#ue4-general
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out put value that you set is your new rotation
yes, F is for floats and V is for vectors
FInterpTo or FINterptoContstant
to Constant will have a constant speed of animation
regular one will go faster the larger is distance between Current and Target
(I hope @light thunder sends you one of those fancy pressure valves as a gift @vale osprey ๐ )
hehehe ๐
A little cut off at the top and a bit spaghettfied but is this it?
what should I put for interp speed?
LOL now I can't stop imagining it executing and BOOOM!
if you connect output of Set as input your current value will be the same as output during execution and it shoudnt
yeap
set speed to something like 10 and see how it works
it jumps to the end and doesn't mvoe at all...hmmm
not completely wrong but sort of
I'll be communicate while I wait in the car line
try changing speed to different values like 20 or 0.01
i did ...it keeps going round and around brb
Too much pressure! ๐ heh ...er... ok, bad pun ๐
@fierce tulip ๐ฎ
๐
Anyone much of a graphics programmer here?
https://forums.unrealengine.com/showthread.php?141781-Filling-the-GBuffer-from-two-different-view-locations-with-a-stencil-mask&p=692205#post692205
@safe shoal PM'ed you
@vale osprey I tried changing the different values but it is like going around and around, it's like it's reseting the previous LERP
can you screenshot your graph? maybe execution order is weird
i want to see too. and i want to see when it works, i think this is fascinating problem to solve ๐
What is the best way to record an animated gif to upload? I use FRAPS but there is probably a better tool (I use JING for my screenshots)
gyazo
put Curve Interp as input to your SetRelativeRotation
right now you connect output and I have suspicion that it re-evaluates Interp because of this
maybe don't use gyazo right now though, server borked
odd things happening stand by
Pressure is zero, (valve is closed) but look at gauge....there seems to be no pattern, it's very wacky and will jump around, with no seemingly set intervals
have you connected CurveInterp variable as input to SetRelativeRotation?
try adding PrintString after Interp node and output what its showing
if numbers make sense - they roll from one value to another then issue is in rotation
nooo, not there
in the same execution from Tick
yes, it is addming up
yeah
it is counting each time and it stops at the A node (135) of the LERP
weird...it stops, (when the valve is fully opened) at 318
because by default, float is 0, so when you lunch it starts from 0 degrees instead of A
why does it keep going around and around....like when I pull back (which should lower it) it keeps moving it forward around
have you set default value?
yes
so, does it start at 135 now?
yep
but it doesn't end correctly
it should scale to 415 because of the interp
but it stops at 318 for some reason
and then it doesn't move back
hmm and Lerp is at 415 at this point?
or 410 - whichever value is maximum
try changing speed then, set it to 1
I cna tell then the speed is wayyy to low
but that doesn't explain it not moving backwards at all
Okay i think I know what is happening
ohh wait, I'm an idiot
there is some lag time based on the interp speed
you need to execure SetRelativeRotation on Tick too! ๐
otherwise this doesn't make any sense as Set.. is what updates rotation
why are you doing that cast btw?
GENIUS
works PERFECTLY
The casting is because I have a Core Pump Panel BP, with all the components and static meshes of things that I don't need line tracing for
this was the first time I have done BP communication and Linetracing
why not make needle part of the same BP?
So the way it is setup is, I have a Linetrace that triggers an event to open the valve, which calls the event on this Valve BP
because I am moving the valve i nand out of the world and I am also doing a render outline/material change
I wasn't sure if it would end up highlighting the needle too
you can mention how you would do it, I'm always wanting to learn and when I go to 'refactor' I might change it that way
you don't have to animate in the same BP, could just send the value of the pressure into BP which contains needle and calculate animation there
incidentally, how difficult will it be to make a Macro of all this...because I have like 7 more valves
exactly for this reason^
so I'd make two macros I guess?
one at this valve BP and one on the Main Pump Panel BP (where the needle is)
no no, you can make a separate BP with the gauge itself
well, actually yes, you can do it as macro
This way I can just drag the pump panel into the world and don't have to reposotion the gauges and the needles (my god, the needles)
true but gauge can be a child actor component
I thought about that too, I might play with it
the tricky part is I don't know enough about inheritence
so it encapsulates all logic inside, works as separate self contained thing and at the sametime is always on the panel
I might need to do something to just the pump panel itself but not affect the children, I have read a little about overrides but I'm still largerly ignorant
child actor component is a component, it's not class inheritance
it's literally "take this separate BP and pretend its part of parent BP"
like if you have a key chain and keys are separate object with their own logic
so, I have it as the component there...what do I need to do to accomplish what you are describing?
so all visual parts of panel are in the same BP?
yes
ahh ok
the valves are out for now because of linetracing
then just move that animation logic into panel
and send pressure from valve to panel
yes, you can use the same event that changes pressure
or cast from the panel BP to the Valve BP
or set variable directly - but it's not as clean as event
well, any of those should do
you will see which is better with time
"just send 500 PSI over a blueprint line and be done with it" ๐
lol
I'll play around and be back with question but the progress I have made is awesome
๐ to @vale osprey and congrats to you too @light thunder for the progress made ๐
Only question now is, do I have to cast back to get that information from the pump line?
LEFT - Valve BP RIGHT PumppanelCore BP
mmm I think you only need a reference to panel to send this event
you can add pressure as variable of event
like here I have a custom event:
and BreakableForceLimit is a variable
you can add such variable when you create your events
@vale cloud we should have finished it an hour ago ๐
@vale osprey I I took a look at it....as far as I can tell, I have to do this with 3 BP's although it might be possible to due to.... right now I have the FirstPersonBP which linetraces and actually physically moves the valves...and it calls the Open/Close Event respectively.... this open/close event is run on the Valve BP and it caculates the math for that particularl lines pressure....then based on the math, it sends out an event with that pressure which is then run and can used that to animate the needle in the PumpPanelBp ...
Offhand, I COULD move all the math that is done on the Valve and just do it on the pump panel
but I'm not sure what is better, 3 interdepantly but mildly small BP's
or 2 moderately sized BP;s
Just animation math would be better
so 3 simpler ones
yeah, simply because the way how your needle rotates is irrelevant to valves
so it would "pack" logic of the needle in a place where needle is moved
this is just good practice in programming to separate things from each other and let them do their own thing
So literally take all of that and move it to the PumpPanelBP (where needle is) and call the event, which has an input node of Preconnect2PSI
it makes it easier later when you refactor code and maybe want to send different pressures from different valves to different panel and etc
exactly
Yeah, I'm going to have to do this for 8 more valves and 10 more gauges
Hopefully I can collapse some of this into a macro but I've never used those before
yeah will be easier then, you can make a function or a macro which does the same math for different needles
just provide a needle, max pressure, min and max rotation as parametes to it
the you can always change it in a single place and get it applied to all needles
ah okay, so macros ARE avaible to all BP's right?
there is a thing called library
function library and macro library
you can use them between different BPs, with some limitation that base class of BPs should be similar
for example macro library for Actor Components:
I can use those three macros in any BP component which is inherited from Actor Component - basically all components
Do I have to add it to the library or is it done based on the BP type?
you create library yourselve and decide on class when you make it:
this is necessary for macros only
function library doesn't depend on any class
Hmm @vale osprey i still need to figure out where I putting my master pressure variable... Right now it's just the throttle widget (or will be, once I get it working). Right now the valve BP casts to the master pressure BP to get the master pressure variable, then does the math to determine what the valve's psi is, this psi is sent as an input node on an event which is called on the pump panel BP (where the needle is then animated)... How would you handle the throttle/master pressure?
if you have just a single BP in you level where master pressure is calculated, then you can set referece to it in other BPs from the level itself
actually if you have several you can do it too
add variable of the BP class reference that holds data, make it editable and then when you place BP in the level you can set this reference to approriate actor in the level
So you mean just use the level blueprint as a bridge using the actual instances of the BP actors, instead of the BPs themselves?
you don't even need level BP for this
GroundDeformationCapture is an actor in the level
Tracking Target is another actor in the level
it's just a variable
of Actor Reference
@vale osprey the only potential downside to this referencing of instances is that it can't be used when you are creating new objects, like a projectile or something, as they don't exist in the world at runtime, they can't be reference from the world ?
Howdy folks!
I'm just starting out with Unreal 4 engine. I've got access to Lynda.com for the "essentials" training course, and am aware of the loads of content on the Unreal channel and Learn pages which I can learn from also..
I'm just wondering - what is YOUR favourite "getting started" tutorial or series for UE4? Thank you!
I have a question about damage types in UE4 and the event system etc they already have in place. When would I want to use that as opposed to making my own system? It's probably overly convoluted for simpler games?
There's a bug in the Black Jack example. From time to time, it counts down when you draw a card
@silent pecan you might wanna start reading the Getting Started sections on https://docs.unrealengine.com to familiarize yourself with the basic concepts and terminology, then proceed to watching videos.
I don't know if this is a bug with UE4 or what, but I've found that if you're creating a spline mesh component (like that from the "Using Splines & Spline Components" Livestream) raycasts won't collide with that mesh if you leave the Add Spline Mesh Component's Collision Presets on No Collision and use a Set Collision Enabled node set to Collision Enabled (Query and Physics)
However raycasts will detect the mesh if you set collision to Block All in the Add Spline Mesh Component which means you can't use the Set Collision Enabled node to turn the collision on and off to prevent editor lag like shown in the tutorial without raycasts not working with it.
If it matters, I'm using 4.15.1
@light thunder correct, this is for static objects. Like when you know that placement of objects is predefined.
how do I disable menuanchor dismiss onclick? it seems like there is no way to prevent it closing if I click something else than an input box
Anyone advise why my 3D widget is showing in at play but not in the editor viewport? (I can see the widget image in it's own BP viewport, but not the world viewport)
Totally stumped here
render settings
Hey there ๐
What is the best way to add a video as a background to a camera?
I'm trying to use the unreal engine for realtime rendering for vfx and therefore I need to do some compositing with real life footage
Would be great if it works with the sequencer
Event Sent Fires - (both have the interface in the class settings)
Event never prints received, even though it has the interface in class settings...what step did I miss? this isn't working
how can i make ramas victory plugin compatible for 4.15? says it's wrong version. i downloaded the last one
@light thunder your event dispatcher AnimateNeedle needs a reference to whom you send this event connected to Target
By default you send it to the same BP where you calling
@Bored Good morning! I noticed in my First Player BP, events work and the target says USING
It says This there
I thought I just sent it out to everyone who has the interface in their class settings?
No no
You have to do this manually
I don't use event much, this is my understanding of how it works
so the target is Pump Interface, is that the right direction?
Yeap
Wait, which one of those pictures is wrong?
oh i needs to be a message and not a call?
trying to test it
The whole point of using the interface was to avoid having to cast to get references to objects
No idea why this isn't working @vale osprey
so it was Interface call and not Event?
ohh, my bad then ๐
you need to provide reference anyway
yeah, so I'm just testing, sending from the Valve BP to the BP where the needle is
I setup the animation BP there (at Needle BP ) and used an interface call to send the event, but it was never received on the needle BP
yeap, because it needs reference too
just add PanelRef variable in your valve BP and make it editable
assign it in the level to instance of your panel
many different way, you can find by tag, or find by class and check name
the simples is to add Panel actor reference variable and set it manually in level itself
as I showed you yesterday with GroundDeformationCapture actor
what is the type of variable for the panel reference? jsut actor reference?
no, it's "Panel" or how you named your BP class
ah ok
is there anything special I have to do to get OnSystemFinished to be called for a PS?
mine isn't getting hit for some reason
Still not workingk, what did I do wrong?
did you set it's value in editor?
no, that won't work
not allowed to change it
set it on the instance of the valve in the level itself
does it matter which BP I used to set it? I was going to use BeginPlay
You have valve placed in the level, right?
Make your reference variable Editable in the Valve BP
Then when you select instance of the Valve in the level you will see this variable in details panel on the right
No not Level BP the level itself
afternoon ๐ you a fireman, @light thunder ? ๐
Level BP is not necessary if you have both Valve and Panel placed somewhere in level
No problem
Now, if I move the valve, delete it, and add it back, I will always have to specify that in the details or will it just remember and throw an error of the panel doesn't exist in the world?
You will have to set it again
To automate this process you have to find panel dynamically
Like add a tag to the panel, then when you want to send the message do a test IsValid(panelRef)
If valid just execute function if not then FindActorByTag and cast it into PanelBP
hmm I see, so OnSystemFinished isn't going to work on a dedicated server
Save it back into reference variable
// Let them die quickly on a dedicated server
if (IsNetMode(NM_DedicatedServer) && (GetRemoteRole() == ROLE_None || bNetTemporary))
{
SetLifeSpan(0.2f);
}
// Set Notification Delegate
if (ParticleSystemComponent)
{
ParticleSystemComponent->OnSystemFinished.AddUniqueDynamic(this, &AEmitter::OnParticleSystemFinished);
bCurrentlyActive = ParticleSystemComponent->bAutoActivate;
}```
@upper heart I think normally you don't do anything with particles over the network
Why is the Event Animate not working then, it's not being pulled up in context menu on Pump Panel BP
Have you defined it in the PanelBP?
um, how?
Well if this is interface call then you need to implement it in the Panel BP
Functions that don't return values are shown as events
and ones that do?
As functions
You are right about it, those events come up except the ones that have values (this again is in BP)
don't know if I'll be causing more confusion than help, but if you had to cast, to access events from the casted object you drag from the "As [casted] do" output pin, and that will give you access
It only lets me CALL it but i need to be able to receive it
@vale cloud I'm using casts but I'm refactoring my blueprints so there is only one direction of flow, right now it works but it is jumping all over the place
If you want to use interface and you don't see interface events/functions on the left side
Add some dummy output to your interface function
Just some book variable
You don't have to do anything with it, but after this if you remove interface and then add it back you will see your interface functions on the left panel
Wait, but it's there!
You don't need to, double click on it and write your implementation
I'll be online later
Good luck with it
Here is the Valve BP where it sends it out
Okay, thanks!
Yeah, the event just WON'T Come up if it has anykind of input/output
EDIT: UPDATE - I have NO idea why it is working now....the animate event would never come up....but my interface test message (with string variable input) did work....so I literally just changed that string to the float I needed and piped the connections in and it works....wtf, ghost in the machine
How do you prevent physics bodies from stretching from each other?
hi, could someone help me with a basic point & click movement please?
I am trying to copy the top to down point&click control for the character to my game, but for some reason it doesn't work at all.
My character inherits from ACharacter, i have added a nav mesh to my level, disabled physics, and added this to my player controller:
NavSys->SimpleMoveToLocation(this, DestLocation);
DestLocation is a valid position but the character just won't move.
I've also tried this through blueprints and had the same result.
Is there something that I need to set up in my character/controller/navsystem to make it work?
hey someone have some knowelse with terrain stuff ? landscape blending node ?
@jaunty folio yup, what's the problem?
Got a question for anyone using source control in UE. What service do you guys use for the remote SVN server? The most prominent I've seen is Assembla but was wondering if there were better options.
Assembla is super expensive.
@stiff marlin
I was using it to host perforce, now they changed their pricing model to be even higher.
Again, I'm using perforce, and I dont know SVN, but I found out, the cheapest solution is to simply rent a VPS and set up a SC server there manually.
Way cheaper, faster and you have more control.
Literaly zero knowledge about linux / servers is required, I googled everything and was done in probably around 1h
perforce wise, look at digital ocean
The SVN I want to use is Tortoise. Had good experiences with it in the past and now I just need a server.
though might also work with git/svn dunno
And yeah, I know Assembla is super expensive, which is why I want to avoid it if possible.
@hybrid scroll do you have a preferred VPS solution?
I personally use home.pl. thats a polish, local for me company that I rent my web hosting servers from, but know people are using Digital Ocean, as @fierce tulip said.
I'll take a look at digital ocean and see if it works with SVN
seems to work
I may go ahead and use Perforce, not sure, but thanks for the advice, guys.
@stiff marlin https://m.do.co/c/15e4b890eaa5
referall, will net you 10 dollar in credit
Oh thanks, I appreciate that.
well, it helps me as well if you ever pay X money I might get some win as well
so its all good
it was entirely selfish XD
in any case, it helps. ๐
hello
I've got what's hopefully a simple question. I've been modifying the top down project and it works great.
I moved a bunch of files around, cleaned up redirectors and it works fine in PIE. But if I run with -game, my camera spawns inside the character and my input stops working.
might want to check out vultr too, we get much better performance from them for about the same price
we used to have our game servers on DO, but kept maxing out the CPU with the smaller instance types
Can anyone explain why my 3d widgets won't ever render in the editor window, only at runtime?
How can i remove the comma from a float please
i transform it to an int but show me the same
@halcyon marsh Its pretty simple you should use To Text node
and hit little triangle and there is Use Grouping
It converts your data into text
because in every langage when you transform flaot to string
to int*
it renderer it to a sring ^^
int*
Hey there ๐
What is the best way to add a video as a background to a camera?
I'm trying to use the unreal engine for realtime rendering for vfx and therefore I need to do some compositing with real life footage
Would be great if it works with the sequencer
As i remember unreal uses video as background in sequencer, they show this on the Stream where there is cars moving
@daring river https://www.twitch.tv/videos/125625961 From 2H30Min there is Shots in Sequencer
@quartz patrol thanks :)
Now the question is, how they did it ๐
@daring river xD its much more complex i think
yeah, I'm afraid it is
But i think if u have some videos, you can use them in sequencer
If I delete my project and empty the recycle bin... but then a week later I want to look at it again, am I completely screwed? Even if I have the cooked, packaged project still?
Because I was thinking of taking my game jam entry and trying to remake it with only C++ as a practice exercise.
@quartz patrol but how? :D
I tried it, but didn't find a solution other than using a video texture on an object in the scene, which kinda sucks
Umm sorry, dont tryed it before, hard to say
@daring river Maybe this will help https://docs.unrealengine.com/latest/INT/Engine/Sequencer/Overview/
Sequencer is Unreal Engine 4's multi-track editor, used for creating and previewing cinematic sequences in real time.
I've already looked into the docs, but didn't find antything helpful
I hope so ๐
Can i help? Ar u talking about sequencer @daring river
Yeah, I am ๐
Sequencer is super ez
What is the best way to add a video as a background to a camera?
I'm trying to use the unreal engine for realtime rendering for vfx and therefore I need to do some compositing with real life footage
It would be enough to just be able to see it. It doesn't have to be in the render
Ar u gonna work with skeletal meshes or "rigs"
Im on mobile so i cant send u a link but if u go in youtube and search unreal engine 4 level sequencer there is a playlist that helps u alot
Like camera movement and player modela
let me explain my situation:
I shot a video in real life, tracked the camera movement of that video and exported the animated camera to unreal engine.
I now wan't to add an object in the unreal engine to that real life footage and for that it would be handy to be able to see the final result (virtual + real life footage) within one view.
I gues there is no tutorial for that? ๐
I want to use the unreal engine as a realtime renderer for my vfx/film pipeline
I dont think this is the right program , i use unreal to make games so i rly cant help u
Anyone know any good plugins or resources specifically for UE4? I'm putting together a list but I mostly roll my own or look at example snippets for ideas instead of pulling in stuff so I figured I'd ask around.
What kinda thingies u looking ofr @acoustic heath
Nifty things that people can pull into their project, like free animation packs ready to import into UE4 or freely available plugins for things like FMOD integration @pallid flint
Sounds nifty haha
nice
but i have a error/bug ๐ฆ that is apart of the Browser Code
The website is stuck off center
and doesnt actually size too the container
yet it gives the viewport size from the container
at least mine does
are you using a 4k monitor?
I only ask because everything messes up with a 4K monitor and viewport stuff for me
it thinks my desktop is 1704x920 when its full 4K HD res
so it never scales anything viewport based above that
not tested in recent version though. will test the new enablehighdpi stuff
has it flipped it ? maybe its returning its like 900x600?
@pallid flint FMOD Studio is a middleware that lets you do a lot of runtime audio effects magic. They've got their own tool for authoring that stuff and supposedly you can integrate it w/ UE4 pretty easily w/ their plugin https://github.com/fmod/ue4integration
koo
i`m about to make a Unreal Engine 4 OAuth/User System Plugin I think.
really bored
untill i can get some help with the bug on we browsers
I really am bored.
having a look at your twitch plugin, would be nice if it followed this: https://docs.unrealengine.com/latest/INT/Programming/Development/CodingStandard/
Standards and conventions used by Epic Games in the Unreal Engine 4 codebase.
and you don't need to include the Intermediate directory in your git repo
FString fs(cstr.c_str());```
this seems... weird
@pallid flint Here's that list I was talking about https://github.com/terrehbyte/awesome-ue4
I'll probably keep adding to it as time goes on
Will UE4 Editor use as many cores as i have? Or is it limited?
Hey guys. I'm running into a weird issue where occasionally (maybe after renaming blueprints?) running with -game instead of with -debug (PIE), my camera will spawn inside my character and I have no control. So it's like my player controller is bad. Last time I got this I had to force sync my whole project. My teammate's getting this as well. Deleting his Intermediate folder solved it for him, but it's not for me. I've never seen this before when working on other projects. Any ideas?
I'm guessing this is related:
[2017.04.09-00.56.57:143][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/Character/HumanCharacter/HumanCharacter.HumanCharacter_C
@eager lotus the main work will happen on the Main thread and the Render thread, but it creates worker threads (number of cores minus three or so) that it will parcel out work items to
no ideas?
It's like it's failing to find any of my blueprints.
DebugGame_Editor with -game
-debug is totally fine
Will UE4 Editor use as many cores as i have? Or is it limited?
Yesterday I tried to load really huge streamed map and it occupied 100% of my 6c/12t i7-5820.
If I had no decent CPU today, I'd go for 8c Ryzens.
@acoustic heath ๐ฎ Wanna put the TwitchPlugin on there? ๐
Ryzen or i7. Never an FX.
I think deleting the Saved folder fixed it btw.
I wonder how 7700K performs in compiling , compared to expensive i7's and Ryzens
@pallid flint Clean up your GitHub repo and we'll call it good~ ;P Here's a .gitignore you can use to keep cruft out of the repo
https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
@ornate rivet 4 cores @ 4.5ghz vs. 6/8 cores @ 3.6ghz.
There's a 22-core Xeon out there if your wallet is fat. ๐
Yo Guys whatcha think I should do? Give my Plugin Away for Free or Should I sell it? https://forums.unrealengine.com/showthread.php?141809-TwitchPlugin-Everything-you-need-for-Twitch-in-UE4-well-Almost!
Do you guys have a solution for assets that keep on re-appearing after deletion or move? It's OK for a bit but when you start having a lot of assets in can get quite confusing quite quickly.
@hollow plinth Read this: https://docs.unrealengine.com/latest/INT/Engine/Basics/Redirectors/
Objects that are placed in packages to redirect references to moved assets to their current locations.
Right Click in the folder the assets are in and click "Fixup redirectors". It also helps to do it in the root folder of your project.
Hey does anyone knows the link of collision filtering? I've a condition where I want my object to collide on terrain. But not with player. I want behaviour something like 'In unity 3d when you set the ontriiger collision on' my actor should not behave in as a physics collision , but it should fire on overlap actor function
chews on @plush yew
๐ @pallid flint go work on your plugin!
not sure what @fallen urchin needs though. Filter the class on hit / overlap event?
@.@ I`m not sure what else to add
@.@
Was thinking of a Event System.
So like Trigger Event, Then have a Async Blueprint Node Listen for Length of Time, to the Commands/Choices broken down in Enum or something.
At the end finish, and spit out what was selected
I wanna create a game with my plugin
but now since i made it
completely stumped on what to make.
cant do art, animations, or modelling so i`m basicly screwed on everything else LoLz
Overlap events can solve my purpose @plush yew . I want my blocks not to simulate physics collision behaviour when they touch player.
ok screw it @plush yew im going to write a new UE4 Login Plugin :| Going to call it "User System" or something whatcha think? Ill be done within the next 2-3 hours give or take.
I'm looking forward to it @pallid flint :)
XD Really?
depends on where or how you login ๐
hmm
Well I was thinking
URL & BuildKey associated in the Settings Panel
Admin Panel on the Website, should be accessible via the Plugin
so you never have to leave your Editor right?
Everytime you make a build, assign a new Build Key to the Build, and add the buildkey to the database
should be automatic this way no one can fuck up and forget a build key
sounds like a security nightmare lel
Have the options to Ban a Key, Force Key Update, Generate Keys
Naa acl system with a normal basic sha256 double salted passwords
Scope based oAuth for Login
Prolly have to do the Widget Username/Password
Could also addin OAuth Login for the Game.
I just gotta wait till they fix the WebBrowser
everycall give a jwt and auth back to validate information
except if you send in the fix by yourself
prolly take me 40mins or so for the WebService
nah i mean until they fix the browser
Oh i`m just waiting for it.
Prolly going to rewrite the whole browser system
and implement my own XD
thats probably the best ๐
but yea i`m bored. XD trying to figure out what to do.
Keep seeing the UE4 Login Plugin and i`m like .......
<.<
Can't you just use sqllite plugin of unreal engine for database? What kind of user authentication security features you are thinking. What is a build key? This key is what you need to sign into? @pallid flint
Howdy folks!
So I've just started with the Unreal documentation and working my way through the basics.
I'm just practicing buliding some environments, and I wondered if I can swap out an existing actor with another some how? I may just have my lingo wrong, but I can't find anything applicable from the documentation or in searching the Goog's.
e.g. I am using Starter Content, I've placed down a regular wall. I want a windowed wall there now, can I just "swap" out the part? Like select the object in the viewport, and choose a replacement actor?
All good I just found it! I missed it the first time around. Right click on Actor -> Replace Selected Actors with -> choose actor
@fallen urchin no it would be for say, you want to login for a closed beta? Maybe a update was released, you obviously dont want people using the older version. Notifying them, and refusing to Launch the game past the main menu, giving them a download link or whatever to download the newest version. Build key would associate to each build of the game, this way for instance you gave out a development build. Then you gave out abuncha keys associated too the DevBranch of builds, anyone who uses a key can use the devbranch, then you are done with testing you close the devbranch and make all the keys worthless. That Sorta reasoning behind it.
Build has a Key, User can register with or without a key depending on the branch/build key their client has. ;x
@fallen urchin SQLI would be more for like game info, stuff that can be handled just on the server itself. Not for Global information, things that have to pass outside of a single server.
hi, could someone help me with a basic point & click movement please?
I am trying to copy the top to down point&click control for the character to my game, but for some reason it doesn't work at all.
My character inherits from ACharacter, i have added a nav mesh to my level, disabled physics, and added this to my player controller:
NavSys->SimpleMoveToLocation(this, DestLocation);
DestLocation is a valid position but the character just won't move.
I've also tried this through blueprints and had the same result.
Is there something that I need to set up in my character/controller/navsystem to make it work?
Hey! I made a quicktip on how to create and use a Houdini Engine asset to create 3d Text in unreal. (If you are already using a blueprint for this, you could use the technique to create new characters) Check it out: https://vimeo.com/212456354
Hey guys! Any here is using VLC player plugin?
gmpreussner is but then he helped make it.
@grizzled mountain Cool stuff
Submitted to the Marketplace: https://forums.unrealengine.com/showthread.php?141926-TwitchPlugin-Everything-you-need-for-Twitch-in-UE4-well-Almost!
If anyone wants to Test it let me know i`ll drop ya a Zip file with the Plugin โค
not sure where to ask this, but I've got a multiplayer project in version 4.12, and I recently dowloaded (yet to install) the github repository for UE 2.13 with HairWorks and Flex pre-compiled into it..... just curious if anyone knows how painful the process of transferring my current project over to this other version of the engine might be?
it's all in blueprints, and this is the first time I used github for anything so just nervous ๐
getting a lot of errors like this in the packaging stage:
LogLinker:Error: REINST_KnightCharacter_C_96 has an inappropriate outermost, it was probably saved with a deprecated outer (file: F:/Wow/UploadedBuilds/Content/VirtualRealityBP/KnightCharacter.uasset)
@last loom it won't be painful at all
really? I feel like someone who's been through a traumatic breakup (engine crashing bugs) and is tentative to try dating again (fuxing w the engine) ๐
@unborn matrix just resave that blueprint
I have but it's still bringing up errors
I've re built from source to try and fix it but it doesnt help
@last loom everything will just continue to work same like before, you might get crashes related to nvidias stuff but that's fine I guess
@unborn matrix you should only need to resave the blueprints where it complains
so make sure you modify them before saving so that it actually saves something
so like make a new variable/function/something to save
yeah
When I install the github version, should I remove the current UE version or will it just show up as a separate option like a different version # on the epic launcher?
@fiery harbor I did that, saved it, and re opened it. Didnt change anything
And then just load that version and open the project file from it? Not sure how exactly to transfer my project as it's from a seperate version too, been a while since I updated versions and doing this simultaneously seems like a bad idea lol
I'm also getting this error when packaging not sure if relevant or not:
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build++UE4+Release->4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp][Line: 1692]
LogOutputDevice:Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'StaticMeshComponent0' Self 'StaticMeshComponent0'
@last loom don't need to remove anything, keep it
thanks for your help!
@last loom only need to right click the uproject file and select switch engine version
niiice ๐
@unborn matrix what do you mean with reopened?
the whole project
so you get the issue on project startup too?
Yes.
for me these issues were always fixed after reasaving the asset
what engine version?
4.15.1
strange
LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1692]
LogOutputDevice:Error: Template Mismatch during attachment. Attaching instanced component to template component. Parent 'StaticMeshComponent0' Self 'StaticMeshComponent0'
That one is the really annoying one
Is there any obvious reason to prefer using components or actors for character-held weapons?
Anyone Understand sequencer?
having trouble rendering out a video
Straight Black screen comes out
@fiery harbor It fixed itself somehow?
@dawn linden my only concern with using actors (assuming child actor component) would be synchronization of their movement
It can lag by one frame
@vale osprey Interesting, didn't know that. Do you know why?
Something to do with ticking order?
Yeah, if you add a skeletal mesh into the mix it gets even worse
BlackFox was adding control panel of the train like that and had to do some workarounds to sync it correctly, don't remember if it worked at the end
Hmm okay. Shouldn't matter for this as it's just a rough demo project, but worth knowing for the future.
There are some hidden issues too, you can get visual mesh synced but collision will lag
So it just need vigorous testing
Is anyone here familiar with patching for the PS4?
Hello - I am seeking some advice. I am currently working on a scene at home in UE4 and I need to take it to my univerisy for the degree show. I am working in version 4.10 and the uni has 4.12. Will the change in versions have an effect on my scene? cheers
I can't tell you for sure, but it'll probably work fine.
It would most likely be more problems if the versions were reversed.
It's usually easier to convert to a newer version than to an older
But yea, I'm not sure.
But couldn't you try it yourself at home first?
But make sure to do a backup of the project first
@river trellis
@dawn linden having actor is cleaner design as it can be treated as completely isolated object, also you can drop it and other players can pick it up etc
do note that I've never done any shooter on unreal, just saying that from design point of view
if you don't need to pick up weapons at all, and have preset gun setup, then components would make a lot more sense
as it's always going to be part of that actor no matter what
Yep that makes sense. I went with actor as it seemed more flexible.
Only real downside is that it's uglier to configure default setups as you say, since you have to use child actor components.
I used Components for Weapons personally, but that's primarily for reduced bandwidth and cost. In an RTS game that stuff starts to matter
Sub-Components like meshes are spawned as additional children of the owning actor, I haven't really lost any flexibility so far ๐
If anything it made my life easier
if you need features of actors, use actors, if you are fine with components, use components since its cheaper
for example only actors can have timelines I think
^ pro tip
What's the best (smallest file size) to manually back up a project?
Like just zip up the whole project folder? I tried just copying the project file but that didn't work :[
beat way*
best* way :[
@onyx pewter Thanks for the advice. I'll try it at home. ๐
@vale osprey @dawn linden I solved the problem with my multiple skeletal mesh components and a master pose component node causing that lag (assuming same issue) by turning off unreal engine's lag-compensation mechanism entirely D: one day I might build my own or find a workaround to make it work properly, but for now, everything is smooth and AFAIK, this means less processing is done right? So that's good... it doesn't look janky yet when I play with 3 clients on the same computer, but that's not a real gauge to test...
it's a checkbox on the movement component I believe, not at my desktop rn
Also I'm using actor components for my in-hand items and I destroy/spawn when dropping the item so that I can keep all the "interact" functionality on the "world actor" and keep the combat/use stuff and a different hand model on the "hand actor" hope that helps ๐
^ probably bad design
Hello i have a rigging problem with my bones in 3ds max, it seams the axis are messing up from time to time (at one point its certain it will happen to me) so how can i reset the bone so that when i rotate it, it does not skew my mesh and itself ?
helping video https://www.youtube.com/watch?v=-MQFb7WQ0fk
so far Martinez from this blames it on improper transforms applied to the bone but that bone from the video was created with the bone tools 'connect bones' and still it misbehaves ๐ข http://forums.cgsociety.org/archive/index.php?t-495669.html
CGSociety's Forums archive bring you the worlds LARGEST, most EXTENSIVE and COMPLETE archive of information from CG Experts.
Has anyone else had trouble with "write achievement"? It works ONCE then seems to just do nothing
Is there something I gotta do between writes?
Found the fix and made a video https://youtu.be/0M-FWyfobQs any other tips are welcomed
@last loom what you don't use CMC at all?
CMC?
:x
oh
right yeah
I use the movement component
I just turn off the smooth replicate movement
the thing that does some interpolation between where you are and where it thinks you are on the server - it doesn't sync up properly with attached skeletal meshes afai can tell
and the smoothing looked bad to me before, too - when I turned it off, yeah, it's more of a choppy look to lag, but it feels more accurate to me
looks better I think :x
I see, the lag happens in single player too, in my case there are no character component and root body is simulating physics. There are some workarounds like having animation only in local space
realllly? yeah if you're in singleplayer, that smooth replicated movement could totally be checked off , see if that helps?
you mean there's no movement component?
What's kinetimatics? The google's definition or it's general definition gives me no idea about it - "The study of motion without reference of forces which cause motion"
@craggy charm in gamedev it's usually ment as a body which is moving or animated but not by means of physics
Thanks! What's the meaning of it outside gamedev?
study of the movement of the objects
how do you study movement of motion without studying of forces which cause motion?
Kinematics is the branch of classical mechanics which describes the motion of points (alternatively "particles"), bodies (objects), and systems of bodies without consideration of the masses of those objects nor the forces that may have caused the motion. Kinematics as a field of study is often referred to as the "geometry of motion" and as such may be seen as a branch of mathematics. Kinematics begins with a description of the geometry of the system and the initial conditions of known values of the position...
or you mean how does this apply to non physics bodies in gamedev?
normally it means that you have some other logic driving their movement, for example inverse kinematics or other type of procedural animation
or you have your own calculation which can be using physics formulas but not using physics middleware like PhysX
Thanks
Hey guys, not sure if this is the right spot to ask, but here goes. I've started playing around with UE some (no real goal atm) and am trying to get somethng pretty going. The idea is to make essentially an sfx, like a distorting wave. Think the effect you see in movies/games/wherever when a large xplosion creates a wall of compressed air moving rapidly outwards. Except I was thinking it going in a ring outwards from a point (not a sphere). My guess is I need at least to use a particle system somewhere in there. The issue is I'm not sure what to google for. Anyone can point me in the right direction of research? (this is also a crosspost from the general gamedev server)
well... thats a pretty tricky thing to start on.
I've been getting that impression, yes.
if you can scale the ring in blueprint thats fine too
cascade does come with some nice options
but the main refraction is just from the material
working with reflection probes makes unreal dead. am I only one? 4.15.1
so it was that after all. I wasn't suure if I should be googling for using shaders for this (as I probably would in Unity). Guess I'll keep digging in that direction then. Thanks.
Anything shaders in Unity is material editor in UE4 @paper maple
(With the very rare exception here and there, of course)
so it would seem. Much appreciated
Hi All .......Does anyone know how to make somthing like the mapping for Fall out shelter I love the way it is made
It's basically tiles, no? Pretty similar to the ant farm from X-Com: Enemy Unknown. Though, come to think of it, X:EU didn't have elevators...
kind of curious to know what is causing these dots on my light maps. would any of you guys know?
What's going on here? It's just in the folder view and no where else
Hey guys
i have a question
do remove from parent for widget
restart all the Widget UI ?
someone tell me no but when i put a print string in the construct event
it prints everytime i remove it from the parent
hey people
Got a feature request for the ability to change "Skip Assigning Gamepad to Player 1" option at runtime (basically option to have either one player use keyboard and second player use gamepad1, or have only player use the gamepad 1)
If anyone thinks it's something they want, please upvote
https://issues.unrealengine.com/issue/UE-43841
Learn how to create authentic, believable characters with the free photorealistic character sample. Get it now! #UE4 https://t.co/YxS2dv1axF
What would be the best video format for UE4?
we are trying with mpeg 4 but when it comes to many fps the engine can't handle the load
@valid oar oh wow that's awesome ๐ฎ
@valid oar that's great, people have been waiting for that ๐
@halcyon marsh yeah remove parent keeps the UI variables and such in memory, it's only removed from the viewport.
idk how to clear it from memory entirely yet ๐
Once you remove from parent and clear all the references, garbage collector will take care of it eventually, as far as I know @last loom
^ ah so if you don't make a reference to the UI, it'll get cleared from memory eventually? Good to know...
as far as i know, yes, you can actually test it using debug filter in the widget, after couple seconds the widget reference will not be in the debug list after you remove it
Hi guys when I alt drag a SM actor in the scene to clone it it creates an actor but doesn't add the mesh so I get an empty actor. When I try to assign a mesh it won't drop into the slot, so basically I can't. Duplicate an object
ah yes, collapsing and such, that works too
Ok seems kike if you make a directory which contains any special characters such as [ it won't be able to duplicate assets
Hi everyone, need some help! I cannot build light anymore, have no idea why that's happening. I press "Build Light", it shows "Building lightning 0%" for a few minutes - and nothing, it still shows "Lightning needs to be rebuit"... I even created a new level and copied all the contents to this new one, but no effect - it's still not working...
I've seen that happening when there are two actors in the level with the same name. Each actor needs a unique name for the build process to work. Check the outliner and rename actors when needed.
It can take a lot longer than a few minutes
did you check what quality lighting build you're doing?
you can go from production quality to low quality with the drop-down menu under build
and also the first few percentages tend to take longer, while the end is faster
it takes a long time sometimes before the 1st % shows, then it starts moving
Also, check the swarm agent for progress and possible error messages.
@craggy nymph Thanks! Actually it were indeed duplicated actors in the level. Fixed now! ๐
๐
How do i add rotation to a object, to just rotate the object and not move it
Like a stationary gun
wtf.. my event ticks wont fire at all :/
Not even my level blueprint is ticking errr?
My custom gamemode
is not letting bluepritns tick
anyone got any idea why
@pallid compass have you set your default game mode to your custom game mode
yes
it freezing all ticking
I have not changed any settings in it apart from custom game mode to custom pawn
nvm fixed
Erm why cant i move my pawn with add movement input?
have you added MovementComponent?
Its alright i fixed it
didnt realise u cant use movement input
has to be umm
addactorlocaloffset
Whys it so hard tto make it so you fly the way your mouse points
You know like gun aiming?
anyone know how to fix "has an inappropriate outermost, it was probably saved with a deprecated outer "
If anyone gets any free time could they help me with setting up my simple movement for a flying ship
there's a spaceship in one of the blueprint examples that has all of that coded out already
in the Content Examples project
Yeah iv seen it its not what im after sadly
Im trying to use A and D to move my spaceship left and right, and while it moves left and right i want to rotate it slightly
But its all going wrong
just change the nodes around, use it as a starting point
I copied it over and ended up with descent style controls in my side project
Its not what i want, i want my camera too stay still if u get me
then make the camera stay still
it's a starting point ๐
it has camera lag on the spring arm in that example
just check it off
Im trying to get it so when i hold A
Your ship moves to the side and tilts
But your camera does not
I got the camera down, and moving it to the side
But when i rotate it weird shit is happening
first "Get location" of the camera, then "detatch component" then "set location" to the one you just got
it'll just stay put effectively
I think i realised where im fucking up haha
when i move it and then rotate it im taking it off the X axis
๐ yeah man there you go
How the heck do i tell it to rotate but stay in the world X axis when moving left and right?
How do i inverse a number? like turn 25 to -25
multiply it by -1 ๐
you want to add to the camera's location transform, and tell it to keep the rotation the same
or maybe there's something else weird, try playing with the spring arm component
are you making a side-scroller?
hey guys, is there i way i can lock the frame rate for my mobile game im making, i launched it on my phone today and it plays okay but just barley whenever the player moves and whenver the enemies chase me there is a "seeing double" effect where you can see a vauge image of where you where in the previous frame. i think locking the frame rate to 30 would fix it since but im not sure on that either. all suggestions are welcome
well i was able to cap frame rate at 30 through console commands, but im curious if you guys have any thoughts as to what would cause that weird effect apart from lag
where do i go to pitch stupid ideas. 8D
As much as I love UE4, I'm really fucking sick and tired of it launching SteamVR every single time, whether you work on a VR game or not. Furthermore, if you close SteamVR, the game closes too ๐ก
And SteamVR changes audio device, so I end up having to change audio device constantly, unless I want to uninstall SteamVR any time I work with UE4
2-nd edition of really good book is out:
http://www.informit.com/store/3d-user-interfaces-theory-and-practice-9780134034324
hey Ive got problem with localization. I added 2 cultures but in project settings->packaging->localization to package in show localized I've got empty list
@gentle solstice just disable steamvr plugin from your project
You can enable it again when you actually need it
But I agree, it is annoying
https://www.youtube.com/watch?v=RX1Prbs_vd0
anyone got an idea how he created the trust lines on this?
anyone good with particle systems?
@cursive dirge It's not a VR project. SteamVR opens every time any UE4 editor opens. VR or not
@gentle solstice yes, because all projects have steamvr plugin enabled by default
just go into plugins and untick steamvr
or put it manually to your .uproject like: "Plugins": [ { "Name": "SteamVR", "Enabled": false } ]
fml i hate particle systems D:<
@pallid compass look on these, maybe will help you http://iryos-workshop.com/en/overwatch-winstons-gun/
Hi everyone! 3 weeks have passed since I made last tutorial, a little distracted on developing Android stuff, itโs ok, Iโll catch up. And today weโll build with blueprints the Winstonโs โTESLAโ gun, result is below What I found in the official wiki: In addition, the gun can shoot at multiple targets simultaneously. So an algorithm will be โฆ
That is not through though
I just cant figure out how this guy made thm straight lines in ue4 cascade
its just a cylinderical mesh with a gradient panning around it, and another panning along it
Oh? ๐ฎ
i thought it was a particle system
iv been trying to do it for ages
lmfao
it can be, but doesnt have to
get a cylindrical mesh, get two noise textures, one panning along it horizontal, other vertical, add color and emissiveness, and either use vertex colors or a gradient to fade out the ends
Hmmm maybe not i dont know how to do that haha
saying you cant and trying are two different things
I dont know much about textures, and stuff with materials
Im not too bad with cascade but materials are really not much iv dived in too before
^
what Luos said will give you an idea what to research for
https://www.youtube.com/watch?v=Civkr1OsOsA follow this without skipping stuff and you can basically make anything
omg lmao
okay haha
Holy fuck
thats long
mfw just trying to make jet engine particles for college ๐
2h is too much?
we spend years learning this stuff...
not a single effect but gamedev in general
< almost 15 years of experience
I started in the 80's ๐
tssk about complaining something is 2 hours
or you pay me for two hours of work and i'll get you the best thruster ever seen
Actually it's even less than 2 hours. I usually watch tutorial videos at least at 1.5x the normal speed, up to 2x, depending on how slow the speaker talks. Especially when you watch a lot of videos, you end up hearing the same thing a dozen times, waiting for the new info you seek. Saves a lot of time.
Im not saying its too much, what im trying to figure out for college i would of thought it was relatively simple
if something takes just 2 hours to learn - it is pretty simple
gonna have a play with that on a day off. Looks fun
Same as HappyDay for me
Girlfriend told me to do that because of the sheer amount of talks and tutorials I watch for the sake of gathering knowledge
And it's actually really damn clever, though I'd have never come up with it
so long as you are actually learning and able to apply what you learned. Speed of learning is irrelevant IF you are absorbing material. If, however, you need to re-re-re-watch and re-re-re-click along, you might want to slow your roll.
Also, anyone who thinks that an investment of 2 hours, 2 days, or even 2 weeks, into a single process, to understand it, is a long time, needs to find another business to be doing work. Development, Design, Pipelines, Production, these are not "I stayed at a Holiday Inn last night -- I know everything". I am 20 years in this field of engineering, and I learn, new shit, everyday.
I disagree with any statement saying "not the field of work for you" unless it's because someone hates games
But on the other note
Yeah, obviously you do need to pick stuff up from it
THat's where having multiple screen comes in xD
I dont make games
Well, unless someone hates whatever the field has to do with
You dont put someone who has no skills at making software, at making software. Just because they "love" something, is not enough to actually be good at it
The world works on expertise, not hopes and dreams
I have seen this first hand. Its the worst thing you can do to a game
Yeah, but you can't make a flat statement about a single thing making a field of work inappropriate completely without context
the context is here
its been established in what was stated
this is not some new abstract rando statement
making games/software is hard. Learning is HARD
Hey people, new to the forum and to unreal I am trying to make a camera orbit around a static mesh , i cant find anything useful in the unreal learn content is there anything you can point me to? Or anyone who can help me out?
you skip on the learning part because you think you can, and you will not end up well
again, not saying dont speed run training material, I do it all day, everyday.
but dont think that watching it == osmotically absorbing it
I know hopes and dreams don't make stuff happen, but be careful with claiming stuff like "Not the right field of work" because you don't know that ๐
That's my point
yes I do
I do know that
I have hired and had to fire plenty from the "I have a dream" category
I just stated
That those two are separate points
Or at least, I meant to insinuate it
not really. If you want to be in that field, you learn, practice and apply. You dont watch a tutorial, get a thought, and apply for a job
When I come across a tutorial stream done by e.g. Epic and it's two hours
I go "Oh, damn, that's long"
2 hours == nothing
Not because that makes it undo-able
But just because I usually don't have stretches of two hours available
And if I do I usually spend them on other stuff
there are series that span days, again, nothing to do with the material topic, or length, it has to do with the end user and what they do with that after
if you dont apply that knowledge, to any problems, you have zero practical experience
everyone can watch tutorials. Not everyone can actually learn, absorb, iterate, and reapply
You made a statement about someone being in the wrong business because he said "That's long" -> without context because he never said Too long, and even if he did it could just indicate a lack of time, or a weighted consideration of time it takes to learn it against the benefit of doing so
ANd that's what bugs me
context is making games? no?
I wont name names here but I know someone who makes games. He's not a coder but he has learned enough to string together the logic. He loves what he does which is why he makes games obviously. However he doesn't learn properly and just dives in. I have debugged some of his stuff and its like someone told him the right way to do it, and he did the opposite. Now his code works, but not optimally. Now if I was his boss and he brought that work to me, I would fire him. Just my perspective as a professional.
we are all here to use UE to make a product, no?
context is, someone watched a tutorial, and now can do what they need to do to solve whatever problem they faced
hasnt changed?
I don't mean that context
I mean the person's context
As I literally just said, he may just be short on time and expecting it to be easier
And then it wasn't that simple and he was just surprised
I have that too at times
Doesn't mean I'm not suitable for this
And that's why I'm being pissy about this
Because you're basing your claim on a single statement
Im pathetic at maths.... doesn't mean I shouldn't be a coder.
like I said, for four times now, time invested does not matter unless they are only watching and not applying
yes, I am, and 25 years of school and business experience watching people do it?
That's got literally nothing to do with the discussion, though
The discussion was just that I feel you shouldn't claim that he's in the wrong field purely based on a single statement
same. I even do calculus quite often
cause I didnt just copy-pasta some dudes bullshit
I just learn what I need at the time and if it's maths, forget it until later :p
Because claiming that is just ignorant of everything else that may be going on with the person, e.g. that this is of minor importance and he therefore doesn't feel it's worth looking into if he's short on time
I guess the short answer is easy: If you feel I am wrong, get an industry job, hire a bunch of whomever, and make cool shit
till then
That's really not my point, though
but appearntly it is
You're honestly 100% missing the point I'm making
you are being obtuse to the original topic of learning quickly
and keep wanting to apply what I am saying to more than is here
DEFINE POINT_YOURE_MAKING;
"Also, anyone who thinks that an investment of 2 hours, 2 days, or even 2 weeks, into a single process, to understand it, is a long time, needs to find another business to be doing work. Development, Design, Pipelines, Production, these are not "I stayed at a Holiday Inn last night -- I know everything". I am 20 years in this field of engineering, and I learn, new shit, everyday."
yeah, please, define it
THat's what I'm referring to
still stands?
I even pointed out, time is non-factor?
If he watched it and didnt learn jack shit, yes, yes it does
just cause you have no time, and can watch it quickly, doesnt mean you should?
You just know that it was more complicated than he expected
I once spent 3 months learning the maths to make a top-down marble madness style camera for UDK. 2 of those months were purely down to learning about calculus and trigonometry.
same thing every day though
just cause you have no time, and can watch it quickly, and CAN learn, also doesnt mean you should
but that is not the point, at all, of the original CONTEXT
watch it fast, watch it slow, watch it not at all. If you are not applying that knowledge, what speed matters?
We're arguing completely past each other
We're both arguing about a different thing ๐
So never mind
I guess. I am simpy saying, you can read all the books ever, you can watch all the videos ever, if you are not actually doing any work, what good are your skills, at all.
watching, reading == not enough
Very true
I think everyone should quit games dev. Then see how the world copes until all games are considered retro. Then make one giant new super MMO game the world can enjoy ! We can call it "Thermonuclear war is good for your complexion".
we can sell sunscreen
And I'm just stating that I feel you shouldn't say, based on a single comment without context, one should call the person unfit for a job
That's literally my only point
And yes. We should
Dibs on making the bad parts of the code
honestly.... reading and studying doesnt need to be work based to learn. For the past 2 years I have worked on a single title. In the meantime I have watched Epic streams, tutorial videos, read websites, followed the facebook group and helped others to learn and assisted with their problems. Now if you ask me my hands on experience, you would think I am a noob, but I am not. That is osmosis and dedication working right there.
๐
That's a thing which bugs me about the "Without shipped titles you're not credible"
The fact that I haven't shipped my things yet doesn't mean I haven't worked my ass off for the last two years
I can live with that though. You haven't experienced the traits of released titles
In some respects I understand it
in semi-related advice news: https://twitter.com/Emre_C_Deniz/status/851612834437808128
Everyone keeps giving good #gamedev advice to students. Here is some useless advice, a thread curated by me, therefore all facts:
In other respects it's just ignorant
yeah, no shipped products sucks, but that is evidance of nothing
your work is your work -- even if it never sees the light of day
"Whether you use Maya, Max or Blender, you're always going to be absolutely trashed by the UI and weird bugs, so learn how to cry instead."
I have no degree. I do have 3 shipped titles now though. So technically I am employable. Im not sure it means I have the right skills, but I am employable and thats all my credit card bills care about
xD
so tru
Was about to say
"Every single GDD you will ever write will be worthless by the time you actually start production and will be completely forgotten by the end"
Oh
Define GDD though
game design document
Yeah, I know
God Damn Doughtnut
But there's a million ways to set up a GDD
generally distressing doodoo
So some ways may be completely useless, while others can be useful throughout for just keeping track of things
But uh
if you are working with others, none of them are entirely useless. You need some way to convey visually
how do you do that?
oh right, it wasn't discord where I wanted to format text like that, it was on the forums
figured it out
@keen birch it doesn't say that gdd is useless it says it's worthless when production starts
this assumes that your protoype phase is already semi-finished, by that time, bunch of "solutions" and "ideas" are already changed
it doesn't mean that you shoudn't even write it, quite the opposite
and it's always important to distinguish between cases when someone teaches gamedev or software development and then reality of the job
like you final job can be about coding physical simulations, after few years you won't need to put everything on paper. But when you are still learning, its very important to have everything on paper
but I agree with @raven cedar Gamedev or software development is all about learning. Besides business side thats more or less all what you do. You don't need to be coder for this either, artists need to learn new tools and pipelines all the time.
how does stuff work with more than or less than when your in minus numbers?
-20 is smaller than -10
if you imagine a line with a 0 at the middle
everything further down left is smaller than everyhing further down the right
which makes people buthurt with opertations like Floor and Ceil ๐
gotcha haha
btw do u know how to set local rotation on a mesh object inside a bp?
@vale osprey Fair enough
But even so I tend to keep my GDDs updated as the project continues
So there's an overview of the entire plan there
hello, just a quick question - i downloaded content examples from learn tab. Can i use the blueprints (with meshes) in commercial capacity for my project. (will be releasing it on steam) or are they for learning purpose only?
@pallid compass drag it into event graph and pull pin, type SetRelativeRotation
I think relative is messing up my movement
hmmm
Depends which way im facing depends if it works properly or not
@keen birch it's not a useless thing, that recomendation is more to the point that people shoudn't get suprised or attached to it too much
A and D move u left and right and depending how far left or right u go rotates your shit with it to add some gliding look
Yup, I see
"rotates your shit with it" - should go into signature ๐
I dont get it, if i face the other way it moves the ship down in to the ground
I'm not sure what that code is suppose to do to be honest - you use position as input to rotation
You press A and D, your camera remains in the same position but it moves your ship left and right, the further you move left and right, your ship tilts with it
well, first thing is to make sure that your ship is aligned with X axis, otherwise Yaw/Roll/Pitch don't have much sense
Of the movement im trying to create
I have an actor BP that is set to No Collision but my pawn can't move through it...what am I forgetting?
I was just the pawn to be able to move through the BP actor...
so i went to the main collision static mesh and change collision to no collision
@pallid compass you need roll for this movement, not pitch
what I don't see in your graph is what will make offset smaller when you already went over the movement limit
@light thunder maybe you have some other object there?
or multiple components with colliison meshes
do you have just one of them?
a few, but one of them is a big truck, the other is a laptop in the truck...but when I try to move through the BACK of the truck, which is just the truckSM, I still get blocked
Help blake first, il brb 5 mins, if you dont mind Bored, if u could help me with this it big a huge help
but does truck have collision mesh?
does that matter if it is set to ignore collision...maybe I should just make the pawn character ignore eveything
I need overlaps becasue I have a lot of trigger volumes but I don't want collision
so I could go to pawn and change to overlap only?]
k
so truck is a seaprate model? or it's a part of BP?
is there are anything else beside truck and laptop?
not enough to collide with size wise
like if I was hitting those other actors, wouldn't I know it
you can set preset to Custom and then explicitly say NoPhysicsNoQuery
not sure what is going on there
Show Collision from console might give some clue
I got it, thank you!
wait, I don't got it
that's weird
I can move through the object ONCE
but when It moves again (i'm transformming it across the map) it collides again
Yeah confirmed...it is the EXACT BP but it gets moved ....I'm starting the map and running through the truck all around but when it gets move twice, it stops me from moving through it
OHHH i know what is happen
EDIT: Since I was moving the truck around, I had made some dummy SM's that I'm using as a positioner, and I hide them at game time
that was it I guess
ugh is happening it's still doing it
have you disabled collision on those dummy SMs?
the ones I needed
normally I want some collision this was just to grab a screenshot without switiching out actors ...I had to be in the MIDDLE of something
back
Whats a good way to figure out the distance between Scene root and a static mesh in it?
Hello, I have a question related to variables in .ini files. Could you help me with this? I'm not too competent in this matter to understand this myself ...
Please, watch this from 15:53 to 16:03. You can see, what trees appear at very short distance.
https://youtu.be/pTZBizRiTkk?t=953 He did this by adding a variable to one of the .ini files, I think it's something related to the draw distance, could you help me understand how he did it?