2018 Ticket Description

All features should be component based, actually Navmesh is a lua call , there is no component.

Skyline should get a nevmesh component.
There would be parameters exposed to component properties like acceleration , deceleration, distance min make navmesh stop, character radius if it could support avoidance.

Also some Lua functions would be needed :
- IsReachable for example, telling if destination position is inside navmesh
- Lua Access to the result array of navmesh calculation if users want to do something else with the calculated path.
- Lua Stop and resume functions , to be able to interrupt a path navigation and resume it if necessary.

62Feature RequestsWeb Access / DRM usage etcLowNew
0%
1epsilonion03.03.201803.03.2018 Ticket Description

I have been thinking about the endgame and if Skyline releases to the steam distribution platform.

Steam seems to be very easy to crack every piece of software/game is available as soon as it comes out via torrents
This way you could create your own DRM to an effect...

Pull data from a steam purchase to a database on your dedicated server/VPS.
When your game loads ask user to login and use there steam email address
Check the email address against your database. etc..

To do this you would have to have access via LUA and pass secure information to and receive it from the server..

1. Lua Web Socket Handles SSL, encryptions etc etc..
2. Use raknet but you would have to write your own Lua lib to work around passing data into lua via curl and passing teh certificate in lua code.

Option 2 would be better for later development when SGE exposes C++ or C# i guess.. and exposing all C++ libs to C# would mean that developers can do this them selves..

61Feature RequestsHeaderless ServerHigh2Processing
0%
Shando02.03.2018 Ticket Description

Please implement a Headerless Server

60Bug ReportMaterial Editor - No object selectedHighCompleted
0%
epsilonion01.03.2018 Ticket Description

trying to replicate Karma’s error’s with changing colours on presets and well I get a strange one.

Placed a GO object in the scene, changed the textures and saved as preset.
deleted the object from the scene and placed the same GO object in the scene.
RMB material editor when object is selected and get no object selected error message.

Video attached

Seems to have sorted itself out and is working again.. hmm

59Bug ReportMaterial Editor - Material FilteringMediumCompleted
0%
epsilonion28.02.2018 Ticket Description

When messing around trying to break things I came accross Material Filtering and setting it to BILINEAR or any other option gives the following result in the console.

nUpdating Sampler Blocks Error: Invalid Texture.
Texture [ ] is not part of the resources.

57Bug ReportMesh merger crashMediumNew
0%
3epsilonion21.02.201821.02.2018 Ticket Description

See video

53Feature RequestsSupport GLTF 2.0 format for extended 3D model exchangeLowDelayed
0%
SpiderMack20.02.2018 Ticket Description

GLFT2.0 is a modern format for modern rendering.

Some engines have open source import/export plugins.

It has some advantages over Collada or FBX formats :

GLTF is a JSON based format. It’s very easy to parse and the data already comes typed.
glTF allows specifying an external file for the big data, in binary format.
glTF’s file structure is crystal clear. No extra or redundant data exists. There is only one way the scene definition can be understood
glTF 2.0 fully supports skeletons and morph targets, which can be parsed easily and unambiguously.
It supports PBR based materials using the Disney/Unreal format, which is what most engines and 3D modelling applications use nowadays
It also handles two-sidedness and transparent materials, including alpha to coverage.
glTF 2.0 supports multiple animations per file,it also supports many key interpolation types, such as Catmull Rom and Cubic Spline.

glTF is developed by individuals from companies such as Microsoft, Unity, Google, Adobe, NVidia, Oculus, etc. in collaboration with Khronos.

You can read more here

https://www.khronos.org/news/press/khronos-releases-gltf-2.0-specification

51Feature RequestsAsset Manager - FilterLowNew
0%
epsilonion20.02.2018 Ticket Description

Videos .ovg shuld be added to the filters so you can see them..

49Bug ReportTranslation Utility does not open under the editors men...MediumNew
0%
epsilonion19.02.2018 Ticket Description

Translation Utility does not open under the editors menu but you can open it when you have a mesh sleceted and click it in the main editor screen settings thingy where the snap to grid options are.

47Bug ReportGUI Editor - libRocket vcustom barMediumNew
0%
epsilonion18.02.2018 Ticket Description

GUI Editor - libRocket vcustom bar shows after exiting the GUI editor

Picture in the link

46Feature RequestsCollision volumes without rigidbodyLowNew
0%
3SpiderMack18.02.201818.02.2018 Ticket Description

Skyline does not have collision volumes objects without rigidbodies.

This is what is used to create hitboxes, collision zones, character or other objects composed of multiple collision parts.

Those collision volumes are used to have collision and detect collision against other objects or detect collision for raycast. Or to get ragdoll feature possible.

This is mostly used in games for characters , vehicles or any other dynamic entity.
Also used for static objects you want to create a simplified collision using some basic collision volumes.

https://answers.unrealengine.com/storage/temp/89957-h2-noscale.jpg

http://www.grenadetree.com/wp-content/uploads/2014/08/ragdoll01.jpg

https://cs.ingame.de/files/2015/09/csgo-hitbox-fix-update.png

45Feature RequestsGame analyticsLowNew
0%
epsilonion17.02.2018 Ticket Description

Implementation of Game Analytics maybe a good feature for gaining analytics on the fly while users are playing the end game..

Commands could contain:
Disable
Enable
Send generic Event
Send Progress event
Send Error Event
etc etc

You can check for error that users may have, Player progression, Find your top performing audiences for future advertising, see how gameplay influences player retention,

42Feature RequestsFeature Request - Gen 1 Ocean SystemLow1New
0%
1epsilonion16.02.201822.03.2018 Ticket Description

the Ocean system in gen 1 was powerful, easy to use and gave you all the options you could ever want (or need) at a couple of clicks of the mouse, this system would be wasted if not brought into the Second generation of Skyline Game Engine

41Feature RequestsFeature Request - Gen1 Volumetric clouds Ported to Gen2Low1New
0%
epsilonion16.02.2018 Ticket Description

The System in gen 1 for volumetric clouds was a great system it would be great to see it in Gen 2.

40Bug ReportSpline Paths - Rotational speedLowNew
0%
epsilonion16.02.2018 Ticket Description

Rotational speed does not seem to make a difference when set to 25 normal and 25 rotational.

39Bug ReportSpline Path Editor - When selcting the gizmo on one of ...LowNew
0%
epsilonion16.02.2018 Ticket Description

Spline Path Editor - When selecting the gizmo on one of the axis it also selects the object beneath this can also make you move the object below the gizmo if not careful

YouTube Video Here

38Bug ReportSpline Path Editor - Can Not change line colourLowNew
0%
epsilonion16.02.2018 Ticket Description

Spline Path Editor - Can Not change line colour

When Changing the colour of a line in the Spline Path Editor its just stays black, the nodes are also hard to distinguish from the Path.

36Feature RequestsMaterial sliders to shader rangeLowDelayed
0%
1SpiderMack12.02.201812.02.2018 Ticket Description

Material sliders have sliders with big range values bigger than 1000.

It would be more accurate and better with slider range values be the same as shaders range values 0 to 1.

https://s13.postimg.org/gq2otpchj/materials.jpg

35Bug ReportRemaining properties when removing actionsMediumRequires testing
0%
1SpiderMack12.02.201812.02.2018 Ticket Description

Adding sensor volume and trigger volume to some entity.
When they are removed, the properties keep some of their flags.

https://s13.postimg.org/luq45zqdz/skylineflags.jpg

34Feature RequestsAtmosphear scatteringLow1New
0%
1SpiderMack12.02.201812.02.2018 Ticket Description

A good addition to skybox is to have an optionnal atmosphear scattering.

https://d2ujflorbtfzji.cloudfront.net/package-screenshot/59442e6e-a9fc-436a-aedc-59fe5b6ad089_scaled.jpg

https://blogs.unity3d.com/wp-content/uploads/2015/06/scatter_OccludedScattering.png

33Feature RequestsReflection probesLow2Processing
20%
3SpiderMack12.02.201802.03.2018 Ticket Description

Reflection probes volumes baking for materials rendering.

Be able to add or delete reflection probes volumes per scene.

https://docs.unity3d.com/uploads/Main/RefProbeHandles.svg

Skyline will blend reflection probes volumes overlapping when rendering to avoid seems.

If no reflection probes are setup in the scene Skyline will fallback using a default scene skybox.

And have some parameters to tweaks, like resolution.

32Bug ReportFBX Animations not working (Blender)MediumDelayed
0%
18SpiderMack11.02.201816.04.2018 Ticket Description

I exported a character from Blender as FBX, it has multiple animations actions recognized in Skyline.

When i try to play those on script, only the “WALK” animation works.

You can find the Blender, exported FBX and script test on zip below
https://ufile.io/kxno0

To test :
-drop the FBX character on a scene
-Add external script from ZIP to character
-Change script variableto : ANIMATION = “WALK”
-Play mode in editor, it works the character “walk” animation is playing.
-Change variable to ANIMATION = “IDLE” -The animation is not playing.

28Feature RequestsRigidBody constraintsLowNew
0%
SpiderMack11.02.2018 Ticket Description

Like most engines be able to setup Physics constraints for movement and rotations on X,Y,Z axis.

https://s13.postimg.org/3upn9xe2v/constraints3.jpg

27Feature RequestsMulti collision volumes per characterMediumResearching
0%
3SpiderMack11.02.201813.07.2018 Ticket Description

Support for multiple collision volumes for characters, for hit boxes or weapons damage volumes.

https://s1.postimg.org/5koeezqgrj/collisions.jpg

26Feature RequestsUpdate Physix engine versionCritical1Processing
10%
3SpiderMack11.02.201803.09.2018 Ticket Description

Acutal Physix engine used by Skyline is v2.8.6.4 , it’s a ten years old version.
Skyline should update to latest version.

25Feature RequestsFracturing / Exploding assetsLow1New
0%
2Mike Felker10.02.201811.02.2018 Ticket Description

For many games, hurling a rocket or grenade and then watch the 3D asset explode into fragments is common. Likewise, fracturing a wall into chunks is all important- like hiding a cave wall that is able to be fractured.

Here is an example: https://assetstore.unity.com/packages/tools/fracturing-destruction-9411

Mike

23Feature RequestsPost Processing VolumesMediumResearching
0%
1Hannah Young10.02.201813.07.2018 Ticket Description

A box volume for when the player enters it can set/adjust various post effects.

22Feature RequestsGetting NavMesh Data (helpful for AI programming)Medium1New
0%
1epsilonion10.02.201811.02.2018 Ticket Description

I.e. get navmesh concave so you can get the npc to lean in and fire, the NPC would know that there is an object at a location because of the navmesh data and will know where corners are so it can lean while firing and stay in cover..

There are many many uses for Navmesh data in AI related programming and it gives you more precise control and positioning while seeking out cover than other methods (and the least time consuming) so much better then manually placing cover objects in a scene and getting the npc to position correctly on the corner, manually placing cover objects can be very very resource heavy especially if your doing a full 20km x 20km map.

You can use the Navmesh data with other flags/data on objects in a scene to let the NPC know its a small wall or a object that it can not fire over, overall its about getting the NPC positioning correctly.

This is the preferred method of most AAA and serious game makers.. :)

I.e. get navmesh concave so you can get the npc to lean in and fire, the NPC would know that there is an object at a location because of the navmesh data and will know where corners are so it can lean while firing and stay in cover..

There are many many uses for Navmesh data in AI related programming and it gives you more precise control and positioning while seeking out cover than other methods (and the least time consuming) so much better then manually placing cover objects in a scene and getting the npc to position correctly on the corner.

You can use the Navmesh data with other flags/data on objects in a scene to let the NPC know its a small wall or a object that it can not fire over, overall its about getting the NPC positioning correctly.

This is the preferred method of most AAA and serious game makers.. :)

18Feature RequestsNeed true grouping in editorHigh2Processing
20%
2Mike Felker08.02.201813.07.2018 Ticket Description

We need the ability to multiselect assets and group them as one mesh while keeping them separate. I know you can put assets in folders and CTRL-CLICK them to move them as a group, but it’s not the same as true grouping.

15Feature RequestsPhysics shapes size in propertiesLowNew
0%
Hannah Young07.02.2018 Ticket Description

Adding sphere or cube rigid body to some character, we can’t change the shape sizes in the editor properties.
Capsule dimensions are also not available in properties.

14Feature RequestsAdditional Shaders effectsLowNew
0%
Hannah Young07.02.2018 Ticket Description

Some common shaders would be cool :)

toon shading with optionnal outlines
sub surface scattering
furr low gpu cost shader

13Feature Requestsanti aliasing & soft particlesLowNew
0%
Hannah Young07.02.2018 Ticket Description

Anti aliasing, perhaps MSAA and a faster one like FXAA.
Soft particles for great effects.

12Feature RequestsDecal systemLow2Researching
10%
2Hannah Young07.02.201813.02.2018 Ticket Description

Different decals systems

  • static optimized decals
  • dynamic with polling decals

I mean for example you have a pool of 30 bullet decals created at game start, when you spawn a decal somewhere it uses a decal from the decal pool list.
If you have spanwed the last 30 decals, next time it will take the first decal and position it to the new position request.

Game objects for click placement is great for fast decals.
Advanced decals bending on geometry would be a great addition later.

11Feature RequestsNavmesh functionsLow1New
0%
Hannah Young07.02.2018 Ticket Description

CanReachPosition (Vec3) :
Returns if a position we ask is inside navmesh or not.
Can have many uses like checking goal position can be reached or random positions are inside navmesh.

NavmeshRaycast(Vec3 start, Vec3 goal):
Like physics raycast, but returns if there is some intersection in the navmesh from a start position to a goal position. It’s should be less expensive than raycast, but allowing to detect ground static obstacles.

9Feature RequestsBetter PrefabsLowProcessing
10%
1Hannah Young07.02.201808.08.2018 Ticket Description

Skyline prefab system is more like a grouping system, when you drop one in the scene you got all group items in the hierarchy view.

Instead make a real prefab system, a prefab is a new file type, dropping a prefab in the scene displays only one object prefab without child objects in hierarchy tree.
It’s more clear and efficient.

8Feature RequestsDisable gravity per object LowNew
0%
Hannah Young07.02.2018 Ticket Description

The object will continue to react to physic forces, but it will not use gravity.
This is used a lot for new and fun gameplay styles.

Nvidia functions description
http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/RigidBodyDynamics.html

6Feature RequestsMulti collision objects per objectLowNew
0%
Hannah Young07.02.2018 Ticket Description

Be able to add mutliple collision volumes per object.
This could be usefull some times to get low poly approximate collisions.
Or a tool able to create some low poly collision volumes automatically from a mesh.

Those additions could be useful.

5Feature RequestsShow Hide object or folders in hierarchy MediumProcessing
30%
Hannah Young07.02.2018 Ticket Description

Have a new icon on hierarchy list to show/hide objects or folders containing a list of objects.

This is usefull for level design, for example you could hide different group of objects similar to show hide layers.
For example you could hide roof top objects or large objects, to be able to view some interiors and start placing small props.

4Bug ReportCan't change capsule rotationMediumNew
0%
Hannah Young07.02.2018 Ticket Description

If you add a capsule rigidbody to some object, you can’t change it’s rotations to fit the object orientation.

s13.postimg.org4nkxemycnskyline_physics.jpg

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