#ue4-general
1 messages ยท Page 54 of 1
http://prntscr.com/e7j1er
#PlayingTheLie
is garbage,
for life. also what is ๐ข Engine?
in seriousness though, Unreal is not supported by SpatialOS, so I have to use Unity until they get support
lol these icons, I want Nitro too so I can use my amazing :Panda icon! xD
Whats SpatialOS?
helps you create infinitely scaled persistent worlds
Sounds nice, wonna show us what you are working on?
when I clicked the link, Discord opened Edge browser. The disappointment was real.
xD
wait, does that allow me to use multiple PCs in order to run one instance of Unreal Engine?
what happens is it creates multiple instances of unreal across as many machines as you need
and those run the server side simulation
oh
Hmm so you need multiple PCs to run a game with this? lol
you don't think about the PC's
it probably works with just one as well...
that is all server side and invisible
if you have 5 players it'll run with one
if you have 6000 players it needs 2
anyways the game jam is still in progress so I don't have much to show, but I do have one gif of a bug that happened
http://giphy.com/gifs/l0Ex5NHzEix1fGjwQ
sounds like a scalable cloud server system for unreal multiplayer am I right?
@kindred viper yep! once they get unreal support working
but for the next few months it is unity only
I would have thought Unreal supported this already but you live you learn ๐
a few mmo's have already been made with it
lol wtf
make it happen
I dont need MMO servers
in that case you don't need spatial
I am going to write an AI that will replace online players
for anything less than mmo spatial is overkill
and just makes things more complicated
it will be massive multiple offline rpgs
thats pretty standard practice though. I wouldn't be debugging multiplayer without AI
@plush yew Impossible
Cuz poeple have mind, bots dont :P
And that means that poeple will do stupid things sometimes, and bots not :P
I wouldn't say impossible. It's just a really subjective process to code stupidity :p
oh you would be surprised how advanced AIs are nowadays
I mean... online people are generally stupid :p
Yep! xD
welll, I dont want to replace nasty online players
Also, you gotta make them noobs when they play first time xD
no one said anything about copying the average gamer xD
xD
theres loads of great articles about making learning AI. Nobody ever writes AI with altzheimer's though. That could be useful
what I was talking about had more in common with storytelling AI than an enemy AI
well whatever
Well I guess you can copy what the regular players do
Save everything that they do and just tell the bots to do it but a bit different
thats not my goal though xD
I want a peasant to act like a peasant
and not like a 15 yo kid who doesnt know how to spend his time
I want a pizza that acts like something tasty as hell that I'm going to eat, do I get it? No
Why? cuz I didnt order one!
xD
lol
here's a thought. Non-observable AI. What determines the rules of AI that cannot be observed. I mean, you would never know what it was doing, therefore it could be doing anything. Even plotting your demise. I say all AI must be observed. This is called the Synthetic Paranoia Observation Rule.
English please
I need to lay off the coffee for a while.
I'm gonna work on AI for my game soon, hopefully it will turn out good :P
@kindred viper thats actually a concept that I am heavily abusing for my AI
or at least a concept similar to what you stated
technically un-observed AI works quicker than observed AI because results can be determined with no rendering or manipulation of assets so to speak. It's all done on paper and the complete result, once observed, can be determined and rendered appropriately. So it does make sense to account for non-observable AI in terms of optimisation.
I just don't trust em ยฌ_ยฌ
they might steal my code !
I've been on a bit of an AI binge recently. Not so much in terms of games development though but things like the AI beating professional poker players. Also things like what happens if you give AI the ability to code itself and when we get to the point in human history when we can make things from atomic level interaction, how will we deal with computers that can learn our entire history in seconds and have the ability to create objects from it's surrounding resources.
I am doing stuff with AI lately as well
but more in terms of development
not particularly for games though
My next AI expedition is going to be a dungeon master AI for deciding a dynamic experience of traps, puzzles and enemies to fight. Should be more fun than a standard enemy AI
i guess I am aiming a little higher...
anyone know of a good way i could create a good space like bullet?
space like bullet?
yea
So what's the problem?
Just make a beam particle
and put it on a projectile
and go pew pew
yuck beam particles :p
Or, use an emmisive
on some skinny mesh capsule thing
make it really glow
and make it go pew pew
hmmk
thats almost 1:1 the projectile Kylo Ren managed to stop, but for some reason without scenery it looks dull
Han Solo or No Solo
yea thats along lines of what i wanna make
Make it pew pew then
ya, show me the money
watch all 10 and ill be good in terms of making any particle my tiny brain can think of?
well, you can use any 3d program you like. I just started with 3dsmax and stuck with it
I know I know
i use maya:p
my god man, teach me thy ways
You don't want them
Anyone know how to add an Event trigger on a Sequencer Timeline? Nothing happens when I click it.
@worn merlin So it's firing the event, is anything listening to the event?
as in, have you bound another event to listen for sequencer?
has anyone used the auto LOD? i set mine to foliage type and if i try to adjust the triangle reduction it crashes every time
Is there any way to get mesh picture in ue4 without doing manual screenshots? Like, some function or something?
@feral echo Try execute console command 'shot'
cameras can make a material of what they see, thats prolly what you want, see this (random google result, might be able to find better suited to what u want) https://www.youtube.com/watch?v=jWRkM-95k2I
or yea, shot if u just want to save a screenshot
but 'mesh picture in ue4' kinda sounds like you want a camera feed or see trough portal or whatnot ๐
Hmm where would I want to save variables that shouldnt be removed when the player dies?
In the character or the controller? I assume the character but just to make sure
@plush yew no, I want to get "preview" picture of mesh for user interface. Like in content browser
aaah
that might be some feature of 'Slate' (the framework used for the editor ui)
actually, what i suggested is prolly the easiest approach
youd make a map that has a camera and can loop trough all your meshes that need a thumbnail
then some script to loop trough and take and store screenshots
if your meshes are 'dynamic' (ie; can look different and you wont have much use for predefined thumbs) look at this thread for some advice: https://forums.unrealengine.com/showthread.php?43354-How-to-make-a-thumbnail-of-a-3D-mesh
btw @sharp crest i would say in the controller, you dont want everybody with the same character to share their variables right
Hmm what how that could happen lol? @plush yew
And hmm not sure about that but doesnt the controller gets "removed" when the player dies?
hmm then I guess it doesnt matter?
i guess ๐
:P
hello there, is there a way to have a colored background for the material thumbnails in the main viewport?
is there a way yet to isolate unused assets?
I just select all assets, press delete, cancel any that's linked :p
works i guess
my textures are very low res when i export a cinematic, how do i fix this?
nevermind, it's textures streaming
If someone wanted to break down the difference between the World Outliner and the Content Browser, would it be that everything in the world outliner is just for the current level and it contains objects that are already "active" / spawned vs the content browser having assets you first have to make active by either spawning them or like assigning them in the project settings?
content browser is for the stuff on your disk
world outliner is for the stuff in UWorld
i guess technically GameInstance is not in UWorld then?
because i edit game instance or game state from the content browser
GameInstance is derived from UObjectBase so it's an independent object and doesn't require UWorld
is everthing in UWorld an actor?
not necessarily
do you have an example of what wouldnt be?
a component would be one. Anything that isn't an actor and requires UWorld basically.
is a component always tied to an actor?
or are there non-actor components?
a component always has some sort of parent, or?
Components need an actor but Actor Components are like a self-contained version
thanks
@signal shore stuff like GameInstance is being instantiated by the engine at startup
the engine makes sure that it's "always there"
How can I make my skeleton show the animation I'm previewing in the "Animation" tab?
how should i handle steam leaderboards using blueprints?
@oblique fern Sounds like a #multiplayer / #blueprint issue
But, short answer, you don't
It's bugged
There are some plugins that fix it though
I think someone posted one in #multiplayer the other day
I think it was @plush yew actually
ok ty
i wouldn't know how to make a class from it as he describes.. or at lesat how to and then recompile everything
i have a website, i wonder if i could just connect to it using blueprints, and upload/download the high scores myself
@oblique fern well you can use a plugin that'll let you access a REST Api
Packaging a game for windows takes me 6 hours (or so) is that standard?
Has anyone got the Steam overlay working on 4.14.3? I've tried everything for a couple days now and nothing will show up.
@tiny ivy - when i launch stand alone, or packaged, it works for me
ok i lied, maybe not the packaged game
from older forum for shipping - This is Normal don't worry, you simply need to add in your final release folder the Steam DLL Needed and of course your app_id.txt
that didn't help eitehr, steam dll is there. added the app_id.txt containting the app id.
@oblique fern That's a jumbled mess, I don't know what you're saying.
Did you get it to work? If so, what'd you do?
for shipping yes, filename s/b steam_appid.txt and it goes in Project name/Binaries/Win64
steam_appid.txt just contains the app id and nothing else
What about running as as standalone game.
i downloaded the sdk awhile back, and copied the DLL's over, following instructions from a website or two
then updated my defaultengine.ini file to contain the app id
and the steam sdk version somewhere in the ini file
I did all that and enabled the steam subsystem plugin in the project, but when I run as a standalone game, steam doesn't do anything.
for leaderboards i would like to iterate and display the top 20 high scores, but apparently that is broken. i can only display my score
you put in the '480' app id?
Yes. I've tried multiple tutorials, and have tried the preinstalled 132 version and the updated 139 version. Enabled the plugin...and still nothing.
I've gotten it to work easily on older engine builds.
kind of weird on mine, folder in packaged game says 'steamworks132' but i have sdk version 138 downloaded. thought i had used the version 138.
What's the folder name for your engine version? 4.14 or UE_4.14 in the Epic Games folder
in the projects folder in project, nothing like that.. epic games folder, is there one if so how do i find it
Some people are saying adding the steam_appid file fixes it. @oblique fern Did you say you had one from compiling or something? What does the file look like. I don't know how to format it.
it's a simple .txt file, containing the steam app id only inside it. i didnt say anything about compiling
I just reinstalled steam and all my engine versions. I downloaded a project that has been said to have "working steam" ingtegration...and still nothing works. This is so confusing
Are you logged into steam?
Steam is logged in and open @weary basalt
Have you added the NetDriver settings to your .ini?
Did you include the Steam Online subsystem to your Build.cs
Here's my ini
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Levels/MainMenu.MainMenu
GameDefaultMap=/Game/Levels/MainMenu.MainMenu
[/Script/Engine.GameEngine]
!NetDriverDefinitions=ClearArray
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="/Script/OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
PollingIntervalInMs=20
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="/Script/OnlineSubsystemSteam.SteamNetConnection"๏ปฟ
Don't know where my Build.cs file is
If it's a C++ file, my project is only blueprints. I've tried adding a c++ file but it gives me an error
Oh ok
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")
[OnlineSubsystem]
DefaultPlatformService=Steam
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
bVACEnabled=0
[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName=OnlineSubsystemSteam.SteamNetConnection
That should be the minimum stuff you need
Testing it
Then you just need to enable the Plugin
Just to make sure you understand, if your game is multiplayer with Dedicated Servers, you need an C++ project to be able to build the Dedicated Server executable.
Really you should just need to enable the steam plugin
This happened after trying to create a C++ file to make it a C++ project
Oh, once its a C++ project you will need to recompile it.
I've got visual studio. How do I do that
You should have an .sln file in your Project directory now
Right click .uproject and see if you can Generate the Solution File manually.
That didn't work. Looks like a plugin. I'll remove it and try again
Awesome
Have the sln file now
See if it will open a project solution for you
Parsing everything. Seems good so far
Scanning for additional files
It says "Ready". What do I need to do now?
I have a blank visual studio window...at least it looks blank
Hey, are you working on a Pod Racer?
NOOOO SHSSS
@weary basalt Yes
Ah, you must be working on Not Pod Racer
mUST BE
Right click on my "game" name and build?
Press F5
Out of date. Build it?
Clicked yes anyways
Build errors ๐
Do I have to remove plugins before building? The AdvancedSessions plugin is causing an error
Is it an .dll or is it open source?
Open source
Removed it temporarily to see if I get a new error.
Now I get
Failed to produce item: C:\Users\rojo8\Documents\Unreal Projects\Solanum\Binaries\Win64\UE4Editor-Solanum.dll Solanum C:\Users\rojo8\Documents\Unreal Projects\Solanum\Intermediate\ProjectFiles\ERROR 1
Go to the Output tab, ignore the Error tab
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Yeah thats great we need the error mate haha

1>------ Build started: Project: Solanum, Configuration: Development_Editor x64 ------
1> Creating makefile for SolanumEditor (changes to module files)
1> Performing 7 actions (4 in parallel)
1> PCH.Solanum.h.cpp
1>C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
1>ERROR : UBT error : Failed to produce item: C:\Users\rojo8\Documents\Unreal Projects\Solanum\Binaries\Win64\UE4Editor-Solanum.dll
1> Total build time: 4.22 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.14\Engine\Build\BatchFiles\Build.bat" SolanumEditor Win64 Development "C:\Users\rojo8\Documents\Unreal Projects\Solanum\Solanum.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
You must not have corecrt.h
1>C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory
Any idea on how to fix it?
Oh duh ๐
You most likely need to update your visual studio
Are you on VS 2013?
15
Alright. I'll try that
@weary basalt Repaired then reinstalled VS2015 and getting the error D:
You may have to google the issue im not at a computer to help you further at the moment sorry.
I've tried. Found nothing. Now when I try to build I get this. I just give up.
Thanks for the help, though. I wouldn't have gotten as far as I did without it.
@tiny ivy you need to set your gamemodule as the startup project
@kindred mountain What does that mean/What do I click
in visual studio in the solution explorer, you'll see 'Engine' and 'Games' top level folders
open the 'Games' one, then right click on the one that is your project (probably the only one), and selected 'Set as startup project'
Got it. Thank you ๐
Still getting the C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\INCLUDE\crtdefs.h(10): fatal error C1083: Cannot open include file: 'corecrt.h': No such file or directory error ๐ฆ
Have no diea how to fix this
something up with your VS install. May not have included the required stuff in the install?
@kindred mountain I think so. Whenever I try to reinstall it says "VS may not have fully installed. Detected another install, already." But I've checked all the folders and files, and programs from control panel but can't find it.
Do you have older versions still installed?
If so you should remove all of them and just install the latest VS
Those are redists they are required. The last one is what you need. If you have anymore that look like the last one?
I only have that one. It said earlier that both 64 and 32 bit duplicates existed, now just 32 bit
Not too worried about it anymore. I've been trying to make a game for over three years and run into stupid issues like this every day. I'm just done.
Dont give up. Perseverance is important. Do some research on the issue and see what you find.
Hello all. Have some question about linking UE4 and VS 2015
Is this only IDE i can link with UE4?
I think there are ways to get other IDEs if you want to spend the time investigating it
but really you're best off just using VS
oh, thanks) just curious about. I currently work with NetBeans, so that is why i'm asking. Always need to learn something new)
and VS 2015 Community Edition is suitable for work with UE4?
or i need to catch up Enterprise or even Pro?
already found answer ^^
Community Edition is perfect for new comers.
Community works for everyone save big-ass companies
^not big ass, huge ass
studying now official UE4 documentation to prevent stupid questions :)
Like, mega
Yeah, something like 250 computers if I remember well
Which is quite generous and honestly surprising, coming from the company that sells Office by the hundreds dollars
quote from help - This guide is about learning how to write C++ code in Unreal Engine. Do not worry, C++ programming in Unreal Engine is fun, and actually not hard to get started with! We like to think of Unreal C++ as "assisted C++", because we have so many features to help make C++ easier for everyone.
hah)
Yeah, C++ in Unreal is nothing like regular C++
oh, that is nice (and weird same time) ๐
Shroedinger C++
hm... from that moment i readed from docs, UE4 providing a huge variety of initial Classes.
so, simple thing could be implemented only with engine resources
interesting, very interesting
Been working in UE4 for over three years... Didn't realize there was documentaion.
There is some, though not enough
Starting with Blueprint to get a hold of the thing is a good idea
already reading about them ๐
i'm fairy moderate with C++ and Lua, so i don't fear of pure code ๐
You will fear UE4 source
"They shall know no fear..."
hm...
Model in UE4 consist from 3 things - Mesh, Texture and Material. Am i right?
also, optionally, Animation could be added to this
More like mesh, lots of textures and material ๐
hah) that is exact i wish to mention) thanks)
so, if i wish to add some object with model in level, i need to choose Mesh, lay on it Textures and Materials, and after that i can work with in-game Model, right?
just trying to understand algo of common work
What usually happens is that the artist creates a low-poly mesh, along with a normal map, albedo, and other textures ; then imports that in the engine, creates a material that uses the textures, and setup the mesh to use that material
From the code side you usually only worry about the mesh itself
Same for adding it to a level
and if i need to change object texture (or material) after some event were triggered? i need to use Blueprint to do such kind of thing?
You could use C++ but yes, blueprint works to
and main question (i hope i don't start holywar) - which way is faster to compute? ๐
It doesn't really matter
@idle cobalt The most important thing is to do something that works well and is easy to change
Performance is something you worry about if you need to, when you need to
C++ is much faster, but it really depends on the needs of the project ๐ Like @cloud cobalt said, if your new i wouldnt worry to much about that right now.
Just learn the basics first.
Usually performance doesn't really matter because most games are limited by the graphics first, it takes lots of logic to have performance issues on the CPU
curious about pre-made templates in engine...
need a tip - is it more suitable to make a long way by my own and make some template-like app or i just need to use pre-made template and change it to my needs? which way is more suitable for learning and experience gaining (wow, such a PRG style question)?
about first - i need to have a full understanding of all engine elements involved in template to write my own
about second - i can see a working example and get understanding of how that damn thing is suited
ah, sorry, people
i already received a answer while re-reading a question lol ๐
I guess it depends on what you're doing but generally you should start from a template and modify it
Even if you're going to rewrite all of it later, at least you have something to start from
for now i'm just learning the engine
i have a short period of critical mass of knowlenge (about one-two weeks) to begin make simple things in totally unexplored enviropment ๐
so, best use is study pre-made template and modify it a bit
if you're new to UE4 then starting with a template would be sensible
oh, thanks for tips ๐
for now i imagine such algo for me
start template project, learn it preciselly, to reach a fully understanding of process flow...
and after that try to change some things to make this template project looks like i wish to make ๐
sorry for my bad English, it isn't native language for me
re: c++ is x times faster than blueprints
^that doesn't matter for most of the gameplay code at all
if you game logic takes even one ms to compute but you only do it once every now and then, you wouldn't care. You only care for things that can actually affect the perf (like mentioned before)
thanks, already understand that ๐
yeah, everything with heavy iteration / lots of data and you want c++
also
you can do pretty much everything in c++ that you can do in blueprints with ue4
but blueprints are more limited than c++
bluprints are also a lot faster for trying out new things, as they tend to be properly documented vs ue4's c++ api
but can i code some Blueprint Brick directly with C++ in VS 2015, can't i?
also, you can just throw in BP nodes and things usually just work
with c++ you need to figure how to setup the whole thing before you can use it
blueprints are unreals own visual scripting, you can only do them in ue4 editor
you can however code a parent class in c++ and inherit it into blueprint
that's how ue4 engine classes work too
Blueprints is good for fast prototyping
they have base c++ classes
I'd say learn bit of both
you'll need to undertsand both when you use ue4
then use whatever feels good for you as your main programming target
and if i need to callback some heavy to perfromance Blueprint node often i need to re-write it in C++ to get a performance boost, yep?
yeah
you can just write parts in c++ and expose them to blueprints if you prefer that
Can anyone tell me why when doing a simple level change, my placed actors double spawns?
only thing that's way trickier if you want to do the opposite
but from c++ to blueprints, it's an easy path
hm... i got some understanding here... thanks a lot! But still some things are confuse me
first - i read about Actors, Pawns, and Controllers
^^ in UE4 docs
Pawn is positioned as subclass of Actor
so, if i create an Actor (in example), i can use a Pawn to bind to it? Or Pawn is a static sub-class, which is could be created even if no Actors present in Level?
pawn inherits actor class already
if you need player controllable actor, you use pawn as base type from the beginning
oh, understad
your pawns can of course control other actors if you wish to do so
no need for additional class to implement this, ok ๐
idea behind it, is that player can posses one pawn at a time
this also means you need to rethink the controls beyond pawn if you do something like RTS where you need to move lots of actors directly, but that's more of special case with games
usually you mainly control only one thing at any given time
hm... UE4 don't contain RTS Pawn Controller? 0_o
not out of the box
hm. ok
I wouldn't worry about that unless you really need to make RTS
that is nice challenge to me ๐
That's what the templates are for
but there's no RTS template
indeed i need it exactly to make some RTS prototype ๐
well, there is on the marketplace
ah
well
there's strategy game example on the launcher from epic
it's more like tower defence
but you can see how they did that there
I've never done RTS myself but I'd start by treating all word units just as actors and keep the pawn (if needed) just to control everything
Hello everyone.
I ask this here because I don't know in which channel it fits.
I'd like to know if basic collisions (sphere, capsule, cube) are calculated using vertexes or using continuous functions.
In the editor, I see them as spheres with a certain number of polygons. Is that their actual "resolution"?
@karmic aspen proper channel for that would be #legacy-physics as it's related to physics engine
but no, primitive collision shapes are not using vertices
I made an RTS prototype a couple years ago
@olento famn, missed that.. thanks!
that's why they are a) cheaper to use b) more reliable
I see, thanks a lot!
@unreal sonnet wow) and how is it? challenging?
np ๐
i keep in mind the process of creation in fact ๐
When I said prototype, I mean it was just a demonstration of the gameplay mechanics. That's all, sadly. Let me show you an old Youtube video I put up a while back of it
oh, would appreciate that ๐
@karmic aspen also, if you wonder about physics/collision implementations on lower level, you can just check physx documentation instead of the ue4 one (ue4 docs just describe the things at higher level)
@idle cobalt https://www.youtube.com/watch?v=F4UeZArIOP4
Yeah I started with the Top-Down template and deleted a lot of stuff
will check it more closely today ๐
I later added group hotkeys and that Starcraft2-like group #s showing above the bottom UI panel
But that was as far as I got before I got discouraged and stopped
inspiration - is the most important thing in programing ๐
more important that ever engine possibilities ๐
@idle cobalt here was another clip showing the group hotkey stuff: https://www.youtube.com/watch?v=TXr94-x2eCU
btw
not free but most of that stuff is pretty inexpensive in case you need some ideas on the implementation
there's probaby some free tutorials around too
Do people actually pay money for that? I didn't know I could've packaged my crap and got money for it
you can
I feel like a chump
@unreal sonnet hey) your RTS implementation is looks good)
but you often learn a thing or two or get new ideas when you see others implementations
@idle cobalt If you want I'll zip the project folder and you can use it
most probably just use ue4's navmeshes
no, thanks ๐ no challenge in that way of work)
i wish to make my own, step by step, with mistakes and a lot of brainstorming
that is cool
UE4 provide those navmeshes to all Pawns in Level? by default?
@idle cobalt Not by default - you have to place a navmesh actor in the level
and it is a single Actor widering across all level?
or there could be more than one than one NavMesh with different rules? (like marsh with slowing movement etc.)
I think it's a single actor across the entire level, but maybe you can go to stuff like that. I'm not an expert on that
ok, will experiment with this stuff more closely ๐
oh, wish to ask some hardware question
i have a GTX 1060 3 Gb + FX 8350 (8 cores) and 8 GB Ram
is this system suitable for comfort work with UE4?
forgot drive - i have SSD Kingston NOW 60 Gb, where UE4 installed
it hits recommended specs in docs, but i wish to prevent bottlenecking ๐
RAM? i'm planning update to 16 Gb with set from 2x8 Gb DDR3-1800, should be fine ๐
hi do you know console command to set windowed fullscreen?
@fierce tulip That sets it to fullscreen, not borderless windowed which is what @heady root wants.
You want to do the full command but instead of "f" do "wf"!
So it would be r.setres 1920x1080wf
oh yea, derp
Has anyone using 4.13.2 run into the issue where the Level Sequence in the Cinematics does not work when using a rail? I've got that going on, but my further testing shows that it is something in my project.
I looked around online to see if anyone else had similar issues to no avail.
@kindred marlin when I typed wf it's only fullscreen not windowed
wf is Windowed fullscreen, which is the same as borderless fullscreened. You asked for windowed fullscreen.
Just w is windowed.
Kaftan - Today at 9:14 AM
hi do you know console command to set windowed fullscreen?
is there any option to set fulscreen with border ? ๐
That is called fullscreen. It will make it so that it does not act like a windowed program.
...
Has anyone using 4.13.2 run into the issue where the Level Sequence in the Cinematics does not work when using a rail? I've got that going on, but my further testing shows that it is something in my project.
I looked around online to see if anyone else had similar issues to no avail.
Here is an example of it not working: http://i.imgur.com/8RSiMD8.gif
@kindred marlin I've said it wrong I want to change resolution without changing size of a window. For example window size is 1280x800 but the resolution is 720x480
that sounds like you need direct viewport control. Not blueprints.
@heady root Something like this? https://docs.unrealengine.com/latest/INT/Engine/Performance/Scalability/ScalabilityReference/#resolutionscale
Scalability options, properties, and console variables.
Hey all, looking for some opinions. In a 2D enviorment, what would be the best method to draw lines between 2 points?
guys i need a little help please, i'm making a topdown game, i made a new character so i could play with that one, but everytime i start on play to test stuff, it keeps creating another character and makes me play that one instead, the one i made, every blueprints were made from scratch and i checked the character documents on the ue docs but i still can't play that character
@sacred crater : Not sure if the HUD had anything particular but DrawDebugLines has been useful for me in the past. Sometimes I just have a simple mesh that I stretch and resize if I need a persistent line but that's in 3d terms.
Hmm more of a production ready solution
doing it with DrawDebugLine now but that's not really good for a non-dev visualiziation
indeed.
Any ideas?
Was gonna post in the forums but stopped that when i didn't know what sub-forum to post it in and eventually got distracted by my code :p
well when I switched out DrawDebugLine I make a simple cylinder mesh and resized it. You could do it with a plane too but I was in 3d so I needed it to be solid. I tried it with a material at first but I had issues with that.
I would check the hud class though because I never had use of it at the time so there might be something more appropriate for 2d
Hmm yeah i thought of drawing it on the screen
Might be the best solution
Gonna try that for a sec
if you want to follow @kindred viper, asked on forums https://forums.unrealengine.com/showthread.php?136784-Best-approach-to-2D-waypoints in case you're interested
Anyone know why some of my foliage is doing this?
because either shaders are compiling or it has no texture @pallid compass
Its got a texture on it, half of them work the other half dont :/
Texture works fine on two other grass meshes but not this one
hmm
There is no shaders compiling either
This id driving me up the wall omg
Fixed
Erm how do u make a static mesh bigger for the foliage tool
does anyone know how collision works with tesellated meshes?
ahh okay
Maybe particle collision is affected, but definitely not the rest
I'm not sure about traces against "visibility" either
hmm so how do you create collision meshes for a tessellated mesh?
Well, for static meshes, it collides against what you set up in the editor
Tessellation shouldn't affect your mesh that much
this is for a ground mesh, so it seems like my feel would be going through the floor in areas or I would be hovering in others
General piece of advice about tessellation, POM etc : use it for terrain
Don't use it for static meshes
You're going to get more predictable results with LOD
what exactly do you mean by terrain?
I'm using it on the main cavern floor of my cave
Well, terrain. The thing you can editor in the editor
Yeah
Tessellation makes a lot of sense there since you may want to generate detail
On a mesh, basically, why not use LOD ?
For your collision question - Maybe test whether the "visibility" collision channel is affected by tessellation ? I'm not sure about that one
It makes sense that it should, though it also makes sense if it doesn't
well my static mesh is a very large ground piece
I haven't used unreal's landscaping stuff
I am using tessellation to add more detail to the ground. it is a rocky, cave like ground
Yeah I understand. What i'm saying is, doing more smaller meshes with full detail at LOD0 + dithered LODs would achieve the same result as tessellation, but collision would be more predictable
Anyway, test with Visibility
It's a good advice
Adding extra polygons onto a static mesh will probably be cheaper than placing a POM material over it all
so is displacement also only display?
Well, "simple" collision, the one that is used for most physics, uses only what you generate for your mesh in the staticmesh editor
It can be completely alien to the mesh itself
So yeah, in simple collision, all material effects are ignored
What I'm not sure of, is what happens if you use per-poly collision
Or if you use a trace against visibility
It might be affected in these cases
Has anyone run into the issue where the Level Sequence in the Cinematics does not work when using a rail? I've got that going on, but my further testing shows that it is something in my project.
I looked around online to see if anyone else had similar issues to no avail.
Here is an example of it not working: http://i.imgur.com/8RSiMD8.gif
complex collisions also ignore it
Rotation on the camera works, but not the position on the rail.
@upper heart Yeah, I thought so
So your best bet for this is to do regular meshes with highly detailed LOD0
It's not like UE4 has issues with multi-thousand of tris on a mesh
Then you can generate / model accurate collision
It might be wrong at different LODs but that won't be as visible
yeah, right now I have a few ground meshes and they are < 4000 tris each. and then I displace a bit to add more detail
so I should break these into smaller more detailed meshes and create LODs to optimize?
how does collision work with LODs? can you have a different collision mesh per LOD?
You have lots of options
The default is to have one simplified hull that's generated from LOD0
But foot placement probably traces against the mesh itself (aka Visibility)
You can also setup collision to use complex per-poly
You can choose which LOD is used for complex collision
yeah I use complex collision for some things. Like sticky bombs that stick to walls
You can't have multiple collision LODs
So you might do a LOD0 that collides at LOD1
I see. I guess the closest LOD is really the most important
it will be hard to see collision issues further away
Welcome to physics ยฏ_(ใ)_/ยฏ
You're welcome
Best way to downgrade my project version?
I've read that, sounds really surreal lol
What about loading just a map, is that possible?
Nope :/
Unless you manage to import all static meshes from the newer version in the same hierarchy in the older version
and then copy paste the level content
but that's hacky
Why do you want to go back?
I need to get a plugin
I was using preview to make the project
I have to redo everything, omg lol
Yup
hey
have you ever had an issue with camera not allowing you to rotate after certain angle?
how can i make the viewport show the full cinematic with camera cuts?
guys, I saved my project about a week ago, took a break and now i cant see the projectiles from FP blueprint - i havent touched anything
What is the difference between IsValid and != null nodes?
It seems like I would want to use IsValid more often.
IsValid is basically the same as not null checking
I guess you have the added benefit of IsValid also checking for the object not pending kill
Just null checking could still return an reference to an pending kill object
I figured that was the case.
Hello all)
so, yesterday i were able to create an RTS Camera with zooming and mouse scrolling ๐ With tutorial, of course) First little step of a human, but great jump of community ๐
hm... get stucked in State Machine. Need help, please!
In UE4 we have a nice Behaviour Tree Editor. It provides a easy-to-understand and implement Beahviuor tree
if i not mistake, main principle is - creating a list of possible states (End State Machine) and wia Behaviout Tree just change current object state to correct for current gameplay situation
like simple Peasant have a Idle State, Move State, Working State and Flee State
am i right?
or this is too complex method? and any other more simple exist?
behaviour tree isn't really about states, it's about decision making
hm...
a bit more clear for me now, but still some fog is there...
so, example Unit (Peasant) have 4 possible states
and wia Behaviour Tree (BT) it can make some decisions (like mine resources near target location or flee from enemy who attack him at current moment)
So Uhm.. My Foliage painter isn't showing the instances of my foliage actors anymore.. and i can't add or delete any of my foliage anymore..
So Eh... there is more then 0 of each instance.... so i really have to delete the entire foliage to fix this?
and i need to add Controller influence to this example unit to BT (to make this unit to do some certain thing, other words - force him to change it state)
hi all. Someone has information about DistanceMatching that I mention @LDelayen
I have a problem in UE 4.14.3. I made a few set of stairs with the linear stairs brush in my project two weeks ago, then deleted them and now as I was building lights in my level the stairs came back but to a different place. They are not selectable, nor are they even in the outliner.
I have a level that has just a directional light, a sky sphere and a skylight and nothing else.
The stairs disappear when I save the level or if autosave comes on.
And appear again when i build the lighting.
and with everything hidden
hey, Ive sculpted a landscape that was using a height map (using that heightmap as target) and now the collision seems broken..
what is missing for that to work now too, the collision still seems to be using the old landscape shape
ah works now, toggled overlap events and now it seems to behave
@keen kiln yeah use a texture with the patch shapes you want and make layers LERP between one and the other based on that texture
@spice urchin landscape layers? what about on a single landscape layer?
kinda depends on how you make your landscape layer, but yes
what's your material setup like?
@keen kiln this is how i'd do it https://gyazo.com/75ee21d3f4b24ae24d4c4ea93925620f
20 or so materials
layers
15 maybe
cant remember
setup differently
near + rf
far*
My eyeballs are on fire
if you want to get fancier with it i'd also try using the Slope Node
ive been adding a ground clutter actor
if you use the grass node like that you can have objects placed based on which layer or part of a texture is white/black
woops
the grass thing lets you distribute meshes on landscape based on texture information and/or layer info
how do i add it to bp?
no need, it's all built into materials
you do have to make a grass type file and assign static meshes to it, but none of it is blueprint-work
what kind of objects are you trying to distribute anyway?
grasses
oh yeah this is definitely the way to go for that
How To set up the Initial Actors the Grass Tool needs to work.
this will walk you through it more carefully
ok tyvm
yup no prob
this is the only way to go for grass - if you try painting it with foliage tool it can get very expensive if your world gets big
this will auto-cull it in a good way as well
happen to have a screen shot of it in use?
yeah
the nice thing with this method is - you can assign color-matched grass assets to different layer sections
horizontal dark patch vs rest?
yeah
different color grasses are being applied automatically on different layer colors
it gets more complicated if you dig deeper
any more complex tuts?
not that i know of. i've been cobbling together bits and pieces of info from a lot of sources
and a lot of trial and error
i mean youtube has some
i'd check there
the newest stream covered some of this
i prefer the text-based documentation honestly, easier to take it at my own pace
but the videos can be good too
that grass node appears in the bp search bar after going though those steps?
or is already there under 'grass'?
it's not in blueprint, it's material editor
if it's in blueprint i'm not sure where or why
can be put anywhere
it's an output node
so it doesn't connect into the main area
here i'll show you
make a whole bunch of these https://gyazo.com/5b1aeec6f03c6a1c5d5ceec13a5b0c04
then assign your meshes in them by double clicking and selecting what you want https://gyazo.com/83c9d585e434fb9b2a535c5be6f25ee3
in your material editor this is how you'd have it hooked up https://gyazo.com/666095edbb6f3cc08d0dc091d3513a2a
TY again.
[Question] Performance - mesh proxys - how can you increase performance when using multiple hi poly meshes other than individual mesh LODs?
culling, turning off dynamic shadows
give them cheap shader settings for the most part
expensive material + high-poly will generally be doubly expensive
if the hi poly meshes are skinned, then reducing bone count will also vastly improve performance
some of these answers are pretty dependent on what kind of meshes we're talking about and what situation they're being used in
this channel should be correct or according to what you use #blueprint , #cpp
Okay :3 Well I'll go use this channel :p Just for know if someone have tips for Camera setting for a RTS / Moba, about FoV
gah it's frustrating that there aren't any nodes in UE4 for utilizing wind actors in level that aren't Speedtree
do not want to use Speedtree
The engine is open source. Your more than welcome to integrate other solutions yourself. Epic uses speedtree so it has support. It wouldnt make sense for them to add something they wouldnt use themselves. Thats one of the reasons being open source is great.
good point, i need to bug programmer about that
i know wind actor affects Neofur
so it couldn't be too far off
is there a way to transform foliage specifically mirror in a axis
you can
nevermind
unless.. can you do it without using the red green or blue arrows
?
scale -ively?
oh i see you want to be able to flip the actual shape to it's like an inverted shape
so left leaning stuff leans to the right etc
yes you can
you can set all the values to be in the negative
or you can have it random between
ticking random rotation will give varying x and y -ive, +ive values?
when painted in foliage editor
how do i invite someone here?
idk
!invite
@spice urchin ^
ok thanks
I am making a tower defense game. I have basic enemy and tower functionality and am ready to build the wave system.
I currently have a game mode that handles spawning the player pawn and placing objects in the world based on level data.
For the wave manager, would it be better to make it an actor component of the Game Mode, or its own actor spawned in the scene?
I'm leaning towards component, since we will always need one.
I'm a programmer (mainly c++) and looking to improve my unreal experince more, would any artist be interested in collabing with me on some form of a short learning project (1-2 weeks of work during work/college)? If you are interested pm me
didn't know where to ask hope it's ok here
anyone install 4.15 yet?
and is it not on github yet?
nvm apparently a launcher glitch
Epic posted yesterday that they're targeting within a week. I doubt that it would come out a day later.
How do you guys add compatability for steam? Do you just enable the steam subsystem plugin and add the config options to DefaultEngine.ini?
Is there something I'm missing? I can't get it to work for the hell of me
https://twitter.com/EightyLevel/status/831515033372938240
So why isn't this an official feature again?
Awesome landscape generator that helps to create your virtual worlds easily! @UnrealEngine https://t.co/xJunsuPvmP #gamedev #gamedesign #UE4 https://t.co/oDp1GrBG26
thought Epic said runtime landscape deformation was impossible
think that guy has done it with procedural meshes. Pretty impressive, although I want to know how he updates the collision without hitching (if he does, looked a bit hitchy in vids)
@grim sinew It isn't with blueprints
Why would it need to be with blueprints?
That's just what Epic said. You can deformate landscapes in runtime from blueprints. You've been able to do it in C++ for a while
Ah, really? That's interesting. I wonder what's stopping it from working with blueprints then?
I thought the landscape tools were too embedded in the editor to be able to manipulate them at runtime ?
is it posible to have Unreal not do a complete recompile of all modules when cooking a project using a custom version of the engine?
hey guys, quick question, I am trying to design a very basic level like a survey, where anonymous users will submit data and these data will be displayed on the next level. Anyone has done something similar? I have no idea where or how to store the data, if I have to use a plugin or something. I don't care if it's internal or external like a mysql or mongodb, or a simple csv. For example, Level 1: i need inputs of ID, age group, Gender -> level 2: 10 survey questions -> level 3: results based on all participants. Any references would be extremely helpful and much appreciated.
Maybe this guy nailed it https://www.youtube.com/watch?v=a8jMl69alrg
The problem here is, there is no live update for the data. Read and write to the csv in real time
Are you attempting to get this data to be local only or sent to a server?
Local for now, the survey will be used on one computer
Just save it in game save files? Everytime you need to read them, do so
Do you have in mind of any guides or tutorials about game save files? I am quite new to all this ๐
The idea is, everytime the game restarts, a new person submits another set of data
Yeah you just read the save game data then iterate on that
Then save it out again for the next person
How to save and load your game using Blueprints
interesting. Awesome Kanga. Much appreciate your time. Reading time
More than welcome!
In the meantime, I am trying to create user text input from oculus touch on a VR keyboard. Do you think this might worth changing to a touch keyboard? http://tomofnz.wixsite.com/tomofnz/single-post/2016/12/04/UE4-VR-KEYBOARD-WIDGET-SWITCHER
Stupid question: given point A B and C (all FVectors which represent a world location), how do I calculate alpha (as in, get the euler angles for it, or get an FQuat or FRotator)?
https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/Resolve_triangle_with_c_alpha_beta.png/250px-Resolve_triangle_with_c_alpha_beta.png
@ancient mist you shouldn't crosspost the same question to many channels, just post it in most suitable channel and then if you don't get replies, you can ask other people to take a look at your problem on channel x
crossposting is bad because people often follow just specific channels and you split the conversation into mulitple channels
roger!
does anyone have a blog suggestion or really any resource on how rendering works in videogames? I remember I found this insanely good blog with burning books or something but I lost it ๐ฆ
I recently started reading "Essential Mathematics for Games and Interactive Applications". I like it. Not sure that's what you're looking for though. http://www.essentialmath.com/book.htm
I'll check it out, thanks
If i set my light source to movable, does it make any diff if i build lighting?
hey anyone know how can I set windowed fullscreen on 1920x1080 monitor with 720x480 resolution? Without using r.ScreenPercentage
Nope
Windowed fullscreen keeps your desktop resolution the way it is, and uses that to render the game
Contrary to regular full screen when the game hijacks the screen and set it to whatever resolution it wants
Ok so I want to press a button on my UI and cast a spelll what steps should i take to make this happen I've got the button I'm assuming I need some kind of target system for my spell to hit and an animation / character animation for castung the spell with particle effect is there anything I'm missing here?
Anyone seen this? I'm trying to use the unreal merge tool for subversion conflicts and when I click merge, I get: Assertion failed: Revision.IsValid() [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Developer\Merge\Private\Merge.cpp] [Line: 44]
Was UE 4.15 released? There's no news article about it but when i go to install UE4 the 4.15.0 option comes up as the default.
So, it's official?
dunno, its confusing
Now I can't do anything productive until I read the release notes
as far as i can tell its not supposed to be out lol
wonder if its a misbranded preview 5 or something
Awesome
odd that they still haven't updates github
That came out sooner than anyone expected
And yeah, GitHub is always a bit late on releases
they usually do that prior to official launch
really?
I've seen releases there before official launch
maybe it's just my memory playing tricks on me
4.12 and 4.13 in proper release form took about a day to hit GitHub IIRC
yay for color grading controls!
I guess it varies from release to release
Oh yeah, I just remembered it's hotfixes that usually arrive on GitHub late
My memory is the one who's playing tricks lol
Anyone know of how to diagnose a memory leak when you stop the game in the editor? It ws fine while running, but as soon as I stop it shoots from ~2gb of RAM to maxing out.
circular references causing the GC to spaz out?
Must be, but I compared the blueprint using the same exact plugin in another project and it doesn't leak. I even made sure my code was the same. ๐
I routed around the plugin and it works fine without leaking, now I just have to figure out why it is being stupid.
So, I have an idea about a game mechanic that i want to make for a project of mine for portfolio for GD university. And everything I come up i have to learn about and stuff, im very limited that way because i dont know what i can or cant do. Anyway I want , for example to have a gun that shoots, lets say arrow, when they hit something( a wall or floor) white color starts spreading radially from the inpact point. And whatever get colored white, has no collision
now I learned that i have to build walls and floors from small blocks, so i can control collision, but i am wondering how to do the effect itself. I already did a simple gun that applys a decal, but that looks shit
Good news
god I hate that. It's a tagged release. Which means I can't get it directly from Github for windows. They really need to fix that issue
they tag all releases
it's here too
but for some reason it's not on https://github.com/EpicGames/UnrealEngine/tree/4.15
yeah its annoying somewhat. I mean once you are aware of it, you just get it direct from the site but when you want to update within the client it can bork your setup
yeah, it's bit stupid
not as stupid as their bulk commits
where you have like 40k files changed in single commit
Wow, that was unexpected
something I found odd about Perforce is I can't seem to find a way to do Pull requests. All my commits are directly into the depot. Not sure why
gl finding out what broke your thing with that
just you
Oh hi @blissful reef ! Nice work on the widget blur
Ill take all the credit even though it was MattK
Thank him then ! ๐
There are a lot of people trying to become game developers without thinking about anything that goes into developing games
Eg. People on the unreal forums with "I like x mechanic from x AAA game is there a tutorial to make that thx"
I don't get it
@main cobalt you cant find those tutorials?
Btw, this is more of a topic for #lounge
time to update!
Yeah, the UI Blur Rects and Cooking Blueprints to C++ are awesome features
anyone has experience with JSON Query ? Is it reasonable easy to read and write data sets ? I am trying to create a survey in UE
Want to try full nativzation, previously it would just fail on MMT
im curious about this cooking blueprints to c++, would be nice if you dont understand a section of c++ but know how to do it in blueprint being able to see roughly how its done.
I don't think it's human readable, easier to find specific node implementation in the source
oh, so it just takes blueprint overhead off in an unformatted easy to read way then
from what I understood yes, it's still not as optimal as hand made c++ for the same reason
ive been doing prototype in blueprint and then trying to do c++ version to replace it when i know what i want it to do and how, was hoping this would help with that ๐ฆ
it helps greatly, working like that myself
worst case scenario you can look at implementation of the specific BP node in the source of the engine. Overall its not too difficult to just find things by wiki search or asking here
i just hope they fixed crap like BP debugging being broken. I get issues where dedicated server wont have instances listed, client wont have any listed and all worlds has a bunch listed yet none are server lol. its completely random too. it will work fine then get progressively worse lol.
I avoid blueprint debugging when possible. It's only good for a "top layer" debug approach. If you need to get into the real nuts and bolts, it saves tonnes of time to use the debug symbols and VS2015
I need to know how to animate. NOW!
I'm fucking pissed because everything on fucking youtube is about the unreal engine when it's completely different from unreal editor!
Cool Story Bro
The engine changes every few months
You can't expect people to constantly update their YT vids
I hate it when unreal engine is all different than the editor
well
you shouldn't
lol
Are you talking about Persona?
Making small edits?
Or what the hell are you talking about?
Animation.
guy wants to animate in editor
Animation...
just let him
Yes...
hrm a bunch of my materials look different in 4.15, can someone else test this out for me? should take 2 secs
What about it?
@upper heart new tonemapper
super orange
yes
Yeah TONE MAPPER
people complained about that
is the best
it's "By Design"
GUYS!
"TRUE PBR"
sigh
GUYS
@upper heart you can use the old one
@unreal harness Seriously, what are you asking for?
it's one console command away
How do I import something from the unreal engine into unreal tournament editor?
Like animation!
I DID! They know JACK SHIT!
But thanks for clarifying wtf you wanted
something didn't nativized well ๐
Yeah, well, I doubt we'll do any better
Has NOBODY done it?
99% of us don't mess with UT
Well I want to to make the game better!
@upper heart ```The Film Tonemapper (r.TonemapperFilm=1) and DBuffer Decal (r.DBuffer=1) support have been enabled by default for new projects.
These settings can be reverted via project settings and the related cvars.
Bloom defaults have also been tweaked to match the new look. ```
@upper heart just use 0 for old one
@unreal harness Then apply at Epic
@cursive dirge r.TonemapperFilm=0 this guy?
@upper heart yes
yeah
okay cool, I'll try that out
Will they expect me to know everything from the get go?
@upper heart nontheless the bloom behaves differently as well
@unreal harness they need to be impressed :p
so even reverting it wont make stuff look exactly the same
(also, next time read changelog)
Well I know nothing then!
YES!
Cool
@safe rose like he'd admit he's trolling even if he was ;D
@cursive dirge with Nativization I can spawn twice as many BP tanks than before
I'm not!
Nice
@vale osprey because it doesn't do half the physics?
You guys are the professionals, are you not?
potentiall ๐
I think his tanks are bit too hippy
I mean, they are meant to deal some damage
but none of them have functional firepower
it's all peace and love kind of thing now
without nativization its compiled correctly, weird
okay, I guess I need to go read up on the new tonemapper
sorry, I shouldn't start trolling on this channel
that's what #lounge is for
look at those images ๐
that's take some time to get used to
that bloom doesn't work like it used to
this pic ๐
aweful
๐ฑ
nahh, it's just some small bug somewhere